Elder Scrolls Online Farming Locations

The zones of Tamriel, excluding DLCs.
- For other uses, see Locations.
Locations are various places in The Elder Scrolls Online of varying role, design and purpose. Locations include such places as events, cities, towns, services, ruins, dungeons and more.
Types [ ]
General [ ]
Battlefields [ ]

- Main article: Battlefields
Battlefields are locations throughout Tamriel in which a historic conflict was fought or is an active area of battle. Historic battlefields, such as Glenumbra Moors, serve as the site of a battle oftentimes pivotal to the events of an associated quest. Others, such every bit Vivec's Antlers, are places that are subject to an ongoing battle.
Beacons [ ]

- Main article: Beacons
Beacons are tall structures throughout Tamriel used variously for navigation and defense. Beacons such every bit lighthouses can be found along the coasts of diverse zones close to coastal cities and towns, while beacons such equally watchtowers can exist found along borders. Some locations, such as Greenheart with Wilderking Court, are considered beacons since they feature prominent towers.
Camps [ ]

- Primary article: Camps (Online)
Camps are small settled areas that serve as temporary holdings for their residents. Camps may be part of a mobile military strength or civilians such as those displaced by war or hunters, bandits and wilderness laborers. Camps may either be neutral to the Vestige, even offer services, or may be populated by enemies.
Caves [ ]

- Main article: Caves (Online)
Caves are subterranean structures throughout Tamriel. They are distinct from Delves and other dungeons equally they may or may not accept associated quests or even any inhabitants. Caves as well include artificially dug structures and secluded locations away from civilized areas.
Cemeteries [ ]

- Master article: Cemeteries
Cemeteries are locations throughout Tamriel in which the dead are buried or otherwise interred. They are singled-out from crypts in that they are less structured and typically do non include extensive interiors. Cemeteries may include graveyards and simple burial monuments.
Cities [ ]

- Main article: Cities (Online)
Cities are major settlements that feature a broad range of services. They are highly urbanized with a larger than average population of residents. Cities volition always feature diverse facilities and services including crafting stations, merchants and guild traders. The story quests of many zones often eye effectually its cities.
Crypts [ ]

- Principal article: Crypts (Online)
Crypts are locations throughout Tamriel used to inter the expressionless, and are more elaborately congenital than cemeteries. They often include extensive interiors and sublocations and are used as the burying sites of those expressionless who were more prominent and powerful in life such as those belonging to royal families.
Daedric Ruins [ ]

- Main article: Daedric Ruins (Online)
Daedric Ruins are structures throughout Tamriel that were built for the Daedra, commonly in worship to a detail prince, and are constructed in the typical Daedric architectural style. Daedric Ruins serve as a type of Point of Interest in which cocky-independent quests are featured.
Nighttime Anchors [ ]

- Main article: Dark Anchors
Night Anchors, known also as Dolmens and classified as 'World Events,' are ritual sites where the Worm Cult performs sacrificial rituals to summon Dark Anchors from Coldharbour. Once activated, the Dark Anchor will transport invading Daedra that must be defeated. Each round allows a pinion to be activated leading to a last boss that, once defeated, will let the Anchor to be destroyed.
Docks [ ]

- Main commodity: Docks
Docks are coastal locations, normally virtually or side by side to populated areas that facilitate trade and travel via bodies of water beyond Tamriel. Some Docks feature boatswains that can be used to travel to zones closely connected across bodies of water. Docks may serve as Points of Involvement with self-independent quests.
Dwemer Ruins [ ]

- Main article: Dwemer Ruins (Online)
Dwemer Ruins are largely subterranean city-like structures left past the Dwemer since their disappearance. Near all Dwemer Ruins will incorporate left-behind hostile Animunculi. Dwemer Ruins will always be associated with another quest or serve as its own Signal of Involvement with a self-contained quest unrelated to whatever others.
Elven Ruins [ ]

- Principal commodity: Elven Ruins
Elven Ruins are structures constructed by the ancient Aldmer, Altmer and Ayleids. These ruins prevarication deserted by their original owners or are occupied the undead or outlaws. Such ruins can be found in all parts of Tamriel, but near prominent are those belonging to the Ayleids plant from Black Marsh to Hammerfell.
Farms [ ]

- Primary article: Farms (Online)
Farms are agricultural areas with a small population and few structures. They often characteristic vast farmlands and pastured animals. Many Farms marked on the map are Points of Interest or are associated with an external quest. Farms that are non marked on the map will not normally exist pregnant to whatsoever quest.
Gates [ ]

- Principal article: Gates
Gates are defensive structures typically congenital on the borders of zones or provinces. They may either be guarded by local soldiers or deserted and defunct. Gates may exist related to an external quest or have their own equally a Point of Interest. Gates outside of Cyrodiil are distinct from those within as Gates in Cyrodiil serve a strategic purpose in campaigns.
World Bosses [ ]

- Principal article: World Bosses
World Bosses are locations throughout Tamriel that characteristic a hard dominate to defeat. Bosses may have unique mechanics and abilities or be typical of a regular enemy grade, and volition always have significantly more health and deal more impairment than any other enemy in the zone. They are comparable in difficulty to normal level Group Dungeon bosses. Bosses volition driblet particular sets associated with the zone they are located in when defeated.
Groves [ ]

- Main article: Groves (Online)
Groves are floral areas of significance throughout Tamriel. They are typically natural places with features distinct from their surrounding environs. Groves may include forested areas, marshes, bodies of h2o, and areas with unusual geography. Groves oftentimes serve as Points of Involvement with self-independent quests.
Houses [ ]

- Main article: Housing (Online)
Houses are locations that are bachelor to the Vestige to purchase with or
and tin can be either furnished or unfurnished. They have diverse thematic architecture and environments, and vary in size from unmarried rooms to extensive manors. Houses can be decorated with crafted or bought furnishings likewise as collectible items.
Keeps [ ]

- Main article: Keeps
Keeps are fortified locations throughout Tamriel. They tin can be both military structures for defence, though separate from Gates, as well as noncombatant populated areas with heavy fortifications such as Southpoint. Keeps outside of Cyrodiil are fundamentally different from those in Cyrodiil equally they do non have whatever strategic value to any campaign and are non-destructible.
Mines [ ]

- Main article: Mines (Online)
Mines are locations throughout Tamriel used past various settlements to extract minerals and other resource. They are frequently Points of Interest with associated quests and are similar in design and layout to caves.
Mundus Stones [ ]

- Chief article: Mundus Stones (Online)
Mundus Stones are standing stones Tamriel that give the Vestige a passive bonus in one case activated. The effects practice not expire, only only one can be acquired at a time. There are thirteen bonuses corresponding to the thirteen birthsigns and each Alliance area has all thirteen stones within their zones. Cyrodiil also has all thirteen throughout the map. Functional Mundus Stones can be purchased with as furnishing for houses.
Museums [ ]

- Main article: Museums
Museums are unique locations that serve as displays for special thematic items collected by the Vestige. Museums include the Firm of Orsimer Glories, Business firm of Histories, and Bards College, each is associated with a quest to observe and restore items to the museum.
Ruins [ ]

- Main commodity: Ruins (Online)
Ruins are defunct structures abandoned by their creators. Regular Ruins are distinct from Daedric, Dwemer or Elven Ruins as they are more generic and non universally associated with any detail civilization or architectural style. Ruins may exist inhabited by enemies and besides serve as a Bespeak of Interest with an associated quest.
Set Stations [ ]

- Main article: Set Stations
Set stations are locations throughout Tamriel that include a blacksmithing station, clothing station, woodworking station, and jewelry station. Distinct from generic crafting stations, Set Stations are used to craft items equally office of a item prepare with unique furnishings. Crafted sets can be made in whatever style, material and trait only equally any crafted detail tin can be. Set Stations are frequently establish in the the wilds of zones rather than populated areas.
Sewers [ ]

- Main article: Sewers
Sewers are subterranean locations typically connected to and running underneath a urban center or other populated area. Sewers are typically Points of Involvement with an associated quest and may be populated with enemies. Although Outlaws Refuges may take the appearance of sewers, they are not classified as such. Cities such every bit Elinhir, Grahtwood and Mournhold have extensive sewers.
Hit Locales [ ]

- Main article: Striking Locales
Striking Locales are unique places throughout Tamriel that feature interesting vistas and places or notation. They are not Points of Involvement, equally they do not have self-independent quests and simply serve equally ambient locations to the zone. Striking Locales vary immensely from natural formations to created structures with singled-out features.
Towns [ ]

- Principal commodity: Towns (Online)
Towns are small populated locations throughout Tamriel. Although they are considerably smaller than cities, they often feature some services and merchants including bankers and crafting stations. Like cities, towns volition be guarded just will not have an Outlaws Refuge to escape to. Towns are Points of Interest and will have at least one associated quest to complete.
Wayshrines [ ]

- Master article: Wayshrines (Online)
Wayshrines are small locations characterized by a pillar with blue flame covered by a square pergola. When out of combat, the Vestige can use a wayshrine to travel to any other discovered wayshrine for gratuitous. Wayshrines can likewise be traveled to from any other location for a fee. When the Vestige dies, they can resurrect freely to the nearest wayshrine.
Merchants, stations and stores [ ]
Alchemists and alchemy stations [ ]

- Main article: Alchemy (Online)
Alchemists are merchants that sell potions, poisons, reagents and solvents. Like all merchants, alchemists will buy whatsoever sellable item for the same price every bit other merchants and will repair damaged armor for a fee.
Armorers [ ]

- Main article: Armor (Online)
Armorers are merchants that sell various pieces of armor and weapons including shields as well as random item containers. Like all merchants, armorers will buy any sellable item for the same toll every bit other merchants and will repair damaged armor for a fee.
Banks [ ]

- Principal article: Banks (Online)
Banks are services offered by some characters that allow the Vestige to store items and currencies. Characters associated with the same business relationship are able to access any items and currencies stored in the bank. All banks share a universal inventory, are inaccessible to others, and have their own chapters limit divide from regular bag space that can exist upgraded individually.
Boatswains and caravans [ ]


- Main article: Travel (Online)
Boatswains and caravans offer travel services to transport the Vestige from one location to another. They are useful for accessing not-adjacent zones that have not already been discovered. Boatswains and caravans only offer specific locations to travel to, so are not viable for regular identify-to-place travel in the same manner as wayshrines.
Brewers, chefs and cooking fires [ ]

- Primary commodity: Provisioning
Brewers, chefs and cooking fires are provisioning related merchants and services. Brewers and chefs sell various beverages and food respectively, as well as recipes. Like all merchants, brewers and chefs will purchase whatever sellable detail for the same price as other merchants and volition repair damaged armor for a fee. Cooking fires are crafting stations that can be used to create beverages and food items.
Commercial centres [ ]

- Principal commodity: Merchants (Online)
Commercial centres are areas, normally within cities, that facilitate diverse merchants and services that can exist accessed by the Vestige. Commercial centres typically include crafting stations and their associated merchants and may be closely located well-nigh order traders.
Enchanters and enchanting stations [ ]

- Main article: Enchanting (Online)
Enchanters are merchants that sell runestones and glyphs. Like all merchants, enchanters will buy any sellable item and for the same price as other merchants and volition repair damaged armor for a fee.
Fences [ ]

- Main article: Fences (Online)
Fences are characters that that Vestige tin can sell and launder stolen items to. They are establish in any Outlaws Refuge in major cities. Stolen items can only be sold to a debate and laundering an item will mark the item every bit no longer stolen. There is a maximum number items that tin exist sold and laundered each twenty-four hours.
Furnishers [ ]

- Main commodity: Furnishings (Online)
Furnishers are merchants that sell furnishings for homes. Furnishers sell generic furnishing items besides every bit the style material for each race necessary to arts and crafts furnishings of a particular mode. Similar all merchants, furnishers will buy any sellable item for the same toll as other merchants and will repair damage armor for a fee.
Guild kiosks [ ]

- Main commodity: Society Trading
Gild kiosks are stalls operated by a unique merchant that tin be acquired past a guild to publicly sell items form that society's store. Anyone can buy from a kiosk, just simply members of the society can sell items in the shop. Kiosks are sold to the guild that bids the virtually for it, and are up for bidding once a month. A guild cannot have more than ane kiosk.
Tavern [ ]

- Master article: Taverns (Online)
Taverns are locations throughout Tamriel typically located in towns and cities. Taverns volition ordinarily have one or more brewer and chef for beverage and nutrient services equally well as a provisioning station.
Jewelers and jewelry crafting stations [ ]

- Main article: Jewelry Crafting
Jewelers are merchants that sell jewelry and jewelry crafting materials including trait and plating materials. Like all merchants, jewelers will buy any sellable detail for the same cost as other merchants and volition repair damaged armor for a fee.
Outfit stations [ ]


- Main commodity: Outfit Station
Outfit stations allow the Vestige to alter the style and color of their appearance, including by altering the motif fashion of individual armor pieces if that motif is known. Outfit stations are typically located near crafting stations in cities.
Outfitters and clothing stations [ ]


- Principal article: Clothing (Online)
Outfitters are merchants that sell calorie-free and medium armor as well the nine fashion materials for each race. They likewise sell random lite and medium containers. Like all merchants, outfitters will buy any sellable item for the same price as other merchants and will repair damaged armor for a fee. Clothing stations allow the Vestige to craft and upgrade light and medium armor. Pieces of equipment tin too be deconstructed at a clothing station.
Shrines [ ]

- Main article: Shrines (Online)
Shrines are special services that allow the Vestige to alter their stats. Rededication shrines allow the vestige to reset their attributes and skills while a Shrine to Mara will allow the Vestige and some other to perform the Ritual of Mara.
Smithies and blacksmithing stations [ ]

- Master commodity: Blacksmithing
Smithies are merchants that sell heavy armor and melee weapons as the ix fashion materials for each race. They also sell random melee weapon and heavy armor container. Like all merchants, smithies will purchase any armor for the same price equally other merchants and will repair damages armor for a fee. Blacksmithing stations allow the Vestige to craft and upgrade melee weapons and heavy armor. Pieces of equipment can also exist deconstructed at a blacksmithing station.
Stablemasters and stables [ ]

- Main commodity: Stables (Online)
Stablemasters are special merchants sell horses and offer horse training. Stablemasters can increase the speed, stamina and bag capacity bonus of horses for a fee once every twenty-four hour period up to a maximum of 60 times for each category. Preparation applies to all horses on a single character, simply does not bear on horses for unlike characters on the same account. Stablemasters can exist found at stables near the entries and exits of cities.
Transmutation stations [ ]

- Principal article: Transmutation System
Transmutation stations allow the Vestige to change the trait of an item for the cost of 50 transmutation crystals. The Vestige can only bear a maximum of one-hundred crystals, or ii-hundred with ESO Plus. Only one transmutation station exist without purchasing i for a home, located in the Clockwork Urban center. CC
Woodworkers and woodworking stations [ ]

- Principal article: Woodworking (Skill Line)
Woodworkers are merchants that sell shields, bows and staffs as well as the nine manner materials for each race. They also sell random shield, bow and staff containers. Like all merchants, woodworkers will buy any item for the same toll as other merchants and volition repair damaged armor for a fee. Woodworking stations let the Vestige to craft and upgrade shields, bows and staffs. Pieces of equipment tin besides be deconstructed at a woodworking station.
Events and instances [ ]
Delves [ ]

- Main article: Delves
Delves are small dungeons within a zone that comprise a related quest and a boss. Delves are instanced like regular zones, meaning that multiple people tin enter a participate in delve without grouping. The difficulty of Delves is designed to be completable past a single person. The boss of a Delve will drib item sets for the zone they are in.
Event Hubs [ ]

- Main commodity: Event Hubs
Events are timed themes that offering unique rewards for participation and extra experience. Events include the gothic-themed Witches' Festival, actor versus player-themed Midyear Commotion, and new year-themed New Life Festival. Issue hubs include quest specific areas as well as the Impresario who sells unique items in substitution for event tickets earned from participation.
Group Delves [ ]

- Master article: Grouping Delves
Group Delves are delves exclusive to Craglorn. Group delves office identically to regular delves but are more difficult, instead being designed for groups of two or more, though solo adventurers may still complete them. Similar regular Delves, Grouping Delves have only a single universal instance, allowing multiple people to enter at any one fourth dimension without grouping.
Group Dungeons [ ]

- Main commodity: Group Dungeons
Group Dungeons are extended dungeons featuring large groups of powerful enemies and bosses with unique gainsay mechanics. Each Grouping Dungeon has an associated quest and is designed for groups of no more four. Only a single group tin be present in one case. Each Dungeon has unique item sets and are associated with the Undaunted, who will provide boosted repeatable quests to consummate Grouping Dungeons. Dungeons have a normal and hard difficulty that determines the health and damage dealt by enemies. On veteran difficulty, the concluding boss has an optional hard way, farther increasing the difficulty.
Public Dungeons [ ]

- Chief article: Public Dungeons
Public Dungeons are like to delves just are designed for groups. They feature multiple bosses as well as a group claiming and two associated quests. Like delves, Public Dungeons share a single instance, allowing anyone to enter at whatever time with anyone else. Public Dungeon bosses offering detail sets associate with the zone they are in. Virtually zones just have a unmarried Public Dungeon.
Trials [ ]

- Main commodity: Trials
Trials are long 'raid'-similar dungeons featuring many bosses and hard enemies throughout a large location. Trials are designed for groups of no more than twelve and feature normal and veteran difficulties. In trials, enemies are numerous and bosses are skilled with unique mechanics that require teamwork and coordination from group members. Trials offering unique and powerful rewards, particularly particular sets and crafting motifs.
Factions [ ]
Fighters Guildhalls [ ]

- Main commodity: Fighters Guildhalls
Fighters Guildhalls function as regional headquarters for members of the Fighters Lodge and includes armorers, armsmen and a hall steward. Information technology is not necessary to be a fellow member of the Fighters Guild to buy and sell from Guildhall merchants. Some Fighters Guildhalls likewise provide equipment crafting stations. Guildhalls can exist constitute in almost major cities.
Mages Guildhalls [ ]

- Main article: Mages Guildhalls
Mages Guildhalls function as regional headquarters for members of the Mages Guild and includes mystics, magi, and a hall steward. It is not necessary to exist a fellow member of the Mages Guild to purchase and sell from Guildhall merchants. Some Mages Guildhalls also provide consumable crafting stations. Guildhalls tin can be found in most major cities.
Outlaws Refuges [ ]

- Principal article: Outlaws Refuges
Outlaws Refuges are hidden undercover sanctuaries that provide protection and services for criminals. Outlaws refuges feature general merchants likewise as fences and moneylenders to sell, launder and bank stolen items. All major cities have an a=outlaws refuge with an entrance in the city and another on the outskirts.
Undunated Enclaves [ ]

- Main article: Undaunted Enclaves
Undaunted Enclaves serve every bit the three main headquarters of the Undaunted, with one located in the capital urban center of each Alliance: Elden Root, Mournhold and Wayrest. Enclaves provide daily pledge quests and unique items such as shoulder pieces for monster item sets.
Cyrodiil [ ]
Edge Keeps [ ]

- Main article: Edge Keeps
Border Keeps are the six primary bases of the iii Alliances in Cyrodiil. Each Alliance maintains ii Keeps on the border of their territory in Cyrodiil and their territory proper, and each features essential services including merchants, crafting stations, stables, and a wayshrine and Transitus Shrine. All Alliance members enter a entrada from either one of their Alliance'southward Keeps which are the Eastern and Western Elsweyr Gates for the Aldmeri Rule, Northern and Southern Loftier Rock Gates for the Daggerfall Covenant, and Northern and Southern Morrowind Gates of the Ebonheart Pact. These Keeps cannot be captured, nor can members of other Alliances enter them.
Imperial City [ ]

- Main article: Royal City (Online)
The Majestic Urban center sits at the centre of Cyrodiil and is contested by the three Alliances. The City contains half dozen districts; the Arboretum, Loonshit, Elven Gardens, Memorial, Nobles and Temple Districts; and each are independently fought over for Alliance Points and Tel Var Stones. The City is directly connected to the Imperial City Sewers below information technology as well as the Majestic City Prison and White-Gold Tower. The Imperial City acts as its own player versus player campaign separate from the residuum of Cyrodiil.
Majestic City Sewers [ ]

- Main article: Imperial Metropolis Sewers (Online)
The Regal City Sewers is a vast underground network of tunnels, and while primarily occupied past Daedra, the Alliances fight each other for access to the Districts above. The three Alliances each operate a base from each corner to manage control and control of operations within the Imperial City. The Sewers, like to zones, feature diverse sublocations including locales and grouping bosses.
Keeps [ ]

- Main article: Keeps
Keeps are fortified locations in Cyrodiil that decide the full area control an Alliance has. The more Keeps and Alliance owns, the more than Brotherhood Points, experience, bonuses members of that Brotherhood receives. Command of Keeps is necessary to maintain effective an Transitus Network, allow access to hostile temples and crown an Emperor. Each Continue besides has a mine, a farm and a lumbermill. Each resources grants bonuses for the Keep'due south owner the longer they are held and allows Transitus Shrine travel from continued locations.
Milegates [ ]

- Chief commodity: Milegates
Milegates are 9 fortified structures throughout Cyrodiil that demarcate the borders of each Alliance'southward starting territory. These structures can simply be crossed if they accept not been destroyed by siege weaponry, otherwise other Milegates or crossings must be used. Milegates can be repaired with kits from Alliance siegemasters. Three Bridges forth the Niben River act equally Milegates between Dominion and Pact territory, while the other vi are forts between Pact and Dominion, and Covenant and Rule territory. The areas between Milegates are inaccessible, with the exception of pocket-size paths and crossings. Destroying Milegates can thus provide the advantage of slowing advancing armies and forcing them through preferred paths.
Outposts [ ]

- Chief article: Outposts
Outposts are minor fortifications; of which there are six in total, two in each Alliance'due south territory; that provide their holders with additional Transitus Network links bated from those of keeps. This allows Alliances to utilize travel via the Transitus Network beyond Milegates without having to hold better defended keeps. Due to their small-scale size, Outposts can exist hands captured, even by pocket-sized groups, due to minimal guards, weak doors and no walls.
Temple Gates [ ]

- Main commodity: Temple Gates
Temple Gates are fortifications that protect temples from hostile attacks. They are heavily defended and can merely be opened after the two adjacent keeps have been taken past the aforementioned hostile Alliance. Once the gate is open, its corresponding temple and the Elder Ringlet within becomes vulnerable to incursion.
Temples [ ]

- Chief article: Temples
Temples are fortified buildings beyond the temple gates that house Elder Scrolls. Each Alliance begins a campaign with 2 Elder Scrolls kept within one of the two temples. A temple becomes vulnerable if its respective gate is opened when the two next keeps are occupied by the aforementioned hostile Alliance. Only i Elderberry Scroll can be kept in a temple at any one time. Other Scrolls must be kept in keeps outside the temples gates.
Towns [ ]

- Main article: Towns (Online)#Cyrodiil
Towns are settled areas in Cyrodiil that tin can be captured past Alliances to provide them with an additional Transitus Network location likewise as a safehouse featuring merchants with unique items to sell. Towns feature iii flags, all of which must be captured for the town to change ownership. Guards specific to each Alliance will defend the town when information technology is captured. Towns in Cyrodiil are also hubs for repeatable quests, though it is not necessary to capture the town to complete them.
Zones [ ]
- Main article: Zones
Zones, also called regions, are segregated areas of Tamriel that carve up the playable map and separate content both narratively and visually. Locations within each zone are detailed on their corresponding pages.
Aldmeri Dominion zones [ ]
- Auridon
- Grahtwood
- Greenshade
- Khenarthi's Roost
- Malabal Tor
- Reaper'south March
Daggerfall Covenant zones [ ]
- Alik'r Desert
- Bangkorai
- Betnikh
- Glenumbra
- Rivenspire
- Stormhaven
- Stros M'Kai
Ebonheart Pact zones [ ]
- Bal Foyen
- Bleakrock Isle
- Deshaan
- Eastmarch
- The Rift
- Shadowfen
- Stonefalls
Other zones [ ]
- Coldharbour
- Craglorn
- Cyrodiil
- Unzoned locations
Chapter and DLC zones [ ]
- Artaeum SM
- Blackwood
- Clockwork City CC
- Deadlands
- Aureate Coast DB
- Hew's Bane TG
- Murkmire MM
- Northern Elsweyr EW
- Southern Elsweyr DR
- Summerset SM
- The Reach MK
- Vvardenfell O:1000
- Western Skyrim GM
- Wrothgar OR
Elder Scrolls Online Farming Locations,
Source: https://elderscrolls.fandom.com/wiki/Locations_(Online)
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