The elder scrolls online crafting motifs. TES Online - Outfit System: The Basics. Avant-garde literature for dummies

With the help of alchemy, you can create powerful potions using various solutions and reagents. The great thing about this system is that you won't be able to learn any recipes - every recipe in the game is only recognized by the player when he mixes different ingredients until he gets some kind of effect. Usually, to use alchemy you need rasters (for example Pure water) and 3 (maximum number) different plants, which, when mixed, can give any effect. All ingredients can be found in the game world and can be picked up by any player.

As with any profession, Alchemy teaches a set of learnable skills that will allow you to advance in the creation of powerful brews such as health and magic potions or stamina and invisibility. Remember that in the early stages of the game you will not notice the plants in the world The Elder Scrolls Online... However, if you decide to do alchemy in the early stages, we recommend that you spend at least one skill point on Keen Eye: Reagents (Keen Eye: Reagents), which illuminate all plants at a distance of 20/40/60 meters, making it much easier to find plants while searching. If you want to see the full skill tree, then head over to the crafting skills page.

Blacksmithing allows you to craft heavy armor and any weapon, except bows and staves, which can be crafted with the Carpentry profession. Be that as it may - profession perks don't end here - you can disassemble weapons and heavy armor, process mined ore, upgrade weapons and armor, and research various properties. The Blacksmithing profession offers five different windows:

  • Refine- here you can melt your ore into ingots, which are used in the crafting process.
  • Creation- in this tab you can create one-handed and two-handed weapons and heavy armor.
  • Deconstruct- generally reverses crafting, melting selected weapons or heavy armor into crafting ingredients.
  • Improvement- using reagents, you can improve any selected weapon or armor from Normal before Legendary... Remember that improvement from Normal before Good will require 5 reagents - 20% chance from everyone, from Good before Excellent will require 7 reagents ( 15% per reagent), from Excellent before Epic10% Epic before Legendary- only 5%.
  • Research- the process is similar to dismantling, where you can melt weapons or heavy armor to study their properties. Remember that research takes 6 hours, so plan your research carefully.

Making an armor

Weapon crafting

Improving armor

Weapon upgrades

Disassembly

Treatment


Study

Creation

As you may have noticed from the crafting window, crafting an item requires you to do the following:

  • Type- one-handed or two-handed weapons and heavy armor.
  • Material- you can specify the type of ingots for a specific creation and the number of ingots you want to use. Using more ingots will result in the creation of a high-level item.
  • Style
  • Trait (Properties)- remember all those properties that you studied? This is where you will use them to craft other items.

As with any profession, Blacksmithing introduces its own skill line, which you can view on the crafting skills page. Also, if you are planning to do blacksmithing, we would recommend that you learn the skill Keen Eye: Ore (Keen Eye: Ore), which will highlight the ore at a distance of 20/40/60 meters from you. Remember that blacksmithing (along with other professions) has a passive skill - the Mercenary, who creates a pseudo-companion that will bring you ore and reagents every day. You won't be able to see the companion, and whatever he sends you will be received via mail. Also, you should be aware that if you do not enter the game for several days, then the companion will send you materials only once.

With the help of sewing ( Clothing) you will be able to create and improve light and medium armor. The sewing skill tree is identical to that of Blacksmithing, with the exception that you can ONLY craft light and medium armor. Clothing ingredients appear in the game world and can be found in various plants.

  • Refine- here you can process the found ingredients.
  • Creation- the main panel for creating any light and medium armor.
  • Deconstruct- here you can disassemble any light and medium armor to obtain crafting ingredients.
  • Improvement- using reagents, you can improve any selected armor from Normal before Legendary... Remember that improvement from Normal before Good will require 5 reagents - 20% chance from everyone, from Good before Excellent will require 7 reagents ( 15% per reagent), from Excellent before Epic10% from each reagent used, and from Epic before Legendary- only 5%.
  • Research- the process is similar to dismantling, where you can dismantle the armor to study its properties. Remember that research takes 6 hours, so plan your research carefully.

Treatment

Disassembly

Creature

Crafting Medium Armor

Improvement

Study

Creation

As in blacksmithing, creating an armor requires you to do the following:

  • Type- light and medium armor
  • Material- you can specify the material for a specific creation and the amount you want to use. Using more materials will lead to the creation of a high-level item.
  • Style- here you will need to decide on the style of the weapon or armor. Initially, you will be able to create items in the style of your race, but as you learn crafting, you will be able to create items of any style using reagents for a specific style. Be aware that the recipes used to learn additional styles may be in barrels and chests, so I would advise you not to skip them on your adventures.
  • Trait (Properties)- you will be able to select the property you want to use when creating a piece of armor.

Obviously, sewing has its own skill set, which you can see on the sewing skills page. It is also worth noting that if you want to develop the skill of sewing, then you are recommended to use the skill Keen Eye: Cloth (Keen Eye: Cloth), which will highlight the desired plants at a distance of 20/40/60 meters from you. One of the passive sewing skills, the mercenary, offers a pseudo-companion who will supply you with ingredients and reagents daily. You will not be able to see the companion - everything will be sent through your mail. Also, you should be aware that if you do not enter the game for several days, then the companion will send you materials only once.

Through enchantment, you can create various Glyphs from Runestones that you can find throughout Tamriel. Glyphs enchant your weapon or armor with various bonuses - for example, elemental damage, reduced cost of using abilities, additional health, stamina or mana, and so on. The enchantment window consists of two tabs: Creation and Extraction... The creation window will display all your runes that you have, with the ability to sort by their type: Potency, Essence or Aspect... Essence runes can be used at any level, but the Power and Aspect runes require certain skills: Potency Improvement and Aspect Improvement... Visit the enchanting skills page for more details.

To create a Glyph, you will need to connect three different runes (from each category) to complete an entire Rune Phrase. As in alchemy, you will need to combine various runes in order to learn enchantment recipes. In the end, in the "Extract" tab, you can turn any glyph into runes. All runes, like other items, can be found in the world - to improve the quality of the search, we recommend using skills Keen Eye: Runestones (Keen Eye: Rune Stones). You should also know that the enchantment skill line has a passive mercenary companion who will give you runes daily via mail. As with other mercenaries, if you do not appear in the game for several days, then you will have only one rune.

With the help of cooking, you can create different products that will give different temporary bonuses. The two main tabs are: Cook (Cooking) and Brew (Cooking) - each allows you to create different recipes for food and drinks. Unlike alchemy and enchanting, you need to find and study recipes before creating any products. Recipes can be found throughout Tamriel, in chests, barrels, and more. The Cooking skill line also has a passive mercenary companion who will find ingredients for food and drinks. The ingredients will be sent to you daily by mail, but in the case of daily logging into the game. Ice(Ice), Restoration(Recovery) and Lightning(Lightning). The raw material used in woodworking, oddly enough, is wood that can be found all over the world.

  • Refine- here you can process wood.
  • Creation- in the main crafting panel, you can create any bows, shields or staves.
  • Deconstruct- you can disassemble any of your bow, staff or shield into recycled wood.
  • Improvement- using reagents, you can improve items from Normal before Legendary... Remember that improvement from Normal before Good will require 5 reagents - 20% chance from everyone, from Good before Excellent will require 7 reagents ( 15% per reagent), from Excellent before Epic10% from each reagent used, and from Epic before Legendary- only 5%.
  • Research- the process is similar to disassembly, where you can destroy items to study their properties. Remember that research takes 6 hours, so plan your research carefully.

Like other professions, woodworking has its own skill line.

Creation Disassembly Improvement Improvement Processing Research

Creation

Crafting a bow, shield, or staff requires you to:

  • Type- bow, shield or staff
  • Material- special material for the created item and the amount of reagents you want to use. More materials will provide you with a higher level item.
  • Style- here you will need to decide on the style of the weapon or armor. Initially, you will be able to create items in the style of your race, but as you learn crafting, you will be able to create items of any style using reagents for a specific style. Be aware that the recipes used to learn additional styles may be in barrels and chests, so I would advise you not to skip them on your adventures.
  • Trait (Properties)- you will be able to select the property that you want to use when creating an item.

As always - if you are planning to become a carpenter, then be prepared to spend some points on Keen Eye: Wood (Keen Eye: Wood) - this skill will highlight a tree at a distance of 20/40/60 meters from you. The carpenter profession also has a passive lumberjack mercenary, a companion who will send you wood and other items on a daily basis. The companion is updated every 24 hours and all items found will be sent to your email. As with other mercenaries, if you do not enter the game more than once a day, then you will receive only one supply.

Everything rare styles other than imperial, can only be found in veteran zones. The first two, primitive and barbarian styles, can be found in the zone of the second alliance (for us - the Dominion), the Ayleid and Daedric, respectively, in the third alliance (for us - the Pact).

Dwemer- it can only be found in containers of Dwemer ruins, either in parts (15 pieces of epic quality), or in whole (one legendary part). In addition, it will need material that is mined from Dwemer mechanisms (mobs), and needs to be cleaned, that is, you will need at least 10 pieces to be able to clean them and use them. Zivkin- drops from chests in the treasures of the Imperial City.

Glass- Pieces of chapters drop for completing craft daily, material - from chests throughout Tamriel.

Mercenary style- (in Orsinium) drops with a 40% chance from Undaunted bronze chests, with a 50% chance from silver and 60% from gold. The material for him requires knowledge of at least one chapter, in this case, the drop rate from the final boss in the veteran dungeon will be 50%, for each next chapter - + 4% to the chance. For normal dungeons, the chance is divisible by 4.

Akavirsky- sold by Siege merchant for AP.

Ancient Orochi th - drops from enemies in the publics of Orsinium. Style material is obtained from resource sources in Orsinium.

  • Rkindaleft - shields
  • Old Orsinium - daggers, boots

Alliance styles- can be found in the chests of Cyrodiil and the Imperial City, and the materials for them are sold by the Siege Merchant for 10,000 AR stuff (transferable).

Outlaw Style(Outlaw) drops from bosses and in Hughes Bane's dungeons, material for him (Rogue Soot) - from resource nodes (as in Orsinium).

Withered Style(soul-shriven) can be obtained by closing the Cadvell's Silver quest, and the material for it (Azura plasm) is obtained from chests for closing dolmens.

Trinimac- comes across in chests for completing daily quests in Orsinium to explore caves. Auric Tusk crafting material drops from bosses in Orsinium dungeons (normal).

Malacat- similar to Trinimac, it drops out in chests for daily, but for killing bosses. Potash is dropped by surface bosses in Orsinium.

Voluntary thanks

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Tales for future beaters

Parwen Fernshade (@werdry, PC EU), 03/10/2017 - xx.xx.xxxx
Last time verbiage was updated on 05/03/2017

The verbiage on the topic of everything and all the little has grown, therefore, you will have to spend a little effort on bringing it into a readable form and, in general, in order. The most interesting is how long it will take. In order not to annoy readers (well, what if one or two non-banter were lying around among the reviews?) With constant updates, I took the guide to Sigil. In general, I love Sigil, and then there was a reason.

In short, this is a sheet of text that can help newcomers to Elder Scrolls Online. Or interfere. Perhaps I will not be too lazy, and I will dilute it with screenshots, illustrations and other garbage, and it will cease to be a sheet of text. But this is unlikely, because the purpose of this creation is to entertain me when I have half an hour free at work. Alas, the working laptop does not handle decent games. Even on Fallout shelter the fan roars like an airplane turbine or a Soviet vacuum cleaner. Writing stuff is one of the few entertainment available.

But I digress. With racial Bosmer, this happens, according to the lore it is supposed to.

It is likely that in this text you will find all the basic information that beginners need. From character creation to the moment you receive lvl50cp160, which in Tamriel corresponds to virtual majority. There you can already do whatever you want and no one can tell you. Most of the information you will be given in Tutorial (escape from Coldharbor), but who even pays attention to it.

The guide is intended for selective reading, so feel free to use the pointer to the right.

I return the gnawed version from offline. Corrected / supplemented / other sections are marked with V, the rest is as is. The guide may be out of date with the introduction of Morrowind today after maintenance.

V.1. Character Creation

Every newcomer is the first "mother" to throw out into the world the question of who to play in order to drag, bend the most honest rules with his uncle and get the Emperor in a week. So, it doesn't matter. It is not so important what race and class you choose, until you learn how to use the rotation correctly, you are nobody, call you in any way and you would not go on quests at all. And the players from 2014-2016 know them better than you. The harsh truth of life. Therefore, choose a race and class focusing not on "wow, as much as 10% to the cap of mana", but on "this elf has a good ass, I could well look at her for several hundred hours." The possibility of playing with a first-person view is there, but here's an overview ... hmm.

Character creation is a very responsible process, which can take an hour or two by choosing the size of the breasts and the prettier pug. You can change your race, name and appearance at any time (focus on 1.5 thousand rubles), but there is no class and alliance change. And it is unlikely to be.

Race and Alliance Selection

As I wrote above, the choice of race has little effect. It makes sense for munchkins who want to squeeze every last drop out of the character. There is a cancellation of animations, there is a poke so that the set procs, a change of the active panel every 2.5 seconds ... mere mortals don't need it, so don't bother. Yes, there are "magicians", "stamniks", "tanks", but this is so, crutches. I would only single out Bretons for magic resistance and Khajiit with Bosmer for stealth.

By default, each of the three alliances includes three races. This can be "fixed" by purchasing the Adventurer Pack ("Any Race, Any Alliance") from the Store. The tenth race, the Imperials, is neutral and does not need to purchase the Adventurer Pack to select an alliance. Purchase of the Imperial Edition in the Store only. Heh.

For PvE, the alliance does not really matter. It will depend on which locations the quests of the Fighters and Mages guilds, as well as the Main Quest, will be held at. The territories of other alliances can be visited freely at any time, military operations are concentrated in Cyrodiil and the Imperial City. These are the only PvP zones, and to access the City you need the Imperial City DLC (not included in the Imperial Edition from the Crown Store, but included in the early retail Imperial Editions if someone starts unpacking the rarity to save 2k crowns).

Class selection

Doesn't play a special role. Choose any, play on it at least a level up to 30. If you like it, leave it. In Tamriel, the class does not limit your role, just as there are no restrictions on armor, weapons, and so on. There are no class quests. It's just three skill lines, three ultimates and passives. You can play with absolutely anyone. There will be a difference, but the main thing is your feeling, and not whether the templar is driving or not. I could have taken the easy route, but I'm playing as Knightblade. Why? I don’t like the sea of ​​electricity (sork), the sea of ​​fire (DC) or the shining sparkling things (templar). Calm special effects of NB more nya.

The point of choosing a class is not "I want to be a tank" or "shoot with lightning", but in choosing a style of play. By default, you are given 8 character slots. This is 2 representatives (stamina-build and magic-build) for each of the 4 classes.

In terms of complexity, I would place the classes in this order (from nubian to requiring hands): templar, sork, dk, nb.

Templars have melee AoE spam, ranged spells, a whole line of healing skills, and the cheat skill Radiant Oppresion, known in the world as Jesus Beam. The only powerful finishing move, besides the remote one. Supports, station wagons, cheaters, developers' favorites.

Magpies are natural damage dealers, and also (for now) the only class with battle pets for all occasions. A bunch of witchcraft, Crystal Shards with a chance of proc from any magical ability, buffs, debuffs, and other garbage. In general, sork is a self-sufficient class, albeit inferior to templars. Lots of AoE.

DK are rightfully considered the most the best tanks... The whole raid will fall, but the DK will remain. If DK was not the last to die, then this is an extremely crooked DK or a templar who decided to roll out the eggs. It can magically, but mostly these are melee guys. The only class without a class finisher.

NB are insidious assassins (stamina) or blood mages (mana), whose main fighting style is to pray. Depending on the direction, either that the crits are pierced, or that there is enough mana. The only one of all classes with the inviz skill. As much as 2.5 seconds, not a canina's tail!

Any class can be a tank, a healer or a damage dealer. Choose who is prettier than you personally.

About characteristics

Like races, classes also provide passives for resources, but most often they are regeneration, reduction in the cost of skills, or restoration of resources. For example, DC restores health, stamina and mana when using ultimates, for sorcerers, among other things, the cost of skills is reduced by 5%, and NB restores 20 ultimates with each potion.

The maximums of mana and stamina are not only valuable mech, but also a damage modifier for the corresponding skills at a rate of 1:10. A sorcerer with a 40,000 cap of mana hits twice as hard with a fireball than a sorcerer with 20,000. This information is displayed not in the character window, but in the skill description. You can find this information in the game by hovering the mouse over the lines of characteristics.
Regeneration is how much you recover every 2 seconds.

Resource management is an important part of the game, but it's up to you to decide whether to bother with it or not when creating a character. So then you will align all the jambs with champion glasses. And will your race have +4000 mana in the end-game and whether the class will give you a little regen does not play a big role.

V.2. The basics of control and combat

Main control

Nothing that was not shown to you during the Training.

WASD movement. Sprint - hold down Shift. Stealth mode is activated by pressing Ctrl. Sprint and stealthy movement consume stamina, moreover, stamina regeneration is blocked at this time.

Weak attack / light attack - single press of LMB. Heavy attack. Block - RMB clamping.

Blocking a melee power attack stuns the target for a short time. A stunned target can be knocked prone with a power attack. For knocking down, it is not necessary to fully charge a power attack, a second will be enough. Blocking ranged attacks does not stun the target. Blocking an attack consumes stamina when hit. While holding a block, stamina regeneration stops. If you use the ice staff, then mana is used to block instead of stamina, but while holding the block, instead of stopping the stamina regen, mana regen will be stopped.

Using a block literally per second of impact does not stun the attacker, but reduces the received damage as usual.

Pressing LMB while holding RMB is a push. At a short distance, the point interrupts the casting of the spell, while the caster is stunned. The push does not interrupt the effect of already activated abilities, such as the storm of the magpie.

Using abilities 1-5 keys, ultimate R, consumable Q.

To equip the consumable in the inventory menu (I) press Q. You will be shown a "wheel" and what you can put there. After that, you can hold Q at any time to open the "wheel" with consumables and choose which one you need. Use through a single click on Q. Possible consumables: potions, food, siege machines, etc.

This is not in the Tutorial, but the horse is called with the H button, and the map opens to M.

Basic rules of combat

Specialize in one thing. Choose mana or stamina, and max this indicator. It is possible to create hybrids, but in most cases you will end up with an unviable cadaver that barely passes regular quests... This does not mean that you need to neglect the second power, just prioritize. Stamina as a base and mana as a support or vice versa. Consider this "OH SHI ~!" button or hang up some buff / debuff.

Learn to calculate resources (hp, mana, stamina) so that they are enough for a boss fight. If you use the last crumbs of mana / stamina for the final blow, then everything is ok. If you have merged into 0 in resources as soon as you started kicking the boss, then something is very wrong. For example, yesterday I did not find a party and went to beat solo bosses. I'm generally lazy and my equipment is rubbish, but knowledge is power.
A clear knowledge of how much hp I have, how much damage, how much regen, how much healed. Even if the bosses almost killed me with every at least strong attack (10.5k hp), it didn't mean anything as long as the hp was maintained around 8k. In dangerous situations, he put a block, constantly leaving a little stamina and magic damage. The only time I have died stupidly is in the Malabar Torah. He attacked an unfamiliar boss, overwhelmed his retinue and began to gnaw at him on the sly, but did not guess the add respawn time and got a kick in the back on the very last 2k hp, not broken by the boss.

Hence another rule: do not neglect food. Food is buffs for increasing the cap of resources, drinking is buffs for the speed of resource regeneration. Some food is a combination of both. After I had eaten, I easily threw slippers on the boss along with his guards, because the "reserve hp" grew from 2 to 7 thousand. In dungeons, especially veteran ones, the use of food is mandatory. On quests ... let's just say if you need food on quests, then you've messed up somewhere.

Use the block when needed. Spending all the stamina on a block of crowds of trifles and raking the very sky-boards just because you were scared of this crowd is a very pitiful sight. There are three justified cases of using the block: you do not have time to leave the red zone of the boss's casting, you are about to receive a power attack from a melee officer (as a rule, knocks down) and if you meet an unknown or unpredictable boss. By the way, with an active block, you can still use skills by attacking the opponent "from the bunker".

And, I really didn't want to add this paragraph, but ... don't go straight to the veteran dungeon. Go at least once, at least while you are at low-level, in normal difficulty. While most bosses can be simply crushed by observing the one and only rule "don't stand, bljad, in red", some of them require knowledge of mechanics, and some also require a certain level of dps. Honestly, I'm tired of even going to WGT, because the party doesn't know that if the world has turned gray, then fuck who you are, the tank (although this phase never falls on the tank, but it can fall a second before the future tank intercepts aggro boss), heal, Pope - you need to stir the rolls and close the portals. Something long-range is desirable. Or even nubbats like Wayrest Sewers or Fungal Grotto.

Building basics

If you cannot copy someone else's build accurate to the last CP, do not copy. If you do not have the appropriate sets or they are with the wrong traits, do not copy. If someone else's build tires you, come up with your own. Sooner or later, your skill bar will subside. A couple of favorite skills will appear, a couple "just in case" and some "let it be" (basically it is either a Hunter for physicists 'crits, or Light for magicians' crits). Break the established rotation just because some original, literally coated with gold sets and not knowing where to put the SR, has invented something there?

There are two primitive ways of building a build: put as many pillboxes as possible in rotation to keep them on the target until it dies, and dancing with a tambourine around one skill / passive / set. I'm not a pro and generally a noob, so I use the second method.

Does DC have a + 40% damage passive to power attacks? Why don't we take a staff of lightning, which damages a group of enemies with a power attack, dealing 105% damage to neighboring targets? The NB has a gorgeous Merciless Resolve, but does it take 4 light or power attacks to charge it? Hmm, why not go for the Molag Kena set? Did you find that you've put together an Elemental Succession pack with some good traits? You yourself were told by the Aedra to go to the Fungal Grotto for the Spider Cultist Cowl and spam Force Pulse. Etc.

Someone else's experience is good, but skills are needed to be applied to this experience. Collect the skills you like. Collect the appropriate buns (there are "standard" sets to use until you find something better, mostly craft ones). Drive on the nearest world boss. If you manage to fill it up in one person, then you did everything right. In your free time, you can knock out other sets, experiment and so on. The bottom line is that you will have a build that suits you personally.

And do not chase especially all kinds of Sharpened weapons. Yes, it has a good effect on damage. But this trait is more for those who have already filled a ton of CP and invested it in defense. The much cheaper Defending is more suitable for beginners. Start collecting pins when you feel that eggs are stronger than stone and you no longer need thousands of extra resists.

It's the same with armor. Divine is good and all, but if you take a calculator ... let's say you took The Thief effect. Crete is good. Basic The Thief gives you 11% crit. It is not enough. For a lot of money, you get 7 items from Divines, upgrade them to Legendary, get 7.5% to the Mundus effect. You are gorgeous. Bravo .. Higher 11% turned into 16.5% (16.775%, not the point). Does The Apprentice give magic damage bonuses? Delightful. Many trips to the same dungeon in search of the same item with the same trait, the cost of a bunch of legendary enhancers and so on will turn the "base" 166 magdamag into 213. Leave the Divines alone until you have absolutely nothing to do. The same gear, but with less "valuable" traits, is much cheaper. Divines' Necropotence pants now cost around $ 40,000. Exactly the same Impenetrables are 40 times cheaper (and they wear out 50% slower).

V.3. Vampire and Werewolf Subclasses

Briefly about vampires and werewolves

First, the vampire and werewolf are available to all races and all classes. Second, you can be only one person at a time. Third, you can heal for bloodsuck / flea at any time for a token amount of gold. Fourth, as with the reset of other skills, all progress is saved. If you are a level 10 vampire, heal and lose your skill tree, then if you become a vampire again, you will immediately become a level 10 vampire.

Both subclasses have their own strengths and weaknesses.

Werewolves

Werewolves are powerful melee fighters who operate primarily in groups with other werewolves. The reason is that the transformation time is limited, but there is such a passive as Call of the Pack that allows you to stretch it for a very long time. And eat enemies every two minutes. not every 15 seconds. The only werewolf skill that uses mana is healing, everything else is based on stamina.

Food buffs, equipment and set bonuses all work. But while transforming, you can only use werewolf skills, so it takes some getting used to. In general, it looks like a magpie in Overload mode.

Thanks to the defensive transformation bonus (10k resists to physical and magical attacks, and stacking with defense buffs and armor stats), as well as a versatile set of skills, including self-healing, control and dota, a werewolf is a pretty good help, especially for a group of fat fighters who rely on on stats, not on pillbox rotation. A group of 4 werewolves is a serious force and is quite capable of covering veteran dungeons or ripping underpants in PvP.

Cons ... transformation is an expensive ultimate (300 after morph), and it is also limited in time. Moreover, in a state of transformation, you do not accumulate ultimate points, unlike the same forty. You will drop out of the transformation with a random R and that's it, Vanka was called. While transforming, Werewolves take 25% more damage from acid and other Disease. For fun, you can take a Bosmer with a passive for disease resistance. Outside the transformation, the werewolf ultimate, when equipped, gives + 15% to stamina regen.

Vampires

Vampires do not have a Transformation, only their appearance changes from stage to stage, more and more carrish. There are only three skills, including the ultimate. If it is desirable for werewolves to wiggle the rolls so as not to fall out of the Transformation and not become mere mortals, vampires do not care.

On the one hand, you get -75% to health regen, on the other hand, after 50% health, you take 33% less damage. In addition, you have a cheap skill that allows you to vampire yourself 60% of your maximum HP in 3 seconds, which works as a control to everything, and even generates 5 points of ultimate per second. The second skill is Fog, and I love that crap. 4 seconds, during which you take 75% less damage and are completely immune to any control, knockbacks, pulls. Got bored by the bosses throwing you into the void and other lava? Cast the Mist and look at them as g___ o. Also, nice bonuses are 10% stamina and mana regen, as well as a passive to ignore speed penalties when moving stealthily. Why take a set when you can be a vampire ...

Vampires get 25% more from fire (which is so fond of mobs, bosses and idiots with sticks (the latter take sticks of fire because 8% more damage on single targets, and not because it is beautiful). I would not say that this is so fatally, but for fun, you can take the Dunmer race, which have resistance to fire and take 50% less damage in lava.

The stage quickly rises using vampiric skills (say, spamming the Mist with instant cancellation of it using a block), and is reduced either by power (sneak up behind any non-elite humanoid and press X when the button appears) or the "legendary" drink Bloody Mara. It is usually cheap, since besides reducing the vampire stage there is zero sense from it, the same bonuses can be obtained from simpler and cheaper food.

Transformation into a vampire / werewolf

Works the same for both, so the methods are common.

First, you need to get the corresponding disease. You can get infected for free from special mobs that appear in The Rift, Reaper's March or Bangkorai locations. They appear in small groups throughout the map during the new moon (vampires) or full moon (werewolves). They are called Bloodfiend and Werewolf, which is why simple players can simply kill them fucking mistaking them for trash. They spawn once, after killing they do not resurrect. With some chance they can infect with any blow, even if you are in the block. The second method is conditionally free (usually free, but there are some Jews who take 3- 5 thousand gold) - ask another player to bite you at the appropriate altar. Starting from level 7, a vampire / werewolf can spend 1 skill point on a passive that allows you to bite another player. The bite has a CD of 168 hours, so free bites may simply not be in able to bite you right now The third way is to buy the disease for a donation in the amount of 1500 CZK.

Second, you need to visit the vampire / werewolf sanctuary. If you have been bitten by another player, then you are already at such a sanctuary, since an infectious bite is impossible anywhere else. There are 3 pairs of shrines in total, one for each of the named locations. When you are at the shrine, you will see a quest market. The quest will take you to a solo dungeon to complete the challenge.

Third, you need to complete the quest / challenge. They are light, one that the other. If desired, can be covered with a naked newborn character of the 3rd level. In short, to become a vampire you will need to kill 10 light mobs, and to become a werewolf one medium danger boss. Werewolf bosses change (there are 4 of them), but in general they are all easy, as soon as you understand the controls and super-difficult megatactics for advanced "stay out of the red zone". After completing the quest, your illness will be replaced by a new socket in World Skills.

Healing

Produced for a small amount, 600-700 gold, by the priest of Arkay. There are 3 priests, one per zone. They hang out in the guilds of Fighters or Mages. You can heal as many times as you like, but the amount will slowly grow.

Advice for vampires: do not take lifesteal before level 50. Vampirism swings as you gain experience, and to champion levels of experience of this hell and nichrome compared to after. And if you also accumulate Enlightment ... in short, if you take a vampire too early, you will receive penalties, but you will not receive bonuses. However, Drain is worth it, so decide for yourself.

Werewolf tip: Unlike vampires, werewolves swing on killing XP targets. Those. killing one-shot lambs and cockroaches is useless, but any ordinary monsters will be counted. Basically, you can go to any dungeon and wander around in circles, or find a quest with an endless range of opponents. But if you don't want to bother with the corpses, then after completing the transformation quest, stay in the Hircine Sanctuary and arrange a small genocide for the local cats, snakes, crocodiles and harpies. Depending on the level, the number of necessary kills increases, but even to move from level 9 to level 10, you need 225 experience points, 5 experience for each kill. There are about 20 mobs in the Sanctuary = 100 points per circle. Everyone except the boss is busy, so you can just make circles around the sanctuary until you get bored. The trick is that in the Shrine of Hircine there are no restrictions on the time of transformation.

Thus, you can take a werewolf to lowl, and then change it to a vampire. Or vice versa. There are separate achievements for becoming a vampire or werewolf and reaching the maximum level, so here's an excuse for you to try both subclasses. You do not "cannot decide", but simply "you want those 4 achievements". And in general, for the top lvl of the Vampire they give a stone coffin, and for the top lvl of the Werewolf, a ritual stone.

V.4. Social interaction

While ESO can be played solo, there is also a social part. Group, raid, guild, alliance. I will try to briefly talk about them. You cannot "drag" everywhere, so help is sometimes needed. Or profitable. But the most significant benefit is the possibility of free teleportation to a member of a group or guild. It's comfortable. Not really "to the member," but the closest Wayshrine to it. Don't care.

Random people

They are there, there are many of them, but in general it is the background. Communication via / s (say), / w (whisper) or / z (chat location).

The rest of the chats are / g (group), / g1-5 (your guilds).

Simple functions like "invite to the group", "exchange", "call for hugs", etc. are available either by clicking on his nickname in the RMB chat, or if you stand nearby and hold down F, a wheel of social interactions will appear.

I also want to mention mail here. Mail opens on "/ e". All your purchases from guild merchants, profits from sales through guild merchants, letters from other players, etc. Come here. The second mail tab for sending letters. You can attach up to 6 items to the letter (it is calculated by slots , so a stack of ore is 1 item). There is a function of sending money (send gold) or send a letter by cash on delivery (cod). In cod you will receive a letter, but you can pick up its contents only by paying the attached receipt. Expensive things are not sent through cod because the commission depends on the amount of the requested payment.

Guild mail can be delivered instantly, but delivery to other players can take up to an hour. For instant delivery, you need to either change the current location or re-log.

Group and raid

The difference is that a group is from 2 to 4 players. When the fifth one joins, the group becomes a raid (well, or a large group, it doesn't matter). The maximum number of raid participants is 20 people. Group profit in joint cleaning of dungeons. This may be difficult for one, but the group will drag. As a rule, this is a tank, a healer and two damage dealers. The maximum group size for dungeons is limited to 4 players. The second profit is if you need someone's help or you want to help someone. For example, farm the world boss. IN base game they are more or less simple, but the DLC is more serious. You can also complete joint quests, since the actions of one group member are counted for all.

The group is convenient for farming, since each member of the group has its own loot. Nobody sees what you got, you don't see what the rest of the participants got, but everyone got something. Tsimes is that only a few (about 4) most damaging groups get the loot. And one person is considered a separate group. If a group of 10 people farm the boss, then everyone will get the loot. If 10 people farm the boss, but everyone is on his own, then only a few top damage dealers will receive loot.

Raids are used in farming, trials (dungeons of increased difficulty for groups of about 15 people) and pvp. In pvp, kills are counted for each member of the raid who is nearby, so that no one is left on the sidelines.

Guild

You can join five guilds at the same time, which are common to all your characters on the server. When a guild reaches 10 people, it has a common bank of 500 slots. With 50 participants, an internal market is unlocked, available to any guild member from any Bank. The maximum size of a guild is 500 people. And you can teleport to any of them for free. Nya.

Tsimes is not so much in communication as in trade. In each guild with a market, you can put up to 30 lots for sale. If a merchant is hired by a guild, then the market ceases to be internal and any game will be able to see your goods. And buy them, of course. So the standard set is 4 trading guilds and one "for the soul". You can even turn off the trading guild chats until you need it, no one will be offended.

Sometimes you may be required to trade a minimum of ** thousand weekly or membership fees. This is done to raise the dough for the sake of hiring a merchant. The number of merchants is strictly limited, as is their location. There are few of them, but there are many guilds. And every week the guilds are thrown as much as they can into the merchant they like. The one who gave the most money gets the merchant for a week, the rest are returned the notification "your bet was outbid" - the money spent. The cost of merchants varies from 150 thousand to 3 million and is more or less fixed, but there can always be a new guild with a lot of money.

Some say that there is a guildhouse, but in fact it is an ordinary house owned by a member of the guild and with allowed access for its members.

Alliance

Generally useless, but important in PvP. Chat / z in Cyrodiil, the Imperial City and other Sewers is heard only by members of the same alliance.

V.5. Tips for beginners

In this section, I'll try to collect all sorts of nano-usefulness. Basically, absolutely noob information, but who will need MB. Points are added at the moment of insight, so the order is arbitrary.

1. If you are going to craft (and in general), learn traits from the very beginning. It takes about 2 months to study all 9 traits for one thing even with maximum passive bonuses. At the maximum, you can study 3 things of each type of craft (forging, sewing, woodworking) at the same time. In forging and sewing, 14 items each, so it will take a lot of time.

2. Rock your horse from the early days. Even if you don't actually have a horse yet. The stats of all mounts are the same, only your skill is pumped, which gives more speed, endurance and carrying capacity. A horse can be pumped into any Stablemaster, CD between pumpings by +1 is 20 hours. A horse has 180 of these +1 (3 skills of 60 each), so pumping one character without infusing real will take six months. The difference between a horse for 10k gold and a horse for 2500 kroons is only skins. Although the purchased horses are shared across the entire account (they are "included" in Collections), each character needs to pump the skill separately.

3. The bag can be upgraded from the appropriate merchant, Bag Merchant. Every capital of the region has them. The bag for each character is upgraded separately. The maximum upgrade of a bag through a merchant is 140 slots. Additionally, the bag can be improved by +60, up to 200 slots, by pumping the Horse's Carrying Capacity. Pumping the bank is much more expensive, but the Bank, unlike the bag and the horse, is common for the entire account.

4. Feel free to use addons. The thing is not really roleplaying, but useful. You would know how annoying it is when someone yells into the chat with requests to show you where the "hint text" of the skyshard is. Or where is it better to collect lorebook. Also, do not neglect the wiki, there is a lot of useful information, including tactics for bosses and directions where which set is farming.

5. Collect all the ore, wood and other herbs that you see. Planks and ingots are cheaper than raw ore and wood, since after receiving passives, if there is a chance to get expensive enhancements from them. You can save resources for the future or sell for a sum of money. A glass of Nuba ore or pieces of wood costs around 6000 gold. With this money, you can buy 6 times more ingots than you will get by processing.

6. Download EVERYTHING. It doesn't matter if you are a magician, a warrior or a robber. Two-handed, staves, bow, all three armor ... this will give you the flexibility to build your build. If you do not want to suffer, then find a raid for dolmen farming (Alik "r, Auridon or another place, it does not matter) and stand nearby, putting the skills from the pumped skill tree on the panel. It is not necessary to use it, the experience will go.

7. Maximum level gear is now cp160. This means that any equipment knocked out or received by you as a reward is useless in the end-game because it is not cp160. Therefore, until cp160, you can brainlessly swing on mobs, go fishing (it also gives you experience), etc., and only then go on quests. Yes, it's bitchy. But you will not have the feeling of "***" when you are given a Super-Epic Sharpening of Absoluteness, which in a couple of hours will be thrown away as garbage because lvl has grown.

8. Feel free to join 5 guilds at once, at least 3 of which must have 400+ players. You can turn off the chats after the friendly "hello people", no one will pay attention. Guilds are not only access to the internal guild market (available through any Banker), but also a way to sell things through this very market, a referral service (they answer "friends" in guilds much more readily than faceless shouts at / z), as well as free teleports. Having opened the list (Roster) of guild members, you can poke anyone and press Teleport to player. You will be transported to the closest Wayshrine guild member from the selected guild member without their knowledge. Is free. From anywhere except pvp zones with a ban on teleportation. Also works with group members, but there is a difference between a couple of people and online in a couple of hundred teleports.

9. Download craft by dismantling junk gear and glyphs as you level up. All you need in low-lvl is passives to increase the speed of learning traits and the number of simultaneous researches. On cp160 you will receive cp160 gear and glyphs, analysis of which will give you tons of crafting experience. The most dreary craft is Enchanting, but you can just ask in the guilds if anyone has extra glyphs. The flow of gear / glyphs after level 50 of crafting does not stop, but the number of slots for sale is limited to 5 guilds * 30 slots in each = 150. If you are lucky, you will simply be overwhelmed with free or almost free stuff for pumping.

10. Close at least low level PvE content in Cyrodiil while you have a 50- Nubian company available. Yes, they have their majors with inherited Nubian-level monster sets, but in general, everyone is equal. SR is off, the only difference is in the experience of the players. You will get a bunch of gear, alliance points, skill points (skyheads) and other achievements without getting under the feet of the "big uncles" and without raking one-shots from the average 600 ninzas. Access to Cyrodiil opens at 10th character level, L button, non-veteran company.

11. Start early on to the pledges, the Undaughted daily quests from Alliance Capitals. This will give you some kind of set gear, a chance to test your skills where you will not harm anyone (normal plajs are simpler in terms of tactics and non-DLC "shnye can be passed at least by a group of 4 damage dealers), as well as keys. Keys give access to chests. with set keys to the level you open them. Having grabbed keys for low-level, you can not spend them right away, but wait until c160. The difference between veteran and non-veteran dungeons is only in the fact that for completing a plage in a veteran they give 2 key, and in the normal 1 key. Well, in the veteran, from the last bosses, heads to shoulders fall from the chests. What is the point for you to go after the heads if you are not c160? ..

12. Don't neglect the daily Crafting Writs. Do them without even investing points in the study of materials, "from guano and sticks". Difficulty varies from how many points are in the first passive of each craft. You can order clothes 1 lvl, and maybe cp160. The reward is about the same. Your goal in Survey charts. They give access to clearing with a large number of resources containing more materials than regular nodes. These cards are "unique" (you can carry a maximum of 1 in your inventory), so dump the unused cards into the bank before completing the VRs.

13. You can transfer even tied things between your characters through the Bank. Thus, if you have a piece of equipment that you do not need on the current character, you can "hide" it in the warehouse character until better times.

14. Find a convenient city to your liking, in which everything would be near. Shornhelm at Rivenspire became that for me. In the comments, they suggested Rawl "kha. Yes, he is also cute. A city where a step to the right of a room, a step to a banker to the left, a step to crafting is convenient.

V.6. Resource collection and crafting

In general, crafting sets are an intermediate link between what you rocked in and what you collect in the dungeons. not to say bad, but not so super. Nevertheless, they will quite roll while you wander around knocking out your clothes with Feng Shui traits. They can also be crafted in different styles, which will appeal to all sorts of fashionistas. Only the appearance depends on the style, but all the same, everyone wants exactly * current_fetish *. And yes, when I talk about crafting, I'm talking about crafting equipment, not consumables.

Equipment crafting

Ore, wood and plants are collected from nodes. Leather is farmed from animals. It's simple. The nodes generally adjust to your level, but don't be surprised by the Nubian. This happens. Where it is better to farm is a controversial question, since it is not worth it at all, but it is asked all the time. No difference. Everywhere. There are nodes even in Cyrodiil (I will not say about the Imperial City, since I do not appear in the capital often, they gank, sir).

The collected raw resources are processed at the appropriate crafting stations into the appropriate materials, from which the equipment is sawn. It's simple. You can craft any type of equipment, you don't need to learn. However, initially you have a limited choice of looks and traits.

Appearance is learned through Motif books. If 1-9 (blue, for the main races) cost pennies, and some purple ones cost pennies, then the cost of individual motives can easily reach 100 thousand in gold. Basically, these are the ones that fall in trials, but not the essence. Your race style is available by default, all others need to be studied. Some of the motifs are presented as a whole and give a style for all equipment at once, but most of them are divided into pages and studied for each piece of equipment separately.

Traits can be accessed by examining the corresponding traits in the corresponding equipment types, for each type separately. The maximum speed bonus is 25%, the maximum number of simultaneously learned traits of one type of craft is 3. The time for learning depends only on how many traits in a particular item have been learned.

Changing the appearance of crafted weapons is only possible by using the Converter account upgrade. So far, there is only one in the game, in the Imperial Edition, which allows you to change the appearance of equipment to the Imperial style. The change is irreversible, plus the item is tied to the account. The trait cannot be changed.

Cooking

Craft, which is swinging more or less by everyone because resources for it are like dirt and they are literally everywhere. The ingredients for all dishes are more or less the same (for epic and legendary food you need the appropriate "catalysts", but in general the ingredients are the same), so the pumping speed depends only on the level of the recipes. The recipes are also like mud, by the way.

As a rule, food can be purchased at a very low price from guild merchants. The main profit of Cooking is in passives, which increase the duration of food and drinks by 20 minutes. By the way, this also applies to Ambrosia. Basically, it looks like buying a ton of ingredients, 5-6 recipes of different levels and a tram up to level 50, after which skill points are discarded and rebuilt again without investing in cooking except for these passives.

Recipes can cost a lot of money, but they only make sense as "hooray, I have 1000 recipes." The chances of selling recipes are pretty slim, although they can be seen quite often at guild merchants.

Alchemy

The noble art of creating potions and poisons is slightly more popular than Cooking, but generally swings for the sake of passivation by + 30% to the duration of potion effects. Most of the potions last just a few seconds, so the bonus is not superfluous. What is the profit and, in general, what is the duration of the action of jars for hp? Alchemy allows you to combine up to 3 effects in one potion. And these effects are a little more than "health / mana regeneration". About 18, but I didn't count. The potion may well hang on you buffs like Major Brutality (+ 20% to Weapon Damage), Stealth Detection (anti-invisibility of the eyes for 20 meters), etc. Freeing up space among the skills that you only hold for these effects (the famous Inner Light, which you hold only for the passive Major Prophecy.

30% to the duration, a ring or two to reduce the rollback between banks, and now you have 3 buffs. Which is especially appreciated by the Argonians and the owners of the Clever Alchemist set. A sort of battery-powered rambs.

Poisons are the same, but in the other direction. Equipped in the appropriate slot next to the weapon and replace the enchant effect. They are consumed with a 20% chance when using weapons other than staves and melee skills. There is a wide variety of poisons, up to devouring the enemy's mana and stamina, while increasing the cost of abilities for him.

Enchantment

The last type of craft that everyone hates for the long leveling. There is no passive except for crafting and parsing glyphs, and most of it just downloads it. There are many glyphs on the market. Unlike Cooking and Alchemy, it works mainly by parsing glyphs, like crafting equipment. Glyphs work indefinitely without needing to be replaced. Each type of equipment has its own glyphs with different effects. Unlike alchemy, there are no "wrong combinations" in Enchanting. Something will work out.

Glyphs are a replaceable effect for equipment. You cannot remove the old one, but you can insert a new one. The only thing is that the glyphs on the weapon need to be fed with soul stones from time to time, otherwise the clip ends. Glyphs in armor and jewelry do not suffer from such garbage.

The enchantment has its own nodes, which gives all kinds of runes. There are 3 types of runes: square (level), triangular (effect) and round (grade). A glyph is created from three runes, one of each type. In general, nothing complicated, but what a tedious quality ...

Furniture creation

Not a separate type of craft, but scattered throughout all 6. Each type of craft has its own furniture. For furniture, you need to collect separate recipes. Also, the creation of furniture requires special resources (they drop randomly when collecting nodes) and a large number of basic ones. For example, making a small potato, among other things, requires 20 units of flour. Mua is kind of a special resource for crafting furniture from the Cooking section.

Craglorn

Just a quick note: Craglorn is the only place where the Nirnhoned trait drops. And when collecting any nodes, there is a chance to get two types of stones for Nirnhoned as a bonus. Nirn for armor costs around 4000, and for weapons around 10000. Bonus. In addition to studying for 9 traits, nobody needs nafig, but since Craglorn is generally a dull place and going there is always broke ... prices are holding.

Housekeeping

Sooner or later (when installing the HideHousePreviews add-on, so that the eyes do not get sick), but everyone notices the opportunity to buy their own corner of Tamriel. Quests completed, mountains of money, you are tired and just want to sit peacefully with friends. Well, or your favorite guild needs a secluded place to role-playing games, never mind.

Many people see buying a home as a waste of money, and they are absolutely right. The maximum benefit is a halva teleport with a fixed exit point, in contrast to the Sogildians, whose teleport accuracy is "within the limits of the location." You can buy thousands for 300-400 crafting station to create sets, and sop something from the stations of the Imperial City. The rest can be reached in a minute to the nearest Wayshrine.

Types of houses

A preview of all the houses you can buy can be viewed in the Crown Store -> Houses. Feel free to enter any house you like and see with your own eyes. Although houses in the Store are divided into 3 categories, based on characteristics and cost, these categories are exactly twice as large:

Rooms (15 medals, 1 trophy, 1 specialty) are the smallest houses available. There are 3 of them in total, one for each alliance. You can get it for free by completing the Friend in Need quest with the character of the corresponding alliance, or you can simply pay 3000 gold. Don't judge by the Dominion omnata, the other 2 are nothing.

The apartment (50 furniture, 1 trophy, 1 specialty) is the same room, but much larger. Of the same 3, one for the alliance. They cost in the region of 10-12 thousand gold, and these are the largest houses that you can buy for gold without completing achievements.

Small houses (100 furniture, 5 trophies, 2 special themes) are the first detached houses. They are not much larger than apartments, but the variety is much greater. Half of them even have patios! The cost is about 50-70 thousand gold. In general, this is a noob ceiling, then for adults.

Rooms, apartments and small houses are grouped in the Store under one Stappe Houses category.

Medium houses (200 furniture, 10 trophies, 3 specialty) are quite decent houses of quite decent size. Not much use, but if you have ESO + connected, they will do fine for showcasing a collection of trophies. From 190 to 335 thousand gold.

Large houses (300 furniture, 20 trophies, 4 special themes) are already small estates and fortresses. Prices bite, up to 1.3 million.

Medium and large houses are combined as Classic Houses.

Manors, they are Estates (I have not bought a single one) - there are only 3 of them, each of which gives its own title. These are already entire palaces with vast lands. The cost is in the region of 4 million. In addition to the 3 main ones, there is the Craglorn Cave for 13000 CZK, available from time to time Fisherman's Island (yes, a personal island) and maybe something else.

(Specials include mounts, pets, and assistants)

The purchase of houses of categories higher than "apartments" requires certain plot achievements, which are obtained in the region where the house is located. Usually, these achievements are tied to the passage of the main quest line of the region with rewards in the form of skill points, so ... if buying a house is not a matter of the near future, then wait an hour and a half and close the quest line. When buying a house for crowns, the presence or absence of the necessary achievement does not matter.

Where to get the furniture

A simple question, to which there are as many as three correct answers: find, buy and earn. A house without furniture is bare walls. This is not what we paid for.

Most of the furniture can be crafted or bought. Simple furniture is not tied to a character / account and therefore freely migrates from one merchant to another. Recipes are often caught by thieves during burglary, washed and left in kind hands for an unpretentious amount of metal. You can find a huge variety of things at the guild traders, but still the assortment is inferior to the book of decent crafting recipes. Thus, buying and crafting furniture are complementary ways, not interchangeable ones.

The exceptions are NPC furniture merchants, which can be divided into three categories:

Basic furniture dealers. Does it make sense to pay someone for a simple box of 400-500 gold, when you can go to an NPC and buy it for 100? Or buy cobblestones with trees for crowns? None.

Achievement merchants. A source of goodies that cannot be acquired in any other way for Bind-on-Pickup. Do you want the throne of the Queen of the Dominion in your living room? A statue of Molag Bal? Personal skyshard? No questions.

A vendor in Coldharbor that only appears on weekends. And who sells a variety of unique pieces of jewelry, the assortment of which changes every week. In general, this is an analogue of the Khajiit in Cyrodiil, which sells the heads of monster sets.

Avant-garde literature for dummies

When you collect the Lorebook collection, the Mages Guild gives you the opportunity to purchase a set of copies of these books. The set costs 5000 gold and includes 1 copy of each of the books. Copies are furniture and can be placed in your home to the delight of guests. All books within the same collection look the same, but different collections have different covers.

Want to surprise your girlfriend? Buy a funky canopy bed and forget the two-volume Lustful Argonian Maid. By the way, sometimes you can steal a blue LAM - Art Folio. No pictures.

When there is absolutely nowhere to put your money

Take my word for it, the house can practically gobble up unlimited quantity money. I somehow figured out how much it would cost to fill the most expensive villa with the most expensive things. It turned out about 300 million. But I may not even know about the most expensive things.

Of the conditionally useful, you can select stations for crafting. If crafting stations for sets cost around 300-400 thousand each, then simple ones can be found for 50-60. There is no sense in this, but what if you want to have a semicircle of all 6 craftilok to quickly complete your daily Crafing Writ by turning the camera? Dye Station is hardly useful to you either, it is not the most popular thing in the game.

In addition to crafting stations, you can place a Merchant and a Banker (assistants from the Crown Store) in the house, but their functionality is limited: the Merchant cannot repair things, and the Banker has only your bank available. You can also place a smuggler for completing Thieves Guild quests, but interaction with her is not available for other players. Please note that they occupy special slots.

The last one is Training Dummy, a doll for whipping and measuring dps "a. The cheap one has 3 million hp and costs around 70-80 thousand. The expensive one costs around 180-200k, and she also has more hp. The doll is immortal and will be reborn if it does. kill.

Furniture for donation, does it make sense?

None. Those. you can buy it if you want, but in general nothing is sold for crowns that you could not craft or find from guild merchants. Furniture purchased for knons is tied to your account and cannot be donated or sold when you get bored.

Guildhouse

Guilds in ESO cannot have their own buildings, but any player can open access to their home both for individual accounts and for entire guilds. As a rule, the guild house belongs to the guild master, but no one forbids inviting everyone to visit him. Please note that the house selected as Primary Residence is just available to visit. You can freely teleport between your houses (oh yes, your houses are also free Sanctuaries without cd), but only the main residence is available to guests.

Fun facts

  • ZoS decided to troll the players. Did you like CraftingBag without a subscription? Receive. As purely decorative furniture. By the way, it is designed in such a way that where you put it - from all sides of the bottle.
  • The entrance to the houses that have not yet been introduced is available from locations, but they are not in the Crown Store. Narpimer, personal ISLAND in Grathwood, entrance next to Haven. Category Notable, so it will cost a fortune.
  • On the book covers, the Oblivion rune is reversed. * conspiracy theories *

Bad advice: build NB "Lazy bum"

Nightblade "Lazy bum" (don't do that)
I almost never participate in PvP, do not go to veteran dungeons, etc., so everything suits me in this assembly. It allows you to close the main content of the game without straining, does not require mad skillz, it is easy to collect for a penny and so on.

Bosmer, Mugblade, vampire. Bosmer because kawaii, mugblade because Nightblade is easier to play through mana, vampire for the sake of ignoring speed penalties in stealth. Fat is not hidden under a lying stone. There are only one active skill panels:
Elemental Blockade - Refreshing Path - Swallow Soul - Merciless Resolve - Inner Light

2 AoE (one with a heal), healing, buff, spell crit passive. Moreover, non-DLC content, except for world bosses, can be easily closed through the Path and Zaglot. The blockade is so trash to blame. The buff gives 8% damage and allows, if desired, a robust so break after a quick spam of 4 light attacks. Replacing Merciless Resolve with Structured Entropy allows you to slowly but surely eat world bosses in one person, on three heals. As long as you remember to save some stamina per blocks, everything will be ok.

If I'm going to go for a hat with Molag Kena, then its effect will transfer Merciless Resolve to new level... It is still far from weak, but 4 light attacks for charging ... and here is just a set that requires 2 light attacks for Overkill from +516 to Vepon and spell demage for 6 seconds. Piu-piu-bams.

Armor for 6/7 light, Mother's Sorrow and Jullianos sets, weapons staff of fire (for the sake of 8% passive damage to single-target skills (our main spam is through Swallow Soul), so you can do anything at all). in the swamp we need 10k penetration spell, half of which is taken from the passive of light armor with 5 items, and the other from the Shapened trait in the staff.

One set is cheap (jewelry, body and legs - about 6k for everything), the second is crafted. They made it to me for free for the materials. I had a mountain of materials and a couple of carts, as I rocked the craft while analyzing tons of loot. Upgrade all fabric and stick to violet 5k. Those. for the purple combat gear on the CP160, I gave a total of 11k. A third of the daily income from theft.

In the "free" slot, Molag Kena's shoulders are heavy because nothing better is lying around. By the way, the heads of two random monster sets can be obtained not only in veteran dungeons, but simply bought in Cyrodiil for the amount of money in the amount of 100,000 gold. They change once a week, are expensive, the enchant is fixed (increasing the efficiency of enchantment), but this is a good chance to get hold of a monster set without becoming a veteran. Shoulders are obtained from keys, which can be obtained for ordinary, simple, dungeons.

Mundus Thief. As you can see, I focused not on damage, but on crits. With a 72.5% crit chance, the average dps is around 10-12k. Combined with a passing HPP of 5-6 thousand, this is enough for a normal life.

The second panel is "thieves" (for the passage of the dayliks of Thieves and Brotherhood). She has Concealed Weapon (+ 20% to movement speed in stealth), Shadowy Disguise (stealth) and Mist Form (-75% to incoming damage, + 30% to speed, immunity to control and hold, which is useful).

Outfit: 5 Night Mother's Embrace gear and 3 Night Terror jewelry. There is another set with the same name as the first one, but we need one that gives -2 meters to the detection radius. Total, only with equipment bonuses -4 meters Further, the only passive in the whole build for medium armor, Improved Sneak. Reducing the cost of sneaking and reducing the radius of detection by 35%. Against the background of all this stuff, another 3 meters from the Bosmer racial passive looks like overkill, but these 3 meters make it possible to bypass aggressively-minded guards almost point-blank. Without them ... I don't know, don't stand right in front of your eyes)))

From a vampire I have a passive for the absence of a speed debuff in sneaking up. Vampire + Concealed Weapon = you run in stealth. Really. Set gives enough stamina. Take passives for zero sense regen: stamina regen while moving in stealth does not work. Among other things, stealth running helps a lot in Cyrodiil. Yes, the speed is not horse speed. But the security is at the highest level.

"Thieves' set" allows you to close the mentioned daily without straining to "excellent": you secretly move at high speed and can go into stealth for the sake of safety net if you need to go into the grinding to the mob (stats 18k mana, 18k stamina - enough for running in stealth, and for several invoices in a row).

Sleight of hand for dummies

Time for dark deeds

At the moment, 2 out of 5 DLCs are about good old stealth. Before their release, stealing was a pleasure. Mainly because all the NPCs were blind in both eyes, they only noticed at close range and did not have a 270-degree view. Morrowind mentions the Morag Tong, who are also not crusaders with a burning gaze. So the "dark side of Tamriel" deserves special attention.

Basic knowledge is as simple as a stool:

  • Ctrl is to go into stealth mode. When we sneak, we get a speed penalty and there is no stamina regen, so sneaking forever without appropriate passives will not work. It was in the tutorial.
  • In stealth mode in the middle of the screen, we see our best friend, Glazik. Whether it is possible to steal or not depends on whether there is an inscription HIDDEN next to Glazik or not. If there is, then they do not see us. It was in the tutorial.
  • You don't need a lot of mind to break locks, and in general it was also in the tutorial.
Preparation- it is important.

1. You don't have to be a Bosmer or Khajiit to be a good thief or assassin, but it helps.
2. It is desirable to have DLC Dark Brotherhood and Thieves Guild. The first will give you Blade of Woe to clear possible witnesses and the Spectral Assassin passive (15% chance to kill unnoticed even with witnesses), and the second will give you Swiftly Forgotten passives and Clemency insurance.
Swiftly Forgotten - Reduces your Heat at a rapid rate, moving from "find and destroy no questions asked" to "hold if nearby". Also helps to quickly fill the achievement for 100 shoots from the guards (when you get caught, choose the option and rip the claws)
Clemency can be used once a day and does not remove the bounty on your head. It's just that the guards won't hold you one minute. Use wisely.
3. The game has certain sets that can help. Among them are Night Mother's Embrace (reduces the detection radius by 2 meters) and Night's Silence (removes speed penalties when sneaking). The first is farmed in Deshaan, the second is crafted from dung and toothpicks.

Hacking safes- what we all love so much.

The lesson is simple for a mini-game for breaking locks, plus a little stealth. However, there are some peculiarities. If the safe is not where it should be, then someone recently cleaned it out. Unlike chests, the number of safe spawn points and the number of safes is 1: 1. If a chest can appear in one of five (the number from the ceiling) spawn points, then each safe has only one point. The spawn time is approximately 10 minutes.

How many experience points you get for hacking depends on the complexity of the castle, the loot is the same everywhere. There is a "rough hack", but if the attempt fails, the safe will be locked for you (it will remain available for other players). Regardless of success / failure, a crude hack does not bring experience points and does not pump Legerdemain.

As a rule, a safe is guarded by one, two or several NPCs, keep that in mind. It will take you a few seconds to pick the lock. During this time, the NPC may well want to turn around. By the way, you can use the environment. If you are playing from the first person perspective, you can hide behind the screen / drawers and break the locks through the cracks between the decorations.

A good reward is almost guaranteed, so breaking into safes is a good side income to tampering.

Pickpocketing- requires certain skills.

This activity is even less tricky than breaking into safes, but with the likelihood of failure. Failure = noticed = penalty (sometimes you just get attacked). You can increase the likelihood of a successful theft by throwing a few points into the corresponding passive, but for this Legerdemain must be pumped.

NPCs available to steal are highlighted with a white outline. Yes, the guards are one of them. NPCs are divided into different categories, depending on the difficulty of stealing and possible loot. The easiest way to rob beggars, workers, drunks, etc., the most difficult - guards, nobles, magicians, etc.

In total, the newly generated NPC has 3 things, but the chances for each player are different. If you rob a Guardian, then your chances drop from 90% to 75% (taking into account the "good moment", when the chance of stealing increases by 20%). But the other thief will have the same 90%. If you want to clean the guards and all sorts of Noble to zero - go three.

P.S. If you have the Dark Brotherhood DLC, killing a robbed NPC is considered good manners.

Burglary- out of competition.

And by "out of competition" I mean "you have no competitors." Chests, safes and NPCs are common to everyone on the channel. Cabinets, tables, bedside tables, bags and other rubbish are individual for everyone. Aside from safes, there is a good chance of finding "trash", but there is also a chance of finding something worthwhile, such as blueprints for the fittings. Blue drawings on the market may well cost 3-5-8 thousand.

Search everything in a row, turn over every pebble. This applies not only to burglary, but in general. Sneak into other people's houses and clean them out at 0.

Bonus information 1
The first levels of Legerdemain can be quickly pumped on Fence and Laundering. In Thieves Den (there is one in each region) (I call them thieves guilds), you can sell stolen goods for cost or "launder" by removing the "stolen" label. Each item sold / laundered adds +1 to experience in Legerdemain. 12 stolen master keys in one position are 12 things, not 1. On the question of stacks.

Limits on the purchase of stolen goods and money laundering are separate. 50 is 50 + 50 = 100 per day.

Thus, you can grow any 100 items and get +100 Legerdemain. You should also buy a Trafficker passive of at least 1 level (increases the buy limit from 50 to 110 per day. Each next level adds +10 to the limit, so think for yourself. 50 (0 level) -> 110 (1st) -> 120 -> 130 -> 140. That is, only from buying stolen goods every day, with the investment of 1 skill point, you can get 220 Legerdemain points.

If you are too lazy to bother sorting stolen goods, throwing out white with greens and leaving only blue, you can fill the limits with Cooking ingredients, which are docked in houses and which are conveniently stacked.

An easy way to get a ton of goodness to level up (if you have the Blade of Woe) is to go to Khenarthi’s Roost, find herds, kill shepherds, and slaughter cattle meat.

Bonus information 2

Just as the lockers in Domination are individual, so are the locks on the doors. All individual items are updated when moving to another location. Those. you can run around one city at least all day until you change the location, all the doors remain open, and all the searched bedside tables are searched.

Entering the Thieves Guild is a change of location. Upon exiting the thieves' guild, the doors will close and the cupboards will fill up. Thus, you have an inexhaustible source of objects to search for something expensive like blue furniture recipes. And also an inexhaustible source of experience in Legerdemain, because opening doors gives experience points for him. Advanced doors give +4 if you remember correctly. In my favorite City of Thieves, Shornhelm, there is an apartment building next to the bank (there are two more chests in it). This house has three doors for burglary. And the thieves' guild literally crosses the road. Do you dare?

Bonus information 3

All you need to remember is:
- There is no safe that cannot be robbed,
- There is no point in robbing hard-to-reach safes except to amuse the ego (the loot is the same),
- The entrance to the thieves guild works like a change of location: all open doors are closed, all robbed bags are filled,
- DO NOT RESIST THE TRAINERS IF YOU ARE IN THE BUILDING !!! You cannot open the door while you are in combat. There will be no button for this. The only exception is a thief (NightBlade) - you will need 3-4 invises in a row until the "battle" stops and you can exit. You can try with a potion, but I did not risk it.
- However, in a state of combat, it is possible to open doors / hatches to the thieves guild. If you are caught on the street, and the safety cap is within the sprint - go for it.
- You can escape from the guards by jumping into the water. They cannot swim or hook out of the water.

And may good luck be with you.

Theft by example

There are two ways to make money on low-lvl: steal and earn. You can earn by farming resources (ore, wood, grass, mushrooms, other side quests foraging), but stealing requires the perseverance of a beaver, the dexterity of a Levnive and superpower to break locks on chests.

Here is a map of Shornhelm with the designation of chests for theft.
Here I somehow scribbled the main "lazy" route (red lines) in the paint. Red stars are light "farm" chests, green ones are heavy "challenge", Star of David is a thieves guild. In order:
The chest opposite the woodworking is nothing complicated, just an Argonian.
Warriors Guild - 3 chests. There is a heavy one in the shop (there are too many people), opposite the central entrance is light (1 guard and 1 npc), in the basement there is another light one.
Two shops, each with one seller and one chest, nothing complicated.
Tavern, chest behind the counter opposite the entrance. Nothing complicated, 1 npc is constant and 1 occasionally descends from the second floor.
Alchemist's shop. One chest, one NPC.
House. We break the lock at the entrance, inside there are 2 npc and 1 chest. If there is a one-shooter from the Brotherhood, getting rid of the NPC is not a problem, thanks to the screen. But even so, the chest is not complicated.
Inchanter's shop. One npc, one chest.
Guild of Mages. Two chests on the ground floor, nothing fancy. The first one to break through the gap between the screen and the wall, the second one guards one occasionally suitable NPC.
House. We break down the door at the entrance. One npc, one chest. Another NPC is occasionally handed down from the basement.
Residential building next to the bank. Three entrances, we break any. two chests on the first floor, two npc. One chest is next to the desk, the second is under the stairs. Killing NPCs is not a problem, but the chests are already lightweight.
=========== Happy end =============
The Thieves Guild Cover can be reached with almost no problems from any part of the city. There is a jump from the square between the houses, and there are passages on the other sides. Spotted - to the guild.

"Difficult" chests do not pay off in the time spent on felless hacking, but here is a list: a chest in a bank, a chest in a forge, a chest in a warriors guild shop, a chest in a residential building on the square. They are "covered" by several NPCs. The smithy used to be lightweight, but the screen was slightly moved. Chest in a residential building - there are 2 NPCs that hang out next to the chest.

This is one city, you can easily find more profitable and simpler routes. I will not reveal them.

The bottom line is that voprovstvo can be "put on the conveyor". Let's say, on the first circle, clean everything up, and then carousel up through the chests until the place runs out or until you are caught. Asylum -> Redo. The chests, unlike the bedside tables, are filled by themselves, without a kick in the ass in the face of a change of location. A correctly constructed route will help you.

In order not to seem to yourself a mindless drone / bot, you can dilute the indicated path with neighboring houses and pickpocketing, no question. But chests are "guaranteed earnings points". Blue 250g appears there much more often than in closets.