ESO High Isle Guide

Getting Started
Update 34 brings a new player tutorial. If you are a beginning player (or starting over) you now have more choices than ever before! During the tutorial, you can choose which weapon line you’d like to start with. Once you complete the brief tutorial, you can then choose what location to begin your gameplay.

Norianwe escorts you to a room where you have your CHOICE of weaponry and gear. She also explains a little about skill lines, and how to get them started. This is an awesome feature. Now you can have choices at the very beginning!

Grab Your Very First Skyshard
Norianwe also takes a quick moment to explain skyshards while we have the chance to acquire our very first one. Those of you who are new players will quickly learn that skyshards are an integral part of The Elder Scrolls Online.

A Few Other Mechanics Explained
Of course, we learn how to light attack, heavy attack, equip weapons, and dodge roll with Norianwe’s encouragement and guidance against an enemy that is easily bested.
So Many Choices For New Beginnings
At the end of the tutorial, which took just a few minutes, you will be presented with a room full of choices. Each port will take you to a different area of the world. This feature will be particularly handy for those secondary characters. Now you will be able to choose where you want to begin.
Choose from Khenarthi’s Roost, Stros M’kai, Bleakrock Isle, Vvardenfell, Western Skyrim, Summerset Isle, Elsweyr, Blackwood, or High Isle. There is no right or wrong place to choose for your first starting area. YOU choose!
Quality Of Life Updates
Update 34 Is For Everyone
Although Update 34 was released with the High Isle chapter in June, you are not required to purchase High Isle to receive these benefits. Update 34 is a base-game improvement update that will contain fixes and additions for everyone!
Save Mundus Stones With Build In The Armory
The armory is amazing! If you need to know more about it, check out this previous article! But one of the most requested changes was the ability to save your Mundus Stone with your build. ESO has now added that ability!
Spanish Language Added To ESO
In addition to English, German, French, Russian, and Japanese, Spanish is supported as an in-game language. ESO has noted that voice-overs will remain in English but Spanish subtitles will be available.
Quickslots & Quick Select Wheel
A major change to the quickslot system allows us to better organize our quickslot items and slot more of them! You can learn even more about the quickslot updates with this article.
When you access the Quickslot, the normal 8 goodies will be available for your use but you’ll note there are now trigger buttons that allow you to access other wheels! The wheels available are Emotes, Allies, Mementos, and Tools. These are easily accessible by using your triggers to toggle between them.
New Lands To Explore

The Systres Island Chain
High Isle is part of the Systres small island chain located in the Abacean Sea in the westernmost region of Tamriel. It is southwest of Hannerfell and northwest of the Summerset Isles. High Isle, Amenos, Y’ffelon, and Galen, also known as the Systres Isles or Systres Archipelago, form the 4-island chain. High Isle is the largest of the islands in the chain followed by Amenos, Y’ffelon, and Galen.
High Isle’s history dates back to the early years of the Akaviri Potentates which was in power when the rule of the Reman Empire was taken over following the assassination of Reman Cyrodiil in IE 2920. At that time, Reman malcontents were sent to the jungles of Armenos creating a prison colony

The largest and most modern settlement in High Isle is Gonfalon Bat located at the southern end of the island. Gonfalon Bay is the largest port of the Systres Archipelago and is currently ruled by the House of Dufort. Most of the area’s trade originates in Gonfalon Bay where you’ll also find guild traders, a bank, and the local chapters of the Fighters and Mages Guilds. This city is known for its unique architecture but most notably is the Colossus at the entrance to the bay. The Colossus is a giant statue of Bendu Olo erected (despite his personal objections) to commemorate his victory over the sload.
The second-largest city in High Isle is on the northwestern end of the island and is named Port Naviere. This port city is considered to be where the idea of jousting originated. The third-largest city on the island of High Isle is Stonelore Grove. This is the home of the Stonelore Circle Druids. Stonelore Grove is one of the oldest settlements on the island dating back to when the Druids first arrived on High Isle. This location is a friendly Druidic village.

Amenos is the second largest island and is unique because the Druids did not settle on it. It is dominated by dense tropical jungles and sharp cliffs. It does have one town, Amenos Station. While it offers very little in the way of amenities, it is the only way on and off the island and is considered a safe refuge from the enemies who lurk in the jungles.
The third island called Y’ffelon is located at the northern end of the Archipelago and is dominated by a large active volcano called Mount Firesong. According to lore, it is home to a reclusive branch of Druids called the Firesong Circle.
The fourth and final island is called Galen. While not an active area in the High Isle chapter release, it is referenced in several lore books. One lore book says the Breton race ‘descended from the ancient Druids of Galen’.

Ascending Doubt Prologue To High Isle
The storyline to High Isle begins with the prologue entitled ‘Ascending Doubt’. During the prologue, you will encounter Jakarn and his employer Lady Arabell Devaux. They will ask you to assist them in investigating the schemes of the Ascendant Order.
In the High Isle chapter, you will encounter the Ascendant Order. While sometimes considered agitators and anarchists, their common goal is to abolish the three alliances and make Tamriel free. This group is ruled by the Ascendant Lord and his chief in charge Ascendant Magnus. Both their shield and armor are their anonymity. When asked by a chronicler ‘what do you want?’, the Ascendant Lord states “An end to empires … How much blood and misery has been the result of the ambitions of Tamriel’s kings and queens? The rick and the powerful have us fighting each other so that they can grow richer and even more powerful. It is time to bring these foolish wars to an end.” Ascendant Magnus adds “… and bring those tyrants to justice. There must be a reckoning to generations of oppression.”

The Ascendant Lord went on to say that “I founded the Ascendant order because I saw a world that could be different. Better. And I possessed the will and ability to make that world a reality. Injustice will always be with us. But we can give people the power they need to deal with injustice themselves, instead of begging some distant throne to solve their problems.”
When asked about rumors of robbing farmers and merchants, and murdering guards, the Ascendant Lord responded “No change comes without cost. The greater the change, the greater the cost.”

Lady Arabelle Devaux
While a new character to the High Isle chapter, Lady Arabelle is certainly experienced. She is charming, witty, and often a little risque. Although retired, she still ‘works’ on projects she cares deeply about.
Born into a noble household in Wayrest, she was given the best education available to wealthy families. However, this did not satisfy her. At the young age of 15, she ran away and joined a mercenary group to defend High Rock from invaders from the Reach. Her success as a soldier led her to become a member of the Lions Guard where she earned the rank of captain and commanded a premier squad. King Emeric of Wayrest noted her exceptional good work and later, when he became the High King of Daggerfall, recruited Lady Arabelle into his exclusive spy network known as The Daggers. While her life story reads much like an outrageous adventure tale, at the age of 50 she retired from service to enjoy traveling the world. However, she discreetly uses her skills to help protect the people of Tamriel. Currently, she is Chief of Security for the Society of the Steadfast.

Society Of The Steadfast
Lord Bacaro Volorus, the wealthy noble and philanthropist, created and oversees the Society of the Steadfast. The Society is a humanitarian organization intended to provide relief to those caught up in the suffering caused by the Three Banner War. Having lost his own family, he seeks to help families who have been displaced, children who were made orphans, wounded soldiers, and those affected by famine. The Society provides aid and comfort to those affected by the ongoing conflict.
Two New Companions
High Isle also brought two new companions that can join players as allies once the introductory quest is completed. Isobel Veloise is a knight in training with a templar-based skill set while Ember is a Khajiit with a sorcerer-based skill set. Learn more about each of them, and the other two companions, in the new Companion Guide.
Isobel’s Companion Perk
Isobel’s Grace – gives a chance to recover the pack of a slain knight when defeating world bosses, which may contain various supplies.
Isobel’s Companion Skills
Isobel is a Breton with a templar-based skill set. Here’s a brief look at her skills and passives.
Racial Passive Isobel Veloise

Enchanted
This passive decreases her ability cooldowns by a % and the damage taken by a %.
Blazing Might

Sun Brand
The companion hurls a blazing ball of fire at an enemy dealing Flame Damage on impact and additional Flame Damage over seconds.

Penetrating Strikes
The companion attacks four times with a magic spear dealing Magic Damage to all enemies in front of them with each strike. After their assault, the companion grants themselves and nearby allies a boon that increases the damage of their next Light or Heavy Attack by 50%.

Divine Destruction
The companion unleashes a concentrated beam of divine energy at an enemy dealing Magic Damage over seconds. This is used when the enemy is below 25% Health.

Baneslayer
The companion channels their energy and conjures a weapon made of sunlight before striking downward dealing Magic Damage to all enemies in front of them. Enemies damaged by Baneslayer have particles remaining on them for several seconds that detonates for Magic Damage when a player deals damage to them.
Brilliant Shield

Solar Ward
The companion summons the power of the sun to defend themselves from harm reducing incoming damage by a % and granting a damage shield that absorbs up to a % of their Max Health for several seconds.

Gallant Blitz
The companion charges toward their enemy with a vibrant spear that bursts in a flash of light setting all enemies in the area Off Balance for several seconds.

Spear Of Light
The companion hurls a barrage of spears made of radiant light at all targets in front of them dealing Magic Damage and knocking them down for seconds. This attack ignores the enemy’s resistances.
Healing Grace

Blessed Sacrament
The companion sends out a burst of soothing light healing themselves or a nearby ally for Health and an additional every 2 seconds for several seconds as the light momentarily lingers. This is used when the companion or an ally is below 75% Health.

Holy Ground
The companion consecrates the ground under them for 8 seconds healing themselves and nearby allies Health every 2 seconds and snaring enemies by 50%. This is used when the companion or a nearby ally is below 75% Health or if an enemy is nearby.

Beam Of Reproach
The companion bathes an enemy in a beam of sunlight immediately dealing Magic Damage and healing allies nearby for Health. The residual light will then continue to heal allies near the enemy for Health every 2 seconds for several seconds.
Building Rapport With Isobel Veloise
Favorable Rapport Actions
- earn +125 by completing a Bolgrul delve daily
- earn +5 by killing a world boss (no cooldown)
- earn +5 by killing a delve boss
- earn +1 by killing Daedra
- earn +5 by killing a boss-type Daedra
- earn +5 by crafting ‘sweet’ food (1 hour cooldown)
- earn +10 by completing a volcanic vent
- earn +25 for the first visit to an Undaunted Enclave and +5 for subsequent visits
- earn +10 for talking to an alliance learer then +5 for the second and +1 for the third (this can be done multiple times the same day)
- earn +10 by talking to Lyris Titanborn (this can be done multiple times the same day)
- earn +1 by using a repair kit to repair gear
Unfavorable Rapport Actions
- lose -10 by killing an innocent NPC with or without Blade of Woe, then and an additional -1 for each kill during cooldown
- lose -1 for stealing from a container, thieves trove, or corpse of an innocent NPC (shared cooldown)
- lose -5 for entering the Dark Brotherhood Sanctuary
How To Add Isobel To Your Allies
To add Isobel you must first complete the introductory quest. Visit the Castle Navire Wayshrine which is located in the southeastern area of High Isle. There you will see 2 people having an animated conversation.
As with previous companions, once you complete their introductory quest, she will join your list of allies. You can alternatively start the quest by speaking with Isobel directly.
Please note that this same quest must be completed on all your characters in order to summon Isobel as a companion.
Dame Isobel Veloise’s Backstory
Brave, forthright, and just a little dorky, Isobel Veloise is a knight errant sworn in your service. Call this companion to your side and lead her forth in search of glorious tales, wrongs to right, and delicious candy sweets.
Ember’s Companion Perk
Ember’s Intuition – provides a chance to acquire hidden wallets of gold when pickpocketing.
Ember’s Companion Skills
Ember is a Khajiit with a sorcerer-based skill set. Here’s a brief look at her skills and passives.
Racial Passive Ember

Cunning
This passive increases her Critical Chance by a % and damage done by a %.
Lightning Caller

Raging Storm
The companion creates a thunderstorm that follows the target, striking all enemies within for Shock Damage every second for several seconds. The final strike deals a % additional damage to enemies under 25% Health.

Crystal Blast
The companion conjures dark crystals to bombard an enemy dealing Magic Damage.

Thunderous Strike
The companion calls down an explosion of lightning to finish off an enemy, dealing Shock Damage and additional Shock Damage to other nearby enemies. Used when the enemy is below 25% Health.

Shocking Burst
The companion creates a nexus of storm energy at the target location instantly dealing Shock Damage to all enemies in the area and an additional Shock Damage over seconds.
Mischievous Caster

Hurricane Visage
The companion manifests themselves as pure lightning, zapping nearby enemies with electricity dealing Shock Damage over seconds. While in this form their damage taken is reduced by 20%.

Trickster’s Trap
The companion dazzles an enemy in a ball of magic stunning them for seconds.

Entomb
The companion uses binding magic to immobilize enemies in front of them for seconds and heal themselves for Health over seconds.
Playful Schemer

Quick Fix
The companion patches themselves or an ally with restorative magic healing for Health. This is used when the companion or an ally is below 75% Health.

Second Wind
The companion uses their backup resources reducing the cooldown of all their other abilities by 5 seconds.

Shared Wards
The companion conjures wards made of energy for protection granting a damage shield for them and their nearby allies that absorbs damage for 6 seconds. Targets affected by the shield are also healed for Health over seconds.
Building Rapport With Ember
Favorable Rapport Actions
- earn +125 by completing a Mages Guild daily
- earn +125 by completing a Thieves Guild heist
- earn +1 by harvesting a runestone
- earn +1 by killing wolves
- earn +1 by killing werewolves
- earn +5 by looting a safebox or thieves trove then +1 for each additional trove looted during cooldown (shared cooldown)
- earn +10 by winning a Tales of Tribute game then +1 for each additional game won during cooldown
- earn +10 by pickpocketing a guard then +1 foe each additional pick during cooldown
- earn +10 by choosing the ‘flee’ option after being accosted by a guard
- earn +1 by successfully getting away after choosing the flee option
- earn +10 by invoking the clemency perk after being accosted by a guard
- earn +1 by entering a restricted area (trespassing)
- earn +25 by fencing a purple-quality stolen item
- earn +5 by completing a Tip Board quest in the Thieves Den (has a cooldown)
Unfavorable Rapport Actions
- lose -1 by fishing
- lose -10 by getting seen pickpocketing, looting a safebox, stealing from a container, or killing an innocent NPS (shared cooldown)
- lose -5 by getting killed by a guard (no cooldown)
- lose -25 by willingly paying bounty to a guard after getting caught then -5 for each additional payoff during cooldown
- lose 10 for getting spotted while in a restricted area (trespassing)
How To Add Ember To Your Allies
To add Ember you must first complete the introductory quest. Cross the large bridge to the northeast of Gonfalon Bay towards the Tor Draioch Wayshrine. In the area marked on this map, you’ll find a fellow swatting a strange green globe. Speaking with him will begin the quest for Ember.
As with previous companions, once you complete their introductory quest, she will join your list of allies.
Please note that this same quest must be completed on all your characters in order to summon Ember as a companion.
Ember’s Backstory
A talented Mage and former street kid, Ember is a chaotic, earnest, notorious troublemaker. In short, she’s a certified disaster. Call this companion to your side for a bit of chaos and help her fuel her endless curiosity for mystic knowledge.
New Gear And New Mythics

As with any area, there are new gear sets, new mythic items, new furnishings, new motifs, new style pages, new skins, new mounts, and more! High Isle also brings the Druid’s Braid – a very unique gear set that has a 12-piece bonus!
Overland Sets From High Isle

Blessing Of High Isle
- 2 items add 1096 Maximum Magicka
- 3 items add 129 Magicka Recovery
- 4 items add 1096 Maximum Magicka
- 5 items – when you are healed while in combat, your Weapon and Spell Damage are increased by 369 for 5 seconds

Steadfast’s Mettle
- 2 items add 129 Stamina Recovery
- 3 items add 1096 Maximum Stamina
- 4 items add 1096 Maximum Stamina
- 5 items – while you have a food buff active, the cost of your Core Combat abilities is reduced by 25%

Systres’ Scowl
- 2 items add 1100 Maximum Stamina
- 3 items add 1206 Maximum Health
- 4 items add 1491 Maximum Stamina
- 5 items – when you bash an enemy, you place the Systres’ Scowl on them for 15 seconds. When hit by a Light Attack, a target with Systres’ Scowl takes 1973 Frost Damage, up to once every second
Craftable Sets From High Isle

Order’s Wrath
- 2 items add 657 Critical Chance
- 3 items add 129 Weapon and Spell Damage
- 4 items add 657 Critical Chance
- 5 items add 943 Critical Chance and increases your Critical Damage and Critical Healing by 8%

Serpent’s Disdain
- 2 items add 1096 Maximum Stamina
- 3 items add 1206 Maximum Health
- 4 items add 1096 Maximum Magicka
- 5 items increase the duration of Status Effects you apply by 16 seconds
(YES, 16 seconds)

Druid’s Braid
This set deserves a special introduction – 12 pieces, 12 bonuses and it’s craftable!
- 1 item adds 1540 Maximum Health
- 2 items add 1401 Maximum Magicka
- 3 items add 1401 Maximum Stamina
- 4 items add 1540 Maximum Health
- 5 items add 1401 Maximum Magicka
- 6 items add 1401 Maximum Stamina
- 7 items add 1540 Maximum Health
- 8 items add 1401 Maximum Magicka
- 9 items add 1401 Maximum Stamina
- 10 items add 1540 Maximum Health
- 11 items add 1401 Maximum Magicka
- 12 items add 1401 Maximum Stamina
WOW!
New Mythic Items From High Isle

Dov-Rha Sabatons
With this item, while Sprinting you gain a stack of Draconic Speed every 0.5 seconds, granting you 660 Armor, up to 20 stacks max. Upon stopping, you deal 170 Physical Damage per stack in an 8-meter shockwave and retain Draconic Speed for 10 seconds but cannot gain new stacks. At 20 stacks, this damage will also stun for 3 seconds. The damage from this ability scales off the higher of your Physical or Spell Resistance.

Lefthander’s War Girdle
With this item, Dodge Roll no longer evades attack and instead grants you a Damage Shield that absorbs up to 20990 damage over 1 second. This damage shield is unaffected by Battle Sprint.

Mora’s Whispers
With this item, you gain up to 1528 Critical Chance and 10% increased Inspiration, Alliance Rank, Alliance skill, and monster kill experience based on how many books of Shalidor’s Library have been collected.

Oakensoul Ring
This item adds 300 Weapon and Spell Damage, adds 3816 Armor, adds 300 Health Recovery, adds 300 Magicka Recovery, adds 300 Stamina Recovery, adds 2658 Maximum Health, adds 2658 Maximum Magicka, AND adds 2658 Maximum Stamina. While equipped, you are unable to swap between your Primary and Backup Weapon Sets.
***This will be AMAZING for 1 Bar Build/Werewolf!***
Trial Gear From Dreadsail Reef

Coral Riptide
- 2 items add 657 Critical Chance
- 3 items add a gain to Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena monsters by 5%
- 4 items add 129 Weapon and Spell Damage
- 5 items increase your Weapon and Spell Damage by up to 740 based on your missing Stamina

Perfected Coral Riptide
- 2 items add 657 Critical Chance
- 3 items add a gain to Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena monsters by 5%
- 4 items add 129 Weapon and Spell Damage
- 5 items add 657 Critical Chance and increases your Weapon and Spell Damage by up to 740 based on your missing Stamina, reaching the maximum of 33% Stamina

Pearlescent Ward
- 2 items add 1206 Maximum Health
- 3 items add a gain of Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena monsters by 5%
- 4 items add 4% Healing Taken
- 5 items increase your Weapon and Spell Damage by 180 for you and up to 11 other group members based on the number of group members that are alive. Also, it increases your damage resistance from non-player enemies by up to 66% for you and up to 11 other group members based on the number of group members that are dead. You can only benefit from this set from one source.

Perfected Pearlescent Ward
- 2 items add 1206 Maximum Health
- 3 items add a gain of Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena monsters by 5%
- 4 items add 4% Healing Taken
- 5 items add 1206 Maximum Health and increases your Weapon and Spell Damage by 180 for you and up to 11 other group members based on the number of group members that are alive. Also, it increases your damage resistance from non-player enemies by up to 66% for you and up to 11 other group members based on the number of group members that are dead. You can only benefit from this set from one source.

Pillager’s Profit
- 2 items add 4% Healing Done
- 3 items add a gain to Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena monsters by 5%
- 4 items add 1096 Maximum Magicka
- 5 items add when casting an Ultimate ability while in combat, you are granted 5% of Ultimate spent as Ultimate, up to a max of 20 and to up to 11 group members within 12 meters every 2 seconds over 10 seconds. Group members can only be affected by this set every 45 seconds.

Perfected Pillager’s Profit
- 2 items add 4% Healing Done
- 3 items add a gain to Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena monsters by 5%
- 4 items add 1096 Maximum Magicka
- 5 items add 129 Magicka Recovery and when casting an Ultimate ability while in combat, you are granted 5% of Ultimate spent as Ultimate, up to a max of 20 and to up to 11 group members within 12 meters every 2 seconds over 10 seconds. Group members can only be affected by this set every 45 seconds.

Whorl of the Depths
- 2 items add 129 Weapon and Spell Damage
- 3 items add a gain of Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena monsters by 5%
- 4 items add 129 Weapon and Spell Damage
- 5 items add when you deal damage with a Light Attack, you apply Whorl of the Depths to the target, dealing 988 Frost Damage over 8 seconds. When this effect ends, a 5 meter whirlpool is created under the target for 6 seconds and deals 743 Frost Damage every 1 second. This effect can only occur once every 18 seconds and scales off the higher of your Weapon or Spell Damage.

Whorl of the Depths
- 2 items add 129 Weapon and Spell Damage
- 3 items add a gain of Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena monsters by 5%
- 4 items add 129 Weapon and Spell Damage
- 5 items add when you deal damage with a Light Attack, you apply Whorl of the Depths to the target, dealing 988 Frost Damage over 8 seconds. When this effect ends, a 5 meter whirlpool is created under the target for 6 seconds and deals 743 Frost Damage every 1 second. This effect can only occur once every 18 seconds and scales off the higher of your Weapon or Spell Damage.

Perfected Whorl of the Depths
- 2 items add 129 Weapon and Spell Damage
- 3 items add a gain of Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena monsters by 5%
- 4 items add 129 Weapon and Spell Damage
- 5 items add 657 Critical Chance and when you deal damage with a Light Attack, you apply Whorl of the Depths to the target, dealing 988 Frost Damage over 8 seconds. When this effect ends, a 5-meter whirlpool is created under the target for 6 seconds and deals 743 Frost Damage every 1 second. This effect can only occur once every 18 seconds and scales off the higher of your Weapon or Spell Damage.
Dreadsail Reef, 12-Person Trial

A Pirate-Themed Trial
Located in High Isle is the new 12-person trial called Dreadsail Reef. The Dreadsail pirates lead by the fleet Queen Taleria attack from a secret refuge. They bring terror to the High Isle residents by raiding shipping lanes and attacking merchants. The Mechanics Guide will be coming soon!
Tales Of Tribute And How To Play

Tales of Tribute is an exciting new card game that you can play throughout Tamriel. PVE matches and PVP matches (with an accompanying ranking system) are available. The best part is that you receive rewards for playing. Winning rewards are much better. In addition to Roister’s Clubs where you can play other NPCs, you can also play other players using the Activity Finder. You have a choice between Ranking matches or Unranked matches.
There are 2 daily quests involving Tales of Tribute. One requires you to travel areas of Tamriel for specific matches. You can return after winning your match or win 3 and return for an even bigger reward. The second requires you to match against other players. Likewise, if you can return for a reward after the first match, but you can also win up to 3 matches and return the daily for an even bigger reward.
How To Win Tales Of Tribute
There are two primary ways to win ToT – acquire 40 Prestige or receive the favor of all 4 patrons. If you reach 40, your opponent has one final hand to match or exceed your total but if you gain patron favor, the game is instantly concluded.
In The Beginning
Each player begins the match with 10 cards. 6 of those cards are gold-bearing cards. The rest of the decks are shuffled into the Tavern (center area). There are 5 cards laid out for either player to use in each hand. Since the first player gets the first choice of the tavern cards, the opposing player gets an extra gold for his first turn.
Turn Timer Is Active
Another important note: there is a turn timer. Each player has 90 seconds to complete their turn. If 90 seconds, elapses, the turn ends automatically. When you are ready to complete your turn, you simply activate the timer. While playing with NPCs, I didn’t really find this an issue. I didn’t have any issues with this in pvp games either.
Modes Of Game Play
There are several different modes of play in ToT. Ranked mode is where players play each other to increase their tier and standing on the ToT leaderboard. In Casual mode, players can challenge other players without changes to their tier or standings.
Any matches with NPCs do not affect a player’s tier or standing on the leaderboards BUT you will earn rewards for winning or losing based on the challenged NPCs difficulty rating. NPC matches also count as progress on quests.
There is one final mode called Friendly. This is where the game is purely for fun!
Types of Cards
There are a couple of different types of cards: Actions, Agents, Contract Actions, and Contract Agents. Actions are sent to your cooldown at the end of your turn, while Agents remain on the field of play until they are knocked out.
Contact cards (either contract agent or contract action) are put into play as soon as they are acquired but NEVER go to your cooldown. At the end of your turn, any played Contract Action card returns to the Tavern’s discard. Contract Agents remain on the playing field until they are knocked out and then return to the Tavern’s discard.
Getting A Match Started
The beginning player gets the first pick of the tavern cards, so the second player (chosen at random) gets an additional coin for their first turn.
Gold coin cards are not suited so they can be played at any time. Typically begin gameplay with all your non-suited coin-bearing cards. The first few turns of ToT is more about upgrading and acquiring more powerful cards from the tavern. For 2 gold, you can use the Treasury patron to exchange a 1 gold token card for a 2 gold writ card.
Another note: while gaining new more powerful cards is a good thing, having too many cards can be bad. Your cooldown cards are shuffled only when you’ve played through your deck. The more cards there are, the lower the opportunity for those good cards to appear as often.
You are not required to spend your gold. You lose it when you complete your turn but you are not required to spend it. You are not required to interact with patrons before ending your turn. And you may interact with patrons during your turn – not just at the end.
The next play is the red-suited cards from Saint Pelin. Both of these cards provide power and neither have combo effects so it doesn’t matter which order they are played.
Each card has a notation if the card has a combo effect. Combos are cards played consecutively of the same suit. You will want to make combos as the benefits can be quite rewarding in both gold and power.
Agent Cards And Combo Effects
This is an agent card. It will cost 6 coins to purchase it. Once purchased, the card will go into your cooldown pile. Only when you play it later will you benefit from the effects this card offers.
Note the combo 3 effect. This means the combo effect of this card will ONLY activate if it’s part of THREE purple-suited (Duke Of Crows) cards played in a single turn.
Agents also have a health number at the bottom. Once this agent cards is played, it stays active on the playing field to be used again at the next turn UNLESS the opponent clicks it (paying 3 power to remove it), uses a patron advantage, or has a counter-effect card to remove it.
If you are attacking agent cards with power, the health number will decrease by the amount of power you use to attack it. To attack it, you simply click it. You do not have to attack your opponent’s agents. But if they activate that agent, they receive the benefit listed on the card. Likewise, if you have an agent on your table and want to activate it during the next hand, you will click it. You are not required to use an agent every hand.
Some agents have taunts. This means that your ability to convert power to prestige is stifled until that agent is removed. You can do this manually by clicking it OR it will happen automatically when you end your turn.
There are some cards and some patron interactions that allow you to remove cards from the tavern or your hand.
While this can be a good thing to give you new cards to choose from in the tavern, this also affects what your opponent has an opportunity to get as well.
Turn By Turn Until Victory
All 4 Patrons’ favor is an immediate victory. However, 40 Prestige also can win. When you reach 40 prestige, your opponent has a final hand to match or exceed your score. If he/she matches or exceeds, then you have a final hand to do the same. This can continue for some time (capped at 80) until someone fails to match or exceed. The first person to get to 80 automatically wins.
Tips For Success
The image above was from a hard-fought game with a veteran-level NPC. He was using a new deck that offered the ability to remove Prestige from the opponent. Because I was well stocked with gold from earlier Treasury patron interactions, I was able to purchase a lot of those cards easily punishing him for his deck choice. I also took advantage of a patron that allowed me to create a bewilderment card (garbage card) and stuff it in his deck making what few ‘good’ cards he had nearly impossible to draw. I think the highest Prestige he had all game was 10.
- use your first few hands to increase your gold with the Treasury patron – typically the higher value cards pack bigger punches
- be sure to consider a card’s benefit before adding it to your deck – great cards will serve no purpose if you never get to use them
- take advantage of combos whenever possible – you can look at your draw pile and your cooldown pile at any time by clicking it
- don’t be afraid to use patrons even if they require payment by power
- it’s okay to leave gold on the table at the end of your turn
- always keep an eye on the patron’s favor – remember 4 patrons’ favor is an immediate victory
- be flexible – since the tavern is made up of 4 decks of shuffled cards, you need to take advantage of opportunities when they present themselves
ToT Patrons Explained
Once you complete the quest to play ToT, you will receive 4 unique card decks. Everyone will receive the same first 4 decks. Those decks are Saint Pelin, Grandmaster Elmene Hlaalu, Duke of Crows, and Psijic Loremaster Celarus.
Throughout the gameplay and other exploration activities of Tamriel, you can earn other decks by fragments which can then be combined into decks. Clues can also be acquired to such deck fragments.
Each deck has a unique theme and a unique patron. You are permitted at least one patron activity per turn and they should be used to your advantage. You can also win the game immediately if you gain the favor of all 4 patrons.
Saint Pelin, Tribute Patron
This is one of the decks awarded with the beginning quest.
“High Rock’s Heroic stand against the Gray Hose in 1E.1029 is the stuff of legends. How better to commemorate that grand victory than with a Tale of Tribute? Focusing on the heroic beadle, Saint Pelin, this deck will hold your opponent at bay just like the iron gates of the Bankgkorai Garrison!”
You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Saint Pelin will depend if you are neutral, favored, or unfavored. All patrons begin neutral.
If Saint Pelin is in a NEUTRAL position when you interact with him, you will pay 2 Power and have 1 agent card in your cooldown. Then the interaction will return up to 1 agent card from your cooldown to the top of your draw. This patron will now FAVOR you.
If Saint Pelin FAVORS you, you will pay 2 Power and have 1 agent card in your cooldown. Then the interaction will return up to 1 agent from your cooldown to the top of your draw pile. No other status change will occur.
If you are UNFAVORED by Saint Pelin, you will pay 2 Power and have 1 agent card in your cooldown. Then the interaction will return up to 1 agent card from your cooldown to the top of your draw. This patron will then become NEUTRAL.
Grandmaster Delmene Hlaalu, Tribute Patron
This is one of the decks awarded with the beginning quest.
“Of all the Great Houses of Morrowind, none can rival the insatiable greed of House Hlaalu. Hearkening back to the end of the Four-Score War and the Hlaalu’s age of gilded glory, Grandmaster Delmene Hlaalu will guide you to ever greater prestige and profit!”
You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Grandmaster Delmene Hlaalu will depend if you are neutral, favored, or unfavored. All patrons begin neutral.
If Grandmaster Delmene Hlaalu is in a NEUTRAL position when you interact with him, you sacrifice 1 card you own in play that cost 1 or more coins. Then the interaction will gain you Prestige equal to the card’s cost minus 1. This patron will now FAVOR you.
If Grandmaster Delmene Hlaalu FAVORS you, you sacrifice 1 card you own in play that cost 1 or more coins. Then the interaction will gain you Prestige equal to the card’s cost minus 1. No other status change will occur.
If you are UNFAVORED by Grandmaster Delmene Hlaalu, you will sacrifice 1 card you own in play that cost 1 or more coins. Then the interaction will gain you Prestige equal to the card’s cost minus 1. This patron will then become NEUTRAL.
The Duke Of Crows, Tribute Patron
This is one of the decks awarded with the beginning quest.
“Rumors of talking crows swirl in taverns and guild halls across the continent. The Duke of Crows deck explores the origins of this strange Blackfeather fellowship and its ceaseless quest for shiny treasures!”
You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Duke of Crows will depend if you are neutral, favored or unfavored. All patrons begin neutral.
If the Duke of Crows is in a NEUTRAL position when you interact with him, you pay all your coin. Then the interaction will gain you Power equal to the coin paid minus 1. This patron will now FAVOR you.
If the Duke of Crows FAVORS you, it becomes unusable. There is no benefit.
If you are UNFAVORED by the Duke of Crows, you pay all your coin. Then the interaction will gain you Power equal to the coin paid minus 1. This patron will then become NEUTRAL.
Psijic Loremaster Celarus, Tribute Patron
This is one of the decks awarded with the beginning quest.
“The mysterious Psijics return to Tamriel! Led by the enigmatic Loremaster Celarus, the Order of the PSJJJ attends to some mysterious business here in Tamriel – and inspires this deck of replenishment and rejuvenation.”
You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Psijic Loremaster Celarus will depend if you are neutral, favored, or unfavored. All patrons begin neutral.
If Psijic Loremaster Celarus is in a NEUTRAL position when you interact with him, you pay 4 coin and your opponent has 1 agent card in their active agents. Then the interaction will place 1 of your opponent’s active agents into their cooldown. This patron will now FAVOR you.
If Psijic Loremaster Celarus FAVORS you, you pay 4 coin and your opponent has 1 agent card in their active agents. Then the interaction will place 1 of your opponent’s active agents into their cooldown. No other status change will occur.
If you are UNFAVORED by Psijic Loremaster Celarus, you pay 4 coin and your opponent has 1 agent card in their active agents. Then the interaction will place 1 of your opponent’s active agents into their cooldown. This patron will then become NEUTRAL.
Ansei Frandar Hunding, Tribute Patron
This deck can be awarded by acquiring clues to find deck fragments. Fragments can then be combined into the deck.
“Wield the Way of the Sword with this legendary tale of the ansei! Telling the story of Hunding’s life, this deck provides limitless flexibility – allowing you to attack the opponent from every angle.”
You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Ansei Frandar Hunding will depend if you are neutral, favored, or unfavored. All patrons begin neutral.
If Ansei Frandar Hunding is in a NEUTRAL position when you interact with him, you pay 2 Power. Then the interaction will gain you 1 coin. This patron will now FAVOR you.
If Ansei Frandar Hunding FAVORS you, you hold this patron’s favor until the start of your turn. Then the interaction will gain you 1 coin. The patron’s status returns to neutral.
If you are UNFAVORED by Ansei Frandar Hunding, you pay 2 Power. Then the interaction will gain you 1 coin. This patron will now FAVOR you.
Red Eagle, King of the Reach, Tribute Patron
This deck can be awarded by acquiring clues to find deck fragments. Fragments can then be combined into the deck.
“Seize the savage power of the Reach! This deck tells the tale of Reach King Faolan’s profane pact and his desperate war against the soldiers of Hestra’s legions. What are you willing to sacrifice to achieve victory?”
You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Red Eagle, King of the Reach will depend if you are neutral, favored, or unfavored. All patrons begin neutral.
If Red Eagle, King of the Reach is in a NEUTRAL position when you interact with him, you pay 2 Power. Then the interaction allows you to draw 1 card. This patron will now FAVOR you.
If Red Eagle, King of the Reach FAVORS you, you pay 2 Power. Then the interaction allows you to draw 1 card. No other status change will occur.
If you are UNFAVORED by Red Eagle, King of the Reach, you pay 2 Power. Then the interaction allows you to draw 1 card. This patron will then become NEUTRAL.
Sorcerer-King Orgnum, Tribute Patron
This deck can be awarded by acquiring clues to find deck fragments. Fragments can then be combined into the deck.
“Emerging from the mists of Pyandonea, the undying king of the Sea Elves sails froth to do battle! This deck spins tales of brine and bloodshed, tracking on of Orgnum’s most devastating raids on the High Elf fleet. Now, you can step into this villain’s soggy boots and unleash attacks of your own!”
You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Sorcerer-King Orgnum will depend if you are neutral, favored or unfavored. All patrons begin neutral.
If Sorcerer-King Orgnum is in a NEUTRAL position when you interact with him, you pay 3 coin. Then the interaction will gain you 1 Power for every 6 cards that you own, rounded down. This patron will now FAVOR you.
If Sorcerer-King Orgnum FAVORS you, you pay 3 coin. Then the interaction will gain you 1 Power for every 4 cards you own, rounded down. It will also create a Maormer Boarding Party card and place it in your cooldown. No other status change will occur.
If you are UNFAVORED by Sorcerer-King Orgnum, you pay 3 coin. Then the interaction will gain you 2 Power. This patron will then become NEUTRAL.
Rajhin, The Purring Liar, Tribute Patron
This deck can be awarded by acquiring clues to find deck fragments. Fragments can then be combined into the deck.
“Trickster, thief, and . . . diety! This deck tracks the cunning cat, Rajhin, on one of his most legendary heists – stealing the Amulet of Kings from Empress Alessia! Is this story true? Who can say? The Purring Liar leaves everyone bewildered!”
You must meet the requirements for patrons before they can be used. If you do meet the requirements, the patron will glow. Your patron interaction with Rajhin, the Purring Liar will depend if you are neutral, favored, or unfavored. All patrons begin neutral.
If Rajhin, the Purring Liar is in a NEUTRAL position when you interact with him, you pay 3 coin. Then the interaction will create a bewilderment card and place it in your opponent’s cooldown. This patron will now FAVOR you.
If Rajhin, the Purring Liar FAVORS you, you pay 3 coin. Then the interaction will create a bewilderment card and place it in your opponent’s cooldown. No other status change will occur.
If you are UNFAVORED by Rajhin, the Purring Liar, you pay 3 coin. Then the interaction will create a bewilderment card and place it in your opponent’s cooldown. This patron will then become NEUTRAL.
The Treasury, Tribute Patron #9?
Indeed this is correct. There is yet another patron and deck of cards involved in ToT. This patron is the Treasury. It is in every game. The Treasury has its own cards that are mixed with the player’s 4 decks.
As you might expect, Treasury cards are coin-related. To interact with this patron, you pay 2 coin. In return, you choose a card (ideally a single gold coin card) that is exchanged for a writ card that grants you 2 coins the next time you use it.
The Treasury remains neutral at all times and available for 2 coin to either player. Consequently, the Treasury does not apply to the 4-patron-favored-win condition.
Is There A Future For ToT?
It is clear there is plenty of room for ESO to expand ToT in the future. Adding new card decks and patrons, adding new cards to existing decks, adding clues to deck fragments – the list could go on. ToT can be played PVP or against NPCs and there will be a PVP ranking system. Rewards will be given just for playing regardless if you win or lose. Winning rewards will, of course, be better.
Public Dungeons In High Isle

Ghost Haven Bay and Spire of the Crimson Coin are the two new public dungeons in the High Isle chapter. Both dungeons offer unique and familiar challenges. Public dungeons are areas similar to delves but larger and harder with multiple bosses. While they can be entered at any time with any group or even solo, public dungeons are much easier to complete in a group. To complete a public dungeon you must do all associated quests, and defeat all the bosses. Normally at least one skyshard is located in each public dungeon.
Ghost Haven Bay

The Story Behind Ghost Haven Bay
You will find Ghost Haven Bay on the eastern side of Amenos. To get to Amenos, you must travel from the main island of High Isle. Amenos is a jungle island that is home to a prison camp. The quest for the public dungeon is to team up with Ilyes Maul, a buccaneer who is seeking his ancestor’s final resting place which is located in Ghost Haven Bay.

You will explore the remanents of a pirate fleet, survive deadly spirits, and uncover the secret of the dark curse that continues to bind them. There are plenty of monsters, bosses, and treasures hidden within Ghost Haven Bay.

Two Levels To Explore
There are two levels in Ghost Haven Bay. The map above shows you the entrance level. The second level is a catacomb. The area is full of green lush vegetation, misty and full of peril. As you circle around the area, you will eventually come to a deserted shipyard.

Mobs Of Unusual Enemies
As the journey through the winding areas of Ghost Haven Bay continues, you’ll find new usual creatures like the Hadolid Hullcleaver. Ultimately you’ll find the Hadolid Broodmother who is one of six bosses inside this public dungeon.

Achievements Await The Victor
If you needed more rewards other than the pirate loot you’ve already collected thus far, there are two new achievements associated with Ghost Haven Bay.
Ghost Haven Bay Conqueror is awarded when you defeat all the champions in the dungeon.
Ghost Haven Bay Group Event is awarded when you defeat the Hadolid Broodmother.
Spire of the Crimson Coin
Enemies in new and familiar forms lurk around every corner. There are lots of corners, especially since I got lost in a very confusing garden maze. As this is the Spire of the Crimson Coin, there were quite a few ‘crimson’ enemies.
A new enemy named Chillspire will greet you. In the middle of the garden maze, you will find a Crimson Apprentice who is a formidable foe. After leaving the maze and entering back into the castle area, Iyou will find greeted by a very large group of very angry harpys.
After a few more battles and a little more exploring, you will find a lower level called the Prison Warrens. It is here the Crimson Mother can be found.
Public dungeons in ESO are always a challenge. While you can, for the most part, complete a public dungeon on your own, they are set up for group play. The rewards are always awesome and this one will be no different.
New World Events Called Volcanic Vents
Disturbing The Peace
While exploring High Isle, I saw smoke in the distance. Concerned for the Breton’s architecture, I investigated to be greeted by a new peril – volcanic vents. They are smokey and hot, and filled with flame atronachs, magma golems, flame hounds, and fiery imps.
What Is This Madness?
Volcanic Vents are new world events coming to High Isle. They operate much like the Abyssal Geysers in Summerset. The story behind them will be revealed in the High Isle chapter’s main story questline. But suffice it to say that the Druids are involved.
Marked On The Map & Shown When Active
You will be able to find Volcanic Vents (and other world events) on your map. And as an added bonus thanks to the prior update, you’ll be able to see if it’s active. The image below shows an active Volcanic Vent on the map.
Purchase High Isle Today
If you are excited about all this amazing content, and you should be, purchase High Isle chapter of The Elder Scrolls Online today!
Not only will you get High Isle but you can also get access to the base game and ALL chapters! The Elder Scrolls Online website will have the full details.
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