Imperial City & Tel Var in ESO — Every Real Question, Answered
Last reviewed 2026-07-20🎮 Works on console (no add-ons)
Imperial City is one of the oldest and most divisive slices of ESO — a PvP-flavored zone stacked on top of Cyrodiil, with its own currency, sewers, districts, and two group dungeons. This page is built from 116 real questions players posted on the official forums, grouped by theme and answered honestly. Where a hard number exists in our data it's marked confirmed; where it's a stable, well-known mechanic we mark it community.
Getting in, getting out, and getting aroundcommunity
"How do I get to Imperial City?" and "where do I start the Imperial City DLC?" — you need the Imperial City DLC (or ESO Plus) installed, then travel to Cyrodiil and use an Imperial City entrance in one of your alliance's home base areas, or use the direct travel option from the zone menu. There is no separate lengthy quest gate to simply enter; the districts and sewers open up once you're inside.
"How do I leave Imperial City / get back to Cyrodiil or my faction base?" Use a sewer entrance back to your alliance's base, or open the map and travel out. The recurring complaint that "Imperial City sewers exit across the water" is real geography — the sewer exits drop you at your faction's designated base area, which is why it can feel like you surface far from where you expected.
"Why two loading screens to PvP in Imperial City?" and "what's up with the loading screens?" — because you first load into Cyrodiil (a campaign), then load again into the Imperial City instance layered on it. That double transition is by design, not a bug.
"How do I get up here / how do I get to a district / how to reach rally points?" Movement between the six districts runs through the sewers below; you can't always walk district-to-district on the surface. Drop into the sewers, cross underneath, and come up the ladder into the district you want.
"How do I get back to Summerset (or anywhere) from the Imperial sewers?" Leave to your faction base first, then use a wayshrine or the zone map — you cannot fast-travel directly to a non-Cyrodiil zone from inside the sewers.
Tel Var Stones: earning, spending, and losing them
"What do I do with Tel Var Stones / what to do with Tel Var?" You spend them at the Tel Var Stone Vendors in the Imperial City sewers, which sell gear, crafting materials, Xivkyn style materials, runestones and polymorphs. "Where do I see my Tel Var Stones and transmute crystals?" Both appear in the Currency tab of your inventory.
"How to farm Tel Var Stones effectively / which build is best for Tel Var farming?" Tel Var drops from Imperial City enemies (in multiples of 4, split among a group of up to 4), from Cunning Scamp kills, from Imperial City quest reward boxes, and from Daily Rewards. There's a kill-gain multiplier that rises with how many stones you're carrying: x2 at 100 held, x3 at 1,000, and x4 at 10,000. The best "build" is one that survives ganks while clearing mobs fast — the multiplier only pays off if you don't die.
"How to fix the Tel Var and zerg problem" and "why did you nerf the Tel Var drop rate from NPCs?" — these are design-feedback threads rather than answerable questions, but the mechanic behind the tension is the death penalty: you lose 50% of your carried stones on death to mobs or enemy players inside Imperial City. You lose none in the two group dungeons or outside the zone.
"Is there a way to not accumulate Tel Var Stones?" Not really while playing normally — kills and reward boxes grant them. The only guaranteed way to shed them is to spend them at the vendors or to die and forfeit half.
"Can you reach the daily quest vendor without going to base?" The daily quest givers are inside Imperial City itself, so you can pick up and turn in dailies without leaving to your faction base, though you'll pass through contested districts to reach them.
Imperial City sets — and which ones give rings
"Which Imperial City sets come with rings?" Most of the Tel Var Merchant PvP sets include Neck and Ring slots — for example Black Rose, Meritorious Service, Phoenix, Powerful Assault, Reactive Armor, Shield Breaker, Galerion's Revenge, Imperial Physique, Thews of the Harbinger and Vicecanon of Venom all list jewelry slots. The three Treasure Vault sets — Agility, Endurance and Willpower — are jewelry-and-weapon-only sets (Neck, Ring, Shield, Weapons).
"Can you use Tel Var faction sets on other characters?" Yes — gear bought or dropped is account-usable like any other set once traded to a character or stored; it isn't locked to the buyer.
"Which Imperial City set is best for Magicka Nightblade DPS?" We won't invent a tier ranking, but from the data: Scathing Mage (a proc that boosts Weapon and Spell Damage) and Spell Power Cure (Major Courage on overheal) are the magicka-flavored dungeon options dropping in Imperial City content, while the Tel Var Merchant offers proc sets like Galerion's Revenge.
"Can I buy Imperial City armor in EP style for a DC character?" and "can Alliance motifs drop from chests?" — Tel Var vendors sell Xivkyn style materials, and the Xivkyn motif has a chance to drop from Trophy Vaults. Alliance-style questions come down to the motif you know; buying another alliance's style outfit isn't restricted by your character's faction.
"Cant see the blue glow when people wear Imperial Physique" — Imperial Physique's bonus scales with the Tel Var multiplier and is dramatically stronger at a 4x multiplier (a 600% increase to its Health/Magicka/Stamina bonus). The visual cue only shows meaningfully when someone is carrying a large stockpile.
Crafted sets and gear scaling
"Good crafted armor set for veteran dungeons, White-Gold Tower and Imperial City Prison?" The Imperial City crafted sets are Armor Master, Noble's Conquest, and Redistributor. Armor Master is a strong tanking/durability choice — it stacks Max Health and Armor and grants a resistance burst when you use an Armor ability. Redistributor is a support/group-heal option that heals a nearby ally on overheal.
"How many traits to craft the new Imperial City sets?" We don't have the trait requirement in our data, so we won't guess a number — check the crafting station tooltip at the Memorial, Nobles, or Arboretum Armory, which is where these three sets are crafted.
"Does all crafted gear scale to v16 / question about VR15-16 gear?" — these threads date from the pre-One Tamriel era when Veteran Ranks still existed. That entire system has since been removed and gear now scales by Champion Points and level, so the specific VR15/16 concern is obsolete.
"Is Nirnhoned light armor worth it after Imperial City?" This is a trait-value question that depends on your role and current patch tuning rather than anything in our set data — treat older 'worth it' verdicts with skepticism, since trait balance has changed repeatedly since launch.
The two dungeons: Prison and White-Gold Tower
"What's going on with Imperial City Prison / whats the deal?" Imperial City Prison and White-Gold Tower are the DLC's two group dungeons. Importantly, you lose no Tel Var on death inside them, unlike the open districts.
"Does Sheer Venom drop from normal Imperial City Prison?" Sheer Venom is an Imperial City / Imperial City Prison dungeon set. Our data lists the Prison as its source without splitting normal versus veteran, so we can't confirm a difficulty restriction from the extract alone — but Prison is the drop location.
"Need help surviving the Lord Warden fight" and "why couldn't we be Lord Warden Dusk?" — Lord Warden Dusk is the final boss of Imperial City Prison and drops the Lord Warden monster set (a group-wide resistance buff on taking damage); the shoulder also comes from Urgarlag Chief-bane. The 'why can't we be' thread is a lore/roleplay wish, not a mechanic.
"How to get past Ibomez the Flesh Sculptor in veteran Imperial City Prison?" We don't hold a mechanic breakdown for that encounter in our data, so the honest answer is: look for a current strategy video (players also asked "looking for Prison and Tower strategy videos") since boss mechanics have been retuned over the years.
"What drops from Trophy Vaults?" Trophy Vaults have a chance to drop the Xivkyn Style motif. "Why are there no trophy vaults outside Imperial City?" They're tied specifically to Imperial City dungeon content — that's their design niche.
"Can two players do non-Champion-Point Imperial City dungeons?" and "can a Magicka Warden solo Imperial City bosses?" — the dungeons are built for four but duo and even solo clears are possible on well-geared characters for normal difficulty; veteran is far harder and not a reliable solo target. We won't assert a guaranteed solo clear for any class.
PvP reality: ganks, stealth, and small scalecommunity
"Is Imperial City a PvP update / is it small scale PvP?" Yes — Imperial City is PvP-enabled open zone content. It skews toward small-scale skirmishes and ganking more than the large keep sieges of Cyrodiil, though zergs happen too.
"How to counter Imperial City gankers" and "is Snipe more bearable in Imperial City?" — expect stealthed burst from behind. Slot detection, keep your back to walls, move unpredictably, and don't stand still farming with a full Tel Var stockpile. Ranged burst like Snipe is a constant threat in the corridors.
"Why do I come out of stealth in Imperial City?" Nearby enemies, area effects, and detection abilities all break Sneak — the tight districts make it easy to be revealed by mobs or players you didn't see.
"Is using immunity zones to escape fights an exploit?" Safe/immunity areas near bases are intended refuges, not exploits, but repeatedly juking into them mid-fight is the kind of behavior players complain about — it's a gray-area etiquette question, not a bannable mechanic by itself.
"How does aggro work in Imperial City?" Standard PvE aggro rules apply to the mobs, but you're also flagged for PvP, so player threat overrides everything — a gank can pull you out of a mob fight instantly.
"Is there any way to control group size / can you control districts like keeps?" Imperial City doesn't have Cyrodiil's keep-and-resource capture layer — districts don't get 'owned' the way keeps do, and group-size controls are limited to your own group settings.
"How to avoid Imperial City PvP entirely" — you can't fully; the whole zone is contested. Farming during off-peak hours and sticking near sewer exits reduces exposure, but there is no PvE-only instance.
Builds, survivability, and returning playerscommunity
"Do I lack survivability or is a vet character weak in Imperial City?" — Imperial City punishes glass-cannon builds because you're fighting mobs and players simultaneously. If you die a lot, prioritize sustain, a burst-heal, and enough resistances before more damage. That answers the cluster of 'need a build,' 'stamina necromancer build,' 'magicka templar build,' 'dragonknight tank,' 'sorcerer PvP build,' and 'nightblade build' requests generically: build for survival first in this zone, regardless of class.
"Help me build after not playing since Imperial City" — a lot has changed. Veteran Ranks are gone, the Champion Point system was overhauled, and gear scales differently now. Rebuild from current sources rather than old guides; your old VR16 assumptions no longer apply.
"Do Assault/Support passives and buffs work in Imperial City?" The Alliance War Assault and Support passives function in Cyrodiil-linked PvP including Imperial City. "Are buffs active during chest lock-picking?" Persistent buffs remain active while you pick a lock, but you're vulnerable and stationary — a prime gank window.
"Does Wretched Vitality work in no-CP Cyrodiil and Imperial City?" and "does the assault line apply?" — set and passive effects generally apply in no-CP campaigns unless a set is explicitly disabled; no-CP only removes Champion Point bonuses, not set procs.
"Does playing Imperial City contribute to Alliance Rank?" Killing enemy players and completing PvP objectives in the Cyrodiil-linked zone grants Alliance Points and rank progress — Imperial City participation feeds the same PvP progression.
Events, leads, patch logistics, and the meta-questions
"When is the Imperial City anniversary event / whats the deal with the Imperial City Celebration?" DLC anniversary celebrations grant double drops from tied content and run in two yearly windows: late September to early October, and late November to early December. The Imperial City Celebration is one of the DLC celebrations that lands in those slots.
"How to get the Malacath's Band of Brutality lead in Imperial City?" This mythic-item lead is tied to Imperial City content, but our data doesn't include its exact drop node, so we won't fabricate a location — check a current lead-location reference, as antiquity lead sources are frequently corrected.
"How to get the achievement for killing Molag Bal in Imperial City" and "need help with an achievement" — these are tied to the DLC's main story and world content; complete the associated quest/encounter to trigger the achievement. We don't hold the specific trigger steps in our data.
"Can the new reagents / alchemy bags drop, and are special scamp spawns broken?" — Cunning Scamps are a known Tel Var source, and Xivkyn materials come from the vendors and Trophy Vaults. We can't confirm bug status of any spawn from our data, so treat 'broken' threads as patch-dependent.
"How many GB is the patch / will enlightenment reset with the patch?" These are launch-logistics questions from the DLC's release window; we don't have file sizes or that patch's enlightenment behavior in our data, so we won't guess. "Is Imperial City coming to consoles / when will it release?" — Imperial City launched years ago and is available on all supported platforms; those are historical release-timing threads.
"Is Imperial City worth getting / is it confusing / whats there to do?" It's a niche zone: Tel Var farming, unique sets, two dungeons, and open PvP. If you enjoy risk-reward PvP and set collecting, it's worth it; if you want structured PvE, it will feel confusing and hostile. "Is Imperial City scaled / is it veteran-only?" — content scales to level under the modern system, so it isn't gated behind an old Veteran Rank requirement anymore.