Update 14

Update 14, also known as Patch v3.0.5 for PC, was released for PC on May 22, 2017, and consists of the expansion chapter.
Welcome to The Elder Scrolls Online v3.0.5, introducing our first chapter: Morrowind! The fate of the island of Vvardenfell hangs in the balance and Tamriel needs a hero to help Vivec, the legendary warrior-poet god, who suffers from a mysterious illness.
In addition to Vvardenfell, the largest landmass addition to date, we're also introducing the first new class since ESO launched: the Warden. This class is an adaptable, support-orientated option for players who want to be able to fill a specific role while simultaneously providing assistance to others. If you are interested in a class that uses the wilds of Tamriel to protect, heal, or deal damage (occasionally all at the same time) the Warden is for you.
Morrowind also brings a new PvP mode – Battlegrounds – which are small-scale, fast-paced battles with three teams of four players. If you're looking for a real challenge, head to our newest 12-player Trial, Halls of Fabrication, featuring a Normal and Veteran version. You'll also find a host of new item sets, Motifs, homes and furnishings, collectibles, titles, and even dyes.
But that's not all! The base game brings many new updates as well including updates to the Champion System, the Master Writ Merchant, Cyrodiil Rewards, a new Inverse Kinematic System, and more. And as always, we have a number of bug fixes and general improvements to the overall game. The size of this update is approximately 8.71GB. Enjoy our first chapter - Morrowind!
==Morrowind==
Travel to the volcanic island of Vvardenfell and explore a land of Dark Elves, Living Gods, and bizarre creatures as adventurers from every alliance answer Lord Vivec's call. An ominous prophecy and an insidious plot threaten all of Vvardenfell—can you save the island from a looming disaster? Wander the harsh landscape as an emissary for Lord Vivec, performing missions for the Great Houses, delving into mysterious ruins, and meeting unique challenges head-on in the shadow of the rumbling Red Mountain. The fate of Morrowind rests in your hands!
*If using an existing character, you can do one of the following to travel to Vvardenfell:
**Open your Collections, select Stories and then Morrowind under the Chapters tab. From there, you can accept the starting quest.
**To get to Vvardenfell, seek out the navigator, Captain Jenassa, located near the docks in the major cities throughout Tamriel. Talk to her and she will offer to transport you to Vivec City or Seyda Neen.
**You can also take a boat located in Mournhold, Wayrest, or Woodhearth.
*If creating a new character:
**Create a new character and select Play Tutorial. You will start in a new tutorial designed specifically for Morrowind players.
**Alternatively, you can choose Skip Tutorial. Your character will automatically start on the dock at Seyda Neen in the new Vvardenfell zone.
===Upgrading to Morrowind===
Everyone who logs into ESO who has not yet upgraded to Morrowind will see a registration screen that will notify you that Morrowind is available, and will give you instructions for upgrading the base game to Morrowind via a simple digital upgrade purchase. This screen is also the main interface for entering retail Morrowind codes – anyone who has purchased Morrowind new at retail (starting June 6) will use this screen to register their purchase by entering the code included in their physical retail box.
Additionally, we've added a notification and UI button at the bottom of the character select screen that will bring you back to this registration screen when you wish to upgrade.
===New Public Dungeons===
Two new public dungeons are available for you to explore in Morrowind.
*Nchuleftingth: Help Neramo the scholar uncover the secrets of Nchuleftingth and prevent an unscrupulous ruins robber from plundering ancient Dwarven technology. Explore the Ashlands in the east to uncover this Dwemer ruin.
*Forgotten Wastes: On the northern coast, enter the Forgotten Wastes to explore ancient Dark Elf ruins and solve a murder mystery while dealing with evil cultists intent on resurrecting a long-lost Dunmer House.
===New Playable Class: The Warden===
Wardens have a strong set of abilities focused on supporting their allies, but they can also focus their skill selection and morphs on solo combat. If you like to take hits, deal damage, or heal, this class is for you. Wardens are able to summon icy barriers to protect their allies, sprout healing plants to restore them, and command a savage grizzly to attack their enemies. This versatile class uses the power of Y'ffre's blessing to help deal with any situation. To read more about the Warden's three skill lines – Animal Companions, Green Balance, and Winter's Embrace.
===PVP Battlegrounds===
*Welcome to Battlegrounds! Battlegrounds are fast-paced, small-scale PVP zones designed for three teams of four players each. Alliance affiliation doesn't matter in this new PVP mode, so feel free to play with or against your friends and foes from Cyrodiil! To get into the fight quickly, simply open your Activity Finder, navigate to the Battlegrounds option, and queue. For a bit more information, keep on reading!
You can queue solo or with a group of 2, 3 or 4 players into a Battleground. Large groups cannot queue for Battlegrounds.
*When queued, you'll be placed into one of three maps:
**Foyada Quarry: Solid ground and lava pools play a key role in this open field battleground.
**Ald Carac: An ancient Dwemer site recently excavated which offers close quarter battles and tight spaces.
**Ularra: This overgrown Daedric site still resonates with ancient portals.
*One of three game modes will be chosen at random when going into a Battleground:
**Team Deathmatch: Get points for killing other player characters! This game mode also features Sigils of Power that spawn randomly during the match.
**Capture the Flag: Grab the enemy relic and bring it back to yours, but your relic must be safe at home to capture an enemy's relic.
**Domination: Land grab at its purest. There are four capture points to battle over to earn points.
*There are three teams you'll be assigned to when in a Battleground: Pit Daemons, Storm Lords or Fire Drakes. The colors associated with these teams are Green, Purple and Orange, respectively.
Battleground matches last a maximum of 15 minutes, but can end early if the maximum score is reached. Game modes currently have a maximum score of 500 points.
*When a Battleground ends, you'll earn rewards based on whether your team came in first, second or third. Rewards include items, gold, XP and Alliance Points.
*During a Battleground, you'll earn Medals which are granted based on your actions to progress your team towards victory specific to each game mode. For example, in a Team Deathmatch game, you'll earn Medals for getting killing blows or healing allies. In a Capture the Flag match, you'll get Medals for capturing the flag, but not for kill streaks.
*Medals influence the quality of a reward you'll receive at the end of a match. The more Medals you've earned, the better chance you have to get your item reward upgraded to blue or purple quality!
*Medals have a score associated with them which are added onto one of three weekly Leaderboards. These Leaderboards are divided by game types, so you'll only earn Medals for that Leaderboard type. The three Leaderboards include:
*Team Deathmatch: Only Medals from Team Deathmatch go into this Leaderboard.
*Flag Games: Capture the Flag Medals and other "mobile flag games" to be added in future updates go into this Leaderboard.
*Land Grab: Domination Medals and other "stationary banner games" to be added in future updates go into this Leaderboard.
*At the end of the week, players on the Leaderboard will be awarded items based on their rank on the Leaderboards.
Leaving a Battleground before the match is over will incur a penalty.
*This is currently set to block you from queueing for another Battleground for 20 minutes, as well as suppress any AP-earning events.
*All Battlegrounds currently disable bonuses from Champion Points.
*You can pick up daily quests for Battlegrounds in one of three locations from a Battlemaster: in the Gladiator's Quarters, near Vivec City, or at the entrance for each Battleground.
===New Trial: Halls of Fabrication===
*Through a mysterious twist of fate, an anomalous rift to a strange realm has opened beneath the freshly-grown tower of Tel Fyr, spilling eerily life-like automata into the world. Left unchecked, these machines threaten to subsume everything on the surface into their alien mechanical paradigm. Brave souls are needed to go beyond the rift and find the source of these dangerous machines and stop them from converting Tamriel into their own image. Joining forces with the renowned wizard and planar traveler, Divayth Fyr, you must overcome the unknown beyond the rift and be the first living souls to tread into the Halls of Fabrication.
*Halls of Fabrication is a 12-player Trial located in Morrowind, and features a Normal version in addition to a challenging Veteran version!
*To enter Halls of Fabrication, you have two options:
**Travel to the tower of Tel Fyr, located in eastern Morrowind.
**Speak with Daynillo Rethul, located in Vivec City on the docks, to receive the quest To Tel Fyr which will take you to the entrance.
*There are unique item sets available only within Halls of Fabrication which grant unique, group-based PvE bonuses.
*Unique achievement awards are available for completing the Trial achievements. These include a unique skin, several titles, and unique housing items.
*The Veteran version of Halls of Fabrication will qualify anyone who completes the Trial for the Leaderboards.
===New Item Sets===
*There are 15 new Item Sets available from a variety of sources. Note that values are for a full set of CP160 Gold-quality pieces:
====3 Item Sets available at crafting stations in Vvardenfell====
*Assassin's Guile
**(2) Spell Critical
**(3) Weapon Critical
**(4) Spell Damage
**(4) Weapon Damage
**(5) Increases the duration of your alchemical poisons by 4 seconds.
*Daedric Trickery
**(2) Max Health
**(3) Max Stamina
**(4) Max Magicka
**(5) While in combat you gain one of 5 random Major Buffs for 10 seconds every 20 seconds. Eligible buffs are Expedition, Protection, Mending, Heroism, or Vitality.
*Shacklebreaker
**(2) Weapon Damage
**(3) Spell Damage
**(4) Stamina Recovery
**(4) Magicka Recovery
**(5) Adds 2000 Max Stamina
**(5) Adds 2000 Max Magicka
====3 Item Sets available as drops throughout Vvardenfell====
*War Maiden (Light)
**(2) Spell Critical
**(3) Max Magicka
**(4) Spell Damage
**(5) Adds 400 Spell Damage to your Magic Damage abilities.
*Defiler Set (Medium)
**(2) Weapon Damage
**(3) Weapon Critical
**(4) Weapon Critical
**(5) When you deal Critical Damage, you have an 8% chance to summon a Hunger that spews poison to all enemies in front of it, dealing 6000 Poison Damage and stunning any enemy hit for 5 seconds. This effect can occur once every 5 seconds.
*Warrior-Poet Set (Heavy)
**(2) Max Health
**(3) Spell Resist
**(4) Physical Resist
**(5) Gain Minor Toughness at all times, increasing your Max Health by 10%.
**(5) Max Health
====4 Item Sets available as drops in the new Trial, Halls of Fabrication====
*Inventor's Guard (Light)
**(2) Magicka Recovery
**(3) Gain Minor Aegis at all times, reducing your damage taken from Dungeon and Trial Monsters by 5%
**(4) Healing Done
**(5) When you use an Ultimate ability, you and the closest 2 allies within 28 meters of you gain Major Aegis for 10 seconds, reducing your damage taken from Dungeon and Trial Monsters by 15%.
*Master Architect (Light)
**(2) Max Magicka
**(3) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
**(4) Spell Damage
**(5) When you use an Ultimate ability, you and the closest 2 allies within 28 meters of you gain Major Slayer for 10 seconds, increasing your damage done to Dungeon and Trial Monsters by 15%.
*War Machine (Medium)
**(2) Max Stamina
**(3) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
**(4) Weapon Damage
**(5) When you use an Ultimate ability, you and the closest 2 allies within 28 meters of you gain Major Slayer for 10 seconds, increasing your damage done to Dungeon and Trial Monsters by 15%.
*Automated Defense (Heavy)
**(2) Max Health
**(3) Gain Minor Aegis at all times, reducing your damage taken from Dungeon and Trial Monsters by 5%
**(4) Healing Taken
**(5) When you use an Ultimate ability, you and the closest 2 allies within 28 meters of you gain Major Aegis for 10 seconds, reducing your damage taken from Dungeon and Trial Monsters by 15%.
====5 Item Sets available as rewards in the new PvP Battlegrounds====
*Wizard's Riposte (Light)
**(2) Max Health
**(3) Spell Damage
**(4) Magicka Recovery
**(5) When you take Critical Damage, you apply Minor Maim to the enemy for 15 seconds, reducing their damage done by 15%.
*Knight Slayer (Light)
**(2) Max Magicka
**(3) Spell Damage
**(4) Max Health
**(5) Your fully-charged Heavy Attacks against Players deal an additional 8% of their Max Health as Oblivion Damage.
*Coward's Gear (Medium)
**(2) Max Health
**(3) Stamina Recovery
**(4) Stamina Recovery
**(5) While Sprinting you gain Major Expedition and Major Protection, increasing your Movement Speed and reducing your damage taken by 30%.
*Vanguard's Challenge (Heavy)
**(2) Max Health
**(3) Max Health
**(4) Healing Taken
**(5) When you taunt an enemy Player, they deal 50% less damage to all other Players but 100% more damage to you for 15 seconds. This effect is lost if you enter sneak, invisibility, or move further than 28 meters away from the enemy player.
*Impregnable Armor (All)
**(2) Max Health
**(3) Max Stamina
**(4) Max Magicka
**(5) Adds 2500 Critical Resistance
===New Crafting Motifs===
*We've added four new Motifs for you to collect and craft!
*The Ashlander style can be learned from the Ashlanders of Vvardenfell.
**Motif chapters can occasionally be found as rewards for performing daily quests for Numani-Rasi or Huntmaster Sorim-Nakar.
**The style item, Ash Canvas, can also be earned from the same quests.
*The Buoyant Armiger Style can be obtained from treasure chests and treasure maps across Vvardenfell.
**Motif chapters are rare, but show up more often in higher-difficulty chests and treasure map chests. By quirk of fate, those who have proven themselves friends of the island and the living god Vivec are more likely to find its chapters or book than others.
**The style item, Volcanic Viridian, can be refined from Viridian Dust, which can be found uncommonly on any harvestable resource in Vvardenfell.
*The Morag Tong style can be learned from the Hall of Justice in Vivec City.
**Motif chapters can occasionally be found in Bounty Dispensations or Explorer's Dispensations awarded to those who complete tasks for the Hall of Justice.
**The style item, Boiled Carapace, can also be earned from the same quests.
*The Militant Ordinator Style can be acquired from the Battleground Supplies Merchant near Vivec City.
**Each motif chapter can be purchased for Alliance Points from Colotarion, in the Gladiator's Quarters.
**The style item, Lustrous Sphalerite, can be refined from Dull Sphalerite, which is sold for Alliance Points from the same merchant.
===New Homes===
Three new properties are now available to move into in Morrowind.
*Saint Delyn Penthouse: For the city-loving Dark Elf, there's no better choice of residence than the Saint Delyn Penthouse in the heart of Vivec City, on the Waistworks level of the Saint Delyn Canton.
**By completing the quest, "A Friend In Need", you can earn a modest inn room in the St. Delyn Canton of Vivec City.
**This inn room can also be purchased for 3000 gold if your character has already completed the quest in the base game or if you already own another inn-room.
*Ald Velothi Harbor House: On the coast north of Gnisis, this three-level home in the Redoran "bug-house" style comes with a walled courtyard, a nearby dock, and convenient access to the nearby ruins of Ashalmawia and Arkngthunch-Sturdumz.
*Amaya Lake Lodge: Enjoy the opulent luxury of a country lodge built by the Dark Elves of an earlier, more expansive era—a walled estate with a grand multistory house, roof balcony, stable, storage building, a well, and room for a formal garden.
**Both the Ald Velothi Harbor House and Amaya Lake Lodge homes require Morrowind achievements in order to purchase them with gold, and are also available for Crowns in furnished and unfurnished variants. Note that these two homes can be purchased for Crowns even if you do not have access to Morrowind, but leaving your new home will take you back to your last safe location outside of Morrowind.
===New Furnishings and Furnishing Plans===
Many new Furnishing Plans can be found across Vvardenfell in trunks, backpacks, and other common sources for recipes and plans. While they will only appear in Vvardenfell, they can be traded freely or sold on Guild Traders.
*Four new Furnishers are available in Morrowind:
**Drops-No-Glass, the Achievement Furnisher for Morrowind, can be found in Saint Delyn's Inn in Vivec City.
**Uzipa, a Home Goods Furnisher, sells a variety of volcanic stone, mushrooms, and plants, and can also be found in Saint Delyn's Inn.
**Llivas Driler and Brelda Ofemalen, the Battleground Furnishers, sell banners and relics associated with the Storm Lords, Fire Drakes, and Pit Daemons. They can be found in the Gladiator's Quarters in Vivec City.
**, the Luxury Furnisher, continues to cycle his stock of unusual furnishings. This update's themes will highlight Morrowind's unique past, including furnishings associated with several of the most secretive and powerful entities to influence Morrowind's history.
*There are also a few unique sources of furnishings and plans with the launch of Morrowind:
**Daedric Furnishing Plans
***The reward chests for Dark Anchors across Tamriel now have a small chance to contain a Daedric furnishing plan.
***These same furnishing plans can be found, more rarely, from slain humanoid Daedra, such as Dremora or Xivkyn.
**Dwarven Furnishing Plans
***Dwarven constructs and world objects within Dwarven ruins anywhere in Tamriel will rarely have plans for Dwarven machinery and pipeworks.
***Dwarven constructs will also sometimes provide undamaged cogs and gears when slain, which you can display in your home.
*Justice-Related Furnishing Plans and Furnishings
**Some of the citizens of Vvardenfell are carrying new furnishing items or plans in their pockets. Perhaps you'll help lighten their load?
**A few of the more prudent islanders have stowed their favorite furnishings in safeboxes. Surely, these will be safe from any prying fingers…
**Treasure Chests
***The finest treasure chests in Vvardenfell will rarely contain new paintings specific to Morrowind.
**Quest-Related Furnishing Rewards
***Daily tasks for the Ashlanders of Vvardenfell will rarely reward furnishing plans for Ashlander dishware, or directly reward a type of dining knife Ashlanders favor.
**Harvesting-Related Furnishing Rewards
***Mushrooms and plants in Vvardenfell will rarely produce accompanying foliage or fungi when harvested. Beetles with fungal infestations may, as well.
**Ancestral Tombs
***Ancient Velothi ancestral tombs will also rarely have their own unique furnishings within their offering urns.
===New Collectibles===
A cornucopia of new collectibles awaits the avid adventurer in Morrowind. See below for details!
*Costumes
**Regalia of the Scarlet Judge: The famed vigilante known as the Scarlet Judge has upheld justice in Morrowind for generations, and has most recently been spotted near the town of Suran.
**Sixth House Robe: Officially, there is no Sixth House, and these robes do not exist. Unofficially, Sixth House cultists in the Forgotten Wastes have been identified with fragments of these ancient robes in their possession. If one were to acquire all seven pieces, they might be able to reform them into an intact garment. What would such a relic be worth, to the right person?
*Furnishings
**Vvardenfell Scale Model: Librarian Bradyn in Vivec City believes that completing such a model will reveal the location of the lost Library of Andule, an ancient repository of the knowledge of the Great Houses.
**Assembly General (Trophy): Complete the Halls of Fabrication to bring home the head of this brazen behemoth.
**Assembly General (Bust): Complete the Halls of Fabrication on Veteran difficulty to earn this tasteful bust of the Assembly General.
*Head & Body Markings
**Morag Tong Face & Body Tattoos: Assist Naryu Virian and the Morag Tong in and around Balmora to earn the right to display these striking tattoos.
**Buoyant Armiger Body Tattoos: Be named Champion of Vivec to earn the right to wear the body tattoos of a Buoyant Armiger.
*Mementos
**Neramo's Lightning Stick: Aid the artificer Neramo in the Dwarven ruins of Nchuleftingth to earn this shocking memento.
**Dreamer's Chime: Complete the quest "Echoes of a Fallen House" in the Forgotten Wastes public dungeon to recover this haunting bell.
**Replica Tonal Inverter: Designed to temporarily disrupt the flow of energy in magical devices, help invent the device this replica is based on in your quest to aid Vivec.
*Personalities
*Telvanni Magister: Assist an Argonian slave in her meteoric rise through the ranks of House Telvanni, and learn to adopt the mannerisms of a Telvanni Magister.
*Pets
**Dwemer Theodolite: Sentries such as this one may have once been used to survey subterranean areas, and were likely involved in the construction of Nchuleftingth. It is theorized that some of the guardian constructs in this public dungeon may contain repurposed parts from defunct Theodolites, though finding a functional part would be a challenge for even a seasoned adventurer. With all seven parts, the mechanism could be reconstructed. Whether kept as a loyal pet or sold to the highest bidder, such a device would be sure to draw attention.
*Skins
**Fabrication Sheath: Proudly display your victory from Veteran Halls of Fabrication with this body sheath of burnished bronze!
===New Titles===
There's never been a better time to seek your glory! Whether you choose to make your name on the isle of Vvardenfell, in Sotha Sil's Halls of Fabrication, or in the high-intensity combat of Battleground matches, you can proudly display your accomplishments with one of 21 new titles (unlisted to avoid spoilers!)
===New Dyes===
*This update introduces six new dyes, available for use at dye stations after completing various Morrowind-related achievements.
*Colossus Brass: This rare dye, named for the distinctive sheen of the Dwarven Colossus, can be earned by completing Halls of Fabrication.
*Vehk's Mystic Blue: This rare dye is only available to Lord Vivec's personal champions.
*Warden's Moss Green: This common faded green can be earned by defeating a total of 100 Wardens in Battlegrounds or the Alliance War.
*Firedrake's Flame: Based on the heraldry of the Firedrakes, this uncommon dye can be earned by defeating 1,000 opponents in Battlegrounds.
*Pit Daemon's Poison: Based on the heraldry of the Pit Daemons, this uncommon dye can be earned by capturing 100 enemy relics in Battlegrounds.
*Stormlord's Lightning: Based on the heraldry of the Stormlords, this uncommon dye can be earned by seizing 250 capture points in Battlegrounds.
==New Features / Updates / Big Changes==
===Champion Point Increase===
*The Champion Point cap has been raised by a total of 30 points (10 in each red/blue/green constellation) for a maximum of 630 Champion Points. The Champion Point experience curve has been automatically adjusted with this new cap, so that earlier Champion Points require less experience and can be earned faster.
===Champion System Rebalancing===
*The Champion System has undergone significant rebalancing in this update.
*Stronger, more useful passives have had their maximum values reduced, while weaker, more niche passives have had their maximum values increased.
*All passive values are now significantly more frontloaded and have much greater diminishing returns as you invest an increasing number of points into them.
*The overall goal of these changes is to improve the balance and diversity of Champion Point picks, while also raising the power floor so that those with less Champion Points will be more effective.
===Ability and Champion Respecs===
*All Champion Points will be automatically respeced when you first log in. You will also have the option to respec your skill points at a reduced price of one gold per skill point spent, rather than the usual 50 gold per skill point. This opportunity will be available until the first incremental patch.
===Skill Line Unlocking===
Newly-created characters will now have all skill lines hidden except for the 3 from their class, the goal being to improve a new player's experience by reducing the initial number of skill line choices to a more manageable number.
*Skill lines will now unlock when your character takes specific actions.
**Armor skill lines unlock when you equip 3 pieces of a given armor type (light/medium/heavy).
**Weapon skill lines unlock when you get a killing blow while the weapon is equipped.
**Crafting skill lines are unlocked when you visit the appropriate crafting station.
**Your racial skill line unlocks at level 5.
**The AvA skill lines now unlock when you gain Alliance Points.
**Other skill lines will continue to unlock as they did previously, such as the Mages Guild skill line when you join the guild.
*We've also added some new UI features to help identify new skill lines:
**When a skill line is added to the character, an exclamation mark will be displayed next to the Skills window.
**Skill lines granted through quests will now display in the quest dialogue.
**A message stating "New skill line gained" now includes an icon for the skill line.
**Note: This feature only applies to newly created characters; all existing characters will be unaffected.
===Adjusted Experience (XP) for Levels 1 – 50===
The experience needed to level from 1 to 50 has been adjusted. Earlier levels now require less experience to obtain, while later levels will require more.
*The total time to level from 1 to 50 should generally remain unchanged, and anyone currently leveling should not see any decrease to their current level progress – in some cases you may see an increase in level depending on progress.
*Additionally, all quests now provide more experience to help even the leveling time between those that complete quests versus simply killing monsters.
===Master Writ Merchant Update===
Rolis Hlaalu, the Master Mediator, has expanded his inventory. He now sells plans for two Target Centurions suitable for evaluating the DPS of an entire Trial group, as well as two separate tiers of Furnisher's Documents.
The "Target Centurion, Dwarf-Brass" is a little tougher than the Veteran Yokeda Kai from Hel Ra Citadel, with nearly 26 million health. In addition to learning the praxis, this requires four Animus Stones as well as 12 Dwarven Construct Repair Parts, which can be found as weekly rewards from the Halls of Fabrication or acquired from other players.
*The "Target Centurion, Robust Refabricated" is more than half as tough as Ozara from Veteran Sanctum Ophidia, with over 51 million health. This behemoth requires a total of eight Animus Stones, as well as a whopping 120 Dwarven Construct Repair Parts.
*The Hlaalu Furnisher's Document is now known as the Hlaalu Master's Furnisher Document, and is now sold for 25 Writ Vouchers.
*A new item known as the Hlaalu Journeyman Furnisher's Document is now available in exchange for 10 Writ Vouchers, and contains a random blue furnishing recipe.
===Normal Mode Dungeon Trophies===
If you've ever wanted to display the head of a Daedric Titan on a wall in your home, you're in luck! The Undaunted have started taking trophies home to memorialize their kills, and you are encouraged to do the same.
*The final boss of every dungeon, Trial, and Arena now awards a unique Undaunted Trophy associated with one of the iconic monsters from the encounter. Similar to the Undaunted Busts already available in Veteran Mode, these can be placed once per home, and are account-wide.
*To help keep things organized, there are now separate sub-sections of the Furnishings category for Undaunted Trophies and Undaunted Busts. Similarly, the Gallery section of the Housing Editor has separate subsections for each.
===New Hireling Mails===
Each hireling skill now has roughly 100 more unique messages, telling a brand new set of stories. These will start to appear after you've exhausted the current pool of messages.
===PvP Campaign Updates===
All current Campaigns have shut down, and new ones (listed below) are opening in their stead! We are doing this to give everyone a chance to re-plant their flags and find new homes to flex their Alliance mettle. Campaigns that are being shut down will award players based on the Leaderboard and score status at the time of shut down. All players will be granted free Home assignments as well.
**Almalexia - Ruleset: 7 day Non-Champ
**Sotha Sil – Ruleset: 30 day Non-Champ
**Vivec – Ruleset: 30 day Champ
**Kyne – Ruleset: 7 day level 10-49 Non-Champ
===Cyrodiil Reward Updates===
We've updated the Cyrodiil Leaderboards rewards! Now, you will receive jewelry from the item sets listed below for placing on the leaderboard, or for your Alliance being in first place.
*The quality of the items you gain are unchanged: placing in the upper echelons of the individual leaderboards will reward you gold-quality items, as always, while lower leaderboard levels gain purple items.
*The amount is unchanged, as well: the 4-week campaigns will award five items, while the 1-week campaigns will award only one item.
*Rewards for the Worthy now provide a single armor piece (but not weapons or jewelry) for one of the item sets listed below. Equipment from Rewards for the Worthy mails will always be at least Blue quality, with a chance at being Purple quality.
*The included item sets are as follows:
**Affliction
**Alessian Order
**Almalexia's Mercy
**Arch-Mage
**Bastion of the Heartland
**Beckoning Steel
**Blessing of the Potentates
**Buffer of the Swift
**Crest of Cyrodiil
**Curse Eater
**Deadly Strike
**Desert Rose
**Eagle Eye
**Elf Bane
**Fasalla's Guile
**Grace of the Ancients
**Hawk's Eye
**Juggernaut
**Kyne's Kiss
**Leki's Focus
**Light of Cyrodiil
**Marksman's Crest
**Ravager
**Robes of Alteration Mastery
**Sentry
**Shadow Walker
**Shield of the Valiant
**The Morag Tong
**Vengeance Leech
**Vicious Death
**Ward of Cyrodiil
**Warrior's Fury
**Wrath of the Imperium
===New ESO Plus Benefit: Double Bank Capacity===
ESO Plus members will now automatically receive twice the banking inventory slots. This includes both the base banking capacity as well as all bank slot upgrades purchased from Bankers or the Crown Store. That means 20 additional slots per upgrade instead of 10!
*If your subscription lapses, your bank capacity will return to the standard limit. If this puts you over the limit, you will still be able to withdraw items, but will not be able to add items until you are no longer above the limit (similar to the way the Craft Bag currently works).
===Additional Purchasable Character Slots===
With the release of Morrowind and the Warden class, we've added two more character slots up for sale in the Crown Store. This brings the new maximum character count to 14!
===Inverse Kinematic System===
The Inverse Kinematic (IK) System is a new feature in development that helps position your character's feet more naturally on the terrain.
*This system can be toggled on or off in the Settings menu, but is defaulted to off.
*It is currently enabled only for player characters and their mounts, and disabled in Cyrodiil, Imperial City, Battlegrounds and Group Dungeons and Trials.
===Miscellaneous UI Updates===
We've added several new features and options, called out below, that will better improve your UI experience.
*You can now enable buff and debuff trackers! These are found in Settings under the Combat section.
**You can track debuffs on your target from everyone or just from yourself, or track buffs and debuffs on just yourself.
**You can also toggle the visibility of permanent effects with no defined duration (such as Mundus Stones) and effects lasting longer than a minute (such as food buffs).
**With the addition of this system, Major and Minor effects have updated with more consistent iconography. Viewing the effect in the character sheet will show the source of the buff.
*Added a new setting to control the visibility of Attribute Bars. In addition to the current behavior, you can always hide them or always show them.
*Added a new settings category, "Combat". This category includes combat-related UI elements such as "Combat Text" and "Resource Numbers".
*Added a new section to the Collections menu called "Stories". This section includes both DLC and Chapters.
**The introductory quest for Chapters can be started from this menu, similar to how it works for DLC.
*Added a new section to the Activity Finder for Battlegrounds.
==Dark Brotherhood Fixes and Improvements==
===Art and Animation===
Figure
*Fixed several gaps and seams that would appear on the Order of the Hour light, medium and heavy armors.
*The Cadaverous Assassin polymorph no longer appears to be distorted.
===Combat & Gameplay===
====General====
*It is now possible to use the Blade of Woe on men and mer, Draugr, and Dremora found in the following public dungeons:
**Crimson Cove
**Hall of the Dead
**Lion's Den
**Lost City of the Na-Totambu
**Obsidian Scar
**Razak's Wheel
**Rulanyil's Fall
**Sanguine's Demesne
**The Vile Manse
**Village of the Lost
====Monster Abilities====
*Minotaur
**Ram no longer knocks you behind the Minotaur.
===Exploration & Itemization===
General
*Fixed an issue where Oxblood Fungus Spores, the raw style item for the Minotaur crafting style, were dropping more rarely than intended. Their drop rate will now increase based on the number of Minotaur chapters you know.
*Harvestable objects in the Jerall Mountains and Blackwood Borderlands now respawn more slowly, given their location.
===UI===
General
*The Shadowy Supplier now appears on your map once you've unlocked the Shadowy Supplier passive.
==Imperial City Fixes & Improvements==
===Exploration & Itemization===
General
*Key Fragments, found in Imperial City (and its sewers and dungeons), will now stack to 200.
===UI===
General
*Fixed an issue where the respawn time in Imperial City would occasionally display its starting value right before respawning.
*Updated the Imperial City DLC description to clarify that you must be level ten in order to access the Imperial City.
==Orsinium Fixes & Improvements==
===Art & Animation===
====Figure====
*Malacath Armor
**Fix a gap that would appear between the torso and upper legs on Malacath Rawhide armor.
**Fix a clipping issue that would appear in the back of large male characters with the Malacath Rawhide armor.
**Fix an issue where seams would display on the Malacath Rawhide chest armor.
**Arms and legs will now be consistent across male and female characters wearing Malacath light armor.
**Fixed an issue where your hands could clip into the Malacath light armor on smaller male characters.
**Fixed an issue where kneepads could clip into the boots on female characters when wearing Malacath heavy armor.
===Crafting & Economy===
====Enchanting====
*Fixed an issue where Enchanting writs from the Orsinium Civic Renewal and Vengeance Committee were showing a different item than the one that needed to be crafted.
====Crafting Writs====
*Corrected a mismatch between the journal text and the task summary on some Enchanting writs from the Orsinium Civic Renewal and Vengeance Committee. The summary that appeared in your quest tracker was correct, and the journal text now matches it.
===Quests & Zones===
====Quests====
*Old Orsinium: You will now be able to pass through the locked door to the interior once the puzzle has been solved.
==Shadows of the Hist Fixes & Improvements==
===Art & Animation===
====Figure====
*Fixed an issue where the dye station UI would not correspond with the number of available dye tints on the Mazzatun Light, Medium, and Heavy armor sets.
*The Mazzatun Light helm no longer clips through the ears, heads and adornments of male and female player characters.
*Fixed an issue where textures could be cut off on the Mazzatun Heavy armor.
==Thieves Guild Fixes & Improvements==
===Art & Animation===
====Figure====
*Fixed an issue where some items from the Outlaw Heavy Armor would float.
===Combat & Gameplay===
====World Bosses====
*Syvarra of the Deep
**Siren Song no longer charms you into collision.
*
**Eye of the Storm no longer fears you into collision.
===Dungeons & Group Content===
Maw of Lorkhaj Trial
*The Senche from the fight against Rakkhat will now spawn in correctly.
===Exploration & Itemization===
====General====
*Fixed an issue where equipment from the Shadowy Supplier would automatically equip itself if you had an empty slot available.
*Maw of Lorkhaj will now drop Khajiit furnishing plans more often than other plans. This is because the Maw of Lorkhaj is Khajiit Town.
==Fixes and Improvements==
===Alliance War===
General
*Keeps, Outposts and Resources now have a 5 minute cooldown for granting Alliance Points for capturing; you won't receive AP for capturing it again until 5 minutes has passed.
*Cyrodiil Town Banner icons now have a colored border representing which Alliance is influencing it.
*The Alliance War section of the Activity Finder will no longer be restricted by the 15 minute cooldown you get after using the Dungeon Finder.
===Art & Animation===
====General====
*Fixed some texture issues, including stretching and tearing, on a variety of different assets throughout the world.
*Fixed many clipping and collision issues with various objects in the world.
*Fixed numerous issues where the camera could clip through you.
*Using the Shadowsilk Gem Goblin appearance will now allow you to sit on your mount properly instead of standing on the poor creatures.
====Animation====
*Polished the animations for kneeling NPCs.
*Fixed an issue where hands from female NPCs would clip through their arms when their arms were crossed.
*Removed idle animations for Target Skeletons. They're not even alive, after all.
====Figure====
*Fixed an issue where the dye station UI would not correspond with the number of available dye tints on some armor pieces, including:
**Daedric Light, Medium and Heavy Armor
**Kothringi Light, Medium and Heavy Armor
**Ra Gada Light, Medium and Heavy Armor
*Fixed several clipping and visual issues with unnaturally large or tiny character heads attempting to fit into a helmet, including:
**Ashlander Mabrigash Hunt Helmet
**Daedric Medium and Heavy Helmet
**Glass Medium and Heavy Helmet and Shoulders
**Khajiit Light and Medium Helmet
**Kothringi Light, Medium and Heavy Helmet
**Mercenary Rawhide Helmet
**Orc Heavy Iron Helmet
**Primal Iron Heavy Helmet
**Redguard Light Homespun Helmet
**Trinimac's Valor Helmet
*Fixed an issue where several belt buckles were floating away from your character's body, including:
**Breton Light Cotton Armor
**Mercenary Homespun Armor
**Primal Cotton Light Armor
*Fixed an issue where a gap was visible on your character's legs while wearing the Trinimac Valor and Ra Gada Heavy armors.
*The Celestial Light Armor belt buckle now has back facing.
*Fixed some clipping issues on the tassets for several armors, including:
**Buffer of the Swift Akaviri Light Armor
**Glass Medium and Heavy chest Armors
**Soul Shriven Rawhide Armor
*Fixed several small, dark areas that would appear on the Yokudan Way of Fire Fine Armor.
*Fixed some distortion and clipping issues on the Ancient Orc Light Armor.
*Fixed a visual issue seen on the Heron's leg while in flight.
*Removed a visible gap between the head and neck on Target Skeletons.
*The Long Breton Stache no longer causes texture seams on your face.
*The Ebonheart Staff now faces the proper direction when held.
*Fixed an issue where the belt of the Redguard Heavy armor would sit below your waist.
*Fixed an issue where your body shape could unexpectedly change when equipping the Ebony Iron Heavy Chest Armor while wearing a tabard.
====Visual Effects====
*Improved the visuals effects on a variety of environmental objects.
*Fixed an animation issue with some lit lamps and lanterns.
*Optimized a variety of visual effects found on various items.
===Audio===
====General====
*Fixed several edge cases where audio wasn't playing properly for certain monsters and player abilities.
*Fixed a number of audio-related game crashes.
*Added several optimizations to improve audio-related performance.
*Polished many locations where the sound and/or music didn't quite fit the space or, in some cases, was missing entirely.
*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.
*Fixed multiple doors that did not play any audio when using them.
===Combat & Gameplay===
====Resource Recovery Changes====
Combat in ESO is, and has always been, about fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is key and is a core pillar of the system. Due to the number of balance changes we have made over time, this core pillar of resource management has become minimzed; it's become easier than ever to have high sustainability while still being fully maximized for damage.
As such, some significant changes to resource recovery are being made. In general, each of the changes falls into one of four major categories:
*Restores based on the maximum resource pool - These abilities were simply too effective once you obtained a significant pool size.
*Cost reduction & recovery passives - Several of these passives were over-performing and have been adjusted.
*Group based buffs/synergies - Several of these abilities were near-mandatory in end-game situations and have been adjusted.
*Resource spend/gain rates - Abilities that cost either too much or too little were adjusted to ensure that each class and build type are spending and gaining resources at roughly the same rate.
*Our goal with these changes is to have a combat system that reinforces decision making and resource management. Having players make choices between abilities, buffs and gear that provide more damage, or ones that provide more resource sustain, ultimately helps ensure that ESO's combat stays balanced and healthy for years to come.
====General====
*Fixed numerous ability tooltips for grammar, spelling, and formatting. Any significant tooltip revisions will be called out specifically below.
*Synergy prompts will now display the icon of the ability that granted the synergy.
*Fixed an issue where abilities and bonuses that allow you to ignore the Movement Speed penalty from sneak would stack, causing you to sneak at extremely high speeds.
*Reduced the duration of the charge snare to 0.5 seconds from 0.75 seconds, and reduced the effectiveness of the charge snare to a 30% snare from 60%.
**Developer Comments: Reducing the duration and strength of the charge snare ensures that charge abilities still reliably reach their target while making it less punishing for the charge victim, especially if they are being charged by multiple different enemies.
*Reduced the cooldown for being charged Stamina or Magicka to block an attack to 0.25 seconds from 0.5 seconds.
**Developer Comments: Due to how powerful Block is, being able to near-permanently block numerous attacks was posing significant balance issues. In PvP situations, this change will provide more counterplay against targets trying to block all of your attacks – you can rapidly attack them in order to drain their Stamina faster. In PvE encounters, this will encourage tanks to use Block more tactically for the larger, more deadly hits.
*Sneak attacks no longer grant a bonus to Critical Damage when used against other players. Sneak attacks will continue to guarantee a Critical Strike and stun the target, and will also still grant a bonus to Critical Damage when used against monsters.
**Developer Comments: Even though Sneak attacks currently have a lower Critical Damage bonus against players than against monsters, they still allow you to burst another player down in a matter of seconds without granting them enough time to react. Removing the Critical Damage bonus against players grants victims of sneak attacks more counterplay.
*Roll Dodge now grants a 2 second immunity to immobilization after the roll is complete.
**Developer Comments: Roll Dodge providing a brief immunity to roots should prevent situations where enemies are able to repeatedly cast root abilities to completely prevent you from moving.
*Stamina abilities are now universally 15% cheaper than their Magicka counterparts, originally being 20% cheaper. This includes class abilities that morph into Stamina abilities, in addition to the Weapon Skill Line passive abilities which reduce the cost of abilities in that Skill Line (Balanced Blade, Controlled Fury, etc.)
*Experience-boosting consumable items, such as Crown Experience Scrolls, Psijic Ambrosia, Aetherial Ambrosia, and Mythic Aetherial Ambrosia, can now be used while mounted without causing you to dismount.
*Fixed an issue where ranking up a summon ability (Unstable Familiar, Summon Winged Twilight, Feral Guardian, etc.) would unsummon your pet.
*Fixed an issue where your Stamina Recovery would not pause when holding Sprint and not moving. Stamina is still only drained while you are moving.
*Your summoned pets will now focus on attacking the target you heavy attack. Summon Shade, Summon Storm Atronach, and Maw of the Infernal Item Set have been added to this list of pets that obey your commands.
*You can no longer increase your total Movement Speed bonus to more than 100% of your base Movement Speed.
**Developer Comment: This change should only affect builds that are stacking all the Movement Speed bonuses in the game, and should prevent some of the extreme movement those builds are able to do in situations like Battleground flag running. This also prevents instances where those builds could run faster on foot than via a mount.
*Increased the damage of Light Attacks by 15%.
*Decreased the damage of Heavy Attacks by 15%.
*Increased the resources restored by fully-charged Heavy Attacks by 30%.
*Reduced the cast time of fully-charged Bow Heavy Attacks by 10%.
**To compensate for this increased attack speed, the damage for Bow Heavy Attacks has been reduced by an additional 10% for a total of 25%, and resources restored has been reduced by 10% for a total increase of 20%.
*Reduced the cast time of fully-charged Flame and Frost Heavy Attacks by 12.5%.
**To compensate for this increased attack speed, the damage for Flame and Frost Heavy Attacks has been reduced by an additional 12.5% for a total of 27.5%, and resources restored has been reduced by 12.5% for a total increase of 17.5%.
**Developer Comments: There are two goals with all the changes listed above. First, we want the damage difference between Light Attack weaving and Heavy Attack weaving to be more prominent. Light Attacks should be the clear winner when you are trying to maximize damage per second, while Heavy Attacks should deal less damage per second in exchange for restoring resources.
Second, we want to speed up some of the slowest Heavy Attacks while also increasing the amount of resources all Heavy Attacks restore. This should improve the combat feel of winding up some of the slower Heavy Attacks, while also allowing all builds to restore their resources faster and with less Heavy Attacks needed.''
*Fully-charged Heavy Attacks no longer restore resources if the attack is dodged or blocked.
**Developer Comments: Since fully-charged Heavy Attacks received a significant buff to the amount of resources they restored, we've introduced more counterplay to stopping your enemies from being able to easily replenish their resources.
*Increased the bonus damage done to off-balance targets with a Heavy Attack to 70% from 45%.
**Developer Comments: This change is meant to offset the reduction to Heavy Attack damage. The total damage bonus when using a Heavy Attack to exploit an off balance enemy should remain the same.
*Fixed an issue where Shock and Restoration Staff Heavy Attacks would continue channeling on a target that broke your line of sight.
*Fixed an issue where summoned pets were not being affected by the healing reduction of Battle Spirit. They will now all receive 50% less healing in PvP areas.
*Pets now persist when you change zones, and no longer need to be resummoned constantly.
====Buffs and Debuffs====
*Fixed an issue where consuming a potion of Magicka, Stamina, or Health would not correctly refresh the effect duration for the Major Fortitude, Major Endurance, or Major Intellect buffs.
*Minor Magickasteal: Reduced the amount of Magicka this debuff restores to the attacker to 300 Magicka from 400 Magicka.
====Dragonknight====
Ardent Flame:
*Fiery Grip: Reduced the cost of this ability and its morphs by approximately 7%.
*Inferno: Reduced the cost of this ability and its morphs by approximately 33%.
*Lava Whip: Reduced the cost of this ability and its morphs by approximately 10%.
Draconic Power:
*Inhale: Reduced the cost of this ability and its morphs by approximately 6%.
*Spiked Armor: Reduced the cost of this ability and its morphs by approximately 16%.
**Developer Comments: We've reduced the cost of the Dragonknight's utility-oriented skills to make their upkeep more in line with other classes.
Earthen Heart
*Battle Roar: This passive ability now restores an equal amount of Health, Magicka, and Stamina when you use an Ultimate ability, and the amounts are now based on your character level instead of your Max Resource(s).
**Developer Comments: This will be a buff for each particular resource if your maximum is below 26,000, and a reduction if it is above. This will generally result in a buff to overall resources restored, but a reduction to the specific resource you are stacking.
*Helping Hands: This passive ability now restores Stamina based on your character level instead of your Max Stamina.
*Igneous Shield (Obsidian Shield morph): Decreased the duration of the Major Mending buff granted by this morph to 2.5 seconds from 6 seconds.
**Developer Comment: Major Mending is an extremely potent buff category for healing. The ease at which you are able to maintain it creates a system where only extreme damage can kill you because your health bar rapidly swings from near-empty to full. Adjusting the uptime on Igneous Shield's Major Mending means you will need to think more tactically about when to use your healing abilities. We have made similar changes to other classes with this goal in mind; access to the Major Mending buff is now much rarer.
*Obsidian Shard (Stonefist morph): Fixed an issue where the friendly heal from this morph could be dodged.
====Nightblade====
Assassination:
*Death Stroke: Fixed an issue where this ability and the Soul Harvest morph's damage was being mitigated off the target's Physical Resistance instead of their Spell Resistance.
*Grim Focus:
**You can now fire multiple Assassin's Will or Assassin's Scourge bow procs from a single cast of this ability and its morphs.
**Increased the amount of Light or Heavy Attacks needed to obtain an Assassin's Will or Assassin's Scourge bow proc to 5 attacks from 4.
**Merciless Resolve (Grim Focus morph): Reduced the duration of the snare from this morph's Assassin's Will bow proc to 3 seconds from 5 seconds.
Developer Comments:
Allowing you to fire multiple Assassin's Will procs from a single cast of Grim Focus should streamline the ability usage by eliminating the need to recast it early. We've increased the amount of attacks needed to obtain a proc slightly, but the net result should be an increase in Nightblade DPS with the extra global cooldowns.
Shadow:
*Shadow Barrier: Increased this passive ability's base duration of Major Ward and Major Resolve to 3/6 seconds from 2/4 seconds.
**Developer Comments: Increasing the duration of this passive's bonuses will improve the overall survivability of Nightblades. Tank-focused Nightblades in Heavy Armor, in particular, should have a much easier time maintaining more consistent uptime on these buffs when using strategic combinations of abilities such as Refreshing Path or Summon Shade.
*Shadow Cloak: Fixed an issue where the invisibility from this ability and its morphs was being broken by numerous abilities including Reflective Light, Silver Shards, and Burning Talons damage over time effect.
*Shadow Image (Summon Shade morph): Fixed an issue where the pet summoned by this morph was not critically striking based on your Spell Critical.
*Twisting Path (Path of Darkness morph): Increased the damage of this morph by approximately 11%.
Siphoning:
*Leeching Strikes (Siphoning Strikes morph): This morph now converts the ability into a Stamina ability and causes your Light and Heavy Attacks to restore Stamina based on your character level, and an additional burst of Stamina when the effect ends.
*Siphoning Attacks (Siphoning Strikes morph): This morph now causes your Light and Heavy Attacks to also restore Magicka based on your character level, and an additional burst of Magicka when the effect ends.
*Siphoning Strikes:
**This ability now causes your Light and Heavy Attacks to restore Health instead of Magicka or Stamina.
**Increased the duration of this ability and its morphs to 20 seconds from 15 seconds.
**Reduced the cost of this ability and its morphs by approximately 50%.
**Recasting this ability or its morphs early will now always trigger the ending resource restore. The value of this restore is based on the length of time the abilities were active, similar to Rally's heal.
**Each Light or Heavy Attack from this ability or its morphs will now restore less resources, but the final burst at the end will restore more resources. The total resources restored by this ability will remain roughly the same.
**Developer Comments: This is a significant reduction to the Magicka and Stamina restored by these abilities, but the addition of Health restore should give Nightblades more healing to improve their survivability. The changes also make the resource restore portion of these abilities better if you are not weaving Light Attacks perfectly, which is desirable for tanks and healers who spend time blocking or healing.
====Sorcerer====
Dark Magic:
*Crystal Fragments (Crystal Shard morph): Reduced the damage bonus of this morph's instant-cast proc to 10% from 20%.
**Developer Comments: Sorcerer's sustained damage in PvE and burst damage in PvP is currently too high, so reducing the damage bonus from Crystal Fragments brings them down slightly in both areas without being too punishing to the overall damage kit.
*Dark Exchange:
**This ability and its morphs now have 0.2 seconds of animation blending time at the end of their cast.
**Increased the cast time of this ability and its morphs to 1.2 seconds from 1 second.
**Developer Comments: All cast time and channeled abilities have 0.2 seconds after their cast is complete where you cannot cast another ability while the animations complete. This change makes Dark Exchange consistent with them. Adding an additional 0.2 seconds to the cast time of these abilities reduces the amount of resources they can generate when cast quickly in succession, and grants enemies more time to interrupt them.
Daedric Summoning:
*Summon Twilight Matriarch (Summon Winged Twilight morph): Fixed an issue where this morph's heal ability could heal through walls.
*Summon Volatile Familiar (Summon Unstable Familiar morph): Reduced the damage done by this morphs' special ability by 20%.
**Developer Comments: The amount of area of effect damage Sorcerers currently put out is too high, so reducing the effectiveness of this ability will bring them more in-line with other classes.
====Templar====
*Aedric Spear
**Blazing Shield (Sun Shield morph): Reduced the amount of damage done by this morph to 33/36/39/42% of the damage absorbed by the shield, down from 50/51/52/53%.
**Developer Comments: Blazing Shield builds have proven to be extremely effective due to being able to stack Health to improve both their survivability and damage done. We've reduced the effectiveness of this ability so that there is more of an opportunity cost to having so much Health.
*Blazing Spear (Spear Shards morph): This morph now increases the damage over time by approximately 30% as a morph effect.
*Luminous Shards (Spear Shards morph):
**This morph now causes the synergy to always restore Magicka and Stamina. It restores the current value of Magicka or Stamina to your highest maximum, and half of that value to the opposite resource.
*Piercing Javelin: Increased the knockback range of this ability and its morphs to 8 meters from 5 meters.
**Developer Comments: Increasing the knockback distance of these abilities gives them a stronger niche from other crowd control abilities, and also opens up more opportunities for using that knockback with deadly results in areas with treacherous terrain (such as Battlegrounds).
*Spear Shards:
**The synergy from this ability and its morphs now restore Stamina or Magicka, whichever pool is larger. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
**This ability and the Luminous Shard morph no longer disorient an enemy. It also now deals moderate additional damage over time after the spear lands.
**Developer Comments: There are three main goals behind the changes to Spear Shards and its morphs. First, we want the design of Spear Shards to be more clearly focused – it's a powerful area of effect damage ability with a prominent synergy. Templars still have crowd control options with other abilities such as Piercing Javelin, Eclipse, and Focused Charge. This also prevents scenarios where the disorient on this ability would be a detriment; since Spear Shards could proc Burning Light, there would frequently be situations where the disorient broke immediately and gave your enemy a "free" crowd control immunity.
Second, we wanted to lower the damage gap between the Luminous Shards and Blazing Spear morph choices. Blazing Spear is still ideal for raw damage, but it is no longer such a prominent difference; you won't feel as penalized if you want to sacrifice some damage to have better group utility.
Finally, we've buffed the Luminous Shard synergy to return more resources. While this synergy will share a cooldown with Necrotic Orb, it allows Templars to have a more distinct version of the synergy without making it mandatory in end-game group content.''
Dawn's Wrath:
*Backlash: Fixed an issue where the final damage dealt by this ability and its morphs was not respecting its damage limit when used against damage shields.
*Eclipse:
**This ability and its morphs now last for 3.5 seconds, down from 6 seconds, but can no longer be removed with Break Free. After the effect ends, enemies will gain CC-immunity.
**Reduced the cost of this ability and its morphs by approximately 20%.
*Nova:
**This ability now applies Major Maim instead of reducing the target's damage by 30%.
**Decreased the time it takes for the nova to land for this ability and its morphs to 0.5 seconds from 0.75 seconds.
**Developer Comments: The power level of this ability didn't justify it having such a long delay. We've shortened the time it takes for it to land to make it easier to hit moving targets.
*Power of the Light (Backlash morph): Fixed an issue where the damage from this morph could be dodged.
*Purifying Light (Backlash morph): Fixed an issue where the heal from this morph could not critically strike.
Restoring Light:
*Mending: This passive ability now increases the healing done by Restoring Light abilities by 6/12% based on the target's missing health, up from 5/10%.
*Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.
Developer Comments:
**This will be a buff if your Maximum Stamina is below 29,700 and a nerf if it is above.
*Rite of Passage: This ability now grants the caster Major Protection for 10 seconds at Rank IV instead of giving allies 20% damage reduction.
*Rushed Ceremony:
**Fixed an issue where this ability and its morphs would occasionally not display their full animation.
**This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.
**Developer Comments: Rushed Ceremony has been an extremely potent heal, and we wanted to adjust its effectiveness without making the ability heal for less. With these goals in mind, we made it so the ability only heals targets in front of the Templar. This makes the ability require more strategic positioning and gives the healer more control over who gets healed. You can now position yourself to ensure an ally being attacked will be healed, rather than another player standing in the back.
*Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.
**Developer Comments: With a similar goal to reducing uptime on Major Mending as noted with the Igneous Shield change, Templars having 100% uptime on Major Mending by just standing within their areas of protection is stronger than we'd like and is one of the reasons they are the most desirable healer in endgame situations. We've changed the bonus to Minor Mending instead, but have increased the bonus from the Mending passive to compensate slightly.
====Weapon====
=====Two Handed=====
*Cleave: Increased the damage over time of this ability and its morphs by approximately 16%.
*Forceful: This passive ability now deals splash damage to 3 targets, up from 2, and the splash damage has been increased to 25/50% from 13/25%.
**This change will improve the area of effect damage of Two Handed builds by giving them similar splash damage to Lightning Staves. Two Handed builds will have stronger Light Attack splash damage, while Lightning Staves will still have the strongest Heavy Attack splash damage.
*Reverse Slash: Reduced the cost of this ability and its morphs by approximately 27%.
=====Dual Wield=====
*Blade Cloak: Increased the area of effect damage reduction of this ability and its morphs to 25% from 20%.
**Developer Comments: Improving the survivability granted by Blade Cloak will make Dual Wield builds more resilient in Dungeon and Trial encounters where lots of area attacks are used.
*Twin Slashes: Increased the cost of this ability and its morphs by approximately 60%.
=====Destruction Staff=====
*Tri Focus: This passive's splash damage with Lightning Staves is no longer increased by damage modifiers.
Developer Comments:
**Area of Effect damage with Lightning Staff Heavy Attacks is currently too high, due to how the splash damage from Tri Focus "double dips" in damage modifiers; the damage modifier would first multiply the Heavy Attack damage, then also multiply the Tri Focus splash damage. This resulted in the splash damage being higher than the damage on the initial target, instead of the intended 100%.
=====Bow=====
*Heavy Attacks now automatically fire when they are fully charged.
**Developer Comment: Fully-charged Heavy Attacks will be more important with the resource changes coming in this update, so we want to make sure there are no gameplay barriers to using them.
*Rapid Fire:
**Updated the visual effects on this ability and the Toxic Barrage morph.
**Fixed an issue where this ability and the Toxic Barrage morph would ignore line of sight.
*Volley:
**Increased the cost of this ability and its morphs by approximately 30%.
**Fixed an issue where this ability and its morphs were not lasting for their full duration, causing you to miss out on 2 ticks of damage.
====Armor====
=====Light Armor=====
*Swapped the Evocation and Recovery passives in the Skill Line window.
*Evocation: This is now a 2-point passive, originally 3-points. It now reduces the cost of your Magicka abilities by 1/2% per piece of Light Armor, down from 1/2/3%.
*Recovery: This is now a 3-point passive, originally 2-points. It now increases your Magicka Recovery by 2/3/4% per piece of Light Armor, instead of 2/4%.
=====Medium Armor=====
*Wind Walker: This passive ability now reduces the cost of your Stamina abilities by 1/2% per piece of Medium Armor, down from 2/3%.
=====Heavy Armor=====
*Constitution: Reduced the Magicka and Stamina restored by this passive ability by approximately 42%.
====World====
=====Soul Magic=====
*Shatter Soul (Soul Assault morph): Fixed an issue where Rank IV of this morph could be removed by Purge.
=====Werewolf=====
*Pounce: Fixed an issue where this ability and its morphs were not applying the charge snare to the target enemy.
====Guild====
=====Fighters Guild=====
*Dawnbreaker: Fixed an issue where the damage from this ability and its morphs was being mitigated off the target's Spell Resistance instead of their Physical Resistance.
=====Mages Guild=====
*Radiant Magelight (Magelight morph):
**This morph no longer passively reduces your damage taken by sneak attacks. It continues to passively prevent the stun from sneak attacks.
**Reduced the cost of this morph by approximately 10%.
**Developer Comments: Due to the reduction of sneak attack damage against other player characters, it is no longer necessary for Radiant Magelight to reduce their damage further. This prevents situations where using a sneak attack would actually do less damage than a normal attack. We've reduced the cost on this morph to make it more attractive relative to Inner Light.
=====Undaunted=====
*Mystic Orb (Necrotic Orb morph): This morph now increases the damage the orb deals.
*Necrotic Orb: The synergy from this ability and its morphs now restore Stamina or Magicka to the synergy-user, whichever resource pool is larger. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Spear Shards synergy.
**Developer Comments: This allows classes other than Templars to bring a powerful resource restore synergy to the group as a substitute to Spear Shards.
====Alliance War====
=====Assault=====
*Vigor: Increased the cost of this ability and its morphs by approximately 30%.
**Developer Comments: Vigor was too cheap for an area of effect healing ability, so we've increased its cost so there is more of an impact to keeping the heal over time buff active.
*Caltrops:
**Multiple player characters can now stack this ability and its morphs in the same area and damage the same target.
**Reduced the size of this ability and its morphs to 8 meters from 12 meters.
**Reduced the duration of this ability and its morphs to 12 seconds from 30 seconds.
**Reduced the cost of this ability and its morphs by approximately 50%.
**Increased the damage of this ability and its morphs by approximately 75%.
**Developer Comments: The changes to Caltrops allow it to behave more like a standard ground-targeted damage over time ability, such as Lightning Splash or Volley. This will help improve Stamina builds' sustained single target and area of effect damage in dungeons and Trials.
====Racial====
=====Argonian Skills=====
*Resourceful: This passive ability now restores Health, Magicka, and Stamina based on your character level instead of your Max Resource.
**Developer Comments: This will be a buff for each particular resource if your maximum is below 38,500 and a nerf if it is above.
=====Redguard Skills=====
*Adrenaline Rush: This passive ability now restores Stamina based on your character level instead of your Max Stamina.
===Dark Anchors===
*Standing still while in combat with a Dark Anchor now causes an an extraplanar charge to gradually accumulate at your location. A charge that has built to critical levels explodes, damaging those who contributed to its growth and significantly reducing their health recovery.
===Champion System===
====Champion System Rebalancing====
*The Champion System has received three major rebalancing efforts this update:
*Categorized and standardized the 100-point values
*Made the passive values more frontloaded
*Adjusted and redesigned several passives so there is now a counter to each major category of Champion passive
*First, to improve diversity in points spent, many Champion ability 100-point values have been adjusted. Stronger, more globally-useful passives such as Mighty, Quick Recovery, and Mooncalf have had their end-point values reduced. Moderately powerful passives such as Thaumaturge, Precise Strikes, and Bastion remain the same. Weaker, more niche passives such as Expert Defender, Sprinter, or Bashing Focus have had their end-point values increased. Below is a list of all Champion abilities and their new 100-point values:
*15%: Hardy, Elemental Defender, Quick Recovery, Siphoner, Mooncalf, Arcanist, Health, Tenacity, Tumbling, Blessed, Elemental Expert, Mighty
*25%: Ironclad, Thick Skinned, Bastion, Warlord, Shadow Ward, Elfborn, Shattering Blows, Master-at-Arms, Thaumaturge, Precise Strikes
*35%: Expert Defender, Sprinter, Bashing Focus, Shade, Physical Weapon Expert, Staff Expert
*55%: Befoul
*5280: Spell Shield, Light Armor Focus, Medium Armor Focus, Heavy Armor Focus, Spell Erosion, Piercing
*1650: Resistant
*In order to lower the gap between players with high and low CP, all Champion passive values are now significantly more frontloaded. This means that earlier points are worth much more, while later points are worth much less. In general, at the halfway mark of 50 points invested, you will obtain roughly 75% of an individual Champion ability's total bonus (for example, at 50 points invested in Thaumaturge, you will have an 18.75% bonus to your damage over time effects). This new value curve also applies to the Health, Magicka, and Stamina gains by investing in the red, blue, and green constellations.
*This change is designed to discourage allotting all of your Champion Points into any single star, and should encourage more varied and interesting Champion Point spending. You can still choose to invest 100 points into a particular passive, but it comes at a much larger opportunity cost of not investing points elsewhere. This also means players with lower CP will see better initial returns and will not be quite as far behind a player with much higher CP.
====General====
*Updated tooltips for all 10, 30, 70, and 120-point unlock passive abilities to better reflect their functionality.
*Champion passive abilities now display their bonuses to the hundredth decimal place instead of the tenth.
*The Health, Magicka, and Stamina percentage increases from investing in the red, blue, and green constellations now cap at 20%, obtained by reaching CP300 (100 in each constellation).
**Developer Comments: The current attribute increase is 19.88% at CP600. Players at the CP cap will see a slight increase in stats, while players under the CP cap will see a significantly increase in stats due to it being more frontloaded as noted in the explanation above.
====The Atronach====
*Bow Expert:
**Renamed this passive to Master-at-Arms.
**This passive ability now increases your damage done with direct damage attacks, instead of increasing your Light and Heavy Attack damage with Bows.
**Note: The old effect has been rolled into Physical Weapon Expert, and this is now the antithesis of Ironclad.
*Melee Weapon Expert:
**Renamed this ability to Physical Weapon Expert.
**This passive ability now also increases your Light and Heavy Attack damage with Bows, along with all other Stamina-based weapons.
====The Lover====
*Tenacity: Fixed an issue where this Champion passive's bonus to Heavy Attack restore values was slightly lower than intended.
====The Shadow====
*Tumbling: This passive ability now only reduces the cost of Roll Dodge, and no longer reduces the cost of Break Free.
====The Steed====
Ironclad:
*This passive ability now reduces the damage you take from direct damage attacks, instead of reducing the duration of crowd control abilities used against you.
*Note: A new antithesis to this has been created with the old Bow Expert (Master-at-Arms) passive ability.
====The Tower====
*Magician:
**Renamed this passive to Siphoner.
**This passive ability now reduces the enemy's Health, Magicka, and Stamina Recovery for 3 seconds when you damage them with a Light or Heavy Attack, instead of reducing the cost of your Magicka abilities.
**Note: This is now the antithesis of Healthy, Arcanist, and Mooncalf.
**Warlord: This passive ability now reduces the cost of Break Free, instead of reducing the cost of your Stamina abilities.
===Monsters===
The following critters no longer have any collision:
*Bear Cubs
*Daggerbacks
*Dogs
*Goats
*Pigs
*Sheep
*Elk found grazing through the world now have larger collision.
Assassin Beetle
*Shadow Step no longer takes Assassin Beetles through walls.
Watcher:
*Doom-Truth's Gaze damage now scales with the Watcher's attributes instead of the target's.
*Shockwave will now be used even if targets cannot be knocked back.
*Silence no longer stops Watchers from attacking.
===Crafting & Economy===
====General====
*Fixed an issue where consuming a full Book of the Skinchanger Style Motif would not unlock all 14 individual chapters in your Lore Library.
*Adjusted the names and descriptions of the Altmer, Bosmer, and Dunmer motifs and style items to High Elf, Wood Elf, and Dark Elf, to improve consistency with other motifs.
*Crafting Writ boards in found in , Craglorn, and Hew's Bane no longer claim to have quests for players lower than level six.
*Fixed an issue where Crafting Certification quests were not under the Crafting section of the Journal.
*Fixed an issue where Millenith was referred to as "fffffffMillenith" on certain steps of Crafting Certification. Unrelated, we've also removed the cat from the office.
*Fixed an issue that was preventing a piece of ore north of No Shira Citadel from being able to be harvested or even seen.
====Alchemy====
*Fixed an issue that prevented low level monsters from dropping oils as often intended.
*Fixed an issue in the crafting interface where the tooltip for an unknown Alchemy item would be labeled as "Potion Solvent" or "Poison Solvent" instead of "Potion" or "Poison."
====Blacksmithing====
*Corrected the name of the "Diagram: Dark Elf Brazier, Ringed" to "Diagram: Dark Elf Cauldron, Ringed", to match the actual furnishing it teaches you to craft.
====Clothing====
*Corrected the name of the "Pattern: Breton Carpet, Bordered" to "Pattern: Breton Runner, Bordered", to match the actual furnishing it teaches you to craft.
====Enchanting====
*If you have access to the craft bag, you no longer require empty inventory slots to deconstruct glyphs at an enchanting station.
====Furnishing Crafting====
*Updated the furnishing plan type and tradeskill for Redguard Cupboard, Lattice plan from Alchemy to Woodworking.
*Furnishing plans at crafting stations are now correctly alphabetized in the English game client.
*Furnishing plans at crafting stations will be slightly reorganized for German, French, and Japanese game clients.
*In general, similar styles will be grouped together.
====Guild Traders====
*Fixed an issue that led drink recipes to display as food recipes on Guild Traders.
*Fixed an issue that allowed locked equipment to be sold on Guild Traders.
====Master Writs====
*Sealed Writs now display their target item and Writ Voucher reward at all times, even when inside of a container.
*The drop rate for Sealed Enchanting Writs now scales more smoothly with your number of known rune translations.
**Note: The maximum drop rate is unchanged.
*Updated all Master Writs to specify the tradeskill in question when turning goods in to Rolis Hlaalu.
*Sealed Writs no longer automatically offer you their quest the moment you first acquire them. You can still use the Sealed Writ at any time to start the quest.
*Added Research Scrolls to the Master Writ merchant. These scrolls will reduce each active research time of a given tradeskill by 24 hours and have a 20 hour cooldown.
*Fixed an issue where in some cases, Master Writ quests would advance even if the crafted item did not match the required Item Set.
*Adjusted the drop rates for furnishing plans from Hlaalu Master Furnisher's Documents to ensure each plan shows up roughly as often.
*For example, Redguard plans will be easier to find, while Wood Elf plans will repeat themselves less often.
====Motifs====
*Fixed an issue where the Skinchanger style item, Wolfsbane Incense, could be sold to merchants for gold.
====Provisioning====
*Skavenger critters, found in City of Ash and Craglorn, now drop Small Game when killed.
*Adjusted the ingredients for the "Argonian Lanterns, String" and "Argonian Lanterns, Strand" Provisioning patterns to improve consistency.
*Fixed an issue that prevented visual effects from displaying when you consumed certain drinks.
=====Woodworking=====
*Fixed an issue where the blueprints for "High Elf Shelf, Short" and "High Elf Shelf, Long" were swapped, and produced the wrong item. The short recipe now produces the short item, and the long recipe now produces the long item. As expected!
Increased the drop rate for the "Dunmer Chair, Angled" blueprint to align it with the drop rates compared to other green Dunmer blueprints.
===Crown Store & Crown Crates===
====General====
*You can now preview appearance options that would not normally be accessible to your race or gender.
*The options will be modeled on a wooden mannequin or plaster bust of the appropriate race and gender, allowing you to get a closer look without having to change characters.
*Fixed an issue that caused the Major Endurance effect from the Crown Warrior's Elixir to incorrectly overwrite Major Fortitude effects (and stack with other sources of Major Endurance.) This also corrects the tooltip text on the effect.
*Corrected an icon mismatch on the Major Brutality effect from Crown Warrior's Elixirs.
*Fixed an issue where Celestial Motif books purchased from the Crown Store had an incorrect requirement listed, stating that you needed Rank 10 in a crafting passive to read the book. This is not the case – the Crown Store version of the Motif can be learned by a character of any crafting rank.
====Art & Animation====
*Fixed an issue where the rocks from the Storm Atronach Senche and Storm Atronach Camel were not animating properly.
*The Storm Atronach Camel mount's eyes will now be placed properly on its face.
*Fixed an issue where the right front leg from the Great Elk mount would bend unnaturally and painfully while rearing up.
*The Great Elk mount no longer appears to have an overbite.
*Fixed an issue where you could see through the left leg of the Scarecrow Spectre polymorph.
*Fixed an issue where eyelashes would not display correctly while wearing the Ashlander Kagesh Tribe helm.
*Fixed numerous clipping issues on the Wedding Dress and the Off the Shoulder Evening Dress.
*Fixed an issue where the Covenant Scout Costume belt buckle would extend away from your torso.
*Fixed a gap that would appear on your legs while wearing the Corseted Riding Outfit.
*Removed a small red dot appearing on the Sabre Cat Mount's tongue.
*Fixed a visual issue with the Black Senche Panther Mount's saddle.
====Personalities====
*General
**Props used with personalities will now appear correctly after you emerge from a body of water.
*Drunk Personality
**Fixed an issue where you would appear to pop up when standing from a crouching position.
*Duchess
**Fixed an issue where the /idle animations would not display properly.
===Dungeons & Group Content===
====General====
*Increased the reputation reward for completing Undaunted Pledges on Normal difficulty.
You now get the same amount of reputation from any pledge that awards a single Undaunted Key, regardless of whether it was completed on Normal or Veteran difficulty.
*Completing the Veteran Challenge and receiving two undaunted keys continues to award more reputation.
===Exploration & Itemization===
====General====
*Improved the loot you receive for killing quest bosses. You will now always receive an item the first time you kill a quest boss, with an increasing chance at the item being green or better quality depending on the boss's deadliness. At the top end, quest bosses have a small chance to instead drop a random set item.
*Fixed an issue where you could skip a collectible Champion Rank reward when gaining a large amount of experience.
*Treasure maps no longer display a required level as they can always be used regardless of level.
*Fixed an issue where certain container items, such as the Wet Gunny Sack, were not properly categorized as consumables.
*Fixed an issue where several Monster Mask and Shoulder items had default enchantments that did not match their armor weight.
*Grand Soul Gems are now simply known as Soul Gems.
*Fixed an issue where the names of Soul Gems found throughout the world would not match the item you received.
*Master and Maelstrom Weapon Enchantments no longer function if the item runs out of enchantment charges.
====Achievements====
*The Howling Sepulchers Explorer: Akiirdal no longer awards this achievement to everyone in Howling Sepulcher every time he's killed.
*: Fixed an issue where this achievement could be completed by defeating Zizzikkiz'Tk in Ilthag's Undertower.
====Consumables====
*All cost poisons have been reduced in effectiveness. Instead of increasing enemy resource costs by 60%, they now only increase enemy resource costs by 30%.
**Developer Comments: Due to the significant global rebalancing of resource recovery abilities, cost poisons have been reduced in effectiveness.
===Dungeons & Trials====
*Leaderboard rewards for the Trial of the Week now match that specific Trial instead of being based on rewards from just Maw of Lorkhaj.
*Fixed an issue where Mad Mortine in Spindleclutch II would award more items than intended under very specific circumstances.
*Fixed an issue where Hollow Heart, from Blackheart Haven, had a chance to drop the items from Dubroze, from Elden Hollow. Hollow Heart will now instead have a chance to drop the Hollow-Heart Pendant, as originally intended.
*Updated the text of the Leaderboard reward mail for Dragonstar Arena to specifically indicate that it is contains rewards associated with Dragonstar Arena.
====Harvesting====
*Fixed an issue that caused heavy sacks to occasionally contain potency runes of a slightly higher or lower rank than intended.
====Holiday Events====
*Jesters Festival Dazzlers can no longer be used while mounted as using them while on your mount was leading to strange animation results.
*Fixed an issue where an active effect would appear on your character sheet with every use of a Jester's Festival cherry blossom-throwing collectible or item.
====Item Sets====
*Any Item Set that had a 2, 3, or 4-piece bonus that granted either Spell Resistance or Physical Resistance has had that value increased by roughly 35%.
*Fixed an issue that allowed Rings and Bands of the Shadow Walker, as well as Rings of the Hawk's Eye, to appear with Armor enchantments instead of Jewelry enchantments.
*This fix is retroactive, and will adjust any remaining incorrect enchantments on these rings to enchantments of the appropriate type.
*The following item sets now has a 2-piece bonus of Spell Critical instead of Max Health:
**Light Speaker
**Netch's Touch
**Spider Cultist
**Ysgramor's Birthright
Developer Comments:
These sets are meant to be damage or healing focused by augmenting a particular element or skill line, so the 2-piece bonus of Max Health was out of place for this theme. We've updated them to have more appropriate 2-piece bonuses instead.
*The following item sets now has a 2-piece bonus of Weapon Critical instead of Max Health:
**Strength of the Automaton
**Sword Dancer
**Bone Pirate's Tatters: Reduced the Stamina Recovery granted by this item set by 50% (150 Stamina Recovery at Gold CP160, down from 300).
**Burning Spellweave: Decreased the proc chance to 15% from 20%, and decreased the Spell Damage bonus to 525 from 600.
Developer Comments:
**Burning Spellweave is currently one of the most dominant Magicka DPS sets in the game, which limits diversity in set gearing. We've slightly reduced the proc chance and Spell Damage it grants so it is more in-line with other Item Set options, and is only a more attractive option when you are using many Flame Damage attacks.
*Engine Guardian: Fixed an issue where some parts of the visual effects from the health beam proc were not displaying correctly.
*Eyes of Mara: Fixed an issue where this item set was not reducing the cost of Panacea and its morphs.
*Fasalla's Guile: This item set now passively applies Minor Defile for 2 seconds to any enemy that comes within 5 meters of you.
Developer Comments:
**Due to the significant buff to the Befoul Champion passive, Fasalla's Guile was too powerful for a healing reduction item set that stacked with Minor and Major Defile.
*Hircine's Veneer: Increased the Stamina Recovery bonus granted by this item set to 12% from 10%.
*Molag Kena:
**Fixed an issue where the Overkill proc from this set would still trigger even when you did not perform 2 consecutive Light Attacks.
**Reduced the Overkill cost penalty to 20% from 33%.
**Developer Comments: This fixes a long-standing issue with Molag Kena where you were able to proc the Overkill bonus through unintended means. Since many players have become used to the current behavior in addition to the significant resource recovery changes, we've reduced the penalty of Overkill to compensate.
*Pirate Skeleton:
**This item set no longer procs if the damage you take is fully absorbed by a damage shield.
**Increased the proc chance to 8% from 6%.
**Developer Comments: We've increased the proc chance on this Item Set to make it more attractive for tanks, but have also added the restriction that it cannot proc on damage shields. This means you will need to take damage to your health in order to proc it, and cannot easily circumvent the Minor Defile penalty. It also adds more risk to utilizing this set as a damage shield user since you must first let your damage shields fall off.
*Robes of Alteration Mastery: Fixed an issue where this item set was not reducing the cost of Sprint, Bash, or Block.
*Shalk Exoskeleton: Fixed an issue where this item set's Ultimate generation was causing you to become stuck in combat.
*Sheer Venom: Fixed an issue where this item set's proc was being mitigated off the target's Spell Resistance instead of their Physical Resistance.
*Soulshine: Fixed an issue where this Item Set was not granting its Spell Damage bonus to Drain Essence and its morphs.
*Storm Master: Fixed an issue where this Item Set's proc could stack.
*Stygian: This item set no longer increases your Spell Damage and Max Magicka by 20% while sneaking or invisible; instead, it increases your damage done with Magicka abilities by 20% while sneaking or invisible.
*Swamp Raider: Fixed an issue where this item set's bonus would unexpectedly proc when dealing damage under specific circumstances.
*Tremorscale: Reduced the duration of the snare applied by this Item Set to 4 seconds from 8 seconds.
**Developer Comments: Reducing the duration of the snare from this Item Set to match its cooldown means it will be more difficult to maintain 100% uptime on any given target and gives that target more counterplay to avoiding being locked down by it.
*Troll King: This item set now procs when you heal a friendly target and they are still below 50% Health, reduced originally from 60% Health.
**Developer Comments: This item set was stronger than intended, and we wanted to reduce its power without changing the value of the Health Recovery it granted. Lowering the health threshold of the proc maintains the risk/reward gameplay of trying to maximize its uptime without it being too easy to maintain.
*Twice-Born Star: Removing this set, or obtaining a third Mundus Stone buff while wearing this set, will now remove the older of the current two Mundus Stone buffs instead of the newest one.
*Worm's Raiment: Decreased the Magicka ability cost reduction granted by this item set to 4% from 5%.
**Developer Comments: The reduction to this set (and the buff to Hircine's Veneer) will bring the average resource recovery per second closer in line with one another.
====PvP Merchants====
*The "Offensive" and "Defensive" boxes of equipment that Elite Gear merchants sell now have a small chance to contain a purple-quality item instead of the usual blue-quality item.
====Quests Rewards====
*Fixed an issue where loot from the Bad Man in Bad Man's Hallows would not correctly scale to your level.
*Fixed an issue where Cadwell's Lost Robe, Er-Jaseen's Worn Jack, and the Unfinished Torment Cuirass were dropping from the Sealed Urn with enchantments inconsistent with their armor weight.
*Cadwell's Lost Robe now has a default Magicka enchantment, Er-Jaseen's Worn Jack has a default enchantment of Stamina, and the Unfinished Torment Cuirass has a default Health enchantment now.
*This will affect any of these items that have not been re-enchanted.
*When you skip the Wailing Prison tutorial, you will now receive the Collar of Bones in addition to the other items you are guaranteed from running (or skipping) the tutorial.
===Housing===
====General====
*Logging out in a home no longer requires you to wait ten seconds.
*Fixed an issue that caused Assistants to not function in homes under some specific circumstances.
*Mounts placed inside your home will now fidget periodically.
*The collision for mounts in homes now more closely matches their collision of similar creatures outside of homes.
*Items in the Purchase tab of the Housing Editor now indicate that they are Bind On Pickup prior to purchase.
*Fixed an issue where various furnishers in Coldharbour and the Imperial City Sewers would refuse to speak with criminals.
*Fixed the placement of several furnishing items in the furnished version of the following homes:
**Cyrodilic Jungle House
**Ebonheart Chateau
**House of the Silent Magnifico
**Ravenhurst
*Fixed an issue that lead to some housing merchants to say incorrect dialogue.
====Furnishings====
*Corrected the visuals for several furnishings that previously appeared to have missing textures on one side or which appeared hollow.
*Fixed an issue that caused certain books to remove you from stealth when read inside a home.
*Fixed an issue that allowed you to interact with furnishings while in combat.
*Adjusted the icons for several furnishing items to better match their appearance.
*Adjusted the furnishing behavior tags for a number of furnishing items to more accurately reflect their functionality.
*Increased the price of the "Tree, Hardened Juniper" Home Goods furnishing to 250 gold from 100 gold, to match similar furnishings.
*Adjusted the gold value of several furnishings to improve consistency.
*The Alliance Hero Shield furnishings are now available at the Global Achievement Furnisher (Narwaawende in each alliance's capital city) for gold, in addition to their pre-existing availability on the Achievement Furnishers in Cyrodiil for AP.
*Added swaying animations to several banner furnishings that were previously stationary.
*Adjusted the descriptive text of the Hope of Rivenspire achievement furnishing to better match its appearance.
*Added collision to the "Imperial Cauldron, Pitch-Filled" furnishing item.
*Fixed an issue where the Surplus Covenant Iceball Trebuchet was not displaying a loaded iceball.
*The achievement furnishing item "Veloth's Reliquary" can now be assembled or disassembled.
*Renamed the green-quality "Orcish Table, Kitchen" to "Orcish Table, Braced Kitchen" due to another table of blue quality sharing the same name.
*Renamed the green-quality "Orcish Table, Formal" to "Orcish Table, Braced Formal" due to another table of blue quality sharing the same name.
*The "Dark Anchor Pinion" achievement furnishing no longer appears offset from your cursor when you place it.
*Please note that this change will cause any previously placed Dark Anchor Pinions to appear at a lower height. You may wish to retrieve and place them again to set them to their desired location.
*Fixed a camera zooming issue that occurred when previewing the "Dark Anchor Pinion" furnishing.
*Adjusted the collision on several existing bookcases in order to allow for greater flexibility when placing books with Snap-To-Collision turned on. *This also slightly improves the way the shelves are lit.
*Corrected the placement of the light source for the "Nibenese Lantern, Imperial City" furnishing.
*Improved the descriptions for Target Skeletons to better explain their behavior.
*Adjusted the description of the "Veiled Crystal" achievement furnishing to more closely match its appearance.
*You can now select and reclaim the listed items from each of the following furnished homes:
*Autumn's Gate
**Painting of a Swamp
*
**Painting of a Cottage
**Painting of Crags
**Paint of a Desert
**Painting of a Forest
**Painting of Mountains
**Painting of a Tree
**Painting of a Valley
**Painting of a Waterfall
*Earthtear Cavern
**Redguard Curtain (Smoky)
**Redguard Shelf (Arched)
**Redguard Tapestry (Oasis)
*Forsaken Stronghold
**Orcish Tapestry (Spear)
**Orcish Tapestry (Sword)
**Painting of a Forest
**Painting of a Swamp
**Painting of a Tree
**Painting of a Valley
**Painting of a Waterfall
*Grymharth's Woe
**Nord Tapestry
**Painting of a Cottage
**Paint of a Desert
**Painting of a Forest
**Painting of Mountains
**Painting of a Tree
*Hunding's Palatial Hall
**Blue Tapestry (Lattice)
**Redguard Curtain (Smoky)
**Redguard Tapestry (Oasis)
*Old Mistveil Manor
**Nord Tapestry (Dragon)
**Painting of a Forest
*Fixed an issue were some stolen furnishings could not be laundered.
*Fixed an issue where the Redguard Lamp, Oil furnishing would not display properly on low settings.
*Starfish & Seashells furnishings are now in the Aquatic category in the Housing Editor.
*Added a proper icon to the Daedric Coffin Furnishing.
*Fixed an issue with Mundus Stone furnishings so they can now be interacted with properly.
*The "Redguard Cask, Sealed" furnishing now has appropriate collision on all sides.
*Added textures to the bottom of the "Boulder, Craggy Heap" furnishing.
*The "Argonian Drum, Ceremonial" furnishing can now be selected normally in the Housing Editor.
*Adjusted the center point of the "Wood Elf Handfast Statue" so it's easier to pick up and move around.
*If you've already placed this in your home, it will be in a slightly different position and you may need to pick it up and reposition it.
*The "Redguard Streetlamps, Full" furnishing now has swaying lanterns.
====Homes====
*The areas right outside of each inn room home are once again shared spaces where you can see other player characters.
*Made a number of minor adjustments to various homes to remove unexpected gaps, fix issues with pre-placed furnishings, and correct other issues.
*Added a note in the descriptions of Inn Rooms and Apartments stating "Room is too small for Dueling."
Fixed an issue where the House of the Silent Magnifico would occasionally direct you to complete the "A Friend in Need" quest to purchase the house with gold, even after you completed the quest on that character.
*Improved the collision in the courtyard of Hunding's Palatial Hall.
*Corrected several minor placement issues with furnishings in the pre-furnished version of Ebonheart Chateau and Ravenhurst.
*Fixed an issue that could cause you to be knocked through parts of certain homes.
*The banner on the second floor in the House of the Silent Magnifico no longer floats.
===Miscellaneous===
====Grouping Tool====
*Fixed an issue where you could get teleported out of a dungeon after entering it when using the Grouping Tool.
*Fixed an issue where you would occasionally not receive your rewards for completing a random dungeon.
*Fixed an issue where you would occasionally see some status messages such as "Activity Completed" at the incorrect times.
===Quests & Zones===
====General====
*Delve daily quests acquired from Bolgrul in the Undaunted now award significantly more reputation.
====Alik'r Desert====
*Adjusted the puzzle found in the Lost City of Na-Totambu so you can consistently complete it with other player characters nearby.
====Coldharbour====
*Soul Shriven in Coldharbour:
**You will no longer be permanently locked down by the Coldharbour Sentinel.
**Molag Bal no longer freezes during this quest.
**Lyris will no longer pop in front of your cell door.
**Fixed an issue where the Forgemaster would appear in front of the floating NPC.
====Craglorn====
*Howling Sepulcher's meta-achievement, Upper Craglorn Cave Delver, will now always award progress.
**If you have not received progress for this, simply defeat Akiirdal once again and you will receive proper credit.
====Fighters Guild====
*Fixed an issue where Aelif could appear in a tower in Kozanset after completing the Fighters Guild story.
====Grahtwood====
*A Chief Concern: Rakhaz will now respawn if you lose her during the search for ore.
====Khenarthi's Roost====
*Temple of the Mourning Springs: Uldor's Wrath now deals significantly more damage.
====Reaper's March====
*Hircine's Gift: The cure animation for will now function correctly.
====Stonefalls====
*The reward items for the quests "The General's Demise", "The Death of Balreth", and "Sadal's Final Defeat" are now Blue quality, as befits their importance.
===UI===
====General====
*You will no longer see other group member's nameplates while inside a solo instance.
*Removed a duplicate "Bounty Added" message that displayed when you logged in or changed zones while you had a bounty.
*Fixed an issue if you had a locked and unlocked pair of identical items, the locked version could become visible in crafting menus and the unlocked version could be hidden.
*Fixed an issue where some text would display in the wrong color.
*Your weapon will no longer disappear when previewing a mount in order to better represent how you look while mounted.
*Fixed an issue where you could attempt to preview a dye stamp when your hat and/or costume was being hidden by a polymorph.
*Fixed an issue where the names of some quest rewards would truncate prematurely.
*Corrected several minor typos in books from Shalidor's Library.
*Fixed an issue where chapters of the dro-m'Athra Motif had incorrectly spelled titles, thus displaying incorrectly in the Lore Library.
*Corrected several minor typos and editorial style issues within achievement descriptions.
*Attempting to interact with an empty interactable object (barrels, crates, etc.) will no longer present an out of range error.
*Fixed an issue where quest items in the loot window could not be linked in chat correctly.
*Attuning an Attunable Crafting Station no longer causes a "STUN" message to appear in your Scrolling Combat Text.
*Updated the item types for provisioning ingredients, siege weapons, and drink recipes to be more specific.
*Fixed an issue where unbinding your Interact / Jump keybind would prevent the keybind for the Housing Editor Primary Action from working correctly.
*Removed out of date text regarding level scaling from several Trial achievements.
*Adjusted the display for item cooldowns to accommodate items with a long (greater than one minute) cooldown. In addition, items with a longer cooldown will now display how much time is left until they are available for use when they are on cooldown.
*Fixed an issue where removing furniture items from the bank could cause a UI error.
*Fixed a rare case where gaining many achievements then looking at the journal could cause UI errors.
*Updated the messaging when you attempt to buy a quest item from a vendor when you already have a sufficient quantity.
*Leaderboard entries for your characters are now in white text to differentiate yourself from other characters.
*The titles dropdown in the character UI now scrolls (if you are thoroughly titled).
*Fixed an issue with inconsistent capitalization of House names on the French game client.
*Fixed an issue with loading screen tips where Achievement Furnishers were incorrectly referred to as Accolade Furnishers, and the Luxury Furnisher was incorrectly referred as the Prestige Furnisher.
*Consumable novelty items associated with various events, such as the Disposable Juggling Knives and Swamp Gas Acorn Pill, now display an error when trying to use them in combat.
*Updated the descriptions of horses purchased from the Stable Master so they do not imply having a statistical advantage.
*Fixed an issue where a vendor that exclusively sells furnishings could appear to have nothing for sale.
*Fixed an issue where the target area for rotating your character in the Character Creation screen was not directly over your character.
*Removed the UI error that appears when reaching 64MB of LUA memory usage.
*Chairs, benches and various other items you can sit on are now named "Seat" instead of "Sit".
*Fixed an issue where the names for some homes would not appear on the purchasing screen.
*Updated the in-game credits.
====Alliance War====
Fixed an issue where the Keep Information panel could get stuck on your screen after leaving the Cyrodiil map.
====Bank====
Fixed an issue where splitting a stack in the bank could sometimes incorrectly show a "Bank is full" error message.
====Collections====
*Collectible furnishings now indicate that they are Furnishings instead of Busts.
*Collectibles that are restricted by zone will now display error text in their tooltip.
====Crown Store====
*Fixed an issue where the Earthtear Cavern would not display the name in the "Confirm Preview" screen in the Crown Store.
*You can now preview Mementos in the Crown Store.
*Items purchased with crowns will now display in the correct quality color in the confirmation window.
*Entering the Crown Store will now dismount and un-stealth you due to a number of scenarios that could break the preview function.
====Gamepad Mode====
*An error message will now display when using an emote while in a menu.
*Wayshrine travel costs will now update more consistently when the cost is reduced.
*Fixed an issue when opening the Crown Store after jumping to a new zone where it could show as locked.
*Fixed an issue where Master Writs would not display their full tooltip information when viewed as a mail attachment.
*Fixed an issue where a furnishing preview would persist when switching to another Provisioning tab.
*Fixed some alignment issues with the quest tracker for quests with long quest steps.
*Fixed an issue where item tooltips from Furnishing vendors would not display their purchase requirements.
*Fixed an issue where book counts in the Lore Library could overlap with each other.
*Fixed some alignment issues with the menu options in the Alchemy and Enchanting windows.
*Updated an outdated asset found in the Lockpicking UI.
*Added iconography for Furnishers on city maps.
*Fixed an issue where the Leave Queue keybind could disappear in some Activity Finder screens.
*The "Gamepad Camera Zoom" keybind can now be bound to buttons other than Down D-Pad.
*In the Eidetic Memory section of your Lore Library, the Library of Incunabula now has an appropriate icon.
**Please note that the Eidetic Memory section is unlocked as part of the Mages Guild storyline, and will not be visible unless you have unlocked it.
*The attachment list in mail will now automatically close when you view the attachments of a mail and take everything.
====Gameplay====
*Attempting to disband a group while inside a group instance will now warn you that you will be removed from the instance by doing so.
*Fixed an issue where certain NPCs could appear to have 0 health.
*Healing values in ability tooltips will now include the bonus received from the Powered trait.
====Housing====
*Fixed an issue where you could not search for collectibles in the Housing Editor.
*Attribute bars will no longer collide with elements in the Housing Editor UI.
*Fixed an issue where a furniture tooltip could get stuck on your screen after purchasing it within the Housing Editor.
*Fixed an issue where switching between the Gamepad and Keyboard UI while in the Housing Editor could cause some UI elements to not update correctly.
====Leaderboards====
*Removed the "All Classes" filter from the Maelstrom Arena leaderboards as there is no combined leaderboard for every class.
====Maps====
*Quest pins now appear above fast travel icons on the map, such as wayshrines or dungeons.
*Fixed an issue where selecting "Show on Map" did not work properly for several quests.
*Made minor adjustments to several zone maps to more closely represent the appearance of various homes.
*Fixed an issue that caused your character's pin to appear offset from the actual location when inside of the Snugpod or Grymharth's Woe homes.
*Fixed an issue that caused Zanil Theran to unexpectedly appear on a map pin for the Dragonstar Arena map.
*Fixed an issue that caused Narwaande to unexpectedly appear on a map pin in the Hollow City.