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Should more skills be illegal to use in towns?

VocalThought
VocalThought
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After the release of Necromancer, I feel that more skills could be Criminal Acts. I know it might not follow the current lore, but I think there's a way to have more skills be considered illegal.

Werewolf and Vampire Skills: I think being a Werewolf, being a Vampire in Stage 3 or 4, or being caught feeding on people or using Bat Swarm in cities and towns should be a Criminal Act.

Sorcerer Skills: Just like it's illegal for Necromancer's to bring the dead to life , so should Summoning Daedric Pets.

Nightblade Skills: Aspect of Terror and Summon Shade should definitely be illegal.

Dragonknight Skills: Dragon Leap and Reflective Scales should cause all towns folks to be scared and frighten, hence, should be illegal.

I think making these skills Criminal Acts would add more to the role playing experience, like they did with Necromancer skills. It'll also keep down the amount of Daedra running around town. :smiley: I always felt Daedra being legal was just a way for ESO to explain their initial inability to explain how player having Daedra, but since they now have a criminal system, I think this would be a great use.

Thoughts?
  • ChunkyCat
    ChunkyCat
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    sure
  • idk
    idk
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    Sure, make vampire a pain in the neck to have just because. Also, how often do people use Dragon leap or aspect of terror in cities?

    BTW, it is already illegal most of the time to use summon shade in cities since it is a direct attack on an NPC.
  • UrbanMonk
    UrbanMonk
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    No more Pets in Town...How can NOT one have had enough of them!
    Urban.Monk

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  • Watchdog
    Watchdog
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    Disable dueling in cities.

    Problem solved. ;)
    Member of Alith Legion: https://www.alithlegion.com
  • VocalThought
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    I think instead of disabling anything, adding skills to the Criminal System allows people to make their own choices. What if someone wants to see how much they can get away with or prove how bad they are. Also if you want to be a Stage 3 or 4 Vampire or be in Werewolf Form in town, I think there should be legal consequences. Aren't they considered undead.
  • lagrue
    lagrue
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    Sorcerer Skills: Just like it's illegal for Necromancer's to bring the dead to life , so should Summoning Daedric Pets.
    Thoughts?

    Considering there's no way to put pets away once summoned, this is probably one of the worst ideas I've ever heard.
    .
    Edited by lagrue on December 2, 2019 5:55AM
    "You must defeat me every time. I need defeat you only once"
  • VocalThought
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    Sure you can put pets away... Either weapon swap or take them off one of your skill bar temporarily. I know this might sound like a lot of work, but it's all for role play. Maybe they could add a feature where if you hold the skill while out of combat for a few seconds unsummons the pet.
  • Araneae6537
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    I agree that it doesn’t make sense for those who are visibly vampires or werewolves to be able to walk around town with impunity. However, if such a change were made, I think it would be much less of a problem for werewolves than it would be for vampires — unless it fits with TES lore for vampires to have a way of disguising themselves. Even though I’ve never been into it, I wouldn’t wish for it to be impossible to play the game with vampire characters.

    I strongly agree that summoning Daedra should be illegal (and not because I find a swarm of twilight matriarchs flapping in the bank to be obnoxious, although I do, lol) but because of how central it seems to TES lore. I would be glad to see the sorcerer’s pets all changed to atronarchs or other magic beings and have Daedra summoning maybe as an optional illegal skillline available for all characters, perhaps. Any other skills being illegal seems rather arbitrary and confusing IMHO.
  • Hapexamendios
    Hapexamendios
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    To put pets away you can go to the character screen, scroll down to active effects and highlight your pet. There should be an option to toggle it off.
  • Van_Winkle
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    Creating stupid threads must be illegal for sure. Go play Morrowind or other single player games. No one adequate player need this restrictions in mmo.
  • lagrue
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    Sure you can put pets away... Either weapon swap or take them off one of your skill bar temporarily. I know this might sound like a lot of work, but it's all for role play. Maybe they could add a feature where if you hold the skill while out of combat for a few seconds unsummons the pet.

    lol still awful, screw roleplay if it means all that hassle for nothing

    Game is fine how it is.
    "You must defeat me every time. I need defeat you only once"
  • wild_kmacdb16_ESO
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    No skills should be illegal. Its a half baked idea that adds nothing except frustration.and quite frankly, an NPC sweeping the corpse of his recently murdered dead clone probably wouldn’t care so much a small ghost is flying around.
  • Tommy_The_Gun
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    No, it should not. If we allow for that, then moment later we will have some one saying:
    Wait, isn't it wierd that people run through town with their weapns equiped ? It is immersion breaking and not realistic and would be illegal in RL.
    Edited by Tommy_The_Gun on December 2, 2019 6:41AM
  • Kalik_Gold
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    Agree - especially Daedra pets (and I have 2 sorcs).

    Werewolf transform also. Vampire not so much, I have seen NPC vampires lurking in towns (normal townsfolk must not know what a vampire looks like).

    .
    Edited by Kalik_Gold on December 2, 2019 7:39AM
    Main Character:
    Ras Kalik a Redguard Templar, the Vestige

    PvP Pure-class:
    Goliath of Hammerfell a Redguard Dragonknight
    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: Subclassed or Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
    Voa a Priest of Sep a Redguard* Necromancer (Healer)
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Two-Big-Horns an Argonian Arcanist /Sorcerer
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Bates Vesuius of Dawnstar an Redguard** Dragonknight (Raid Damage) --- Name change needed

    PvE: Specialty
    Tyrus Septim an Imperial Sorcerer (Dungeon Damage)
    Tav'i at-Shinji a Redguard** Warden (Arenas)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Styx of Akatosh a Goblin*** Arcanist --- Race change needed
    Zenovia at-Tura a Redguard** Lycan Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used:
    *Breton
    **Imperial
    ***Argonian




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
  • Reyleigh
    Reyleigh
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    I think instead of disabling anything, adding skills to the Criminal System allows people to make their own choices. What if someone wants to see how much they can get away with or prove how bad they are. Also if you want to be a Stage 3 or 4 Vampire or be in Werewolf Form in town, I think there should be legal consequences. Aren't they considered undead.

    What's wrong with an undead that is a law abiding citizen ?
    That's just plain racism !
  • Pauls
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    lagrue wrote: »
    Sorcerer Skills: Just like it's illegal for Necromancer's to bring the dead to life , so should Summoning Daedric Pets.
    Thoughts?

    Considering there's no way to put pets away once summoned, this is probably one of the worst ideas I've ever heard.
    .
    There is a way to unsummon, open char screen and right-click on summoned pet effect. Or just install addon and bind unsummon to any key you like.
    https://www.esoui.com/downloads/info1314-PetDismiss.html
  • bmnoble
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    Think they should scrap the illegal skills to be honest, I personally see no benefit to having them.

    One of the reasons I had no problem with them at first for the necro was due to those individuals that run around the main towns killing all the NPC's as if they were zombies in the alikir, while just kiting the guards, a necro would be able to benefit from an endless supply of corpses to fuel ability's.

    But even before and after the release of the necro there have been players like this, that don't care about the bounties and just keep doing there own thing slaughtering NPC's regardless.

    To be clear I have no issue when people are using the blade of woe and killing a few NPC's here and there, that's why the NPC's are kill able in the first place, it only annoys me when you see someone running around kiting the guards using acid spray or other spammable ability's to mow down NPC mobs in towns for no good reason.
  • FierceSam
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    Making the following crimes would fit in with lore

    - sorc pets should be like necro pets (they are daedra after all as well as annoying)

    - duelling outside designated areas (which probably should be near Undaunted enclaves or popular weyshrines)

    - stage 1 vampirism (which should be the ‘not fed for ages’ stage) should be very detectable and criminal. Vampires should have to feed to get to stage 4 (where all the benefits are) and should look fabulous when they’ve fed. Being ugly, hungry and powerful is a total crime of game development.

    - werewolf transformation (aside from the moonhunter memento kind)
  • Lariana
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    After the release of Necromancer, I feel that more skills could be Criminal Acts. I know it might not follow the current lore, but I think there's a way to have more skills be considered illegal.

    Werewolf and Vampire Skills: I think being a Werewolf, being a Vampire in Stage 3 or 4, or being caught feeding on people or using Bat Swarm in cities and towns should be a Criminal Act.

    Sorcerer Skills: Just like it's illegal for Necromancer's to bring the dead to life , so should Summoning Daedric Pets.

    Nightblade Skills: Aspect of Terror and Summon Shade should definitely be illegal.

    Dragonknight Skills: Dragon Leap and Reflective Scales should cause all towns folks to be scared and frighten, hence, should be illegal.

    I think making these skills Criminal Acts would add more to the role playing experience, like they did with Necromancer skills. It'll also keep down the amount of Daedra running around town. :smiley: I always felt Daedra being legal was just a way for ESO to explain their initial inability to explain how player having Daedra, but since they now have a criminal system, I think this would be a great use.

    Thoughts?

    Add warden bears to this list please. I don't care how cute and fuzzy you think they are, I simply don't want them standing around on tables with their rears in the bankers' faces.
    Not even daedra have two left feet!
  • redgreensunset
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    No skills should be illegal. Its a half baked idea that adds nothing except frustration.and quite frankly, an NPC sweeping the corpse of his recently murdered dead clone probably wouldn’t care so much a small ghost is flying around.

    This. As much as combat pets annoy me in cities they shouldn't be illegal to have. The solution if you ask me isn't to make more things illegal, but fewer. Make necro skills legal, problem solved
  • redgreensunset
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    Pauls wrote: »
    lagrue wrote: »
    Sorcerer Skills: Just like it's illegal for Necromancer's to bring the dead to life , so should Summoning Daedric Pets.
    Thoughts?

    Considering there's no way to put pets away once summoned, this is probably one of the worst ideas I've ever heard.
    .
    There is a way to unsummon, open char screen and right-click on summoned pet effect. Or just install addon and bind unsummon to any key you like.
    https://www.esoui.com/downloads/info1314-PetDismiss.html

    That clunky, annoying, the game doesn't tell you it's possible so that's going to be absolute nightmare for new players. And not everyone is on PC so stop suggesting addons as a solution.
  • FierceSam
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    Pauls wrote: »
    lagrue wrote: »
    Sorcerer Skills: Just like it's illegal for Necromancer's to bring the dead to life , so should Summoning Daedric Pets.
    Thoughts?

    Considering there's no way to put pets away once summoned, this is probably one of the worst ideas I've ever heard.
    .
    There is a way to unsummon, open char screen and right-click on summoned pet effect. Or just install addon and bind unsummon to any key you like.
    https://www.esoui.com/downloads/info1314-PetDismiss.html

    That clunky, annoying, the game doesn't tell you it's possible so that's going to be absolute nightmare for new players. And not everyone is on PC so stop suggesting addons as a solution.

    I am baffled why there isn’t at least an unsummon hotkey for PCs. The current situation is an obvious kludgef-k. I hate to think how painful it must be to do this on console.

    And hardly helped by ZOS’s propensity to not explain anything in the game ever.
  • SkyMagpie
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    I am sure people pointed out but feeding on people is already illegal because you attack a NPC directly. Making vampires a crime in general would be a problem for most endgame players who are running vamp for the passives.

    As for werewolves, I agree, transforming should be made a crime like it was in Skyrim
  • NeroBad
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    As a vampire sorcerer, I agree with the pets (also Warden bear also should be illegal), vampirism on the other hand is a trickey thing, lore vise yeah sure, but it would make vampirism much less appealing. But if they make a vampire friendly crafting city (for daily crafts and bank with guild store) I can see it somewhat viable.
  • MajBludd
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    Just disable pets when you are near a banker or craft station, you inconsiderate pricks
  • WillhelmBlack
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    Winged Twilight pls
    PC EU
  • TelvanniWizard
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    Watchdog wrote: »
    Disable dueling in cities.

    Problem solved. ;)

    This should be a thing, outlawed dueling. It´s actually kinda realistic, considerning how it has always been something parallegal, if not directly illegal, being performed in lone places, or out of cities.
  • DarcyMardin
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    No pets in cities/towns. No dueling, either, please.
  • albesca
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    I strongly agree that summoning Daedra should be illegal (and not because I find a swarm of twilight matriarchs flapping in the bank to be obnoxious, although I do, lol) but because of how central it seems to TES lore. I would be glad to see the sorcerer’s pets all changed to atronarchs or other magic beings and have Daedra summoning maybe as an optional illegal skillline available for all characters, perhaps. Any other skills being illegal seems rather arbitrary and confusing IMHO.

    In Skywatch just outside the Mages' Guild there's a mage with a pet scamp and I don't remember any city guard attacking her, so it must be allowed, I guess.
    PC EU

    Khajiit has no time for you
  • Asardes
    Asardes
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    3K instant bounty for using Warden Bear or Sorcerer Matriarch & Scamp near bank and crafting stations.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
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