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Mages Guild needs a huge glow up, here are some ideas I have been mulling over.

1) Make Membership in the guild mean something and cost something.  Like a monthly fee of 500 gold like how an actual guild works. Only then can you buy goods and items from the guild vendors. 

2) add spellcrafting and enchanting stations to all guild halls, again, locked behind thr membership fee. I don't think this actually effects the game all that much because you still need to own the spells, have the money, and the expertise to create powerful spells so really this doesn't actually unbalance much. 

3) bring back guild teleportation.  Add a teleportation platform to all guild halls just like in Morrowind.  Have an npc standing next to like a glowing pentagram on the ground, you talk to them and select your destination,  them BAM you are teleported. Just a more lore friendly fast travel. This service would not be locked behind membership, but members would go for free where if you weren't a member you would pay like 500g or something per teleport.

4) make it so you don't need a recommendation from EVERY guild hall in Cyrodil to attend the university.  Like 3 should it, but then also add an entry fee into the Arcane University.  Make it big too, like 2500 gold to attend university. 

5) make going to the university actually mean something.  Once you get in you don't immediately go make a staff and get attacked by Necromancers. Instead you first go talk to one of the professors who tells you to go buy a rare book and read it then attend the morning lecture. Then you have to give him research materials, like a spellscroll, some ink, a soul gem, stuff like that. Then he teaches you a spell. Then the next day you do the same with another professor.  Rinse and repeat however much you want until you are ready to actually start the main quest. 

6) another class idea, the professor in the alchemy room makes you go read alchemy books and find rare alchemical ingredients.  They have you study each ingredient and learn their properties.  Maybe overtime you succeed in their assignment, they teach you a recipe.  

7) multiple enchantments, maybe the college is the only place you can actually enchanting items with multiple enchantments. This would fix any balance issues with putting enchanting alters in the guild halls. Maybe you have to unlock this feature after takes classes with the professor in the enchanting hall. 

*8* tomes! Spell tomes as rewards for attending classes. Also, an ability to "delete" spells from your inventory. What if we made it so when you deletes a spell it is instead turned into a spell tome and added to your inventory.  Then you could sell it or store it if you wanted to re learn it later. 

9) battlemage patrols.  Not imperial legion battlemages but mages guild battlemages. Patrolling the world, going to fight necromancers and rogue conjurerers. 

10) Arch Mages Bodyguards,  I already made a post about this idea but to re iterate, when you become arch mage have a couple battlemages follow you around. Use the pair from earlier in the Anvil recommendation quest line or some of the ones who help you ambush Falcar. 

11) Arch Mage duties. As fsr as I know once you become Arch mage there is nothing after that so let's add some stuff. You now make have a weekly stipend of like 1000g. You could send out mages/battlemages on missions to clear out forts/caves that are Necromancer strongholds. You could tell the guild to help with the oblivion crises, then you would see battlemages fighting around oblivion gates. You could rebuild the brutal guild hall, or direct the guild to invest into a particular area of study which would then give you certain rewards, like telling them to gather sould gems for enchanting and you would then get a few grand soul gems each week. Or focus on alchemy granting you potions, or focus on recruiting adding more mages to each guild hall. Maybe you could even have then focus on researching certain items, like sigil stones, unlocking more powerful enchantments, or varla stones, making it easier to recharge enchanted items or making enchantment to last longer. Welkyd stones that give you a permanent mana boost. The possibilities are endless. 

12) expanded Arch mage quarters. Let's be honest that room should just be an office. Can we make another room or perhaps even another building entirely for the Arch Mage of mages guild? It would be cool if there was a manor just outside of the university, like overlooking the bay, all just for the Arch mage with his own personal spellcrafting and enchanting alters, teleportation platform, achtronaucht summoning circle, spell tome collection, aservant or 2 and a couple guards, a personal al heat garden. Ect. Ect. 

 

Someone save the mages guild from mediocrity!

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