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Hugh's Curse treasure map 1. Thieves Guild Guide: Interesting places


Armory


Bank- Banks are special places owned by bankers. They will give you access to your bank (banking space), in which you will be able to deposit items that you may need later, such as crafting materials. If you have access, the banker will also provide you with services to use the Guild Bank and Guild Store. If you have multiple characters, then each character will use the same banking space.

Bank updates
To get additional banking space (increase the number of slots), you must visit the bank and pay the banker a certain amount of gold. Each new update will increase your banking space by ten slots. The initial banking space consists of sixty slots.

Caravan


Tailor- Clothiers are merchants who will sell you unknown light and medium armor, as well as some crafting materials. Many tailors can be found in forges, but few manage to run clothing stores on their own. Not to be confused with clothing merchants.

Asylum Dark Brotherhood - The Refuge of the Dark Brotherhood is the habitat of members of this organization in Cyrodiil, its headquarters. Located under an abandoned house in the east of Cheydinhal. The Count of Cheydinhal is aware of the existence of the Vault, but threats and bribes have taken their toll, and now the Count turns a blind eye to it. The entrance to the Vault is located in the basement of the house; only those who know the password can enter it. There is another entrance, through a well in the backyard of an abandoned house, but only experienced members of the Brotherhood can use it.

The inside of the Vault looks like one of the many ruined forts in Cyrodiil. The shelter is quite simple, it is very difficult to get lost in it

Painting station- Dye Stations - places where you can find dyes to change the color of your armor.


Enchanter- These shops usually contain enchanting tables and salespersons called sorcerers. Some of the Enchanters are in the room with the pharmacies.

Fighters Guild- A guild of mercenaries who perform a wide range of services for those who are willing to pay.

The Fighters Guild is an organization of mercenaries that can be found throughout Tamriel. To gain reputation with them, the player must destroy several Dark Anchors or Daedra, as well as various undead. Having a good relationship with the guild gives the player many benefits, including new skills and abilities.

Interior dealer- Furnishers are traders who offer large selection items for your home. They can usually be found in stalls in market squares and inns, but few have their own stalls.

Guild kiosk- Guild Kiosks are located throughout Tamriel. These shops are staffed by guild merchants, offering items from various guilds. Most of the kiosks are located near the wayshrines.

Hotels- Hotels (orig. Inns) - places where you can buy food, meet people and listen to bards.


Mages Guild- The Mages Guild is an association of public organizations dedicated to teaching the magical arts. Its offices can be found throughout Tamriel. In order to gain reputation for the Mages Guild, the player must bring the books they have lost from Shalidor's library during the game.
Each historical book found adds five points to the hero in the qualifications of the Mages Guild line. After accumulating a certain number of points, you may be awarded a guild title. Good relations with the guild will help the player gain new skills, perks and abilities. Quests through the Mages Guild are directly related to the Daedric Prince of Madness Sheogorath.

Museum- Museums are a feature that appeared in the game's DLC areas. Although they are not tracked like regular quests, each museum has a list of related tasks that must be completed in order to complete all of the museum's collections.

Markets- They include only general retail areas where there are several retail spaces.


Retailer


Criminals Haven- Outlaws Refuges Each refuge will contain: two buyers of stolen goods, a loan shark, a merchant and a guild merchant. (You can escape from justice)

Sanctuary- Rededication Shrines give the player the opportunity to reset attributes and skill points for a fee of 50 gold per point.

  • Shrine of Akatosh makes it possible to redistribute your character's attribute points.
  • Shrine of Auriel
  • Kin Sanctuary makes it possible to redistribute attribute points.
  • Sanctuary of Stendarr
  • Sanctuary of Stun will give you the option to reset either all of your skill points or only the points spent on their morphs.
  • Sanctuary of Mara can be used to perform the Ritual of Mara. They can be found in large populated areas in the first and second zones of each alliance.
  • The Thieves Guild is a criminal organization of robbers and thieves operating throughout Tamriel. The guild is based at Aba's Wharf in Hugh's Bane, on the southern coast of Hammerfell. Like any merchant guild, the Thieves Guild is a professional organization, except that thieves, robbers, pickpockets and other enterprising “servants of the law” are considered professionals there.

    The guild has three main rules: do not rob your own, do not kill your own, and do not rob the poor. At certain points in Tamriel's history, they were expelled from the guild for this. Typically, the guild has the resources to bribe officers, sell stolen goods on the black market, and maintain a network of informants.

    Story

    About thieves' honor

    Our guild is like all the others. We have our own requirements for those wishing to join us. If you want to climb the corporate ladder, we have our own standards.

    Do you want to be nimble and fast? Do you want to be able to sneak up unnoticed? Want to learn everything about security - about locks, traps and how to get around them. You want to protect yourself. You travel light. you wear light weapons, such as daggers and short swords. You don't want to get into a fight, so carry throwing weapons with you - bow, crossbow, darts. You wear light armor to maintain agility and speed.

    Fragment from the book by Arnie the Writer

    The Thieves Guild gathers and trains those who are secretive and gloomy by nature. Although by definition the guild's members are criminals, local authorities throughout Tamriel allow the guild to exist as a "crime regulator" as it does not tolerate competition or any egregious behavior among its members (not to mention , that the authorities get a lot by collaborating with such organizations).

    The Thieves Guild, like any other guild that sells or exchanges goods, consists of professionals, if you count robbers, swindlers, thieves, pickpockets, and smugglers as professionals. They usually do not have public meeting places, although sometimes guild members may meet in a safe location, such as a tavern or inn. It is normal for a guild to have rules, such as guild members not robbing other guild members, killing while robbing, and stealing from the poor.

    The current state of the Thieves Guild (at the time of action The Elder Scrolls Online ) is extremely unfortunate: the guild lost its leader during one of the unsuccessful treasure hunts to the tomb of Hugh’s Curse. On top of everything else, the guild has been attacked by an organization that calls itself the Iron Wheel, eager to rid the world of the guild. Players will have to face the danger head on and help the guild return it to greatness, playing an important role in its “resurrection.”

    Joining the Thieves Guild

    You can join the Thieves Guild if you take the task in the add-ons section (in the collections menu, key [G]) or by going to any thieves' hideout, where you will meet Quen, who will offer you a contract. You will need to go with her (the sending location depends on your alliance: Woodhart, Wayrest or Windhelm) to steal the skull of Giovessen, but your task will be unexpectedly interrupted, and what to do next is up to you. After completing this task, you will be considered a member of the Thieves Guild and begin to restore its power by investigating the case of the Iron Wheel.

    Thieves Guild Abilities

    The Thieves Guild has no active skills, all skills are passive. They will help the character avoid a fine or reduce its cost, as well as increase the price of the stolen goods sold. There are also some passive skills that can help you out sometimes, such as Clemency, which allows you to use Pardon once a day if you get caught by a guard.

    Icon Name Level Type Description
    Finders Keepers 1 Passive Thieves' hiding places are hidden throughout Tamriel. Only members of the Thieves Guild can open them.
    Swiftly Forgotten 2/5/8/11 Passive Every 3 minutes the penalty is reduced by units Every 3 seconds, suspicion decreases by units
    Haggling 3/6/9/12 Passive Increases the price of stolen items sold to a fencer by %. Does not affect laundering.
    Clemency 4 Passive If you are caught by a guard, you can use Pardon once per day. In this case, the guard will not arrest you and will not take your fine or stolen goods. Additionally, guards will not harass you for 1 minute after using Pardon unless you commit another crime.
    Timely Escape 7 Passive When you are fined and you are in battle in a city that has a criminal hideout, there is a chance that a bandit will come to your rescue. Interact with him and he will teleport you to the nearest hideout.
    Veil of Shadows 10 Passive Reduces detection radius by witnesses and guards by 10 %. Now witnesses will notice crimes less often, and guards will not pester you until they get close enough.

    Reputation

    All guilds use reputation to level up. The reputation of the Thieves Guild is earned by completing various tasks and contracts for the guild. Majority story missions give 10, some give 20. Small contracts from the board give 5, while fully completed contracts give 20.

    Rank Reputation required
    for next rank
    Total reputation
    for rank
    1 10 0
    2 25 10
    3 30 35
    4 30 65
    5 35 95
    6 40 130
    7 40 170
    8 40 210
    9 50 250
    10 75 300
    11 100 375
    12 - 475

    List of Kari

    Kari's Wishlist

    Attention, our fresh blood! In the past, members of the Thieves Guild have proven themselves to be the best by stealing the rarest and most valuable treasures they can from many of Tamriel's most powerful individuals. But right now we REALLY don't need to attract that kind of attention from them. Seriously.

    However, the guild master believes that it is very important for you to hone your skills and stand out, so I have compiled a catalog of such unique items, because of which no one will send an army to take it back. Look for them. Steal them. Bring them to the Lair as proof of what you did.

    Kari's wish list contains a certain amount legendary treasures, which can be stolen and placed in a visible place in a thieves' hideout.

    To find these items, you will need to go to a specific region and try to find them using the given clue. Below you will find a list of items and their locations. The items you are looking for are unique treasures listed under the "Relics" type. They are distinguished from ordinary treasures by their golden name.

    These items cannot be sold, and if you are caught by guards while you have such an item in your luggage, it will be confiscated and returned to its original location.

    Please note that these items may not always be found in a specific location, depending on how long ago another player stole the item.

    Zone Item Location
    Desert Alik"r Divad Hunding's Dribble Bowl On the table in the reception area on the first floor of the Sisters of the Sands Inn in Sentinel.
    Auridon Prince Naemon's Coronation Decanter In the basement of the Skywatch Mansion, when entering the throne room, turn left and you will find it on the dresser opposite the fireplace.
    Bangkorai Yokeda Sesnit's Paperweights In a second floor bedroom at the Anchor Point Inn in Evermore.
    Deshaan King Dumac's Royal Latrine Cloth Roll Go through the center of Mournhold to the doors on the north side with the large red Ebonheart Pact banners on the other side. Open the chest in the left corner of the bank.
    Eastmarch King Jorunn's Automatic Cheesewheel Vivisector On the ground floor of the Mages Guild in Windhelm.
    Glenumbra Raven Direnni's Inflammable Rug Inside the storage chest, it is located along the wall in the kitchen of Daggerfall Castle.
    Grathwood Burial Mannequin of Calarthor Camoran Enter the Altmeri Embassy in Elden Route. The item is on the lower floor inside an unsealed urn in the southwest corner.
    Greenshade Set of books by Treeman Niriel “Living Plant Clothes” On the top floor of the Mages Guild in Marbruk, lying on the table.
    Hugh's Curse Prince Hubalajad's Trash Urn Located in the corner inside the bank of Aba's pier.
    Malabal Tor Firgarion Bard's detuned harp On the ground floor of the Mages Guild in Velin Harbor.
    Mark of Death Darlok Bray's Wool Spittoon On the ground floor of the Mages Guild in Rol'ha.
    Rift Ysgramor's Sload-Skin Wine Sack On the top floor of the Fighters Guild in Riften.
    Rivenspire Love Letters from the Indifferent Princess Rayelle Found in an ancient chest on the ground floor of the Shornhelm Fighters Guild. Enter the guild and turn right; item in the first room on the right.
    Shadowfen Shaman Chirah's Devotion Shovel In the smallest Hist tree in Stormhold.
    Stonefalls Akaviri Armistice Banquet Tray At the base of the Hissing Guar in Cragenmoor.
    Stormhaven King Farangel's Unpublished Ode to Wayrest Found on the table in the left room of the Wayrest Mages Guild Hall.

    Hugh's Curse


    Hugh's Curse(Hew's Bane) is a region located in the boot of Hefrem. This region is named after Prince Hubalajad, or "Prince Hugh", who tried to bring civilization to this corner of Hammerfell in the early days of Ra Gada. He found no life in this ethereal hostile peninsula; scorching heat and seasonal floods made this region unsuitable for rural work. Despite all his efforts, Prince Hugh was haunted at every step, and almost all his endeavors ended in failure.

    This region is available to players who own the Thieves Guild expansion pack or are ESO Plus subscribers.

    The player will have to explore Hugh's Curse largely on their own, as Thieves Guild quests rarely require you to move around the entire region. There are two new group bosses in Curse: Ko Estaran, where players will have to defeat a lamia, and Slave Cove, where the slave traders have found their home. There are also two excavations: Barahi Gloom and Shark's Teeth Grotto.

    Daily tasks for group bosses and clearing raids can be completed by picking up a contract on the wall near the entrance to the thieves' hideout.

    Moreover, this is the first region to add the 12-person Challenge:

    The hot sands and clear waters of southern Hammerfell await you, hero. Learn about the rich history Hew's Bane and its main attractions with our guide to the location of the Thieves Guild expansion.

    Travelers to Hew's Bane And Abah's Landing must be extremely careful - watch your wallet, because pickpockets, thieves and swindlers call this corner of Hammerfell their home. Or don’t pay attention - these are your coins, after all. Looking for the Thieves Guild? Believe me, they will find you themselves.

    Hew's Bane

    1. Abah's Landing
    2. Shark's Teeth Grotto
    3. Bahraha's Gloom
    4. No Shira Citadel

    Hew's Bane

    When, haunted by misfortune, Prince Habalajad ( Hubalajad) moved to southern Khafrem with the aim of developing new lands, he discovered a barren peninsula, unsuitable for life - scorching heat, brackish water and soil unsuitable for crops. Two millennia later, little has changed. Seasonal rains and poor drainage lead to constant flooding. Only the most resilient representatives of flora and fauna survive. The rocky, treacherous terrain is suitable only for bandits lying in wait for lonely wanderers. Despite all efforts, "Prince Hugh" failed - this land did not want to give in. Once known as Khafrem's Boot, it is now called Hugh's Curse (Hew's Bane).

    Abah's Landing

    Aba Free Port ( Abah's Landing) has existed since the time of Prince Hugh. Since then, the slums around the construction of the No Shira Citadel ( No Shira Citadel) have become a bustling city through which the wealth of Abessia flows ( Abecean). The secret of his wealth is an agreement made hundreds of years ago between the city's powerful merchant lords and the pirates of the Sea of ​​Abesse ( Abecean Sea). Simply put, any stolen goods brought to the port of Aba are bought without question. Thanks to this lucrative arrangement, the city has grown beyond its resource limits and constantly requires food imports to survive. Although the merchant lords try to outdo each other with elaborate mansions, none of them lay claim to the luxurious Habalajad Palace ( Hubalajad). According to legend, anyone who acquires this palace will lose their luck, just like Prince Hugh.

    Shark's Teeth Grotto

    This secret grotto has long served as a secluded place for those who wish to be out of reach of the merchant lords. Since the grotto is constantly flooded, its inhabitants built their homes on the upper tiers right within the walls of the grotto. It is unknown who began the construction of the unfinished temple right in its depths, but many speculate that it was one of Prince Hugh's follies. The grotto often changes its “owners”; rarely more than one generation passes until new residents displace the old ones. The Shark Teeth Gang claimed the grotto as their home last year and the merchant lords of Aba Port have yet to update their maps.

    Bahraha's Gloom

    A poorly hidden secret in the heart of Hew's Bane is the sealed tomb of the Magnificent Bahrakha ( Magnifico Bahraha). The treacherous uncle of Prince Hugh, he tricked his hapless nephew into building an elaborate family tomb. In it, Baraja and a sect of necromancers practiced their dark rites on the unfortunate inhabitants of the port of Aba. When their crimes were revealed, Prince Hugh ordered his uncle to be walled up forever in a tomb. He and his followers were imprisoned with little food and water while the Yokudan priests sealed the entrance. To this day the seals are preserved.

    No Shira Citadel

    Prince Habalajad's first major attempt to bring Yokudan civilization to southern Khafrem was the construction of an extravagant fort to overlook the Sea of ​​Abessinia. From here, powerful siege weapons could protect the natural harbor of Abah's Landing from enemy ships. But, unfortunately for Prince Hugh, constant floods and weak foundations caused the natural destruction of walls and buildings. Thus, ultimately, the citadel served as a temporary shelter for two millennia for bandits, the imperial legion, merchants and even a traveling circus.