Online:Update 27

New Features / Updates / Big Changes
Stonethorn DLC
New Dungeons
Stone Garden: Deep within the caverns of Blackreach lies a secret laboratory where all manner of unspeakable research is performed. Arkasis, the mad alchemist in charge, tests new concoctions and experiments on both willing and unwilling subjects. What horrors lie within his Stone Garden and what does it mean for the Dark Heart of Skyrim?

Castle Thorn: Biding her time in her mountain stronghold, Lady Thorn has quietly built her forces for some nefarious means. Now, whispers and rumors in Western Skyrim point to large host gathered at the castle, preparing to march to war … but to where and for what purpose? 
Stone Garden and Castle Thorn are 4-player dungeons which can be reached via Blackreach and Western Skyrim respectively. 
Stone Garden is in western Blackreach: Greymoor Caverns, with the entrance southwest of the Western Greymoor Wayshrine.
Castle Thorn's entrance is located in the western portion of Western Skyrim, west of the Karthald Great Lift.
Both Dungeons include a normal version in addition to a challenging Veteran version. In addition, Stone Garden features challenging Hard Modes for each of the three boss encounters.
A new Challenge Banner has been put in place for activating Hard Modes. This new feature can be interacted with to toggle Hard Mode on or off before the fight begins. Both Stone Garden and Castle thorn have this new feature.
There are unique item sets including two new Undaunted Monster Mask sets, only available within the dungeons, in addition to the following: 
Unique Achievement awards
Unique Skin
A unique Memento
Several Titles
Unique housing items

New Item Sets
This update brings several new item sets and Monster Masks sourced from each of the new Stonethorn dungeons. 
Castle Thorn 
Talfyg's Treachery (Light) 
2 – Adds 833 Spell Critical
3 – Adds 1096 Maximum Magicka
4 – Adds 129 Spell Damage
5 – Increases Spell Damage by 372. Increases damage taken from Flame and Fighter's Guild abilities by 10%.
Unleashed Terror (Medium) 
2 – Adds 129 Weapon Damage
3 – Adds 1096 Maximum Stamina
4 – Adds 1096 Maximum Stamina
5 – When you deal direct damage with a Charge, Leap, Teleport, or Pull ability, you cut your enemy, causing them to bleed for 10 seconds, dealing 19728 Physical Damage over the duration. This ability can occur once every 10 seconds per target.
Crimson Twilight (Heavy) 
2 – Adds 1206 Maximum Health
3 – Adds 4% Healing Taken
4 – Adds 1206 Maximum Health
5 – After taking damage you surround yourself in an 8 meter mist of blood. After 2 seconds, the mist is violently siphoned into your body, dealing 8220 Bleed Damage to nearby enemies and healing you for 100% of the damage done. This effect can occur once every 8 seconds.
Lady Thorn (Monster Mask) 
1 – Adds 1206 Maximum Health
2 – Casting an ability that costs Health spawns a blood ball for 10 seconds. This effect can occur once every 10 seconds.You or an ally near the blood ball can activate the Sanguine Burst synergy, dealing 5000 Disease Damage to nearby enemies and applies Major Maim for 5 seconds, decreasing their damage done by 30%. Enemies can only receive Major Maim from Sanguine Burst once every 30 seconds.
Stone Garden 
Elemental Catalyst (Light) 
2 – Adds 1096 Maximum Magicka
3 – Adds 833 Spell Critical
4 – Adds 1096 Maximum Magicka
5 – Whenever you deal Flame, Shock, or Frost Damage, you apply a stack of Flame, Shock, or Frost Weakness to the enemy for 3 seconds. Each stack of an Elemental Weakness increases their Critical Damage taken by 3%. An enemy can only have one stack of each Elemental Weakness at a time.
Kraglen's Howl (Medium) 
2 – Adds 833 Weapon Critical
3 – Adds 129 Stamina Recovery
4 – Adds 129 Weapon Damage
5 – After an enemy you've recently damaged dies, you let out a howl, granting three allies within 15 meters the Heed the Call synergy. Activating the synergy gives you and the activator 12 Ultimate. This effect can occur once every 20 seconds.
Arkasis's Genius (Heavy) 
2 – Adds 1206 Maximum Health
3 – Adds 1487 Armor
4 – Adds 1206 Maximum Health
5 – Whenever you drink a potion, you and 3 group members gain 44 Ultimate. This effect can occur once every 30 seconds.
Stone Husk (Monster Mask) 
1 – Adds 833 Weapon Critical
2 – Your Heavy Attacks tether you to enemies within 10 meters for 5 seconds. Enemies touching the tether take 1906 Physical Damage every 1 second and you gain a stack of Husk Drain, up to 15 stacks. The tether is broken if the enemy moves 12 meters away from you. This effect can occur once every 10 seconds. When the tether ends, you consume the stacks and gain 30 Weapon Damage per stack consumed for 5 seconds. 
Note: This set is activated on Heavy Attacks, not just Fully Charged Heavy Attacks.

New Achievements and Titles
With Stonethorn, we're adding over 30 new achievements with 4 unique titles, listed below: 
The "True Genius" title is obtained by completing the "True Genius" achievement in Stone Garden. 
The "Pinnacle of Evolution" title is obtained by completing the "Triple Checked" achievement in Stone Garden. 
The "Bane of Thorns" title is obtained by completing the "Bane of Thorns" achievement in Castle Thorn. 
The title, "the Inedible" is obtained by completing the "Thorn Remover" achievement in Castle Thorn. 

New Dyes and Collectibles  
Several new Collectibles and dyes can be obtained by participating in the new Stonethorn dungeons and completing various achievements: 
Hazardous Chartreuse Dye: Obtained by completing the Stonethorn Delver achievement. 
Juggling Potion Bottles Memento: Obtained by completing the Stone Garden Conqueror achievement.  
Reanimated Vampiric Thrall Skin: Obtained by completing the Castle Thorn Conqueror achievement. 
Energetic Dwarven Shock-Spider Non-Combat Pet: Obtained by completing the Stonethorn Explorer achievement.  

Base Game
Performance Improvements
Server Optimization & Stability
Through optimizations to database workers, the game's access to the database has been refined to ensure the system does not become overloaded when part of it generates a large amount of traffic or messages for a particular task. The optimizations ensure that there are enough database workers focused on the highest-priority critical game functions.
Server performance has been improved in one of the least performant cases by distributing Trials more evenly across the system. This should ensure better overall performance in Trials, reducing the likelihood of getting a "bad instance" where enemies behave abnormally and latency is higher than normal.
Client Optimization & Stability
When using many different game assets, memory usage can spike and potentially get high enough to crash the game. We've made improvements to how the client handles these critical memory situations, better managing and prioritizing the most important elements in a scene. The chance that your game could crash in these situations has been significantly reduced.
Optimized the initial login flow;the time required to load when logging into character selection has been reduced.
Made some optimizations to reduce hitches when setting different outfits.

Character Pathing in Housing
You can now tell your pets, mounts, and assistants to follow custom paths in your home! This new functionality is available to everyone, regardless of DLC ownership or ESO Plus status.

To set up a path, first enter the housing editor and target a pet, mount, or assistant. You'll see a new "Create Path" keybind; hit that to start making your path. Once selected, you'll see a node underneath that character, and another node held in your hand like a furnishing.
You can use these nodes to mark the path you want that character to follow, and once you confirm your path edits, the character will immediately start walking down the path from node to node.
You can place up to 30 nodes per path.
You can also fine-tune your path with the following settings!
Movement speed to each node (Walk, Jog, Run, or Sprint)
Wait time at each node (0 seconds, 3 seconds, 10 seconds, 30 seconds, 1 minute, or 3 minutes)
Path type:
Ping Pong – The character will walk down the path until they hit the end, and then walk back to the beginning.
Loop – The last node in the path will be connected back to the first node, forming a circle.
Random – Each time the character reaches a node, they will choose their next location at random from the rest of the nodes in the path.
If you'd like to swap out the character on the path, no need to recreate the path from scratch – you'll find a "Change Object" button in the Path Settings menu in each path, allowing you to swap in a new character from your collection.
As part of these changes, we've moved some keybinds that previously appeared at the bottom of the screen to the center of the screen near your targeting reticule, similar to where the interact prompt normally appears.

New Furnishings
Solitude Furnishing Plans
24 new Solitude furnishing plans can now be earned from Skyrim Daily Reward Coffers, acquired by completing dailies for the Swords of Solitude or the Coterie of Organized Scholars in Western Skyrim.
These plans include a variety of structural furnishings, as well as a small number of new courtyard furnishings.
Mastercraft Mediator Furnishing Plans
Rollis Hlaalu, the Mastercraft Mediator, has added seven new furnishing plans to his wares:
Blueprint: Solitude Game, Blood-on-the-Snow
Design: Solitude Smoking Rack, Fish
Diagram: Vampiric Chandelier, Azure Wrought-Iron
Formula: Winter Cardinal Painting, Work in Progres
Pattern: Solitude Loom, Warp-Weighted
Praxis: Ancient Nord Monolith, Head
Sketch: Blackreach Geode, Iridescent
He's also reduced the price for the following seven older plans to 100 Writ Vouchers from 125, but will only sell them to those who have unlocked the "Unsurpassed Crafter" achievement:
Blueprint: Elsweyr Well, Covered
Design: Elsweyr Bread Basket, Feast-Day
Diagram: Elsweyr Gong, Ornate
Formula: Elsweyr Mortar and Pestle, Engraved
Pattern: Elsweyr Bed, Senche-Raht
Praxis: Khajiit Sigil, Moon Cycle
Sketch: Elsweyr Game, Swan Stones
Achievement Furnishings
You'll also find two new achievement furnishings on Undaunted Quartermasters, unlocked for purchase by completing the associated dungeons:
Castle Thorn Gargoyle
Stone Garden Tank, Rootbound

Battlegrounds Outfit Styles Rework 
We've improved the experience of earning the original 3 Battlegrounds Outfit Style Pages: Firedrake, Pit Daemon, and Stormlord. Previously, obtaining the final few pieces of each outfit style could take a very long time, and those pieces became incredibly rare. These outfit pieces are now obtainable at a steady and standard rate.

Outfit Style Cost Reductions
After re-evaluating some extreme in-game gold pricing for certain outfit pieces, we have reduced the gold cost for applying the following Outfit Styles by 50% from the following sets:

Motifs
Apostle Motif Pieces
Ashlander Motif Pieces
Celestial Motif Pieces
Ebonshadow Motif Pieces
Ebony Motif Pieces
Glass Motif Pieces
Hlaalu Motif Pieces
Certain Honor Guard Motif Pieces
Redoran Motif Pieces
Telvanni Motif Pieces
Outfits
Worm Cult Motif Pieces
Fire Drake Outfit Pieces
Glenmoril Outfit Weapons
Gloomspore Outfit Weapons
Greymoor Lycanthrope
Pit Daemon Outfit Pieces
Storm Lord Outfit Pieces
Single Weapons
Sword of Jyggalag
Antiquities Pickaxe
Skull of Corruption
Spellbreaker Shield

New Motifs
The Sea Giant Motif chapters can now be obtained from completing the weekly quest for completing Kyne's Aegis. The style item, Sea Snake Fang, can be acquired from bosses inside the trial. 

Gamepad Mode Scaling
A gamepad version of the Custom Scale setting can now be found in the gamepad Video settings. This setting provides control over the size of UI elements within gamepad mode. The keyboard version of this setting still only impacts UI elements outside of gamepad mode, and the two settings can be customized independently of each other. 

Fixes & Improvements
Clockwork City Fixes & Improvements
Art & Animation
;General:
Fixed an issue where light shafts would flicker in the Clockwork City.
Dungeons & Group Content
;Trials:
Asylum Sanctorium
The damage from the Imperfect Attendant's Convergence ability is now consistently applied when the visual effects reach your character.

Greymoor Fixes & Improvements
Audio
;General:
Fixed an issue in Kilkreath Temple where the High Priest Varkour's Drain Life ability was playing chain sound effects.

Dungeons & Group Content
;Kyne's Aegis Trial:
General
Renamed the Half-Giant Stormcaller's Unstable Energy to Aftershock.
Updated the Challenge Banners with new Undaunted fixtures.
Kyne's Aegis will now reward players for being on the Leaderboard after it is chosen as the Trial of the Week.
Yandir the Butcher
Hailstone Burst will no longer fail to fire if the shielded Gryphon or Sea Adder is casting specific abilities when the shield completes without being destroyed.
Lord Falgravn
Player characters affected by Lieutenant Njordal's Vampiric Grip will now correctly animate, indicating that they are stunned.
Reduced the duration of the stun from Vampiric Grip.
Lord Falgravn's Shock Stun ability now has proper sound effects.
Fixed an issue where the ambient audio cut out at specific locations during the encounter with Lord Falgravn.

Exploration & Itemization
;General:
Fixed a number of inconsistencies, tags, and minor typos on stealable items.
Improved the placement of several Treasure Chests and critters near Treasure Chests.
Slightly adjusted the clothier survey report site in Western Skyrim.
A number of resource nodes once obscured by terrain or hovering in the air are now properly placed.
Ode to the Founding can now be seen and read properly.

;Achievements:
Updated the text for the "Accurate Augury" achievement. It now reads, "Locate an Antiquity with your first use of Augury during an Excavation."

;Antiquities:
General
Using the Antiquarian's Eye tool on a slope will no longer result in the glowing pointer effect spawning too close to the ground.
Fixed issue where the icon for Antiquities was displaying incorrectly in the Help menu when using Gamepad Mode.
Fixed an issue that caused the selected tile in both Antiquities mini-games to reset after entering or leaving the tutorial menu in Gamepad Mode.
Dig Sites
Adjusted a possible Antiquity location in Western Skyrim, near the Old Karth Ritual Site, to keep it away from wandering dangerous creatures. It's important that you remain undisturbed while excavating Antiquities, after all.
Fixed an issue where some dig sites in Clockwork City, Shadowfen, and Northern Elsweyr had contorted or confusing shapes.
Adjusted a possible Antiquity location in eastern Bleakrock, one near the Everfull Flagon in Coldharbour, and one in Reaper's March near Pa'alat, to prevent enemies from attacking while you excavate.
Fixed an issue where a dig site in southwest Wrothgar, and one near the Crystal Tower Wayshrine in Summerset, could have an Antiquity location appear outside of their displayed bounds.
Dig site boundaries in Shadowfen now respect and follow the surrounding natural terrain.
Excavation
The Antiquarian's Eye and the Trowel will now be placed correctly when you view another player who is excavating.
Fixed an issue that could cause the Excavation tutorial keybinds to only work the first time you started digging that session while in Gamepad Mode.
Journal/Codex
Wrothgar will now be properly listed under the DLC Areas heading in the codex; previously, it was listed as "Orsinium".
Fixed an issue where the tutorial pop-up for using the Antiquity Codex referenced using the mouse while playing on a console or in Gamepad mode.
Updated the name of the Antique Map of the Alik'r Desert (formerly just "Antique map of Alik'r") in the Antiquity Codex.
Fixed an issue in the Journal for the Russian game client where the separator between the Scryable category and the other categories didn't have enough spacing.
Fixed an issue that caused the list of codex entries for an antiquity to fail to scroll into view when using the mouse to select a codex document directly.
Viewing the Codex while Excavating in Gamepad Mode will now properly navigate you to the specific entry.
When using View in Codex from the Scryable list in Gamepad Mode, the entry will now be properly selected in the Zone category of the Codex.
Leads
Leads will no longer drop for unrepeatable Antiquities that you've already successfully unearthed.
Adjusted the leads for Antiquity Motifs so only one will drop from any particular source at one time, as originally intended.
Scrying
You'll now get an error message if you try to Scry while seated.
Fixed an issue that could cause the Scrying ability tooltips to stay visible forever after swapping between keyboard and gamepad modes.

Housing
;Furnishings:
Fixed an issue where the "Kynes Aegis Banner, Hanging" furnishing had solid collision on the banner portion, instead of allowing you to walk through it.
The candle flames for the "Blessed Dais of Mother Morrowind" antiquity furnishing now appear on their candle wicks, instead of hiding beneath the dais.

Monsters & NPCs
;General:
The Giant's Coast Wayshrine has no longer trapped an errant Elk wandering through the area. Be free!

Quests & Zones
;General:
Fixed a number of typos or VO mismatches within quests.
You will no longer be faced with an endless stream of Dwarven spiders in Nchuthnkarst.

;Harrowstorms:
Lost Souls which form as part of the Harrowstorm events will now spawn less frequently.
Harrowstorms in Western Skyrim and Blackreach: Greymoor Caverns will now form at a new location MUCH faster once defeated or resetting. You should have no trouble finding an available Harrowstorm to fight.

;Quests:
You can no longer attack the survivor Bjernild when you encounter her as part of the Greymoor main quest.
Fennorian now talks to you if you've completed the Bound in Blood and Unhallowed Grave quests, and are searching Kilkreath Temple for survivors with Lyris.
Digging Up Trouble:
The quest assists for the traps now appear correctly when you need to place the traps.
All players actively on this quest will now be able to read the note.
Hounds of Hircine: Tranya can now converse on a wider range of topics.
Long Journey Home: The quest assist for Old Mjolen now appears in only one location in Morthal—where the old woman actually stands.
The Gathering Storm: Fixed an issue where Fennorian would not appear during this quest.
The Maelmoth Mysterium: All notes for the ritual now show up as promised in Maelmoth's Journal.

Harrowstorm Fixes & Improvements
Dungeons & Group Content
;Dungeons:
Unhallowed Grave
The Draugrkin now sound like proper Nords rather than vile Reachmen.

Exploration and Itemization
;General:
Fixed an issue that caused Pyre Watch and Icereach motif pages to drop more often than intended on normal dungeon difficulty.

Imperial City Fixes & Improvements
Dungeons & Group Content
;Dungeons:
Imperial City Prison
Lord Warden Dusk
You can no longer interact with the Warden's Tome while in combat with Lord Warden Dusk.
The Brace for Impact synergy during the Lord Warden encounter once again applies correctly when activated and protects against falling damage.

Morrowind Fixes & Improvements
Dungeons & Group Content
;Halls of Fabrication:

Pinnacle Factotum
Unstable Energy no longer deals damage prematurely and will now wait for the projectile to impact the ground.
The damage from Unstable Energy can now be dodged.

Murkmire Fixes & Improvements
Dungeons & Group Content
;Blackrose Prison:

General
Blackrose Prison no longer briefly spawns a bunch of invisible, usable corpses at the start of each encounter.
Drakeeh's Cage
Restored the Vengeful Revenant to its original health.

Exploration & Itemization
;General:
You can no longer mount when using Snow Cadwell Memento.

;Eidetic Memory:
The Dead-Water Riddle Fragment now sits in Lilmoth' waiting to be read by anyone who has completed Whispers in the Wood.

Monsters & NPCs
;NPCs:
A number of NPCs who could not be stolen from or murdered can now be included in said behavior.

Summerset Fixes & Improvements
Quests & Zones
;General:
You can now enter Tor-Hame-Khard safely.

Wrathstone Fixes & Improvements
Dungeons & Group Content
;Dungeons:
Frostvault
Rizzuk Bonechill
Avalanche now always spawns constructed and will always reform correctly should the fight reset.

Combat & Gameplay
Combat & Abilities
 
As part of the ongoing efforts to help improve performance, all item sets in the game have been updated to use better logic when attempting to determine their proc conditions with your actions, and will send significantly less messages to the server (ultimately being less taxing) when they fail to meet their conditions. We've also audited the vast majority of item sets in terms of their power, so make sure to check out the itemization section, and bring a snack!

In addition to item sets, many abilities have received backend improvements to their scripting to help reduce unnecessary effects, checks, and logic parsing, and will now more accurately follow their described behaviors, such as proc conditions.

We've also introduced some new Area of Effect (AoE) adjustments to the backend operations to help reduce their messaging and overall requirements to ping an area. Currently, we've only applied this to Dragonknight Standard and its morphs, as well as some monster abilities. We plan to monitor the overall improvements in a real combat environment, then slowly comb through old AoE abilities and apply the changes where applicable.
 

General
Fixed an issue where some projectiles could hover around your character in some very rare cases.
Fixed an issue where newly equipped weapons could occasionally not appear.
Your characters have now been taught more eloquent manners, and eat more subtly if blocking. This will fix an issue where eating while holding block could result in truly barbaric visual results.
Fixed an issue where cast time abilities could miss an invisible target while a detection potion was active.
Fixed an issue where abilities that cost health and dealt damage would fail to be incorporated in a Target Dummy's Damage Per Second calculation reports.
Fixed an issue where you were sometimes unable to cast abilities after weaving specific abilities.

Buffs and Debuffs
Fixed numerous instances where Minor Vulnerability from certain sources, such as Teleport Strike, were not being detected properly by sets like Icy Conjuror.

Dragon Knight
Ardent Flame
Dragonknight Standard: Fixed an issue where the visual effects for this ability and its morphs could end early in some cases.
Shifting Standard (morph): Fixed an issue where this ability would last longer than intended in some cases.

Draconic Power
Dragon Blood
Coagulating Dragon Blood (morph): Increased the base healing of this ability by approximately 12% to ensure it's closer in line with other heals, such as Breath of Life. With this new value, the heal for Coagulating should be slightly weaker than these heals (Breath of Life, Blood Sacrifice, etc.) while above 50% Health, but slightly stronger than them while below 50% Health. The deviation in healing effectiveness will be between 0 and 16.5%.
Inhale
Deep Breath (morph): This morph's explosion now deals 25% more damage. The initial hit no longer ranks up by 1.1% damage per rank, but the final hit now does.
Draw Essence (morph): This morph now heals for up to 147% of the damage done, up from 100%, and ranks up by 1% per rank. The final explosion of this ability no longer increases by 1.1% damage per rank.
Protective Scales: Fixed an issue where this ability and its morphs' animation was reversed.

Necromancer
Fixed an issue where casting a tether ability could sometimes cause your character to turn around and face the opposite direction you were facing.
Fixed multiple issues with corpse targeting for Necromantic abilities such as Shocking Siphon.
Grave Lord
Frozen Colossus
Pestilent Colossus (morph): Fixed an issue where the damage from this Ultimate could be dodged, despite being a player-sourced Area of Effect attack.
Shocking Siphon
Detonating Siphon (morph): This ability's final explosion now occurs when the tether ends for any reason, rather than only if the final duration was met.
Bone Tyrant
Grave Grasp: This ability has received significant improvements to its functionality and now does the following:
The first area now snares enemies hit by 30%, down from 50%.
The second area now immobilizes enemies hit for up to 4 seconds, rather than snaring them.
The final area now stuns enemies hit for up to 3 seconds, rather than snaring them.
Each area continues to apply Minor Maim.
Ghostly Embrace (morph): This morph now increases the duration of all negative effects applies from this ability, rather than adding an Immobilize to each field, as that is now a base line experience.
Empowering Grasp (morph): This morph's Empower now lasts for the full 5 second duration, rather than being consumed on use.

Nightblade
Assassination
Executioner:
This passive now triggers whenever an enemies dies within 2 seconds of being damage by you, rather than requiring the damage to be an Assassination ability.
Removed the hidden 1ms cooldown.
Fixed an issue where this passive could fail to work with multiple Nightblades.
Fixed an issue where this passive was causing unnecessary message spam and ability applications to enemies.
Grim Focus:
This ability and its morphs now grant 2% Critical Damage and Healing per stack, rather than reducing your damage taken by 2% per stack, in order to help this ability feel more aggressive and assassination oriented.
Stacks removed from these abilities after ending combat will now only be removed in PvP zones, rather than all the time, fixing numerous issues where you could lose all stacks generated where you appeared to still be in combat.
Master Assassin:
This passive's Weapon and Spell Damage is now granted to your damaging attacks against enemies you are flanking, rather than granting a universal amount while sneaking or invisible.
The Weapon and Spell Damage is now a flat 129/258, rather than granting 5/10% of your current amount.

Shadow
Shadow Cloak:
Fixed an issue where this ability was granting immunity to projectiles from targets that had detection potions active.
Updated many cases where this ability's invisibility was removed where it shouldn't have been, such as against Ballista.
Summon Shade: This ability and the Dark Shade morph can now be cast without a target, as Shadow Image can.
Shadow Image (morph): The shade from this ability no longer has player collision active, to prevent issues where it could become stuck or could be used as a stepping stool. Please be more considerate of your shade's feelings, as it is an extension of you, and you are worth it.

Siphoning
Soul Shred: Fixed an issue where the morphs of this Ultimate would fail to stack from multiple casters in some cases.
Soul Siphon: Fixed an issue where the heal beam on allies was breaking sooner than intended. It will now snap at 30 meters, rather than 25 meters.
Strife:
Increased the damage done for this ability and the Funnel Health morph by approximately 39% to ensure they properly adhere to Heal over Time standards.
Fixed an issue where both of these abilities would attempt to apply a Heal over Time even if the target dodged the attack, causing the empty HoT to override any existing casts.

Sorcerer
Dark Magic
Crystal Shard:
Reduced the cast time of this ability and its morphs to 800ms, down from 1 second.
Reduced the damage done from these abilities by approximately 21%.
Reduced the cost to 2700, down from 2970.
These abilities have a new affix, where after successfully casting, your next non-Ultimate ability used within 3 seconds costs 10% less.
Crystal Fragments (morph):
This ability can now proc off itself.
Slightly reduced the damage done from the special proc (