Introduction to Alliance Wars. How to enter and exit Cyrodiil or how to get into the PvP zone Teso what to spend alliance points on

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 garbage, 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 on 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 over 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 anyone 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. It is not necessary to fully charge a power attack to knock you down; 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 like 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 ripping up the skyshards just because you were afraid of the crowd is a very pathetic sight. There are three justified cases of using a block: you do not have time to leave the red zone of the boss’s cast, you are about to receive a power attack from a melee soldier (usually knocking you down), and if you encounter an unknown or unpredictable boss. By the way, with an active block, you can still use skills by attacking the enemy “from the bunker”.

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

Basics of building construction

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

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

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

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

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

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

V.3. Vampire and werewolf subclasses

Briefly about vampires and werewolves

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

Both subclasses have their strengths and weaknesses.

Werewolves

Werewolves are powerful melee fighters who operate primarily in groups with other werewolves. The reason is that the transformation time is limited, but there is such a passive as Call of the Pack, which allows you to stretch it out for a very long time. And eat enemies every two minutes. rather than every 15 seconds. The only werewolf skill that uses mana is healing, everything else is based on stamina.

Food buffs, equipment and set bonuses all work. But while in the transformation state, you can only use werewolf skills, so it will take some getting used to. Overall it's similar to Magpie in Overload mode.

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

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

Vampires

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

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

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

The stage is quickly raised by using vampiric skills (say, spamming Mist with an instant cancel using block), and is lowered by either feeding (sneak up behind any non-elite humanoid and press X when the button appears) or the "legendary" drink Bloody Mara. It is usually cheap, since other than reducing the vampire stage it is of no use; the same bonuses can be obtained from simpler and cheaper food.

Transformation into a vampire/werewolf

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

First, you need to get the appropriate disease. You can get infected for free from special mobs that appear in the locations of The Rift, Reaper's March or Bangkorai. They appear in small groups throughout the map during the new moon (vampires) or full moon (werewolves). They are called Bloodfiend and Werewolf, which is why ordinary players They can just fucking kill them, mistaking them for trash. They spawn once, and after killing them 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 with 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 solo dungeon to complete the test.

Third, you need to complete a quest/test. They are as light as one another. If desired, you can cover it with a naked newborn character of the 3rd level. In short, to become a vampire you will need to kill 10 easy mobs, and to become a werewolf one medium-danger boss. The werewolf bosses change (there are 4 of them in total), but in general they are all easy, you will barely understand the controls and super complex mega-tactics for the advanced ones “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 in forging and sewing, so it will take quite a bit of time.

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

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

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

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

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

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

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

9. Upgrade your craft by sorting out “junk” gear and glyphs as you level up. All you need at low level are passives to increase the speed of learning traits and the amount of simultaneous research. At CP160 you will receive CP160 gear and glyphs, parsing which will give you tons of crafting experience. The most tedious crafting is Enchanting, but you can just ask the guilds if anyone has extra glyphs. The flow of gear/glyphs does not stop after crafting level 50, but the number of slots for sale is limited to 5 guilds * 30 slots in each = 150. If you are lucky, you will simply be inundated with free or almost free rubbish for leveling up.

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 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 is also cute. A city where a step to the right is a stable, a step to the left is a banker, a step right is crafts - it’s convenient.

V.6. Resource gathering and crafting

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

Crafting Equipment

Ore, wood and plants are collected from nodes. The leather is farmed from animals. It's simple. Nodes generally adapt to your level, but don’t be surprised by noobs either. It happens. Where is the best place to farm is a controversial question, since it is not worth it at all, but is asked all the time. Doesn't matter. Everywhere. There are nodes even in Cyrodiil (I won’t say about the Imperial City, since I don’t appear in the capital often, they gank, sir).

The collected raw resources are processed at the appropriate crafting stations into the appropriate materials, from which the equipment is cut. It's simple. You can craft any type of equipment, no learning required. However, initially you have a limited choice of appearance and traits.

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

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

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

Cooking

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

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

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

Alchemy

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

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

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

Enchantment

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

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

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

Making furniture

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

Craglorn

Just a quick note: Craglorn is the only place where the Nirnhoned trait drops. And when collecting any nodes, there is a chance to receive two types of stones for Nirnhoned as a bonus. Nirn for armor costs around 4000, and for weapons about 10000. Bonus. Apart from studying 9 traits, no one needs it, but since Craglorn is generally a dull place and it’s always a shame to go there... the prices remain the same.

Home Economics

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

Many people perceive buying a home as a waste of money, and they are absolutely right. The maximum benefit is a half teleport with a fixed exit point, in contrast to 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 vast lands. Cost around 4 million. In addition to the 3 main ones, there is a Cave in Craglorn for 13,000 crowns, available from time to time Fisherman's Island (yes, a personal island) and maybe something else.

(Special themes mean mounts, pets and assistants)

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

Where to get furniture from

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

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

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

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

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

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

Avant-garde literature for dummies

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

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

When you have absolutely nowhere to put your money

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

Among the conditionally useful, we can highlight crafting stations. If crafting stations for sets cost around 300-400 thousand each, then simple ones can be found for 50-60. There is no point in this, but what if you want to have a semicircle of all 6 crafting points to quickly complete your 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 get 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 detector. Next, the only passive in the entire build is 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 complete the mentioned daily tasks with “excellence” without straining: you move secretly at high speed and can go into stealth for safety if you need to get close to a mob (stats 18k mana, 18k stamina - enough for running in stealth, and for several visas in a row).

Sleight of hand for dummies

Time for dark deeds

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

Basic knowledge is as simple as a stool:

  • Ctrl is the transition to stealth mode. When we sneak, we get a penalty to speed and there is no stamina regen, so sneaking forever without the appropriate passives will not work. It was in the tutorial.
  • In stealth mode, in the middle of the screen we see our best friend, Glazik. Whether you can steal or not depends on whether there is a HIDDEN sign next to the Eye or not. If there is, then they don’t see us. It was in the tutorial.
  • You don’t need a lot of intelligence to break locks, and in fact this was also in the tutorial.
Preparation- it is important.

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

Safe Hacking- what we all love so much.

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

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

As a rule, the safe is guarded by one or two or several NPCs, keep this in mind. It will take you a few seconds to pick the lock. During this time, the NPC may well want to turn around. By the way, you can use the environment. If you play in first person, 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 are tons 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 cause 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 "farm" 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.

The time has come for hostility and unrest. Hordes of the living dead and ghosts have filled every corner of Tamriel. Winters became cold and harvests became poor. The mystics were plagued by nightmares and omens of doom.

Four years ago, in 2E 578, a magical explosion of energy in the Imperial City was followed by mystical tremors that rippled throughout Nirn. The magicians died or went crazy. Supernatural beings from Oblivion, the Daedra, appeared in greater numbers than ever before. The constellation Serpentus grew so large that it dominated the night sky.

Thus began the grand intrigue of Molag Bal, the Daedric Prince of Domination and Subjugation. His Dark Anchors, whirlwinds of evil magic, weakened the barrier between worlds, threatening to merge Nirn and Oblivion into a single, nightmarish world.

In the midst of this chaos, three alliances vie for control of the Imperial City and White-Gold Tower. High Rock, Sentinel and Orsinium united under the banner of the High King of Wayrest. Valenwood and Elsweyr united with Summerset, and Black Marsh, Morrowind and Skyrim formed a third, albeit unstable, alliance.

Daggerfall Covenant. Aldmeri Dominion. Ebonheart Pact.

Three armies took up arms against the Empire and against each other in order to wrest the Imperial City and the White Gold Tower from the hands of the dark forces of Oblivion.

Which side will you choose?

Alliances

Aldmeri Dominion

The Aldmeri Dominion is formed by the three races of southern Tamriel: the Wood Elves of Valenwood, the Khajiit of Elsweyr, and the High Elves of Summerset. This alliance fights to stop the dangerous intrigues of foolish people and restore elven dominance in Tamriel.

Aldmeri Dominion

When word reached the high elves of Summerset that the Imperial City had fallen under the rule of the human minions of Molag Bal, the Aldmeri Dominion was formed. The High Elves approached the neighboring Wood Elves and Khajiit with a proposal to join forces so that together they could prevent the young races of Tamriel from bringing disaster to the whole world, as had happened many times in the past.

The Altmer were the first settlers on Tamriel and created a common language used throughout the continent to the present day. From birth they are excellent at using magic.

Wood elves live in the dense, almost impenetrable forests of Valenwood. They are excellent hunters, scouts, masters of stealth and theft, and the best archers in all of Tamriel.

The Khajiit, proud representatives of the cat-like race of beastmen, are formidable warriors skilled in the use of bladed weapons. They stand majestically at the forefront of every battle.

The strength and determination of the Aldmeri Dominion should not be underestimated.

Queen Ayrenn is intelligent and respected, possessing a genuine humility that is rarely seen among her subjects, but for all that, she is a decisive ruler with an unyielding character. Ayrenn is young by Altmer standards - she is only 28, and she has spent most of her life traveling around Tamriel, in search of adventure and the knowledge that is not taught in schools. She returned to Summerset after her father's death to inherit the Altmeri throne.


High Elves

The High Elves, or Altmer, arrived in Tamriel thousands of years ago from Old Aldmeris. They present themselves, perhaps not without reason, as the ruling race of Tamriel. The High Elves are highly cultured, known far and wide for their breathtaking architecture and vast libraries of art and literature. They tend towards isolationism, almost never leaving Summerset, doing so only when they feel a serious threat to their homeland. The Altmer are powerful mages and warriors and, in fact, the leaders of the Aldmeri Dominion.


Wood Elves

Wood elves, or Bosmer, are mischievous, curious, and agile. Because their homeland, Valenwood, was frequently attacked by Colovians, the Wood Elves became experts in the art of defense. They are also gifted archers, perhaps the best in all of Tamriel. The capital of the Aldmeri Dominion, Elden Root, is located in the heart of the Bosmer homeland. Elden Route has become a center of political and cultural importance and is a vital strategic point in the struggle for power over Tamriel.


The numbers of the majestic felines, the Khajiit, have been greatly reduced in recent years due to the devastating outbreak of the Knahaten Influenza. They owe a great debt to Ayrenn, Queen of the High Elves, for helping to restore order in the chaos that followed the epidemic. Khajiit are witty and cheerful, but they are fearsome on the battlefield. They are the main fighting force of the Aldmeri Dominion.

Daggerfall Covenant

The Daggerfall Covenant consists of two provinces in northwestern Tamriel: High Rock and Hammerfell, home to the Bretons and Redguards. The Covenant also offered the orcs the opportunity to return to their ancient homeland, Orsinium, in exchange for their support.

Daggerfall Covenant

The Daggerfall Covenant was created by the three races of northwestern Tamriel and united by High King Emeric to achieve a common goal - the capture of the Ruby Throne.

Bretons have an innate gift for magic and diplomacy. Orcs are brave soldiers and talented armorers, producing the finest weapons and armor in all of Tamriel. Redguards are excellent athletes; they are trained to be hardy warriors from birth.

The diverse talents of the Daggerfall Covenant make it a force to be reckoned with.

High King Emeric was by birth a wealthy and noble Breton nobleman, whose insight in politics and skill in diplomacy brought the trust of the kings of High Rock, and the marriage alliance - the friendship of the Redguards, and, ultimately, a peace agreement with the orcs. He rules the kingdom from Wayrest in High Rock.


Bretons

The men and women of High Rock were once under the rule of the High Elves. Some elven blood still flows through their veins, giving them an innate understanding of magic that sets the Bretons apart from other human races. Passionate and flamboyant, intelligent and resourceful, Bretons are known as talented artisans, shrewd traders, gallant gentlemen and inventive magicians. In addition to the above, they can also be arrogant and grumpy. Wars have raged between the kingdoms of High Rock for most of their history, but the majority of the population still revere the Eight and value wealth over glory.


The Redguards of Hammerfell are physically developed and resilient warriors, as if born for battle. Their desert-dwelling ancestors migrated to Tamriel from the lost continent of Yokuda. Redguard culture is based on preserving ancient traditions and withstanding their harsh environmental conditions. They value honor and dignity above all else, combining a deep reverence for the gods with suspicion of all things magical. The capital of the Redguards is the trading port of Sentinel, but their roots are deeply rooted in the sands of the Alik"r desert. In their youth, the Redguards undergo a rite of passage - a trip to the Alik"r desert, as a test of endurance and discipline. Only the strongest survive.


While other races often view orcs as barbarians or even beasts, these noble warriors have an ancient culture forged from endless wars in their rugged mountain homeland. Orcs live by a simple code of honor, where the strong survive and the strongest rule. As Orcs are rightly called the greatest smiths in Tamriel, their weapons and armor are prized by warriors everywhere. During the Second Empire, the kingdom of Orsinium was granted provincial status, and its restoration helped strengthen the orcs' allegiance to the new Daggerfall Covenant.

Ebonheart Pact

The Ebonheart Pact is the most shaky of all the alliances; it was formed from former enemies who, by the will of fate, turned out to be allies. The Nords of Skyrim, the dark elves of Morrowind and the Argonians of Black Marsh are fighting to return stability to the Empire and their independence.

Ebonheart Pact

The Ebonheart Pact is the weakest of the three alliances. The Nords and Dark Elves have a long history of conflict, and the Argonians were enslaved by the Dark Elves for thousands of years.

The Akaviri invasion helped to establish a connection between them and united them. Now they are determined to control their own destiny, to defeat the Empire and at the same time preserve the independence of their homelands.

Bold and furious, the Nords are at the forefront of the Pact, they are fierce warriors and experts in the use of weapons. Dark elves have a natural affinity for magic. The Argonians are the best guerrilla fighters in Tamriel.

The combined might of these unlikely allies makes the fighting strength of the Ebonheart Pact exceptional.

Jorunn of Eastern Skyrim is the current High King of the Great Assembly, but his power is not absolute. Jorunn's decisions must be approved by all three races in this unique form of government called the Great Assembly. The king himself is very intelligent, has a good sense of humor and has an iron will to win.


The Nords once managed to conquer almost all of Tamriel, as a result of which they believe that they have a certain right to power. They broke the power of the Ayleids, drove the High Elves from High Rock, and conquered most of Resdain, the forerunner of Morrowind. Nords are excellent with weapons. They are quick to anger, violent and strong. These are born warriors who fight with frenzied fury, which unspeakably frightens their enemies.


Dark Elves

The homeland of the dark elves, Morrowind, was repeatedly invaded by Akaviri and Nords. History filled with skirmishes and wars over the centuries has transformed the Dunmer into seasoned warriors. They also have an innate aptitude for magic and advanced intelligence, making them skilled magicians.


Argonians

Argonians are very smart, well versed in the magical arts, able to remain everywhere and unnoticed by everyone, and are also excellent with blades. Due to the fact that the Argonians have long been accustomed to defending their borders from invaders, they have become masters in waging guerrilla warfare. They often act as scouts and marksmen for Pact forces.


Cyrodiil is a huge area in Tamriel, and for many players the most interesting part of Elder Scrolls Online. This is a PvP area with a lot of different combat and sieges, as well as some PvE content (quests). It also contains 45 skyshards, giving you more than plenty of reasons to visit. This guide will provide a basic overview of the campaigns, weapons and other things you can find in Cyrodiil.

Basics

You can join Cyrodiil as soon as your character reaches level 10; base attributes will be adjusted to the same values ​​for all players if you

have not reached level 50, which allows you to compete even against players of a higher level. By participating in an alliance war, you receive gold, experience, equipment and Alliance points.

All new players will be given instructions on how to participate for the Alliance and fight against others. You'll need to speak with an NPC to begin the Alliance War tutorials, which will quickly go through the important basics of Cyrodiil and the Alliance War:

Aldmeri Dominion: Arkarin at the Eastern Gate of Elsweyr
Daggerfall Covenant: Veronard Liancourt at Southern High Crag Gate
Ebonheart Pact: Olvia Indaram at the Northern Gates of Morrowind

Resources

All have three resources that fuel factions to hold over time as long as the storage and resource are owned by the same alliance.

The farms control the security force of the nearby temple.
Mines control the strength of the wall of the nearest storage facility.
Forest mills control the strength of the nearby vault door.
Resources are also upgraded over time to have tighter guards on them or increase the speed of resource flow to the nearest storage facility.

Means of siege

Siege weapons are always available at the entrance to Cyrodiil.

All weapons are purchased using Alliance points, the rest can be purchased for gold.
All siege weapons can be stowed under gun control and if you were the person who originally purchased the weapon.
Rams require at least three players to escort them to the door. Once the plunger is placed on a door, it will damage the door depending on how many players accompany/control it.

Types of siege weapons

There are several types of siege weapons that you can use in Cyrodiil to capture a vault or damage multiple players at once. The trebuchet and ballista are long-range weapons, while catapults are used for short range. All siege weapons do AoE damage!

Trebuchets used against buildings:

Fire Cauldron: spreads burning oil (deals fire damage to enemies and buildings)
Stone: breaks walls and enemies (used for attack)
Ice balls: deal damage and absorb multiple enemies on ice

Ballistas, used against enemy siege engines (including rams):

Standard bolts: cause huge damage (more than other ballistas, use them against siege engines)
Fire Bolts: deal fire damage
Lightning Bolts: shock and capture enemies

Catapults used against troops:

Meatbag: causes debilitating disease (damage over time debuff on players)
Oil: deals fire damage
Scatter-Shot: causes impact damage

Alliance Points

Alliance points are experience points that you earn by participating in an alliance war. You can earn AP by killing players and capturing various points in the zone; murder gives players more AP.

  • You earn Alliance Points by defeating enemy players, capturing and defending vaults and resources, and completing War Missions, which are available on mission boards at border entry points.
  • Gaining alliance points will allow you to increase your alliance rating, which also increases your Assault or Support Alliance War skills.
  • Each Alliance Rank you gain will also grant you a skill point.

Military skills in the Alliance

There are two alliance war skill lines that you can learn: attack and support. Alliance abilities affect large areas and are much more expensive than regular abilities.

The offensive skill line ability costs stamina to focus on attacking enemy players and vaults.
The support skill line ability costs magic and is focused on protecting allies and vaults.

Elder Scrolls

Elder Scrolls bonuses are goals that provide bonuses to all members of the alliance that controls them. They are kept in temples near the border gates in Cyrodiil. Once a faction controls them, although they can keep them in any state under control.

Elder Scrolls are essentially another objective for the factions to obtain and heavily defend. Since they influence everyone in your alliance, they can help win battles in your favor.

Other content in Cyrodiil

The various cities and caves of Cyrodiil encourage all players to explore and enjoy all aspects of the game.

Repeatable quests are available in Broome, Chadingal, Chorrol, Cropsford and Vlastaus.
There are 18 caves to find and explore, but be warned, enemy player characters are hiding all over Cyrodiil, possibly even in these caves.

We hope this Cyrodiil Beginner's Guide will help you understand the basics faster. Large scale player versus player combat is one of the best features of this game and you definitely shouldn't miss it, so get to Cyrodiil and put your class to the test against other players!

Cyrodiil location video

The drums of war call the warriors of all Tamriel to the battlefield.

« and mobilize their forces and enter the battle for control of Cyrodiil and the throne of Tamriel. The Elder Scrolls Online

» supports massive battles with the simultaneous participation of hundreds of players. Capture and hold fortresses and resources on their territories. Use siege engines to bring down the walls of an enemy citadel or break through its fortified gates. Conquer the Imperial City and the best player in your alliance can become Emperor!

Get ready for the most exciting and intense PvP battles in the history of the genre.

System

In The Elder Scrolls Online, the player becomes a member of one of three alliances. Each of them has its own unique storyline and goals.

Of the three alliances, the most fragile. It consists of former opponents forced to form an alliance. Nords from Skyrim, Dark Elves from Morrowind and Argonians from Black Marsh are fighting to restore stability on the continent and their own autonomy.

There are three races of the south of Tamriel: the Wood Elves of Valenwood, the Katjiit of Elsweyr and the leaders of the alliance - the High Elves of Summerset. The Dominion wants to put an end to the dangerous machinations of humans and return control of Tamriel to the elves.

Epic battles

In The Elder Scrolls Online, you will take part in massive PvP battles involving hundreds of players. Swords and axes ring around, flashes of spells color the earth and sky, and flames rage on the walls of the surrounded fortress. Will you be able to survive and break the will of the citadel's defenders? Or will you have to retreat in shame from its impregnable walls?

Capture territories

Three alliances are at war in Cyrodiil, seeking to capture the Imperial City, and with it the Ruby Throne of Tamriel. Each alliance strives to wrest strategic points from the hands of their opponents, which include massive fortresses, each with their own farms, sawmills and other valuable resources. Battles will be fought for these resources and strongholds. Capturing certain territories will allow your alliance to expand its influence in the region and help take control of the capital. Can you capture enough territory to control the Ruby Throne?

To capture fortresses and resources, it is not enough to simply attack them with your troops. You'll need siege weapons that can crush walls, breach gates, and destroy enemy forces. There are many weapons available to players: from trebuchets and catapults to ballistas and rams.

Elder Scrolls

Elder Scrolls are artifacts of incredible power that help alliances in the ongoing war, giving their members certain bonuses. Each alliance in Cyrodiil has a special fortress where the Elder Scrolls are kept. However, if you do not pay enough attention to guarding them, enemy troops can take the fortress and take the Scrolls. Once the Scroll is captured, it must be transferred to the stronghold of your alliance. Only after this all alliance members will receive the corresponding bonuses.

In The Elder Scrolls Online, when an alliance gains control of the Imperial City, its best player becomes the Emperor. You are not just fighting for your alliance, you are fighting for the opportunity to personally sit on the Ruby Throne.

The Emperor receives special abilities and bonuses that increase his power on the battlefield. This is the true leader of his alliance and a force with which others have to reckon.

However, nothing lasts forever. How long can your alliance hold enough territory to control Cyrodiil? How long will the Emperor rule before he is killed by an ambitious pretender?

Participation in PvP

Player versus Player (PvP) combat in The Elder Scrolls Online is fun, rewarding, and accessible to MMO veterans and newcomers alike.

The fall of the Second Empire left a power vacuum in the Imperial City and three alliances began a war for control of the continent. Whoever captures the Ruby Throne will rule all of Tamriel.

The Elder Scrolls Online features a special leveling system that temporarily increases your character's power when entering PvP territory, so that everyone, from newbies to veterans, can enjoy fair and intense battles. Players will be able to switch to PvP upon reaching level 10.

Achievements and ratings

The Elder Scrolls Online features achievements and a variety of leaderboards. You will be able to monitor the progress of your character, guild or alliance.

Points and gold

By fighting for their alliance in PvP, players earn special points, which can then be spent on purchasing siege engines and various bonuses that give an advantage in battle. Are you here for the first time? Don't worry, you can still purchase weapons and bonuses using gold earned in PvE instead of points.

There is a war going on in Tamriel between all three alliances at once. The alliance war is being waged in the province of Cyrodiil ( Cyrodiil). To go there, you need to reach at least level 10.

In Cyrodiil, your combat skill will be adjusted so that you can effectively engage in PvP battles with higher level characters, although you may still be at a disadvantage since your skills and abilities have not yet fully developed.

Alliance points

Participation in an alliance war allows you to gain alliance points ( AP), which will help your side in battle. Killing players from the enemy camp and capturing fortresses and resource zones are some of the ways to earn points. Alliance points can later be used to purchase equipment, siege equipment, repair kits, and more from your alliance's merchants in Cyrodiil.

Death in Cyrodiil

If your character is killed by another player in Cyrodiil, you can return to life in any fortress of your alliance or in an advanced camp from among those that were not under siege or attack. Your equipment will not receive any damage.

If you get killed, click on the resurrect button ( Respawn) to determine all places available for revival.

Remember that other players can revive you by using filled soul gems. If you are killed and there are other players nearby, wait - maybe someone will revive you.

Campaigns

When you enter Cyrodiil, your character is assigned to a campaign, which will henceforth be referred to as your Home Campaign. Campaigns represent different copies ( instances) Cyrodiil.

To travel to Cyrodiil, press the key to open the menu " Alliance War", and click on the campaign icon on the right side. Right-click on the name of the desired campaign and select "Join Campaign" ( Enter Campaign).

Deployment of siege weapons

To deploy a siege weapon ( siege weapon), assign it to a fast slot and use it through the assigned slot. Yellow circles will appear on the ground in various places in which you can place a weapon. The appearance of a red cross means that placement is prohibited due to uneven ground or the proximity of another siege weapon.

Firing siege weapons

To aim your siege weapon, move your mouse left or right. To change the firing range and angle, move the mouse forward or backward. To shoot, press the left mouse button.

To exit the siege weapon control mode, press the key .

Rams

Rams ( rams) are used to break through the main entrance to the fortress, but they cannot be used on the secondary (side) gates. Rams can only be used near fortresses.

Once the ram is deployed, it must be carried by at least three players; In total, up to six players can participate. The more of them connected, the faster the ram moves and the more serious damage it causes.

Advanced camps

Advanced camps ( Forward Camps) are additional resurrection points for players. The principle of their placement is the same as that of siege weapons, but they cannot exist for a long time in one place or next to another camp.

Forward camps can be purchased from siege weapon merchants in fortresses and near gates, as well as the weapons themselves.

There is a configuration option on the Cyrodiil map that allows you to see the locations of your alliance's already deployed camps.

The enemy forward camp can be destroyed by approaching and pressing the key [E].

Transit shrines

Transit shrines ( Transitus Shrines) provide rapid travel between fortresses, gates and outposts, provided that communication between points of departure and arrival is permitted. Valid routes and destinations are highlighted on the map.

Fortresses and resources

Capturing and holding strongholds in Cyrodiil is a key strategy for winning an alliance war.

To capture a fortress, attackers need to hold out for some time near two flags inside the fortress. If you manage to resist, soon all the flags above the fortress will be replaced by yours as a sign of the transition to another alliance.

For more information about the benefits of owning fortresses, see the "Bonuses" section ( Bonuses) "Alliance War" tabs.

Repair

Fortress walls and gates and siege weapons can be repaired using the appropriate repair kits ( repair kit). To repair, move the mouse over the object and use the repair kit from the quick slot.

Fortress walls cannot be restored immediately after destruction - time must pass.

Elder Scrolls

Possession of the Elder Scrolls is strategically important for every alliance. If an alliance stores scrolls in a special temple or in some fortress on a scroll stand, then each involved player receives special bonuses from that alliance. For more information, see the "Bonuses" section ( Bonuses) "Alliance War" tabs.