Introduction to Alliance Wars. The Elder Scrolls Online, plot, races and alliances Alliances in the elder scroll online


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 sanctuaries ( Transitus Shrines) provide rapid travel between fortresses, gates and outposts, provided that communication between departure and arrival points 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.

Tales for future benders

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

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

In short, here is a sheet of text that can help newcomers to Elder Scrolls Online. Or interfere. Perhaps I won’t be too lazy, and I’ll dilute it with screenshots, illustrations and other crap, and it will cease to be just a sheet of text. But this is unlikely, because the purpose of this creation is to entertain me when I have half an hour free at work. Alas, the working laptop does not play decent games. Even 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 uncles of the most fair rules and receive 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. Race, name and appearance you can change at any time (focus on 1.5 thousand rubles), but there is no change in class or alliance. And it's unlikely to happen.

Choice of race and alliance

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

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

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

Class selection

Doesn't play a special role. Choose any one, play it at least to level 30. If you like it, leave it. In Tamriel, class does not limit your role, just as there are no restrictions on armor, weapons, etc. There are no class quests. These are just three skill trees, three ultimates and passives. You can play with absolutely anyone. There will be a difference, but the main thing is your feeling, and not whether the templar is steering or not. I could go the easy way, but I play as Knightblade. Why? I don't like the sea of ​​electricity (sorc), the sea of ​​fire (DK) or the shiny sparkling things (templar) scattered around. Calm special effects NB more nya.

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

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

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

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

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

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

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

About the characteristics

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

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

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

V.2. Control and Combat Basics

Main control

Nothing that was not shown to you during the Training.

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

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

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

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

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

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

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

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

Basic rules of combat

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

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

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

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

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

Basics of building construction

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

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

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

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

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

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

V.3. Vampire and werewolf subclasses

Briefly about vampires and werewolves

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

Both subclasses have their strengths and weaknesses.

Werewolves

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

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

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

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

Vampires

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

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

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

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

Transformation into a vampire/werewolf

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

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

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

Third, you need to complete a quest/test. They are as light as one another. If desired, you can cover it with a naked newborn character of the 3rd level. In short, to become a vampire you will need to kill 10 easy mobs, and to become a werewolf one medium-danger boss. The werewolf bosses change (there are 4 of them in total), but in general they are all easy, you will barely understand the controls and 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.). In cod you will receive a letter, but you can only pick up its contents by paying the attached receipt. Expensive things are not sent through cod because the commission depends on the amount of the requested payment.

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

Group and raid

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

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

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

Guild

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

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

Sometimes you may be required to pay a minimum of ** thousand weekly trading or membership fees. This is done to raise money for the sake of hiring a merchant. The number of merchants is strictly limited, as is their location. There are few of them, but there are many guilds. And every week the guilds donate as much as they can to the merchant they like. The one who gives the most money receives the merchant for a week, the rest receive a notification “your bid has been outbid” and the money spent. The cost of merchants varies from 150 thousand to 3 million and is more or less fixed, but there can always be a new guild with a ton of money.

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

Alliance

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

V.5. Tips for Newbies

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

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

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

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

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

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

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

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

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

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

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

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

12. Don't neglect your daily Crafting Writs. Make them without even investing points in studying materials, "from guano and sticks." The difficulty varies depending on how many points are in the first passive of each craft. They can order you lvl 1 clothes, or maybe lvl 160. The reward is about the same. Your goal is in Survey maps. They give access to clearings with a large number of resources containing large quantity materials than ordinary nodes. These cards are “unique” (you can carry a maximum of 1 in your inventory), so before completing vrits, it’s better to dump the unused ones into the bank.

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

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

V.6. Resource gathering and crafting

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

Crafting Equipment

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

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

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

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

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

Cooking

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

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

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

Alchemy

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

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

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

Enchantment

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

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

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

Making furniture

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

Craglorn

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

Home Economics

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

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

Types of houses

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

Rooms (15 medals, 1 trophy, 1 special item) are the smallest of the available houses. There are 3 of them in total, one for each alliance. You can get it for free by completing the Friend in Need quest with a character from the corresponding alliance, or you can simply pay 3,000 gold. Don't judge by the Dominion room, the other 2 are completely fine.

Apartment (50 furniture, 1 trophy, 1 special item) is the same room, but much larger in size. There are also 3 of them, one per alliance. They cost around 10-12 thousand in gold, and these are the most big houses, which you can buy for gold without completing achievements.

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

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

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

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

Medium and large houses are grouped together as Classic Houses.

Estates, also known as Estates (I haven’t bought a single one) - there are only 3 of them, each of which gives its own title. These are already entire palaces with vast lands. Cost around 4 million. In addition to the 3 main ones, there is a Cave in Craglorn for 13,000 crowns, available from time to time Fisherman's Island (yes, a personal island) and maybe something else.

(Special themes mean mounts, pets and assistants)

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

Where to get furniture from

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

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

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

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

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

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

Avant-garde literature for dummies

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

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

When you have absolutely nowhere to put your money

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

Among the conditionally useful, we can highlight crafting stations. If crafting stations for sets cost around 300-400 thousand each, then simple ones can be found for 50-60. There is no point in this, but what if you want to have a semicircle of all 6 crafting points to quickly complete the daily Crafting Writ by turning the camera? The Dye Station is also unlikely to be useful to you; it is not the most popular thing in the game.

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

The last one is Training Dummy, a doll for beating and measuring DPS. The cheap one has 3 million HP points and costs around 70-80 thousand. The expensive one costs around 180-200k, and it also has more HP. The doll is immortal and will be reborn if it does you will kill.

Furniture for donation, does it make sense?

None. Those. you can buy it if you want, but in general, nothing is sold for crowns that you couldn’t craft or find from guild traders. Furniture purchased for knons is tied to your account and cannot be given as a gift or sold when you get tired of it.

Guildhouse

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

Fun facts

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

Bad advice: NB build "Lazy Bum"

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

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

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

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

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

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

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

Mundus Thief. As you can see, I was focused not on damage, but on crits. With a 72.5% crit chance, the average DPS is around 10-12k. In combination with the associated HP of 5-6 thousand, this is enough for a normal life.

The second panel is the “thieves’ panel” (for completing the Thieves and Brotherhood daily sessions). She has Concealed Weapon (+20% to movement speed in stealth), Shadowy Disguise (stealth) and Mist Form (-75% to incoming damage, +30% to speed, immunity to control and holds, which is useful).

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

From a vampire I have a passive for the absence of a speed debuff when sneaking. Vampire + Concealed Weapon = you run in stealth. Really. The set gives enough stamina. Taking passives for regen makes no sense: stamina regen while moving in stealth does not work. Among other things, running in stealth helps a lot in Cyrodiil. Yes, the speed is not horse speed. But security is at the highest level.

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

Sleight of hand for dummies

Time for dark deeds

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

Basic knowledge is as simple as a stool:

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

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

Safe Hacking- what we all love so much.

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

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

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

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

Pickpocketing- requires certain skills.

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

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

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

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

Domestication- out of competition.

And by "out of competition" I mean "you have no competitors." Chests, safes and NPCs are common to everyone on the channel. Each person's cabinets, tables, bedside tables, bags and other rubbish are unique. Unlike safes, there is a high chance of finding “junk”, but there is also a chance of finding something worthwhile, like drawings for fittings. Blue drawings on the market may well cost 3-5-8 thousand.

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

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

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

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

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

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

Bonus information 2

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

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

Bonus information 3

All you need to remember is:
- There is no safe that cannot be robbed,
- There is no point in robbing hard-to-reach safes other than to stroke the ego (the loot is the same),
- Entering the thieves guild works like changing the location: all open doors are closed, all robbed bags are filled,
- DO NOT RESIST THE INTERNS IF YOU ARE IN THE BUILDING!!! You will not be able to open the door while you are in combat. There will be no button for this. The only exception is the thief (NightBlade) - you will need 3-4 invisa in a row until the “fight” stops and you can leave. You can try with a potion, but I didn't risk it.
- However, in a state of combat, it is possible to open doors/hatches to the thieves guild. If you are caught on the street, and the life-saving cover is within a sprint - go for it.
- You can escape from the guards by jumping into the water. They cannot swim or hook out of the water.

And may Luck be with you.

Theft by example

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

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

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

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

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

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

TES Online / Articles

~ TES Online: Alliance War ~

The sound of the drums of war is getting closer and closer, calling the brave warriors of Tamriel to the battlefield. Very soon, the Daggerfall Covenant, the Ebonheart Pact and the Aldmeri Dominion will collide in a devastating and merciless battle for control of Cyrodiil, the Imperial City, and with them the throne of Tamriel. What are the developers from Zenimax Online preparing for future players?

Role system

In The Elder Scrolls Online, each player will have to choose which of the three alliances to join. All alliances have their own history and pursue unique goals.

Daggerfall Covenant includes two provinces of northwestern Tamriel: the Rocky Lands and Hammerfell, home of the Bretons and Redguards. Additionally, in exchange for support, the Covenant offered the Orcs the opportunity to reclaim their ancient homeland of Orsinium. Working together, the three races have created a powerful alliance whose goal is to restore the Second Empire and return peace and prosperity to Tamriel.

Ebonheart Pact- the most shaky alliance of all, as it consists of former enemies who have become allies in the east and north of Tamriel. Nords, Dark Elves and Argonians from Skyrim, Morrowind and Black Marsh fight to restore the stability of the Empire and ensure their own autonomy.

Aldmeri Dominion united the three races of southern Tamriel: the Wood Elves of Valenwood, the Khajiit of Elsweyr and the heads of the dominion - the High Elves from the Summerset Isles. The goal of the Aldmeri Dominion is to stop the danger posed by humans and restore elven control over Tamriel.

Epic battles

In The Elder Scrolls Online, players will take part in perhaps the largest PvP battles in the history of online RPGs. The game engine supports the ability to simultaneously handle hundreds of players during the largest battle clashes. The ringing of steel, the screams of the wounded, the ominous light of spells and the bulk of the walls of besieged fortresses - who will survive these epic battles? Whose army will be able to win, and whose army will be forced to flee the battlefield?

Conquest of territories

Three alliances battle in the province of Cyrodiil, seeking to gain control of the Imperial City and, with it, the Ruby Throne of Tamriel. To do this, each alliance must capture as many strategic territories as possible, including well-fortified castles that give control over surrounding farms, sawmills and other valuable resources.

Battles are centered around these resources and fortresses. Control of certain resources will expand the alliance's influence in the region, helping it conquer the Imperial City and, ultimately, the Ruby Throne.

Control of the Elder Scrolls

Elder Scrolls are artifacts of unimaginable power that can help alliances in the battles for Tamriel, giving bonuses to each member of the alliance. Each alliance in Cyrodiil has a special fortress where their Elder Scrolls are kept. However, other alliances can lay siege to these fortresses and even capture the Scrolls if their defenses are not strong enough. Once the Scroll is captured, it must be transported across Cyrodiil and delivered to the fortress of the winning alliance. Once this happens, the bonuses from the Scroll will be applied to the members of this alliance.

Siege weapons

Winning battles for fortresses and resources requires more than simple steel. Alliances must use siege weapons to destroy walls, breach gates, and destroy the armies of their opponents. Everything from trebuchets and catapults to ballistas and rams is available for players to capture and can be used to level the walls of even the most impregnable fortresses.

Become an Emperor

In The Elder Scrolls Online, the top player in an alliance can be declared Emperor when their alliance gains control of the Imperial City. Therefore, in this game you are not just fighting for your alliance, you are fighting for the chance to become the Emperor yourself. The Emperor gains special abilities that greatly increase his strength on the battlefield. He is the true leader of his alliance, a force to be reckoned with.

The Emperor's power can be precarious. Will your alliance be able to hold all the castles needed to support your dominance? How long can you rule before some ambitious enemy overthrows you?

Participation in PvP

Player-to-player combat in The Elder Scrolls Online is fun, rewarding, and accessible to both veterans and newbies.

The fall of the Second Empire has left the throne of the Imperial City empty and all three alliances are now fighting for it. Whoever captures the Ruby Throne will be able to rule all of Tamriel.

The Elder Scrolls Online provides a temporary level-up system in PvP, so that not only high-level players, but also newcomers who have just begun to get acquainted with the game can enjoy large-scale battles. Once a character reaches level 10, he can take part in the battles for Cyrodiil along with the rest of his alliance.

The Elder Scrolls Online will include a ranking system and an achievement system. Players will be able to monitor their rating or the rating of their guild or alliance and compare them with the rating of other players.

PvP points and money.

By fighting for your alliance in PvP, players will earn points that will allow them to purchase siege weapons and other bonuses to support their allies in the heat of battle. Even if a player enters PvP for the first time, it’s okay. The same siege weapons and bonuses can be purchased with money earned in PvE.

Hi all. I am writing this guide for those players who have avoided Cyrodiil or have not yet decided to visit it. Although not everyone will want to spend their gaming time on an alliance war, it’s worth at least trying, since PvP is still part of “ESO” and is included in the subscription price. If you're hesitant to compete with other players or are new to the MMORPG genre, read on to learn what to expect and what to do when you arrive in Cyrodiil.

You can get to Cyrodiil after reaching level 10

Press the "L" key to open the Alliance War menu. Then go to the Campaigns tab and select which version of the war you want to take part in. Don't worry as you can change your home campaign at any time. In addition, you can enter other campaigns as a guest. The population of each campaign is displayed by indicators to the right of its name.

If you're worried about not being able to compete with other players if your character hasn't reached Veteran rank yet, remember that Zenimax Online is about to add campaigns specifically for low-level characters, as well as veteran-only campaigns. Blended campaigns, now standard, will also be available. In addition, the developers will gradually introduce a Champion Points system, which will increase the competitiveness of low-level characters.

I myself had two active characters below level 20 who took part in PvP. Of course, your level 30 hero in a one-on-one battle will not be able to compare with a VR5 character (unless you have excellent equipment, a good build, there is an element of surprise from stealth, and the opponent is inexperienced and does not wear the best armor and weapons), but war alliances are more than individual fights.

There is always a demand for healers. People who know how to organize sieges are valued. Some groups accept low-level characters into their ranks, but heroes of veteran ranks are still preferable, as they can withstand attacks longer and deal more damage.

Regardless of your level, role or class, you will be more or less useful in different situations. Therefore, find an activity that you like best and where your character can help others in some way (siege and defense of fortresses or participation in small assault troops). Low-level characters can follow large groups (they are most often called “zergs”), gain alliance points and gain combat experience in relative safety.

Get training.

It is quite short, allows you to practice and gives you a skill point.

By participating in the Alliance War, you earn Alliance Points

You also get regular experience points while traveling around Cyrodiil, but alliance points are a different matter entirely. Once in Cyrodiil and completing training, you receive the rank of Volunteer. The more alliance points you receive, the higher your character's rank becomes. Each rank is divided into first and second classes.

How to earn alliance points? Killing enemy players, helping to capture and defend fortresses, resources and outposts, completing quests issued at the main gates of the alliance, and so on. Official quests include: capturing and returning the Ancient Scrolls (issued by the General leading the alliance troops in Cyrodiil), reconnaissance in enemy territory, capturing resources and fortresses, as well as killing players of other alliances.

The last four types of quests can be obtained using notice boards at the main gates of the alliance. In addition to the points for killing players and capturing fortifications, you will receive additional points and equipment for completing the quest. There are currently 5 daily quests in Cyrodiil that involve killing enemy soldiers: kill enemy players (of any class), kill dragon knights, kill templars, kill wizards, and kill nightswords.

To complete alliance quests, you need to be present when the desired fortress or resource is captured, and also help kill players of other alliances. Reconnaissance is a single quest. To complete the quest to capture/return the Ancient Scroll, you can simply wait for others to do it. You are not required to attend this event.

There are many ways to gain alliance points in the game. As you continue to participate in PvP, you will gradually increase your rank from Volunteer to Tyro, Legionary, Veteran, Corporal and so on. At the same time, for transition to each new rank, even from 1st class Volunteer to 2nd class Volunteer, you will get a skill point.

Alliance points can be spent on changing the home campaign, as well as purchasing equipment and siege weapons.

Purchasing and using items for the Alliance War

Items used in warfare can be purchased from siege vendors located at the main gates of each alliance. In addition, such traders can be found in fortresses and near the flags of each resource (sawmills, farms and mines). From them you can buy such things as kits for repairing fortress walls and gates, siege weapons (catapults, trebuchets and ballistae different types) and forward camps. Some items can only be purchased for alliance points, others only for gold (for example, empty soul stones).

If you want to use boiling oil, siege weapons or repair kits, open your inventory, press the "Q" key to highlight all the items that can be placed in the quick slots. Then move them to one of the free slots.

Near the alliance gates there are mercenary traders from whom you can buy contracts and place NPC soldiers to protect fortresses and resources.

At the gate you can also find ordinary merchants, crafting stations and a bank.

Way and transit shrines

Once in Cyrodiil, you will find yourself on the territory of one of the two gates of your alliance. If you want to leave Cyrodiil, you will have to use a wayshrine, just like the ones you used to navigate PvE zones. One such shrine is located at each alliance gate, next to the transit shrine. There are no other wayshrines in Cyrodiil.

Transit shrines at alliance gates are marked on the local map with a shield symbol. They can also be found inside each fortress, but you will only have access to those fortresses that your alliance currently controls. The outposts also have transit shrines, but they are broken. Because of this, you can move to the outpost, but not from it.

Alliance gates are represented on the zone map by large shields along the edges of the province (northern and southern gates of Morrowind, eastern and western gates of Elsweyr, northern and southern gates of High Rock). Fortresses on the map are marked with an icon resembling a chess rook (tower). The outposts are much smaller and located between the fortresses surrounding the Imperial City.

In order to use the transit network, the paths between the point of departure and the destination (they can be seen on the zone map) must not be disrupted. If an outpost or fortress on your way is attacked, you will not be able to move through it. Enemy troops only need to capture all the resources around the fortress or launch an assault, and you will no longer be able to travel through it. The besieged fortress will be highlighted on the map yellow. Isolated fortresses are easy prey for enemy troops.

Buy a horse

This, of course, is not necessary, but it will allow you to move much faster. After all, the scope of the network of transit sanctuaries depends on the success of your alliance at the current moment.

Everyone dies (and quite often)

Don't worry if you die at the hands of other players. You will have to die a lot of times before you learn to survive on the field. In addition, such death gives you a chance to receive the Revenge achievement.

It's good to know that you can die twice in Cyrodiil different ways, which determine how your character will be reborn.

Cyrodiil has PvE and monsters that do not belong to any alliance. If your character falls in battle with them, everything will be as usual. You will respawn at the nearest wayshrine (that is, at your alliance gate). Plus, your gear will be slightly damaged. If you have a charged soul stone of the required level, you can be reborn on the spot.

If you are killed by another player or an NPC of one of the alliances (near fortresses, resources, outposts or alliance gates), you can only be reborn in one of the forward camps, in a fortress controlled by your allies or at the alliance gate. In addition, you can be resurrected on the spot by another allied player if he has the appropriate soul stone.

This is why forward camps near major battles are so important.

If you want to break through the fortress gates (which are made of wood), use a battering ram or guns with fire projectiles. If you destroy a wall containing a gate, do not shoot at the gate itself, but aim at the wall next to it. In this case, the most effective tools are those that throw stones.

It is useful for all beginners to know where battles most often occur, especially if you want to avoid them. Take for example the gap between the Chalman fortress and the Bleakers outpost, or between the Alessia castle and the Sejanus outpost, in particular the Alessia Bridge. Constant battles rage at these key strategic points, especially if there are many players in the campaign. Small assault groups can also hide here, hunting for lonely travelers.

Competition between alliances

Each individual player can earn alliance points, but alliances as a whole also receive points for control of fortresses, resources, outposts and Elder Scrolls.

Possession of Ancient Scrolls also gives bonuses to all alliance players. To capture the enemy scroll located in the temple next to the alliance gates, you need to capture the nearest fortress, after which the temple gates will open.

Players who want to receive the Emperor's crown must rise to the very top of the leaderboard of their alliance (score the most points). To crown their Emperor, the alliance must capture 6 key fortresses around the Imperial City.

For lovers of 100% completions

Even if you're not interested in the skill points awarded for ranking up in PvP, there are 45 skyshards to be found in Cyrodiil. If you want to get the Tamriel Expert Adventurer achievement, you will have to unlock the Pact Hero, Covenant Hero, Dominion Hero, and Cyrodiil Champion achievements. To do this, you need to unlock the achievements Bruma Adventurer, Cheydinhal Adventurer, Chorrol Adventurer, Cropsford Adventurer and Vlastarus Adventurer. These are the achievements of five cities located in the territories of various alliances.

To get achievements for cities, you need to complete several quests in and around them, as well as clear out the nearest cave. The risk of being killed by enemy players can be minimized by entering a sparsely populated campaign and, if possible, traveling in a group.

The same goes for collecting sky shards. However, 6 shards are located behind the alliance temple gates, so you will have to wait for the moment when the troops of your allies are going to capture the enemy scroll or assemble a large assault group yourself.

The drumming reached a climax, calling the warriors of Tamriel to the battlefield. The Daggerfall Covenant, the Ebonheart Pact and the Aldmeri Dominion will take up arms and fight for control of Cyrodiil, the Imperial City and the throne of Tamriel.

Featuring three-way PvP for control of Cyrodiil, The Elder Scrolls Online supports hundreds of on-screen players simultaneously in an open world. Capture, hold and manage the resources of huge fortresses. Use massive siege weapons to crush walls and break through fortified gates. Conquer the Imperial City, and the best player in your alliance may even become Emperor!

In The Elder Scrolls Online, get ready for the most intense PvP experience you've ever experienced in an online game!

System

In The Elder Scrolls Online, players choose one of three alliances. Each alliance has unique story and your goals.

The Daggerfall Covenant consists of two provinces of northwestern Tamriel: High Rock and Hammerfell, home of the Bretons and Redguards. The Covenant also offers the orcs the opportunity to return to their ancient homeland of Orsinium in exchange for their support. These three races have formed a powerful alliance whose goal is to resurrect the Second Empire and return Tamriel to its former peace and prosperity.

The Ebonheart Pact is the most tenuous of the alliances, consisting of former enemies turned allies in northern and eastern Tamriel. Nords, Dark Elves and Argonians from Skyrim, Morrowind and the Black Marsh want to restore stability to the Empire and ensure their own autonomy.

The Aldmeri Dominion consists of the three races of southern Tamriel: the Wood Elves of Valenwood, the Khajiit of Elsweyr, and the Pact leaders, the High Elves of the Summerset Isles. The Aldmeri Dominion fight to stop the dangerous machinations of the Humans and restore the dominance of the Elves in Tamriel.

Massive, epic battles

The Elder Scrolls Online features the most massive PvP battles that you could see in the largest online RPGs. The game supports hundreds of players on screen in epic battles. Swords and hammers knock out sparks, spells and incantations illuminate the earth and sky, fire rages on the besieged walls. Will you survive these epic battles? Will your army be able to capture the fortress, or will you be forced to retreat?

The Elder Scrolls Online can accommodate hundreds of players on screen at once.

Capture territories

Three alliances fight in the region of Cyrodiil, trying to seize control of the Imperial City, and with it the Ruby Throne of Tamriel. Each alliance must capture strategic territory from the other two, including huge fortresses with adjacent farms, sawmills and other valuable resources.

Battles are fought around these resources and fortresses. Control of certain resources will expand the influence of the alliance in the region and help gain control of the Imperial City, and, ultimately, the Ruby Throne itself.

Can you capture enough territory to gain control of the Ruby Throne?

Control of the Elder Scrolls

Elder Scrolls are artifacts of incredible power that will help the alliance in the ongoing struggle for control of Tamriel, granting bonuses to all members of this alliance. Each alliance has a special fortress in Cyrodiil, where their Elder Scrolls are kept under protection. But enemy alliances can break through and take them away if the defense is not organized correctly. If the Scroll is taken, it will need to be returned back to the alliance fortress. Only then will the scroll bonuses work again.

Capture the Ancient Scroll, protect it, and return it to your alliance’s fortress to receive the corresponding bonuses.

Siege weapons

Battles for fortresses and resources will require more than the clash of steel. Alliances must use massive siege weapons to break down walls, blow down doors, and wipe out enemy armies.

Everything from catapults to ballistas is available to players, allowing them to break down walls and demolish gates of even the most well-defended fortresses.

Become an emperor

In The Elder Scrolls Online, the highest ranked player in an alliance is crowned Emperor when that alliance gains control of the Imperial City. You're not just fighting for your alliance, you're fighting for the opportunity to become Emperor.

Emperors receive special skills that increase their strength on the battlefield. They are the true leaders for their alliance and a force to be reckoned with.

Will your alliance be able to defend all the fortresses necessary to maintain your dominance? How long will your reign on the imperial throne last before ambitious opponents overthrow you?

Participation and leveling

Player versus Player (PvP) in The Elder Scrolls Online is fun, rewarding, and accessible to any player, whether you're a PvP veteran or a new player with no experience in PvP games.

The fall of the Second Empire left a void in political life Imperial City, and three alliances fight for supreme power. Whoever holds the Ruby Throne will be proclaimed Emperor, and his alliance will rule all of Tamriel.

The Elder Scrolls Online features a combat leveling system that temporarily increases a player's combat effectiveness against higher-level players. Thanks to this opportunity, everyone will be able to enjoy the battles: both those who have never participated in PvP before and real PvP veterans. Players can join PvP after reaching level 10 without any worries.

Whether you're an expert or a novice, you can become a valuable member of your alliance, and perhaps even stake your claim to the throne.

Leadership and Achievement Chart

The Elder Scrolls Online has a leaderboard and an achievement system. Track your rank and compare yourself, your alliance and guild with your friends and enemies.

Points and gold

By fighting for an alliance in PvP, players will be able to earn points that will help them purchase siege weapons and other bonuses designed to help their allies in brutal battles.

Are you here for the first time? Don't worry - you can still earn siege weapons and bonuses! If you've never participated in PvP before and want to join, you can make an immediate contribution using the gold you earn in PvE in exchange for PvP points.