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Shops and services — Buildings and shops

Better-quality shops can stock rarer items. Offline shops close on Sun's Rest; online shop counters are staffed around the clock. The hours below describe ordinary offline opening times.

Building Kind Open Sells Buys Services Crafting station Notes
Alchemist Shop 07:00-22:00 Gems
Plant ingredients (northern)
Plant ingredients (southern)
Creature ingredients 1
Creature ingredients 2
Creature ingredients 3
Miscellaneous ingredients 1
Metal ingredients
Miscellaneous ingredients 2
Gems
Creature ingredients 1, 2 and 3
Plant ingredients
Miscellaneous ingredients 1 and 2
Metal ingredients
Buy and sell ingredients
Potion recipes (a quarter chance a shelf)
Alchemy station (brew and transmute)
Rest supplies
Healing potions
Alchemy station, 25 gold a brew or transmutation Every Alchemist's counter always holds a Basilisk Eye, a Unicorn Horn and a Pearl.
House for Sale Residence 08:00-16:00 — — Buy the house (through the bank) — Buy through the bank. Online, each character can own up to three homes.
Armorer Shop 09:00-19:00 Armor
Weapons
Armor
Weapons
Buy and sell armor and weapons
Repair gear
Forge station
Forge and anvil, 50 gold a smelt or craft Repairs cost a third of DFU's price and take a day per thousand points of damage, at least a day. Every weapon-selling shop also carries a quiver.
Bank Service 08:00-15:00 — — Deposit and withdraw (a separate account in each region)
Loans
Letters of credit (1% commission)
Buy a house or a ship
Marks exchange (online)
— Named 'The Bank of' plus its region's name; online every bank is 'The Bank of the Empire'. Online the bank keeps shop-like round-the-clock service.
Bookseller Shop 09:00-21:00 Books
Maps
Books Buy and sell books and maps — Books ride the quality ladder; books are priced off the book file.
Clothing Store Shop 10:00-19:00 Men's clothing
Women's clothing
Men's clothing
Women's clothing
Buy and sell clothing
Loom and tanning rack
Loom, 50 gold a craft, cure or weave Stock swaps to the player's gender.
Furniture Store Shop 10:00-20:00 Furniture Furniture Buy and sell furniture
Workbench
Workbench, 50 gold a craft or saw DFU's Furniture Stores stand with empty shelves; here they sell the Furniture group at the port's own chance. Not on DFU's where-is list; the port asks after it as 'Furniture stores'.
Gem Store Shop 09:00-18:00 Gems
Jewellery
Gems
Jewellery
Buy and sell gems and jewellery
Jeweller's bench
Jeweller's bench, 50 gold a piece —
General Store Shop 06:00-23:00 Weapons
Men's clothing
Books
Miscellaneous goods
Women's clothing
Books
Men's clothing
Women's clothing
Jewellery
Weapons
Miscellaneous goods
Buy and sell general goods
Repair gear
Provisions and camping kit
Mason's bench
Materials Bag (online)
Mason's bench, 50 gold a cut, mix or carving Always carries a full quiver of arrows that cannot be bought out, plus rations and a campfire kit. It no longer shelves or buys a horse, cart or wagon: the Stable and the Wagon Yard do.
Library Service 09:00-23:00 — — Bookshelves to read (up to ten random books a shelf) — Named from the library list ('Athenaeum', 'Lyceum' ...). Online the library keeps round-the-clock service.
Guild Hall Service 11:00-23:00 — — Join and rise in rank
Fighters Guild: training, repair, quests
Mages Guild: spells, magic items, identify, teleport, summoning, training, library
Thieves Guild: training, quests, fence magic items, spymaster
Dark Brotherhood: training, quests, potions, soul gems, spymaster
Knightly order: quests, armor from the smith, a house from the seneschal
Mages Guild halls host the Alchemy station (25 gold) and the Enchanting station (50 gold); player-guild halls hold members' stations Members with hall access anytime may enter outside hours. Named for the guild's faction. Online the hall keeps round-the-clock service; a player guild may buy one home as its own hall.
Pawn Shop Shop 09:00-20:00 Armor
Weapons
Magic items
Books
Miscellaneous goods
Paintings
Gems
Jewellery
Religious items
Armor
Books
Men's clothing
Women's clothing
Gems
Jewellery
Religious items
Weapons
Miscellaneous goods
Paintings
Buy and sell a wide mix
Jeweller's bench
Campfire kits and rations
Jeweller's bench, 50 gold a piece Buys the widest range of any shop.
Weapon Smith Shop 09:00-20:00 Armor
Weapons
Armor
Weapons
Buy and sell weapons and armor
Repair gear
Forge station
Quiver of 50 to 100 arrows
Forge and anvil, 50 gold a smelt or craft —
Temple Service Always open — — Donate (a blessing)
Cure disease (250 gold a disease before adjustments)
Training for members
Quests
By god: potions, soul gems, spells, magic items, Daedra summoning for ranked members
Library for ranked members
— Named for the faction's first child. Cures are free on South Wind's Prayer, First Harvest and Second Harvest and half price on North Wind's Festival. Eight gods: Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Zenithar.
Tavern Service Always open — — Rent a room (7 gold a night, up to 350 nights)
Meals and drinks from the region's menu
Talk to patrons
Card games
— Menus are keyed by region or climate and by the tavern's quality tier. Heart's Day takes a night off a stay across it; New Life and Harvest's End bring free drinks.
Palace Service 10:00-16:00 — — Court of the region's ruler
Quests from nobles
— Daggerfall, Wayrest Map and Sentinel Map give theirs a proper name. Every Palace is a seat online; a crown's castle is its holder's hall. Online the palace keeps round-the-clock service.
House1 Residence Never open (locked) — — — — Permanently locked: only a lockpick or a quest opens it.
House2 Residence 06:00-18:00 — — — — Open by day, unless it carries a faction: then it is members-only (the Thieves Guild's and Dark Brotherhood's houses).
House3 Residence 06:00-18:00 — — — — A residence, open by day.
House4 Residence 06:00-18:00 — — — — A residence, open by day.
House5 Residence Locked — — — — Not covered by any opening-hours rule, so it stays locked.
House6 Residence Locked — — — — Not covered by any opening-hours rule, so it stays locked.
Ship Ship Owner only — — — — A moored ship opens only to the player who owns a ship.
Stable Port's own yard — — — Buy and sell horses — Not a building: an open-air yard found through the town's talk directory, with no door hours. Every city and town stands one. Priced at a flat yard quality in every town.
Wagon Yard Port's own yard — — — Buy and sell the Small Cart, Open Wagon and Caravan — Not a building: an open-air yard found through the town's talk directory, with no door hours. Every city and town stands one.
Carpenter's Yard Port's own yard — — — Workbench Workbench, 50 gold a craft or saw A joinery. It trades nothing over a counter; its row is the bench.
Shipyard Port's own place — — — Buy ships (Rowboat to Large Galley)
Sell ships back
Shipwright's work and refits
Fleet book
— Stands on a port town's seaward edge; the shipmaster is one of the town's own people. It never sells out.
Crew Hall Port's own place — — — Sign hands on for any ship — Inside the shipyard's fence; the crewmaster signs hands on.
Lighthouse Port's own place — — — The harbor's light — Named 'The' plus the town's name plus 'Light'; its keeper is the lightkeeper.
Docks Port's own place — — — Ships made fast and cargo landed — The harbour's quays, found off the terrain; named after the town, plus 'Docks'.
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