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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 conversion (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 and non-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'. |
Sources (24)
- src/systems/shopStock.js
- src/systems/tradeModes.js
- src/systems/repairService.js
- src/systems/tavern.js
- src/systems/banking.js
- src/systems/transport.js
- bible/06-Systems/Economy-Arc.md
- bible/06-Systems/Systems-Arc.md
- src/systems/item/foundMark.js
- bible/01-Overview/audits/Audit-Econ.md
- src/net/townEconLaw.js
- src/systems/town/townEcon.js
- src/scenes/townEconHost.js
- bible/06-Systems/Town-Economy-Arc.md
- src/world/buildingNames.js
- src/systems/buildingLocks.js
- src/systems/merchantYards.js
- src/systems/portPlaces.js
- src/systems/shipyards.js
- src/scenes/worldModes.js
- src/net/professionLaw.js
- src/systems/guild/guildNpcServices.js
- src/systems/guild/guildServiceActions.js
- src/systems/bookshelf.js