User:Daveh/ESO Notes
The UESPWiki – Your source for The Elder Scrolls since 1995
My own various notes on ESO
Contents
Experience Levels[edit]
-
- Character (Templar)
-
- 10 = 11460
- 12 = 13464
- VR1 = 456000
- Class (Templar)
-
- 11 = 3552
- 12 = 4039
- 15 = 5100
- 16 = 5388
- Weapon
-
- 2 = 50
- 5 = 1378
- 9 = 3324
- 14 = 4908
- Armor
-
- 6 = 1384
- 7 = 1900
- 8 = 12020
- 10 = 3438
- 11 = 3552
- 17 = 8464
- Soul
-
- 1 = 10
- 2 = 10
- Fighters Guild
-
- 1 = 80
- 2 = 240
- Mages Guild
- 1 = 80
- 2 = 90
- Undaunted
-
- 1 = 70
- Racial
-
- 12 = 13464
- Crafting
-
- Looks like all 6 professions use the same levels
- 1 =
- 2 =
- 3 = 6920
- 4 = 8900
- 5 = 10560
- 6 = 13040
- 7 = 16360
- 8 = 17960
- 9 = 21880
- 10 = 24400
- 11 = 26900
- 12 = 29400
- 13 = 30200
- 14 = 31000
- 15
- 16
- 17 = 35800
- 18
- 19
- 20
- 21 = 48080
- 22 =
- 23 = 52920
- 24 = 55560
- 25 = 58200
- 26 = 61280
- 27 = 64360
- 28 = 67660
- 29 = 70960
- 30 = ?
- 31 = 79440
- 32 = 82400
- 33 = 86360
- 34 = 90980
- 35 = 95600
- 36 = 100440
- 37 = 105280
- 38 = 116280
- 39 = 128600
- 40 = 135200
- 41 = 141800
- 42 = 149280
- 43 = 156760
- 44 = 164680
- 45 = 173040
- 46 = 181840
- 47 = 191080
- 48 = 200760
- 49 = 211320
TimeStamp[edit]
-
- 21468.041 - 21462.588 = 5.453 sec
- 4743643754345267200
- 4743643753210101376
- Diff = 1135165824
- Ratio = 208172716.66972308820832569227948
- The timestamp is seconds since 1.1.1970, but it's encoded as a double (64 bit IEEE float), not an integer.
Alchemy[edit]
-
- 2 Reagent
-
- Restore Magicka + Spell Power = Lady's Smock + Corn Flower
- Restore Health + Stamina = Columbine + Mountain Flower
- Restore Stamina + Increase Weapon Damage = Dragonthorn + Blessed Thistle
- 3 Reagent
-
- Bugloss + Columbine + Water Hyacinth = Health + Magicka Restore
- Bugloss + Columbine + Luminous Russular = Health + Magicka Restore
- Bugloss + Columbine + Dragonthorn = Health + Magicka + Stamina Restore
- Bugloss + Columbine + Mountain Flower = Health + Magicka + Stamina Restore
- Mountain Flower + Columbine + Water Hyacinth = Health + Stamina Restore
Crafting[edit]
Effects of the traits at each quality level:
-
- Armor
-
- Divines = Increases Mundus Stone effects by 4/5/6/7/8%
- Exploration = Increase exploration experience gained by 6/7/8/9/10%
- Infused = Increase armor enchantment effect by 8/11/14/17/30%
- Impenetrable = Increase resistance to Critical hits by 60/70/80/90/100
- Reinforced = Increases this items Armor value by 4/5/6/7/8%
- Sturdy = 22/24/26/28/30% to avoid decay when defeated
- Training = Increase armor skill line experience with this armor type by 6/7/8/9/10%
- Well-Fitted = Reduces the cost of Sprinting by 2/2/2/3/4%
- Weapon
-
- Charged = Increases enchantment charges by 17/19/21/23/25%
- Defending = Increases total Armor and Spell Resistance by 2/3/4/5/6% (double for two-hand weapons)
- Infused = Increase weapon enchantment effect by 13/16/19/22/25%
- Powered = Reduces the cooldown of weapon enchantments by 30/35/40/45/50%
- Precise = Increase Weapon and Spell Critical Values by 2/3/4/5/6% (3/4/5/6/7% for two-hand weapons)
- Sharpened = Increase Armor and Spell Penetration by 3/4/5/6/7% (double for two-hand weapons)
- Training = Increase weapon skill line experience with this weapon type by 11/12/13/14/15% (double for two-hand weapons)
- Weighted = Increase weapon attack speed by 2/3/4/5/6% (double for two-hand weapons)
Improving[edit]
-
- With Level 0 of Expertise
-
- Fine = 20% per Resin (x5 for 100%)
- Superior = 15% per Resin (x7 for 100%)
- Epic = 10% per Resin (x10 for 100%)
- Legendary = 5% per Resin (x20 for 100%)
- With Level 1 of Expertise
-
- Fine = 30% per Resin (x4 for 100%)
- Superior = 23% per Resin (x5 for 100%)
- Epic = 15% per Resin (x7 for 100%)
- Legendary
- With Level 2 of Expertise
-
- Fine = 40% per Resin (x3 for 100%)
- Superior = 30% per Resin (x4 for 100%) ???
- Epic = 20% per Resin (x5 for 100%)
- Legendary = 10% per Resin (x10 for 100%)
- With Level 3 of Expertise
-
- Fine = 50% per Resin (x2 for 100%)
- Superior = 38% per Resin (x3 for 100%)
- Epic = 25% per Resin (x4 for 100%)?
- Legendary = 13% per Resin (x8 for 100%)
Provisioning Notes[edit]
-
- Base -- Valid for several 'levels' of provisioning
- Common-- Ingredient common for all 3 types of food/drink for a certain level. Combine with a base to create a normal food/drink.
- Special -- Added to create blue, purple and gold food/drink.
Foods[edit]
-
- Common
-
- 1 = Capon Meat
- 1 = Pork
- 1 = Battaglir Weeds
- 1 = Goat Meat
- 5 = Guar Eggs
- 10 = Sweetmeats
- 10 = Bear Haunch
- 20 = Combwort
- 20 = Goat Bits
- 20 = Plump Rodent Toes
- 25 = Venison
- 25 = Plump Maggots
- 25 = Moon Sugar
- 30 = Crawdad
- 30 = Horker Meat
- 35 = Flank Steak
- 35 = Saltrice
- 40 = Beef
- 45 = Shank
- VR1/VR5 = Honey Comb
- VR1/VR5 = Mudcrab Meat
-
- Grilled
-
- Base
-
- 1/5/10/15 = Drippings
- 20/25 = Cooking Fat
- 30/35 = Suet
- 40/45 = Lard
- VR1/VR5 = Fatback / Pinguis
- Special
-
- Blue = Salt
- Purple = Garlic / Pepper
-
- Bread and Pies
-
- Base
-
- 1/5/10/15 = Meal
- 20/25 = Milled Flour
- 30/35 = Sifted Flour
- 40/45 = Cake Flour
- VR1/VR5 = Baker's Flour / Imperial Flour
- Special
-
- Blue = Red Wheat
- Purple = Barley / Oats
-
- Soup and Stew
-
- Base
-
- 1/5/10/15 = Thin Broth
- 20/25 = Broth
- 30/35 = Stock
- 40/45 = Jus
- VR1/VR5 = Imperial Stock
- Special
-
- Blue = Onion
- Purple = Tomato / Potato
Drinks[edit]
-
- Common
-
- 1 = Snake Slime
- 1 = Snake Venom
- 1 = Aged Meat
- 1 = Shornhelm Grains
- 5 = Dusk Beetle
- 5 = Iron Peat
- 10 = Ripe Apple
- 10 = Wild Honey
- 10 = Tangerine
- 15 = Dragon's-Tongue Sap
- 15 = Wasp Squeezings
- 20 = Dark Bile
- 20 = Pig's Milk
- 25 = Glitter Rock
- 25 = Orc Hops
- 30 = Molasses
- 30 = Desert Heather
- 35 = Spring Essence
- 35 = Black Tea
- 40 = Crystal Berry
- 45 = Kaveh Beans
- VR1/VR5 = Bervez Fruit
- VR1/VR5 = Jazbay Grapes
-
- Beer
-
- Base
-
- 1/5/10/15 = Brown Malt
- 20/25 = Amber Malt
- 30/35 = Caramalt
- 40/45 = Wheat Malt
- VR1/VR5 = Imperial Mash / White Malt
- Special
-
- Blue = Hallertau Hops
- Purple = Hops / Saaz Hops
-
- Spirits
-
- Base
-
- 1/5/10/15 = Corn Mash
- 20/25 = Wheat Mash
- 30/35 = Oat Mash
- 40/45 = Barley Mash
- VR1/VR5 = Golden Malt / Rice Mash
- Special
-
- Blue = Snowberry
- Purple = Juniper Berry / Canis Root
-
- Wine
-
- Base
-
- 1/5/10/15 = Wine Grapes
- 20/25 = Grasa Grapes
- 30/35 = Lado Grapes
- 40/45 = Camaralet Grapes
- VR1/VR5 = Emperor Grapes
- Special
-
- Blue = Concord Grapes
- Purple = White Grapes / Jazbay Grapes
Quick Reference[edit]
The following are all VR1-10 base ingredients and all special blue/purple ingredients:
Base | Superior Special | Epic Special |
---|---|---|
|
|
|
Quests[edit]
-
- Rivenspire
-
- Puzzle of the Past
-
- Order of Stones = Ritual - Warrior - Mage - Tower - Shadow
- Riddle Answers = Lorellis - Wenayasille - Morilatte - Angaly...
- Alik'r Desert
-
- Mages Guild (Chateau of the Ravenous Rodent)
-
- Crystals at the End -- Click from right to Left #1, #2, #3
- Bangkorai
-
- A Grave Matter
-
- Joelle Lavergne = Warrior
- Guymund Chauvry = Priest
- Olivia Moret = Thief
- William Remis = Mage
- Password = Marshmerrow
Misc[edit]
-
- Named spawns in dungeons
-
- 300 sec respawn time
- Much faster respawn time (<30 sec) if someone enters area that hasn't killed it
- Good Hunting Grounds
-
- Chests
-
- Kenarthi's Roost -- At least the VR1 version of it seems to have a huge amount of chests compared to any other area found so far
- Grahtwood -- The west of the zone around Reman's Bluff has a lot of chest spawns in easily accessible areas.
- Malabal Tor -- In the Tomb of the Apostates dungeon there are 2 chests with 10 spawn locations which are relatively easy to access. This permits as much one chest per minute.
- Resources
-
- Along the river SouthWest of the Wind Keep Wayshrine in Stormhaven. Has a variety of all node types (runes in particular) in a small area with minimal aggressive mobs. Also includes one chest and one special event spawn.
- Runes
-
- Stormhaven - Along the river SouthWest of the Wind Keep Wayshrine (see note above).
- Bangkorai - Along the river/water in the West/SW. Also includes a variety of other resource nodes and several chests.
- Bank Space Costs
-
- to 80 = 1000 gp?
- to 90 = 2000 gp?
- to 100 = 4000 gp?
- to 110 = 10000 gp?
- to 120 = 28300 gp
- to 130 = 32700 gp
- to 140 = 37500 gp
- to 150 = 42700 gp
- Inventory Space Costs
-
- to 70 = 1000 gp?
- to 80 = 2000 gp?
- to 90 = 4000 gp?
- to 100 = 10400 gp?
- to 110 = 20800 gp?
- Crafting
-
- Bow creation inspiration estimation:
Y = 77.41504901 + 39.87649872 * X - 2.167371196 * pow(X,2) + 0.1131949469 * pow(X,3) - 0.002544798381 * pow(X,4) + 2.169317036E-005 * pow(X,5)
Resource Node and Chest Spawn Notes[edit]
A few observations and theories on resource node and chest spawning:
-
- Mostly Certain
-
- There are a set number of node spawns in a zone.
- Each spawn point is for a specific resource type and will only have that resource spawn there. For example, an ore node will only ever have ore.
- For ore/wood/cloth spawns there is a small chance (~10%) for the next tier's material to show up.
- Nodes and chests can spawn right in front you.
- A specific node can respawn immediately after harvested (though rarely).
- Chest spawns in dungeons (at least Tomb of the Apostates) have a 2 minute respawn time.
- Dungeons can have 1 or 2 chest spawns at a time (2 confirmed in Tomb of the Apostates).
- Chest spawns in dungeons are completely random with no discernible pattern.
- Less Certain
-
- Only one resource will spawn at a particular node at one time. I have seen two specific nodes in Coldharbour with two resources on it at the same time but I'm guessing this is simply two spawn nodes at the same location. There are also several nodes in a variety of zones that are very close to each other (i.e., less than 1 m).
- Enchanting nodes have roughly an equal? distribution among their three types.
- Alchemy nodes spawn according to some distribution of the reagent types. Certain types of reagents are significant rarer (e.g., Stinkhorn) especially in the lower level zones. Certain nodes seem to spawn these rare reagents more often.
- Mostly Guess
-
- There are a set number of node spawn locations for each type in a zone and a set number of resource nodes that are randomly placed at these locations. When a node is harvested/mined/collected it reappears at a random empty spawn location after a short period (~30 seconds).
- Chests and heavy sacks appear to use a very similar respawn mechanism.
- Chests my have an instant respawn...I've seen several chests reappear immediately at a nearby spawn after looting a chest (though it could also just be coincidence).
- It may be possible that the zone is split up into smaller areas that the node spawns are confined to (i.e., when a node respawns it chooses an spawn location in the local area instead of the entire zone) but this is difficult/impossible to check in a MMO environment.
Hireling Mails[edit]
-
- Subjects
-
- Getting Groceries = Provisioning
- Raw Materials = All Others
- Senders
-
- Pacrooti = Woodworking
- Valinka Stoneheaver = Blacksmithing
- Karamel Little-Leaf = Blacksmithing (assistant to Valinka)
- Abnab = Enchanting
- Gavin Gavonne = Provisioning
- Madam Firilanya = Clothing
- Low-Neck = Clothing (assistant to Madam Firi)
- Aksel Rockbiter = ? (possibly Provisioning)
In-Game Time[edit]
-
- There is no API function available to get the in-game date/time (as of the 1.1.2 patch).
- Rough estimates show the in-game day to be around real 21000 seconds (5.83 hours, 5:50:00).
- Finer in-game time estimates can be performed by looking at the shadow angle and assuming that at noon in-game the shadows should be perfectly North-to-South (heading of 0 degrees).
- Sunrise appears to be around 04:00 based on when the first time the sun can be seen.
- Sunset appears to be 20:50 (20.79) based on the last time when the sun can be seen.
- This gives the daylight length to be 16.8 game hours (4.1 real hours).
- Evening environment sounds (crickets) starts at 18:00.
- The sun's shadow exists at night although it is significantly less obvious. It doesn't disappear right after sunset but slowly fades.
- The sun's angle above the horizon can be estimated by measuring the length of a shadow compared to the length of the object that casts it (e.g., the character). This results in around 66 degrees which corresponds to a latitude of 0 degrees (on Earth anyways: 0-23-66=1).
- Unsure if the in-game time is continuous with the real time or if it only advances when the servers are actually running. There appears to be some evidence that the game time does not advance while the servers are down for maintenance which makes the real to game time calculation much more difficult.
- Unsure if the different servers (NA/EU, PC/Console) run identical game times but likely they don't.
- The in-game time can be estimated by measuring the horizontal angle (looking at it from above) of an object's shadow. Basic calculation walk-through is below:
Sun's rotation plane is 66.7 degrees from the horizon (turns out not to be relevant for using shadow angle) Sun rotates 360 degrees / game day 15 degrees / game hour 0.25 degrees / game minute With the camera/view looking down over an object measure its angle relative to North - Zoom fully out in third person and move to maximum vertical position over character - Move towards the North - Check with /loc your heading (or use "/uesptime calibrate") - Adjust orientation and repeat until angle is near 0 degrees - Alternatively, record heading with /loc and add to measured shadow angle - Take screenshot of object's shadow - In an external application (e.g. Inkscape) measure the shadow angle - Angle should be 0 degrees when the shadow is facing perfectly North and increasing clockwise (this is backwards to the game headings) Approximate game time from the angle can be computed via: GameTime = ((Angle * 24 / 360 + 12) mod 24
-
- Some known game times with angle measurements for accurate time estimates (from NA PC server):
Sample #1: Time Stamp = 1399133820 Approximate Game Time = Noon Shadow Angle = 0.73 degrees Game Time Estimate = 12:03 Sample #2: Time Stamp = 1401041076 Approximate Game Time = Noon Shadow Angle = 7.9 degrees Game Time Estimate = 12:32 Sample #3: Time Stamp = 1401061920 Approximate Game Time = Noon Shadow Angle = 3.0 degrees Game Time Estimate = 12:12 Sample #4: Time Stamp = 1401110590 Approximate Game Time = 8 pm (sunset) Shadow Angle = 131.9 degrees Game Time Estimate = 20:48 Sample #5: Time Stamp = 1435838770 (8:11 2 July 2015) Moon Phase = Full Moon Sample #6: Time Stamp = 1438352285 (14:20 31 July 2015) Moon Phase = Full Moon (0.5) Sample #7: Time Stamp = 1440087745 (12:26 20 Aug 2015) Approximate Game Time = 9 pm Moon Phase = Slightly Waxing Gibbous past First Quarter (0.3-0.35)
Item Link Format[edit]
Moved to Online:Item Link.
MNF/Data Extraction[edit]
-
- Run the Windows command line EsoExtractData program on the game with the following format (or similar, modify input/output paths as needed):
EsoExtractData "The Elder Scrolls Online\depot\eso.mnf" esoexport\esomnf\ -z esoexport\esomnf\zosft.txt -m esoexport\esomnf\mnf.txt EsoExtractData "The Elder Scrolls Online\game\client\game.mnf" esoexport\gamemnf\ -z esoexport\gamemnf\zosft.txt -m esoexport\gamemnf\mnf.txt EsoExtractData "The Elder Scrolls Online\vo_en\esoaudioen.mnf" esoexport\esoaudioen\ -z esoexport\esoaudioen\zosft.txt -m esoexport\esoaudioen\mnf.txt
-
- Convert all DDS images to PNG using the ConvertDDS.bat included with EsoExtractData:
convertdds.bat esoexport\esomnf\ convertdds.bat esoexport\gamemnf\
-
- Run SplitIcons.sh to split the eosui/art/icons/* files into multiple folders.
- Run CropLoadScreens.sh to properly crop the loading screen images.
- Run RenameTreasureMaps.sh to remove the leading treasure part of the filename.
- Maps
-
- Run EsoCombineMaps.py to combine the map tiles into one image per zone. Some maps may not combine automatically.
- Run CreateEsoMapTiles.py to split the combined maps into the appropriate 256x256 tiles for zoom levels 10 and less.
- Run CreateEsoMapTileZoom11.py to create zoom level 11 for all ESO maps from the zoom 10 images.
Binary Item Data Format[edit]
Item record is 0x168 (360) bytes Byte order looks like regular little endian ItemID is 0x130 () bytes before the item name ItemNameLength is 0x120 and 0x80 bytes before the item name WeaponType is 0xA2 bytes before item name or 0x53 after ArmorType is 0xE4 bytes before item name or 0E0 bytes before Trait is 0xEC bytes before item name Format: Unknown Start dword64 ItemID dword64 Unknown (pointer?) dword ItemNameLength (not including NUL byte) word Unknown (2) dword Unknown (0xFF00001F) float Unknown? byte Unknown (5) byte Value? or EquipType? word Unknown (0x01A6) byte Unknown (0) dword Unknown (0x0000202C) bytes Unknown[10] float Unknown word Unknown (0x0005) byte Unknown (0) dword Style? (2) dword Unknown (0) dword Unknown (0x51) float Unknown dword Unknown (3) dword Style? (2) dword Zeroes[6] float Unknown (1) byte Unknown (1) word Unknown (16) word Unknown (0x10FE) byte Unknown (0) word Unknown (0x10FE) dword Unknown (0x5F) byte Unknown[60] dword NameLength (not including NUL byte)
Damage Output[edit]
-
- V14 Templar
-
- +1 magic = +0.0029% increase in damage/healing
- +1 spell damage = +0.024% increase in damage/healing
Links[edit]
-
- Items
- Crafting
- Add-Ons
-
- Research Assistant -- Tags inventory items with icons to indicate whether its trait is known or not along with ornate and intricate icons.
- Item Saver -- Permits marking of items to prevent selling or destruction.
- Sous Chef -- Helpful popup info for provisioning ingredients.
- Exended Stats -- Displays all character stats.