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Daggerfall:Protect an Honored Mage

< Daggerfall: Quests: Mages Guild
 
Assassins are coming for an entranced mage.
Location(s): Any Guildmagister of the Mages Guild
Reward: A magical item
Reputation Gain: see Reputation Gain/Loss
ID: n0b20y02
Required Reputation: 20 reputation or more
Difficulty: Easy
 
Guard an honored Mage

Quick WalkthroughEdit

  1. Talk to the Guildmagister at a Mages Guild hall.
  2. Guard the mage for three hours, killing any attackers who show up.
  3. Once the three hours have passed, you will receive a notification and your reward.

Detailed WalkthroughEdit

EntrancedEdit

Speak to the Guildmagister, who says:

"I am (Guildmagister's name), servant to the mighty (mage's name). I have been instructed to find guild members to protect (him/her) while (he/she) lies in a spell trance. (Mage's name) suspects that a rival of (his/her) may send assassins to slay (him/her) while (he/she) is helpless. (He/She) will give you an ensorcelled (magical item) if the assassins are stopped. Will you take up this quest?"

or

"It is a very great honor, my dear (player's first name), to be selected to aid the famous (mage's name), whom I trust you have heard of before. Yes, (he/she) has specifically asked for you to guard (him/her) while (he/she) sleeps. Obviously, a mage of such standing has enemies jealous of (his/her) enormous power. I trust you will accept this honor?"

AcceptEdit

The Guildmagister goes on:

"As I expected. (Mage's name) is just beginning his three hour trance, so you must guard The Mages Guild during that time and protect him while he is vulnerable. At the end of his trance, he will be transported to the Aetherius. Once he is safe, the Guild will send someone with your reward."

DeclineEdit

The Guildmagister answers:

"Hmmm. Guild members are normally more helpful. I am sure (mage's name) will remember this."

Bodyguard DutyEdit

 
The nightblades appear from the shadows

The three-hour time limit begins as soon as you accept the quest. The mage you are tasked to protect appears somewhere inside the guild hall, so either stand around or loiter until the attackers show up.

When the attack begins, three nightblades enter the Mages Guild. Upon attacking them, one says:

"Stand aside, apprentice whelp! We mean to cut down (mage's name) before he can awaken. Move or we'll cut you down too."

The ensuing fight should not be too difficult unless your level is low. Once the nightblades are dead, loiter for another two to three hours until you receive the quest ending message. The corpses of the three attackers will vanish once the quest ends, so be sure to loot them while you can.

Do not speak to the mage you are guarding. This will break the trance and you will be met with the following:

"Fool! You should know better that [sic] to disturb a mage in a spell trance. You shall pay for this! Leave this guild hall now. I will bring this matter before the Circle."

At this point, you have failed the quest and the mage becomes aggressive and attacks. If you retaliate, the mage lays out the consequences of fighting:

"If you kill me, you will be thrown out of the Mages Guild! Leave now or suffer the consequences."

If you ignore this warning and kill the mage, you lose a considerable amount of reputation with the Mages Guild. Additionally, the Guild will rally to defend their fallen member by sending battlemages after you, who shout when you engage in battle:

"Alert the Archmagister! This (player's race) assassin has killed (mage's name)! Bar the doors! To arms, to arms!"

The Guild will also send hired minions to kill you for the next week.

RewardEdit

When you have completed the assignment, you receive the following message:

A young woman in deep blue robes bows low before you.
"The Guild sends its compliments on a job well done. (Mage's name) is most grateful. Here is the (magical item) (he/she) promised."

Reputation Gain/LossEdit

A successfully completed quest results in a reputation gain according to the table below.

Faction/Person Reputation Gain
Mages Guild +5
The Mercenary Mages +5
Associated factions +2

A failed quest results in a reputation loss according to the table below.

Faction/Person Reputation Gain
Mages Guild -3
The Mercenary Mages -3
Associated factions -2
Oblivion and all associated Daedra Princes +1
Sheogorath -1
The Night Mother +1
The Dark Brotherhood and its associated factions +1
Ebonarm -1
The Order of Arkay and its associated factions -1
The Benevolence of Mara and its associated factions -1
The Akatosh Chantry and its associated factions -1
The School of Julianos and its associated factions +1
The House of Dibella and its associated factions -1
The Temple of Stendarr and its associated factions +1
The Thieves Guild and its associated factions +1
Random Ruler -1
Daggerfall and its associated factions -1
Sentinel and its associated factions -1
Wayrest and its associated factions -1
The King of Worms and The Necromancers -1
The Underking and his agents -1
Orsinium and its associated factions -1
The Glenmoril Witches -1
The Dust Witches +1
The Daughters of Wroth +1
The Witches of the Marsh +1
The Beldama +1
The Tide Witches +1
The Merchants -1
The Bards -1
The Prostitutes -1
Wrothgarian Mountains and its associated factions +1

(Allies/Enemies affiliations for listed factions are not considered.)

Additional ReputationEdit

If you disturb the mage during his/her trance you will lose reputation as seen below.

Faction Reputation Gain
Mages Guild -10
Associated Factions -5

If you kill the mage, you will lose additional reputation as seen below.

Faction Reputation Gain
Mages Guild -50
Associated Factions -25

EnemiesEdit

  • Three Nightblades 55 in-game minutes after the quest has started
  • One Mage if you talk to the mage you are guarding
  • 5x One Battlemage every two in-game minutes (50% chance) after you have killed the mage
  • 10x Two Assassins every 25 in-game minutes (10% chance) after you have killed the mage
  • 10x One Knight every 30 in-game minutes (10% chance) after you have killed the mage

Additional DialogueEdit

After you have accepted this quest, NPCs may say when asked for any news:

  • "(Mage's name) is a legend in (town)."
  • "(Mage's name) has been resting after casting a powerful spell."

If you fail the quest, NPCs may say when asked for any news:

  • "Something happened to (mage's name) while (he/she) slept. I think (he/she) may be dead."
  • "(Mage's name) disappeared. No one knows if (he/she)'s alive or dead."

If you successfully complete the quest, NPCs may say when asked for any news:

  • "(Mage's name) awoke after (his/her) long sleep, good as new."
  • "(Mage's name) was attacked while (he/she) slept, but (he/she) was defended by a guard."

If you successfully complete the quest, the quest giver may later greet you with:

  • "For what you've done for (mage's name), of course, I'm happy to help you."

If you failed the quest, the quest giver will greet you with:

  • "(Mage's name) has disappeared, and you were to guard (him/her), (player's first name). I have nothing to say to you. At least, nothing nice."

Quest LogEdit

Protect an Honored Mage (n0b20y02)
Stage/
Index
Finishes Quest Journal Entry
0 (Date): I agreed to protect (mage's name) at the (Mages Guild) while (he/she) lies helpless in a trance. I must guard (him/her) for 3 hours starting immediately.

NotesEdit

  • The enemies that spawn must be killed to finish the quest, even if the full three hours somehow elapse without them dying or you leaving the guild (this is most easily accomplished by training after accepting the quest).