Quick Walkthrough. Using whichever method you prefer, learn about the meeting at midnight. Detailed Walkthrough. There are three ways to find out about the existence of the Thieves Guild; the first is simply by accident, the second involves some detective work, and the third is by casual conversation. The Budding Thief. Raise your bounty somehow, and allow the guards to catch you.
Contents.The Thieves Guild is dedicated to the gathering and training of those who are stealthy and shadowy in nature. Although criminal by its very definition, for untold years, local authorities in places throughout have tolerated the existence of the guild for its role as 'crime regulator', as it does not tolerate competition or egregious conduct from its members (not to mention the personal financial benefits for authorities who play nice).
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It is usually considered to be a distinctly entity, though of course other organizations of the Empire do not officially condone their actions.Like any trade guild, the Thieves Guild is an organization of professionals, except that in this case the professionals are burglars, robbers, pickpockets, smugglers, and other enterprising operators. They typically don't have public guild halls, but sometimes have safe-houses, and members tend to gather at a single location in large towns, such as at a cornerclub, inn, or tavern. Typically, members are bound not to rob each other, kill anyone while thieving, or rob the poor. The Thieves Guild usually has the resources to bribe officials, establish a black market of stolen goods, and maintain a network of informants. For historical information, see the. The Thieves Guild in is a much more covert organization than in.
It is run by the mysterious, believed by some to be a supernatural being. In order to find it, you are either going to have to do some investigative work or spend some time in.Unlike the other, 'official' guilds, the Thieves Guild will only offer you special tasks (quests) based on how much stolen loot you've sold to a fence.
This is pretty easy to achieve, with the first task becoming available after having fenced 50 gold, then 100, and so on. See more on.For historical information about the Thieves Guild, see the. Joining There are three ways to find out about the existence of the Thieves Guild; the first is simply by accident, the second involves some detective work, and the third is by casual conversation. See for more information. Advantages Being a member of the Thieves Guild provides you with a number of advantages and useful contacts and allows you to sell stolen goods.
Doyens Members of the Thieves Guild are assisted by a designated handler called a. A Doyen is a lieutenant of the Thieves Guild who will:. Allocate quests in the form of 'special jobs'. Promote your character after completing quests. Identify and enable access to fences. Remove any active bounty amounts for half the accrued price and without your stolen goods being confiscated. For example, you have a current bounty of 100 gold; you can pay this off as 50 gold to a Doyen.This will help you avoid attracting unwanted attention from guards, preventing you from having to, thereby losing any stolen items you have in your inventory.
DoyenLocationFences The first and main advantage is access to fences for selling all your ill-gotten gains! Even if you're not really playing a thief, you'll gradually accumulate items that legitimate merchants won't buy. Fences will deal with all kinds of items as well, a bonus if your skill is below 50.
Fences can also 'launder' stolen goods; if you sell an item to a fence and buy it back, the red hand mark disappears.You will gain access to fences in a set order as you within the Thieves Guild by completing 'special jobs' offered to you by your Doyen. If you are not a member of the Thieves Guild, and select the barter option with a fence, they will claim that they do not know what you are talking about, and will not buy, or sell items.
FenceLocationGoldMercantileRank RequiredBruma60060PickpocketLeyawiin80070BanditBravil100080Cat BurglarAnvil120090ShadowfootImperial City/Chorrol1500100Master ThiefEquipment All fences and doyens have supplies of lockpicks that you can buy, making them one of the better places to stock up.In addition, there are a couple of unique items that you can only acquire by completing Thieves Guild quests:.: after the quest (usually later destroyed).: afterHouse After completing, you will gain access to a new Guild hall, along with a which opens the. This area contains a bed, several safe storage containers,. Limitations Like any other Guild in Cyrodiil, there are unwritten rules to follow. Once you have joined, Armand Christophe and S'Krivva will lay out the three basic rules for you:. 'First, never steal from another member of the guild.'
This obviously includes all ranked of the Thieves Guild. 'Second, never kill anyone on the job. This is not the.
Animals and monsters can be slain if necessary.' If you kill innocent victims on a job, the Doyens will demand a Blood Price of 1000 gold before they accept the job as completed. All quests have a special list of 'involved NPCs' that must be kept alive; see the 'Blood Price' sections on the individual quest pages for details. 'Third, don't steal from the poor. The peasants and beggars are under the personal protection of the Gray Fox, particularly here on the.' This rule applies to most of the Waterfront residents, specifically the members of.
It also includes each and every in Cyrodiil.Quests Once you join the guild, the ongoing quest will be added, which keeps track of the value of the stolen goods that you have fenced to date. Once you have fenced enough items, each of the 'special jobs' will be triggered. The number after each of the following quests is the amount that must be fenced before it is triggered. 's Quests : So you want to join the Thieves Guild? Don't you know it doesn't even exist?: You want to join, but are you a good enough thief?: Steal the tax records for the residents. (50 gold fenced): Steal a for a mystery buyer.
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(100 gold fenced) 's Quests : Recover a ring stolen by a. (200 gold fenced): Help the Thieves Guild get the back to normal. (300 gold fenced): Finish a job from which a has not returned. (400 gold fenced): Get reassigned. (500 gold fenced) 's Quests : Steal a for.
(600 gold fenced): Steal an arrow for. (700 gold fenced): Find out where is buried and retrieve a pair of for. (800 gold fenced): Steal an for, and for glory! (1000 gold fenced) Other Quests : Steal as much as you can, and sell it to a Thieves Guild fence.: Regain your honor among thieves. Advancements RankCompleted quests or other requirementsPickpocketCompletedFootpadCompletedBanditCompletedProwlerCompletedCat BurglarCompletedShadowfootCompletedMaster ThiefCompletedGray FoxCompletedPlayer Tips. The obtained from provides a +10 bonus to.
This may be useful to any thieves experiencing difficulty with the early Thieves Guild quests. If a greater (+15) bonus is needed, a and can be stolen from the locked barrel on the lower level of in, or alternatively in in, on the 2nd floor east there is both a and in a Hidden Wall safe.
There is a lot of lockpicking involved. The or spells will decrease the difficulty of certain aspects of the Thieves Guild quests.Other Fences. Even though several loading screen tips will say that guild fences are the only merchants that will buy stolen goods, there are actually a few other merchants who will accept stolen goods, but their services will not progress you in the Independent Thievery quest:., the merchant at the. Completing the questline will allow you to fence items with one of the. The expansion adds (limited use since he only buys alchemical ingredients and only has 3 gold). The adds. Khafiz is unique in that selling him items does contribute towards the Independent Thievery quest.Bugs.
If you fence enough money to acquire the next special job after Untaxing the Poor, wait for the quest to update after talking to Armand Christophe before starting quest. Because if you speak to him too quickly and accept the quest then he will never reappear after going into hiding, since the game hasn't registered that you completed this part of independent thievery it will completely halt the questline. A serious bug involving can prevent you from joining the Thieves Guild and destroy the entire questline. If you visit and pick the lock of the last cell in the before having joined the Guild, Amusei will relocate to the dungeon and be forever stuck, preventing you from starting the quest.
Some mods I found that add requirements on factions/guilds, before allowing you to join: OblivionAdds skill requirements for the Fighters Guild, Mages Guild and the Thieves Guild.This mod centers on the Mages and Fighters guilds, changing them so that you will need to reach a certain proficiency in skills before being allowed to advance in rank. It bases on faction reputation + skill requirements.This mod changes the Thieves' Guild quest 'Independent Thievery', dramatically raising the amount you need to fence in order to get your next commission job, in comparison to vanilla Oblivion. There are two versions. The normal version (IThieveryRaise.esp) is tougher than Vanilla, but the Very Hard version (IThieveryRaiseVeryHard.esp) is absolutely ridiculous, and only for people who LOVE to steal.SkyrimThis mod adds skill requirements to join the College of Winterhold.
Oblivion Thieves Guild Walkthrough
It is fully voiced because Bethesda planned to have requirements to join the College at one point and recorded lines for being rejected. Also, when Faralda tests your magical prowess, she will test you on your highest skill instead of randomly selecting one of the schools of magic. You can still bypass the test by showing Faralda that you are Dragonborn during the main quest, or with persuasion, just like in vanilla.The requirements are fully customizable using the MCM.
You can set a skill level requirement in one school of magic, and set a requirement for a certain skill level with the other four. You can also set a Magicka and level requirement.