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Contract on a Mage

Contract on a Mage is a quest.

Details

Property Description
Giver Dark Brotherhood
Membership Member
Requirements Rank 3+
Summary Kill a powerful wizard who never leaves a Mages Guild hall.

Objectives

Use the location names in your quest journal. Follow map markers when they are available.

Step Objective Optional
1 Account the wizard who never leaves the Mages Guild of the quest dungeon No
2 Return to your quest giver in the named town No

Outcomes

Added gear requires a successful quest payment and a qualifying outcome. Quest mail alone does not count as payment.

Outcome Gold multiplier Gear choice
The hated wizard died in the Mages Guild's own hall. You may keep that grin. 100% Yes
The sorcerer still lives. No added payment No
Outcome Change type Target Change
The hated wizard died in the Mages Guild's own hall. You may keep that grin. Faction reputation The Mages Guild -3

With Questlines enabled, these outcomes control the added rewards. Gold multipliers apply only to gold the quest actually pays. A gear choice offers a weapon, armour and jewellery; keep one. See Quest rewards and loot for rarity, payment and online reward rules.

Possible quest foes

Foe Group size
Sorcerer 1
Battlemage 1
Mage 1
Spellsword 1

These are the script’s possible foe groups, including conditional encounters. They are not all guaranteed to appear together; repeated attacks and ordinary dungeon enemies can add more. Follow a foe’s reference for its combat rules before choosing weapons.

See Quest reference for offer requirements across quests.

Online, a failed outcome does not apply its faction-reputation penalties. Legal-standing changes and choices made during the quest are separate.

Sources (18)