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Valorin Telvanni

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Joined: 01 Jun 2014
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re: Start into the game (no story spoilers included)

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Once you are done with the Tutorial you will be thrown into a vast world full of content. ESO is big, and my first advice for you is: take your time.

This is a guide for people who want to experience the game and like to do quests and enjoy exploring the zones while developing their characters. It's a guide for adventuring, not for grinding.

 

Questing

When you start into the game you are surrounded by questmarkers and I guess you are pretty clueless where to turn next. Well, cheer up! There is a system behind all those markers!

 

Quest types

 

Main Quest

Those have an own section in your questlog and once you reach a certain level, the mainquest will come to you, Vestige! You wont' miss it.

 

Guild Quests

There are three guilds you can, and should join: Fighters Guild, Mages Guild and the Undaunted. Each comes with an own skilltree. Fighters and Mages Guild have their own questlines which will continue zone by zone. Once you did the quest in the zone you currently are, you will encounter the next in the next one. These quests are mostly solo instances and scale to you current level. You can join all three guilds in your starting city. Guild quests have an own section in your questlog.

 

Zone questline

Each zone in the game has its own storyline, most of the times you will be sent to the next zone once you completed it. These quests don't have their own section in the questlog, which is why you might not notice when you are in the middle of it... Most are longer, connected to events in the zone and all of them tell a story that will lead you through that zone. Another hint: In the very beginning, if an npcs tells you that he wants ot take you with you to whatever other zone, go with him/her. That's where the zone questline begins in the starting zones.

As soon as you completed such a quest you will, most of the times at least, immediately get another one. Sometimes together with a free skillpoint.

 

Sidequests

They lurk everywhere and sometimes tell awesome stories.

 

Zones

Open up the map when you are not in a city or an interior and what you see is the Zone you are in. Starting zones are, depending on the Alliance you start in, Stonefalls, Auridon and Glenumbra.

Each Alliance has 5 main zones and 2 (1 for the Dominion) smaller zones. The mobs and quests in each zone are made for a range of levels, means, you should stay and finish a zone before moving into the next one (only exception is a quest in the very beginning of the game, which will take you to "Tutoral Island", the smaller zones. Do those first). Basically you can reach any main zone of your alliance by foot or by teleporting to another player (which can be done by rightclicking in your friendslist, guildroster or groupwindow and selecting "teleport to player"). But you shouldn't do that if you want to do quests, because the mobs there will kill you. Also, if you are not thorough in a zone and leave quests for later, they won't give you much experience anymore. The colour of a quest's name in your log is an indicator for that. Colours should be selfexplanatory.

Short version: Follow the quest which takes you to the small zones once you are through the tutorial, pick a zone clean of quests before moving to the next, don't lose the zone's questline.

 

Each main zone comes with...

...a number of delves (torch symbol). You will find a boss and a skyshard in each delve. Killing the boss will mark it as complete.

There is also one Public Group Dungeon in each main zone (cave entrance symbol). You can find a skyshard in there as well as a number of bosses. One of those is called the Group Challenge and grants a skillpoint on defeating it. A Public Group Dungeon also features one or two quests and you will receive a special trophy item on completion.

Group Dungeons (Gate symbol) are 4 player instances full of mobs and bosses. The quest in there grants a skill point. There are also veteran versions of some dungeons which feature and entirely different quest and harder bosses, but that's for much later in the game.

There are also 3 Mundus Stones (standing stones with a hole in it) in each main zoneswhich resemble the starsigns in Elder Scrolls. You can activate one of them for your character and will receive a permanent buff. Mundus Stone buffs can be changed easily by touching a different one.

You will also come across three set crafting stations (crossed hammer and chisel on a flame) which can be used to craft gear with special boni and benefits in case you have researched enough traits on an item to use them.

There are also wayshrines (err.. looks like a shrine thingie) which are used for fast travelling. You can anytime teleport to one for some gold, or just activate one and travel to another for free.

Scattered across the land are some points of interest which come as eyes, cave entrances and other symbols. Some belong to quests, others are just landmarks.

 

Skills and weapons and armour types

First things first: You will have enough skillpoints in the end, to buy everything you need with one characters. Not literally everything, but a lot. Also you will be able to reset skillpoints, attribute points and later Championpoints for gold and also for crowns. Race and Class are fixed so far. Also your character's appearance apart from her/his gear or by costumes/polymorphs/skins.

Active Skills can be divided into basically two types: stamina fueled and magicka fueled skills. Some exceptions from this rule are free to cast. In the beginning it doesn't matter much which ones you use, but you should decide if you do damage with stamina or magicka, because spelldamage and physical damage derrives from you max magicka/stamina.Class skills are magicka based, but some of their morphs are not. Skills level up by using them, which is also connected to your total experience gain. Turning in quests also help levelling up all the skills in your bars. Once a skill reaches lvl 4 and the bar is filled up again, you will be able to choose one of two morphs which changes or/and add different functionalities. Some class skill morphs also change a skill to stamina use.

Do not forget to also buy passive skills.

All weapons except staves are stamina based. Light armour is for magicka buffs, medium armour for stamina buffs, heavy armour for health/stamina buffs in a tough and tanky way. As soon as you reach lvl 15 you will unlock your secondary weapon slots which come with another bar of skillslots.

If you want the whole ride for a well informed start and "midgame" effectiveness, it's all here: A Beginner's Guide to Effectiveness

 

Where the skill points come from

Well, there are bees and flowers and... eventually you get one skill point each level, when completing a couple of zone questline quests and by collecting three skyshards. These are crystal shards you find in every zone. You can see them from afar by a column of light. Skyshards are fixed in their positions and you will find riddled hints for their locations in the achievements section. Hint: there is also one in each delve (torch symbols on the map). Each zone also has a Public group dungeon where you can grab another skillpoint by defeating the Group Challenge Boss there. Completing the quest of the zones Group Dungeon also grants a skillpoint.

As soon as you reach lvl 10 you can go to Cyrodiil, where the PvP is... Go there immediately, do the tutorial there and earn two more skillpoints.

 



Last edited by Valorin Telvanni on Feb. 29th, 2016 15:04; edited 2 times in total


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@Valorin: Valorin Telvanni, Nathyn Varo, Athelyn Demnevanni, Sings-to-Fiends, Clavius Cyprianus, Lily Lakeside (Casain Demnevanni, Horgad Whitefrost) @Valotex: Merarii Telvanni
Valorin Telvanni

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Joined: 01 Jun 2014
Posts: 93

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re: Start into the game (no story spoilers included)

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Starting

 

Do I need ... early on?

 

A mount

No, you don't, if you don't plan to head to Cyrodiil early and all you want is PvP. A mount is mandatory in Cyrodiil if you want to join a raid there. For questing it's just convenience and you might even run past a nice view. Only thing that really pays if you have a mount early, is, that you can start with riding training.

 

Buff food or beverages

Buff food enhances your Attributes for some time. The buff ranges from one attribute to all three at once, depending on quallity mostly. Beverages provide a regeneration boost in the same manner. And no, you don't need those early on. Food and beverages can be crafted via Provisioning by the way. There is also enough lying around everywhere though that's basically junk food, means: crappy buffs, but better than nothing.

Don't wonder about different food or beverage types having the same effect.

 

Enchantments and potions

Nice to have in the beginning, not necessary though. If you find glyphs just apply them to your favourite piece of gear. There is a destinction between armour, weapon and jewelry glyphs. Apply them by rightclicking gear, chosing enchant and picking a glyph.

Concerning potions you will find potions for your level if you kill mobs your level. Use them. No need for advanced alchemy in the beginning.

 

Things you want to start early with

 

Research

As far as I remember there is a tutorial now which tells you how to research traits on items. What it fails to clearly communicate with you is how frikkin' long it takes to research them all. The more traits you unlocked on an item the longer it takes to finish research on the next. the ninth trait takes about two month real time to unlock. You are able to research 3 traits at once for each blacksmithing, woodworking and clothing IF you have maxed out the research passive for a craft. There are 14 clothing items, 14 blacksmithing items and 6 woodworking items. You can research 9 traits for each item and only 3 of them simultanously. Do the math.

Fortunately the research timers do not stop when logged out.

 

Riding training aka horse feeding

Many people still say "horse feeding" which was acurate back in the days, but they changed the system and since you now train your character and not your mount anymore, "Riding training" is the correct term.

As soon as you have a mount, train Riding Skills. Those are Speed, Stamina and Bagspace. You can apply one point on one of those "skills" and then suffer a cooldown of 20 hours. Points cost a fixed amount of gold and Riding Skills are the same for every mount this character rides. Speed does what it says, Stamina determines how long your mount can sprint and also, how fast you are knocked out of the saddle if you are attacked while riding. Bagspace simply enhances your character's bagspace, mounted or unmounted. Each Riding Skill can me trained to a maximum value of 60.

 

Gear

In the beginning your gear is crap of course. You can wear gear you loot from enemies. Try to stick the armour type your character needs (light for magicka users, medium for stamina damage dealers and heavy for tanks for a start). It may not be much of a difference in the beginning but you start levelling up armour types.

An alternative for pickup gear is crafting it yourself. Every character is able to craft gear for the lower levels, you just need the materials.

Another alternative, one that is much too easy and effective in my opinion, is stealing. Stolen gear always scales to your level and on top it looks better most of the times. Don't wonder if your level 4 armour looks like high end gear. You will also have a hard time finding belts and light jerkins, but the rest should be available on the market. Just don't get caught.

 

Crafting

First things first again: we can't craft jewelry.

 

The three gearcrafting crafts

I will not go so far and explain the whole crafting system here, just the basics.

There are three crafts in the game for crafting gear. Those are:

- Clothing, for crafting light and medium armour

- Blacksmithing, for crafting heavy armour and all melee weapons

- Woodworking, for crafting bows, staves and shields

For those three you can also learn crafting styles which come in Motif Books. The blue ones are for the main races in the game (except Imperial) and are pretty common and not expensive. They can be found in many containers. Purple Motif Books are harder to find, more expensive and exotic. Imperial style is a golden Motif Book which is hard to find and still pretty expensive. Many non-basic Motif Books come page by page. Gotta catch em all!

Prices vary depending on the latest fashion and dropchances of course, but don't fall for scammers who want to sell blue motif books for astronomical prices, which start at 500g or something at the moment. Blue Motif Books are giveaways or about 200g or so.

A little hint: when you are in a Dwemer Ruin, loot every single container you find. Apart from alchemical water and junk you can find blue motifs and parts from the Dwemer Motif Book in there. And I bet also a few more surprises.

Raw materials for those crafts can harvested in the game world (wood, frabric and metal by nodes, leather by killing certain animals). Those have to be refined though. 10 pieces of raw material can be refined to a smaller amount of refined material and you also might find items like tempers while doing so. Refined material can also be gained by deconstructing items or by buying them from other players. Since stolen items match your level, you can farm these materials by stealing items and deconstructing them. Different zones have different raw material nodes/drops. You won't find anything else but the iron, jute, maple and rawhide scraps in the starting zone for example.

 

The three others

- Provisioning is used to "craft" buff food and beverages. In order to do that you have to find recipes and ingredients. Loot lots of containers everywhere or take a look at guildstores. Some ingredients can also be bought at the local grocer.

- Alchemy is used to craft potions which replenish attributes, buff up different stats, apply effects like invisibility and speed and well, also to kill yourself... Potions have positive effects, but can also have negative ones, which are avoidable though. Each reagent has four traits, which can also be negative. If you mix reagents the matching traits become an effect of the potion. The water you add determines the potion's level.

Reagents can be found everywhere in the game world. Some of them can be sold to other players for a nice amount of gold. Collect and sell these for some starting gold. Columbine, Cornflower, Bugloss and Lady's Smock come to my mind.

- Enchanting! It's crafting glyphs. In order to craft a glyph you need three runes of different types. The Aspect rune (round, red farming node), which determines the quality of the glyph, the Essence rune (trapeze, yellow farming node) which determines the effect, and a Potency rune (square, blue farming node) for determining the level and if the rune adds (e.g. elemental damage) or subtracts (e.g. attribute leech) something.

Hint: if you find a Kuta (which is a gold quality Aspect rune), do not give it away easily. Keep it for your later high end gear or sell it for about 8k (at the moment at least).

There are glyphs for armour, weapons and jewelry. Which type a glyph is, depends on the Essence and potency runes used. Once applied an enchantment can be changed by just applying another glyph. Weapon enchantments are the only ones that need to be charges regularly. This is done by filled soulgems (which are also used to revive your character). Rightclick the weapon and select charge.

 

 

 



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@Valorin: Valorin Telvanni, Nathyn Varo, Athelyn Demnevanni, Sings-to-Fiends, Clavius Cyprianus, Lily Lakeside (Casain Demnevanni, Horgad Whitefrost) @Valotex: Merarii Telvanni
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