Update 20

Update 20, or Patch v4.2.5 for PC, was a major update released for . It was released for PC on October 22, 2018.
==Introduction==
Welcome to The Elder Scrolls Online v4.2.5 and the DLC Game Pack! In addition to a new zone and quests to enjoy, you'll also come across two new world bosses and two delves, plus a new 4-player leaderboard Arena: Blackrose Prison. We've also added 12 new item sets obtainable from Murkmire content, new Motifs, 75 new craftable furnishings, 50 new achievements, and many fun collectibles.
The base game update brings changes to Cyrodiil with destructible Bridges and Milegates, in addition to a refresh of Rewards for the Worthy item sets and an exclusive, new PvP collectible item. We've also introduced some improvements to the Housing Editor with Undo/Redo options and furniture grouping. And we know everyone's excited to see you can now re-order your characters on the Character Select menu!
This latest update is approximately 3.2GB. Enjoy, and stay moist.
==New Features / Updates / Big Changes==
===Murkmire DLC Game Pack===
;New Zone - Murkmire
On the southernmost tip of Tamriel, far beyond the boundaries that separate the known from the uncharted, lies a lush coastal marsh—a region as beautiful as it is bizarre. Only the bravest travelers make the journey to Murkmire, and those that survive are forever changed.
The mud-caked streets and alleyways of Lilmoth overflow with fresh-faced adventurers, intent on earning both fame and fortune in Tamriel's most perilous wilds. Many who enter the deep murk never return. But those that do recount stories of both beauty and horror--tales of savage beasts, vibrant flora, ancient ruins, and proud Argonian tribes. Mysteries lurk in every dank corner of Murkmire. Do you have the strength and cunning to uncover them all?
*To visit Murkmire, navigate to the DLC tab of the Collections menu and accept the "Sunken Treasure" quest from the Murkmire DLC section. This will unlock the Lilmoth Wayshrine and lead you to Murkmire.
;Blackrose Prison
When Imperial Potentate Versidue-Shaie wanted a distant dungeon to house the most feared criminal and political prisoners of the Second Empire, he ordered a penal institution built on the coast of Black Marsh; it was named Blackrose Prison after the ancient city a day's march to the north. Now, you can enter the dreaded Blackrose Prison, and face waves of brutal enemies in an ever-escalating battle for treasure and glory.
*Blackrose Prison is a 4-player Arena located in Murkmire.
*The Arena includes a normal and challenging Veteran version.
*There are all-new, skill augmenting "Blackrose" weapons in the same fashion as Master, Maelstrom and Asylum weapons. The full list can be found below.
*Unique Achievement awards are available for completing this Arena, including:
**A unique player skin
**Several titles
**Unique housing items
*The Veteran version of Blackrose Prison will qualify players completing it for the Leaderboards.
;New Item Sets
There are 12 new Item Sets available from a variety of sources from Murkmire. This includes 3 Item Sets available as drops throughout Murkmire, 3 Item Sets available at crafting stations in Murkmire, and 6 Item Sets available from Blackrose Prison.
*Murkmire Dropped Sets
**Bright-Throat's Boast (Light)
***2: Max Magicka
***3: Max Magicka
***4: Magicka Recovery
***5: While you have a drink buff active, your Max Magicka is increased by 2000 and Magicka Recovery 150.
**Dead-Water's Guile (Medium)
***2: Weapon Damage
***3: Max Health
***4: Max Stamina
***5: When an enemy dies within 2 seconds of being damaged by you, you gain 5 Ultimate.
**Champion of the Hist (Heavy)
***2: Weapon Damage
***3: Max Stamina
***4: Max Stamina
***5: Gain Minor Heroism at all times while you are in combat, generating 1 Ultimate every 1.5 seconds.
*Murkmire Crafted Sets 
**Grave-Stake Collector
***2: Max Magicka
***3: Max Stamina
***4: Max Health
***5: Enemies you've damaged have a 10% chance to drop a grave-stake for 6 seconds after they've died. Touching the grave-stake restores 6500 Stamina and Magicka. Only one grave-stake can appear at a time.
**Naga Shaman
***2: Healing Taken
***3: Healing Done
***4: Max Magicka
***5: When you cast a damage shield ability, you gain Minor Mending and Minor Vitality for 6 seconds, increasing your healing done and healing received by 8%. This effect can occur once every 6 seconds.
**Might of the Lost Legion
***2: Max Stamina
***3: Max Magicka
***4: Weapon Damage
***4: Spell Damage
***5: After successfully blocking, gain 3 uses of Empower, increasing the damage of your next 3 Light Attacks by 40%.
*Blackrose Prison
**Radial Uppercut
***2: Uppercut deals 100% of its damage to the closest enemy.
**Perfect Radial Uppercut 
***2: Physical Penetration
***2: Uppercut deals 100% of its damage to the closest enemy.
**Gallant Charge
***2: Reduces the cost of Shield Charge by 25% and reduces the cost of your next non-Shield Charge One Hand and Shield ability by 100%.
**Perfect Gallant Charge
***2: Physical Resistance
***2: Spell Resistance
***2: Reduces the cost of Shield Charge by 25% and reduces the cost of your next non-Shield Charge One Hand and Shield ability by 100%.
**Spectral Cloak
***2: Blade Cloak grants you Major Protection for 3 seconds, reducing your damage taken by 30%.
**Perfect Spectral Cloak
***2: Stamina Recovery
***2: Blade Cloak grants you Major Protection for 3 seconds, reducing your damage taken by 30%.
**Virulent Shot
***2: Scatter Shot applies poison damage after a delay that deals 50% of your initial attack every 2 seconds for 4 seconds. The duration increases if you are further away from your target to a maximum of 12 seconds.
**Perfect Virulent Shot
***2: Weapon Critical
***2: Scatter Shot applies poison damage after a delay that deals 50% of your initial attack every 2 seconds for 4 seconds. The duration increases if you are further away from your target to a maximum of 12 seconds.
**Wild Impulse
***2: Reduce the cost of Impulse by 10%. Impulse places lingering elemental damage on your targets, dealing 3333 Flame, 3333 Shock, and 3333 Ice Damage over 8 seconds.
**Perfect Wild Impulse
***2: Spell Penetration
***2: Reduce the cost of Impulse by 10%. Impulse places lingering elemental damage on your targets, dealing 3333 Flame, 3333 Shock, and 3333 Ice Damage over 8 seconds.
**Mender's Ward
***2: Steadfast Ward applies Major Vitality to your target for 3 seconds, increasing the healing taken on your target by 30%.
**Perfect Mender's Ward
***2: Magicka Recovery
***2: Steadfast Ward applies Major Vitality to your target for 3 seconds, increasing the healing taken on your target by 30%.
;New Cosmetic and Collectible Rewards
We've added a host of new collectibles and rewards by completing various types of Murkmire content:
*Dream Amulet of Argon Memento: Acquired by completing the "Hero of Murkmire" achievement in the Murkmire DLC game pack.
*Replica of the Xinchei-Konu: Awarded for bringing all twelve tablets of the Xinchei-Konu to Jekka-Wass Vozei at the Xinchei-Konu Monument northeast of Lilmoth.
*Verdigris Haj Mota Pet: Acquired by traveling to Lilmoth in Murkmire DLC game pack for the first time.
*Marshmist Palescale Skin: Acquired by completing the "God of the Gauntlet" achievement in Blackrose Prison.
*Dead-Water Motif: Acquired from completing daily quests in Murkmire.
*Elder Argonian Motif: Acquired by completing daily quests in Murkmire after a certain date.
*Drakeeh the Unchained: A trophy awarded for completing Blackrose Prison.
*Drakeeh the Unchained: A bust awarded for completing Veteran Blackrose Prison.
*For completing the Blackrose Prison Vanquisher achievement (completing the Blackrose Prison Arena on any difficulty), you can earn the new Apricot Outrage dye.
;Scuttlebloom and Trap Plants
Murkmire is a zone truly hungry for adventurers (and they don't even have to be human)! What are these strange Scuttlebloom and Trap Plants?
*Certain native plants throughout Murkmire have aggressive behavior ranging from slashing leaves to poison gas. Sneaking up on these plants will let you disable them and pass them unharmed.
*Be on the lookout for the elusive (and tiny) Scuttlebloom! Sneaking up on this little guy rewards you with a temporary boost to your run speed, as well as honey, alchemic grease, or very rarely, a docile Scuttlebloom of your very own to place in your home. Be careful though – if they sense your presence, they will duck underground until they sense the danger is gone.
;New Furnishing Plans
There are approximately 75 new furnishing plans to discover and craft from Murkmire.
;New Achievements
Murkmire introduces over 50 new achievement for you to pursue.
===Base Game===
;Cyrodiil Destructible Bridges & Milegates
Bridges and Milegates in Cyrodiil can now be destroyed and repaired!
*Each of these structures have three pieces with several stages of destruction for each.
*New UI icons have been added to the map which detail the current state of these structures, much like Keep status icons. 
*These structures are permanently neutral, and can be damaged and repaired by all Alliances.
*New Repair Kits have been added to Siege merchants to specifically repair just Milegates and Bridges.
**Note that repairing a Bridge or Milegate does not grant Alliance Points.
;Rewards for the Worthy Refresh
In this update, we've refreshed the Item Sets available from Rewards for the Worthy. They now provide an item from one of six all-new item sets, available solely through Rewards for the Worthy mails. Note the item sets that were previously available here are still available elsewhere in Cyrodiil. These items drop in the style of your Alliance, and are scaled to your level.
*Indomitable Fury (Light)
**2: Max Magicka
**3: Max Magicka
**4: Stamina Recovery
**5: After Breaking Free, gain Minor Protection and Minor Heroism for 7 seconds, reducing your damage taken by 8% and generating 1 Ultimate every 1.5 seconds.
*Spell Strategist (Light)
**2: Max Magicka
**3: Spell Damage
**4: Spell Damage
**5: When you deal damage with a Light Attack, you place a mark over your target for 5 seconds, granting you 500 Spell Damage against your marked target. This effect can occur every 5 seconds.
*Battlefield Acrobat (Medium)
**2: Stamina Recovery
**2: Stamina Recovery
**4: Max Stamina
**5: Reduces the cost of all your abilities by 6%.
*Soldier of Anguish (Medium)
**2: Weapon Damage
**3: Weapon Critical
**4: Weapon Damage
**5: Your melee light attacks have a 25% chance to place a ring on the ground that explodes after 1.25 seconds, applying 4800 Health Absorption to all enemies hit for 4 seconds, negating the next 4800 points of healing done. This effect can occur once every 6 seconds.
*Steadfast Hero (Heavy)
**2: Physical Resistance
**3: Spell Resistance
**4: Max Health
**5: When you cleanse a negative effect from yourself or an ally, gain Major Protection for 5 seconds, reducing your damage taken by 30%. This effect can occur once every 10 seconds.
*Battalion Defender (Heavy)
**2: Max Health
**3: Max Stamina
**4: Healing Done
**5: After successfully blocking, heal yourself or a group member within 15 meters of you for 2000 health. This effect can occur every 1 second.
;New PvP Collectible
The new Gladiator Emote displays an aggressive Gladiator gesture that varies depending what kind of weapon you have equipped, and is acquired by combining 30 Arena Gladiator's Proofs. These are available by completing Conquest Missions in Cyrodiil, with an Arena Gladiator's Mockery, available for purchase from War Researchers in Cyrodiil.
;Character Re-Ordering
You can now rearrange the order your characters are listed on the Character Select screen! To do so, simply drag and drop a character field or use the clickable up and down buttons.
;Housing & Editor Improvements
We've updated the Housing Editor to include an edit history display, the ability to Undo and Redo edits, and the ability to link furniture together so that they can be moved and adjusted simultaneously.
*Housing Editor Undo/Redo and History
**The Housing Editor now includes a robust Undo / Redo function to help homeowners and decorators create the perfect layout! With this new feature, you can now undo (and redo) up to 200 changes from your current edit session. 
**This includes a new history that displays your last several edits, so that you always know what to expect when you undo or redo a change.
*Furnishing Groups
**Tired of moving your feasting table one mug at a time? You can now group objects together for ease of editing in the Housing Editor! Simply hover over a furnishing in your housing editor, hit the new "Link" button, and link up to 50 child objects to your selected furnishing. The next time you move that object, you will also move everything linked to it.
***For example, if you select a table and link its nearby chairs to it, then moving the table will also move the chairs. You can still move the chairs independently without affecting the table, so no need to unlink and relink for minor adjustments.
**You can even link one furnishing group to another -- you could make a group for each place setting on your table, and then link those place settings to the table so that they move with the table, but can also be edited individually.
**When selecting a furnishing in the housing editor, any children linked to it will be tinted for easy identification. If it has a parent, the parent will also be tinted.
*Additional Improvements
**Having your character die in player-owned houses will no longer cause durability of equipped items to decrease.
**The Collectible Furnishing limit for Notable homes has been increased from 50 to 55, which is accordingly doubled to 110 for ESO Plus subscribers.
;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 total of 810 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.
;Mac Min Spec
We have switched the Mac renderer from OpenGL to MoltenVK (Metal) to support the upcoming release of the upcoming MacOS Mojave. To support these changes, we will be updating the minimum spec for all Mac players in Update 20. These will be as follows:
*Operating System: macOS High Sierra v 10.13
*Model: Late-2013 27-inch iMac and Newer
*Hard Disk Space: 85 GB free HDD space
*Internet: Internet Broadband Connection
==Known Issues==
;Alliance War & PVP
General
*Direct-target abilities may not fire through the grate at a Bridge House in some situations. This will be fixed in a future incremental patch.
;Miscellaneous
Mac Game Client
*If you Alt+Tab while in full screen mode, the client will appear to lock up. Pressing Alt+Enter or Cmd+M will unfreeze the client.
==Fixes & Improvements==
===DLC Game Packs & Chapters===
====Clockwork City====
;Art & Animation
Figure
*Fixed a textural issue on the gears from the Clockwork Imperfect.
*Fixed a seam and discoloration on the Clockwork Titan's left wing.
;Exploration & Itemization
Achievements
*Fixed an issue where the Clockwork City Achievements "Clockwork City Adventurer" and "Clockwork City Grand Adventurer" were in the wrong order.
**This resulted in a display issue which made it appear that it was not possible to complete "Clockwork City Grand Adventurer", even though it was still progressing properly and would unlock upon complete 24 of the appropriate Clockwork City quests.
====Dark Brotherhood====
;Exploration & Itemization
Books
*The following notes in the Gold Coast can now be read after their associated quest is completed:
**Arena Note
**Soggy Note
**Up High Note
;Quests & Zones
General
*Hildegard and Kor now only appear once each in the Sanctuary. Their identical twins have moved on.
====Horns of the Reach====
;Dungeons & Group Content
Dungeons
*Falkreath Hold
**Domihaus's Pyroclasm ability will no longer leave a telegraph visual behind when it has ended early.
====Morrowind====
;Dungeons & Group Content
Halls of Fabrication Trial
*Fixed a typo in Cogitation Log 1322331455212478
*Refabricated Spheres will no longer be shielded when they spawn in Normal Difficulty.
*Refabricated Spheres' Venom Burst ability will no longer apply Venom Injection in Normal Difficulty.
;Quests & Zones
Quests
*Divine Restoration: Fixed an issue where your progress could become blocked if you left the office before Barilzar appeared.
====Orsinium====
;Dungeons & Group Content
Maelstrom Arena
*The Argonian Behemoth's Enraged Scream in the Vault of Umbrage will no longer affect player pets.
;Exploration & Itemization
General
*The Key to the Greedy-Gut item is now an actual Key.
;Quests & Zones
Quests
*The Hand of Morkul: Ashaka is no longer referred to as "MONSTER" in journal and quest step text. That's a rude way to refer to an Orc.
====Summerset====
;Art & Animation
General
*Fixed an art asset that would allow you to escape the Spiral Skein.
Animation
*The Springbok's legs no longer shake when dead.
;Crafting & Economy
General
*Fixed an issue where the Bow chapter of the Welkynar style motif used the word "esthetics", instead of the more commonly-accepted "aesthetics". The pride of Summerset will suffer no less than perfect grammar and vocabulary.
;Dungeons & Group Content
Cloudrest Trial
*Shade of Relequen and Shade of Silaeda now grant experience and gold upon defeat.
;Exploration & Itemization
General
*Corrected a typo in the name of Andule's Curiass of the Defiler. It is a Cuirass. Thank you, that is all.
*The Cloudrest Trial's Leaderboard reward now grants two gold-quality armor pieces, as well as a blue-quality Transmutation Geode.
**This is an increase from only granting a single gold-quality armor piece.
Books
*"The Scaled Elves" is now found in Pandermalion's camp.
*"Night Runner Captain's Journal" can now be read after completing The Abyssal Cabal.
*Removed a duplicate entry for "Message in a Bottle" from the Mysteries and Clues Collection.
*"Wing Rot Curative Trials" now glows properly.
;Housing
Furnishings
*Fixed a rare issue that could result in certain furnishing plans to require a minimum level to learn.
;Quests & Zones
General
*Due to an outcry of the citizens, "Reman's Plaza" in Alinor has been renamed to "Rinmawen's Plaza". The Kinlady of Alinor regrets this unfortunate episode and assures the good people of Summerset that the responsible party will be reminded of their civic duty.
Quests
*Divine Prosecution Notification: You can take this quest regardless of whether you have already completed a daily quest.
*Illusions of Grandeur:
**Fixed an issue that caused several NPCs to appear at the wrong location at the end of the quest.
**Selynia will no longer stand up (and out of frame) in the middle of the conversation.
*Lost at Sea: and friends will now move about properly in the post-quest scene.
*Mind Trap: Fixed an issue that prevented some of Cainar's VO from playing properly.
*Old Wounds: Celan no longer displays full health when he is actually dead.
*Storming the Walls:
**Re-entering Sea Keep through the underwater passageway will no longer cause Pandermalion to spawn underwater.
**You are no longer prevented from re-entering Sea Keep through the gate once the quest is completed.
*The Crystal Tower: Werewolf players can now reforge Transparent Law.
*The Hulkynd's Heart: Fixed an issue that was directing you to the wrong location in Summerset during this quest.
*: You will now be directed properly during the quest step "Talk to Josajeh".
;UI
General
*The Staff Fragments from the quest now have an icon and tooltip text.
====Thieves Guild====
;Combat & Gameplay
World Bosses
*Thrall Cove: The fight against Captain Virindi no longer resets as soon as it begins.
;Quests & Zones
Quests
*Cleaning House: Velsa will now greet you properly in her garden.
*Forever Hold Your Peace: Fixed an issue that could prevent you from entering the Hubalajad Kitchens while on the quest.
====Wolfhunter====
;Dungeons & Group Content
Dungeons
*March of Sacrifices
**Aghaedh of the Solstice will now remember Autumn when calling forth her Lurcher allies.
**Balorgh no longer has the chance to walk up walls.
**Balorgh will no longer show a "Disabler" effect after casting certain abilities.
**Balorgh can no longer charge into walls and periodically reset his fight.
**Tharas can no longer be affected by player abilities.
**Moved a mysteriously floating heavy sack to correctly obey gravity.
*Moon Hunter Keep
**Critters such as rats, birds, butterflies and frogs have infested Moon Hunter Keep.
*Moved an erroneously placed treasure chest that previously intersected one of the walls.
;Exploration & Itemization
General
*Fixed an issue where the icons of a number of books in the Lore Library did not match their appearances in the world.
Achievements
*The "Veteran Wispmother Slayer" Achievement now has the correct icon.
*Fixed a number of issues with the Achievement to learn the Huntsman style which prevented the achievement from being earned or displayed properly.
===Combat & Gameplay===
;Combat & Abilities
General
*Updated the interaction between Roll Dodge and projectiles.
**Fixed an issue where a projectile would always be dodged if the target was Roll Dodging at the moment the projectile was created.
**Projectiles can now only be evaded if the Roll Dodge occurs within one second prior to their impact.
***Developer Comment: Our goal this update is to make it clear when a target will dodge your attacks. If the enemy character is showing a Roll Dodge animation, then they can dodge attacks. To meet these intentions, we've also removed the dodge chance from the Evasion buff category.</div>
*Minor/Major Evasion: These buffs no longer grant a passive chance to dodge. They now reduce the damage you take from area of effect attacks by 10/25%. All abilities that previously granted Minor or Major Evasion have been converted to this new effect, and the Blade Cloak ability now grants Major Evasion.
**Developer Comment: This change affects the abilities Blur, Evasion, Deceptive Predator, Gossamer, Grace of Gloom, Adept Rider, Hist Bark, and Spectre's Eye.As noted above, we spent time fixing issues with dodge, with the goal of making sure that you only dodge abilities/projectiles when you are actually actively dodging. Passive dodge goes against that, so we removed it from the game.
*Major Expedition: Fixed an issue where the visual effects from this buff were only visible to the caster.
*Minor Brutality: Increased the bonus to Weapon Damage to 10% from 5%.
*Minor Prophecy: Increased the bonus to Spell Critical Strike Chance to 6% from 3%.
*Minor Savagery: Increased the bonus to Weapon Critical Strike Chance to 6% from 3%.
*Minor Sorcery: Increased the bonus to Spell Damage to 10% from 5%.
**Developer Comment: The changes to Minor Brutality, Prophecy, Savagery and Sorcery were aimed at making each class feel valued in group play. It should be encouraged, but not required, to have a party with multiple classes.
*Updated the behavior of all damage shields.
**You can now deal a Critical Strike against an enemy with a damage shield.
**Your Spell and Physical Resistance now reduces incoming damage before it is applied to your damage shield.
**Poisons and Weapon Enchantments can now proc even if the damage done by the Light Attack, Heavy Attack, or Weapon Ability is fully absorbed by a damage shield.
***Developer Comment: This change makes damage shields function more consistently with the rest of the game's mechanics. It means that damage shields are more powerful in PvE content since monsters generally don't reduce armor. Heavy Armor players in particular will receive much more effective damage shields now. This is intended to make damage shields a more potent tools for tanks.In addition to this change, there are several other damage shield adjustments listed below in the specific abilities section.
*Your character will now have a faster knock-down animation when being dismounted.
*Increased the movement speed bonus from the Steed Mundus Stone to 10% from 5%.
*Combat pets will now take 0 damage while in a Dungeon, Trial, or Group Arena.
*Pets now inherit the caster's Critical Resistance.
*The Swift Jewelry Trait now increases movement speed by 6% at max quality, previously 10%.
*Fixed several issues with Poisons and Weapon Enchantments.
**All Poisons now correctly proc 20% of the time when any Light Attack, Heavy Attack, or weapon ability deals damage.
**Food and Drink will now provide the correct stat bonuses if they are consumed while you have a Poison equipped.
**All Weapon Enchantments now correctly proc 100% of the time when not on cooldown when any Light Attack, Heavy Attack, or weapon ability deals damage.
**When Dual Wielding, casting a weapon ability can now proc the Weapon Enchantment of either weapon. The system will favor proccing a Weapon Enchantment that is not on cooldown.
*Removed the baseline 100 Spell and Physical Penetration all player characters previously had.
*Refactored the Break Free ability and Crowd Control Immunity buff to increase the consistency and reliability of these mechanics.
*Updated the Skill Advisor for most Stamina builds to suggest the Trap Beast ability at a later level.
*Fixed an issue where you could add or remove abilities on your ability bar while you were in combat.
*Fixed an issue where some Movement Speed bonuses were not additive with each other, resulting in very slight inconsistencies in total Movement Speed when they were used together.
*Fixed numerous ability tooltips for grammar, spelling, formatting, and accuracy.
*Fixed an issue where mounting while taking DoT damage would cause you to be unable to mount or weapon swap.
*Made some improvements to certain knockback abilities, such as Uppercut and Flame Touch, to ensure they correctly knock enemy targets off ledges and walls.
*Fixed an issue where you could still attempt to cast abilities like Petrify or Rune Prison against enemies that were immune to crowd control from the Unstoppable ability or Unstoppable potions.
*Fixed an issue where pets were immune to crowd control at all times. Pets are now only immune to most crowd control effects in Dungeons, Trials, and Group Arenas.
Dragonknight
*Ardent Flame
**Fiery Grip: This ability now grants Major Expedition for a maximum of 4 seconds instead of 6 seconds.
***Developer Comment: In regards to movement speed, we want there to be variability in the positive and negative directions during combat. In Update 19, we adjusted snares down to a 4 second duration so an optimal damage rotation wouldn't include 100% up time on snares. In this update, we are adjusting Major Expedition buffs to be in line with the snare durations.
**Lava Whip: Decreased the range of this ability and its morphs to 5 meters from 8 meters.
***Flame Lash (morph): Removed the stun from the Power Lash special attack.
****Developer Comment: We want all classes to be intentional about when they land stuns on the enemy, and not have it coupled with an already highly damaging attack.
***Power Lash (morph): The Power Lash special attack is no longer free, and now costs half the amount of a regular Flame Lash.
****Developer Comment: Because this ability could be used multiple times against off balance targets, it provided too much of a resource sustain bonus. To alleviate the issue, we set its cost to that of other proc abilities like Crystal Fragments.
*World in Ruin:
**This ability no longer increases the damage of Poison area of effect abilities by 3/6%. It now reduces the Stamina cost of all Poison abilities by 12/25%. The Flame bonuses of this passive remain unchanged.
***Developer Comment: Since there are so few Poison AoE abilities, this passive didn't feel very impactful. This change is aimed at helping Stamina Dragonknights' sustain in a unique manner.
**Fixed an issue where this passive was not reducing the cost of Trapping Webs and its morphs.
*Draconic Power
**Dragon Leap: Fixed an issue where this ability and the Take Flight morph did not improve as they ranked up.
**Elder Dragon: This passive ability now also increases the range of all instant-cast melee abilities 1 meter per rank, in addition to granting Health Recovery for each Draconic Power ability slotted.
***Developer Comment: This change was made to help standardize the range of all DK melee attacks. It also matches the melee light attack range to the range of their abilities. This additional range helps distinguish melee DKs from other melee classes.
**Spiked Armor
***Hardened Armor (morph): Increased the duration of the damage shield from this morph to 6 seconds from 2.5 seconds.
*Earthen Heart
**Ash Cloud: Increased the healing done by approximately 50%.
***Cinder Storm (morph): Increased the healing done by approximately 60%.
***Eruption (morph): Increased the initial damage done by approximately 15%, and the damage over time by approximately 70%.
****Developer Comment: With these changes, Ash Cloud and its morphs will now provide a much larger impact than previously, and will be more in line with other class based area of effect duration abilities, such as Lightning Splash.
**
***Igneous Weapon (morph): Fixed an issue where this morph did not improve as it ranked up. It will now increase by 1 second per rank.
**Obsidian Shield: Reduced the health scale of this ability and its morphs to 8% from 10%, and reduced the shield bonus for the caster of Igneous Shield from 200% bonus to 150% bonus.
***Developer Comment: With these changes, Obsidian Shield and its morphs should be roughly equivalent in power as they previously were, now that armor applies to them.
***Fragmented Shield (morph): Fixed an issue where recasting this morph would not fully refresh the damage shield value.
**Petrify
***Shattering Rocks (morph): Updated the tooltip of this morph to indicate it deals damage.
Nightblade
*Assassination
**Assassin's Blade: Increased the cost of this ability and its morphs by approximately 30%.
***Developer Comment: This execute was significantly cheaper than any other in the game, and was part of the reason that Nightblade DPS was higher than intended.
**Mark Target
***Piercing Mark (morph): Decreased the duration of the detection effect to 5 seconds from 30 seconds. The duration of the Major Fracture and Breach effects remain unchanged.
*Grim Focus:
**Fully-Charged Heavy Attacks now grant 2 stacks towards the spectral bow proc for this ability and its morphs.
**The spectral bow proc is no longer free, and costs half the amount of a regular Grim Focus.
***Developer Comment: This ability was too productive for the amount of damage and effective resource management it provided, and was another part of the reason that Nightblade DPS was too high.
**Fixed an issue where you could generate stacks towards the spectral bow proc through unintended means.
**Added a brief minimum travel time to the Assassin's Will proc of this ability and its morphs.
***Developer Comment: This change was made to ensure you have a brief window to react to this powerful attack when the caster uses it in close combat quarters.
*Shadow
**Consuming Darkness: Fixed an issue where this ability and the Bolstering Darkness morph did not improve as they ranked up. The duration now improves 0.5 seconds per rank.
**Path of Darkness: This ability no longer deals damage. It now grants Major Expedition to you and your allies on the path, and for up to 2 seconds after leaving it.
***Twisting Path (morph): This morph now adds damage. The damage value is the same as what is currently on Live.
***Refreshing Path: This morph now adds healing. The healing value is equal to the damage value of Twisting Path.
****Developer Comment: This change to Path of Darkness is aimed at helping each class bring something unique to the party.
**Shadow Image: Fixed an issue where the Shadow Image's summoned monster would despawn or teleport to unreachable places if you went out of a certain range. The Shadow Image will now never move from their original placement.
*Siphoning
**Drain Power
***Power Extraction (morph): Increased the damage done by this morph by approximately 25%.
****Developer Comment: We wanted to give a better distinction of the Power Extraction morph since the upgrade tooltip states it gets a damage increase. The damage difference between these morphs should be much more noticeable.
**Siphoning Strikes: Fully charged Heavy Attacks now restore twice the amount of Health and resources for this ability and its morphs.
**Strife: Reduced the damage done by this ability by half, but it now also heals for 50% of the damage done and can now target you or any ally. The total healing amount remains unchanged.
***Swallow Soul (morph): This morph now doubles the damage, but decreases the heal to 35% of the damage done and can only target you. The passive Minor Vitality effect has been removed.
*Funnel Health: This morph will now always heal you in addition to an ally.
**Developer Comment: For the Swallow Soul morph, we wanted to retain the current functionality of dealing high damage, while also providing healing utility to yourself. The amount of healing provided to the group with Strife was so high that there wasn't enough tradeoff with the morph choice. Now you can still get that super powerful group utility as before, but now it comes at a cost of reduced damage.
Sorcerer
*Dark Magic
**Crystal Shard
***Crystal Fragments (morph):
****The icon on your action bar now changes when you have an instant-cast proc.
****Fixed an issue where using the instant-cast proc would cause you to stop blocking, and would prevent you from taking other actions for 0.2 seconds.
****Increased the damage of the proc from this ability to 20% from 10%.
****This ability's proc now has a very brief minimum travel time before it hits your target.
****You can no longer get a Crystal Fragment proc while you are not actively engaged in combat.
**Dark Exchange: This ability and its morphs now restore 3600 Magicka instantly, previously 4696, and an additional 2400 over 20 seconds. Total resources restored has been increased by approximately 2%. The Health restored remains unchanged.
***Developer Comment: We want Sorcerers to be strategic about how they maximize their resource return from this skill, while maintaining the powerful feel of seeing resources shoot up after completing the cast time. This ability will now restore more total resource than previously, but requires better timing to maximize.
***Dark Deal (morph): This morph now also has a cost reduction bonus as its morph effect.
**Rune Prison:
***This ability and its morphs now stun the target after 1.2 seconds; a new visual effect will display on the target to indicate this effect. The initial application of this effect cannot be dodged, but if the target is dodging after 1.2 seconds they will avoid the stun.
***Increased the duration of the stun to 3 seconds from 2 seconds.
****Rune Cage (morph): Increased the damage done if the target fails to use Break Free before the stun ends by approximately 22%.
*****Developer Comment: We wanted to clearly telegraph when this stun is coming since it doesn't use a projectile to indicate when it applies. You should now have some time to respond or prepare defenses.
**Daedric Summoning
***Bound Armor: Increased the bonus to block mitigation granted by this ability and its morphs to 36% from 20%.
***Conjured Ward: The total strength of this ability is now limited to 50% of caster's max health.
****Hardened Ward (morph): This morph now only ranks up the damage shield strength, instead of shield strength and caster self-shield bonus.
*****Developer Comment: We want players to make interesting choices when making damage shield builds. These builds now require a balance of offensive and defensive stats, where previously a damage shield user could go for all offensive stats and also get a large damage shield that mitigated the fact that they had low max health.
***Daedric Curse
****Daedric Prey (morph): Decreased the cost of this morph by approximately 20%.
**Summon Unstable Familiar: Decreased the cost of the special attack from this ability and the Volatile Familiar morph by approximately 15%.
****Summon Unstable Clannfear (morph): Decreased the cost of the special attack from this morph by approximately 33%.
***Summon Winged Twilight
****Summon Twilight Tormentor (morph): Decreased the cost of the special attack from this morph by approximately 15%.
*****Developer Comment: These abilities were too costly for their overall impact and frequency of casting. This should increase the damage of Sorcerer pets.
*Storm Calling
**Boundless Storm: This ability now grants Major Expedition for a maximum of 4 seconds instead of 7.5.
***Developer Comment: As noted above, we want there to be variability in the positive and negative directions during combat. In Update 19, we adjusted snares down to a 4 second duration so an optimal damage rotation wouldn't include 100% up time on snares. In this update, we are adjusting Major Expedition buffs to be in line with the snare durations.
**Mages' Fury:
***Fixed an issue where this ability could be cast on corpses.
***Fixed an issue where the execute explosion would sometimes not trigger correctly when the target fell below 20% Health.
***Fixed an issue where casting this ability would aggro monsters before actually dealing damage.
***Fixed an issue where you could cast this ability on a target you did not have line of sight on.
***Fixed an issue where using this ability was not counting towards the Expert Mage passive.
**Overload:
***This ability and its morphs no longer grant a third ability bar when toggled on.
***Weapon abilities can now be used while in Overload mode, and are no longer hidden.
***You can no longer generate any Ultimate while this ability is toggled on.
***You can now toggle this on when you have 25 Ultimate or more, previously 75 Ultimate.
***Light and Heavy Attacks are now off the global cooldown and can be woven with other abilities.
***Decreased the damage of the Light Attack by approximately 50%.
***Increased the damage of the Heavy Attack by approximately 60%.
****Power Overload (morph): This morph now specifies the bonus range and radius for the Light and Heavy Attacks.
*****Developer Comment: We want Sorcerers to feel like they have access to their full arsenal while in Overload mode. This ability is updated to better integrate with other abilities. As soon as you Overload light attack you can cast an ability, just like the light attacks of any other weapon set.
Templar
*Aedric Spear
**Sun Shield: Reduced the amount of damage that this ability deals from a maximum of 42% of the shield size to 30%.
***Developer Comment: Since shields now scale with your Armor, we wanted to ensure this ability wasn't doing too much for its cost and effectiveness. The shield should now absorb more damage, but its total damage dealt has slightly decreased to compensate.
**Piercing Javelin
***Binding Javelin (morph): This morph now knocks the enemy down instead of knocking them back.
****Developer Comment: This change was made to help ensure Stamina melee builds are able to continue to hit their targets after activating Binding Javelin. Ranged stamina builds still have access to a knockback with Scatter Shot. (See below for additional changes to Scatter Shot).
**Puncturing Strikes:
***ncreased the damage dealt to the closest target by approximately 8%, which also applies to its morphs.
****Developer Comment: This damage increase should now have this ability and its morphs more in line with other spammable abilities accounting for the fact that channeling results in less Light Attacks and enchantment procs. We want to make sure Melee builds are adequately rewarded for the extra amount of risk they are undertaking.
***While channeling this ability and its morphs, your character will now always orient the direction of the area of effect towards your reticle. This also allows you to turn and damage enemies with these abilities while you are rooted.
**Radial Sweep
***Empowering Sweep (morph): This morph now deals Physical Damage instead of Magic Damage, and also now grants Major Protection for 6 seconds, plus 1 second for each target hit.
***Crescent Sweep (morph): 
****This morph now deals Magic Damage instead of Physical Damage.
****This morph now applies the frontal cone damage bonus to the initial hit and all subsequent ticks (was previously the initial hit only), but the damage bonus has been reduced to a 60% bonus from 66%.
*****Developer Comment: As stamina builds already have a bursty option with Dawnbreaker, we wanted Magicka Templars to have access to a similar option with Crescent Sweep. The change to Magicka damage, along with the increased overall damage, will now provide that option. Keep in mind this still requires targets to be in front of you when it hits!
**Spear Shards: Increased the damage done by this ability and the Luminous Shards morph by approximately 67%.
***Blazing Spear (morph): Increased the damage done from this ability by approximately 60%.
****Developer Comment: This skill should now be more in line with other class area of effect damage over time abilities, such as Lightning Splash, and have more interesting choices between the two morphs.
**Spear Wall: This ability now grants you Minor Protection for 1.5/3 seconds after activating an Aedric Spear ability.
***Developer Comment: We wanted to retain the defensive flavor of this passive while making it applicable to more of the Aedric Spear skills. The previous version wasn't effective with Puncturing Strikes and Focused Charge because they can't be used while blocking. Damage shield mitigation doesn't include block, so Sun Shield also wasn't useful previously with this skill.
**Sun Shield
***Blazing Shield (morph): Fixed an issue where casting this morph would aggro neutral monsters around you.
*Dawn's Wrath
**Backlash: Increased the cost of this ability and its morphs by approximately 5%.
**Radiant Destruction: Decreased the channel time for this ability and its morphs to 1.8 seconds from 2.8 seconds; the damage done has been decreased by approximately 15% and cost by approximately 35%. The total damage per second and cost per second should remain relatively unchanged.
***Developer Comment: This change allows the Templar more opportunities to integrate damage over time effects into their rotation during the execute phase, while retaining the powerful level of Radiant Destruction. The reduction of time spent casting should help Templars' execute phase feel more engaging for the caster since they can now devote more time to maintaining other abilities.
*Restoring Light
**Honor the Dead: Added a visual effect to the Magicka restore.
**Restoring Aura
***Repentance (morph): Different Templars can now repent the same corpse.
**Rune Focus: Reduced the cost to match the Channeled Focus morph.
***Restoring Focus (morph): This morph now costs Stamina and grants Stamina to you every second, and no longer gives Minor Vitality and Minor Protection.
****Developer Comment: Minor Protection was moved to the Spear Wall passive to retain the total damage mitigation for tanky Templar playstyles.
Warden
*Animal Companions
**Advanced Species: Increased the bonus to damage done for each Animal Companion ability slotted to 3% at rank II, previously 2%.
**Betty Netch:
***Increased the resources restored by this ability and its morphs by approximately 40%.
****Developer Comment: This ability now restores the same resource per second of other abilities such as Channeled Focus.
***Fixed an issue where the beam visual effects would not display if you recast the ability or its morphs.
**Dive
***Cutting Dive (morph): This morph now also reduces the cost as a morph effect.
***Screaming Cliff Racer (morph): This morph no longer has a minimum range requirement to obtain part of the 15% damage done bonus. Every meter you are away from the target adds 1% damage done, up to a maximum of 15%
****Developer Comment: We wanted to maintain the feel of getting more effect from being further away from the target, while supporting key damaging skills that require closer distance such as Wall of Elements.
**Falcon's Swiftness: Fixed an issue where part of the visual effects from this ability and its morphs was still visible to enemies even when you were hidden.
***Bird of Prey (morph): The Minor Berserk buff is now granted at all times while this morph is slotted.
***Deceptive Predator (morph): The Minor Evasion buff is now granted at all times while this morph is slotted. This morph no longer grants an increased duration to the active Major Expedition and Major Endurance buffs.
****Developer Comment: The goal of this change is to help reduce buff management for Wardens. You can now activate this ability reactively in situations where movement speed is needed, instead of having to keep the effect up 100% of the time.
***This ability now grants Major Expedition for a maximum of 4 seconds instead of 10 seconds.
****Developer Comment: Again, as noted previously, we want there to be variability in the positive and negative directions during combat. In Update 19, we adjusted snares down to a 4 second duration so an optimal damage rotation wouldn't include 100% up time on snares. In this update, we are adjusting Major Expedition buffs to be in line with the snare durations.
**Feral Guardian: Decreased the damage done by the bear summoned from this ability and its morphs by approximately 30%.
***Developer Comment: We want Wardens to have more options with which Ultimate they select. Previously, if you didn't use the Feral Guardian Ultimate, your damage was lower than other classes. We have redistributed power from this skill into the Advanced Species passive so all abilities will deal more damage, including a different Ultimate if desired. Net DPS when using the Feral Guardian should be about the same, and DPS will go up if you were using a non-bear ultimate.
**Scorch: Reduced the cost of this ability and its morphs by approximately 25%.
**Swarm: Increased the cost of this ability and its morphs by approximately 30%.
***Developer Comment: With the increase to Betty Netch resource restore and reduced Scorch cost, we were able to get Stamina Wardens into a place for average drain rate per second, but Magicka Warden was too inexpensive. This made Swarm the perfect ability to adjust as it's Magicka only and was extremely inexpensive.
*Green Balance
**The Warden's healing abilities will now prioritize targets without Minor Toughness if both targets are at the same health.
**Maturation: The Minor Toughness granted by this passive now applies even if the target was completely over-healed, and its duration has been increased to 10/20 seconds from 5/10 seconds.
***Developer Comment: The goal of this change is to ensure that all types of Wardens now have the ability to bring Minor Toughness to the group.
**Nature's Grasp: This ability can now target your Feral Guardian and its morphs.
*Winter's Embrace
**Arctic Wind
***Arctic Blast (morph): This morph now fires a projectile that stuns the target in addition to healing you. It requires an enemy target to cast the ability. This ability also no longer deals damage over time based on your maximum health.
***Impaling Shards: Fixed an issue where the visual effects of this ability and its morphs did not persist for the full duration of the effect.
Weapon
*Two-Handed
**Forward Momentum: Reduced the duration of the snare immunity from this ability to 4 seconds from 8 seconds.
*Dual Wield
**Blade Cloak: This ability and its morphs now grant Major Evasion.
**Quick Cloak: This ability now grants Major Expedition for a maximum of 4 seconds instead of 5 seconds.
*Bow
**Arrow Spray
***Acid Spray (morph): Fixed an issue where the damage over time from this morph was breaking the invisibility of Shadow Cloak.
**Hasty Retreat: This ability now grants Major Expedition for a maximum of 4 seconds instead of 5 seconds.
**Scatter Shot: Increased the range of this ability and its morphs to 28 meters from 10 meters.
***Developer Comment: The range was increased to be more in line with the other Bow abilities and now fits better into rotations at range.
*Destruction Staff
**Impulse: Increased the damage done by this ability and its morphs by approximately 25%.
*Restoration Staff
**Steadfast Ward
***Healing Ward (morph): Removed the initial heal from this ability.
****Developer Comment: The change affecting the Forward Momentum, Quick Cloak, and Hasty Retreat abilities is the same movement speed changes noted previously, and the desire to have variability in the positive and negative directions during combat.
Armor
*Light Armor
**Annulment: The total strength of this ability is now limited to 40% of the caster's health.
***Dampen Magic (morph): This morph now also increases the shield cap to 50% of your Max Health, previously 40%.
****Developer Comment: As noted above, we want players to make interesting choices when making damage shield builds. These builds now require a balance of offensive and defensive stats, where previously a damage shield user could go for all offensive stats and also get a gigantic damage shield that mitigated the fact that they had low max health.
***Harness Magicka (morph): Fixed an issue where this morph was double dipping with its Magicka return based on the Light Armor worn.
**Evocation: This ability now also increases your Magicka Recovery by 2/4% per piece of Light Armor worn, in addition to reducing the cost of Magicka abilities by 1/2% per piece of Light Armor worn.
**Recovery
***Renamed this ability to Grace.
***This ability's old effects have been merged into the Evocation passive.
***It now reduces the effectiveness of snares applied to you by 1/2/4% per piece of Light Armor worn, and reduces the cost of Sprint by 1/2/3% per piece of Light Armor worn.
****Developer Comment: We want Light and Medium armor to have a mobility advantage over Heavy Armor without using penalties to make Heavy Armor feel slow. Medium Armor already has faster sprinting, while Light Armor wearers now can sprint for longer and also isn't affected by snares as strongly.
*Medium Armor
**Agility: Increased the Weapon Damage bonus to 7/15% from 6/12%.
**Evasion: Reduced the cost of this ability and its morphs by 15%.
*Heavy Armor
**Immovable: Reduced the cost of this ability and its morphs by 15%, and reduced the duration of the crowd control immunity buff granted to 4 seconds from 5 seconds.
***Developer Comment: The cost of the Evasion and Immoveable abilities was much higher than similar abilities like Spiked Armor and Blur.
World
*Werewolf
**Devour: Different Werewolves can now devour the same corpse.
***Savage Strength: Fixed an issue where this passive ability was not actually increasing your Spell and Physical Resistance.
***Werewolf Transformation: Fixed an issue where the transformation from this ability and its morphs was being removed from you if you zoned into a new area.
****Pack Leader (morph): Fixed an issue where using a Heavy Attack against an enemy would not cause your Direwolves to target that enemy.
Guild
*Fighters Guild
**Silver Bolts
***Silver Leash (morph): Fixed an issue where you could not cast this morph while you were silenced.
*Mages Guild
**Meteor: Fixed an issue where the morphs of this ability would cause your character to slide on the ground when knocked back.
**Volcanic Rune: Fixed an issue where your character could slide on the ground after being knocked by this ability.
*Psijic Order
**Imbue Weapon: Decreased the cost of this ability and the Crushing Weapon morph by 5%.
***Elemental Weapon (morph): Increased the cost of this morph by 10%.
*Undaunted
**Bone Shield: Reduced the effectiveness of the Bone Wall and Spinal Surge Synergy granted by this ability and its morphs to 50% from 100%.
***Developer Comment: With the changes to shields now accounting for your armor, we wanted to ensure these shields could remain just as potent as before, but you would need to allocate more resources in doing so.
**Inner Fire
***Inner Beast (morph): Fixed an issue where you could not cast this morph while you were silenced.
Alliance War
*Assault
**Reach: This ability now only affects abilities that have a 28 meter range or more, previously 15 meters.
**War Horn: This ability and its morphs no longer grant Minor Toughness.
***Developer Comment: This Ultimate was providing too much power relative to other available choices. The Minor Toughness buff will still be available from the Warden class.
Champion System
*The Apprentice
**Spell Precision: Decreased the Spell Critical Strike Chance granted to 9% from 12%.
*The Ritual
**Precise Strikes: Decreased the Weapon Critical Strike Chance granted to 9% from 12%.
***Developer Comment: These changes were made to keep damage and critical strike rates in line after the increased changes to Minor Prophecy/Savagery.
*The Shadow
**Befoul: Fixed an issue where placing points into this Champion ability was not updating the tooltip of some Major and Minor defile abilities.
;Itemization & Item Sets
General
*Fixed an issue where a Bind on Equip weapon on your secondary weapon bar would not be bound until you weapon-swapped to that bar. Now, when you equip a Bind on Equip weapon, it will immediately bind - whether or not you are currently using that weapon bar.
*Decreased the effectiveness of poisons that increase Magicka and Stamina costs to a 10% cost increase, previously 30%.
*Item sets will no longer proc when firing Siege at destructible objects or other siege weapons.
Glyphs
*Absorb Stamina Enchantment: This glyph now deals Physical Damage instead of Magicka Damage.
*Crusher: This glyph now always prioritizes the highest value debuff on the target. A lower value Crusher enchantment proc cannot overwrite a higher value one.
*Weakening: This glyph now always prioritizes the highest value debuff on the target. A lower value Weakening enchantment proc cannot overwrite a higher value one.
Item Sets
*Reduced the duration of the Major Expedition buff granted from some item sets to 8 seconds from 20 seconds. The affected item sets include: 
**Dreugh King Slayer
**Quick Serpent
**Vicious Serpent
***Developer Comment: With the pass on the accessibility to the Major Expedition buff, we wanted to ensure there were sets that wouldn't allow players to keep this buff active all the time without high trade off or big requirements.
*Fixed an issue where healing ability tooltips were not being updated when you had an Item Set bonus that increased healing done.
*Affliction: Fixed an issue where the damage from this Item Set was being mitigated by the target's Spell Resistance instead of their Physical Resistance.
*Arms of Relequen:
**Fixed an issue where the damage over time from this item set and the perfected version would break your character out of stealth.
**Fixed an issue where the damage over time effect from this Item Set could proc other abilities and Item Sets that trigger on melee damage.
*Balorgh: Fixed an issue where some Ultimates were not working with this item set.
**Note: Overload still should not proc Balorgh.
*Hist Bark:
**Fixed an issue where this item set could stack with other sources of Major Evasion. This set will now override and replace any active Major Evasion when you activate block.
**Fixed an issue where you could get Hist Bark to temporarily persist without blocking.
*Impregnable: Reduced the maximum bonus of this item set's Critical Resistance to 2000 with 5 pieces of gold quality from 2500.
**Developer Comment: This set was reducing damage far more than any other set in the game and limiting gear diversity for defensive sets. This change still retains the power of the set while bringing it more in line with other defensive sets, since this still only reduces damage from Critical Strikes rather than all damage taken.
*Jorvuld's Guidance: Fixed an issue where this Item Set was not increasing the duration of the Major Protection buff from the Remembrance morph.
*Leki's Focus: The damage reduction no longer stacks additively with Minor/Major Evasion.
*Mantle of Siroria: Fixed an issue where weapon swapping out of this Item Set's 5-piece bonus was causing you to lose the Spell Damage bonus. 
**This fix also applies to the Perfected version of the Item Set.
*Maw of the Infernal: Fixed an issue where the damage area of the Daedroth's Fiery Breath ability was smaller than the visual effect area.
**Developer Comment: The damage area radius was increased by approximately 100%, and the cone width was increased by 20%.
*Merciless Charge: Fixed an issue where the damage over time effect from this Item Set could critically strike.
*Pirate Skeleton: Fixed an issue where the appearance change from this Item Set was not lasting the full duration if you were also wearing the Jorvuld's Guidance Item Set.
*Powerful Assault: Fixed an issue where the proc from this Item Set would only apply to your group members, and not just any ally.
*Robes of Destruction Mastery: This item set will no longer drop non-Destruction Staff weapons.
*Stinging Slashes: Reduced the bonus granted to each tick of Twin Slashes to 1350 extra damage from 1500.
*Thurvokun: Fixed an issue where the Minor Defile debuff applied was only reducing healing received and not also Health Recovery.
*Vestment of Olorime: Fixed an issue where some player abilities and dungeon boss synergies were incorrectly proccing this Item Set.
*Vykosa: Fixed an issue where this Item Set would not proc Major Maim if the target was taunted by the Tormentor Item Set proc.
*Winterborn: Fixed an issue where the snare effect from this Item Set was bypassing snare immunity.
===Base Game===
;Alliance War & PVP
General
*Niben River is now slightly wider in various locations, and safe shorelines have been removed.
*Crafters take note: Many resource nodes have been moved that were previously in areas where structures have been placed.
*Doubled the damage from Slaughterfish. Nom nom!
*Lunarfang Docks now has a makeshift pontoon bridge which cannot be destroyed.
*Added new tunnels South of Weynon Priory, which leads into "Aldmeri Territory", and West of Kingscrest Keep, which leads into "Daggerfall Territory".
*Added new fishing locations near Bravil and Niben Bay, and the fishing locations on the north side of Bravil have been moved.
*Moved the book in Chalman Keep to Zimmeron's war table.
*Town Guards at Bruma will no longer attack Alliance Guards.
*You are no longer able to mount on Bridge Houses.
*Repair Kits for Milegates and Bridges now properly state whether they can be repaired or not while in combat.
*Using a Repair Kit on keeps, siege, doors, milegates or bridges can now be interrupted even when CC immune.
*If your character gets stuck under Niben River, Niben Bay or Lake Rumare, you will now be moved to your border Keeps.
*Movement abilities will now function properly on bridges in Cyrodiil.
*You can no longer drop a captured Elder Scroll at a Keep until the Elder Scroll that was previously housed at the Keep has found a new home, either at another Keep or back to its home temple.
*Fixed an issue that caused a captured Elder Scroll to become placed at its home temple, causing it to behave as if it were both at its home temple and captured.
*Emperorship bonuses and Keep ownership bonuses will now properly be added and removed.
Itemization
*The three Tutorial quests in Cyrodiil will no longer grant Pelinal's Midyear Boon Boxes during Midyear Mayhem - those boxes are intended to be rewards for Daily quests. However, all three Tutorial quests now grant 3,000 AP each upon completion for a total of 9,000 AP total.
Keeps
*Keep walls now have 410,000 HP when upgraded instead of 305,000 HP.
*Reworked the postern house to be a platform more conducive to siege deployment. This platform also shields the Keep Wall it's built upon from taking damage until it's destroyed.
Milegates & Bridges
*Bridges are now slightly more elongated compared to their non-destructible cousins.
*Slightly adjusted the terrain around all Milegates and Bridges to aid in deployment of Siege weaponry.
*The following structures have been moved so the impact from Siege weaponry is more accurate: 
**Ash Milegate has moved South
**Alessia Bridge has moved Northwest
**Niben Bridge (the second bridge in Niben River) has been moved North
**Weynon Milegate has moved to the West
*Made minor adjustments to the southern side of Chalman Milegate to ensure Siege weaponry is more accurate.
Outposts
*Added three new Outposts to Cyrodiil: , Harlun's Outpost and Carmala Outpost
**These Outposts have been added to the Keep transit network via Dragonclaw, Drakelowe and Brindle respectively.
Siege
*Siege damage will no longer critically hit against players. This applies to initial damage and secondary damage effects.
*Reduced the damage from Scattershot by approximately 40%.
Towns
*Added Cyrodiil Towns (Bruma, Cropsford and Vlastarus) to the Keep transit network from Dragonclaw, Drakelowe and Brindle respectively.
*Placed new Alliance Guards in respawn locations of capturable towns, which can be accessed after jumping down from the safe platform via doors on their associated structures.
*Cropsford's "Outlier flag" is now better defended and reinforced with some structures.
*Updated the respawn points for Vlastarus and Bruma.
Battlegrounds
*Made several adjustments to Battleground matchmaking in an effort to improve overall match quality and reduce egregious queue times.
*Everyone will now qualify for the daily Battleground rewards if there are two identical scores between three teams for the final score of a Battleground.
**When there is a tie between the top 2 teams, they are now both awarded 1st place and the bottom team is awarded 2nd place.
**When there is a tie between the bottom 2 teams, they are now both awarded 2nd place and the top team is awarded 1st place.
**When there is a 3-way tie, all teams are awarded 2nd place.
**In any tie scenario, except for all teams having a score of 0, all eligible players on all 3 teams will receive the daily Battleground reward.
*The Divine Guardian and Chaos Champion medals will now be awarded at a lower threshold.
;Art & Animation
General
*Fixed an issue where grass and sand textures would appear dark and blocky in certain areas.
*Removed helmets from some Skeletons.
Animation
*The forearms of female characters will no longer float while leaning on their knees in a sitting position.
Figure
*Fixed an issue where your character's legs could turn purple or even become invisible when the Imperial Hide Leg armor was combined with various foot armor. 
*Orc tusks no longer turn black when applying the Sable Man Beast Skin.
*Adornments are now visible when equipped with the Mazzatun Homespun headpiece.
*Fixed an issue where Breton Hide, Leather and Full Leather helms would clip through the back of large female Argonian heads.
*Fixed some visible seams on the back of the Ancient Elf Iron armor torso.
Fixtures
*Improved the collision on some Nibenese structures to better match the actual structure.
*Improved the camera collision in caves to prevent you from seeing through them.
;Combat & Gameplay
World Bosses
*Zymel Kruz in Stormhaven no longer fails to award credit for the "Kruz Control" achievement depending on where he's engaged.
;Crafting & Economy
General
*Fixed an issue in which certain Master Writ Furnishing Plans were incorrectly labelled as plan types other than what they were.
*Corrected the Artaeum Takeaway Broth to portray itself, and more consistently behave as, a food (rather than a drink). This means it will work with the Green Pact passive, and will not work with the Bone Pirate's Tatters item set.
;Crown Store & Crown Crates
Art
*Adornments are now visible when equipped with the Priest of the Green costume.
*Fixed a white texture that would appear on the upper lip of Argonian males after equipping the Blood-Forged Skin.
*Fixed a texture issue that would occur with the Blood-Forged Skin when equipped by male characters.
;Dungeons & Group Content
General
*Fixed an issue where you were unable to see hidden or invisible allies when you first loaded into the same zone as them.
*Area of Effect abilities within Dungeons and Trials are now much more accurate when dealing damage from within those effects, reducing those "I was out of that!" moments.
Arenas
*Dragonstar Arena
**The exit door from Boethiah's Treasure room will now take you to the location you were previously at when you first entered Dragonstar Arena.
Dungeons
*Blessed Crucible
**Talres will no longer be left behind if you rush through the gate.
*Crypt of Hearts I
**Rulanir and Faindor now have nameplates.
**The dialogue option "What spurred you to found this school?" is no longer an important decision.
**Quest markers now appear correctly throughout the dungeon.
;Exploration & Itemization
General
*Fixed an issue where Jahla's Shield of the Beekeeper (available from by defeating Jahlasri, a World Boss in Greenshade) was misspelled "Sheild". Jahlasri has never been noted as a particularly keen speller, but he's learning. Slowly.
*The Help menu now explains the nature and location of the new Event Merchant, and the Event Tickets she accepts as currency.
*The following items have been re-categorized as "Crafting Stations":
**Attunable Blacksmithing Station
**Attunable Clothier Station
**Attunable Woodworking Station
*Motif Chapters and Survey Reports no longer have a required level displayed.
*Reduced the duration of Major Expedition granted from potions, to be more in line with other powerful Major buffs such as Major Vitality.
**For a potion at maximum rank, this reduces the duration of Major Expedition from 40.6 second to 12.5 seconds, before any modifications from things such as enchantments or passives.
***Developer Comment: Due to the pass on mobility, we wanted to ensure you couldn't readily keep this buff active 100% without spending more attention to it. Due to the old duration of this buff from potions, these were a direct conflict with that vision.
*Fixed an issue where attempting to delete the same character multiple times in a row could result in items placed in home storage to be lost.
Achievements
*Fixed an issue where an Aldmeri Dominion quest achievement and a Shadows of the Hist achievement were sharing the same name of "Iconoclast." The Shadows of the Hist achievement has had its name changed to "Heretic" to avoid confusion.
*Fixed an issue where the Rivenspire Angler achievement referred to the Ruby Tench as a Lake fish. The Ruby Tench is found in rivers, and the achievement now reflects this properly.
Books
*The book "Evacuation Order" in Shadowfen can be read regardless of your quest choice.
*"Note from Khezuli's Contact" in Grahtwood can now be found after completing the quest Criminal Correspondence.
Mementos
*Fixed an issue where Mementos would not animate properly if your active Personality caused you to fidget while standing still.
;Housing
General
*Improved the functionality of moving Pets, Mounts, and Training Dummies around one's house. Such creatures will no longer slightly trail behind your cursor as you drag them.
*Made adjustments to a number of chairs to improve the way characters sit in them, particularly shorter characters.
Furnishings
*Renamed "Redguard Bench, Arc" to "Redguard Enclosure, Arc", to better match its appearance and behavior.
*It is now easier to select the "Mushrooms, Aether Cup Ring" furnishing.
*The "Alinor Archway, Timeworn" and "Alinor Chalice, Silver Ornate" furnishing plans now require a single Culanda Lacquer, bringing them in line with other Summerset furnishing plans.
*The Woodworking Blueprint for the "Breton Throne, Ruler's" furnishing now requires Rosin rather than Mastic.
*Crafting stations are now slightly more lenient about allowing you to use them when near other objects.
Homes
*Exiting the Princely Dawnlight Palace now correctly leaves you facing Abah's Landing, instead of the door you just walked through.
;Miscellaneous
General
*Fixed an issue in our default graphics settings detection that would cause some hardware to default to Ultra when it should be set to High.
*Fixed an issue with buildings and environments flickering in the distance when going in and out of menus.
*Fixed an issue with shadows artifacting with ambient occlusion enabled.
;Quests & Zones
General
*Fixed various typos and voiceover mismatches.
*Made numerous improvements to quest-related animations and scenes.
*Tweaked the positions or walking areas for several NPCs.
*Fixed various locations throughout the world where you could get stuck in an asset.
Deshaan
*Supply Run: The Healing Supplies will now remain in your inventory until the quest is turned in.
*The Light Fantastic: Fixed a visual error with the light beam puzzle that caused a visual effect to remain once the beam was shut off.
*: Although it seemed important at the time, asking Betina Volek "What can I do?" isn't really that big a deal. The highlight on that line has been removed.
*Vision Quest: The Wand of Finding will no longer appear in your inventory on the wrong quest step.
Greenshade
*Throne of the Wilderking: Wilderking is now positioned properly when you talk to him.
Malabal Tor
*Fulfilling One's Fate: Spriggan corpses now show quest markers when needed.
Reaper's March
*Grim Situation: Monsters that spawn while sealing the corruption no longer attack immediately before they are visible.
*Rat Problems: You will no longer be prevented from turning in the quest if you log out before speaking with Tazia.
*Stonefire Machinations: Adds that spawn as part of the temple wave event no longer occasionally have boss stats.
Stonefalls
*The Sapling: Ashreeds and Mudcrab Meat now appear in your quest inventory at the proper steps.
;UI
General
*Updated the Daily Rewards screen to better indicate when the month is going to reset before you'll be able to obtain an item at the end of it.
*Adjusted the order of how Dungeon DLC and Zone DLC game packs appear in the Stories category of the Collections menu. It will now display the most recent additions first.
*Updated the icon used to indicate something cannot be sold to a vendor.
*Added the ability to rename Outfits in the Collections menu.
*Stacks of books found in the world will now have more consistent tooltips.
Addons
*The addon list will now display addon dependencies when they are not installed.
*Fixed an issue that caused the Addon Script Profiler to sometimes treat functions from different files, but on the same line number, as if they were the same function.
*Fixed issue that allowed addons to set your current quickslot to things that cannot be quickslotted.
Alliance War
*Siege items in your inventory will now display their current health rather than just their total health.
Crown Store & Crown Crates
*Gifts will now properly show stack counts.
*Fixed an issue where opening the Crown Store and performing a search would not work correctly if you hadn't opened the Crown Store before.
*Fixed an issue where performing searches rapidly in the Crown Store could kick you to the login screen.
Gamepad Mode
*Fixed an issue where the text could overlap in the Jewelry Crafting Improvement screen.
*Fixed an issue where you couldn't scroll through tooltips in the Daily Rewards screen.
*Fixed issue where Jewelry Crafting surveys thought they were lorebooks. Spoiler: They aren't.
*Fixed an issue where the Aurbis map could be zoomed in, and defaulted to being zoomed in.
Gameplay
*Updated the icons for the Battle Spirit and Looking For Group buffs.
*Added a new icon that displays when you have the Battleground Deserter Penalty.
*Fixed an issue where you could get stuck in a non-functional respec menu after entering a loading screen while actively respecing your skills.
*Fixed an issue with Shield Wall morphs where their durations could have conflicting numbers in their tooltip.
*Adjusted the layout of comparison tooltips for rings and weapons so that both equipped tooltips fit on the screen in all situations.
*Fixed an issue where previewing an item would toggle the run/walk setting if you were toggled to walk.
*Fixed an issue where the Death Recap hint about losing armor durability on death was displaying in PvP zones and Battlegrounds. Armor doesn't degrade when incurring a PvP death.
Guilds & Guild Features
*Fixed an issue where depositing or withdrawing several different types of items in rapid succession from a Guild Bank might cause the error "No Permission: Item No Longer Exists" to display.
*Fixed an issue where listings at a Guild Trader with identical prices could display on multiple pages, or none at all.
*Fixed an issue if a Guild Trader changed ownership while you were looking at it, the guild name on the unit frame would not update.
Help & Tutorials
*Fixed an issue where the ESO Plus furniture capacity tutorial would show even if you weren't an ESO Plus member.
*Fixed an issue where text in tooltips for Daily Rewards could shift up and down quickly.
Housing
*Fixed an issue that prevented certain furnishing subcategories from displaying in alphabetical order.
*Fixed an issue where Houses were listing their Gold purchase requirements in the Crown Store.
*Fixed an issue where previewing furniture from a Clockwork Blacksmithing Station could cause unexpected visuals.
Quests
*Fixed an issue where quickly completing quest objectives would potentially cause them to not display in the correct order in the center screen announcements.
*Fixed an issue where quest area pins could disappear after relogging.
*Fixed an issue where the quest share message would continue to display even if you picked the quest up on your own.