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Online:Quest Timing

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Quests to Do as Soon as PossibleEdit

These are quests with long term benefits which you will want to take advantage as soon as you can.

  Aicessar's Invitation  Basile's Invitation  Hilan's Invitation
and
  Curinure's Invitation  Nemarc's Invitation  Rudrasa's Invitation
Joining the Mages Guild and Fighters Guild as early as possible has the immediate advantage of making the Persuasive Will and Intimidating Presence skills available, which can reduce the leg-work in many future quests. Joining the Fighters Guild in particular is something you'll want to do as soon as possible, since advancement in the guild is earned by killing undead and daedra, but only if you are already a member. Advancement in the Mages Guild comes from reading Lore Books, but unlike the Fighters Guild, books you read before you join will be counted towards your rank.
The Main Quest
Besides earning a number of skill points, completing these quests is the only way to increase your rank in the Soul Magic skill line. In particular, getting the Soul Lock skill will provide you with a steady supply of Soul Gems without wasting a skill slot on Soul Trap. Completing these quests up to The Weight of Three Crowns will give you access to Coldharbour for the first time (though you can get there early by porting to another player).
Crossing the Chasm
Completing this quest will grant you access to the Fist of Stone, the northernmost section of the Coldharbour zone which otherwise cannot be reached on foot. This is mainly relevant for the purposes of collecting the skyshards located there. Note that you can get there early by porting to another player, thereby skipping this requirement.
All quests in the Mages Guild and Fighters Guild
These are a good source of skill points for early players. You won't be able to do them all immediately, since they have guild rank requirements, but doing each of the quests as soon as you are allowed is a good idea. The Mages Guild in particular has a potential reward of two skill points for the last quest, and completing them also unlocks the Eidetic Memory collection of books, allowing you to keep track of all books and notes you've found.
Welcome to Cyrodiil, Siege Warfare, and Reporting for Duty
These three quests introduce you to the PvP mechanics in Cyrodiil. Even if you have no interest in PvP play, it's a good idea to do these quests as early as you are able upon reaching Level 10. These quests involve no actual PvP encounters, and will grant you access to the Assault and Support skill lines (though you will need to do some PvP content in order to advance these beyond the first skill in each line.) The first two Assault skills are useful outside Cyrodiil. Vigor, provides stamina-based healing. The Continuous Attack passive is very useful for getting around outside of Cyrodiil. This skill becomes available at line rank 3 on the Assault skill line, so some PVP play is required to unlock it. Siege Shield is not that useful outside of Cyrodiil, though the Propelling Shield morph does increase projectile range elsewhere. Completing enough PvP content to raise your rank to Sergeant (line rank 7) will grant you access to all of the other Alliance War skills, many of which can be very useful outside of PvP areas.
All of the Crafting Certification quests
These will allow you to take Crafting Writs, which are not only easy money and experience, but also very helpful in acquiring crafting materials and raising your crafting skills. If you have access to Summerset, add Jewelry Crafting Certification to the list. Even if you are not interested in becoming a master crafter, being able to do writs early on can be useful later on, particularly during the annual Jubilee Events, where you can earn rare crafting motif pages for every writ turned in. Even if you have no interest at all in crafting motifs, they are worth a great deal of money on the markets, so this can be a great source of fast income.
Bosmer Insight
Completing this quest allows you to use shrines throughout Grahtwood which grant you one of three buffs for an hour. At the very least, it is beneficial to make this one of the first quests you do while in Grahtwood.
Voices in the Dark 
Completing this quest grants you the Dark Brotherhood skill line and access to the Blade of Woe. If you have any intention of becoming a career criminal, being able to assassinate potential witnesses quickly and potentially without witnesses will save you a lot of money on paying off bounties.
The Queen's Decree and The Psijics' Calling 
If you have access to the Summerset chapter, you'll want to do these two quests as soon as possible, because they will grant you the See the Unseen skill for free, which allows you to see and loot Psijic Portals, which can provide a variety of unique rewards.

Quests to Save for LaterEdit

These are quests which may make certain things harder if done early.

House and Home and One Fell Swoop
If you are trying to complete Kari's Hit List for the Thieves Guild, the artifact found in Velyn Harbor is much easier to steal before liberating the city.
Sparking the Flame
After completing this quest, the town of Bleakrock Village will be overrun by hostile invaders. If you had any business you wanted to do on the island, it is much easier to get it done before this. Once you've done all the quests on the island, however, there's pretty much no reason to ever go back.
Legitimate Interests
Completing this quest will cause the Red Rook occupiers in Crosswych to become openly hostile to you rather than just neutral. After completing The Miners' Lament and Crosswych Reclaimed, they will be replaced by Covenant Guards. If you are criminally inclined, the town is ripe for the picking prior to these three quests since there are no guards and the Red Rooks don't really care if you break the law.

Quests Which Reduce Hostility in an AreaEdit

These quests will make hostile enemies in an area become neutral, or replace them entirely with friendly or justice-neutral NPCs.

Aldmeri DominionEdit

AuridonEdit

Corruption Stones
Completing this quest will cause the ghosts around Tanzelwil to become neutral.
Through the Ashes
Completing this quest will replace the Daedra around Dawnbreak with Dominion Soldiers and other friendly NPCs.
Silent Village, A Village Awakened
Completing these two quests will cause the bears and wolves around Shattered Grove to become neutral.
Breaking the Barrier, Sever All Ties
Completing these two quests will replace the Daedra in Firsthold with Dominion Soldiers and other friendly NPCs.

GrahtwoodEdit

Forgotten Soul
Completing this quest will cause all non-boss enemies in Root Sunder Ruins to become neutral.
The Unquiet Dead
Completing this quest will cause the ghosts around the Ossuary of Telacar to become neutral.
Unsafe Haven
Completing this quest will replace the invading forces in Haven with Dominion Soldiers and other friendly NPCs.
Enemies at the Gate, The Enemy Within, and A Chief Concern
Completing these three quests will cause the bandits north of Reman's Bluff to become neutral.
Pact Advocate
Completing this quest will cause the spriggans and senche around Karthdar to become neutral.

GreenshadeEdit

A Storm Upon the Shore, Pelidil's End
Completing these two quests will replace the Maormer invaders in Seaside Sanctuary with Dominion Soldiers and other friendly NPCs.
Stone Cold
Completing this quest will either cause the Hollow around Shadows Crawl to become neutral, or replace them with friendly NPCs, depending on your choice in the quest.

Khenarthi's RoostEdit

Tears of the Two Moons
Completing this quest will cause the undead around the Temple of the Mourning Springs to become neutral. Killing these neutral spirits is considered a murder and will incur a bounty penalty.
The Tempest Unleashed
Completing this quest will replace the Maormer invaders in Cat's Eye Quay with Dominion Soldiers and other friendly NPCs.

Malabal TorEdit

House and Home and One Fell Swoop
Completing these two quests will replace the Covenant invaders in Velyn Harbor with Dominion Soldiers and other friendly NPCs, but see above regarding the artifact for Kari's Hit List.
Restore the Silvenar
Completing this quest will replace the Daedric invaders in Silvenar with Dominion Soldiers and other friendly NPCs.

Reaper's MarchEdit

The Colovian Occupation, Stonefire Machinations
Completing these two quests will replace the Imperial occupiers in Arenthia with Dominion Soldiers and other friendly NPCs.
The Fires of Dune
Completing this quest will replace the Daedric invaders in Dune with Dominion Soldiers and other friendly NPCs.

Daggerfall CovenantEdit

Alik'r DesertEdit

Risen From the Depths
Completing this quest will replace the undead hordes around Sentinel Docks with Covenant Soldiers and other friendly NPCs. (Note that there will still be undead around nearby Wayfarer's Wharf.)
Tu'whacca's Breath and A Reckoning with Uwafa
Completing these two quests will cause the undead around Tu'whacca's Throne to become neutral.
Imperial Incursion
Completing this quest will replace the Imperial invaders in Satakalaam with Covenant Soldiers and other friendly NPCs.

BangkoraiEdit

Storming the Garrison
Completing this quest will replace the Imperial invaders in Bangkorai Garrison with Covenant Soldiers and other friendly NPCs.
Hallin's Burden, The Lion's Den, A Thirst for Revolution, The Shifting Sands of Fate
Completing this series of four quests will replace the Imperial invaders in Hallin's Stand with Covenant Soldiers and other friendly NPCs.

BetnikhEdit

Tormented Souls
Completing this quest will cause the ghosts around Moriseli to become neutral.

GlenumbraEdit

Reclaiming the Elements, Purifying the Wyrd Tree
Completing these two quests will cause the creatures around Beldama Wyrd Tree to become neutral.
The Ghosts of Westtry, Memento Mori
Completing these two quests may causes the undead around Westtry to become neutral, depending on your choice at the end of the quest.
Rally Cry, A Lingering Hope, Hidden in Flames, The Fall of Faolchu
Completing this series of four quests will replace the werewolves in Camlorn with Covenant Soldiers and other friendly NPCs.

RivenspireEdit

Shornhelm Divided
Completing this quest will replace the Montclair forces in upper Shornhelm with Shornhelm guards and other friendly NPCs.

StormhavenEdit

The Dreugh Threat, They Dragged Him Away, and The Sower Reaps
Completing these quests will replace the Dreugh around Dreughside with Covenant Guards and other friendly NPCs.

Stros M'KaiEdit


Ebonheart PactEdit

Bal FoyenEdit

Bleakrock IsleEdit

What Waits Beneath
Completing this quest will cause the skeletons around Skyshroud Barrow to become neutral.

DeshaanEdit

EastmarchEdit

A Friend in Mead, A Brother's Revenge
Completing these two quests will replace the Stormfist invaders around Voljar's Meadery with friendly NPCs.
Giant Problems
Completing this quest will cause the giants around Lower Yorgrim to become neutral.
Shrine of Corruption, A Cure For Droi, and For Kyne's Honor
Completing these quests will cause the soldiers and witches around Kynesgrove to become neutral.

The RiftEdit

ShadowfenEdit

StonefallsEdit

Through the Aftermath, and Wayward Son or Giving for the Greater Good
Completing the first and either of the other two quests (depending on your choice at end of the first) will cause the ghosts around Starved Plain to become neutral.
The Coral Heart
Completing this quest will cause the Dreugh at Vivec's Antlers to become neutral - even better is that they will fight the hostile Covenant invaders from nearby Dagger's Point Invasion Camp, which will keep them occupied where the two groups overlap.

NeutralEdit

Clockwork CityEdit

ColdharbourEdit

The Harvest Heart
Completing this quest will cause the vampires around The Orchard to become neutral.
A Graveyard of Ships and Between Blood and Bone
Completing these quests will cause the skeletons around The Lost Fleet to become neutral.

CraglornEdit

Hew's BaneEdit

Gold CoastEdit

SummersetEdit

VvardenfellEdit

WrothgarEdit