Materials that determine the style of tes equipment. Where to find rare styles. Blacksmithing, sewing and woodworking

The outfit system allows you to completely customize the appearance of your equipment - no matter what your character is wearing. This guide will teach you everything you need to know to create your own unique outfit!

The outfit system will be one of the changes to the base game in Update 17. This update will be free for all players in ESO and will be released simultaneously with the expansion "Dragon Bones" in February. Customizing outfits is easy, so you'll always look your best from now on!

Outfit creation station

Where can I customize the appearance of my outfits?

At outfit creation stations - all dye stations in update 17 will turn into these. All previously existing dye stations, including those located in your house, will simply be replaced. They can be used to paint equipment and create outfits.

Traditionally, crafting stations can be found near other crafting stations in most major cities. They are marked on the map with a special icon:

Please note that the outfit stations in your home will not change their appearance.

How to start creating an outfit?

To get started, simply use the outfit creation station and select "Outfit 1" from the menu "Choose an outfit". You can also have more additional outfits - this will be discussed below.

Once you've chosen the outfit you want to customize, you'll see a window on the right with paint options as well as armor and weapon styles to choose from. We can start!

Modification of outfits

What can I change?

Almost all! At the outfit creation station, you can change the appearance of the following item slots: head, chest, shoulders, arms, waist, legs, legs, primary weapon (one or more), secondary weapon (one or more). Please note that in order to change the appearance of your second weapon set, you will need to switch to it.

How to customize outfits?

Almost the same as putting on equipment. To change the desired equipment slot, select the appropriate subsection in the “Armor Styles” or “Weapon Styles” section; this way you can see all the available styles for that cell. By going through the options in different cells, you can see how the selected style looks on your character. Please note: by performing these steps, you do not change the items you are wearing, but only overwrite the appearance of each cell.

To make it easier to work with all the available options, you can use filters that allow you to display only light, medium or heavy items. Additionally, you can toggle the option "Show blocked" to hide or show styles you don't yet know. You can also use search to filter options by keyword.

During character customization, you'll be able to view all of the outfit styles, but to apply them, you'll need to unlock them first.

After adjusting all the cells to your liking, click "Apply changes" to maintain your outfit.

How much does it cost to customize outfits?

Changing each cell has its own cost in gold, which depends on several key factors:

  • Cell size (for example, a new style for chest will cost more than for arms)
  • Rarity of the style applied to the cell (for example, applying the Telvanni style costs more than applying a simple Dunmer style)
  • Whether or not you recolor the desired cell

The price of each cell can vary from hundreds to thousands of gold.

When you hover over the styles of various cells, their descriptions indicate cost of application. Once you've selected your options, you can see the total cost of changing the outfit at the bottom of the Outfit Station window.

Outfits can be changed not only for gold; available for purchase in the crown store outfit tokens. One outfit token covers the cost of changing the entire outfit (not just a single slot), regardless of the number of slots changed or the rarity of the styles applied. Once you purchase an outfit token, be sure to use it to its fullest!

Outfit Tokens are located in the Outfit Tokens subsection of the Crafting section of the Crown Store.

Should styles match items?

Not really! For the most part, you can change the appearance of your equipment regardless of what type of item you're wearing. For example, you can make your heavy armor look like light armor and your sword look like an axe. However, there is one limitation: you cannot force a weapon or armor to change its type.

Your bow will not turn into a two-handed sword, and your helmet - no matter how funny it may sound - will not become a boot!

Outfit styles

What are outfit styles and how to learn them?

To create a new outfit, you need to know outfit styles. Styles become available as any of your characters learn motifs. To unlock new outfit styles, simply study the motifs!

Available styles appear in the Collections menu
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This means that when creating an outfit for a character, you can use a motif style that another character of yours knows. This is because with Update 17, all known motifs will be transferred to a new type of collections, "Outfit Styles". You can see a list of outfit styles and see how they look on your character by going to the Collections menu and opening the Outfit Styles section.

In order for all the motifs available to you to appear in the “Collections” menu, log into the game with each character after the release of update 17 (this way, the motifs known to them will be transferred to the general collection).

Cells for outfits

How to get more slots for outfits?

To be able to customize and apply multiple outfits at once, you can purchase additional outfit slots from the in-game Crown Store.

Additional slots for outfits are located in the “Craft” section; one character can have no more than 10 such cells. Please note that the new outfit slots do not apply to other characters on your account.

Other questions

Is it possible to dye outfits?

Yes! You will be able to dye outfit slots in the same way as other equipment or costumes. To change the color of an outfit, go to the "Paints" section of the outfit change station, select the desired colors from the available ones and apply paints to each unique cell. When finished, you must save the changes using "Apply changes".

Please note that when repainting outfits, there is a small gold fee for each slot. Regular gear can be repainted for free (as always), and costumes require an active ESO Plus subscription to be repainted.

Even weapons can be repainted in the outfit system. Additionally, a new paint set has been added called Materials, which is based on the traditional colors of the armor ranks.

How to hide the headdress now?

When setting up a work order in the work order creation station, you can enable the option "Hide helmet" for each individual outfit. This option is located above all available styles. It is no longer possible to hide the helmet in the settings.

You can hide your helmet in the Collections menu
()

You can also hide your headdress using the option "Hide your helmet" in the Collections menu. It is located in the “Hats” subsection of the “Appearance” section.

How do I now convert items to Imperial or Morag Tong style?

These styles will be added to the list of outfit styles available to you; you can use them at any outfit creation station. Note that you don't have to pay to use these styles - unlike all the others. The “Cost of application” parameter will be equal to zero.

Is it possible to change outfits on the fly?

Yes! You can change your current outfit (and turn it off and on) in the Outfit Styles section of the Collections menu or in the Character menu.

But remember that you can only create and customize outfits at the outfit creation station.

The outfit system will be available to all players when Update 17 releases in February.

Fans have asked Paul many questions regarding the usefulness of armor and weapons from crafters at high levels, the effectiveness of mercenaries, research and properties of equipment, racial styles and motifs, costumes and paints, crafting economics, as well as inventory and banks.

Development

How long does it take to fully master one profession?

Not sure, but quite a long time. I think this will take at least 200-300 hours. If you mean crafting top equipment. It also depends on the profession. Blacksmithing, for example, will require more time due to research.

Will you continue to increase your crafting skill cap throughout the lifecycle of Elder Scrolls Online?

Without a doubt.

At higher levels of the game, is the equipment crafted by crafters equivalent to what can be found in dungeons?

Equipment parameters of the same level and quality from crafters are always better than what can be found in the world. Weapons deal more damage, and armor gives more defense points. However, some enchantments cannot be obtained through crafting. However, items with unique effects can always be improved.

We gain no experience when upgrading an item, and we gain very little when dismantling any equipment. Is this exactly how it was intended?

Exactly. After all, by dismantling an item created by another player or found in the world, you will always learn something new.

Is it possible to create rank 10 veteran equipment using crafting?

Of course, if your character meets all the criteria for this.

Will we be able to create or improve top equipment in the game? Or will such equipment only be obtained by completing dungeons and adventure zones?

Any top equipment that you find can be improved through crafting. The game has materials that we in the studio call “boosters” - these are tannins, resins and raw materials for hardening. With their help, you improve the equipment you find. Of course, if you don’t have a lot of materials, you won’t be able to improve an item without some risk. For example, there are hardenings for good and excellent quality. If you need 5 materials in order to have a 100% chance of upgrading an item to good quality, then for excellent quality you may need not 5, but 8. However, you can take a risk and try to improve an item with a small amount of materials (the more, the better higher chance of success), but then it can be destroyed.

Can I go to the first crafting station and start crafting gear and gain levels and skill points from it? Or will I have to complete quests and dungeons to get skill points? Do I gain experience by crafting items?

To gain skill points, you will have to look for adventures. You can explore the world and find skyshards, complete quests and so on. There are many ways to gain skill points, but crafting equipment does not provide the experience needed to increase your character's level. This experience goes into crafting skills. With its help, you will gradually unlock new passive crafting skills.

Is crafting tied to character level? That is, with the correct distribution of skill points, will my level 20 character be able to create level 50+ equipment, given the necessary resources?

Crafting is not tied to level. If a character has leveled up the necessary skills and has all the necessary materials, he can make any high-level items.

Will legendary or epic gear from crafters be very different from what can be found in dungeons?

Legendary items cannot be found in dungeons.

Will players have to craft or buy equipment from crafters to quickly level up to level 50?

Fast is a rather vague definition. You can develop your character to level 50 without crafting, but items created by other players will make this task easier for you. Support local producers!

Gathering resources

Are the sources of crafting materials and ingredients always available to everyone or do they appear separately for each character?

At the moment, resources are visible to everyone. We thought about making them personal, but populating the world with materials needs to be done carefully. Teamwork will be very helpful in gathering resources.

Mercenaries

How does the mercenary system for collecting materials work?

You upgrade your skill and the next time you log into the game (if you haven’t logged in for a long time), you will be sent a letter with attached resources. Pay attention to the texts of these letters; our team of writers has come up with many entertaining stories for the mercenaries.

Blacksmithing, sewing and woodworking

It seemed to me that woodcarvers can create a smaller number of different objects compared to other professions. Do you plan to expand this list?

We have increased the drop rates of some of these items to speed up the leveling of wood crafters. There is always the possibility that we will add new wood gear to the game.

While participating in beta testing, I unlocked the crafting of oak items and collected the necessary resources, but still could only make equipment from maple? How does this even work?

If you have upgraded the required skill and collected the necessary materials, there should be no problems with crafting.

Given the importance of crafting in The Elder Scrolls Online, upgrading the quality of items requires a significant amount of time, resources, and money. Are you going to redesign this system?

High returns from crafting require an investment of time and effort on the part of players. I don't think we will change anything.

Can players independently create the materials needed to improve equipment (tannins, resins and tempering raw materials)? Or can they only be obtained by dismantling items and from mercenaries?

Resources for improvement can be obtained in three ways:

  1. Mercenaries. They can send you a lot of raw materials, especially if you pump them up.
  2. Disassembly. Depending on the starting item, you can receive different upgrade materials.
  3. Recycling. Another way to get the necessary raw materials.

We want artisans to be in demand, so we have limited the sources of materials.

Research / Properties

Let's say you are researching a property for heavy or medium armor. Can it be effectively used to craft high-level gear late in the game?

Attributes are features you can add to a weapon or armor. As a weapon becomes stronger, the effectiveness of its properties also increases (this applies to enchantments). In order to learn how to make weapons or armor with a certain property, you need to research it. This means that you will have to find an item (exactly the type you need) with this property and study it. For example, to research the "sharp" property for daggers, you must find a dagger that already has it. You will then have to destroy it while exploring. If this is the first ability of the daggers you unlock, it will take 6 hours to research. Studying the second property will take 12 hours. The next one is 24 hours, and so on. If you study the “sharp” property for swords and it is again the first one, you will again need 6 hours. Therefore, you will have to specialize and choose which type of weapon and armor you want to learn all the available properties for.

At the same time, the properties are useful not only in themselves. They open the way for you to craft sets. To create an item belonging to a set, you will need knowledge of certain properties. The properties you need depend on what kind of set you want to make. For some parts of the sets you will need to know 3 properties, for others - already 6. The character receives set bonuses if he is wearing at least 3 of its parts. As you can see, crafting in Elder Scrolls Online is not that simple.

Why is so much time spent researching properties?

Thanks for this question. There are several reasons for this. But for me the main one is the offline experience. There's something special about going into a game and seeing something completed. It's hard to explain, but I really enjoy the moment when I can learn a new ability, craft a new item, or even feed a horse after being away from the game. In addition, the game will develop more slowly. Not everyone will be able to craft anything right away. Crafting will take some time to develop. Perhaps this will allow players who prefer crafting to stand out a little more.

Are you going to change the 6 hour timer for property research?

As I already mentioned, gradually it will even increase. And we won't change anything.

Enchantment

Which form of crafting do you think is the most difficult?

Enchantment is the easiest to learn, but the most difficult to develop (we're working on it).

Are you planning to add depth to the enchantment? Now it is very simple compared to other crafting branches.

I think we will develop enchantment. But even in its current form it is quite effective.

Why can't you upgrade unique items?

In terms of enchantment? The effects already attached to an item make it unique. This is what makes the gear that can be found in the world stand out.

Is it possible to find books or recipes with the names of the runes and the effects they give?

The runes themselves already give you all the necessary clues. Additionally, every time you create a glyph, you will hear the runes being spoken.

Alchemy

Do alchemical recipes need to be found or are they unlocked through crafting?

You discover new recipes by experimenting with different ingredients.

Which form of crafting do you think will be the most popular?

Will we be able to cook poisons? And if not, will they be added later?

I wouldn't be surprised if we add poisons to the game in the future.

Each alchemical ingredient has four properties. Is it possible to learn more than one of them by continuing to eat a particular herb?

No, just one thing.

Will the properties of alchemical ingredients match their Skyrim counterparts?

Don't think. Lee Rideout (our alchemy designer) could answer this question better than me.

Will there be potions in the game that temporarily increase experience gained, character crafting skills, or the amount of materials obtained from disassembling equipment?

We currently have no plans to introduce potions with such effects.

Cooking food

Are you planning to add farming as a way to get provisions? Perhaps with the addition of houses, gardens could be made into them. Second question, if we do get houses, will they have mannequins to show off their gear?

We will not have character homes at launch. But if we do add them, personal gardens are a good idea.

Crafting styles

Will there be patterns for crafting rare equipment in the game?

We have rare styles.

During the last beta I noticed that you can forge Daedric armor. My question is: will Daedric armor look the same for all races?

Daedric armor is a style, just like the Bosmer or Orc racial styles. But light, heavy and medium Daedric armor will differ from each other.

Will you be adding new styles, colors or features to the game?

We will be developing crafting, so expect new styles.

How difficult is it to find books with racial themes? Are there styles that are much less common than others?

Some styles are undoubtedly not so common. Especially the top styles like barbarian or daedric. They are quite difficult to find.

Are the books you can use to learn crafting styles in specific locations or are they randomly distributed throughout the world?

Randomly.

Are you planning to add a dragon crafting style that would be very rare and require extremely rare materials?

Not yet.

Interface and systems

Why is there no option in the game to preview armor before creating it?

When developing a game, you have to make decisions about what can be done in the given amount of time. Preview refers to things we wanted to do but couldn't find the time to do. However, the MMO genre allows for such features to be added after release.

Do you plan to improve the interface of crafting tables (for example, a wood cutting table) by adding additional filters to the existing ones?

In the near future, we do not have any specific plans regarding modifications to the crafting interface.

Costumes / Paints

Can we use the appearance of one armor on another set of armor while maintaining the parameters?

We have a similar system for players who purchase the Imperial Edition. They can change the style of any armor to imperial. We can later expand on this mechanic.

The game has an option that allows you to turn off the display of the helmet. But on some types of armor I would like to disable the shoulder pads as well. In addition, I noticed a slot for a suit. Will the release version of TES Online have more display options and a variety of different costumes to give characters more personality?

The costume slot is designed specifically for the disguise and clothing mechanics. We will almost certainly be adding more costumes as the game progresses. Currently you can get some costumes by leveling up the Veteran ranks. Regarding disabling the display of shoulder pads, I don't think we considered this option.

What do the developers think about visual effects for weapons and/or armor? Like a gem that makes a helmet bleed or something like that. Cosmetic items.

I like this idea, but you have to be careful when approaching various glowing objects. You don't want the bloody battle to look like a carnival, do you?

Will we be able to add guild symbols/crests to our equipment?

Our team is extremely positive about this feature.

Why isn't there a system that allows you to paint your gear?

Everything has its time.

Sets of equipment from crafters

Why are the requirements for creating low-level gear sets so high (properties that need to be researched)?

Crafting sets is not tied to the level. You choose the set you want to get and make equipment of any level. Requirements to learn certain properties of items are necessary to make crafters in demand.

Economy / Guild Shops

Is having a vibrant item trading market important to your vision for the game? If so, how will this be implemented without items gradually breaking (which creates a constant demand for new equipment)?

The idea of ​​breaking objects leading to their destruction undoubtedly appeals to some of the community. But in my experience, it makes searching for certain items not a very pleasant experience. Unless you mean the resources required to repair the equipment, rather than completely destroying it. The mechanics of breaking items can work, but not in our system.

Will we be able to steal items from crafters? For example, using lags in the trade window or simply lying and running away with the equipment?

No. We're not going to let players do that.

Will we be able to set up some kind of shop to sell our items (outside of the guild shops)?

We would like to do this, but such a function must be implemented correctly.

Will there be a mass trading system for crafting items and other equipment in the game, like an auction?

There are currently guild shops in the game. By joining a guild, you will be able to sell items to its members. This may not seem very convenient, but keep in mind that you can be a member of five guilds at the same time. We expect trade consortia to emerge. Another reason for abandoning the global auction was that with megaserver technology, the ability to instantly find any desired item could have a negative impact on the game. We love and encourage trading, but don't want to kill the fun of the game. However, we are working on ways for guilds to expand their presence in the market.

Which crafting profession do you think will be the most profitable at the start of the game?

Hard to tell. I think it will be blacksmithing. In my opinion, enchanting and blacksmithing will be the most popular in the early stages. Enchanting runes are harder to find, so fewer players will engage in them, meaning each will have a larger market share. Blacksmithing takes time to develop. Players will have to look for blacksmiths with the necessary skills. Subsequently, alchemy and cooking will bring in more money, since the demand for food and potions will be very high.

Inventory/Bank

Crafting materials take up a lot of inventory space. Perhaps you can make separate bags specifically for storing resources and ingredients?

Purchasing additional slots for inventory and bank provides the necessary outflow of money. This is currently beneficial for the game economy and we do not intend to change this system in any way.

Crafting raw materials take up a lot of space. Are you going to implement a material-specific interface, like what exists in GW2 or Neverwinter?

The volume of inventory and bank is an important element of the economy. We will not be making a separate inventory for materials any time soon. Choice is an important part of gameplay.

I like that you can leave items in the bank and still have access to them when crafting. But I collect everything I find, because I’m pumping up all the branches of crafting and I’m running out of space very quickly. Will this be fixed or will I have to craft low level items just to free up bank and inventory space?

I would say you have to make a decision about what to keep and what to get rid of. Inventory/bank space is another limitation that does not allow you to upgrade all branches of crafting at the same time. Of course, it's still possible, but at least it's not that easy.

Miscellaneous

Will we be able to create glass, daedric, ebony and stalhrim equipment? What about crossbows?

Some of these styles will be available at launch. However, we don't have crossbows yet.

Will there be one-handed or two-handed katanas in the game?

There are currently no katanas in the game.

Will we be able to make warm, cozy cloaks for our adventurers? Who doesn't love raincoats, because they are very stylish.

There are currently no cloaks in The Elder Scrolls Online.

At high levels, will items created by crafters be tied to the character?

Most of the equipment made by artisans can be sold, because crafters need to make money somehow.

Will we eventually be able to create equipment for horses? For example, saddle bags, armor or new horseshoes?

Not yet, but anything is possible.

Will the ability to make jewelry (rings and necklaces) be added to the game?

We are going to add this feature in the future.

Do races have crafting bonuses? For example, Bosmers gain more experience by creating bows, and Orcs by forging heavy armor, and so on.

No, but it's a very interesting idea.

Does equipment created through crafting have the same effects in Cyrodiil as in PvE? Will we be able to mine resources in Cyrodiil and create items from them already in the zones of our alliances?

Yes in both cases.

The best way to find Style Books is to search all crates, barrels and any other containment device you can think of to increase the chances of you finding one. Desks with books or scrolls on them seem to have a higher spawn rate but this could just be speculation. Though, probably the best way to get Style Books is to trade for them or buy them from other players. There are 2 ways you can do this, firstly, by arranging a deal using the in-game chat and messaging systems and secondly, by buying one through a guild store. Buying one through a guild store is probably the most reliable way to buy them as arranging a deal through chat can leave you ripped off and people usually don’t respond to offers immediately. More than once I have received a message a day or two after I was inquired to buy a Style Book about what an appropriate price would be.

Ore [edit]

Although Style Books do not alter items stats, they dramatically alter the appearance. To do this, materials are required. Below is a table of the necessary ores for each style:

RaceOre
Altmer (High Elf)Adamantite
Ancient ElfPalladium
ArgonianFlint
Barbaric/ReachCopper
Bosmer (Wood Elves)Bone
BretonMolybdenum
DaedricDaedric heart
Dunmer (Dark Elf)Obsidian
KhajiitMoonstone
ImperialNickel
NordCorundum
OrcManganese
Primal/PrimitiveArgentum
RedguardStarmetal

Crafting [edit]

Style Books can be used for Blacksmithing, Clothing and Woodworking.

Tales for future benders

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

The verbiage on the topic of everything and everyone has grown a little, so you will have to spend a little effort on bringing it into a readable form and generally in order. I'm curious how long it will take. In order not to irritate readers (what if among the reviews there were one or two that are not banter?) with constant updates, I took the guide to Sigil. In general, I love Sigil, and now a reason came up.

In short, here is a sheet of text that can help newcomers to Elder Scrolls Online. Or interfere. Perhaps I won’t be too lazy, and I’ll dilute it with screenshots, illustrations and other crap, and it will cease to be just 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 play decent games. Even in Fallout Shelter, the fan roars like an airplane turbine or a Soviet vacuum cleaner. Writing stuff is one of the few available entertainments.

But I digress. This happens with racial Bosmer, according to the lore.

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 adulthood. There you can do whatever you want and no one can tell you. Most of the information will be given to you in the Training (Escape from Coldharbour), but who even pays attention to it.

The guide is designed for selective reading, so feel free to use the index on the right.

I'm returning the chewed version from offline. Corrected/added/other sections are marked V, the rest is as is. The guide may become irrelevant 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 and get the Emperor in a week. So, it doesn't matter. It doesn’t really matter what race and class you choose, until you learn how to use rotations correctly, you’re nobody, there’s no way to call you, and you wouldn’t go on quests at all. And the players of 2014-2016 know them better than you. The harsh truth of life. Therefore, choose a race and class based not on “wow, a whole 10% to the mana cap,” but on “this elf has a good ass, I could easily look at her for several hundred hours.” There is an option to play from a first-person perspective, but here's an overview... meh.

Creating a character is a very responsible process, which can take an hour or two to select the size of the breasts and prettier pugs. You can change your race, name and appearance at any time (guide by 1.5 thousand rubles), but there is no change in class or alliance. And it's unlikely to happen.

Choice of race and alliance

As I wrote above, the choice of race has little effect. It makes sense for munchkins looking to squeeze every last drop out of a character. Here you can cancel animations, there you can poke to make the set work, changing the active panel every 2.5 seconds... mere mortals don’t need it, so don’t bother. Yes, there are “magicians”, “staminists”, “tanks”, but this is so, crutches. I would only single out the Bretons for their resistance to magic and the Khajiit and Bosmers for their 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 require the purchase of an Adventurer Pack to select an alliance. Only purchase the Imperial Edition in the Store. Heh.

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

Class selection

Doesn't play a special role. Choose any one, play it at least to level 30. If you like it, leave it. In Tamriel, class does not limit your role, just as there are no restrictions on armor, weapons, etc. There are no class quests. These are just three skill trees, 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 steering or not. I could take the easy route, but I'm playing as Nightblade. Why? I don't like the sea of ​​electricity (sorc), the sea of ​​fire (DK) or the shiny sparkling things (templar) scattered around. Calm special effects NB more nya.

The point of choosing a class is not about “I want to be a tank” or “to shoot lightning,” but about choosing a playstyle. By default, you are given 8 character slots. These are 2 representatives (stamina build and magic build) for each of the 4 classes.

In terms of difficulty, I would place the classes in this order (from noob to hands-on): templar, sorc, dk, nb.

Templars have AoE spam in melee, spells for ranged combat, a whole branch of skills for healing, as well as the cheat skill Radiant Oppresion, known in the world as Jesus Beam. The only powerful finisher, and also remote. Supports, generalists, cheaters, favorites of developers.

Sorki are natural damage dealers, and also (so far) the only class with combat pets for all occasions. A lot of witchcraft, Crystal Shards with a chance of proc from any magical ability, buffs, debuffs, other bullshit. In general, the forty is a self-sufficient class, albeit inferior to the templars. Lots of AoE.

DCs are rightfully considered the best tanks. The whole raid will die, but DK will remain. If the DK was not the last to die, it means that it was an extremely crooked DK or a templar who decided to roll out the eggs. They can do magic, but they are mostly melee guys. The only class without a class finisher.

NB are treacherous assassins (stamina) or blood mages (mana), whose main fighting style is to pray. Depending on the direction, it’s either about getting crits, or about having enough mana. The only one of all classes that has the invisibility skill. As much as 2.5 seconds, not the tail of the canina!

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

About the characteristics

Like races, classes also provide resource passives, but most often these are regeneration, skill cost reduction, or resource restoration. For example, DK restores health, stamina and mana when using ultimates, for Sorcs, among other things, the cost of skills is reduced by 5%, and NBs restore 20 ultimate points with each potion.

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

Resource management is an important part of the game, but whether you bother with it or not when creating a character is up to you. So, with champion glasses you will then even out all the jambs. Whether your race will have +4000 mana at the end-game and whether the class will give you some regen does not matter much.

V.2. Control and Combat Basics

Main control

Nothing that was not shown to you during the Training.

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

Weak attack/light attack - single press of LMB. Power attack/heavy attack. Block - clamping the PCM.

Blocking a melee power attack causes the target to be stunned for a short time. A stunned target can be knocked down with a power attack. To knock down, it is not necessary to fully charge a power attack; a second is 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 a staff of ice, then blocking uses mana instead of stamina, but while holding a block, instead of stopping the stamina regen, the mana regen will be stopped.

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

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

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

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

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

Basic rules of combat

Specialize in one thing. Choose mana or stamina and maximize this indicator. Creating hybrids is possible, but in most cases you will end up with a non-viable cadaver that can barely complete normal quests. This does not mean that you need to neglect the second force, just prioritize. Stamina as a basis and mana as a support or vice versa. You can consider it "OH SHI~!" button or add some buff/debuff.

Learn to calculate resources (hp, mana, stamina) so that they are enough to fight the boss. If you use the last bits of mana/stamina for the finishing blow, then everything is ok. If you are reduced to 0 resources as soon as you start kicking the boss, then something is very wrong. For example, yesterday I didn’t find a party and went to beat the bosses solo. I'm generally lazy and my equipment is rubbish, but knowledge is power.
Clear knowledge of how much HP I have, how much damage, how much regen, how much healing. Even if the bosses almost killed me with every somewhat strong attack (10.5k HP), it didn’t mean anything as long as the HP was maintained around 8k. In dangerous situations, he placed a block, constantly leaving a little stamina and magic damage. The only time I died out of stupidity was in Malabar Torah. He attacked an unfamiliar boss, overpowered his retinue and began to gnaw at him little by little, but he didn’t guess at the time when the adds would respawn and got kicked in the back for those very last 2k HP that the boss couldn’t break through.

Hence one more rule: do not neglect food. Food is a buff to increase the resource cap, drinking is a buff to the speed of resource regeneration. Some foods combine both. After I ate, I easily threw slippers at the boss along with his guards, because the “reserve HP” increased from 2 to 7 thousand. In dungeons, especially veteran ones, the use of food is mandatory. On quests... let's just say that if you need food on quests, you've screwed up somewhere.

Use the block when needed. Spending all your stamina on blocking a crowd of little things and destroying the very Skyshards just because you were afraid of the crowd is a very pathetic sight. There are three justified cases of using a block: you do not have time to leave the red zone of the boss’s cast, you are about to receive a power attack from a melee soldier (usually knocking you down), and if you encounter an unknown or unpredictable boss. By the way, with an active block, you can still use skills by attacking the enemy “from the bunker”.

And, I really didn't want to add this paragraph, but... don't go straight to the veteran dungeons. Go at least once, at least while you are at low level, to normal difficulty. Although most bosses can be simply crushed by following the one and only rule “don’t fucking stand in red”, some of them require knowledge of mechanics, and some also require a certain level of DPS. Honestly, I’m tired of going to bed even in WGT, because the party doesn’t know that if the world has become gray, then don’t give a fuck who you are, tank (although this phase never falls on the tank, but it can fall a second before the future tank intercepts aggro boss), healer, pope - you need to move the rolls and close the portals. Preferably something long-range. Or even in noobs like Wayrest Sewers or Fungal Grotto.

Basics of building construction

If you can't copy someone else's build down to the last CP, don't copy. If you don't have the appropriate sets or they have the wrong traits, don't copy. If someone else's build bores you, come up with your own. Sooner or later, your skill bar will settle down. A couple of favorite skills will appear, a couple “just in case” and some “let it be” (basically it’s either Crit Hunter for physicists, or Light for critical crits for magicians). Breaking the established rotation just because some original, literally smearing himself with gold sets and not knowing where to put the CP, came up with something?

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

Does DK have a passive for +40% damage to power attacks? Why don't we take a staff of lightning, damaging a group of enemies with a power attack, causing 105% damage to neighboring targets? NB has a great Merciless Resolve, but to “charge” it you need as many as 4 light or power attacks? Hmm, should I go for the Molag Kena set? Have you discovered that you have assembled an Elemental Succession set, and with good traits at that? The Aedra themselves told you to go to the Fungal Grotto for the Spider Cultist Cowl and spam Force Pulse. Etc.

Other people's experience is good, but you need skills that go along with this experience. Collect the skills you like. Collect suitable goodies (there are “standard” sets to use until you find something better, mostly crafted ones). Try it on the nearest world boss. If you manage to knock him down in one go, then you did everything right. In your free time, you can try out other sets, experiment, etc. The point is that you will have a build that suits you personally.

And don’t particularly chase after all sorts of Sharpened weapons. Yes, it has a good effect on damage. But this trait is more for those who have already gained a ton of CP and invested it in defense. For beginners, the much cheaper Defending is more suitable. Start collecting punches when you feel that the eggs are stronger than stone and you no longer need the extra thousands of resists.

It's the same with armor. Divine is good and all, but if you take the calculator... let's say you took the effect of The Thief. Crits are good. The base The Thief gives you 11% crit. It is not enough. You get 7 items from Divines for a lot of money, upgrade them to Legendary, and 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 bonuses to magic damage? Amazing. Many trips to the same dungeon in search of that same item with that same trait, spending on a bunch of legendary upgrades, etc. will turn the “basic” 166 magdamage into 213. Leave Divines alone until you have absolutely nothing else to do. The same items, but with less “valuable” traits, are much cheaper. Necropotence pants with Divines now cost around 40 thousand. Exactly the same Impenetrables are 40 times cheaper (and they also 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 only be one person at a time. Third, you can be cured of bloodsucking/fleas at any time for a symbolic amount of gold. Fourth, as with resetting other skills, all progress is saved. If you are a level 10 vampire, heal and lose the skill line, then if you become a vampire again, you will immediately be a level 10 vampire.

Both subclasses have their 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, which allows you to stretch it out for a very long time. And eat enemies every two minutes. rather than 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 in the transformation state, you can only use werewolf skills, so it will take some getting used to. Overall it's similar to Magpie in Overload mode.

Thanks to the transformation's defensive bonus (10k resistance to physical and magical attacks, stacking with defense buffs and armor stats), as well as a versatile set of skills, including self-healing, control and dots, the werewolf is a pretty good help, especially for a group of fat fighters relying on on stats, not on rotation of pillboxes. A group of 4 werewolves is a serious force and is quite capable of closing veteran dungeons or tearing underwear in PvP.

Cons... transformation is not a cheap 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 fall out of the transformation by a random R and that’s it, your name is Vanka. While transformed, Werewolves take 25% more damage from acid and other Disease. Just for fun, you can take a Bosmer with a passive for resistance to disease. Outside of transformation, the werewolf's ultimate, when equipped, gives +15% to stamina regen.

Vampires

Vampires do not have Transformation, only their appearance changes from stage to stage, becoming more and more carrion-like. There are only three skills, including ultimate. If werewolves want to move their buns so as not to fall out of Transformation and become mere mortals, vampires don’t care.

On the one hand, you get -75% HP regen, on the other hand, after 50% health you take 33% less damage. In addition, you have a cheap skill that allows you to vamp 60% of your maximum HP in 3 seconds, which works as a control and also generates 5 ultimate points per second. The second skill is Mist and I love that shit. 4 seconds, during which you take 75% less damage and are completely immune to any control, knockback, or pull. Are you tired of bosses throwing you into the void and other lava? Cast Mist and look at them like they're g___o. Also nice bonuses are 10% stamina and mana regen, as well as a passive to ignore speed penalties when moving covertly. Why take a set when you can be a vampire...

Vampires get 25% more from fire (which is so loved by mobs, bosses and idiots with sticks (the latter take fire sticks because there is 8% more damage on single targets, and not because it’s beautiful). I wouldn’t say that this is so much fatal, but for fun you can take the Dunmer race, which has resistance to fire and takes 50% less damage in lava.

The stage is quickly raised by using vampiric skills (say, spamming Mist with an instant cancel using block), and is lowered by either feeding (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 other than reducing the vampire stage it is of no use; the same bonuses can be obtained from simpler and cheaper food.

Transformation into a vampire/werewolf

It works the same for both, so the methods are common.

First, you need to get the appropriate disease. You can get infected for free from special mobs that appear in the locations of The Rift, Reaper's March or Bangkorai. 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 ordinary players they can simply fucking kill them, mistaking them for trash. They spawn once, after killing them they do not resurrect. With some chance they can infect with any blow, even if you are in a block. The second method is conditionally free (as a rule, it is free, but there are some Jews who take 3- 5 thousand gold) - ask another player to bite you at the corresponding 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 cooldown of 168 hours, so free biters may simply not be able to able to bite you right now.The third way is to buy the disease for a donation of 1500 CZK.

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

Third, you need to complete a quest/test. They are as light as one another. If desired, you can cover it with a naked newborn character of the 3rd level. In short, to become a vampire you will need to kill 10 easy mobs, and to become a werewolf one medium-danger boss. The werewolf bosses change (there are 4 of them in total), but in general they are all easy, you will barely understand the controls and the super complex mega-tactics for the advanced “stay outside the red zone”. After completing the quest, your illness will be replaced by a new panel 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 Fighters or Mages guilds. You can be healed as many times as you like, but the amount will slowly increase.

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

Tip for werewolves: unlike vampires, werewolves level up based on the number of kills they have on targets that grant experience. Those. killing one-shot lambs and cockroaches is useless, but any ordinary monsters will count. In principle, you can go to any dungeon and wander around in circles, or find a quest with an endless spawn of enemies. But if you don’t want to bother with corpses, then after completing the transformation quest, stay in the Sanctuary of Hircine and arrange a little genocide for the local cats, snakes, crocodiles and harpies. Depending on the level, the number of required 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 killed, so you can just run circles around the sanctuary until you get tired of it. The trick is that in the Sanctuary of Hircine there are no restrictions on the transformation time.

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

V.4. Social interaction

Although ESO can be played solo, there is also a social component. Group, raid, guild, alliance. I'll try to briefly talk about them. You can't "drag" everywhere, so help is sometimes necessary. 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 exactly "to the dick", but the closest Wayshrine to it. Never mind.

Random people

They exist, there are many of them, but overall this is the background. Communicate via /s (say), /w (whisper) or /z (location chat).

The remaining chats are /g (group), /g1-5 (your guilds).

Simple functions like “invite to a group”, “exchange”, “call for a hug”, etc. available either by clicking on his nickname in the chat with RMB, or if you stand next to him and hold down F - the wheel of social interactions will appear.

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

Mail within a guild can arrive instantly, but delivery to other players can take up to an hour. For instant delivery you need to either change your current location or re-login.

Group and raid

The difference is that a group is from 2 to 4 players. When the fifth joins, the group becomes a raid (or a larger group, it doesn’t matter). The maximum number of raid participants is 20 people. The group's profit in clearing dungeons together. This may be difficult for one person, but the group will carry you through. 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 want to help someone. For example, farming a world boss. In the base game they are more or less simple, but in the DLC they become more serious. You can also complete joint quests, since the actions of one group member count towards everyone.

The group is convenient for farming, since each group member has his own loot. No one sees what you got, you don’t see what the other participants got, but everyone got something. The problem is that the loot goes to only a few (about 4) of the most damaging groups. And one person is considered a separate group. If a group of 10 people farms the boss, then everyone will receive the loot. If 10 people farm the boss, but everyone is on their own, then only a few top damage dealers will receive the loot.

Raids are used for farming, trials (dungeons of increased difficulty for groups of about 15 people) and pvp. In PvP, kills are counted towards every nearby raid member, so no one is left out.

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, the internal market is unlocked, accessible to any guild member from any Bank. The maximum guild size is 500 people. And you can teleport to any of them for free. Nya.

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

Sometimes you may be required to pay a minimum of ** thousand weekly trading or membership fees. This is done to raise money 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 donate as much as they can to the merchant they like. The one who gives the most money receives the merchant for a week, the rest receive a notification “your bid has been outbid” and 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 ton of money.

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

Alliance

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

V.5. Tips for Newbies

In this section I will try to collect all sorts of nano-useful things. Mostly very noob information, but maybe it will be useful to someone. Points are added at the moment of inspiration, so the order is arbitrary.

1. If you are going to do crafting (and in general), learn traits from the very beginning. Learning all 9 traits for one item, even with maximum passive bonuses, takes about 2 months. A maximum of 3 things of each type of crafting (forging, sewing, woodworking) can be studied at the same time. There are 14 items each in forging and sewing, so it will take quite a bit of time.

2. Train your horse from the very first days. Even if you don’t actually have a horse yet. The stats for all mounts are the same, only your skill is upgraded, which gives more speed, endurance and carrying capacity. The horse can be upgraded to any Stablemaster, the cooldown between upgrades by +1 is 20 hours. The horse has 180 of these +1 (3 skills of 60 each), so pumping up one character without injecting real money will take six months. The difference between a horse for 10k gold and a horse for 2500 crowns is only skins. Although purchased horses are shared across the entire account (they are “turned on” in Collections), each character needs to upgrade their 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 improved separately. The maximum upgrade for a bag through a merchant is 140 slots. Additionally, the bag can be improved by +60, up to 200 slots, by upgrading the horse’s Carrying Capacity. Upgrading a bank costs much more, but the bank, unlike a bag and a horse, is common to the entire account.

4. Feel free to use addons. The thing is not exactly role-playing, but useful. You would know how annoying it is when someone yells into the chat asking you to show where the Skyshard “help text” is. Or where is the best place to collect lorebooks. Also, don’t neglect the wiki, there is a lot of useful information there, including boss tactics and instructions on where to farm which set.

5. Collect all the ore, wood and other herbs you see. Planks and ingots are cheaper than raw ore and wood because after receiving passives, if there is a chance to get expensive upgrades from them. You can save resources for the future or sell them for a sum of money. A stack of Nubian ore or wood costs around 6,000 gold. With this money you can buy 6 times more bars than you can get by processing.

6. Download EVERYTHING. It doesn't matter if you are a mage, a warrior or a robber. Two-handed, staves, bow, all three types of armor... this will give you flexibility in building your build. If you don’t want to suffer, then find a raid to farm dolmens (Alik’r, Auridon or another place, it doesn’t matter) and stand nearby, putting the skills from the skill line you are pumping up on the panel. It’s not necessary to use it, the experience will come.

7. The maximum equipment level is now cp160. This means that any equipment you drop or receive as a reward is useless at the end-game because it is not cp160. Therefore, up to cp160 you can brainlessly swing on mobs, go fishing (also gives experience), etc., and only then go on quests. Yes, it's bitchy. But you won’t have that “***” feeling when they give you the Super Epic Sharpener of Absoluteness, which in a couple of hours will be thrown away like trash because your lvl has increased.

8. Feel free to join 5 guilds at once, at least 3 of which should have 400+ players. You can turn off chats after a friendly “hello people”, no one will pay attention. Guilds provide not only access to the internal guild market (available through any Banker), but also a way to sell things through this very market, a help desk (they answer “their own” in guilds much more readily than faceless cries in /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 nearest Wayshrine from the selected guild member without their knowledge. For free. From any place except PvP zones with a ban on teleportation. It also works with group members, but there is a difference between a couple of people and a couple of hundred teleports online.

9. Upgrade your craft by sorting out “junk” gear and glyphs as you level up. All you need at low level are passives to increase the speed of learning traits and the amount of simultaneous research. At CP160 you will receive CP160 gear and glyphs, parsing which will give you tons of crafting experience. The most tedious crafting is Enchanting, but you can just ask the guilds if anyone has extra glyphs. The flow of gear/glyphs does not stop after crafting level 50, 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 inundated with free or almost free rubbish for pumping.

10. Close at least the PvE content of Cyrodiil at a low level while the noob company for 50- is available to you. Yes, they have their own majors with inherited monster sets of the noob level, but on the whole everyone is equal. CP is turned off, the only difference is in the experience of the players. You will get a bunch of clothes, alliance points, skill points (skyshards) and other achievements without getting in the way of the “big guys” and without raking in one-shots from SR600 ninjas. Access to Cyrodiil opens at character level 10, L button, non-veteran company.

11. Start early on pledges, daily quests of the Undaughted guild, issued in alliance capitals. This will give you some kind of set gear, a chance to test your skills where you won’t harm anyone (normal ledges are simpler in terms of tactics and non-DLC ones can be completed in a group of 4 damage dealers), as well as keys. Keys give access to chests with set keys for the level at which you open them. Having grabbed the keys at low-level, you don’t have to spend them right away, but wait for CP160. The only difference between veteran and non-veteran dungeons is that for completing a ledge in a veteran they give 2 key, but normally there is 1 key. Well, also in the veteran game, the last bosses drop heads to shoulders from chests. What's the point of going after heads if you're not CP160?..

12. Don't neglect your daily Crafting Writs. Make them without even investing points in studying materials, "from guano and sticks." The difficulty varies depending on how many points are in the first passive of each craft. They can order you lvl 1 clothes, or maybe lvl 160. The reward is about the same. Your goal is in Survey maps. They give access to clearings 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 before completing vrits, it’s better to dump the unused ones into the bank.

13. You can even transfer attached items between your characters through the Bank. Thus, if you get equipment that you don’t need on your current character, you can “hide” it on your warehouse character until better times.

14. Find a convenient city to your taste, where everything would be nearby. For me, that was Shornhelm in Rivenspire. In the comments they suggested Rawl "kha. Yes, he's cute too. A city where a step to the right is a stable, a step to the left is a banker, a step right is crafts - it's convenient.

V.6. Resource gathering and crafting

In general, crafting sets are an intermediate link between what you trained in and what you collect in the dungeons. I wouldn't say they're bad, but they're not great either. However, they will work just fine while you wander around knocking out clothes with Feng Shui traits. They can also be crafted in different styles, which appeals to all fashionistas. Only the appearance depends on the style, but still everyone wants exactly the *current_fetish*. And yes, when I talk about crafting, I'm talking about creating equipment, not consumables.

Crafting Equipment

Ore, wood and plants are collected from nodes. The leather is farmed from animals. It's simple. Nodes generally adapt to your level, but don’t be surprised by noobs either. It happens. Where is the best place to farm is a controversial question, since it is not worth it at all, but is asked all the time. Doesn't matter. Everywhere. There are nodes even in Cyrodiil (I won’t say about the Imperial City, since I don’t 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 cut. It's simple. You can craft any type of equipment, no learning required. However, initially you have a limited choice of appearance 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 motifs can easily reach 100 thousand in gold. Basically these are the ones that fall in trials, but that’s not the point. Your race style is available by default, all others need to be studied. Some motifs are presented as a whole and provide a style for all equipment at once, but most of them are divided into pages and studied for each piece of equipment separately.

Access to traits is gained by studying the corresponding traits in the corresponding types of equipment, for each type separately. The maximum speed bonus is 25%, the maximum number of simultaneously studied traits of one type of craft is 3. The time to study depends only on how many traits in a particular item have been studied.

It is possible to change the appearance of created weapons only by using an upgrade for the Converter account. So far there is only one of these in the game, in the Imperial Edition, which allows you to change the appearance of your equipment to the imperial style. The change is irreversible, plus the item is linked to the account. Changing the trait is not possible.

Cooking

Craft, which is downloaded by more or less everyone because resources are like dirt for it and they are literally lying around everywhere. The ingredients for all dishes are more or less the same (epic and legendary food require the appropriate “catalysts”, but in general the ingredients are the same), so the leveling speed depends only on the level of the recipes. Recipes are also like dirt, by the way.

As a rule, food can be purchased inexpensively from guild merchants. The main benefit of cooking with passives is that they increase the duration of food and drinks by 20 minutes. By the way, this also applies to Ambrosia. Basically it looks like purchasing a ton of ingredients, 5-6 recipes of different levels and a tram up to level 50, after which the skill points are reset and rebuilt again without investing in cooking other than these passives.

Recipes can cost a lot of money, but they only make sense as “yay, I have 1000 recipes.” The chances of selling recipes are quite low, although they can be seen quite often from guild merchants.

Alchemy

The noble art of creating potions and poisons is a little more popular than Cooking, but in general it is upgraded for the sake of a +30% passive to the duration of potion effects. Most potions last literally a few seconds, so the bonus is not superfluous. What is the benefit and in general what is the duration of action of the jars on HP? Alchemy allows you to combine up to 3 effects in one potion. And these effects are a little more than “health/mana restoration”. About 18, but I didn't count. The potion may well give you buffs like Major Brutality (+20% to Weapon Damage), Stealth Detection (anti-invasion of eyes for 20 meters), etc. Freeing up space among the skills that you keep only for these effects (the famous Inner Light, which is kept only for the passive Major Prophecy.

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

Poisons are the same thing, but in the other direction. They are equipped in the corresponding slot next to the weapon and replace the enchantment effect. Consumed with a 20% probability when using weapons other than staves and melee skills. There is also a wide variety of poisons, even devouring the enemy’s mana and stamina, while increasing the cost of abilities for him.

Enchantment

The last type of craft that everyone hates because of the long leveling process. There are no passives other than crafting and parsing glyphs, and most people download it just to have it. There are many glyphs on the market. Unlike Cooking and Alchemy, it is upgraded mainly by parsing glyphs, like crafting equipment. Glyphs last indefinitely, never needing to be replaced. Each type of equipment has its own glyphs with its own effects. Unlike alchemy, there are no "wrong combinations" in Enchanting. Something will work out.

Glyphs are a replaceable effect for equipment. You can't 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 will run out. Glyphs in armor and jewelry do not suffer from such garbage.

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

Making furniture

It is not a separate type of craft, but is scattered across all 6. Each type of craft has its own furniture. For furniture you need to collect separate recipes. Also, creating furniture requires special resources (randomly dropped when collecting nodes) and a large number of basic ones. For example, creating a small potato requires, among other things, 20 units of flour. Mua is like 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 receive two types of stones for Nirnhoned as a bonus. Nirn for armor costs around 4000, and for weapons about 10000. Bonus. Apart from studying 9 traits, no one needs it, but since Craglorn is generally a dull place and it’s always a shame to go there... the prices remain the same.

Home Economics

Sooner or later (when installing the HideHousePreviews addon so that your eyes don’t become an eyesore), everyone notices the opportunity to buy their own corner of Tamriel. The quests have been completed, you have tons of money, you are tired and just want to sit peacefully in the company of friends. Well, or your favorite guild needs a secluded place for role-playing games, it doesn’t matter.

Many people perceive buying a home as a waste of money, and they are absolutely right. The maximum benefit is a half teleport with a fixed exit point, in contrast to fellow guilds, whose teleport accuracy is “within the location.” You can buy a craft station for 300-400 thousand to create sets, and copy something from the stations of the Imperial City. The rest can be reached within a minute from the nearest Wayshrine.

Types of houses

Previews of all houses available for purchase can be viewed in the Crown Store -> Houses. Feel free to go into any house you like and see with your own eyes. Although in the Store the houses are divided into 3 categories, but, based on the characteristics and cost, there are exactly twice as many of these categories:

Rooms (15 medals, 1 trophy, 1 special item) are the smallest of the available houses. 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 a character from the corresponding alliance, or you can simply pay 3,000 gold. Don't judge by the Dominion room, the other 2 are completely fine.

Apartment (50 furniture, 1 trophy, 1 special item) is the same room, but much larger in size. There are also 3 of them, one per alliance. They cost around 10-12 thousand in 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) - the first separate 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 in gold. In general, this is a noob's ceiling, then it's for adults.

Rooms, apartments and small houses are combined in the Store into one category, Stappe Houses.

Average houses (200 furniture, 10 trophies, 3 special themes) - quite decent houses of a decent size. There’s not much use, but if you have ESO+ connected, they’ll be good for displaying your trophy collection. From 190 to 335 thousand gold.

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

Medium and large houses are grouped together as Classic Houses.

Estates, also known as Estates (I haven’t 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. Cost around 4 million. In addition to the 3 main ones, there is a Cave in Craglorn for 13,000 crowns, available from time to time Fisherman's Island (yes, a personal island) and maybe something else.

(Special themes mean mounts, pets and assistants)

Purchasing houses in categories higher than “apartments” requires certain story achievements, which are obtained in the region where the house is located. Usually these achievements are tied to completing 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 required achievement does not matter.

Where to get furniture from

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 purchased. Simple furniture is not tied to a character/account and therefore migrates freely from one merchant to another. Recipes often fall into the hands of thieves during burglary, are laundered and go into good hands for a simple amount of metal. You can find a huge variety of things at guild merchants, but still the assortment is inferior to a book of recipes for decent crafting. Thus, buying and crafting furniture are complementary methods, not interchangeable.

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

Basic furniture dealers. What's the point of paying someone 400-500 gold for a simple box when you can go to an NPC and buy it for 100? Or buy cobblestones with trees for crowns? None.

Merchants of achievements. A source of goodies that cannot be purchased any other way because Bind-on-Pickup. Do you want the Dominion Queen's throne for your living room? A statue of Molag Bal? Personal skyshard? No questions.

A merchant in Coldharbor who only appears on weekends. And which sells a variety of unique decorations, the selection of which changes every week. In general, this is an analogue of the Khajiit woman in Cyrodiil who sells the heads of monster sets.

Avant-garde literature for dummies

When you collect a Lorebook collection, the Mages Guild gives you the opportunity to purchase a set of copies of these books. The set costs 5,000 gold and includes 1 copy of each book. Replicas are furniture and can be placed in your home for the enjoyment of guests. All books within one collection look the same, but different collections have different covers.

Do you want to surprise your girlfriend? Buy an awesome four-poster bed and “forget” the two-volume Lustful Argonian Maid on it. By the way, sometimes you can steal the blue LAM - Art Folio. No pictures.

When you have absolutely nowhere to put your money

Take my word for it, a house can eat up an almost unlimited amount of money. I once calculated how much it would cost to fill the most expensive villa with the most expensive things. It came out to about 300 million. But I may not know about the most, most expensive things.

Among the conditionally useful, we can highlight crafting stations. If crafting stations for sets cost around 300-400 thousand each, then simple ones can be found for 50-60. There is no point in this, but what if you want to have a semicircle of all 6 crafting points to quickly complete the daily Crafting Writ by turning the camera? The Dye Station is also unlikely to be useful to you; 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 only has access to your bank. You can also place a smuggler for completing Thieves Guild quests, but interacting with her is not available to other players. Please note that they occupy special slots.

The last one is Training Dummy, a doll for beating and measuring DPS. The cheap one has 3 million HP points and costs around 70-80 thousand. The expensive one costs around 180-200k, and it also has more HP. The doll is immortal and will be reborn if it does you will 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 couldn’t craft or find from guild traders. Furniture purchased for knons is tied to your account and cannot be given as a gift or sold when you get tired of it.

Guildhouse

Guilds in ESO cannot have their own buildings, but any player can open access to their home for both individual accounts and entire guilds. As a rule, the guild house belongs to the guild master, but no one forbids inviting everyone to visit. Please note that the house selected as Primary Residence is now available for visiting. 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 want CraftingBag without a subscription? Get it. As purely decorative furniture. By the way, it is designed in such a way that you can put it anywhere - on all sides of the bottle.
  • Entrance to houses that have not yet been entered is accessible from locations, but they are not in the Crown Store. Narpimer, private ISLAND in Grathwood, entrance next to Haven. Category Notable, so it will cost a fortune.
  • On book covers, the Oblivion rune is reversed. *conspiracy theories*

Bad advice: NB build "Lazy Bum"

Nightblade "Lazy Bum" (don't do that)
I almost never participate in PvP, I don’t go to veteran dungeons, etc., so I’m happy with everything about this build. It allows you to close the main content of the game without straining, does not require mad skillz, is easy to assemble for pennies, and so on.

Bosmer, magblade, vampire. Bosmer because it's cute, Magblade because Nightblade is easier to play through mana, vampire because it ignores speed penalties in stealth. They don’t hide lard under a lying stone. There is one active skill panel:
Elemental Blockade - Refreshing Path - Swallow Soul - Merciless Resolve - Inner Light

2 AoE (one with a heal), heal, buff, passive on spell crit. Moreover, non-DLC content, except for world bosses, can be easily closed through the Path and Gulp. The blockade is just that, trash talk. The buff gives 8% damage and allows you, if desired, to break in 4 light attacks after a quick spam. Replacing Merciless Resolve with Structured Entropy allows you to slowly but surely eat world bosses in one go, with only three heals. As long as you remember to save some stamina on your blocks, you'll be fine.

If I decide to go for a hat with Molag Kena, its effect will take Merciless Resolve to the next level. Even now she is far from weak, but 4 light attacks to charge... and here is just a set that requires 2 light attacks for Overkill with +516 to weapons and spell damage for 6 seconds. Pew-pew-bams.

6/7 light armor, Mother's Sorrow and Jullianos sets, fire staff weapon (for the sake of an 8% passive to damage with single-targeted skills (our main spam through Swallow Soul), you can do anything). For a comfortable life in the swamp we need 10k penetration spells, half of which comes from the light armor passive with 5 items, and the other half from the Shapened trait in the staff.

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

In the “free” slot there are heavy shoulders of Molag Kena because there is nothing better lying around. By the way, the heads of two random monster sets can be obtained not only in veteran dungeons, but also simply purchased in Cyrodiil for the amount of money in the amount of 100,000 gold. They change once a week, are expensive, and the enchant is fixed (increasing the effectiveness of the 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 was focused not on damage, but on crits. With a 72.5% crit chance, the average DPS is around 10-12k. In combination with the associated HP of 5-6 thousand, this is enough for a normal life.

The second panel is the “thieves’ panel” (for completing the Thieves and Brotherhood daily sessions). 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 holds, which is useful).

Equipment: 5 pieces of Night Mother's Embrace and 3 pieces of Night Terror jewelry. There is another set with the same name as the first, but we need the one that gives -2 meters to the detection radius. Total, only from equipment bonuses -4 meters to detection. Next, the only passive in the entire build for medium armor, Improved Sneak. Reducing the cost of sneaking and reducing the detection radius by 35%. Against the background of all this goodness, another 3 meters from the Bosmer’s racial passive look like an overkill, but these 3 meters make it possible bypass aggressive 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 when sneaking. Vampire + Concealed Weapon = you run in stealth. Really. The set gives enough stamina. Taking passives for regen makes no sense: stamina regen while moving in stealth does not work. Among other things, running in stealth helps a lot in Cyrodiil. Yes, the speed is not horse speed. But security is at the highest level.

“Thieves' Set” allows you to complete the mentioned daily tasks with “excellence” without straining: you move secretly at high speed and can go into stealth for safety if you need to get close to a mob (stats 18k mana, 18k stamina - enough for running in stealth, and for several visas in a row).

Sleight of hand for dummies

Time for dark deeds

At the moment, 2 out of 5 DLCs are dedicated to good old stealth. Before their release, stealing was a pleasant distraction. Mainly because all the NPCs were blind in both eyes, noticed only at point-blank 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 the transition to stealth mode. When we sneak, we get a penalty to speed and there is no stamina regen, so sneaking forever without the 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 you can steal or not depends on whether there is a HIDDEN sign next to the Eye or not. If there is, then they don’t see us. It was in the tutorial.
  • You don’t need a lot of intelligence to break locks, and in fact this was also in the tutorial.
Preparation- it is important.

1. To be a good thief or assassin you don't have to be a Bosmer or Khajiit, but it helps.
2. It is advisable to have the Dark Brotherhood and Thieves Guild DLC. The first will give you Blade of Woe for clearing possible witnesses and the Spectral Assassin passive (15% chance to kill unnoticed even in front of witnesses), and the second will give you the Swiftly Forgotten passives and Clemency insurance.
Swiftly Forgotten - rapidly reduces your Heat, moving from "search and destroy, no questions asked" to "detain if nearby." It also helps to quickly achieve the achievement of 100 escapes from the guards (when you are caught, choose the option and tear your claws)
Clemency can be used once per day and does not remove the bounty on your head. It's just that the guards won't detain you for one minute. Use wisely.
3. There are certain sets in the game 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 one is farmed in Deshaan, the second one is crafted from dung and toothpicks.

Safe Hacking- what we all love so much.

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

The complexity of the castle depends only on how many experience points you get for hacking; the loot is the same everywhere. There is a "brute force hack", but if you fail, the safe will be locked for you (will remain accessible to other players). Regardless of success/failure, crude hacking does not earn experience points and does not level up Legerdemain.

As a rule, the safe is guarded by one or two or several NPCs, keep this 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 play in first-person view, you can hide behind a screen/boxes and break locks through the cracks between the decorations.

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

Pickpocketing- requires certain skills.

The occupation is even less tricky than cracking safes, but with a probability of failure. Failure = you are noticed = penalty (sometimes you are simply attacked). You can increase the likelihood of a successful theft by putting some points into the appropriate passive, but for this Legerdemain needs to be pumped up.

NPCs available for stealing are highlighted with a white outline. Yes, the guards are one of them. NPCs are divided into different categories, which determine the difficulty of theft and possible loot. The easiest way to rob beggars, workers, drunkards, etc., the hardest thing is to rob guards, nobles, magicians, etc.

In total, the newly generated NPC has 3 items, but the chances are different for each player. If you rob the Guard, then your chances drop from 90% to 75% (taking into account the “lucky moment”, when the chance of theft increases by 20%). But another thief will have the same 90%. If you want to clean the guards and all kinds of Noble to zero, go together.

P.S. If you have the Dark Brotherhood DLC, then killing an NPC who has been robbed to zero is considered good manners.

Domestication- 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. Each person's cabinets, tables, bedside tables, bags and other rubbish are unique. Unlike safes, there is a high chance of finding “junk”, but there is also a chance of finding something worthwhile, like drawings for fittings. Blue drawings on the market may well cost 3-5-8 thousand.

Search everything, turn over every stone. This applies not only to housekeeping, but in general. Sneak into other people's houses and clean them out.

Bonus information 1
The first levels of Legerdemain can be quickly leveled up with Fence and Laundering. In Thieves Den (there is one in each region) (I call them thieves guilds) you can sell stolen goods at cost or “launder” them 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 issue of stacks.

There are separate limits on purchasing stolen goods and laundering. 50 is 50+50=100 per day.

So you can steal any 100 items and get +100 Legerdemain. You should also buy a Trafficker pass on at least level 1 (increases the purchase limit from 50 to 110 per day. Each subsequent level adds +10 to the limit, so think for yourself. 50 (level 0) -> 110 (1st) -> 120 -> 130 -> 140. That is, just from buying up stolen goods every day, by investing 1 skill point, you can get 220 Legerdemain points.

If you’re too lazy to bother sorting out stolen goods, throwing away whites and greens and leaving only blue, you can fill your limits with Cooking ingredients, of which there’s a ton of them in houses and which are conveniently stacked.

An easy way to get a ton of stuff to level up (if you have Blade of Woe) is to go to Khenarthi's Roost, find the herds, kill the shepherds and carry out a massacre by "stealing" the meat of the cattle.

Bonus information 2

Just as the cabinet drawers in Housekeeping 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 all day long, until you change location, all the doors will remain open, and all the searched bedside tables will remain searched.

Entering the Thieves Guild is a change of location. Upon leaving the Thieves Guild, the doors will close and the cabinets will be filled. This way, you have an inexhaustible source of objects to search for something expensive like blue hardware recipes. And also an inexhaustible source of experience in Legerdemain, because opening doors gives experience points for him. Advanced doors give +4, if I remember correctly. In my favorite City of Thieves, Shornhelm, next to the bank there is a residential building (there are two more chests in it). This house has three doors to break into. And the thieves guild is literally across the road. Are you smart?

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 other than to stroke the ego (the loot is the same),
- Entering the thieves guild works like changing the location: all open doors are closed, all robbed bags are filled,
- DO NOT RESIST THE INTERNS IF YOU ARE IN THE BUILDING!!! You will not be able to open the door while you are in combat. There will be no button for this. The only exception is the thief (NightBlade) - you will need 3-4 invisa in a row until the “fight” stops and you can leave. You can try with a potion, but I didn't 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 saving cover is within a 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 Luck be with you.

Theft by example

There are two ways to make money at low level: steal and earn. You can earn money by farming resources (ore, wood, grass, mushrooms, other foraging side quests), but theft requires the perseverance of a beaver, the dexterity of a lionfish and the 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 paint. Red stars are easy "farming" chests, green ones are heavy "challenge" chests, the star of David is the thieves guild. In order:
The chest opposite the woodworking is nothing complicated, one Argonian.
Warriors Guild - 3 chests. In the shop there is a heavy one (there are too many people), opposite the main entrance there is a light one (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 constantly and 1 occasionally descends from the second floor.
Alchemist's shop. One chest, one NPC.
House. We break the lock at the entrance, there are 2 NPCs and 1 chest inside. If there is a one-shot 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.
Mages Guild. Two chests on the first floor, nothing complicated. The first one can be broken through the gap between the screen and the wall, the second one is guarded by one occasionally suitable NPC.
House. We break down the door at the entrance. One NPC, one chest. Another NPC occasionally rises from the basement.
Residential building next to the bank. Three entrances, we can break any one. two chests on the first floor, two NPCs. One chest is next to the desk, the second is under the stairs. Killing NPCs is not a problem, but the chests are already easy.
=========== happy end =============
The cover of the thieves guild can be reached with almost no problems from any part of the city. From the square between the houses there is a gap that you can jump over, on the other sides there are passages. Spotted - to the guild.

“Difficult” chests do not pay off in terms of time spent on a painless hack, but here is the list: a chest in a bank, a chest in a forge, a chest in the warrior guild shop, a chest in a residential building in the square. They are “protected” by several NPCs. The forge used to be light, but the screen was moved a little. Chest in a residential building - there are 2 NPCs who hang out next to the chest.

This is one city at a time, you can easily find more profitable and simpler routes. I won't reveal them.

The point is that reproducing can be “put on a conveyor belt.” Let's say, on the first lap it's okay to clear everything, and then move around through the chests until the space runs out or until you get caught. Refuge -> Repeat. Chests, unlike bedside tables, fill themselves, without a kick in the ass in the face of a change of location. A properly constructed route will help you.

In order not to seem like a brainless drone/bot, you can dilute the indicated path with neighboring houses and pickpocketing, no question. But chests are “guaranteed earnings points.” 250g blue appears there much more often than in cabinets.

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