What gives the title of archmage in Skyrim. Skyrim - College of Winterhold (walkthrough)



The Mages Guild no longer exists and has been disbanded. However, this did not affect the College of Winterhold. If you want to learn spells from different schools of magic, don't pass by!


Every innkeeper knows where the College is.

First lessons
On the bridge from Winterhold to the College, you will meet with Faralda, who protects the home of the magicians from unwanted visitors. To join the College, you need to say why you need it (the answer option does not matter) and demonstrate your magical abilities by passing a small test. Faralda will ask you to cast a randomly defined spell of the level Pupil... It could be Fear (Fear), Firebolt (Firebolt), Summon Fire Atronach (Conjure Flame Atronach), Healing hands (Healing Hands), Magic light (Mage Light). Or you can just use any Shout. After successful completion, you become a student and Faralda will personally guide you to the College grounds. Talk to Mirabella Erwin, she will give you a uniform and give you a tour. Just follow it everywhere. Then go to the Hall of Elements and listen to Tolfdir. After a little argument with newbies, it will come to a magic demonstration. You need to use the Ward (Recovery) spell. Just in case, I recommend using only one hand.


Deep in Saartal

As an example of the Collegium's employment, and in particular how dangerous magic can be, you are sent to visit the excavations of Saartal. Talk to Tolfdir on the spot. Then follow him inside. There you will be asked to find Arnel Gein, who will entrust you with a magical artifact.

The Amulet of Saartala is nearby. Once you take it, you will be locked. Put it on yourself. Now attack the wall with the Destruction spell. Talk to Tolfdir, then walk forward. A vision will appear, talk about it with Tolfdir. Fight off the draugrs and follow along. You will need to open the door with a lever. In the next room, the draugrs will attack you again. If suddenly you are a warrior and prefer a good ax to magic spells - use it, the old man will not touch it. Pull the two chains near the gate further to get to Saartal. Make your way to the first puzzle with stones. Position for each - drawing exactly behind him. Everything is very simple. When you place everyone, pull the lever. The next room is almost the same. It is necessary to reproduce the order of the drawings on the stone tablets. When the patterns match, pull the lever.
At this point, Tolfdir will join you. You will enter a hall with a luminous sphere. Yurik Goldurson will rise from the dead, but will be protected by an unknown force. Distract him until Tolfdir weakens the orb, then kill him a second time.
From the body, you can take a Piece of Goldur's Amulet for a quest Forbidden Legenddescribed in section.
Talk to Tolfdir, he will send you to tell the Archmage about the find. Get out the shortcut - there is an iron door behind the sphere.
Find Archmage Savos Aren in his quarters in the College of Winterhold.
Library books
The archmage will send you to Arkenium to Urag gro-Shub to find out more about the find. The Orc will inform you that the books were stolen by Orthorn. At the exit from the library, Ancano will speak to you. You must go to Fellglow Fortress. Predictably, warlike magicians are waiting for you there. Inside you will find vampires in cages. It looks like they were used for experiments here. You will also find a locked Orthorn, who will help you a little in the battle with the magicians. From the body of one of the nameless magicians, you can take the key to the fortress, it will open the locked doors. Make your way to the next level. There, go up to the Hall of Rituals. There you will meet the Caller. You can fight her, or convince her to give the books. Take three books from the pedestals and return to the College. As a reward, Hurricane Gro-Bush will give you a stack of books that increase your magical skills.

Good intentions

I need to talk to Tolfdir. He will share his observations, after which Ancano will talk to you again (By the way, you can ask Tolfdir what he needs, he will send you to look for his alembic, which is in the Support Hall, in the room with the pentogram of souls). Follow him to the Archmage's quarters to meet a member of the Psijic Order named Quaranir. He will offer to find Augur of Dunleysky by interviewing the members of the board. You can immediately talk to the archmage and he will send you to Tolfdir. He will tell you to go down to Midden, through the hatch in the Support Hall, or right in the courtyard of the College. Several enemies are waiting for you inside, and the most interesting is the Atronach Forge. Read the manual about it in the book on the table before use. You need to go down to Midden - a prison. There you will meet Augur of Dunleys. He will tell you what is required and send you to the archmage Savos Aren.

Opening the invisible

To find the Staff of Magnus, first talk to Mirabella Erwin. She will talk about the Synod, the magicians from Cyrodiil who were looking for something in the Dwemer ruins of Mzulf. Inside, you will immediately find the dying Gavros Pliny. You can take a diary and a key from his body. Ahead are the standard Dwemer ruins - mechanisms, traps, corus. Further Mzulf - Steam engines. Falmer already live here. Then another level. The key to Mzulf's oculatory is in a Dwemer chest on the other side, guarded by the Centurion. However, the second locked door will be opened by Parat Decimius, the last survivor of the expedition. He will ask you to bring a "focusing crystal", which should be on the body of "Falmer - Twilight Guard". Bring the crystal to Parath, then follow him. Place the crystal on the Dwemer Armillary Orb.


Talk to Parat, he will clarify for you what exactly needs to be done. On the table are two books with frostbite and flame spells. Use them directly on the armillary sphere. Flame - raises rays, frostbite - lowers. Make sure that each beam is in line with one of the three rings, which are rotated by the three buttons on top. Thus, each ray passes through its own lens. A strange map will appear, talk to Parat Decimius. He will say that the staff of Magnus is in the Labyrinthian. Return to the College to the Savos Arena. There is already a real light dance. Savos will ask you to help him remove the protective barrier. Use the flame spell on him. Elimination of consequences Ancano managed to set off an explosion. You need to find Savos Arena. Exit to the yard. The collegium mages crowded around the archmage's body. Tolfdir will send you to ensure Winterhold is safe. Faralda will join you on the bridge. The town was attacked by magical anomalies. You need to destroy them all. The only difficulty is that they are extremely difficult to hit. Inside each anomaly there is a soul stone, which also speaks of their probable man-made origin. Return to the College in the Hall of the Elements and speak with Mirabella. She will give you the Labyrinthian door ring, the Savos Aren amulet and send you to look for the staff of Magnus.
Staff of Magnus

Nothing to do, go to Labyrinthian. The extremely large land ruins are inhabited by trolls. Interestingly, in one of the destroyed buildings there will be a skeleton. And next to it is a note, and galvnoe is a Wooden Mask. Dress her up and hop! - you find yourself in a secret room called the Sanctuary of Bromjunar! There is an altar with space for eight masks of dragon priests. To go back, remove the mask.
But for the staff you need to move on. Activate the ceremonial door to put the ring back in place. Welcome to Labyrinthian! You will meet the ghosts of the previous expedition. And then a battle with skeletons, including the rarest bone dragon. Do you have a couple of scrolls of J "zargo lying around for an hour? After another meeting with the ghosts, go to the Abyss. The amount of mysticism increases pleasantly. Melt the ice with the help of fire magic. The flame spell is on the pedestal nearby. Go downstairs, there you will find the door to the Gallery." In addition to the usual enemies, you will meet the mother-smoke, which looks like the ghost of a very evil woman. There will be another door, this time burning. Cool it with cold magic, such as a frostbite spell, which is lying nearby.
Further you will see the most funniest phenomenon - the ghost of a skeleton! He will also have a funny sword-killer weapon, absolutely ghostly. There will also be other similar weapons of other classes. And finally the door to the Tribune. On the pedestal lies the book of the persistent ward spell. It will help you get through the magical obstacle. Soon you will be able to study the time dilation scream. Finally you will enter the hall. Kill two enslaved mages that emanate from a protective barrier. Defeat Morokei. Take the Staff of Magnus and the Lich Morokey Mask from his body. Remember also the Sanctuary of Bromjunar? At the exit you will be greeted by a Talmor named Estormo. Kill him and return to Winterhold. It looks like the disco is in full swing! Talk to Tolfdir.

Eye of Magnus
Use the staff of Magnus to remove the barrier on the College and enter the Hall of Elements. Use the staff of Magnus against the Eye of Magnus. Then kill Ankano. Talk to Tolfdir, then Quaranir. The Psijics take the Eye with them. You are given the clothes of the Ahrimag and the key to your new chambers. Enjoy!


Echoes
Tolfdir will inform you about the location of the anomaly left over from the Eye of Magnus. Grab Magnus' staff and blow into place. Use your staff to poke a strange portal, defeat anomalies and return to Tolfdir for a reward.

P.S. The task is repeated. You can do it as many times as you like if you want to make money this way.

Side quests:

They are issued only after joining the College of Winterhold, but do not apply to the storyline. They appear approximately after the task Library books.

Ondmund's Request

Remember the Nordic rookie doing with you? He managed to give Entir the family amulet. And yes, he asks you to convince Entyr to bring him back. Entiru, in turn, needs a staff, which he regretted selling. Travel to Fort Bloody Throne. A very creepy place full of vampires. In the end, you will even end up in the arena against them. You will find the staff in the chest. Take it to Enthir. Entyr will give you Onmund's amulet. Onmund ... wow, no, that's it! Experiment J "zargo Khajiit J "zargo will give you scrolls and ask you to test them on the undead. Arnel's project The task takes place in four stages. After the end of each, you need to wait a couple of days, go somewhere, then when you return to Arnel, he will give you another order.

Part one:
Arnel Gein needs ten Dwemer gears. Look for them in the Dwemer ruins, of course. Bring them to Arnel.

Part two: Arnel will ask to convince Entyr to fulfill his part of the contract. Entyr needs a specific staff from Fellglow Keep.
Part three:
It turns out that Arnel is trying to figure out the reason for the disappearance of the Dwemer. Several Dwemer ruins will be marked on the map where the Dwemer convectors are located. Place the Modified Soul Gem in such a box, then use Arnel's Convection spell on the convector. Repeat the operation at the three marked Dwemer ruins. Now you can bring the stone to Arnel Hein.

Part four:
Arnel contacted Entir again, and Entir clamped the desired item. Although Entyr said the item was never delivered to him. And the courier was last seen in Riften. True, the marker will point you to Pine Peak Cave. And what did the messenger forget in the cave with wild bears, and most importantly how do we know about this? .. Take from his body ... "Separator"! This is the legendary artifact of the Dwemer mater Kagrenac, familiar to TES 3: Morrowind players! Deliver it to Arnel. Now, just step back and watch.

It is unknown how the experiment ended. On the floor in the room you will find the Divider, and in the section of the Conjuration magic - the spell to summon the shadow of Arnel Gane.

P.S. To my regret and the shame of our localizers, the blade from Morrowind should be called the Cleaver. The separator was a hammer.
P.P.S. According to some reports, the cave where the messenger's body is located may be different.

Shalidor's works
Quest Giver: Urag gro-Shub, a character from the main storyline located in the Arkaneum, inside the College of Winterhold. He seeks the ancient tracts of Archmage Shalidor to translate for his library. For them you are sent to the Cathedral of Alftand. You could have been there before, on other missions. On the spot you will find the remains of the expedition. In the destroyed house you can find a diary (inside there will also be such, if you read all of them, you will have a complete picture of the events of the expedition). Go to the Ice Ruins. These are typical Dwemer ruins, full of semi-working mechanisms and snow that has managed to break even through Dwemer metal. You will also meet a Khajiit who is distraught without skooma, suffering from personality disorder. Not only oil is fuel here, but also gas, which can be identified by strong vibrations in the air. Making your way through the ancient tenacious Dwemer mechanisms, you will reach the Animatorium.
There you will go down a strangely shaped staircase. Find the body of Yag gra-Gortvog. Below you will finally meet the Falmer - deep inhabitants, similar to goblins. They are not intelligent, but they cannot be called animals either, although there are signs of craft and community on the face. And to top it off - they own magic. At the bottom, towards the end, you will find a lift with a lever to the locked part of the Ice Ruins, from where you can quickly exit. But we go ahead, to the Alftand Cathedral. Ahead you will see a grate, which can be opened with a lever, going up the stairs. A very difficult battle with the Dwemer Centurion awaits you, to defeat which you will have to use all available means. From his body, you can take the key to the lift. Of course, if the fight is too difficult, you don't have to kill it, you can break the door yourself. Outside the gates, you will meet Umana and Sulla Trebatius. There are no happy people among them, although they cannot stand each other either. Find the required diary in the chest.
Return to Urag gro-Shub and return the book. In 2 days Urag will translate the book. He will give you 3 scrolls to temporarily enhance your spellcasting skill.
Also Urag can give you tasks to find books, now in completely random places.


Tasks for obtaining Master spells:

Restoration Ritual Spell

Upon reaching level 90 of the Recovery skill, you can report to the College of Winterhold and speak with Coletta Maranes. She will send you to Augur. Descend to Midden - Darkness. There you find Augur of Dunleysky. After the conversation, enter the special effects of the call and the test will begin. Ghosts will appear. All you have to do is stand for about a minute, using only the spells of the school of restoration.

Interestingly, after completing the task, you will be found by the Apprentice, who will try to break through your amulet.

Ritual Spell of Conjuration

Upon reaching level 90 of the Conjuration skill, you can report to the College of Winterhold and talk to Finis Gethor. He will give you the spell "Call the freed dremora" and send you to the upper level of the hall of achievements. There you will find a magic circle. Use the spell inside it. Dremora Freed will appear. He will refuse to serve you, so you will have to kill him. Then call again, offer to surrender and kill again. On the third try, he will agree to bring you a sigil stone. Summon the Dremora for the fourth time, take the Sigil Stone and bring it to Finis. You will receive the Fire Thrall spell, as well as the opportunity to buy the rest - Dead Slave, Ice Slave, Electric Slave.

What to do with the Sigil Stone from the quest "Ritual Spell of Sorcery"?

It must be placed on the pedestal of the Atronach Forge. See the complete guide section for details.

Illusion Ritual Spell

Upon reaching level 90 of the Conjuration skill, you can report to the College of Winterhold and talk to Drevis Neloren. He will give you the Tenth Eye Sight spell. With its help, you need to find four books of the Master of Illusion, which are visible only when using this spell:

  • In the Midden dungeon, on the table, next to the atronach forge.
  • Support hall. Second floor, on one of the barrels.
  • Arkaneum. On the book table behind the wall to the left of the entrance.
  • Hall of achievements. Second floor, under the bench.

When you find all four books, return to Drevis Neloren. Your reward: a volume of the Hysteria spell. Effect: Creatures and people of level 25 and below flee for 60 seconds.

You can also buy the other three spells - Destruction, Harmony and Call to Arms.

Ritual Spell of Destruction

Upon reaching level 90 of the Conjuration skill, you can report to the College of Winterhold and talk to Faralda. She will give you the book "The Power of the Elements". According to the code, you can find three places in it:

  1. Ruins Ward of the Winds (Flame)
  2. North Ridge Outpost (Frostbite)
  3. Observation Post Four Skulls (Sparks)

They all have a pedestal. Activate and a book will appear on it. Attack with the right spell and take it. They say you need to go through in this order.

As a reward, you will receive the Firestorm spell, as well as the opportunity to buy books from Faralda.

Ritual Spell of Change

Upon reaching level 90 of the Change skill, you can report to the College of Winterhold and talk to Tolfdir. Tom needs scales from a dragon's heart. To get them, you need to get the Fang of Cavosein dagger.

Travel to the Highgate Ruins. If you have not been there yet, you can meet Anska, the task "Scroll for Anska" (Dragon Cult) will begin.

Puzzle with levers. Above shows their activation queue. The order is as follows: bird, fish, wolf, snake. Go to the catacombs. Use them to enter Wokun's Throne Room. You will have to fight him. From the body you can take the Mask of Wokun (one of the masks of the dragon priests. In the chest you will find the Fang of Cavosein. And the cry written on the wall is the Thunderous Call.

Now you kill any dragon, take the Fang of Covosein in your hands and search the skeleton. Return to Tolfdir. He will give you the Dragonhide spell and also sell Mass Paralysis.

The College of Winterhold is not subordinate to the Imperial Mages Guild and does not shy away from necromancy.

The College of Winterhold is a school of wizards in northeastern Skyrim, right next to the Morrowind border. The arcane arts are studied here, and wizards spend their days casting spells or studying library grimoires. The inhabitants of Winterhold do not like the College, and there is a reason - from fifty years ago, huge waves swept away most of the city, and the College building miraculously survived.

To become an archmage, it is not necessary to study magic - the first "introductory" spells will be enough. So the road here is open to any hero.

First lessons

“The main thing is caution,” says Tolfdir and sends the students into a dangerous dungeon.

From the very first steps in Skyrim, the hero will begin to talk about the fact that on the northern outskirts of the province there is a school of magicians - for those who consider themselves capable of magic, and ... for everyone else.

The school is easy to find - it stands out against the backdrop of decaying Winterhold. But the entrance is guarded more than a dragon by the sorceress Faralda - she will let us in after we either prove the dowagerness (story quest "Ancient knowledge"), or demonstrate how we can conjure. The spell that will require Farald from us is chosen at random. If we do not know this, she herself will sell it for a modest price.

TIP: visit the college as early as possible - if you arrive too late, Faralda's "opening" spell may require more mana than the hero has.

After that, we will have a conversation with Mirabella Erwin and an excursion, and then - the first lesson in the Hall of Elements. An elderly magician Tolfdir is giving a lecture to the students. In the end, he will offer the hero to practice using the charm spell. If we do not have it, he will teach.

The task is simple: in time to hide behind a talisman to reflect the fireball flying at the hero.

Immediately after this, Tolfdir will offer to work "in the field" and visit the excavation of the ruins of Saarthal.

Deep in Saartal

The thin greenish type on the left is Yurik. Yurik Goldurson.

Saartal is not far, southwest of Winterhold. Wait at the entrance of Tolfdir with the students. Inside you will be given the first task, to help the magician Arnel Gain collect several artifacts - three enchanted rings and one ancient amulet.

There will be a hitch with the amulet - a magic trap will work and cut off the hero from the rest of the expedition. Tolfdir will offer to study the amulet more closely. Put it on and cast a spell on the pedestal. The passage will open, and with it - the grate, and Tolfdir will join us.

And then, when we get to a small room with a locked door, time will stop, and the Psijic magician Nerien, who has come from nowhere, will speak to the hero. Something very dangerous is coming - he will say and disappear, and draugrs will immediately sit down on the hero with Tolfdir.

You will encounter two puzzles - one simpler, the other more difficult. The solution is simple - to rotate the columns as shown in the figures (whale-snake-eagle, eagle-eagle-whale). A complex puzzle - four columns, three of which, turning, rotate and others. You need to start with the near left - it rotates the remaining three columns. Rotate the column so that the drawing matches the drawing on the wall. The next column is the far left. Then - far right and near right.

After that, Tolfdir will join us, and we will go out into the hall, at the far end of which a huge magic ball is spinning, covered with mysterious signs. He is guarded by Yurik ... that is, Yurik Goldurson, a powerful draugr. At first he is invulnerable. Only when Tolfdir begins to draw power from the ball, it will be possible to deal with Yurik.

Return to the college through the door behind the ball and watch out for the wall with the Word of Power.

Library books

The archmage is not red-eyed because of books or pipe-weed. He's from Morrowind - everyone is like that.

To find out what kind of ball we found in the depths of Saarthal, Archmage Savos Aren advises us to contact the Arkaneum - the local library. But the orc-librarian Urag gro-Shub will quickly cool our ardor - he does not have the necessary books. They were kidnapped by one Orthorn, a renegade mage who is hiding in Fellglow Keep.

In Fellglow Fortress, mages conduct inhuman experiments on vampires. Free all the vampires you meet, and they will help in battle. Orthorn himself is in prison - free him, and he will also offer assistance.

You will find the books at the end of the dungeon, next to a powerful sorceress - the Summoner. You can fight her (she, true to her nickname, calls on our heads with all sorts of dirty tricks), try to convince her to give the books in peace, or, if Orthorn accompanies you, exchange the books for him.

As a reward for the return of three valuable volumes, Urag gro-Shub will send us pockets full of interesting and useful books.

Good intentions

In the archmage's quarters, agents of the secret Psijic order came upon us again.

Speak with Tolfdir in the Hall of Elements. He admires the Eye of Magnus' magic ball recovered from Saarthal and confesses that he has never seen anything like it before.

The conversation will be interrupted by Ankano, an arrogant Altmer, representative of the Thalmor and advisor to the archmage. He urgently calls us into the chambers of the archmage for a serious conversation. There we will be met by another Psijic magician (member of the top secret society of magicians) - Quaranir. He traditionally freezes the time to talk to the hero in private. The magic ball is dangerous. The world is not yet ready for such a powerful thing to emerge, and we need the advice of Augur of Dunlane.

Naturally, the archmage and Ancano did not hear the conversation and now do not understand why the Psijic is leaving. But where to look for Augur? Tolfdir will tell us about this. Augur hides in Midden - the catacombs under the College. Ice ghosts and all kinds of undead are found there, and the Augur himself is a lump of magical energy filled with pessimism. He will tell us that events cannot be stopped, Ancano does not know what he is doing, and we need some kind of staff of Magnus.

Opening the invisible

The map shows clots of magic in Tamriel. Skyrim is illuminated by the Eye of Magnus and the Staff of Magnus.

Savos Aren, learning about the staff, will send it to Mirabella. She will report that the staff was recently searched for by the magicians from the Synod, and they went to the Dwemer dungeon Mzulf.

Judging by the fact that a magician is dying outside the gates of Mzulf, the Synod has already been here. Take the key from the body, open the door and enter the dungeon corridors. It is quite straightforward - your enemies here will be the traditional Dwemer defense mechanisms, as well as the Falmer and Corus.

At the end of a long journey, stumbling upon a locked door in a large hall, go in the opposite direction, eliminate the centurion and take the key from the chest. Return to the door. If you have not yet picked up the Focusing Crystal from the Falmer in the Great Hall, do so.

Meet Paratus Decimius, the only surviving mage of the Synod. He will tell us what happened and lead us to the starlight focusing device. To solve the puzzle, you need to insert the crystal in the indicated place and affect it with the spells of cold and fire until the light rays are on exactly three rings in the dome. After that, it remains to press the buttons and rotate the rings to align the three lenses with the rays.

Apparently, the staff is in the Labyrinthian. We will go there. However, first we have to look into the College, where the Psijic magician who has again drawn out of nowhere will send us.

Elimination of consequences

It was impossible to admit Ancano to the ball. Having received the power of the Eye, the elf is about to collapse space, cuckoo and stop time.

Alarming and tragic events are taking place in the College. After a full-fledged crisis breaks out, we will be sent to protect Winterhold from a dozen magical anomalies flying around the city.

After that, return to Mirabella - she will send us to Labyrinthian, providing a door ring (key) and an amulet of Savos Arena.

Staff of Magnus

Ghostly Draugr. It would seem that the undead are undead - but it looks spectacular!

Labyrinthian is an interesting dungeon. It is home to trolls, mother-smoke with blue lights, as well as unusual ghostly draugras and their dogs. Here, together with us, there will be ethereal ghosts of the past - an expedition of magicians led by Savos Aren. And the Labyrinthian will begin with an interesting battle - a bone dragon and a crowd of skeletons.

TIP: if it is difficult for you to defeat the dragon, return from the hall to the narrow corridors, where he cannot get through.

There are no puzzles in the Labyrinthian, except for two magical doors. Ice opens with a fiery spell, fiery - with an ice spell. The most dangerous thing is the beginning of the gallery, where fireballs will immediately fly at us, capable of killing the hero instantly. To pass this section, you need to hide around the corner and knock soul stones from the pedestals from a bow or an ice arrow spell.

After meeting with the ghostly draugr warlord, grab the Word of Power from the wall and prepare to fight Morokei. He is invulnerable, since his defense is fed by two magicians. Kill them, then Morokei himself (he will summon an atronach if he has time). Take the mask and staff of Magnus from him.

TIP: If it's hard to fight Morokei, use the same method as with the dragon - hide without going into the hall, and shoot him from afar with everything you have.

On the way to the exit from the dungeon, you will have to endure one more battle - with the ambitious Altmer Estormo.

Eye of Magnus

"You have no methods against Ankano Thalmor!"

Now you need to use the staff to break through the protective magic to the College and defeat Ankano. Use the staff on the obstacles. Help magicians cope with anomalies flying around. In the Hall of Elements itself, on the advice of Tolfdir, use the staff on the Eye to make it a ball again, and then use the same staff to hit Ankano with magic. If necessary, repeat the reception. After the battle, get rid of the summoned anomalies.

It is done! The ball was carried away by the Psijics, and our hero is now the main one in the College and can calmly settle down in the chambers of the archmage.

NOTE: all tasks from members of the Board, including "Echoes", look in section of side quests.

The Robe of the Archmage in Skyrim is a triangular robe worn by the head of the College of Winterhold. What is special about it, and can the protagonist get it, and also what difficulties may arise when wearing these clothes? This will be discussed in the article.

Rob

This garment is first encountered when visiting the chapter - Savos Arena. It looks like a poncho with a triangular apron and has a hood. Because of the latter, it is impossible to wear a helmet. But with the headbands and masks of dragon priests, there are no problems.

The female version of the Archmage's robe in Skyrim looks a little different: a triangle cut in two in front.

Characteristics

The "gear" can be obtained after completing the quest chain for the "Eye of Magnus" from the College of Winterhold. Possesses the following properties:

  • for all spells the protagonist spends 15% less magical energy;
  • increases the level of magic by 50 units;
  • + 100% Magic Regeneration Rate.

Rob of the Archmage in Skyrim will come in handy for avid spellcasters who use magic skills at almost every step. Of course, if you focus on a specific school of magic, you can get clothes that give a larger bonus on mana cost. But only the outfit of the "Skyrim" Archmage contributes to the receipt of a universal bonus in all directions.

Cheats for robes

Another option for getting the coveted clothes is to register the console command player.additem 0007C932 1. The indicated numbers are the ID of the set. After entering the code in Skyrim, the item will be transferred to the player's inventory.

In TES V: Skyrim, there is a secret room where all the things from the game are located. To get there, it is enough to register the cheat coc qasmoke. But the clothes of the Archmage look different in the cache:

  • there is no hood;
  • has a red highlight in the inventory instead of blue;
  • does not have the property +50 to magic;
  • if the protagonist walks around the city in such a dress, the guards make much more jokes in his direction related to witchcraft skills.

Along with the special features, the Skyrim Archmage's robe introduced a number of bugs into the game. Some of them are quite funny:

  • if you put on any mask of the Dragon Priest over the robe, the character's head will disappear, but all the necessary characteristics will be preserved;
  • when these clothes are handed over to Khajiit J'zargo or Dunmerke from the College of Winterhold, these two will be completely naked, but they will not wear the Archmage's robe - they will run naked;
  • extremely rarely, the player receives not one, but three robes at once (the reasons are not known);
  • a character who puts on Thalmor boots along with a robe will lose legs;
  • the mask will pass through the hood when worn with this robe.

Outcome

This is not to say that the attire of the Archmage in Skyrim plays a very important role. A common thing presented as an interesting quest, which is useful only for those who prefer the path of magic. The caster, who has absorbed the knowledge of all schools, realizes the important role played by the store of magical energy. In battle, the missing pinch of magic can play a fatal role. For example, not fleeing Draugras, attacking in a crowd, can easily beat to death an unlucky sorcerer, who did not have enough just a couple of mana units to spell some scare away evil spirits.

And pumping the corresponding skills (without cheats) takes a long time. Therefore, the attire of the Archmage in Skyrim is a great help for a versatile wizard. In addition, the Dovahkiin-magician, who has studied all magical directions to the highest level, and even owns it, poses a serious threat to any enemy.

In this case, it's time to go into the options and set the difficulty of the game to maximum in order to get the most pleasure from the passage. After all, what's the point of running around locations, killing all enemies with almost one click. Only real difficulties will help you to feel the pleasure of the game.

First lessons

After crossing the bridge, you will find yourself in the courtyard of the College, where you will see Mirabella Erwin, conducting a conversation with a Thalmor agent named Ancano. The Breton will greet you and lead you on a short tour, in particular, she will show you the student dormitory (your room) and tell you about the library (Arcaneum), the Hall of Elements (the main entrance behind the monument) and the Archmage's Chambers. The archmage, Savos Aren, is a very busy Dunmer, so all day-to-day affairs lie with Mirabella.

As an aspiring magician, you will be given the appropriate attire: the Apprentice's Destruction Robe, Apprentice's Hood and Boots. Wearing them or using your own clothes is a master's business.

When you get comfortable and relaxed (you can sleep in the dorm in your bed), go to the first lesson to Tolfdir in the Hall of Elements. Enter through the main entrance and then open the grate with the symbol of the College of Winterhold. Teacher Tolfdir and other students are already waiting in the Hall - a Nord named Onmund, Khajiit J "Zargo and Dunmer Brelina Marion. The students are eager to get to the practical lessons. Listen to Tolfdir and stand opposite him on the symbol on the floor. From the spell menu, select Lesser Ward ( even if you have not learned this spell, it will appear in the menu automatically), then use it to defend yourself against the magical attack of the teacher. This concludes the first lesson of magic, congratulations!

In the depths of Saartal

The task is available immediately after completing the first lessons of magic. You will travel to the ancient Nordic ruins of Saartal (southwest of Winterhold) and meet Tolfdir and other students there. If you get there first, wait for the others and then follow the teacher inside.

B library books

The name of the library keeper is Urag gro-Shub and most likely you will find him at his workplace - in the Arkaneum. Be careful during dialogues with the orc: in order to continue the main quest line of the College, you must talk to Urag about the artifact found in Saarthal. Unfortunately, the curator will answer you, there is not a single book on this topic in the library, or rather, “no longer”.

Good intentions

At the end of the previous quest, Urag gro-Shub will ask you to tell Tolfdir about the book Night of Tears. You will find the old wizard in the Hall of Elements, where he will admire the shining sphere. Talk to the magician and listen to his reasoning about the strange symbols on the surface of the artifact. Suddenly, Ancano interrupts you and demands to follow him. There are no options but to follow the elf.

In the Archmage's chambers, a representative of the Psijic Order, Quaranir, awaits you. For some mysterious reason, he wants to talk only with you and will even freeze the time for this conversation, as a result of which Ankano and the Archmage (who are in the same room) will not hear anything.

The Eye of Magnus, that is the name of the sphere found in Saarthal, is an extremely powerful artifact. Quaranir will warn you that the world is not yet ready to use it, and at this time the Eye is only a danger. Since the Order's laws prohibit direct interference in such matters, Psijic will advise you to seek out the Augur of Dunlane for further instructions.

Ask the inhabitants of the College about Augur - Tolfdir and Mirabella Erwin know exactly where to find him, but the master wizard will tell you this only after convincing. Augur of Dunlane had long since settled in Midden, under the College. You can get there through the Hall of Support (a hatch on the floor near the stairs).

In dungeons, you may encounter ice ghosts, frost spiders, draugrs and skeletons. Look for a transition to a location called Midden - Darkness. You will hear the Augura as soon as you approach the locked door. Do not rush to go in search of the key - in a moment the door will open by itself and you will see a shining ball. Actually, this is the former member of the College Augur Dunleinsky. Talk to him (as it turns out, Ancano has already been here). It turns out that in order to look through the Eye of Magnus and not go blind, a special staff is required. Return with the news to the Archmage. Savos Aren will give you the Mage's Circlet, after which he will give you the next task.

ABOUT covering the invisible

Mirabella Erwin, the master wizard, knows a thing or two about the sought-after Staff of Magnus. She can be found in the Hall of Elements or in the courtyard of the College. A few months ago, a group of Imperials from the Synod, who arrived in Skyrim in search of powerful artifacts, were interested in the Staff of Magnus. In conversations, they mentioned the Dwemer ruins of Mzulf - that's all Mirabella knows. Obviously, you will have to go there and find out everything on the spot.

L remediation

You will find Savos Arena dead in the college yard. However, you will mourn the Archmage later, and now hurry to Winterhold. Through the fault of Ancano, the city was filled with magical anomalies - aggressive ghostly creatures that threaten civilians. Taking Faralda and Arnel Gein on the bridge, run into the city and kill these evil creatures. You must destroy 10 pieces and return to Mirabella Erwin for further instructions.

Mirabella is still not feeling well. She will tell you that shortly before his death, Savos Aren gave her one thing associated with the Labyrinthian - the Door Ring. Take it, as well as the amulet of the deceased Archmage and go to Labyrinthian. While you search for the Staff of Magnus, Tolfdir and Mirabella will try to keep the College and all of Skyrim from disaster.

Staff of Magnus

The Labyrinthian will be marked on your map and is located in the Hjaalmarch domain, southeast of Morthal. Do not forget to bring the Door Ring given by Mirabella with you. On the approaches to the majestic stairs, kill two snow trolls, then go up to the main entrance. At the door you will see the ghost of Savos Aren and several other magicians (Atma, Girdwin, Harnar Ice Fist, She-Who-Receives-Light and Elvali Veren), they will not pay any attention to you, and you can listen to their conversations to understand what happened in the Labyrinthian. As you progress into the dungeon, they will meet more than once.

Eye of Magnus

After destroying the barrier, run to the Hall of Elements and weaken the Eye of Magnus with the Staff! When the Eye is open and shines especially strongly, Ankano is invulnerable. Use the Staff of Magnus to close the Eye, and then direct all your energies towards the villainous Thalmor. Upon re-opening, the Eye begins to release magical anomalies (which can be useful, since they contain soul stones for recharging the Staff).

Want to know what the College of Winterhold is? This article is dedicated to her. Here you will find a complete walkthrough of all the tasks of the College. Information on how to get Ritual spells (the most powerful magic in the game), who and where to improve their magical skills, as well as a lot of other useful information about this refuge of magicians in Skyrim.

The one who unshakably follows someone's orders, the one who does not seek meaning in what is happening around him is a bad magician. Frankly speaking, all genius magicians are ineradicable individualists. Magic is not waving a magic staff or unimaginable passes with your hands, it is not sophisticated formulas for magic spells. Magic is pure art; a gift from above, or as this intangible force is also called - talent. Without possessing the latter, relying on efforts alone, you will certainly become a strong and powerful sorcerer, but in order to overcome this invisible line and become great, talent is needed. Although ... there were times when the forces governing the origins of being, for their efforts endowed with talent, which, incidentally, happened very rarely.

Everyone who wants to check their capabilities in the management of magical powers, maybe after passing small exam, join the College of Mages of Winterhold. it community of magicians in Skyrim is an analogue of the Mages Guild, which, by the way, was disbanded... When comparing these two magical organizations, you will notice that the College of Winterhold favors study aspects of magic, while the Guild of Mages focused on providing various services for ordinary people.

College of Mages of Winterhold situated, as you probably already guessed from the name, in the village Winterhold... Unfortunately, this settlement, which previously had every right to be called a city, was very badly damaged due to incomprehensible seismic anomalies. As a result, part of the city went under water. Not surprisingly, the poorly educated population began to blame the College for everything. Sorcerers claim that activity was the reason. Red Mountain... Who is right in this dispute, I think, we will not know.

Joining the ranks of the mages of the College of Winterhold

To become one of the members College of Winterhold you need to go to Winterhold... This settlement is located in the northeast of Skyrim. If you don't have a special craving for travel, then you can just get there on a cart, since this pleasure is not expensive. Arriving at Winterhold, head straight for big bridge, leading to the College, the village is not big, therefore, problems with searches should not arise.

At the very beginning of the bridge, you will meet Farald, who proexam you for the opportunity to join. The test is not difficult, you just need to cast the spell that the elf examiner will pronounce. It is worth mentioning that if you are, then you can tell Faralda that you are Dragonborn. In this case, you will need to show your possession of any of the words of power (shouts). Do not forget about the power of persuasion, with a well-developed eloquence skill, you can convince Faralda to accept you into the College of Magicians without any exams.

The missing spells can be purchased locally from Faralda.


After passing the entrance exams, you will be directed to the sorceress supervising newcomers - Mirabella Erwin.

If you are expelled from the College of Winterhold for some reason, talk to Tolfdir. For a certain amount of gold, he will renew your membership.

Benefits of being a member of the College of Mages

No matter how many grandiloquent words about magic and high art are said, material the side of the issue is also important.

  • Ritual spells - this is the most powerful magic, which is subject to the main character. After reaching Dovahkiin 90 - 100 levels in any of the schools of magic, tasks for obtaining this mysterious magic become available from the corresponding members of the College of Winterhold.
  • Satellites - after completing side quests of some characters from the College of Mages, you can invite them to journey together with you across Skyrim. Besides, Brina and Onmund can become your wife or husband.
  • Teachers - College of Winterhold is always happy share his knowledge with those who entered the path of magic. Of course, the lessons are by no means free, but the gold spent is worth it.
  • Magic equipment - moving up the career ladder you will receive ammunition... For example, for joining the College of Winterhold, the protagonist will receive apprentice robe corresponding school of magic.

Teachers at the College of Mages of Winterhold

  • Enchantment - Sergius Turrian
  • Illusions - Drevis Neloren
  • Recovery - Colette Marens
  • Destruction - Farald
  • The change - Tolfdir
  • Witchcraft - Finis Gestor

Walkthrough of the story quests of the College of Winterhold

During the passage of the main story quest of the College of Mages of Winterhold, you will find a mysterious artifact called ... Explore a mysterious dungeon Labyrinthian and save the province from the consequences of a member's selfish thoughts Aldmeri Legion.

Like quests any line in The Elder Scrolls, the tasks of the College of Mages are not inferior to the elaboration and atmosphere of the main plot. So the passage for this faction should leave you only positive emotions.

The first lessons - "I would go to wizards, let them teach me"

After you have demonstrated your witchcraft to Faralda, she will guide you to college yard... Here you need to talk to Mirabella Erwin... When you first visit this place, she will be at the door in Hall of Elements - the main building of the College. It will not work right away to speak with the curator of the newly minted magicians, since she is arguing about something with the adviser of the Thalmor embassy - Ankano. After waiting for the end of the discussion, talk to Mirabela. She will hand you apprentice robe the corresponding school of magic (taking into account what you chose in conversation with Faralda), as well as offer to look around at the College of Winterhold.


After a short excursions guided by Mirabella, head to the Hall of Elements - accessed through the large gate in the College courtyard. There you will find Tolfdir, who seems to be conducting the first lesson with the newly minted magicians. With a little talk about some aspects of magic, your group together will convince Tolfdir of the need for practices... The latter will consist in demonstrating your possession of amulets.

If you do not own the "Ward" spell, then Tolfdir will teach you it for free.

You need to stand in a stone circle with the symbol of the College of Winterhold and activate the spell any of the amulets (small, large or stable). Bullying in your defense fire arrow Tolfdir will praise your skill and offer to continue your studies in Ruins of Saartala, which not so long ago fell the gaze of the College.

In the depths of Saarthal - the mystery of ancient ruins

After successful practical training with Tolfdir in Hall of Elements, your elderly teacher will suggest continuing your studies in the ancients ruins of Saartal... It's not hard to find them, just move in marker direction, it is only worth mentioning that it is easier to get there if you go south from Winterhold. The path along the seashore will take longer time.


As soon as your entire group has gathered in the ruins, Tolfdir will distribute to all students separate tasks... Will become yours help to Arnel Hein in the search for enchanted items. Gein himself is not very happy with such cooperation, apparently likes to work in silence. As a consequence, his main request will be the absence of your presence. However, Arnel will mention that if there is absolutely nothing to do, then you can search any curious things.

Searches should not give you any difficulty, since what you are looking for is noted by markers. Your goal is two rings in western from Arnel's room, as well as the ring and amulet in the room to the north. I would like to note right away that after you get the amulet from the wall, a trap will work and the room you are in will be closed. Don't panic. Tolfdir will defuse the situation, you need equip found amulet (the wall from which you removed the amulet will begin to resonate) and to pronounce any spell on the wall, your venerable servant fired lightning into the wall.

The wall is destroyed, the grate is open, and you and Tolfdir are waiting for Saartal's premises unknown to the village. So don't hesitate and follow your teacher... Going a little deeper into the ruins, you will witness how time will stop, and a white haze will cover the room. After that, a mysterious person will speak to you, as it later turns out to be one of the members of the order Psijics... A mysterious member of an equally mysterious organization will tell you about the impending catastrophe. On your shoulders the task of preventing another coming disaster.

After informing Tolfdir of what you saw, continue to move on. Be careful as soon as Tolfdir fit in placewhere Psijic stood before, from sarcophagi two draugras will break out... Having dealt with the troubles that have arisen, follow your companion again, especially since the joint walk is about to come to an end. You break up with him in the round room after another attack of the dead draugr.

Now the main character's task will be to search for the danger that Psijic warned about. In a mass grave room you will encounter the first puzzle, if, of course, you can call it that. On the right and left sides there are three stone pedestals with patterns on them. And in front of the closed grate there is a lever. You just need turn the pedestals, in accordance with patterns behind themand then pull the lever and the door will open.

The next puzzle of this kind is more difficult. The task is still the same, you need to set the patterns on the pedestals in accordance with the patterns behind them. However, with rotating one pedestals, others rotate... But there is one trick. If you stand facing the bars:

  • Start spinning from the far left;
  • Then the near left;
  • Then the far right;
  • And finally the near right;
  • After the performed manipulations, you can safely pull the lever and move on.

After passing a little more, you will find an iron door. Feel free to open it, after that something special will appear to your eyes. Huge covered with patterns and soaring in the air ball... This is nothing more than. Here you catch up straggler Tolfdir and propose to continue research.

Go down to the Eye and get ready to run, as you and Tolfdir will attack immortal draugr by name Yurik Goldurson... You need to divert his attention to yourself while Tolfdir is shamanizing with the Eye. As soon as he finishes performing his manipulations, darugr become mortal and you can calmly finish him off. This concludes your adventures in Saartal. Tolfdir will send the Protagonist to the College of Winterhold report back to Archmage about the found artifact. What you need to do to complete this task.

On the body of the reposed draugr Yurik Goldurson, you will find a part of Goldur's amulet, as well as a Letter of Seal. If you read it, a quest will begin during which you will collect this amulet together. However, this task has nothing to do with the College of Magicians.

Leaving the room with the Eye of Magnus is best through the door behind him... In this case, you will find word of power... And it will turn out faster. You will find the archmage in your chambers, you can get there through the Hall of Elements. Reporting to the head of the College of Mages about the find will complete the quest “In the Depths of Saarthal”.

Library books - search for information about a mysterious artifact

Go to library College of Winterhold. You need to find the keeper of the books there - Urag gro-Shub. It may seem a little comical, but he is an orc (well, you remember about: “The orc is smart, he ate the book”). Although, after talking with this subject, it becomes clear that he does not occupy his position in vain. Hurric is very educated, and on top of that, his love of books comes first. And so, after finding Urag gro-Shub, ask him about the artifact found in Saartal. The librarian will tell the Main character that the reading material you need is not among the books entrusted to him, since a certain Orthron, formerly of the College of Winterhold, having stolen the book, joined the exiled magicians. You will find the latter in fellglow Fortress.

Fellglow Fortress is located southwest of Winterhold, nearer all to it is the city of Whiterun. You should prepare yourself as carefully as possible for this adventure, since inside you will be met tons of magicians varying degrees of difficulty. It is worth paying attention to the traps, which are also abundant in Fellglow, runes hit especially painfully, so be careful while moving along the corridors of this renegade stronghold from the College of Mages.


In a round room with bars and levers in the middle, you will meet who stole the books Ortrona. What to do with him it's up to you, you can finish off, you can free, or you can just walk by. If you free him, he will agree to join the company and become your companion for a while.

Books stolen from the College can be found in Hall of rituals... But you can't just pick them up. This time you will be disturbed Calling... Aunt she is very strong, constantly casts some kind of unknown magic and teleports around the room. At the same time, as follows from her name, the summoned thralls will fight on the side of the Summoner. One way or another, having overcome the adversary, take away the three books lying on the pedestals (two in the corners and one in the center). After that, you can safely return to the College of Mages of Winterhold to Ugra gro-Shub and give the found books.

In addition to killing the Summoner, you can convince, or give her in exchange for Ortron's books.

Reward for the Main character will be:

  • 2920, Month of the Fire of the hearth (v. 9) - increases witchcraft;
  • In response to Bero's speech - increases destruction;
  • Child of Nibena - enhances change;
  • Pros and cons of black magic - increases the illusion;
  • Complete catalog of enchant weapons - increases enchantment;
  • Racial Phylogeny - Increases Recovery.

Good intentions - a talented student of the College of Mages

After completing the search for books and collecting the necessary information, the main character will be sent to Tolfdir, in order to piece together what we managed to learn about the mysterious sphere found in Saartal. Tolfdir is in Hall of Elementswhere the artifact from Saarthal was already transported. During a conversation with Tolfdir in a conversation ancano interveneswho will order to follow him. You have no option to refuse the option, because otherwise you will not advance along the quest.

It turns out that the College of Magicians was visited earlier by the protagonist Psijic... Since there are many rumors around this order, some did not even believe in their existence, the appearance of a representative of this order caused no small commotion among the magicians. In addition, Psijic demanded a meeting with the main character... As soon as you get close to Quaranir, that is the name of Psijica, he will re-apply the old trick and time around you will freeze (you can take a moment and rob the Archmage's chambers). Now Quaranir, in a calm atmosphere, will tell you what he wants from the Protagonist, and he wants a lot.


The artifact found in Saartal, as mentioned above, is called. This artifact is so great that the local aborigines inhabiting this very planet still not ready to such a powerful articovine. The Psijic Order itself is so mysterious and enigmatic that direct intervention in the affairs of ordinary people they are prohibited. Therefore, Quaranir asks the Protagonist for help (although, if you think about it, is this not a direct intervention?). According to Quaranir, a certain Augur of Dunlane can tell more about the Eye of Magnus.

Having explained all the details of the next salvation of the world, Psijic Quaranir will restore the flow of time and take his leave leave the College of Mages Winterhold. You need to figure out where to find Augur of Dunlane. Mirabella Erwin can help in the search or Tolfdir (you can immediately go to Midden). To the delight of the Main character, Augur is not far away, or to be more precise, directly under the College of Magicians in a dungeon called Midden.

You can get to Midden via one of the hatches, for example, there is one in the courtyard of the College of Magicians. Augur can be found in the lower levels of the College dungeons ( Midden - Dark). Of the dangerous opponents encountered in Midden, one can single out Ice ghosts... It is difficult to hit them with magic, and their damage is quite large.

Augur Dunleysky will tell you that Ancano has already visited him and learned all the details about Oke Magnus... He was mainly interested in how to operate this artifact. According to Augur, for these purposes it is necessary to use staff of Magnus... Having received the necessary information, return to the Archmage. As a reward for completing this quest you will receive a magician's hoop.

Discovery of the Unseen - Adventures in the Dwemer Ruins of Mzulf

Well, we can say, and the most action begins. After you report back to the Archmage about what you learned from Augur, the main task for the hero will be search for the Staff of Magnus... The first thing you need to do is ask Mirabella Erwin about what she knows about the Staff of Magnus. The curator of newcomers will share information that not so long ago magicians from the Synod were interested in this artifact, who dropped a few words about Mzulfte - the ruins of the mysteriously disappeared Dwemer. The obvious conclusion suggests itself that the path of the Protagonist lies there.

Mzulf is located on southeast of Windhelm and on north of Riften... We can say that the Dwemer did not stint at the time on the resources for this building. As a consequence, awaits you long and a fascinating pastime in this building. During this adventure, you will have to fight not only with various mechanical creatures, but also falmer, who for some reason are always drawn to the ruins of the Dwemer.

Arriving at the place, next to the entrance into the inner quarters of Mzulf, you will find a dying scholar from the Synod - Gavros Pliny... The poor fellow can only say: "The crystal is gone, find Parat in the Oculatorium.", after which he will immediately go to the forefathers. The scientist died, so he no longer needs key to the entrance to the ruins, relieve him of this burden and go inside.

Breaking through the crowds of enemies note on Falmer - the shadow guard (or master of shadows), after passing Mzulf\u003e Mzulf-parvy machines\u003e Mzulf, in a large room with six intact and one fallen column. The fact is that on the body of this creature you will find Focusing Crystalwhich you will need a little later. After this find, move to eastern part lower levels of Mzulf, there, in a room with a huge Dwemer Centurion (the worst option, that is, in this room you will meet a monster according to your level) you will find key to the Oculatorium.

After opening the door with the found key, move to the next locked door. After you try to open her, hear the voice of the second scientist from the Synod. Apparently this is the one mentioned by Gavros - Parade... The latter, upon hearing a human voice, will open the door and escort you to the Oculatorium.

Now you need focus the Oculatorium... Place the found crystal on the Dwemer Armillary Orb. For further manipulation, you will need spells Flame and Frostbite... If you have a gap in knowledge here, then shame and shame on you, however, do not despair, volumes with this witchcraft lie on the table, next to the control panel of the Oculatorium. Without going into details, it is necessary to do so that rays of lightemanating from the armillary sphere were concentrated in the centers rotating with the remote control discs. And then, using the remote control, substitute under these rays of the lens.

If you did everything correctly, then a p will appear on the wall under the remote control. map routing... Hear what says Parade and ask him about the location of the staff of Magnus. The parade will not break for a long time and will tell you that you can find this staff in Labyrinthians... Once you've got what you've been looking for, head to Winterhold. At the exit from the ruins, you will be met by Psijic Quaranir and asked to immediately go to the College, apparently something went wrong.

Returning to the College of Magicians, you will see what went wrong. Turns out to be disgusting Ancano already began to act... He has surrounded himself with security charms and is trying to shoot lightning, at least it seems so from the outside. Meanwhile, the Archmage and Mirabella are trying to neutralize the barrier and, lo and behold, they succeed. But you don't have to rejoice for long. Incomprehensible explosion again creates a barrier and throws away your trinity, which encroached on Ancano's experiments with the Eye. On this task "Discovery of the invisible" will end. Reward you will get a cookie, apparently the developers thought that all those soul stones found in Mzulfa from Dwemer crafts (spiders there, rolling spheres) will be enough for the main character.

Dealing with the consequences is Ancano's selfish intentions

Ancano's new barrier banged so that The archmage was thrown away outside the Hall of Elements. The first step is to find the head of the College of Winterhold. Go out into the courtyard, there you will witness a sad picture, the poor intelligent dark elf Savos Aren could not stand such bullying and ordered to live long... But even worse, because of Ancano's curvature, his manipulations with the Eye of Magnus led to the fact that the city was filled with unknown creatures, called Magical anomalies.

You will not be allowed to wonder what is happening for a long time. Your old teacher Tolfdir will ask rid Winterhold from this new misfortune. Head to town and destroy emerging Magical anomalies. After that, return to Mirabella Erwin, who will give you the Door Ring from the Labyrinthian, as well as Amulet of Savos Arena... It's time to travel to the Labyrinthian and find the Staff of Magnus.

Staff of Magnus - The Secret of Savos Arena

It's time to start looking for the Staff of Magnus, because only with it you can to break the charmsarising from attempts Ancano activate the artifact from Saarthal. As you already learned earlier, the staff located in the Labyrinthian... These mysterious ruins are located southwest of Winterhold and south of Morthal.

In the search for the staff of Magnus, the Protagonist will be constantly visited by visions of days gone by, in which Archmage Savos Aren, together with a company of magicians from the College of Winterhold, tried to find this artifact. However, they have something did not work out... Having safely received a letter, along the way having lost the whole group of grief of researchers, Savos Aren failed in this difficult undertaking.


Of the interesting things in Labyrinthian, one can single out dragon undead... In addition to the dragon itself, skeletons will also attack you. All this action will take place in a huge hall hidden behind iron bars... In general, this dragon is no different from its living counterparts, except of course in appearance. Therefore, after resting the huge skeleton of the lizard, feel free to go further.

It is also worth noting two magic barriers.

  • The first, will consist of ice, you can destroy it using fire magic;
  • The second, consists of firethat will fall under the spell ice elements.

If in your arsenal for some reason no these spells, do not panic, the corresponding volumes are in rooms with magical barriers.

Next you will meet trapscausing a decent magic damage... Their design remains a mystery, it is only clear what is necessary for neutralization knock down the soul stoneat the head of these magical cannons. Also pay attention to the floor next to the traps, as it is inscribed magic runes, stepping on which, you risk dying.

The ultimate destination of your journey in the Labyrinthian is Dragon Priest Morokeiwho wields the Staff of Magnus. This priest is notable for being surrounded by a magical barrier that is supported by two magicians captured by him... Kill these mages and only then attack the Morokei. When Dragon Priest falls, remove from his body Staff of Magnus and return to the College of Winterhold where Tolfdir will meet you. Report to the old man about the found artifact, thereby completing this task.

Eye of Magnus - Deactivation of the Magnus artifact

The task begins after you return to the College with Staff of Magnus and talk to Tolfdir... Armed with the found artifact, follow Tolfdir to the Hall of Elements. The entrance to the courtyard of the College will be blocked magic barrier, destroy it with a staff and move on. The battle with the main protagonist in the story of the College of Winterhold will take place as follows:

  • Attack with the staff the Eye of Magnus, thereby removing invulnerability from Ankano;
  • As soon as the Eye is closed, you can safely attack Ankano;
  • Repeat to the bitter end.

Having dealt with the villain who encroached on the holy of holies, talk to Tolfdirand then Psijic Quaranir... The latter, having summoned his two brothers, will take the Eye of Magnus in an unknown direction. In general, the guys got ahead of themselves well. Without really doing anything, the trick with stopping time does not count, they took possession of one of the most powerful artifacts in Nirn. But let's not be greedy, and let the guys from the Psijics indulge in this contraption, especially since you still can't do anything. And the fact that the protagonist will be awarded the title of Archmageby presenting the keys to the apartments of the late Savos Arena and his Mantle along the way, it softens the general taste of the fact that you were impudently used.

This is the passage of the main the Collegium plot wizards of Winterhold ends, however, your adventures do not end here. You can always pass a couple of three generated tasks, as well as master the strongest spells by performing Ritual quests.

Walkthrough side quests of the College of Winterhold

By completing these tasks, you can visit the most interesting dungeons of Skyrim, as well as learn the most powerful spells in this game.

Ritual spells

The kind of magic becomes available only after completing certain tasks, which can be obtained at the College of Winterhold from the teachers of the respective schools.


Alteration Ritual Spell - "Dragonhide"

Having reached Level 90 in Change skill, talk to Tolfdir, choosing a topic in the conversation "Is there a topic change in magic that we haven't touched yet?"... An experienced wizard will share with you information about his experiment, during which he tries to improve the spell "Ebony Flesh"... To further advance in his experiments, Tolfdir needs dragon scales... However, you won't be able to get them just like that. The first step is to get a dagger called Fang of Cavosein... And only then, with the help of this tool, get the scales.


Fang of Cavosein is in randomly generated ruins, where any Dragon Priest dwells (the marker will show you the way). In my case, such ruins were the “Ruins of the High Gate”. After finding the aforementioned dagger, it remains to find a suitable dragon, here you can already choose to your taste. After defeating the flying lizard, equip the Fang of Cavosein and get the scales of the dragon (just look into the inventory with the equipped dagger). Then you can safely return to Tolfdir... The reward will be the opportunity to learn the spell "Dragon Hide" .

Illusion Ritual Spell - Hysteria

After reaching Level 100 in the skill Illusion, Talk with Drevis Nelorenby choosing a topic in a conversation "If I want to study illusion magic more deeply, what should I do?"... The Master Illusionist will praise the Protagonist for his unprecedented zeal in the pursuit of knowledge, and will also tell that within the territory of The collegues of Winterhold are hidden four books, which can only be seen with the help of a special spell. When you collect all four, Drevis Neloren will create a super spell of the school of Illusion exclusively for you.

Everything you need to find is located on the territory of the College of Winterhold, the main thing is not to forget cast a spell "Vision of the Tenth Eye"that Drevis taught you. After all, this is the only way you will see the books you need, which by the way are called "Master of Illusion".

Location of books:

  • On the second floor Support hall, in the room with barrels (immediately to the right of the stairs);
  • On the second floor Hall of achievements, at the bench located immediately to the left of the stairs;
  • IN Arkaneum (library), the book is located on the left side of the room on the table;
  • IN The Atronach Forge (location Midden), the book is on the table.

After you have found all the books, take them Drevis Neloren, he in turn will keep his promise and reward you with a spell "Hysteria" .

Destruction Ritual Spells - "Firestorm", "Thunderstorm with Lightning" and "Blizzard"

Having reached Level 100 in Destruction skill, talk to Faralda by choosing a topic in the conversation "Have we covered all sections of destruction magic?"... Faralda admits that she will not be able to teach the main character anything else, however, she heard about such magic of destruction, which is subject only to the true masters of this school. Also, a charming elf will give you a book "Power of the Elements", which in verse tells about the location of the first Ritual spell of destruction. But, not everything is so simple, the book contains only the first quatrain. When you find the place it points to, you get a second verse, which will lead you to the third one. And after that, you will find out the location of the desired spell.

  • First verse points the protagonist to the ruins, called Guardian of the winds... You can find them just southwest of Dawnstar. Upon arrival, put the book on the pedestal and cast any book on it fire spell. Taking the book read it, if you did everything right, a new poem should appear on the pages.
  • Second verse points to the ruins named North Outpost... You will find them southeast of Helgen (starting village). Place the book on a pedestal and cast on it spell of the ice element... As you probably already guessed, the poem will reappear in the book after that.
  • Third verse points to Observation post "Four Skulls"... It is located northeast of Markarth and southwest of Solitude. Place the book on a pedestal and say lightning spell... This time, the poem will not appear on the pages of the book, however, after reading the book, the protagonist will learn first Ritual the spell of the school of destruction - "Fire storm" .

After all that has been done return to Faralda, which will be able to teach you the remaining two spells: "Buran" and "Thunderstorm with lightning" .

Affliction Ritual Spells - Fire Thrall, Thunderstorm Thrall, and Ice Thrall

Having reached Level 90 in Mastery of Sorcery, Talk with Finis Gestorby selecting a topic "Is there anything in the school of witchcraft that we haven't touched on yet?"... The Master Sorcerer will tell you that there are spells that allow you to finally subjugate creatures, while summoning them into our world indefinitely.


Finis Gestor promises to teach the Protagonist such magic, in case he gets for him Sigil stone... This is not an easy task, since this stone is in Oblivion. However, not everything is so sad, since you can summon a dremora and ask him to bring the thing Gestor needs. The task is simplified altogether due to the fact that Finis will teach you the necessary spell called "Summoning a Freed Dremoor"... All that remains for you is to climb to the roof of the College of Magicians and there, in the right place (indicates the marker), call the freed dremora. Then ask her to bring the Sigil Stone for you. Immediately make your request come true this creation will refuse, you will have to give him Lula and summon again. Dremoras of creation are persistent, so he will refuse the second time. Give him the bream again and call. This time, the naughty creature will follow your order.

After receiving the Sigil Stone, return to Finis Gestor. The latter will reward you with a volume of spell "Fire Thrall" , also on sale he will have spells "Ice Thrall" and "Thunderstorm Thrall" .

Restoration Ritual Spells - "Circle of Protection" and "Curse of the Undead"

After you reach Level 90 in Recovery skill and complete the mission, talk to Colette Marens. In the dialogue with her, select a topic "I would like to study recovery magic on a deeper level."... After a little praise, Colette will send you to Midden to To Augur Dunlane... The latter will give you a little test of your recovery skills. He will summon several spirits, and you, in turn, will need survive under their onslaught.


After completing the test, you will become the lucky owner of the spell "Curse of the undead" ... On top of that, Colette Marens can sell you a tome with a spell "Protective circle" .

Quests from Tolfdir


Find Tolfdir's Distillation Cube

it reusable task, which can be performed after a certain period of playing time (usually 2-3 days). It is also worth noting that the quest is a good way to get hold of small and ordinary soul stones.

Talk with Tolfdir , in a conversation, select a topic: "It's written on your face that you need help."... Tolfdir will report the loss of his Distillation cube... Offer help to the old man and go in search.

Where to find Tolfdir's Distillation Cube:

  • Support Hall, on the first floor in the second room to the left of the entrance;
  • Support Hall, on the second floor in the first room to the right of the stairs;
  • Support Hall, on the second floor in the third room to the left of the stairs;
  • Support room, on the second floor in a room facing the stairs.

As a reward you get from Tolfdir small or common soul stone, as well as 30 gold coins.

Echoes - fighting magic anomalies

(The quest is available after completing the task)

it reusable task

Talk with Tolfdir by choosing a topic in a conversation: "Is there anything I need to know?"... The magician will tell you that due to Ancano's manipulations over the Eye of Magnus, portals of unknown nature are now and then opening, from which there appear Magical anomalies... You need to go to the place of origin of the portal and figure it out.

Each time you receive this quest, the portal spawn location will be randomly change. There are no difficulties in this, since quest marker will not let you get lost.

Having overcome the Magic Anomalies, return to Tolfdir, as a reward you will receive gold and soul stones, which can be taken from destroyed anomalies (at level 40, Tolfdir gave 1500 gold coins, and black soul stones (Great) came across anomalies).

Quests from Sergius Turrian


Soul Gem Supplies

Talk with Sergius Turrian , in a conversation, select a topic: ... The Enchanting Master will ask you to resupply the College soul stones.

  • 12 gold coins for each tiny soul gem
  • 30 gold coins for each small soul stone
  • 60 gold coins for each common soul gem
  • 120 gold coins for each large soul stone
  • 240 gold coins for each Great Soul Gem

Items for enchantment

it reusable task, which can be performed after a certain period of playing time (2-3 days).

Talk with Sergius Turrian , in a conversation, select a topic "Is there anything I can help the College with?"... The enchantment master will offer you pick up the itemrequired for enchanting from one of random characters... It is worth noting that you only have to pick up the necessary thing and give it to Sergius, he will do the rest himself.

As a reward you will receive from 250 to 750 gold coins, depending on your level.

Quests from Urag Gro-Shuba


Shalidor's works

it reusable task, which can be performed after a certain period of playing time (3-4 days).

Talk with Urag Gro-Shubom by choosing a topic in a conversation: "Are you looking for any specific kigi?"... Orc librarian will tell about the great wizard Shalidore and about his wise writings, which you will need to find.

Shalidor's works are located in random location, but despite this, the search will not take much of your energy, since the Books are indicated by marker the corresponding task. Having found the necessary scriptures, return to Urag gro-Shub. After the orc will translate them, You'll get reward as three scrolls increasing a certain type of school of magic (destruction, restoration, etc.).

Find rare books

it reusable task, which can be performed after a certain period of playing time (2-3 days).

Talk with Urag Gro-Shubom by choosing a topic in a conversation: ... The orc will be delighted with your desire to seek adventure on its fifth point and send it in search random book, to one of the random locations. Again, marker will not let you get lost in a huge world, so there is nothing difficult in the task.

After finding the book, return to Urag gro-Shub. As a reward You'll get gold.

Quest from Arnel Gein


Arnel's Project - The Mystery of the Lost Dwemer

(Completely the quest can be completed only after completing the quest)

Talk with Arnel Hein choosing a topic: "Is there anything I can do for the College?"... Arnel will tell you that he is conducting an interesting experiment.

The task can be divided into five stages:

  • First you need to bring Arnel Hein 10 Dwemer Gears... You can get them in any Dwemer ruins, if you have problems finding them, you can go to Mzinchaleft... These ruins are located just southwest of Dawnstar. It is also worth paying attention to Raldbtharlocated west of Windhelm. After collecting 10 gears, return to Arnel. As a reward, you will receive gold, the amount of which depends on your level.
  • Now you need to find for Arnel Altered Soul Gem... To be more precise, you don't need to look for it at all. The point is that Arnel concluded a deal with someone Entyrom , according to which, the latter must provide Arnel Hein with the aforementioned Altered Soul Gem. However, not all so simple. Entir will back down and will not give up the stone until you get it for him. staff of Tandil... You can find this magic tool in a location randomly selected by the game (task marker to help). Having exchanged the staff for the thing Arnel needs, return to the quest giver.
  • It so happened that in Arnel's experiment, something went wrong and the Altered Soul Gem lost my charge... You need to charge it again. This can be done in special convectorsbuilt by the Dwemer. All you need to use three of them... Job markers point to at least six, so pick the ones that are comfortable. Charging takes place in the following way: place the Altered Soul Gem in the convector and use on it the spell that Arnel taught you ( Arnel convection). After you charge the stone, take it to Arnel.
  • Later two days from the moment you complete the previous stage, talk to Arnel again. The latter will tell the main character that for completion of the experiment he needs one more thing that he ordered from Entyr, and this nosy elf has failed him again. Talk to Entyr and demand what Arnel ordered. Entyr will complain about the lost courier, which you can find in a random location. Go to the place where the marker points and get the thing needed for Arnel. By the way, she will be known since The Elder Scrolls 3Chopper.
  • After giving the Cleaver to Arnel, listen to him. future plans... Fortunately, he will not ask you to participate in the experiment directly. Why fortunately? The fact is that in the course of their experiments Arnel will disappear in an unknown direction (apparently in the same place as the Dwemer).

On this sad note task and end... The reward can be considered the remaining after Arnel Chopper and an unknown spell that appeared at you "Summoning Arnel's Shadow".

Quest from Drevis Neloren


Clear points of concentration of magical energy in the College

Talk with Drevis Neloren choosing a topic: "Is there anything I can do for the College?"... Drevis will tell you that points of concentration of magical energy the colleges are clogged and need to be cleaned.

It is necessary to perform such subtle work with magical energy in special gloves, which Drevis will share with the main character. Equip them and go to do what is entrusted. Difficulties with searches should not arise, since the polluted concentrations point markers (Hall of support on the first floor, courtyard of the College of Mages, Hall of achievements on the first floor).

After clearing the first concentration, you will receive a positive effect for quite a long time, which instantly restores your magic reserve.

College of Winterhold Student Assignment


J'zargo's experiment

Talk with J'zargo by choosing a topic in a conversation: "How can I help you?"... An aspiring Khajiit magician will talk about his experiment in creating scrolls "Fire Cloak" and asks to try them in action.

You need to go to the habitat undead (draurgs are also suitable, so the easiest way is to complete the task in the Nordic ruins) and, using the scroll given by J'zargo, the hero will be wrapped in a fiery cloak, and run around the undead. As soon as you set fire to three of them, return to the quest giver. Now you can take J'zargo as satellite.

It will be important to note that the scrolls do damage to the character himself, so use them with caution.

Brelina's homework

Talk with Brelina Marion by choosing a topic in a conversation: "What kind of help do you need?"... The woman will ask for help to check her new spells.

In total, the main character will be subjected to five spells:

  • After the first one, the vision of the character will be blurred for several hours of playing time green haze;
  • After the second character will turn in the buffalo;
  • After the third into a horse;
  • After the fourth into the dog;
  • The fifth spell will make the hero again human.

Now you can take Brelina with you as satellite.

Ondmund's Request

Talk with Onmund by choosing a topic in a conversation: "Something is wrong?"... It turns out that the novice magician gave Entyr his family amulet and now regrets it.

Talk to Entir and ask for the return of Onmund's amulet. If your skill eloquence sufficiently developed you can convince the latter to give the amulet. If persuasion is not your strong point, then you will have to give Entyr in return Greatstaff of Enchantmentwhich can be found in random locations (will indicate a marker).

After you give the amulet to Onmund, you can take it with you as satellite.

Restoration to the College of Mages of Winterhold

If the main character accidentally missed and was expelled from the College Winterhold, it is necessary to find Tolfdir and pay him a fine. For the first exile 250, for the second 500 and 1000 for the next.

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