Where to find rare styles. TES Online - Outfit System: Basics How to unlock armor style tes online

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 “I want to be a tank” or “to shoot lightning,” but in choosing a play style. 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 the 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 your pants 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 an appearance that changes from stage to stage, 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 just fucking kill them, mistaking them for trash. They spawn once, and after killing they don’t resurrect. With some chance they can infect you with any blow, even if you are in a block. The second method is free (as a rule, it’s 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 and has a cooldown of 168 hours, so free biters may simply not be available. 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 single 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.). 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 number 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. And also in the veteran game, heads drop from chests from the last bosses. 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 collection 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 opened 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 the guild members, 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 huge 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 suddenly 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 spell, half of which is taken from the light armor passive with 5 items, and the second 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 the detective. 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 provide an opportunity. 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 close 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 things

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 safe spawn points 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 has individual cabinets, tables, bedside tables, bags and other rubbish. 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 sold/laundered item 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 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.

All rare styles, except Imperial, can only be found in Veteran zones. The first two, primitive and barbarian styles, can be found in the zone of the second alliance (for us - the Dominion), Ayleid and Daedric, respectively, in the third alliance (for us - the Pact).

Dwemer- it can only be found in containers of Dwemer ruins, either in parts (15 pieces of epic quality) or as a whole (one legendary piece). In addition, it will require material that is obtained from Dwemer mechanisms (mobs) and needs to be refined, meaning you will need at least 10 pieces to be able to refine them and use them. Zivkin- drops from chests in the treasuries of the Imperial City.

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

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

Akaviri- Sold by Siege merchant for AP.

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

  • Rkindaleft - shields
  • Old Orsinium - daggers, boots

Alliance styles- can be found in chests in Cyrodiil and the Imperial City, and materials for them are sold from Siege Merchant for 10,000 AP each (transferable).

Criminal Style(Outlaw) drops from bosses and in the dungeons of Hughes Bane, the material for it (Rogue Soot) - from resource nodes (like in Orsinium).

Withered style(soul-shriven) can be obtained through completing the Cadvell’s Silver quest, and the material for it (Azura plasm) is obtained from chests for completing dolmens.

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

Malacath- similarly, Trinimac drops in chests for daily, but for killing bosses. Potash crafting material drops from surface bosses in Orsinium.

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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.

According to numerous players and critics, Elder Scrolls Online has one of the best, if not the best, crafting systems in any MMORPG. The developers certainly made sure to make crafting meaningful, rewarding, and even fun. With a huge number of recipes and features such as design styles, there will always be a market for your products. This is also obvious considering that the best equipment in the game can be obtained not only from dungeons or Cyrodiil, but also created by players who dedicate enough time to development.

Basics

There are six professions:

Alchemy - used to create various potions with short-term effects
Smithing - creates metal weapons and heavy armor
Clothing - used to make light and medium armor
Enchanting – adds various characteristics and attributes to your weapons, armor or jewelry
Provisioning – Creates various consumable drinks and food items that provide your signature buffs (unlike potions, food effects typically last for half an hour)
Woodworking – uses wooden materials to create bows, gears and shields
You can start collecting materials and developing core items in any of these professions at the beginning of the game. Crafting more powerful items and more powerful consumables must be unlocked by putting skill points into creating skill trees. To be able to create higher level items, Alchemy and Woodworking must have 6 skill points each, while the other 4 merchants require 9 points. You can spend more skill points on each crafting skill line, but they will reduce your research time, improve your ability to extract materials, or increase your chances of upgrading items.

In the Alchemy skill tree, you can spend a total of 19 SP and 22 in Enchanting. Other professions get 24 skills each to fully maximize their benefits. This means you'll need 137 skill points to fully max out each passive in each of these six tradesmen, so considering your character can get around 300 skill points, it's even possible to be fully proficient in each craft skill. Say goodbye to the masters!

Collecting materials

Gathering Crafting Materials Mapping materials can be obtained by looting monsters, crates, chests, urns, cabinets, and other similar items. There are also crafting nodes with "organic" materials that appear throughout Tamriel, such as iron ore (smithing), jute (clothing), or runes (fey). Various herbs are as common as wood.

Any character can interact with resource nodes and collect materials for crafting, regardless of their skill at any of the merchants! Unlike Skyrim, you also don't need to carry pickups or similar items to collect ore. All professions with assembly nodes also have Keen Eye passives, which basically make the corresponding nodes glow when you get close to them, making them extremely easy to see. If you're comfortable always picking up all the materials to process and collecting any nodes you come across - even if you don't intend to use the materials yourself, sometimes you can get rare and valuable ones that you can resell for gold to other players.

Craft stations

Alchemy Stealing Station Karting stations are used to actually craft items and can be found in many places in Tamriel. All cities have crafting stations for all six professions, and you can even find some outdoor adventure time. You cannot craft items unless you interact with the corresponding crafting station!

Crafting stations include an anvil or fire to cook items, which you need to interact with to create items in their respective professions. It's worth noting that you don't need to carry crafting materials with you in your inventory - the materials you've saved in your bank will also be available for use!

World craft stations

World Death Recruitment Workshop
There are also World Crafting Stations - special places in Tamriel where you can craft special items. The attached image shows one of the painting stations in which you can create a set of Wind of Death elements. This set of bonuses will drop AoE once every three minutes once you drop below 35% of your health, and this bonus can only be gained by crafting items in that specific region.

In zones 5-15 (Stonefalls, Auridon, Glenumbra) you can find three different world crafting stations, each with their own bonus:

Wind Wind Wind: When he hits a melee attack, this bonus causes an AoE cooldown every three minutes.
Silence of the Night: Your health is restored by 40% when hiding.
Ashen Grip: Slight chance to inhale additional fire damage with each melee hit.
There are many other item sets and crafting locales, these are just the first ones you'll encounter. To craft a given item, you first need to research at least 2 traits in that specific slot.

Manufacturing process

Crafting Process To craft items, you need to find a suitable crafting station somewhere in the world, as described above. Some crafts will require you to refine materials first, so for example you'll need to refine your iron ore in Iron Ingots first. The exact crafting process is only slightly different for each profession, but I will explain them step by step in the dedicated guides.

Essentially, it goes like this: you find a crafting station, choose the type of item you want to craft, traits, crafting materials, styles, and you're pretty much done. Although there are some more complex things revolving around the craft, the actual creation process is quite simple.

Extraction

ExtractionExtraction (also known as deconstruction) is used to obtain materials from existing items and can be used for blacksmithing, clothing, woodworking, or enchanting. The process is very simple: go to the workshop, click on the extraction tab and select the item you want to deconstruct. Extraction will allow you to extract materials, traits, inspirations, resins or sentiments from existing items, but will destroy the original elements in the process.

Extraction is also actually used to refine your raw materials into usable ones. So you need to collect raw wood from the world and then refine it in the extraction tab and at the woodworking station to get sanded wood which you can use to craft items. By dedicating items you can get the materials needed to craft it, so for example you can't get Ebony Ore from some low level iron armors. Extracting from higher quality items also yields more materials (for quality viewing below in the Upgrade section) and more Inspiration Points (IP).

Research and Traits

TraitsResearch allows you to destroy existing items to learn their "traits": the various bonuses your character receives by equipping those items. Bonuses could be something like critical hit resistance, improved spell resistance, or reduced magic cost of spells. To research these traits, you will need to have an item with the exact trait in your inventory. Once you begin the research process, the item will be destroyed, so be careful not to deconstruct everything you use!

Research takes time—real time. Some of the basic trait studies will take 6 hours and later they may even take several days. Again, I'm talking about real real time, but you don't have to log into the game during the research process. You can only research one trait at a time, but you can spend skill points in the corresponding craft skill trees to reduce research time by up to 20% and research up to 3 traits at a time.

You can research traits in multiple crafting skills, but this means you can research one Blacksmithing skill and one Enchanting spell at a time without investing a single skill in either skill line. Without investing a single skill, it will still take you over 2 years of real time to learn all the stats for all item slots, so it would be a good idea to take these passives early on.

Learning traits from the Axe, for example, will allow you to place the same buff on any other top. You won't be able to place it on different weapon types, but research is constantly being explored. Traits can only be added to items when you craft them, not later. It's also worth mentioning that you can add both traits and spells via glyphs to items, since they are two different things. There's a much more detailed entry here that specifically talks about traits, so be sure to read that.

Craft styles

Style styles are purely cosmetic and allow your crafted items to visually appear like an item from another race. With 10 different races, there are also 10 racial paint styles in addition to the other four; your own race style is automatically unlocked. If you choose Breton but want your armor to be Dunmer style, you will first need to find a book somewhere in Tamriel. They spawn randomly, but if you're diligent about unlocking items to swing around in the world, you'll probably get a crafting style or two even in Coldharbour, the tutorial zone you start in.

Crafting styles, as stated, are purely cosmetic and do not add any special characteristics or attributes to your items, however the appearance of heroes is very important to many, and there is always a market for items with different racial styles.

Improvement

Item Upgrade is a great feature that allows you to upgrade your existing items into better ones. This can be quite an expensive process as it requires more valuable and rare materials as quality increases, but it is a great way to upgrade your equipment as you level up. Woodworking uses resins, Blacksmithing uses Tempers, and Clothing uses tannins to improve the quality of the item.

Resins

All equipment has 5 quality levels:

Regular (white)
Thin (green)
Supreme (blue)
Epic (purple)
Legendary (Gold)
For example, cloners would need different tannins to improve the quality of their items. Hemming is used to turn white items green, Embroidery from green to blue, Nord Lining from blue to purple, and the very rare and valuable Dreugh Wax from purple to gold. It's important to know that upgrading can fail: if you don't complete the upgrading process, the item will be destroyed forever! Therefore, it is not recommended to try to upgrade items while leveling unless you have a backup.

Adding additional tannins will increase your chances of upgrading items, but of course it also increases the cost (for each tannin you get 20% more chance of upgrading). You also can't skip quality levels: you won't be able to upgrade a white element directly into a blue one.

Leveling

Gaining experience in professions is most often done through crafting items. This gives the most Inspiration Points (IP): IP is generally the experience bar for crafts. You also gain a decent chunk of IP by deconstructing items, which also gives you materials you can reuse to create more. It's important to know that extracting materials from items you've crafted yields about a third of the amount you'll get from deconstructing the same items crafted by someone else (or your alt), so the most valuable tip you need to know is to try trading items with another crafter whenever possible. The differences in IP purchased are huge (up to 800% more), so join a guild and find someone to provide you with your own crafted items.

Another great tip, you should always try to craft the items that give you the most inspiration for the amount of materials needed. For example, blacksmiths should almost always craft daggers to quickly level up their profession, as they provide the most IP per ingot. Every trader has their own kinks and tricks for leveling up, so be sure to read my profession-specific guides to find out what they are.

The main guideline for alchemy or enchanting is to first discover all herb traits and rune translations and make at least one of each glyph and potion. Blacksmiths, Woodworkers and Clothiers should craft higher level and/or higher quality items as they provide more IP, but always keep in mind the resources required to craft these items.

Final Thoughts

I sincerely hope this article has helped explain the professions and crafting system in Elder Scrolls Online. It allows for a variety of customizations and also allows you to create amazing items that are perfect for your character. Barriers (research time) ensure that you need to invest a decent amount of time to be able to get to the best items. Not only that, but you will need to spend skill points in creating skill lines to be able to use higher level materials. Even though the best gear has Veteran rank requirements and materials that you can only get from high level zones, this ensures that crafting is very important even in the late game.

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

As with any profession, Alchemy provides a set of learnable skills that will allow you to progress towards creating powerful concoctions, such as potions of health and magic, or potions of stamina and invisibility. Remember that in the early stages of the game you will not notice plants in the world The Elder Scrolls Online. However, if you decide to take up alchemy early on, we recommend that you spend at least one skill point on Keen Eye: Reagents (Keen Eye: Reagents), which illuminate all plants at a distance of 20/40/60 meters, making finding plants during searches a much easier task. If you want to see the full skill tree, then go to the crafting skills page.

Blacksmithing allows you to create heavy armor and any weapon except bows and staves, which can be created using the Carpentry profession. Be that as it may, the perks of the profession do not end here - you can disassemble weapons and heavy armor, process mined ore, improve weapons and armor, and also research various properties. The Blacksmithing profession offers five different windows:

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

Creating armor

Weapon Making

Armor Upgrade

Weapon Upgrade

Disassembly

Treatment


Study

Creation

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

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

Like any other profession, Blacksmithing has its own skill tree, which you can view on the crafting skills page. Also, if you plan to take up blacksmithing, we would recommend that you learn the skill "Keen Eye: Ore" (Keen Eye:Ore), which will highlight ore at a distance of 20/40/60 meters from you. Remember that blacksmithing (along with other professions) has a passive skill - Mercenary, which creates a pseudo-companion who will bring you ore and reagents daily. You will not be able to see the companion, and everything he sends to you will be received through mail. You should also be aware that if you do not log into the game for several days, the companion will only send you materials once.

Using sewing ( Clothes) you will be able to create and improve light and medium armor. The Sewing skill line is identical to that of “Blacksmithing”, with the exception that you can ONLY create light and medium armor. Ingredients for sewing clothes appear in the game world and can be found in various plants.

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

Treatment

Disassembly

Creation

Creating Medium Armor

Improvement

Study

Creation

Just like blacksmithing, creating armor requires you to do the following:

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

Sewing obviously has its own set of skills, which you can check out on the Sewing Skills page. It is also worth noting that if you want to develop your sewing skill, then you are recommended to use the skill "Keeping Eye: Fabric" (Keen Eye: Cloth), which will highlight the desired plants at a distance of 20/40/60 meters from you. One of the passive Sewing skills, Mercenary, offers a pseudo-companion that will supply you with ingredients and reagents on a daily basis. You won't be able to see your companion - everything will be sent through your email. You should also be aware that if you do not log into the game for several days, the companion will only send you materials once.

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

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

Using cooking, you can create various products that will give various temporary bonuses. Two main tabs: Cook (Cooking) And Brew (Cooking) - each allows you to create different food and drink recipes. Unlike alchemy and enchanting, you will need to find and learn recipes before creating any products. Recipes can be found throughout Tamriel: in chests, barrels and other places. The Cooking skill line also has a passive mercenary companion who will find ingredients for food and drinks. The ingredients will be sent to you daily by email, but only if you log into the game daily.Inferno (Inferno), Ice(Ice), Restoration(Recovery) and Lightning(Lightning). The raw material used in woodworking is, oddly enough, wood that can be found all over the world.

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

Like other professions, woodworking has its own skill line.

Crafting Dismantling Upgrading Upgrading Processing Research

Creation

Crafting a bow, shield or staff requires you to do the following:

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

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

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