Oblivion:Raminus Polus

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Raminus Polus (RefID: 00034E18)
Home City Imperial City
House Arcane University, Arch-mage's Lobby or
Arcane University, Mage Quarters
Race Imperial Gender Male
Level 30 Class Sorcerer
RefID 00034E18 BaseID 00034E15
Services
Available 10am-6pm, 8pm-1am every day
Merchant
Gold 15 Mercantile Novice (18)
Spells Alteration Spells Conjuration Spells Destruction Spells Illusion Spells Mysticism Spells Restoration Spells
Other Information
Health 190 Magicka 250
Respons. 50 Aggress. 5
Essential Always
Faction(s) IC Citizens; Arcane University; Mages Guild (Master-WizardMaster-Wizard Master-Wizard); Nobility (0Knight)
Raminus Polus in the Arch-Mage's Lobby

Raminus Polus, an Imperial sorcerer, is a Master-Wizard of the Mages Guild who sells spells at the Arcane University in the Imperial City. By the time you complete the mages guild questline, he is the only known remaining member of the Council of Mages.

He is a main quest-giver for the Guild's questline and will also gives you your advancements in rank; with the exception of Arch-Mage, which he will rather acknowledge than present you with. When you have completed all of Recommendation quests, he will grant you access to the Arcane University. If you ask around for a cure to vampirism, you will be directed to him. When Hrormir's Icestaff goes missing due to reduced guard activity, he will send a Dremora messenger to Hieronymus Lex to complain.

He lives a very relaxed life in the University, as most high-ranking Mages Guild members do: he sleeps in a bed in the Mages' Quarters from 1am until 8am, when he exits the building to reach the Arch-Mage's Lobby, where he will be found for most of the day. When he arrives, he immediately sits down for a two-hour breakfast. From 10am until 6pm he will be found pacing restlessly around the Lobby; breaking off at midday for a three hour reading time. After eating a two-hour dinner while sat down on one of the benches, he leaves the Lobby for some fresh air and an evening walk around the University campus. At 10pm he will return to the Lobby, where he will spend the next three hours wandering around sleepily, before heading to bed.

He wears the standard mage's robe and a pair of gold trimmed shoes. He also carries a copy of the standard text Manual of Spellcraft and a sizable amount of gold. He doesn't wield any weapons, relying instead on a set of high-level spells from all of the magical schools. These are also the same spells that you can buy cheaply off him, since his Mercantile is a mere 18. He will offer his services when not eating or sleeping.

As soon as you have received all the recommendations from the guild halls, he will give you a warm welcome: "I have received recommendations from all the local guild halls in Cyrodiil. You have done very well for yourself. You may now enter the University. As a full-fledged member of the Mage's Guild, I now also promote you to the rank of Apprentice, and grant you the Robe of the Apprentice." When you approach him afterwards he will reflect on the state of the guild itself: "We come to the real work at last. You have, no doubt, seen some of the worst the guild has to offer. As much as we try to hold mages to a higher standard, they are only human. What I hope you will now see is that while the guild can be disjointed and misused, it can also achieve some wonderful things. Now you have an opportunity to engage in more meaningful tasks, and continue with your advancement through the guild." On the subject of the guild itself he will give you a bit of insight on the Arcane University: "The Arcane University has been here for nearly as long as the Mages Guild has been in Cyrodiil. It has been our home for ages."

Near the end of the questline, he will give you the last advancement he is capable of giving: "I can truly consider you an equal, and so grant you the rank of Master-Wizard. There is no higher rank which I can bestow upon you. You have my congratulations, and my thanks." When you return to the University after having slain Mannimarco, he will be the first to greet you: "Arch-Mage! You have returned! Mannimarco has been defeated? I can hardly believe it! The King of Worms is no more! I... I received a note from Arch-Mage Traven. I know what he did for us, and that he selected you to take his place. I will mourn for him during my own, private time. For now, I cannot help but rejoice. You have brought safety to the guild, and I thank you. I have already sent word to all the local guild halls that you are now in charge. Congratulations, Arch-Mage."

[edit] Quests Given

[edit] Mages Guild

[edit] General

[edit] Related Quests

[edit] Mages Guild

[edit] Thieves Guild

[edit] Spells

He sells the following spells:

Spell Name Level Cost Effects
Alteration
Open Hard Lock Expert 176 Open Hard Lock on Target
Oppressing Grasp Expert 158 Burden 75pts for 30sec on Touch
Pack Mule Expert 183 Feather 150pts for 300sec on Self
Shield Expert 151 Shield 40% for 30sec on Self
Conjuration
Bound Sword Expert 352 Bound Sword for 15sec on Self
Destruction
Fire Storm Expert 378 Fire Damage 50pts in 15ft on Target
Heat Blast Expert 258 Fire Damage 70pts on Target
Ice Bolt Expert 255 Frost Damage 70pts on Target
Ice Storm Expert 373 Frost Damage 50pts in 15ft on Target
Lightning Ball Expert 243 Shock Damage 20pts in 15ft for 2sec on Target
Lightning Blast Expert 269 Shock Damage 70pts on Target
Illusion
Ghostwalk Expert 240 Invisibility for 60sec on Self
Immobilize Expert 332 Paralyze for 7sec on Touch
Mute Expert 303 Silence in 15ft for 15sec on Target
Torchlight Expert 183 Light in 50ft for 240sec on Self
Terrifying Presence* Master 507 Demoralize up to level 17 for 30sec on Target
Mysticism
Superior Dispel Expert 219 Dispel 150pts on Self
Superior Life Detection Expert 220 Detect Life in 120ft for 60sec on Self
Superior Spell Reflection Expert 323 Reflect Spell 20pts for 20sec on Self
Restoration
Fortify Magicka Journeyman 69 Fortify Magicka 30 pts for 60sec on Self
Heal Superior Wounds Expert 246 Restore Health 25pts for 4sec on Self

* Indicates spells which cannot be purchased from anyone else. (However, spells with the same effects at different magnitudes can be purchased elsewhere.)

[edit] Purchased Spell Notes

  • The magicka cost for most purchasable spells matches the value you would calculate from the Spell Cost equation. In other words, if you were to create the same spell at the Spellmaking Altar, it would have the same magicka cost as the purchasable spell. There are a few exceptions. Spells that are a bad deal, i.e. more expensive than a custom spell, are in red; spells that are a good deal are in green. The magicka cost if you were to create a custom spell at the Spellmaking Altar is shown in parentheses.
  • The magicka cost for spells is dependent upon your skill in the school (as modified by Luck, see Magic Overview). The provided baseline values are the magicka cost when your skill level is 33. For other skill levels the magicka cost can be determined from:
Cost * (1.4 - 0.012 * Skill)
  • More powerful spells cost more to buy, have a higher skill requirement, and consume more Magicka.
  • Level indicates what skill level you must reach (or surpass) in order to use a spell. Skill Level 0-24 = Novice, 25-49 = Apprentice, 50-74 = Journeyman, 75-99 = Expert, 100 = Master.
  • The base cost in gold that you must pay to purchase a spell is always three times the current magicka cost of the spell, taking into account your character's skill level and Luck. (The actual cost you pay is further increased based on how well you haggle with the merchant). Therefore, if you have any Fortify Skill or Fortify Luck spells/potions handy, you can get significantly better deals when purchasing spells.
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