My advice for the "must dos" would be as follows:
(1) Get your free housing right away, and don't worry about collecting (i.e., buying) additional housing until much later. When you're out in unfriendly territory or if you have a bounty on your head-- or even if you just completed the last requirement of a daily dungeon quest and you don't want to have to make the trek back to the nearest wayshrine so you can go turn in the quest-- you'll want to be able to port back to a convenient safe spot. And since most housing isn't too far from at least one wayshrine, being able to port back home from just about anywhere (i.e., from everywhere but Cyrodiil) also gives you convenient access to a wayshrine, and hence to any wayshrine you've already discovered. If you don't have any housing, you can still port to a known wayshrine from out in the wilderness, but you'll have to pay a fee to do so-- and the fee goes up each time you do it (but then starts to slowly drop back down to the normal price). One other situation where it's handy to have housing to port to is if you get stuck while questing-- as in, stuck in a spot where you literally can't walk or climb or jump or swim to freedom. There's a command you can enter into the chat box (I think it's /stuck) to get ported to the nearest wayshrine, but it will deduct a fee from your gold. And one other situation where it's handy to have housing to port to for free is if you've collected one of the 30-slot or 60-slot storage chests. If you're out questing and find yourself with no more available slots for picking up more stuff, you can port home, drop your storage chest (i.e., place it in the house), deposit stuff into it (as long as there's still room or you have stuff that will stack in it), port from your house to a house you haven't collected yet (don't exit your house first), then exit the previewed house, and you'll find yourself back out in the wilderness where you started-- unless you were in a delve, dungeon, trial, etc., in which case you'll find yourself back at its entrance.
(2) Start buying the daily riding lessons that increase your carrying capacity. You can increase it by only 1 additional slot per day (or every 20 hours), but you can increase it by up to 60 slots-- which will take about 2 months, so get started immediately. The extra slots won't be available unless you've collected a mount and set it as your active mount, so you'll also want to either buy a mount as soon as possible (which will take time because they're so expensive) or else get to Level 10 really fast and get the free mount. But you don't want to wait until you get a mount before starting your riding lessons, because that will just delay your goal of getting those 60 extra slots. And if you've bought one of the collector's editions that come with a free mount, or if you luck out and get a free mount in a crown crate, then so much the better! Furthermore, don't worry about buying riding lessons for speed or stamina until after you've maxed out your 60 additional carrying capacity slots.
(3) You'll also want to buy pack upgrades to increase your inventory slots by 10 with each upgrade, as well as additional bank space to increase your bank account by 10 slots with each upgrade. These upgrades become increasingly more expensive, so you'll want to save every piece of gold you get and use it for buying those upgrades. You'll also want to pay attention to the cost of the next two upgrades (pack versus bank) so you can buy the less expensive one first; it will usually alternate-- upgrade pack, upgrade bank, upgrade pack, upgrade bank, etc. Don't even think about spending your money on any of the collectibles (such as additional housing) until you've maxed out your pack space and bank space.
(4) If you find yourself impatient for more inventory space, you can also create one or more other characters whose main purpose will be to hold your extra stuff, and park them near a bank for making quick withdrawals or deposits (or park them in your house if you don't mind them having to head to the bank each time-- or if you've collected one or more storage chests that you can use in your house to shuffle stuff between your toons). Of course, each new toon will also have a limited number of inventory slots, so you'll want to start buying them daily riding lessons for carrying capacity, as well as pack upgrades. (Your bank account is shared by all of your toons, so for you secondary toons you don't need to worry about buying additional bank space, since your main toon will be taking care of that.)
(5) Start your life of crime right away-- steal whatever you can, and (of course) try to avoid being seen and getting a bounty. There are different types of stolen loot-- treasure (i.e., items that have no purpose other than to be sold for gold, or possibly to satisfy the demands of some quest-giving crow or rich lady), recipes and patterns, provisioning materials for food and drink, alchemy materials (I think just water), style motifs, style and trait materials, etc. Sell everything that's treasure-- as well as any ornate gear-- to a fence. You'll start with a limit of 50 items that you can fence (and 50 more that you can launder), so as far as items that you're going to sell to a fence. just leave the small stuff alone and go for the pricier loot. Treasure comes in 5 colors/qualities-- white/normal is worth 40 gold (grab it, but don't be afraid to drop it if you're out of space and want to pick up something better), green/fine is worth 100 gold, blue/superior is worth 250 gold, purple/epic is worth 1500 gold, and gold/legendary is worth 0 gold (it exists so you can turn it in at the main Thieves Guild headquarters for an achievement). There are only a certain number of legendary items, they're unique, and are always in the same places (and they glow! ooh, pretty!), so they don't really apply to this discussion. Each quality of treasure is progressively rarer. so you'll find lots of stuff worth 40 gold, occasional stuff worth 100 gold, maybe something worth 250 gold, and once in a blue moon something worth 1500 gold. Keeping in mind that you can sell only a limited number of items to a fence each day, you'll usually want to leave the 40-gold items be and focus on the 100-gold items, because selling 50 of the 40-gold items will get you only 2000 gold a day, but selling 50 of the 100-gold items will get you 5000 gold a day. However, if you've spent skill points on increasing your daily fencing limits, you might find it difficult to make your daily quotas-- unless you devote a large chunk of your daily playing time to stealing stuff-- so as your fencing limits go up you'll find yourself more inclined to grab the 40-gold stuff as well. Also, the likelihood that you'll find higher-quality treasure will go up based on something (skill level? perks bought? I'm not sure), so at first it will seem like you can never find anything worth 100 gold or more, and you'll have to settle for the 40-gold items just because; but eventually you'll be finding 100-gold items right and left.
(6) Don't launder anything that you don't need to. Consumable items-- which includes recipes, patterns, motifs, and counterfeit pardons, plus miscellaneous items like treasure maps-- can be used without laundering them, so the only reason you would ever want to launder them is if you want to store them in a bank or storage chest (since stolen items can't be stored that way) or if you want to be able to hang onto them without the risk of having a guard confiscate them. Laundering items uses up gold that could otherwise be put toward something else, so unless you've reached the stage where you no longer need to scrimp and save to buy more pack or bank upgrades, or you've either got a lot of gold or can easily acquire more gold as needed, then you shouldn't launder anything except when you've got a good reason to.
(7) As far as those daily limits on how many items you can sell or launder at a fence, there are perks which will increase those limits, although each one costs a skill point. The first perk will more than double your limits, letting you sell up to 110 items or launder up to 110 items, so it's one that you'll definitely want to spend a skill point on. But the additional perks increase those limits to a maximum of only 130 items per day, so it turns out that they aren't really worth spending skill points on unless you're a dedicated thief who spends a lot of time looking exclusively for 100-, 250-, and 1500-gold items. And you'll want to have your secondary toons loot, too, even if you never increase their daily fencing limits past 50 items, because every little bit helps. My rule is that I make each of my secondary toons steal the money needed to buy their next daily riding lesson, and anything extra goes into the bank.
(8) There are also haggling perks which will increase the amount of money you can get by selling stolen loot to a fence. The maximum perk is for 110% of the item's value, so a 40-gold item will get you 44 gold, a 100-gold item will get you 110 gold, a 250-gold item will get you 275 gold, and a 1500-gold item will get you 1650 gold. The extra money per item can really add up, especially if you've increased your daily fencing limits, so you'll definitely want to get the haggling perks on your main character (or at least on your main thieving character).
(9) Get certified in the six-- or seven, if you have Summerset-- crafting lines as soon as possible, so you can start making money by doing the daily crafting writs. As far as your secondary characters, it depends on how much time you want to spend on them as opposed to your main character, but the daily crafting writs can usually be done very quickly (unless you need to spend time looking for the necessary materials), so it's a good idea to go ahead and get them certified and fulfilling daily writs even if you don't plan on having them become master crafters. You should also do any other preliminary requirements that are needed for other types of daily quests-- Mages Guild, Fighters Guild, Undaunted, and the various zone-specific dailies. Again, you may or may not want to spend time on doing the dailies with your secondary toons. But the dailies can be a good source of daily revenue, as well as special bonus rewards such as crafting surveys, master crafting writs, special set items, exotic style materials, exotic style motifs, etc.
(10) Start researching the various traits on weapons, armor, and jewelry as soon as possible. Each trait must be researched on each type of item-- for instance, learning the Charged trait on a Dagger won't automatically teach it to you on a Sword-- so you'll need to research each trait on each item if you want to be a master craftsman. Aside from letting you add special benefits to gear when you're crafting, the traits are also important for being able to craft set items-- items that confer special bonuses if you've equipped 2, 3, 4, or 5 items which belong to the same set. Some sets require knowledge of 2 traits, but they go all the way up to 9 traits. Also, each trait that you learn on a particular type of item will double the time needed to research the next trait on that item-- i.e., the first trait takes 6 hours to research, the second takes 12 hours to research, the third takes 24 hours to research, etc. There are perks that let you shorten these research times, but in general you'll want to manage your trait research schedule for best results depending on what you're interested in-- that is, the specific types of weapons or armor or traits that you want your character to focus on. In any case, the sooner you start to research traits, the better.
(11) Branch out from your starting zone as soon as possible by taking a wayshrine, boat, wagon, or-- if necessary-- the road to each and every available zone (except the ones that are only accessible during or after some quest). Some zones will have a wayshrine available to you even though you've never been there, but many of them will not. You'll want to visit each zone and discover at least one wayshrine in it, so you can easily get back to that zone if you should happen to get a treasure map or crafting survey for that zone. Don't worry about your character's alliance and level, because you can visit each zone regardless of which alliance it's part of, even if you haven't completed (or even started) the main quest. You don't need to visit each zone right away, but you'll definitely want to visit a given zone as soon as you get a treasure map or crafting survey for it, because the treasure maps and crafting surveys are unique items, so you won't be able to pick up a new one if you already have that particular map, which means you'll end up losing out on that opportunity to collect the treasure or crafting materials.
I'm sure there are more "must dos," and mine might be different than someone else's, but those are the ones I wish I'd known about when I first started to play ESO.
_________________ ESO mains: Michel Shaldon (PC NA), Miguel Outrider (PC EU)
Last edited by SeaGtGruff on Wed Oct 10, 2018 11:15 am, edited 1 time in total.
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