Online:Patch/3.3.0

Welcome to The Elder Scrolls Online v3.3.0 and the Dragon Bones DLC Game Pack! As with previous updates, the base game patch will be available to everyone who owns The Elder Scrolls Online and the DLC Game Pack will automatically download with it, allowing you instant access to the new content when you purchase it or activate an ESO Plus membership. Anyone who owns ESO and has an active ESO Plus membership will also automatically have access to the Dragon Bones DLC Game Pack. If your ESO Plus membership ends or lapses, you will no longer have access to the DLC Game Pack content and areas, but you will still have any items you earned while you had access.

In this update, you'll be able to explore and conquer two all-new 4 player dungeons – Fang Lair and Scalecaller Peak. These dungeons offer new item sets, Monster Masks, achievements and unique rewards! We've also added two new Battlegrounds maps – Mor Khazgur and Deeping Drome – which are available to anyone who owns The Elder Scrolls Online: Morrowind.

In the base game patch, we've added several new features including the highly-anticipated Outfit System, which gives you the freedom to customize the visual appearance of your gear, and Home Storage Furnishings! We've also added two new systems to aid players as they adventure throughout Tamriel: a Level Up Advisor and Skills Advisor. And as always, we've made several adjustments and improvements to combat abilities, including an overhaul to our Synergy system, and several bug fixes.

We hope you enjoy this new update, which is approximately 2.52GB in size, and look forward to reading your feedback!

New Features / Updates / Big Changes
;DRAGON BONES DLC

;Two New Dungeons
Fang Lair
Fang Lair was once a large Dwemer mine. Their glory however was laid low by the Dragon Thurvokun centuries ago. The Dragon used the Dwarven halls as its lair for uncountless years, so much so that the original name of the mine was lost and it became simply known as, Fang Lair. Thurvokun eventually passed but great power remained in the Dwemer halls. Adventurers from all corners of Tamriel sought to plumb the depths of Fang Lair to steal the treasures for themselves and all met ruin. Now, Orryn the Black, a particularly powerful necromancer, and his followers have come to enact a ritual with which to raise the ancient Dragon and unleash it upon Nirn.
Scalecaller Peak
Scalecaller was an ancient Dragon Priest dedicated to the dragon, Thorvukun. When she was living, her power was immense and her reign seemed unchecked. That is, until she was betrayed by her followers and the link between her and her dragon was severed. Her cult spread to the winds to avoid persecution but still maintained vigil for their fallen lord. Now, the time has come and the descendants of the Cult of Scalecaller have the means to bring the ancient Dragon Priest back to life.
Fang Lair and Scalecaller Peak are 4-Player Dungeons which can be reached via Bangkorai and Stormhaven respectively.
Fang Lair's entrance is in northern Bangkorai, north of the Troll's Toothpick delve.
Scaelcaller Peak's entrance is in North-Eastern Stormhaven, north of Wind Keep Wayshrine.
Both Dungeons include a Normal version in addition to a challenging Veteran version.
You can obtain unique item sets, including two new Undaunted Monster Mask sets, only available within the Dungeons.
Unique Achievement awards are also available for completing the dungeons, including:
Unique Player Skin
Unique Hat
Several Titles
Unique housing items

;New Collectibles
Renegade Dragon Priest Mask: Travel to Fang Lair or Scalecaller Peak to unlock this imposing hat (note: this is the reward for owning the Dragon Bones DLC game pack).
Trophy, Thurvokun: Defeat Thurvokun in Fang Lair to take this skeletal dragon head home.
Bust, Thurvokun: Defeat Fang Lair on Veteran difficulty to earn this bronze bust of Thurvokun.
Trophy, Scalecaller: Defeat Zaan in Scalecaller Peak to unlock Zaan's mounted head for display in your home.
Bust, Scalecaller: Defeat Scalecaller Peak on Veteran difficulty to earn a bust of this ancient Dragon Priest.
Blackmarrow Necromancer Skin: Complete the "Scalecaller Peak Challenger" achievement to earn the right to bear these uncanny sigils.
Worm Wizard: Unlock this sinister Personality by completing the "Fang Lair Challenger" achievement.

;New Item Sets
There are 8 new Item Sets available from the two dungeons, Scalecaller Peak and Fang Lair. Each dungeon has 1 Light Armor, 1 Medium Armor, 1 Heavy Armor, and 1 Monster Mask Item Set to acquire.
Fang Lair
Caluurion's Legacy (Light)
(2) Spell Critical
(3) Spell Power
(4) Spell Critical
(5) When you deal Critical Damage with a single target Magicka ability, you launch a Fire, Ice, Shock, or Disease ball at your target that deals 12,900 damage and applies a status effect. This effect can occur once every 10 seconds.
Trappings of Invigoration (Medium)
(2) Stamina Recovery
(3) Max Stamina
(4) Stamina Recovery
(5) When you cast an ability while under 33% Stamina, you restore 9000 Stamina. This effect can occur once every 1 minute.
Ulfnor's Favor (Heavy)
(2) Max Health(3) Magicka Recovery
(3) Stamina Recovery
(4) Healing Taken
(5) Increases the Magicka or Stamina your Heavy Attacks restore by 30%.
Thurvokun (Monster)
(1) Max Health
When a nearby enemy damages you, summon a growing pool of desecrated bile for 8 seconds. Enemies in the bile receive 430 Disease Damage every 1 second and are afflicted with Minor Maim and Minor Defile, reducing their damage done and healing received by 15%. This effect can occur once every 8 seconds.
Scalecaller Peak
Jorvuld's Guidance (Light)
(2) Magicka Recovery
(3) Magicka Recovery
(4) Healing Done
(5) Increases the duration of all Major buffs, Minor buffs, and damage shields you apply to yourself and allies by 40%.
Plague Slinger (Medium)
(2) Weapon Damage
(3) Max Health
(4) Weapon Damage
(5) When you take damage, you summon a Skeever corpse which will launch a poison ball that deals 5160 Poison Damage every 1.5 seconds at the nearest enemy for 6 seconds. This effect can occur once every 15 seconds.
Curse of Doylemish (Heavy)
(2) Max Health
(3) Max Health
(4) Spell Damage
(4) Weapon Damage
(5) When you hit a taunted monster with a fully-charged Heavy Attack or any enemy that is stunned or immobilized with a fully-charged Heavy Attack, you deal an additional 12040 Physical Damage. This effect can occur once every 7 seconds.
Zaan (Monster)
(1) Spell Critical
(2) When you deal Critical Damage with a Light or Heavy Attack to a nearby enemy, a beam of fire will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 10 meters away from you. This effect can occur every 15 seconds.

;New Achievements
Dragon Bones comes with more than 35 new achievements, including 4 new titles to unlock. Complete both dungeons on Veteran difficulty to unlock the Nacreous Purple dye!

Morrowind
;Battlegrounds
Two new maps have been added for Battlegrounds.
Mor Khazgur: The mountaintop stronghold of Mor Khazgur has been a center of Orcish culture since the Merethic Era. Like Orsinium, it has been destroyed and rebuilt repeatedly, a cycle that will doubtless continue into the future.
Deeping Drome: Scholars who study the long-lost Dwarven race love to speculate on the original purposes of abandoned Dwemer sites. None of them have any credible ideas as to the function of the mysterious Deeping Drome.

Base Game Updates
;Outfits
The new Outfit System is now available, and allows you the freedom to customize the visual appearance of your character including both the style and dyes. With Outfits, you get to determine the appearance of every aspect of your character, piece by piece, regardless of what you are (or aren't) wearing underneath.
To begin customizing your outfit, simply locate an Outfit Station, which are available in most cities and displayed on local town maps, and equip an Outfit via the drop down menu.
Every Dye Station previously found in the world has been upgraded into an Outfit Station.
In addition to dyeing your equipped armor, hats, and costumes as it did before, these updated stations now also allow you to create and customize the style and dye choices of each slot of your outfits in exchange for gold.
You can freely preview as many changes to your outfits as you like, and will only be charged when you finalize your choices. You can also purchase Outfit Change Tokens from the Crown Store, which allow you to completely bypass the gold cost of an outfit change. You can always choose whether to use gold or Outfit Change Tokens when finalizing your selections.
Outfit Styles
Before you can modify the appearance of an equipment slot, you first need to unlock the style of the desired appearance. These styles are tracked in a new Outfit Styles category of your collections, which showcases all available styles and provides hints on how to obtain them.
Learning Styles
The primary way to learn Outfit Styles is by reading Motif books and chapters. In addition to unlocking the ability to craft in that style, learning a Motif now also teaches you how to apply that style to your Outfits.
As this Outfit Style knowledge is an account-wide collectible, learning how to craft helms in the Glass style (for example) on any character allows you to use that to override the appearance of the helm slot of any Outfit on any of your characters.
These style collectibles are retroactively unlocked for all the styles you already know how to craft after logging in with a character with the associated Motif knowledge.
In addition to Motifs, completing the "Soul Shriven in Coldharbour" quest awards a set of Prisoner's clothing styles, and you can expect additional unique gear and weapon appearances to become available in the future as well.
Customization
Each slot in an Outfit can be customized individually.
Any weight of equipment can be used in your outfits for a given slot. This means that an Outfit can override the style of your chest slot to look like a heavy armor cuirass, even when wearing a light armor jerkin or leather jack, but cannot make your feet look like they are wearing gloves instead of boots.
This selection and appearance persists while the Outfit is active even, if you change your equipped armor.
You can also set an Outfit to hide your currently equipped helm with the "Hide Helmet" Outfit style, which is always available.
Each Outfit selection can also be re-colored, similar to equipment dyeing, using the same dyes you've unlocked via achievements.
In addition to armor, weapons can also be visually changed through the Outfit System.
Weapon slots are divided into one-handed weapons, shields, two-handed weapons, bows, and staves.
You can customize the primary and backup weapons in an Outfit separately, and will only see the weapon types that you currently have equipped. You can simply swap weapons to change which weapon types you are customizing, or swap weapon sets to adjust your other set. If you only override the appearance of two handed weapons in your active outfit, and then change to dual wielding, you will see the equipped weapons without a style override, whereas switching to another two-hander will continue to show your style override.
Please note that costumes, polymorphs, hats, and disguises will always override any armor styles in your applied outfit.
Additionally, weapon slots in Outfits can be dyed as desired, utilizing the same dyes available for armor. Yes, really.
Material Dyes
In addition to the existing dyes, we've also added a new category of "Material" or "Mixed" dyes. These dyes correspond to the color of gear crafted from each of the ten ranks of durable materials, and are each unlocked by deconstructing a piece of equipment made from materials of that rank.
For example, deconstructing an iron axe will unlock the "Rank 1 Materials" dye, which matches the colors found on Iron, Rawhide, Jute, or Maple equipment.
This allows you the flexibility to recreate any look you may have found appealing while leveling up through various tiers of equipment.
Multiple Outfits
Everyone will receive one free customizable outfit per character, and can unlock additional outfits in the Crown Store. These outfits are character-specific, so you can customize each character uniquely right off the bat!
Once an Outfit is set, you can switch between Outfits at no cost at any time via any of the following:
The character UI screen
The new equipment styles category of the Collection system
The Outfit Station interface itself
You may also deactivate the Outfit at any time, which will return your appearance to showing your currently equipped gear and cosmetic collectibles.
Outfits can also be named as you see fit to help keep track of your growing wardrobe.
Converting
"Convert to Imperial" and "Convert to Morag Tong" are no longer used from the inventory on specific items, and are instead incorporated into the Outfit System.
If you possess these collectibles, the Imperial and Morag Tong Outfit Styles are automatically available, and do not cost gold to apply to your Outfits. This means anyone with these account upgrades can choose to make any Outfit slot on any character appear in the Morag Tong or Imperial style free of cost, without actually modifying the item itself.
Furnishing Stations
Dye Stations found in homes are visually unchanged, but have been upgraded to the full Outfit Station functionality.
A new furnishing with the visual of the new Outfit station is now available on the new Master Writ achievement mediator, Faustina Curio, with all of the above associated functionality. Purchase is unlocked by completion of the Alliance Style Master achievement, which can be earned by learning all 9 of the starting racial styles (not including Imperial).

;Home Storage Furnishings
We're pleased to introduce a new form of collectible – storage furnishings! These account-wide items allow you to store 30 or 60 items per collectible, depending on the size. You can acquire four 30-slot coffers and four 60-slot chests, for a combined total of up to 360 storage slots. All four coffers share the same visual appearance, but each has a unique name and can be nicknamed for easy organization. Chests work the same way, with their own shared appearance.
To use a storage furnishing, first travel to your home and navigate to the new Storage section of the Services category of the Housing Editor to place your collectible. Once you've placed a storage furnishing, you can use it at any time to deposit or withdraw items from that particular collectible. Each one has its own storage, which is separate from all other item storage.
Unlike bank storage, ingredients stored in chests and coffers will not be used when crafting, and stored equipment will not appear in deconstruction, research, or upgrade windows at Crafting Stations.
Since these are collectibles, you can place each one in as many homes as you like, and will see the same items regardless of which home you open that particular chest or coffer in.
You can purchase storage coffers and chests from the Mastercraft Mediator, the Crown Store, or from Tel Var Merchants. You can also earn a storage coffer from the Level Up Advisor (detailed below) upon reaching level 18, if you have not already purchased it.

;New Homes
A number of new homes are available to test during this PTS update.
Coldharbour Surreal Estate — This overlooked acreage atop a floating plateau in Molag Bal's Oblivion realm of Coldharbour is available to be developed however you like. It's a secluded location, very quiet and private, even scenic in its own austere way.
This home has no furnished version, and is intended to be a blank slate for you to build as your imagination sees fit.
Princely Dawnlight Palace — Prince Hubalajad, in one of his wilder flights of extravagance, had a second palace built solely to better catch the light of the morning sun. It's a magnificent estate that truly makes one feel like a monarch.
The Erstwhile Sanctuary — Built into the foundations of Kvatch itself, this ancient complex was abandoned by the Dark Brotherhood after a subterranean collapse tumbled one wall of the Speaker's bedchamber into a massive natural cavern.

; Master Writ Updates
Rolis Hlaalu, the Mastercraft Mediator who sells furnishings and recipes for Writ Vouchers, has changed some of his offerings. He retired several of his furniture plans and now offers 6 new furniture plans. Visit him to see what he is selling.

Additionally, Rolis Hlaalu has a new assistant: Faustina Curio, the Achievement Mediator. This new merchant sells plans and furnishings for Writ Vouchers to characters that have attained certain achievements. Among these items are plans that Rolis previously stopped selling, as well as new furnishing documents that contain Morrowind furnishing plans. You can find Faustina Curio right next to Rolis Hlaalu, at the Writ drop-off area.

;Furnishing Updates
When previewing a furnishing, you can now toggle through each of the different states for that furnishing. This means you can toggle through lit and extinguished states, or active and inactive appearances before deciding whether to buy it.
Added new furnishings to the Undaunted Quartermaster that can be purchased for gold after completing certain Dragon Bones achievements. Additionally, monsters in Fang Lair and Scalecaller Peak have a small chance to drop various decorative Puspocket Mushroom furnishings, as well as a rare Praxis for a Blackmarrow furnishing.
Zanil Theran, the Luxury Furnisher, is bringing back some of his previous offerings. Each week you can expect to see at least one offering that you've never been seen before, complementing the offerings from a prior week.

;Level Up Advisor
This new system is designed to teach new players about the many facets of combat and progression in ESO. It contains useful rewards for new and veteran players alike as you progress from levels 2-50, and every five levels, you will receive a milestone reward with something special such as a mount, Crown Crate, costume, or a helpfulweapon. Simply open the Character UI to claim your rewards! Below, you'll find the list of milestone rewards:
Level 5: Two Green-quality Rings, part of a basic 2-piece Item Set that grants a Max Health bonus
Level 10: Sorrel Horse
Level 15: A choice of 6 blue-quality weapons
Level 20: A costume of choice and a Fire Atronach Crown Crate
Level 25: A choice of 6 purple-quality weapons
Level 30: 4,000 gold and a Fire Atronach Crown Crate
Level 35: A choice of 10 purple-quality crafting-improvement materials
Level 40: 6,000 gold, The Soul Shriven motif, and an Outfit Token
Level 45: An Undaunted Key
Level 50: 10,000 gold and a Fire Atronach Crown Crate

Skills Advisor
This new system makes recommendations on how to spend skill points based on the build you select. You can use this system to mold your character as you're leveling up, or to help you re-specialize your build after reaching max level. To support this system, we've made some adjustments in the UI:
The Skill menu has been modified to accommodate the Skill Advisor system. Abilities and morphs will now be listed as recommended based on the build selected.
Morphed abilities will now display their base ability name in their tooltips.
Note that the Skill Advisor can be toggled off at any point.

;Champion Point Increase
The Champion Point cap has been raised by 30 points (10 in each red/blue/green constellation) for a total of 720 Champion Points. The Champion Point experience curve has been automatically adjusted with this new cap so earlier Champion Points require less experience and can be earned faster.

;32-bit Client Removal
Once this update is published, we will no longer be supporting the 32-bit client due to there being significant memory limitations with a 32-bit client, in conjunction with having the minimum system requirement of 3GB RAM.
If you want to check to make sure you can successfully run the 64-bit client prior to this change being made, click the cog in the upper right-hand corner of the patcher, then check the box that reads "Run 64Bit Game Client." If this doesn't work, or if you know you're running a 32-bit version of Windows, you'll need to upgrade to Windows 64-bit Operating System to continue playing ESO after this change is made in Update 17.

Known Issues
;Crafting & Economy
Outfit System
All gold costs for the system are subject to change based on testing on the PTS.
The "Hide Helmet" hat and Outfit style is not currently functioning properly, and will be fixed in the next PTS patch.
Previewing an Outfit style with no Outfit selected will currently use the dyes from the last Outfit you had active.
Renaming Outfits other than your first Outfit while at an Outfit Station will switch you back to your first Outfit.

;Housing
Storage Furnishings
A full personal bank will currently prevent you from depositing items into storage coffers and chests.

Available Templates
For this PTS update, we'll be supplying one character template named "Dragon Bones Template", which includes everything from previous PTS updates.
For this update, we've removed the automatic Motif knowledge on the character template, and re-added the Crafter's Limitless Library.
As part of testing the new Outfit System, we'd like you to use and consume the Motif Books and ensure that you not only learn the Crafting Style knowledge, but unlock the associated Outfit Styles collectibles as well. We'll be returning the "grant Motif knowledge directly" functionality to Character Templates in a future PTS patch.
The Character Template for this update will start with 100,000 gold.
Character templates now include Agility, Endurance, and Willpower weapons and jewelry.

Clockwork City Fixes & Improvements
Art & Animation
General
Fixed a number of animation memory issues causing some NPCs to blink in and out of existence.
Factotum bards no longer run away like other dynamic humanoids, what with their flappy flailing arms and all. 

Audio
General
Rubble piles and switches found throughout Clockwork City will now make appropriate noises.

Combat & Gameplay
Monster Abilities
Kagouti Fabricant: Stamp no longer appears to impact targets that dodge or otherwise avoid the attack.

Quests & Zones
General
Fixed a number of VO/text mismatches within quests, typos, and spelling issues in the quest tracker.
The NPC Virurarie will no longer appear in two places.
The Precursor has learned his lefts and rights—installing his right leg no longer causes his left leg to appear, and vice versa. (It turns out your left hand is the one that makes an "L" shape if you hold it with your palm facing out. Handy, right?)

Quests
Brass Fortress Dailies: Razgurug will now offer you the Alchemy daily again when it comes up in the rotation.
Deepening Shadows:
Gascone's VO over the loudspeaker will now be more audible while inside the Ventral Terminus.
Gascone no longer appears to have a full health bar if you decide to shank him.
Luciana's arm will no longer clip into her body while talking to her during this quest.
Of Knives and Long Shadows: Fixed a handful of issues with Lilatha's VO that should or should not have appropriate echo effects, depending on the circumstance.
Tasty Tongue Varnish: Maurice Ouren no longer tries to lean against nothing.
Where Shadows Lie: Fixed an issue where the map and compass icons would direct you to the wrong direction.

Dark Brotherhood Fixes & Improvements
Art & Animation
Figure
Fixed a visible seam appearing on the top of the skull of the Mazzatun Staff.

Combat & Gameplay
Monsters
Fixed an issue where some non-humanoid or boss-difficulty monsters could be killed using the Blade of Woe.

Horns of the Reach Fixes & Improvements
Dungeons & Group Content
Dungeons
Bloodroot Forge
Fixed an issue where you would occasionally not receive loot after defeating the Earthgore Amalgam exceptionally quickly.

Imperial City Fixes & Improvements
Crafting & Economy
Crafting Motifs
The chance of obtaining a Xivkyn Motif chapter from a Daedric Cache in Imperial City is now dependent on your Tel Var Stone multiplier: the more Stones you carry, the more likely you are to obtain a Xivkyn Motif chapter. If you have a full 4x Tel Var Stone multiplier, you are guaranteed to receive a chapter.

UI
General
Adjusted the tooltips on Key Fragments found in the Imperial City to improve clarity.

Morrowind Fixes & Improvements
Alliance War & PVP
Battlegrounds
Battlegrounds are once again No-CP for all levels.
Decreased the respawn timer for player character to 20 seconds from 30 seconds for Chaosball in Ald Carac.
Increased the Alliance Point rewards for your team's placement in Battlegrounds. This equates to the following:
100% increase in AP if your team comes in first place, or a new total of 12,000 AP
175% increase in AP if your team comes in second place, or a new total of 11,000 AP
400% increase in AP if your team comes in third place, or a new total of 10,000 AP

Art & Animation
Animation
Pilgrims that you rescue from attacking Cliff Striders will no longer stay cowering forever.
Telvanni elevator animations will now display properly during the quest Reclaiming Vos.

Audio
General
Fixed a number of edge cases where audio wasn't playing properly for certain monsters and player abilities.
Polished the audio for many of the abilities.
Polished many locations where the sound and/or music didn't quite fit the space or, in some cases, was missing entirely.
Improved the audio used by a number of monsters, critters and objects in the world.
Fixed a number mismatched or erroneous text/voice-over pairings throughout the game.
Improved and, in some cases, added new audio for a number of quests.

Combat & Gameplay
Warden, Balance Changes
Green Balance
Healing Seed: Reduced the cost of this ability and its morphs by approximately 28%.

Warden, Bug Fixes
Animal Companions
Swarm: Fixed an issue where this ability and its morphs were not being considered damage over time effects for various passive bonuses or procs.

Exploration & Itemization
Eidetic Memory
"Sadrith Mora Tax Records" are now visible, along with the other post-quest versions of tax records in Vivec City.
"Pierced Note" will now be visible after completion of the quest Family Reunion.

Quests & Zones
Quests
Enslaved by Love: Fixed an issue where grouped players could accidentally block one another during the collection of Star Shells.
Of Faith and Family: You will no longer be able to mouse over an NPC named "Rockfall."
Ritual of Knowledge: Events in Ashalmawia will now respawn appropriately, and not too soon for those not on the relevant content.

Orsinium Fixes & Improvements
Art & Animation
Animation
Fixed an issue where several lights approaching Pariah's Pinnacle would not flicker the way flames should.

Dungeons & Group Content
Maelstrom Arena
The Spiderkith Captain and Spiderkith Elite Enervator will once again cast the ability Lightning Grasp. 

Quests & Zones
Quests
Draugr Dilemma: Fixed an issue where Narsis Dren was not consistently starting his scene in the treasure vault.

Thieves Guild Fixes & Improvements
Exploration & Itemization
Eidetic Memory
The book "In Defense of Prince Hubalajad", by Lady Cinnabar of Taneth, can now be found in Leaping Frog Sundries in Abah's Landing.

Maw of Lorkhaj
Fixed an issue where some weapons from Maw of Lorkhaj item sets (Twilight Remedy, Moondancer, Lunar Bastion, and Roar of Alkosh) were not properly displaying their special, purple visual effects, and were instead display the effects for their enchantment.

Quests & Zones
Quests
A Flawless Plan: You will no longer speak to Zeira's kneecaps after collecting Tall Papa's Ashes.
Shell Game: The compass pin to meet Walks-Softly in the family quarters is now in a better location.
The Long Game: Improved the directions leading you through No Shira Citadel on the quest step "Escape the Iron Wheel Headquarters."

Combat & Gameplay
Combat Balance
General
Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
''Developer Comment: We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We're still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.

;Cast Time & Interrupts
Developer Comments – Cast Time and Interrupt Changes: We've updated the rules for interrupting cast time abilities to provide a better opportunity for you to successfully cast them, and clear counterplay for enemies to interrupt them. Reducing the Movement Speed penalty allows you to more easily position yourself while casting, and makes those abilities more fluid with the fast pace of combat. Allowing crowd control immunity to also grant interrupt immunity removes the gameplay loop of trying to cast an ability and having it be interrupted repeatedly. The 3 second lockout period gives you a chance to capitalize on a crucial interrupt without allowing the enemy to simply immediately recast the ability you just interrupted.
Rebalanced and globally updated all cast time and channeled abilities, along with the ruleset for interrupting those abilities.
Reduced the Movement Speed penalty while casting or channeling an ability to a 25% penalty from 50%.
Melee cast time and channeled abilities (Uppercut, Puncturing Strikes, etc.) and some ranged abilities (Rapid Fire) are still exceptions to this rule and allow you to move at full speed.
When an ability is interrupted, it is now put on a 3-second cooldown where it cannot be used.
Melee cast time and channeled abilities (Uppercut, Puncturing Strikes, etc.), Ultimate abilities (Soul Strike, Rite of Passage, etc.), and Heavy Attacks are still exceptions to this rule and cannot be interrupted.
When a cast time or channeled ability is interrupted, you will be staggered, stunned, and set Off Balance. After the stun ends, you gain crowd control immunity.
Crowd control immunity now grants immunity to all interrupt effects. After a cast time or channeled ability is interrupted, you will be immune to any future interrupts until crowd control immunity wears off.
This rule only applies to players. Monsters are still exceptions to this rule, and can be interrupted at any time.
You will now see the red "interruptible" telegraph on enemy player characters if they are casting or channeling an interruptible ability, and are not crowd control immune.

;Synergies
Developer Comments – Synergy Updates: The global changes to synergies will result in them being more responsive and more rewarding to use. We've updated and fixed numerous bugs for obtaining the synergy prompt, and took synergies off the global cooldown so that you can immediately use them as soon as you see that prompt. Synergies now all have a distinct visual effect to clearly communicate where and when a synergy is available. Finally, many synergies were significantly buffed to ensure that it always feels worth it to use them, which you can read more about below.
Removed Synergies from the global cooldown, and they can now be activated while using other abilities.
Synergies now have a shared one second cooldown with other synergies.
Developer Comment: As synergies are now off the global cooldown, this change was necessary to prevent "synergy bombs" where players could activate multiple synergies in the same second.
Increased the cooldown for each individual synergy to 30 seconds from 20 seconds.
Developer Comment: With synergies being off the global cooldown, this change was implemented to reduce the amount of potential synergy spam you can receive.''
Synergies now display a unique, prominent visual effect indicating if a synergy is available and can be used by your character.
This visual effect will be hidden if you are on cooldown for that particular synergy, or are otherwise unable to use synergies.
Updated the tooltips for Synergy abilities to better describe their effects, and the name of the synergy is now highlighted in the tooltip.
Synergies will now grant the synergy prompt to the three closest allies to the center of the synergy, up from only one ally. If one ally uses the synergy, the prompt will be removed for the other two allies.
The Purify, Hidden Refresh, Blood Funnel, and Blood Feast synergies are exceptions to this rule – the prompt is given to all allies in the area that meet the conditions of the synergy, and the prompt will not be removed for all other allies if one ally uses it.
Fixed an issue where numerous synergies were granting the synergy prompt to the furthest ally instead of the closest, and were granting the synergy prompt to pets and NPCs instead of players.
Fixed an issue where you could have multiple synergy prompts on you at a time, causing the prompt to fluctuate back and forth between the competing synergies.
Fixed an issue where the Supernova, Gravity Crush, and Hidden Refresh synergies had a Magicka cost.
Some individual synergies have received additional fine-tuning and rebalancing:
Blood Altar
Increased the radius of the Minor Lifesteal debuff applied by this ability and its morphs to 28 meters from 8 meters.
Slightly adjusted the visual effects due to the radius increase.
The Minor Lifesteal debuff applied by this ability and its morphs will no longer aggro monsters.
Blood Funnel and Blood Feast (Blood Altar & morphs)
Increased the radius of the prompt to 28 meters.
Bone Wall and Spinal Surge (Bone Shield & morphs)
The prompt will now be available up to 6 seconds after Bone Shield is cast, even if the Bone Shield caster's damage shield is removed.
Grants a damage shield for 100% of your Max Health for 6 seconds, instead of 60% of your Max Health for 10 seconds.
''Developer Comments: We've shortened the duration of this damage shield to match the duration of all other damage shields in the game, but increased the value of the shield to compensate.
If an ally uses the synergy and applies the damage shield to you, you will now also be placed on cooldown for that synergy.
The Spinal Surge synergy from the Bone Surge morph now grants Major Vitality instead of Minor Vitality.
Combustion and Healing Combustion (Necrotic Orb & morphs)
Fixed an issue where using the synergy would not explode the closest orb to you.
Frozen Retreat (Frozen Retreat)
Also grants Major Expedition for 8 seconds after teleporting.
Renamed to "Icy Escape".
Hidden Refresh (Consuming Darkness & morphs)
The prompt is now visible to allies under 70% health, up from 50% health.
Increased the Movement Speed bonus to 70% from 50%.
The Movement Speed bonus and heal over time are now separate components from the invisibility bonus, and will remain on your character for 4 seconds regardless if the invisibility is broken or not.
Impale (Dark Talons & morphs)
Now only damages enemies held within the talons, instead of all enemies around you.
Increased the damage done by approximately 25%.
Renamed to "Ignite".
Developer Comments: Since this synergy now specifically hits enemies held within the talons, we've increased the damage it deals to compensate.
Radiate (Inner Fire & morphs)
The prompt is now only visible to allies positioned further than 18 meters away from the taunted enemy.
Spawn Broodlings, Black Widows, and Arachnophobia (Trapping Webs & morphs)
The prompt is now only visible to allies positioned further than 18 meters away from the webbed enemy.
Developer Comments: We've changed some synergies, such as Spawn Broodlings or Radiate, to only be available to ranged players. This balances the amount of synergies available to both melee and ranged players.
The prompt will now be available against all enemies within the webs, even if they cannot be snared.
This means that the prompt will be available against boss or flying enemies.
The spiders summoned now inherit your damage done bonuses, such as Major and Minor Berserk or the Mighty Champion passive.
Fixed an issue where the spiders summoned would throttle their attacks against the same target. They will now use their bite attack as quickly as they are able to (approximately every 1.5 seconds).
Summon Storm Atronach
The Atronach summoned by this ability and its morphs now inherit your damage done bonuses, such as Major and Minor Berserk or the Elemental Expert Champion passive. The Atronach now also uses the highest of your Magicka or Stamina-based stats, instead of using an average of your Magicka and Stamina-based stats. This will result in higher damage done for Magicka or Stamina builds, but may result in less damage done for hybrid builds.
The Atronach summoned by this ability and the Summon Charged Atronach morph now last for 18/19/20/21 seconds, up from 15/16/17/18 seconds.

Block Costs
Decreased the base cost of Block to 1730 from 2160.
Jewelry enchantments that reduce the cost of Block are now subtracted from this base cost first, then percentage reductions to the cost of Block are applied. This means stacking Jewelry enchantments and block cost reduction passives will now be less effective than before.
Ancient Knowledge (Destruction Staff passive) now reduces the cost of Block by 18/36%, up from 15/30%.
Developer Comments - Block Cost Changes: The changes to Block's costs are meant to reduce the extreme differences between builds that specialize in blocking and ones that do not. We've lowered the base cost of Block to ensure that all builds can have an easier time blocking attacks without being completely drained of Stamina. We've also changed Block cost jewelry enchantments to work similarly to Magicka or Stamina cost reduction jewelry enchantments. Builds utilizing those enchantments (and other reductions to Block cost) were too effective at keeping block up. Finally, we've buffed Ancient Knowledge so that it is comparable to the Fortress passive, which brings the gap between traditional Sword and Shield tanking and Frost Staff tanking closer.

Heavy Attacks & Off Balance
Using a Heavy Attack against an Off Balance enemy will now only consume the Off Balance debuff if the enemy is successfully stunned.
This means that using a Heavy Attack against an Off Balance boss enemy will not consume the Off Balance effect, as bosses are immune to crowd control effects.
This new behavior also applies to the Power Lash ability. You can use Power Lash on an enemy until the Off Balance effect expires or is consumed.
Using a Heavy Attack against an Off Balance enemy player character will now stun them, in the same way that it stuns monsters.
This new behavior also applies to the Power Lash ability. You can use Power Lash to stun enemy Players.
Using a fully-charged Heavy Attack against an Off Balance enemy will now restore double the amount of resources.
Boss enemies can only be set Off Balance once every 15 to 20 seconds. After the first Off Balance debuff ends on a boss enemy, they will be immune to subsequent Off Balance debuffs until this immunity duration is over.
The Off Balance visual effects are now larger and more prominent if the enemy has a larger model size.
Your ground-based area of effect abilities will now persist after you leave combat, rather than being removed immediately.
Developer Comments - Heavy Attack and Off Balance Changes: We've changed the way the Off Balance debuff works in Dungeon and Trial situations so there is more consistency for all groups in how this debuff is applied and used. Heavy Attacks (and abilities such as Flame Lash) no longer immediately consume the Off Balance debuff against bosses so you don't penalize your group for capitalizing on an Off Balance opportunity. We've also significantly increased the resources you receive when you Heavy Attack an Off Balance enemy, so builds that have sustain issues now have a clear window of time to fill their Magicka and Stamina bars back up. Finally, bosses are now immune to the Off Balance debuff for a short period of time. This makes heavy attack usage more strategic as there is a limited amount of time during the fight when its usage is optimal.

Nightblade
Assassination
Teleport Strike: Decreased the damage dealt by this ability and its morphs by approximately 13%.
Developer Comments – Gap Closer Abilities: We've decreased the damage values on numerous gap closer abilities – not just Teleport Strike, but other charge abilities such as Critical Charge or Focused Charge as well. Gap closers in ESO have no cooldown and can hit for extreme amounts of damage, so there is very little opportunity cost in forcing your enemies to use them. Decreasing their damage ensures that ranged players utilizing movement and terrain to maintain their distance are better rewarded for that advantage.''

Templar
Aedric Spear
Focused Charge: Decreased the damage dealt by this ability and its morphs by approximately 18%.
Puncturing Strikes: Refactored the damage done by this ability and its morphs so it works more intuitively with damage taken bonuses on the enemy. Previously, Puncturing Strike's bonus damage to the closest enemy would be additive with damage taken bonuses, such as Minor Vulnerability.
Note: This will result in increased damage on targets with Minor Vulnerability.

Weapon
Two Handed
Critical Charge: Decreased the damage dealt by this ability and its morphs by approximately 11%.
Critical Rush (Critical Charge morph): Decreased the damage bonus based on distance traveled granted by this morph to 40% from 68%.
Stampede (Critical Charge morph): Decreased the duration of the snare applied by this morph to 4 seconds from 8 seconds.
One Hand and Shield
Shield Charge: Decreased the damage dealt by this ability and its morphs by approximately 20%.

World
Werewolf
Pounce: Decreased the damage dealt by this ability and its morphs by approximately 16%.

Alliance War
Assault
Magicka Detonation: Reduced the cast time of this ability and the Inevitable Detonation morph to 1.5 seconds from 1.8 seconds.

Combat Fixes & Improvements
General
Fixed an issue where the stun animation from a Sneak attack was showing on the enemy before your weapon or attack visually hit them.

Nightblade
Shadow
Veiled Strike: Fixed an issue where this ability and its morphs would still stun and set an enemy Off Balance even if they could detect you with detection potions.

Templar
Dawn's Wrath
Backlash: Fixed an issue where multiple Templars using this ability and its morphs against the same target would not deal the full amount of intended damage.
Radiant Oppression (Radiant Destruction morph): Fixed an issue where the execute bonus damage and Magicka bonus damage from this morph were not multiplicative with each other. This fix will result in higher damage done with this morph.

Armor
Heavy Armor
Unstoppable (Immovable morph): Fixed an issue where this morph was increasing the duration of the skill by a lower amount than intended for each piece of Heavy Armor worn.

Alliance War
Assault
Rapid Maneuvers: Fixed an issue where the buff from this ability and its morphs would be removed if you used Shadow Cloak near monsters or NPCs.

Racial
Imperial Skills
Red Diamond: Fixed an issue where this passive ability would display a generic icon in your buff trackers when it triggered.

Itemization Fixes & Improvements
General
Fixed an issue where numerous class abilities were not interacting correctly with the Overwhelming Surge or Innate Axiom Item Sets.

Item Sets
Soulshine: Fixed an issue where this item set's bonus was not applying to the Solar Barrage morph.
Storm Knight's Plate: Fixed an issue where this item set's 2 and 3-piece bonuses were granting a lower amount of Spell Resistance than intended.

Base Game Fixes & Improvements
Alliance War & PVP
General
Increased the length of time Ayleid well buffs last in Cyrodiil to 30 minutes from 10 minutes.

Itemization
Imperial NPCs in Cyrodiil now have a chance to drop keep repair kits and other consumables.

Art & Animation
General
Fixed an issue that would cause larger player characters to not appear in high resolution until you got very close to them.

Animation
Fixed an issue where monsters using a light attack would cause the enemy to look away from you.
Your active Personality will no longer stop working after interacting with harvest nodes.

Figure
Fixed the available dye slots for the following items:
Yokudan Style Heavy Armor Helm
The Morrowind Slave Pants & Slave Shirt
Fixed an issue where the elbow pads on Heavy Armor hands were not displaying correctly in the Celestial Style on medium graphics settings.
The item icon and in-game appearance for Khajiit style Shadowhide Bracers is now visually consistent.

Combat & Gameplay
Monsters
Fixed several issues where monster abilities could cause game objects to be moved outside valid locations.

Monster Abilities
Daedroth
Improved the timing of various Daedroth attacks to better match their effects.
All telegraphs from Ground Tremor now correspond to their effective radius.
The interrupt telegraph from Ground Tremor has been made more conspicuous.
Ground Tremor no longer allows the Daedroth to turn while casting, and can now be cast while silent.
Ground Tremor now interfaces correctly with tutorials.
Limited the frequency with which Ground Tremor could damage a player running parallel to its path.
Nightblade
Teleport Strike now appears correctly, and can also now be cast while silent.
Approaching a Nightblade NPC no longer cancels a Teleport Strike in progress.

Crafting & Economy
Alchemy
Fixed an issue resulting in some long-duration poisons having no difference between their two-reagent and three-reagent durations. Three-reagent durations are now consistently longer.

Blacksmithing
Fixed an issue where there were two different "Diagram: Dwarven Pipeline Cap, Sealed" plans that appeared identical, but could not stack. One of these will continue to drop, while the other has been banished to the darkness forever more, never to be seen again.

Crafting Motifs
With the release of the Outfit System, we've adjusted the drop rates for a number of Crafting Motifs to help ensure certain impressive or prestigious Motifs retain a degree of rarity. In most cases, this reduction is marginal. This change affects the following Crafting Motifs:
Aldmeri Dominion
Ancient Elf
Assassins League
Barbaric
Celestial
Daedric
Daggerfall Covenant
Dro-m'Athra
Ebonheart Pact
Mercenary
Minotaur
Outlaw
Primal
Ra Gada
The Glass Motif can now be purchased from Rolis Hlaalu, the Mastercraft Mediator with Writ Vouchers.
Glass Motif Fragments no longer drop from Crafting Writ reward containers.
If you have Glass Motif Fragments in your inventory, the Merethic Restorative Resin can still be found in the wares of Mystic vendors the world over for the same price as before (10,000g).
Fixed an issue where certain style books and style chapters could be deleted without the "DESTROY" prompt.

Consumables
The "Spring-Loaded Infusion" drink now correctly increases your maximum Stamina, as originally intended.

Transmutation
Rewards for the Worthy mails now only grant a guaranteed Transmutation Geode once per day per account.
Previously, they would give a guaranteed Transmutation Geode once per day per character.
The chance to get Transmutation Geodes from additional mails is unchanged.
Fixed an issue that caused the quest "Taking the Undaunted Pledge" to unintentionally award a Transmutation Geode in addition to its normal rewards.
Fixed a rare issue where excess Transmute Crystals could be lost when your ESO Plus membership expired.

Crown Store & Crown Crate
Art
Fixed the Winter Broadrim Hats so that they no longer clip with certain hairstyles.

Collectibles
The Witch Knight Charger now has a default nickname: "Knightmare". If you've already set a nickname for this mount, you will need to reapply the nickname.
Fixed an issue where the Wild Hunt Transform memento was only lasting 15 seconds. It now lasts 3 glorious minutes.
Fixed an issue that prevented other players from seeing the full splendor of your Wild Hunt Transform memento.

Consumables
"Gold Coast Swift Survivor Elixirs" and "Gold Coast Survivor Elixirs" now correctly provide immunity to interrupts for the duration of the Unstoppable effect.

Personalities
Footsteps will now be heard correctly when using the Duchess personality.
The arms on female characters will no longer rise up gradually when using the Brassy Assassin personality.

Dungeons & Group Content
Dungeons
City of Ash II
Xivilai Fulminator and Xivilai Boltaic will once again cast the ability Lightning Grasp. 

Exploration & Itemization
General
Monster Mask and Shoulder pieces will now display their item style as "Undaunted". This style cannot be crafted, and serves only to categorize Monster Mask and Shoulders. For now…

Collectibles
As we're now granting all players a free Sorrel Horse at Level 10 via the new Level-Up Advisor system, we've removed the Sorrel Horse from the wares of Stablemasters throughout Tamriel.
Fixed an issue that allowed Mementos to be used while mounted, which caused a number of visual issues.

Eidetic Memory
Fixed an issue that could prevent the lore library from correctly displaying certain book collections. This was a display issue only, and none of your eidetic memories have actually been lost.
"Adainaz's Journal" will now be available in Darkshade Caverns II, as originally intended.
"Letter to Sonya" is now visible after completion of the quest Torn Asunder.
Multiple books in the Lion's Den and Halls of the Dead will now be easier to read and interact with (and won't show up as "Giant Warning" everywhere under the sun).

Survey Reports
Survey Reports now display additional text to indicate their purpose and value.

Housing
Homes
The loft space of the Exorcised Coven Cottage is no longer blocked off, and is now accessible.
Filled in a small gap between two walls in an interior corner of Mournoth Keep.
Fixed an issue where some rocks in Pariah's Pinnacle would appear to change the amount of snow cover as you approached them.
Made a number of small improvements to the invisible collision boundaries in Daggerfall Overlook.
The trim around the main door to the Orbservatory Prior no longer appears to float slightly.

Furnishings
Updated the "Hagraven Cauldron, Rough Stone" furnishing. It is now called "Hagraven Cauldron, Ritual", and can be lit to produce bright green flames. This furnishing can be found in the "Enchanted Lights" category of the Housing Editor.
Several furnishings that were previously only in pre-furnished homes can now be purchased for crowns in the Housing Editor.
Adjusted the size description of several furnishings to improve consistency.
Fixed an issue where certain tuffets could not be sat upon once placed in your home.
Fixed an issue where some non-combat pets had inaccurate nameplates when placed as a furnishing.
The icon for the "Fabrication Sphere, Inactive" and "Apparatus, Boiler" furnishings now better matches their appearance.
Fixed an issue where there were two carpets with the name "Imperial Carpet, Dibella". There is now an "Imperial Carpet, Gilded Dibella" and an "Imperial Carpet, Verdant Dibella".
The "Saplings, Fragile Autumn Birch" furnishing is no longer sold from the Housing Editor, and has been replaced with the identical "Saplings, Marsh Cluster".
This is to resolve an issue where the "Saplings, Marsh Cluster" and "Saplings, Fragile Autumn Birch" furnishings were visually identical, but acquired in different ways.

Quests & Zones
Auridon
Ensuring Security: Improved the visual interactions with all crates, barrels, sacks, and cargo containers associated with this quest.

Bangkorai
Crypt of the Exiles:
A certain wandering ghost will no longer wander and get stuck on tombs.
A pack of skeevers deep in the complex will no longer force characters into the wall.
Trials and Tribulations: All monsters associated with this quest will now scale appropriately to your level instead of being incredibly weaksauce.

Craglorn
Dawn of the Exalted Viper: Kelmen Locke is no longer hanging around in the Star-Gazer Observatory after he should be extremely very ultra-dead.
Rkundzelft: Fixed an issue where going through a particular door would put you immediately in beat down range of a bunch of Dwarven spiders.
The Time-Lost Warrior: Titus Valerius is no longer hanging out at the Observatory during and after the quest.

Fighters Guild
Will of the Council: Jofnir's head will no longer appear cut off near the end of the quest while you're speaking with him.
The Earth Forge: The map after you complete this quest will now display appropriately.

Grahtwood
Scars Never Fade: Slightly adjusted the scene between No-Fingers, Slim-Jah, and Uta-Tei so you hear audio during a certain tragic moment.
The Unquiet Dead: It is now easier to interact with the altars to reinforce the Inner Sanctum.

Khenarthi's Roost
The Perils of Diplomacy: You can once again use the inkwell and blank paper to forge a letter from Zali.

Main Quest
Foundry of Woe: Monsters in this instance now properly have a chance to drop loot.
Soul Shriven in Coldharbour: You will no longer receive a TRACKER GOAL TEXT error when logging into the Wailing Prison for the first time after creating a new character, or doing the tutorial with a post-Morrowind character.

Stonefalls
You will no longer be directed throughout interiors of Davon's Watch via a maddening tangle of non-Euclidian nightmares, sending you through non-existent doors outside of time and space.

Stros M'kai
Innocent Scoundrel:
The interaction camera with Jakarn will no longer get hung up on the bars when he's in his cell.
You will no longer be able to charge through cell doors in The Grave to kill rats, or get knocked through them by NPCs.

UI
General
A message will now appear next to the Attributes section of the Character screen when you have unspent Attribute Points.
Fixed an issue that would cause UI elements to load in slowly when first loading into the game.
The load screen art will now be consistent to the zone you're loading into.
Fixed some inconsistencies with how numbers display across all languages.
Fixed a number of entries that were lacking icons in the lore library.
Moved the "Quest Giver Icons" option to the interface menu from the nameplates menu.
Fixed several issues that could occur when attempting to purchase a home while your character was jumping.

Addons
Addons will now only know about attacks that target you after they hit you in PvP areas.
Developer Comments: Addons will no longer receive BEGIN combat events in PvP areas if they target the player, and come from a hostile source.

Collectibles
Assistants no longer appear active in your UI after being disabled by traveling to a new zone.

Crafting
Bound recipes will now display as bound.
When improving a Bind-on-Pickup Tradable item, the preview tooltip will now communicate that the item will become bound to you.
The Creation tab at Crafting Stations will now remember the level you have selected, rather than the number of materials. This is * to prevent accidentally crafting the wrong level gear when switching between slots that require different material amounts, such as Helmet and Pants.

Gamepad Mode
Fixed an issue where Guest Campaign information was being inaccurately shown in the Campaign menu while not in the campaign. The information will now accurately display while in a Cyrodiil campaign.
Fixed an issue where items in the Deconstruct menu would not sort correctly.
Fixed an issue in the Crown Store UI where you could attempt to preview a home the same way other products are previewed (instead of being sent directly to the home).
Fixed an issue where large quest area markers on the map could display incorrectly.

Gameplay
Health costs on ability tooltips will now be colored red, to match the paradigm used for Stamina and Magicka costs.

Guilds & Guild Features
Reverted the recent change to the visibility of Guild Bank items. Guild members will now be able to see the items in a Guild Bank again, even if they aren't able to withdraw them.
Note: Viewing Gold is still controlled by the guild rank permission.
Fixed an issue where being demoted while viewing a Guild bank could change the Guild bank you were looking at.

Tutorials & Tooltips
Fixed an issue where linked achievement tooltips could display improperly.