Update 22

Update 22, or Patch v5.0.5 for PC, was a major update released for . It was released on May 17, 2019 for PC, and June 3, 2019 for console.
==Introduction==
Welcome to The Elder Scrolls Online v5.0.5 and our next Chapter: ! In this wild and untamed land of the Khajiit, explore fertile grasslands, winding canyons, and wild borderlands where the Khajiit grow their famous moon-sugar crops. Elsweyr's capital is the beautiful city of Rimmen, currently occupied by Imperial mercenaries, where the local Khajiit are equal part residents and captives. Beyond the city, meet wandering nomads, navigate the scorching deserts of the Scar, and explore timeless Khajiiti ruins that are not as abandoned as they might seem. During your explorations, you'll need to beware of the fearsome Dragons that soar the skies of Elsweyr!
In addition to this enticing zone, we've added the all-new Necromancer class for those that are looking to make the undead serve your will. This new class brings three unique and formidable Skill Lines for you to master. Overwhelm your foes with destructive elemental spells, encase yourself in protective bone and flesh, or bolster you and your allies with living death magic!
For a challenging group experience, you can gather your strongest allies to take on our newest 12-player ppTrial[[, Sunspire, that pits you against a group of menacing Dragons within an ancient temple of Alkosh. Similar to previous Trials, Sunspire includes a normal and Veteran version. However, this is the first time you'll find each Dragon boss has its own Hard Mode. Additionally, if you're able to complete all achievements associated with this Trial, you'll be handsomely rewarded with the exclusive
Sunspire Champion Senche-Lion Mount!
Elsweyr also brings 14 new item sets (including Perfected versions only found in Veteran Sunspire Trial), a number of new Collectibles, Dyes, and Titles, a new crafting ingredient, and even a unique expandable house that you'll unlock simply by completing a portion of the main story!
Update 22, which is a free update as part of the base game, includes several exciting additions and features as well. We've introduced the Guild Finder system, which is a new tool to connect players to likeminded guilds. PvP players will surely have fun with the addition of Weapon Artifacts, which after picked up, will swap out your ability bar so you'll be the living embodiment of this ancient weapon. There are also several campaign adjustments including Alliance-locked Campaigns, a new Imperial City Campaign, the removal of Guest Campaigns, and some changes to the Emperor Leaderboard. We've also reworked 6 existing item sets in the theme of Necromancy, and implemented a new tool for tracking logged combat events within your group.
We look forward to having you play our latest Chapter, which is approximately 7.94GB in size. Thank you, and enjoy your time in Elsweyr!
==New Features / Updates / Big Changes==
===Elsweyr Chapter===
;New Zone – Elsweyr
Prepare to embark on a new journey! In this patch, you can travel to the Khajiiti kingdom of Anequina in Northern Elsweyr to battle a rage of Dragons.
*To begin your voyage in Elsweyr, you can choose from among the following:
**Create a new character and play through the new Elsweyr tutorial.
**Bring an existing character to the zone. You can enter the zone in one of the following ways (provided it is unlocked on your account):
***Using the Wayshrine in Rimmen.
***Entering through the gate in northeastern Grahtwood, which connects to Northern Elsweyr's southwestern edge.
***Entering through the gate in northeastern Reaper's March, which connects to Northern Elsweyr's northwestern edge.
***Traveling to a friend who is already in Elsweyr.
*Seek out the courier, Anais Davaux, or Abnur Tharn in Riverhold after you exit the tutorial or enter the zone for the first time to begin the main story!
*Elsweyr includes the following activities for your enjoyment:
**Six delves, each with its own Skyshard and associated content
**Six challenging world bosses, ranging from the Akaviri Sword Master Vhysradue to the terrible Thannar the Graveprowler
**Two public dungeons, Rimmen Necropolis and the plague-city of Orcrest
**New set crafting stations
**Over thirty hours of quest content, exploration, achievement hunting for over 50 new achievements, treasure finding, and monster battles!
**And of course, hunting down the most terrible predators ever to soar the skies of Tamriel: DRAGONS!
;New Class – Necromancer
Necromancers are able to summon relentless undead to attack their enemies, use blood and bone to protect themselves, and even manipulate the balance of life and death to help their allies. This new class uses the power of death to deal with any situation. Necromancers feature a unique set of abilities that use corpses as an alternate resource, with an emphasis on positional-based gameplay and a deep mastery curve.
Practicing necromancy in Tamriel is a criminal act. In most cases, mages caught casting necromantic spells can feign ignorance or insist that the spell originates from a different school of magic. Some spells, however, are too horrific to overlook. Any necromantic ability marked as a "CRIMINAL ACT" is a major crime, and will offend the locals and alert the guards.
;Sunspire Trial
The Temple of the First Cat was at one time a gleaming golden sight perched on the lip of a slumbering volcanic crater that drew in pilgrims from all over Elsweyr. Legend says its inner shrine was erected at the spot where Dro'Zira stood at the mountaintop and heard the great roar of Alkosh, the Cat King of Time call to him. It is said the Lattice is thin at the mountain summit, and those most faithful can still hear echo of the First Cat's calling. To this day, the mountaintop temple remains the highest point in Elsweyr.
Over time, the popularity of Alkosh in the Khajiiti pantheon waned, and less and less visitors made the harrowing trek up the mountain paths. The present-day temple is on the decline, though its monks still dutifully maintain the crumbling statues and relics. They are firm in their belief that one day, the mountain will awaken and Alkosh will return to call the Khajiiit to him once more.
As the Halls of Colossus unleash dragons over Elsweyr, the isolated monks at the temple are entirely unaware of the new threat. When a huge golden dragon crashes through the roof of the temple claiming to be a divine protector, they see the creature's presence as nothing short of a miracle and fall quickly for the dragon's lies and deceit. The once-holy temple has been warped into a horrible prison as the dragon deceives his followers into building an army of mortals and dragons under his command.
*Sunspire is a 12-player Trial located in the southern portion of Elsweyr.
*The Trial includes a normal and challenging Veteran version.
*Additionally, for the first time, each boss in the Trial has its own Hard Mode!
*There are unique Item Sets within the Trial including Perfected versions only found in the Veteran difficulty.
*Unique Achievement awards are available for completing the Trial
**Unique Player Skin
**Unique Player Mount
**Several Titles
**Unique housing items
;New Item Sets
There are 14 new Item Sets available from a variety of sources from Elsweyr. This includes 3 Item Sets available as drops throughout Elsweyr, 3 Item Sets available at crafting stations in Elsweyr, and 8 Item Sets available from Sunspire Trial.
*Overland
**Crafty Alfiq – Light
***2 – Adds 1096 Maximum Magicka
***3 – Adds 1096 Maximum Magicka
***4 – Adds 1096 Maximum Magicka
***5 – Adds 2560 Maximum Magicka
**Vesture of Darloc Brae – Medium
***2 – Adds 129 Magicka Recovery
***3 – Adds 129 Stamina Recovery
***4 – Reduces the radius you can be detected while Sneaking by 2 meters. Reduces the cost of Sneak by 10%.
***5 – While crouching, you restore 670 Magicka and Stamina and heal for 670 Health every second.
**Call of the Undertaker – Heavy
***2 – Adds 4% Healing Taken
***3 – Adds 1206 Maximum Health
***4 – Adds 4% Healing Done
***5 – Adds 1206 Maximum Health
***5 – When you deal damage with a Light Attack, you apply Minor Lifesteal to your enemy for 8 seconds, healing you and your allies for 600 Health every 1 second when damaging them. This effect can occur once every 8 seconds.
*Crafted
**Senche-raht's Grit
***2 – Adds 4% Healing Done
***3 – Adds 1206 Maximum Health
***4 – Adds 4% Healing Taken
***5 – After being damaged by a damage over time ability, increase your Healing Received by 6% and your Physical and Spell Resistance by 2585 for 3 seconds.
**Vastarie's Tutelage
***2 – Adds 1096 Maximum Stamina
***3 – Adds 1206 Maximum Health
***4 – Adds 1096 Maximum Magicka
***5 – Adds 129 Magicka Recovery
***5 – Adds 129 Stamina Recovery
***5 – When you resurrect an ally, you and your ally gain 258 Weapon and Spell Damage and 10% cost reduction to all regular abilities for 10 seconds.
**Coldharbour's Favorite
***2 – Adds 1096 Maximum Magicka
***3 – Adds 1096 Maximum Stamina
***4 – Adds 129 Spell Damage
***4 – Adds 129 Weapon Damage
***5 – When you heal yourself or an ally, summon Cadwell's noble mount – Honor - who after 2 seconds, casts a healing spell on you and allies around him that heals for 12,190 Health over 4 seconds.When you damage an enemy, summon Cadwell's noble mount – Honor - who after 2 seconds, explodes, damaging enemies around him for 12,190 Magic Damage over 4 seconds.Honor can only be summoned every 10 seconds.
*Trial
**False God's Devotion – Light – Magicka DPS
***2 – Adds 833 Spell Critical
***3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
***4 – Adds 833 Spell Critical
***5 – Adds 129 Spell Damage
***5 – Reduces the cost of your Magicka abilities by 8%. When you kill an enemy, you restore 2150 Magicka and gain Major Expedition for 8 seconds, increasing your Movement Speed by 30%.
**Tooth of Lokkestiiz – Medium – Stamina DPS
***2 – Adds 129 Weapon Damage
***3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
***4 – Adds 129 Weapon Damage
***5 – When you activate a synergy, gain Major Slayer for 15 seconds, increasing your damage done to Dungeon and Trial monsters by 15%.
**Eye of Nahviintaas – Light – Healer
***2 – Adds 129 Magicka Recovery
***3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
***4 – Adds 1096 Maximum Magicka
***5 – When an ally activates one of your synergies, you and the ally who activated the synergy get 12% cost reduction for non-Ultimate abilities plus Bash, Dodge Roll, Break Free, and Sprint for 3 seconds. This effect can occur every 6 seconds per target.
** – Heavy – Tank
***2 – Adds 1206 Maximum Health
***3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
***4 – Adds 1096 Maximum Stamina
***5 – When you taunt an enemy, you give yourself and 11 group members Minor Courage for 15 seconds, increasing your Weapon and Spell Damage by 129. This effect can occur once every 8 seconds
*Trial – Perfected
**Perfected False God's Devotion – Magicka DPS
***2 – Adds 833 Spell Critical
***3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
***4 – Adds 833 Spell Critical
***5 – Adds 129 Spell Damage
***5 – Adds 1096 Maximum Magicka
***5 – Reduces the cost of your Magicka abilities by 8%. When you kill an enemy, you restore 2150 Magicka and gain Major Expedition for 8 seconds, increasing your Movement Speed by 30%.
**Perfected Tooth of Lokkestiiz – Stamina DPS
***2 – Adds 129 Weapon Damage
***3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
***4 – Adds 129 Weapon Damage
***5 – Adds 833 Weapon Critical
***5 – When you activate a synergy, gain Major Slayer for 15 seconds, increasing your damage done to Dungeon and Trial monsters by 15%.
**Perfected Eye of Nahviintaas – Healer
***2 – Adds 129 Magicka Recovery
***3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
***4 – Adds 1096 Maximum Magicka
***5 – Adds 1096 Maximum Magicka
***5 – When an ally activates one of your synergies, you and the ally who activated the synergy get 12% cost reduction for non-Ultimate abilities for 3 seconds. This effect can occur every 6 seconds.
**Perfected Claw of Yolnakhriin – Tank
***2 – Adds 1206 Maximum Health
***3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
***4 – Adds 1096 Maximum Stamina
***5 – Adds 1206 Maximum Health
***5 – When you taunt an enemy, you give yourself and 11 group members Minor Courage for 15 seconds, increasing your Weapon and Spell Damage by 129. This effect can occur once every 8 seconds.
;New Collectibles
We've added a host of new collectibles and rewards by completing various types of Elsweyr content:
*Costumes & Hats
**Peryite Skeevemaster Costume: Obtained by completing the Peryite Plague-Clothes Patcher achievement
**Madgod's Turban Hat: Obtained by completing the quest "The Lunacy of Two Moons"
**Siegemaster Close Helm Hat: Obtained by consuming a Runebox: Siegemaster's Helm
***This is obtained by using Siege of Cyrodiil Recognition to consume 20 Siege of Cyrodiil Merits. The Siege of Cyrodiil Recognition can be purchased from Tel Var General Merchants for 100 Tel Var, and the Siege of Cyrodiil Merits are obtained from completing Imperial City Daily quests.
*Furnishings
**Replica Rithana-di-Renada Furnishing: Obtained by completing the Mural Mender achievement
**Nahviintaas Trophy: Obtained from the corpse of the final boss of Sunspire on Normal difficulty
**Nahviintaas Bust: Obtained from the corpse of the final boss of Sunspire on Veteran difficulty
*Mementos
**Urn Smash Memento: Obtained from completing the quest "Relatively Speaking"
**Winnowing Plague Decoction Memento: Obtained from completing the quest "Unhealthy Preoccupation"
*Pets & Mounts
**Grisly Mummy Tabby Pet: Obtained by completing the Alfiq Mummy Master achievement
**Sunspire Champion Senche-Lion Mount: Obtained by completing the Sunspire Dragonbreak achievement. Good luck!
*Skins
**Sunspire Ice-Fire Skin: Obtained by completing the Sunspire Conqueror achievement
*Style Pages
**Ancient Moon Crescent and the Pristine Moon Crescent: Both obtained by completing the "The Moonlight Blade" quest
;New Dyes and Titles 
We've added several new dyes and titles by completing various content within Elsweyr and Sunspire Trial, listed below:
*Dyes
**Anequina Sunrise Dye: Obtained by completing the Savior of Elsweyr achievement
**Blood Gold Dye: Obtained by completing the Queenmaker achievement
**Spectral Blue Dye: Obtained by completing the Grand Necromancer Slayer achievement
*Titles
**Champion of Anequina: Obtained by completing the Champion of Anequina achievement
**Hand of Alkosh: Obtained by completing the Sunspire Dragonbreak achievement
**Sunspire Ascendant: Obtained by completing the Sunspire Completed achievement
**Sunspire Saint: Obtained by completing the Sunspire Conqueror achievement
**Godslayer: Obtained by completing the Godslayer of Sunspire achievement
**Extinguisher of Flames: Obtained by completing the achievement
;New Housing Options and Additions
*With the Elsweyr Chapter, you can earn a special in-game home, the Hall of the Lunar Champion, acquired by completing the main story quest "Two Queens" (no additional purchase needed!) This quest also provides the first of four collectible furnishing tablets to be placed in the Hall of the Lunar Champion.
**This first tablet, when placed on the matching altar in the Hall, marks the altars for the remaining three tablets. 
**Completing the main story quest of Elsweyr in full grants a second tablet which, when placed on the corresponding altar in the home, unlocks the first of three additional wings for this home. 
**This temple home will continue to grow with you as you acquire additional tablets recording the life of the Lunar Champion, Khunzar-ri, by completing dungeons and quests in the remaining two major updates this year during the Season of the Dragon. 
**This home has furnishing limits equivalent to a manor, with a limit of 350 standard furnishings doubled to 700 for ESO Plus members. 
*As usual, there will also be an inn room, the Sugar Bowl Suite, acquired by completing the "Room to Spare" quest in Rimmen or by purchasing for gold. 
*We've also added over 140 New Elsweyr furnishing recipes to acquire from a variety of sources, including Dragons, containers, mob drops and more! 
;New Motifs
Anequina Motif chapters, as well as the associated style item Shimmering Sand can now be obtained from completing delve and world boss dailies in Elsweyr.
;New Crafting Ingredients
Dragon's Blood and can be obtained by defeating Dragons. Both of these new Alchemy reagents carry the new effect trait of Minor Heroism!
===Base Game Update===
;Guild Finder
Guild leaders now have the ability to list their guild within the Guild Finder, a new tool for connecting players to likeminded guilds.
*A new section is present within the Guild menu for Recruitment.
**Here, a guild leader can fill out information about their guild, as well as include a custom headline and a guild description.
**Once they've provided enough information, they can then list their guild in the Guild Finder.
**Other players within the guild will be able to see their guild's listing while it is active as well.
*If you're looking for a guild, you can now access the Guild Finder within the guilds menu, located below the list of any guilds you may be currently in. From here, you can browse by multiple different types of guilds and filter down potential matches by several additional criteria.
**Once you've found a guild that looks like a fit, you can send an application to the guild that includes some basic information about your character and account, as well as the option to include a custom message.
*Members of a guild with the new "Manage Applications" permission will be able to view and respond to applications. Accepting an application adds the player to your guild, and declining removes their application.
;New Guild Features
In addition to the Guild Finder, we've added a few additional guild related features as well:
*Pending invitations to a guild are now at the bottom of the Guild Roster where they can be canceled if desired. The member count of a guild has been updated to reflect the fact that pending invitations to a guild count against the guild member limit.
**Pending invites previously would get silently deleted when a new invite was sent out and the guild was at the limit. Now, you have the control over which pending invite to remove when you need space.
*Added the ability to blacklist accounts from your guild.
**A blacklisted player will not be able to join the guild while blacklisted.
**A new permission has also been added called "Manage Blacklist" which allows a rank to view and edit the blacklist. This is located within the new Recruitment tab.
;PvP Weapon Artifacts
Volendrung has been unleashed on Cyrodiil in all campaigns! After picking up the weapon, your ability bar will swap out, stats will be adjusted and you'll be the living embodiment of this ancient weapon! 
*This Artifact Weapon can be wielded by any player in Cyrodiil, and spawns in the world about 4-5 times a day.
*You must keep feeding the weapon Alliance Points (repairing structures or resurrecting other players doesn't count) or else the power of the weapon will drain your life (i.e. it kills your character).
*Added a tutorial for this weapon, led by Sheogorath in each Alliance starter gate where quest boards are located.
;Cyrodiil Campaign Adjustments
All currently-existing campaigns have been shut down, and you have received one free campaign home selection. We hope you enjoyed your time in Vivec, Shor, Sotha Sil and Kyne!
*In keeping with the Season of the Dragon, we will be introducing 6 new campaigns with some new rules added:
**Bahlokdaan: 30 Day No CP & Alliance Locked
**Kaalgrontiid: 30 Day CP Enabled & Alliance Locked
**Yolnahkriin: 7 Day CP Enabled
**Mulaamnir: Levels 10-49
**Imperial City: No CP
**Imperial City: CP Enabled
*Alliance Locked Campaigns are a new style of Campaign rule that's only being applied to 30 day durations. In these Campaigns, each account will only be able participate with, and represent, a single Alliance for the duration of the Campaign.
**There are two methods of locking in your Alliance for a Campaign. In both cases, Alliance selection is determined by the Alliance of the character you are currently logged in with.
***Method 1: Assign a "home" Campaign in the Alliance War menu.
***Method 2: Enter Cyrodiil on a Campaign you've not previously joined.
**Once you've locked in your Alliance, only characters of the same Alliance on your account will be allowed to enter Cyrodiil in that Campaign.
**There is no option to change your locked Alliance until the Campaign duration has elapsed. Multiple in-game notifications have been added to warn you when you're about to join an Alliance-locked Campaign.
**Campaigns not flagged with the "Alliance locked" rule set remain unchanged. Any character above level 10 from any Alliance can play in those Campaigns at any time.
*Imperial City is now its own Campaign. The doors in Cyrodiil have been shut down; to get into Imperial City, you simply use the Campaign selection menu. You'll end up in the Sewers just as if you had entered from Cyrodiil. 
**Note that Imperial City now has its own population cap (including the Sewers and Districts) which is now removed from Cyrodiil's population caps.
*Removed the Guest Campaign as a status, so you no longer need to manage your "guest" Campaign and are now free to play in any Campaign at will.
**Note: Home Campaign status is still needed for earning Leaderboard rewards at the end of Campaigns and participating in Emperorship leaderboards.
*Emperor Leaderboards have also been adjusted. Once you have served as Emperor in a Campaign, you cannot be crowned as an Emperor for a different Alliance for the rest of that Campaign's duration.
;Reworked Item Sets
In this update, you'll find that we've reworked several existing item sets in the theme of Necromancy!
*Robes of the Withered Hand – Light
**OLD
***5 – When an enemy within 28 meters dies, heal for 1290 Health and gain 1290 Magicka. This effect can occur once every 3 seconds.
**NEW
***5 – When an enemy you recently damaged dies, heal for 1450 Health and gain 1450 Magicka. This effect can occur once every 3 seconds.
*Vestments of the Warlock – Light
**OLD
***5 – When you fall below 33% Magicka, restore 9000 Magicka. This effect can occur once every 1 minute.
**NEW
***5 – When you fall below 25% Magicka, restore 11350 Magicka. This effect can occur once every 45 seconds.
*Essence Thief – Medium
**OLD
***5 – When you deal damage with a Light Attack, you have a 15% chance to draw essence from an enemy. Collecting the essence heals you 4300 Health, restores 4300 Stamina, and increases your damage by 12% for 10 seconds.
****Essence lasts 10 seconds.
**NEW
***5 – When you deal damage with a Light Attack, you draw essence from the enemy. Collecting the essence heals you 3900 Health, restores 3900 Stamina, and increases your damage by 10% for 10 seconds.
****Essence lasts 5 seconds, and spawns closer to your target.
*Trappings of Invigoration – Medium
**OLD
***5 – When you fall below 33% Stamina, restore 9000 Stamina. This effect can occur once every 1 minute.
**NEW
***5 – When you fall below 25% Stamina, restore 11350 Stamina. This effect can occur once every 45 seconds
*Leeching Plate – Heavy
**OLD
***4 – 4% Healing Taken
***5 – When you take damage, you have an 8% chance to summon a cloud of leeching poison under the assailant. The cloud deals 1204 Poison Damage in a 4 meter radius every 1 second for 5 seconds and heals you for 100% of the damage caused.
**NEW
***4 – 1206 Maximum Health
***5 – When you take damage, you have a 20% chance to summon a cloud of leeching poison under the assailant. The cloud deals 1200 Poison Damage in a 5 meter radius every 1 second for 5 seconds and heals you for 100% of the damage caused.
*Affliction – Heavy
**OLD
***4 – Adds 1096 Maximum Magicka
***5 – When you deal damage, you have a 50% chance to deal an additional 2838 Disease Damage. This effect can occur once every 4 seconds.
**NEW
***4 – Adds 129 Stamina Recovery
***5 – When you deal damage, you have a 50% chance to deal an additional 1830 Disease Damage and afflict your target with Minor Defile for 4 seconds, reducing their healing taken by 15%. This effect can occur once every 4 seconds.
;ESO Logs
Added the ability for you to perform a deep dive into logged combat events within your group to see things like damage, healing, resource usage, and much more. This is done by exporting group-based encounter logs to a local file, which gets uploaded to the ESO Logs website. For more information about this feature, please see this forum post.
;Skyshard Achievements for Alternate Characters
Fully completing a Skyshard Hunter achievement on one character will now unlock the ability to purchase that achievement on other characters. The purchased achievement will award all associated skillpoints, or any remaining skillpoints, that your current character has not yet acquired.
*Please note you must log into each character on your account to register your achievements.
*Once you have logged into each character, other characters will be able to purchase eligible Skyshard upgrades.
*This new Crown Store offering is located under "Upgrades -> Skyshards" in the Crown Store.
==Fixes and Improvements== 
===DLCs and Chapters===
====Clockwork City====
;Crafting and Economy
General
*Torn Cloth resource nodes in the Clockwork City zone are now easier to see.
;Dungeons and Group Content
Trials
*Asylum Sanctorium
**Saint Felms
***Saint Felms' Pneuma Projections will now correctly despawn when you leave the encounter space.
***Increased the time between the uses of Saint Felms' Teleport Strike ability.
**Saint Olms
***Ordinated Protectors now spawn from different locations.
***The maximum amount of Ordinated Protectors that can be active at any given time is now three, as originally intended.
====Dragon Bones====
;Dungeons and Group Content
Dungeons
*Scalecaller Peak
**Matriarch Aldis
***Your character will no longer take damage from Frigid Waters when you are not, in fact, in the water.
***Matriarch Aldis is now much more vigilant against those who try to circumvent her Leimenids during the encounter.
====Horns of the Reach====
;Dungeons and Group Content
General
*Fixed an issue where a player between the levels of 45 and 49 using the Dungeon Finder would not be allowed into Falkreath Hold.
====Imperial City====
;Combat and Gameplay
General
*Adjusted the health and damage from monsters in the CP-enabled Imperial City Campaign. Expect the denizens of the Sewers and Districts to hit harder and be tougher overall.
*Treasure scamps now spawn more frequently.
*Adjusted the pathing of various treasure scamps so they will no longer disappear when moving from point to point.
====Morrowind====
;Dungeons and Group Content
Trials
*Halls of Fabrication
**The Archcustodian will no longer hate anyone not in its encounter space.
***Ruined Factotums can no longer be damaged while still spawning in during the fight with the Reassembly Committee.
;Quests and Zones
Quests
*Haunted Grounds: Farwen is no longer inappropriately multi-lingual.
====Murkmire====
;Art and Animation
General
*The Chemist's Healing Fumes are now removed when the Chemist is interrupted. Chemists that cast Healing Fumes on themselves no longer receive or apply the effect twice.
;Exploration and Itemization
Achievements
*The Murkmire Master Angler achievements now indicate the proper water type ("River" Water, instead of "Running" Water).
;Quests and Zones
General
*You will now be able to easily find all of the Old Scrolls from the Delve dailies.
*Strillian Callidus now has more to say in Murkmire.
Quests
*Empty Nest: Iskenaaz's location is now accurately depicted on the map.
====Orsinium====
;Exploration and Itemization
Eidetic Memory
*The letter to Ice-Heart is now visible for all to see once the Invitation to Orsinium Quest is completed.
====Summerset====
;Dungeons and Group Content
Cloudrest Trial
*The Shadow of the Fallen effect from Z'Maja will now be properly removed if the corresponding Shadow of the Fallen monster is not present.
;Exploration and Itemization
General
*Fixed an issue where some Giant Clams would spawn under the sand, making them inaccessible.
*Giant Clams are now more visible with the Keen Eye passive.
;Quests and Zones
General
*Fixed a mushroom that was previously inaccessible in Artaeum.
Quests
*The Sickening Sea: When a grouped player loots a Coral Crab Egg while on this quest, all players in their group should now receive a .
====Thieves Guild====
;Dungeons and Group Content
Maw of Lorkhaj Trial
*The visual effects for the Lunar Aspect debuff will now always be visible.
*The Lunar Aspect and Shadow Aspect effect icons now appear in the buff tracker, and both are now correctly categorized as negative effects.
;Exploration and Itemization
Eidetic Memory
*You can now read Rhanbiq's Notes in the Abah's Landing Outlaw Refuge after completing the quest The One That Got Away.
====Wrathstone====
;Dungeons and Group Content
Dungeons
*Depths of Malatar
**Being hit by the Scavenging Maw's Hunting Proboscis or Hungry Splinters no longer applies Puncture Wound.
**Fixed an issue where the Gold Coast map didn't have a dungeon icon; you will now be able to teleport to this dungeon from that area.
**The Skating the Ice Achievement now correctly states it must be completed in Veteran difficulty.
===Combat and Gameplay===
;Combat and Abilities
General
Developer Comment: As mentioned in this post, the main focus of this patch is bringing abilities in line with our standards for specific categories in terms of their cost, damage, ranges, etc. We actively wanted to avoid homogenization of how abilities interact with mechanics, but more so wanted to ensure we had a healthy standard to follow and build abilities (like Necromancer!) with in the future so players could identify patterns, and better employ them in their own playstyles. The focus in this update is mainly on Class abilities, but touched outwards to a few specific categories such as "point blank" Area of Effects and Damage Over Time abilities. That being said, there's still plenty of other changes outside this including a lot of bug fixes with abilities and how they rank up. Expect to see this focus moving forward as we continue our ability audit.
*Fixed an issue where pets were only having their Healing Received from Battle Spirit reduced by 50, rather than 50%.
*Fixed an issue where pet shield sizes were not being properly reduced by Battle Spirit.
*Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
**Note that channeled beam attacks, such as Soul Assault or Radiant Destruction, retain the post global cooldown, but have had them reduced to 100ms rather than 200ms. This was done to prevent animation errors.
*Player abilities that fear targets will no longer cause them to flee in terror. Instead, they will now cower in terror, unable to move while feared. Note that this does not affect abilities that monsters can cast. 
*All Immobilizes from player abilities and item sets will now apply Immobilization Immunity once applied, to prevent multiple Immobilizes from applying on the same target. Once an Immobilize from these abilities ends, you gain immunity to Immobilizes for 3 seconds after, similar to the Dodge Roll mechanic.
**Developer Comment: Previously, Immobilizes were an overbearing tool that completely shut down builds with lower Stamina pools, and could keep them from moving for extremely long periods of time. With this new system, we want a healthier balance of how these abilities interact, similar to Crowd Control functions.
*Fixed an issue where the visual effects of Roll Dodge Fatigue would not be removed if you used Roll Dodge multiple times in quick succession. Note that this was purely a visual error, and the cost increase was and still will be successfully removed.
*Pets no longer attempt to aid their owners in sieging destructible Keeps and bridge pieces, for they are powerless against the might of superior craftsmanship.
*Fixed an issue where Status Effects could be dodged.
*Weapon swapping while an arrow is in mid-air will no longer cause the arrow disappear. This ability is reserved for magicians at magic trick shows, which we do not support in combat.
*Dying on a destructible structure in Cyrodiil will no longer cause your corpse to magically float in the air, if the structure were to break while your character had already died.
*Updated some visuals of class abilities to no longer apply visible seams in their visual effects, such as Magma Armor or Blessing of Protection.
*Fixed an issue where pets were doubling some of their owner's bonuses, such as Critical Strike Chance or Mundus Stones.
*Made several changes to "Gap Closer" abilities:
**Removed the snare applied from all abilities that deal with character charges, leaps, teleports, or other movements.
**Removed all minimum ranges from these abilities.
**Drastically increased the speed of all of these abilities, and increased their auxiliary effects' (damage, debuffs, etc.) range to ensure they always apply to their target.
**Note: Dragon Leap and its morphs are an exclusion to some of these changes. They will continue to fire a snare, which has new visual effectcs introduced to it. This is due to the fact it cannot be used in quick succession compared to other instant cast abilities. Dragon Leap has had its speed increased as well, but not as drastically, to ensure the visual fidelity remains.
Buffs and Debuffs
*Fixed an issue where the Health Recovery reduction of Major and Minor Defile were being considered an additional negative effect on purge abilities that could only remove a limited amount of effects.
*Fixed an issue with the Poisoned status effect where it was using the incorrect missing of stats to derive its damage. Now, like all other status effects, it will use the caster's highest Weapon or Spell Damage, Max Stamina or Magicka, and Weapon or Spell Critical Strike Chance.
Dragonknight
*Ardent Flame
**Dragonknight Standard: 
***The rock textures now better align with the broken ground textures from these abilities.
***Increased the duration of this ability and the Standard of Might morph to 16 seconds at all ranks.
***Dragonknight Standard will now rank up in 1.1% damage per rank.
***Fixed an issue where these abilities were being considered Direct Damage, rather than Damage over Time. 
****Shifting Standard (morph): Fixed an issue where this ability was being removed before doing its final damage tick.
**Fiery Breath: Increased the damage of the initial hit of this ability by 200% to be on par with our PBAoE standards. The base ability will now rank up in damage for the entire ability, rather than just the DoT.
**Fiery Grip:
***Increased the damage of this ability and its morphs by 20% to put it on par with our "gap closer" standards.
***Improved the responsiveness of the pull speed from this ability to reduce situations where players were still CC'ed after the pull was complete.
**Inferno: This ability and its morphs now operate like the Flames of Oblivion morph, where they will scale with your highest offensive stats. Also increased the power of these abilities by 5%.
***Flames of Oblivion (morph): This morph no longer exclusively adds the dynamic scaling mechanism. Instead, the morph retains the gaining of Major Savagery, and hits 1 additional enemy.
**Lava Whip: Reduced the cost of this ability and its morphs by 5% to put it in line with other melee "spammables".
***Molten Whip (morph): Reworked this ability so it no longer grants a passive bonus to Weapon and Spell Damage while slotted. Instead, this passive grants access to Seething Fury, a 33% damage bonus to your next Molten Whip cast and increase of 125 Weapon and Spell Damage every time you activate an Ardent Flame ability that isn't Molten Whip. This bonus can stack up to 3 times, lasts 5 seconds, and will refresh in duration every time it is applied to you.
****Developer Comment: The previous Molten Whip was under budgeted in terms of total power compared to Flame Lash, and rather than reducing that morph, we wanted to bring this one up to par. Additionally, we like how Flame Lash has the potential to disrupt a static rotation in combat, so we wanted to add a diverse bonus that would allow for you to engage in different ways. Now, the caster can decide to simply follow a normal rotation, or attempt to save up for a heavy hitting attack after building up stacks. Please note however, this will operate similarly to the previous Molten Whip where your bonus will only be active on the bar that it is slotted on.
**Searing Strike: Adjusted this ability and its morphs to follow our standardized Damage Over Time ruleset. Decreased the total duration to 8 seconds from 8.5 seconds, and increased the damage per tick by approximately 12.5% to make up for the loss of the first tick. This will result in roughly the same overall DPS, but with less burst damage.
*Draconic Power
**Coagulating Blood: Increased the heal of this morph by approximately 19% to put it better in line with other burst heal abilities.
**Dark Talons: Increased the damage of the initial hit of this ability and its morphs by 25% to put it on par with our other PBAoE abilities.
***Burning Talons (morph): Adjusted the tick frequency, duration, and delay so this ability followed our standards. Duration remains at 4 seconds, with a 1 second delay of the DoT between the initial hit, but now ticks 4 times instead of 3.
**Dragon Leap: Increased the radius of this ability and its morphs to 8 meters from 6.5 meters. It also now applies a more aggressive snare to targets it is cast on, to prevent them from being able to outrun the AoE damage when it lands.
**Hardened Armor:
***The damage shield granted from this ability will no longer extend in duration as the ability ranks up, but rather will increase by 1.1% in size per rank.
***Adjusted the tooltip to state the value of the shield, rather than the % Health it was based off, for improved clarity.
*Inhale:
**Increased the damage of the initial hit of this ability and its morphs by 25%.
**Increased the damage of the delayed explosion by approximately 7%. This was done to adhere the ability to our AoE standards. Note the initial hit of the abilities is half of the AoE standard, because it heals for 100% of the damage caused, which takes it to that standard.
**Removed the 6 target cap for the heal, interrupt, and resource restore for this ability. Note this puts this ability into the "rule breaker" category.
*Reflective Scale:
**Renamed this ability to Protective Scale.
**Converted the reflect function into a 50% damage reduction from projectiles. This happened to all 3 versions of the ability. 
***Dragon Fire Scale (morph): This ability no longer increases damage of reflected attacks, since it can no longer reflect. Incoming projectiles will now cause you to launch a fiery orb at the attacker that deals Flame Damage. Effect can occur once every half second.
***Reflective Plate: Renamed this ability to Protective Plate. No other changes were made to the ability's functionality.
****Developer Comment: Previously, reflects were allowing for extremely unhealthy gameplay that granted the caster an effective 100% damage mitigation on top of the ability to return harmful damaging or controlling effects back at their caster. Additionally, the target requirement made this ability extremely polarizing in performance, going from absolute denial of ranged attacks, to offering little effective power when being bombarded with multiple projectiles. We will be closely monitoring the performance of this ability in both operational power and mathematical balance.
*Earthen Heart
**Ash Cloud: Increased healing of this ability by approximately 15%.
***Eruption (morph): Adjusted this ability to follow our standardized Damage over Time ruleset. Added a 1 second delay between the initial hit and the first damage over time tick, and increased the damage per tick by approximately 9% to make up for the loss of the first tick. Also increased damage of initial hit by approximately 35%.
****Cinder Storm (morph): Increased healing of this ability by approximately 4%.
**Earthen Heart: Adjusted the duration of these skills so that their final ranks land on integers rather than fractions when you have Rank 2 of Eternal Mountain. This has resulted in the following duration changes: 
***Magma Armor & morphs: Increased to 12 seconds from 10.8 seconds
***Molten Weapon & morphs: Previously 39.6 seconds, adjusted so Igneous Weapons is now 42 seconds & Molten Armaments is 36 seconds 
***Obsidian Shield & morphs: Increased to 8 seconds from 7.2 seconds
***Petrify & morphs, Ash Cloud & morphs: no change 
***Stonefist & morphs: Decreased to 3 seconds from 3.6 seconds 
*Obsidian Shield: Fixed an issue where this ability and the Igneous Shield morph was increasing by 1 per level, rather than 1.1% per level.
**Igneous Shield (morph): Fixed an issue where this ability was not increasing in size for the caster.
Nightblade
*Assassination
**Blur:
***Double Take (morph): Renamed and reworked this morph.
****Renamed this morph to Phantasmal Escape.
****This morph no longer grants Major Expedition for 4 seconds. Instead, it grants immunity to snare and immobilizes for 2.5 to 4 seconds, based on the rank.
****This morph no longer becomes cheaper as ability ranks up.
***Death Stroke: This ability and the Incapacitating Strike morph will no longer apply Major Defile to the target.
****Developer Comment: Death Stroke has been notorious for being a very potent Ultimate. We wanted to retain this ability's identity as a mark for death on your target, helping the Nightblade excel at assassinating high priority targets while reducing some of the over bearing nature it enables. You'll note that Soul Harvest has been left untouched, which is due to the morph only granting a conditional bonus previously. Now, Soul Harvest offers a guaranteed bonus with a conditional, while Incapacitating Strike doubles down on offering two powerful conditional bonuses.
***Incapacitating Strike (morph): This morph will now Silence the enemy for 3 seconds if cast with 120 or more Ultimate. This Silence can be CC broken, and will fail to apply to CC immune enemies.
****Developer Comment: The goal with the change to Incapacitating Strike's conditional bonus was to tone down some of the shut-down mechanic to it, since Silences are essentially stuns that allow the target to continue moving, blocking, and dodging. We are aware of the nature that Silences have in terms of effectiveness on varying builds, which is why we found the ability to CC break this effect would be an ideal compromise; it still has the counter play options of a traditional stun, but no longer needs to always be broken.
*Grim Focus:
**Removed the Minor Berserk buff from this ability and its morphs.
**The spectral bow now heals for 33% of the damage dealt if you are within 7 meters of the target when firing it. 
**Fixed an issue where this ability and its morphs would continue to persist after logging off.
**Reduced the minimum travel time on this ability and its morphs to 250ms from 450ms.
**This ability and its morphs will now reduce your damage taken by 3% for each Light or Heavy Attack you use, up to 5 times. Note that this bonus will persist even if the Grim Focus buff fades from you, as it is tethered to the amount of stacks you had while the buff was active. This effect will be consumed when you use your stacks by firing the spectral bow or when you leave combat.
***Developer Comment: The goal of this change is to alleviate some of the pains that were brought up where this ability required a cost and global to activate, but only enabled you to participate in a mini-game before you were able to be rewarded, unlike any other skill in the game. The initial intent was to remove the overloaded nature of this ability where it granted you more passive damage, but then also granted you more burst damage. Now, the focus has shifted for this ability to be tangible with multiple play styles, and can be used by tanks, damage dealers, or even healers with the bonuses it provides. We went with damage mitigation in order to help reinforce the desire to gain the healing from this skill, and wanted to avoid granting more flat damage or resource management.
***Merciless Resolve (morph): Now increases healing done to 50%. 
***Relentless Focus: Increased the duration to 30 seconds from 20 seconds. Additionally, this morph no longer grants Minor Endurance.
****Developer Comment: Nightblades traditionally, while masters of high single target damage and a wide toolkit, were given too many potent tools on skills they'd continue using even without added bonuses. We've removed the Minor Berserk bonus from this ability since its overall performance is roughly where it should be comparatively to other abilities, and we've introduced a healing bonus to it to help the Nightblade class gain access to more high-risk staying power. Now, the caster will want to ensure their target hasn't prepared themselves with defenses, otherwise the heal will return an unsubstantial amount. Additionally, they must be in the range of their opponent where they are most susceptible to risk.
***Lotus Fan: Increased the damage the DoT applies from this ability by approximately 175% to put it on par with our DoT standards. Note this was in last week's PTS patch but was missing from the patch notes.
**Mark Target: Removed the cost from this ability and its morphs. This was done to make it more comparable to abilities, such as Weakness to Elements, that only apply a debuff to their target.
**Teleport Strike: This ability and its morphs will no longer stun NPC enemies. Instead, targets affected by the initial damage will be afflicted with Minor Vulnerability for 8 seconds. Note that the Minor Vulnerability will apply to both players and NPCs.
***Developer Comment: In order to retain functionality on "gap closer" abilities, these abilities typically all deal a set amount of damage with a consistent range and cost, while all having a unique affix that helps give each different ability its own identity and flare. Teleport Strike, while visually and thematically satisfying, was lacking in the department of gameplay identity since its auxiliary was inactive in some parts of the game. In tandem with the changes to Grim Focus, we wanted to ensure Nightblades could still focus on being single target assassins, while needing to utilize a larger variety of tools in their kit.
*Shadow
**Aspect of Terror: This ability and its morphs no longer snare the target after the fear ends. Aspect of Terror now fears up to 3 enemies, up from 2.
***Mass Hysteria (morph): This morph no longer applies Minor Maim to the targets affected. Also increased the number of feared targets to 6 enemies from 2.
**Dark Cloak: Adjusted how this ability operates.
***It will now heal the caster for 6% of their Max Health every 1 second, and duration can increase to a maximum of 8 seconds with other passives.
***The tooltip will now state the value you will heal for, rather than how it scales, to prevent confusion. 
***Fixed an issue where this ability had cost reduction for the rank up progression, rather than increasing the morph operation of the healing. This will result in a cost increase of approximately 7%, but a healing value increase of approximately 3%. 
***Fixed an issue where the Minor Protection granted from this ability was additive rather than multiplicative.
****Developer Comment: Previously, this ability was providing a considerable amount of healing compared to what the tooltip implied, while also not providing a lengthy enough period of time to engage with the Minor Protection granted. Now with the duration increase, both the protection duration and the total healing will be improved, but over a longer period of time to prevent the "bursty" nature of the previous heal.
**Dark Veil: Adjusted this passive to grant a flat 1 and 2 second duration increase to Shadow abilities, rather than 8 and 15% duration extensions. The duration of these abilities before allocating this passive have been adjusted to ensure the total duration remains relatively the same to their current Live values.
**Summon Shade:
***This ability now scales with the caster's Max Magicka and Spell Damage, or Stamina and Weapon Damage.
***The shades will now attack every 2 seconds, rather than every 1.5 seconds.
***Renamed the attacks the shades deal with each morph to help improve clarity.
***Fixed an issue where these abilities did not increase in damage as they ranked up.
****Dark Shade (morph): This ability now deals 50% more damage as a part of its morph functionality. The AoE attack it casts can happen 5% more frequently than before, and deals 20% more damage than the default attack.
**Surprise Attack: This ability no longer applies Major Fracture. Instead, if you use the ability on the flank of an enemy (behind or at their sides), you reduce their Physical Resistance by 5%. This effect cannot stack, but will always prioritize the highest value.
***Developer Comment: Similar to the other changes, this pass was done to ensure the Nightblade has less moments of redundancy within its own kit. Since Mark Target exists primarily as the class' way to gain access to Major Fracture or Breach, having a morph of your main ability grant the same thing heavily reduced the value of having Mark Target. Note that this effect will not stack per caster, similar to the Crusher enchantment for weapons.
**Veil of Blades: Fixed an issue where this ability was not getting stronger as the ability ranked up. Total damage at Rank IV will be increased by 6.6%.
*Siphoning
**Cripple: Adjusted this ability and the Debilitate morph to follow our standardized Damage Over Time ruleset.
***Increased the total duration to 10 seconds from 8 seconds, and increased the damage per tick by approximately 4%. This will result in roughly the same overall DPS, but over a longer duration.
***Reduced Snare potency to 30% from 40%.
***This ability and its morphs no longer grant the caster Major Expedition.
***This ability can now be placed on an infinite amount of targets.
****Crippling Grasp (morph): Added a 2 second delay between the first Damage Over Time tick and the initial hit. Also increased damage of the initial hit by approximately 25%, and increased the damage of each DoT tick by approximately 25% to make up for the damage loss of the first tick.
****Debilitate (morph): Increased the Snare potency to 50%. This morph also no longer refunds the Magicka cost if the target dies while it was active. Instead, it applies Minor Magickasteal to the enemy while the DoT persists.
*Drain Power:
**Increased the damage of this ability and the Sap Essence morph by 25% to adhere it to our PBAoE damage standards. Ability and Sap Essence now grant Major Sorcery, rather than Brutality, to better represent the scaling mechanisms the skills use. 
**Fixed an issue where this ability and its morphs could unintentionally be dodged.
***Power Extraction (morph): Increased the damage of this ability by 20%. This ability continues to grant Major Brutality.
*Siphoning Strikes: Fixed an issue where this ability and its morphs had a cooldown on the heal. Since Light and Heavy Attacks already have their own unique cooldowns, this previous interaction meant if you had a set such as Blood Moon, you were not gaining the full efficiency of the bonus.
*Soul Shred: Increased the radius of this ability and the Soul Tether morph to 8 meters from 6 meters.
**Soul Tether (morph): Adjusted this morph to adhere to our DoT standards.
***Added a 1 second delay between the initial hit and the first DoT tick.
***Increased the damage by approximately 4% per tick to make up for loss of first tick. This will result in the same DPS/HPS, but with less burst.
***Fixed an issue where these abilities did not get stronger as they ranked up. The initial hit and DoT will both gain 1.1% damage per rank.
Sorcerer
*Dark Magic
**Crystal Shard:
***Reduced the cost of this ability and its morphs by approximately 15% to put it in line with our other cast time abilities.
***Reduced the minimum travel time on this ability and its morphs to 250ms from 450ms.
**Dark Exchange: Fixed an issue where this ability and the Dark Conversion morphs would fail to return resources or heal if they were cast while silenced.
**Encase: Reduced the duration of the Immobilize from this ability and its morphs to 4 seconds from 4.5 seconds. 
***Shattering Prison (morph): Increased the damage of the explosion by approximately 82% to put in on par with other AoE instant hit abilities, such as Cleave or Impulse.
**Negate Magic:
***Fixed an issue where this ability would fail to continue suppressing Area of Effect abilities inside of the area.
***Updated the tooltip to better describe the function of this Ultimate.
*Daedric Summoning
**Daedric Curse: Fixed an issue where the AoE detonation of this ability and its morphs could be blocked. Note this refers only to the AoE portion of the ability, as the original target couldn't block the damage.
***Daedric Prey (morph): Reworked the ability rank up of this ability.
****Instead of gaining 1.1% damage on the explosion per rank, this ability becomes cheaper as it ranks up. The final cost is now 2160 at base, down from 2430, but will deal 3.3% less damage overall.
****Added a pet taunt functionality to this ability that is similar to the one built into Heavy Attacks. Your active pets will now prioritize targets with Daedric Prey on them.
****Reduced the damage bonus for pets from this ability to 40% from 55%.
****Fixed an issue where the Summon Unstable Familiar's damage pulse was not being affected by this ability. Note that the morphed version, Volatile Familiar, was already working properly.
**Hardened Ward: Fixed an issue where this ability was getting a 40% bonus to strength, rather than a 20% bonus. Please note that the previous bonus could not circumvent the health cap of 50%, so if you were already over that bonus, you will see no change to power.
*Storm Calling
**Bolt Escape: Fixed an issue where this ability and its morphs could stun targets behind walls.
***Streak (morph): This ability will now scale with your highest offensive stats, and increased the stun duration to 3 seconds from 1.8 seconds.
**Lightning Form
***Boundless Storm (morph): This morph now grants the 4 seconds of Major Expedition immediately, rather than starting at 2.5 seconds and ranking up as the ability progresses. This ability's damage will now get 1.1% stronger per rank, ending in a 3.3% damage increase at Rank IV.
**Lightning Splash: Increased the duration of this ability and its morphs to 8 seconds from 6 seconds.
***Liquid Lightning (morph): This morph now lasts 12 seconds to retain the extra 4 seconds of duration increase.
***Lighting Flood (morph): Increased the damage of this morph by 5%.
**Mages' Wrath:
***Increased the damage of the Area of Effect damage of this ability and its morphs by 20% to put it on par with our other executes.
***Fixed an issue where this ability's detonation was able to be dodged, despite the initial hit also being able to be dodged. Now if the initial hit lands on the target, they will not be able to dodge the detonation.
****Endless Fury (morph): This ability now returns Magicka if the target died within 5 seconds of taking damage, rather than only if this ability gained the killing blow. Also increased the amount of Magicka return by approximately 10%.
**Overload: This ability and its morphs will now properly scale with Staff Expert in the Champion Point system. Also updated the tooltip for this ability and its morphs to better describe functionality.
***Power Overload (morph): Increased the damage dealt of Light and Heavy Attack override by 10% to improve the morph distinction.
**Summon Storm Atronach: Fixed an issue where this ability and its morphs would not stun and deal damage to targets in the area where you cast the ability.
Templar
*Aedric Spear
**Burning Light: Fixed an issue where the damage of this passive was able to be dodged, despite the fact that the damage was tethered to an attack that already could be blocked or dodged.
**Focused Charge: Reduced the damage dealt by this ability and the Toppling Charge morph by approximately 8% to put it on par with other "gap closer" abilities.
***Explosive Charge (morph): Increased the damage dealt from this morph by approximately 15% to put it on par with our PBAoE ability standard, since this morph converts the attack into an AoE.
***Toppling Charge (morph): Fixed an issue where this ability and the Explosive Charge morph could not be CC broken until the stagger completed if you were interrupted by the ability. This ability and its morphs will now always apply Off Balance to the target, rather than requiring them to be interrupted, since targets were automatically set Off Balance if interrupted anyway.
**Piercing Javelin: Increased the duration of the stun granted from this ability and its morphs to land on a beautiful, whole number. This means the base ability and Aurora Javelin will now stun for 2 seconds rather than 1.8, while Binding will last 4 seconds rather than 3.5.
***Aurora Javelin (morph): Fixed an issue where you couldn't hit the damage bonus cap without utilizing range increasing passives. Now, it will get 2% stronger for every 1 meter between you and the target, up to 40% at 20 meters.
**Puncturing Strikes: Reduced the channel time for this ability and its morphs from to 1 seconds from 1.1 seconds. Praise the sun for whole numbers!
**Radial Sweep: Increased the radius of this ability and its morphs to 8 meters from 6 meters.
***Empowering Sweep (morph): Redesigned this morph to offer damage, rather than survivability. The damage pulse after the initial hit now lasts 6 seconds at base, but is increased by 2 seconds for each enemy hit, up to a maximum of 6 enemies. It also now grants Empower for the duration, rather than Major Protection.
****Developer Comment: The Templar has many Ultimates that operate defensively already in their other skill lines (Major Maim from Nova, Major Protection from Remembrance), and we found their toolkit for offensive moments wasn't being given enough opportunity. Back in Update 20, we adjusted Crescent Sweep to deal Magic Damage and introduced a bonus mechanism where enemies hit in a cone in front of you took bonus damage. We wanted the Physical Damage morph to also enable damage, but through alternative means. Now, the entire ability's duration will scale based on enemies hit, and will also grant Empower for the duration.
**Spear Shards:
***Increased the initial hit damage of this ability and its morphs by approximately 36%.
***Increased the DoT of this ability and the Luminous Shards morph by approximately 5%.
***Adjusted how these abilities power up as they increase in rank:
****Spear Shards: Increases damage dealt by entire ability as it ranks up.
****Luminous Shards: No longer increases damage as it ranks up, but instead gains cost reduction (-90 Magicka per rank)
****Blazing Spear: Increases damage dealt by entire ability as it ranks up.
**Sun Shield:
***Updated the tooltip for this ability and its morphs to state the actual value, rather than an ambiguous value that required you to do super hard math.
***Increased the initial hit damage of this ability and the Radiant Ward morph by 150% to put it on par with our PBAoE standards. Blazing Shield's damage remains untouched since it is already above that standard, since it has an additional requirement in order to gain the damage.
****Radiant Ward (morph): This ability no longer gains additional cost reduction as it ranks up. Instead, the bonus shield size for enemies hit goes up to 9% per enemy hit at Rank IV.
*Dawn's Wrath
**Eclipse:
***This ability and its morphs will no longer proc off Direct Damage attacks such as Spiked Armor or Thews of the Harbinger's damage return.
***Updated the tooltip on these abilities to properly indicate their internal cooldown, which have always been there.
***Reduced the damage dealt by the thorn mechanic (damage return) of this ability and its morphs by 25%. Note this only pertains to the damage; the heal of Total Dark and explosion of Unstable Core remain untouched.
**Power of the Light: Adjusted the ability rank up for this morph so it no longer gains damage on the initial hit, but instead increases the duration of Minor Fracture and Breach applied, since that is the focus of the morph. This will result in approximately a 3% damage loss on the initial hit, but the duration of the Minor Fracture and Breach will last 9 seconds, up from 6 seconds at their final rank.
**Solar Flare:
***Reduced the cast time from this ability and the Dark Flare morph to 1 second from 1.1 seconds.
***Increased the travel speed to match other projectiles.
***Reduced the damage by approximately 37% to make up for the fact that it can be cast more frequently.
***Reduced base cost from to 2970 Magicka from 3240.
****Solar Barrage (morph): Removed the delay of this ability, which will result in gaining one extra tick of damage. Also fixed an issue where this ability was being considered a Direct Damage attack, instead of Damage over Time.
**Sun Fire: Adjusted this ability and its morphs to follow our standardized Damage Over Time ruleset. Total duration has been increased to 8 seconds from 6.25 seconds, and increased the damage per tick by approximately 31% to make up for the loss of the first tick. This will result in roughly the same overall DPS, but with less burst damage. 
***Vampire's Bane (morph): This ability now lasts 12 seconds instead of 10.25 seconds. 
***Reflective Light (morph): The spread of how far this ability will attempt to find targets near your initial target is now 5 meters instead of 4.5 meters.
**Restoring Light
***Breath of Life: Fixed an issue where the secondary heal granted from this ability was able to ignore the caster's line of sight and target players behind them.
***Cleansing Ritual: This ability and its morphs will now grant healing and/or damage based on the users' highest offensive stats, rather than just Max Magicka and Spell Damage.
****Ritual of Retribution (morph): Fixed an issue where the damage from this morph could not critically strike.
***Practiced Incantation: Fixed an issue where this ability was increasing the heal by 1 per rank, rather than 1.1%
***Repentance: This morph will now grey out and become unable to cast if there are no corpses around you.
***Restoring Aura: Removed the cost from this ability and the Radiant Aura morph, and increased the duration to 20 seconds at max rank. This was done to put it in the same category as other abilities, such as Weakness to Elements.
Warden
*Animal Companions
**Falcon's Swiftness:
***Reduced the cost of this ability and its morphs to 2700 from 3511 at base.
***This ability no longer grants Major Endurance.
***Major Expedition now lasts 6 seconds, up from 4 seconds. Note this ability is now considered a "rule breaker", since it breaks the paradigm of Major Expedition lasting 4 seconds.
**Scorch: This ability and its morphs can now be blocked.
*Green Balance
**Corrupting Pollen: This ability no longer applies Major Defile to enemies for 4 seconds inside (which allowed it to bypass the 6 player target cap). Instead, up to 6 enemies inside will be properly afflicted with Major Defile, which will cease once the ability ends or they leave the radius.
**Harvest: Fixed an issue where this synergy would not actively update to targets in the area. It will now operate like other synergies, prioritizing the closest players to the center of the area of effect placed. Also increased the radius of the synergy prompt to 5 meters from 3 meters to allow for more accessibility.
**Lotus Flower: Increased the radius of the heal from this ability and its morphs to 28 meters from 12 meters to aid in better distributing the healing potential to group members.
**Nature's Grasp: This ability and its morphs now scale with your highest offensive stats, rather than just your Max Magicka and Spell Damage.
*Winter's Embrace
**Arctic Wind: Increased the Heal over Time from this ability and its morphs to 3% of your Max Health, up from 2%. These abilities now properly rank up in healing with each rank, and their tooltips state the actual heal value. 
***Arctic Blast (morph): Increased the travel speed of the projectile so it's similar to Destructive Touch's speed. Also updated the tooltip to state it requires an enemy to cast. 
***Polar Wind (morph): Increased the radius to 12 meters from 8 meters for the allied heal.
**Crystallized Shield:
***Removed the cost reduction rank up from this ability and its morphs. They will now all cost 3780 at base.
***The size of the shield from this ability will increase as the ability ranks up.
***Adjusted the Magicka return to be 22% of the ability's cost instead of the previous base value. 
****Crystallized Slab (morph): Increased the damage return of this morph by approximately 55% to put it on par with other similar abilities such as Dragon Fire Scale or Inferno.
**Frozen Gate:
***This ability no longer becomes cheaper as it ranks up. The base cost remains 2970 at all ranks, rather than decreasing to 2701 on the morphs.
***The duration has been streamlined to 30 seconds on all morphs.
***This ability now ranks up in damage, but has had its base damage reduced to our PBAoE standard attack. Rank IV of each morph will reach the same damage as before.
**Impaling Shards:
***Fixed an issue where this ability and its morphs were being removed before dealing their last tick of damage.
***Fixed an issue where these abilities were being calculated as Direct Damage rather than Damage over Time.
***Updated the tooltips of these abilities to mention their increased chance to apply the Chilled Status Effect. 
****Impaling Shards and Gripping Shards: Increased the damage dealt by these abilities by 30% to put them on par with other AoE DoTs, such as Winter's Revenge.
****Winter's Revenge (morph): Fixed an issue where this morph could snare enemies through walls.
**Sleet Storm: Reduced the potency of the snare from this ability and its morphs to 40% from 70%.
Weapon
*Two Handed
**Berserker Rage: Fixed an issue where the CC immunity granted from this ability wasn't granting immunity to interrupts.
**Cleave: Reworked this ability and its morphs so the damage is increased by 50%, but removed the bleed from this ability completely.
***Carve (morph): This morph will retain the bleed, and increased the bleed damage by 25%. However, it no longer grants Minor Heroism.
***Brawler (morph): Removed the bleed from this ability. Increased the Shield granted from this morph by 100% at base, but reduced the bonus scaling per target hit from 100% to 50%. This means at base this ability will be 100% stronger than before, and will be approximately 14% stronger than previously if you get the maximum bonus.
****Developer Comment: Our goal with this change was to allow for Two Handed users to choose between defenses or damage, while allowing the user to double down in their focus of choice. Now you can choose between a powerful tool that will help you stick close to dangerous opponents, or increased pressure to keep up your damage potential.
**Uppercut: Reduced the damage dealt from this ability and its morphs by 14% to make up for the removal of the post global noted above. Note this will result in a 6% overall DPS increase when used in quick succession.
*One Hand and Shield
**Fixed an issue where the One Hand and Shield hint was appearing in your Death Recap when you weren't attempting to use One Hand and Shield weapons.
*Dual Wield
**Blade Cloak:
***Fixed an issue with this ability and its morphs where you could fail to get the damage or any other bonuses provided. You will now always get the pulsing damage and any other bonuses, even if the Major Evasion fails to apply due to having a longer duration bonus existing. 
***Fixed an issue where these abilities were being treated as both a DoT and as Direct Damage. They will now properly be treated as Damage over Time, and scale with Thaumaturge, rather than Master at Arms. This means it will also no longer proc things that state "When dealing Melee damage". 
****Deadly Cloak (morph): Increased the damage of this morph by approximately 4% so that it properly gains 50% damage compared to the other morph.
**Flurry: Increased damage dealt from this ability and its morphs by approximately 21% to ensure it is in line with other single target "spammable" abilities.
**Hidden Blade: Removed the snare from this ability and its morphs.
***Flying Blade (morph): Increased the damage dealt from this morph by 10%
**Twin Slashes: Adjusted this ability and its morphs to follow our standardized Damage over Time ruleset.
***Increased the total duration to 10 seconds from 9 seconds.
***Increased the delay to 2 seconds from 1 second.
***Increased the damage per tick by approximately 15% to make up for the loss of the first tick. This will result in roughly the same overall DPS, but with less burst damage. 
****Blood Craze (morph): Increased the heal per tick by approximately 27%, and fixed an issue where this ability was being calculated with bonuses as an offensive attack rather than a heal.
**Whirlwind:
***Increased the base damage of this ability and morphs by 50%, but removed the execute bonus. 
***Reduced the base cost to 3510 from 3780.
***Increased the radius of this ability and the Whirling Death morph to 6 meters from 5 meters.
****Steel Tornado (morph): Removed the execute bonus, but reduced the base cost to 3240 from 3510.
****Whirling Blades (morph):
*****Removed the reduced cost and Major Endurance on hit, and reintroduced the execute bonus to this morph. 
*****Reduced the execute threshold for this ability to 50% from 100% in order to reduce instances where it was out performing single target "spammable" attacks.
******Developer Comment: Previously, this ability and its morph were overloaded with their execute multiplier, which stacked on top of the passive execute multiplier of the skill line. We've now brought the base line performance of this ability into the same realm of our other Direct Damage Area of Effect abilities in damage, cost, and area coverage. The morphs now allow for increased area coverage and reduced drain, or increased overall damage to targets.
*Bow
**Arrow Spray: Removed the Snare from this ability and its morphs, but increased their damage by approximately 27% and reduced the costs by approximately 13%. 
***Acid Spray (morph): Increased the Damage over Time by approximately 40%, but added a 1 second delay between the initial hit and the first tick. The ability now lasts 4 seconds in total.
***Bombard (morph): This morph retains the Snare and Immobilize, but ensures that both apply to the enemy, rather than only Snaring enemies who were initially affected by the Immobilize. Duration of the Immobilize now lasts up to 4 seconds, up from 2.
**Rapid Fire:
***Ballista (morph): Fixed an issue where the damage from this ability could cause health desyncs to occur under certain circumstances.
**Snipe:
***Reduced the cast time of this ability and its morphs to 1 second from 1.1 seconds.
***Reduced the damage dealt by 25% to make up for the removal of the post global noted earlier.
***Increased the travel speed of the arrow to put it in line with other projectiles.
****Lethal Arrow (morph): This morph now applies Minor Defile, rather than Major Defile. This was done since the morph already has another bonus, the guaranteed chance to apply the Poisoned status effect.
****Focused Aim (morph): This morph no longer increases the range in which your allies can hit the target. Instead, it reduces the cost by 5% and increases the range by 5 meters. Note that Minor Fracture remains.
*Destruction Staff
**Wall of Frost: Reduced the snare potency of this ability and its morphs to 40% from 60%.
*Restoration Staff
**Panacea
***Light's Champion (morph): This ability no longer grants Major Protection. In adjustment to this morph, the duration of the Major Force granted will now increase by 1 second for each rank of the morph, going from a duration of 5 seconds to 8 seconds at Rank IV. 
****Developer Comment: Previously, this Ultimate felt like it did the job of both morphs of the base ability, Panacea, too well since it offered both offensive and defensive power. Now, Life Giver will continue to cover raw defensive power with more healing potential, while Light's Champion focuses more on offensive power with the Major Force.
*Unarmed
**Heavy Attack: Fixed an issue where Heavy Attacks while unarmed would not cause your pet to change targets.
World
*Soul Magic
**Shatter Soul: Fixed and issue where the visual effects from this morph's explosion were multiplying in intensity based on how many enemies you hit with it.
*Werewolf
**Devour:
***Corpses in the area with this ability active will now detonate a red glow, similar to other corpse consuming telegraphs.
***You can now devour your friends to extend your Werewolf Transformation timer, since you are a selfish doggo.
***Fixed an issue where Devour was not showing the interruptible telegraph to enemy players.
**Infectious Claws: Increased the damage of the initial hit of this ability and its morphs by approximately 36% to put it in line with our PBAoE standards.
**Werewolf Bleed: Adjusted this ability and its morphs to follow our standardized Damage over Time ruleset.
***Total duration decreased to 4 seconds from 8 seconds.
***Added a 1 second delay between the initial hit and the first tick.
***Decreased the damage per tick by approximately 15% for the base and Pack Leader morph.
***Increased the damage per tick by approximately 24% for the Berserker morph.
***These abilities can no longer refresh once they are applied to a target. 
****Developer Comment: Previously, a big portion of Werewolf's burst damage came from the fact that their bleed applied from their Light Attacks dealt damage immediately, and could be spammed in quick succession. This made up for the fact that immediately Light Attacking would refresh the bleed. Now with the delay, we wanted to ensure you couldn't miss the damage, so we're making sure these bleeds couldn't refresh if they were already active. In addition to this, we've noticed a large disparity of the performance between the Pack Leader and Berserker morph, and are currently in the midst of investigating a healthier balance between the two, other than merely adding more damage to one.
Guild
*Fighters Guild
**Dawnbreaker (Online): Increased the delay on the Damage over Time effect to 2 seconds from 1 second. Total duration is now 6 seconds, rather than 5 seconds. 
***Dawnbreaker of Smiting (morph): The stun from this ability no longer ranks up from 1.5 seconds to 2.5 seconds; instead, it is a flat 2 seconds at all ranks. This morph now progressively gets stronger in damage as it ranks up instead. This will result in a 5.7% initial hit damage increase, and a 9% Damage over Time portion increase.
**Silver Leash: Improved the responsiveness of the pull speed from this ability to reduce situations where players were still CC'ed after the pull was complete.
**Trap Beast: Fixed an issue where the initial hit of this ability and its morphs could be dodged.
**Turn Undead: Fixed an issue where this ability would only fear Werewolves if you had the passive Skilled Tracker enabled.
*Psijic Order
**Accelerate: Increased the duration of the Major Expedition buff from this ability and its morphs to 4 seconds from 3. Note Channeled Acceleration will now last 12 seconds, rather than 9.
***Race Against Time (morph): This morph no longer reduces the cost of sprinting by 50% for 4 seconds. Instead, it now grants immunity to Snares and Immobilizations for 4 seconds.
**Elemental Weapon: Fixed an issue where there wasn't an equal chance to apply each status effect.
**Mend Wounds: Revamped this ability and its morphs.
***The Light and Heavy Attacks no longer trigger the Global Cooldown and can be weaved with other abilities. 
***No longer cost resources to Light or Heavy Attack with this ability toggled. 
***Light Attack now heals instantly for the same amount that a Light Attack would damage an enemy. 
***Heavy Attack still channels and heals every second, but has been reduced to be the same scaling of other weapon's heavy attacks. It now restores Magicka every time it successfully heals an ally.
****Mend Spirit (morph): This morph now applies its Major Ward and Resolve to the target healed for 5 seconds, regardless of whether it was a Light or Heavy Attack. 
*****Developer Comment: Previously, this ability attempted to offer healers a new way to engage with their Light and Heavy Attacks, but it came at the cost of activating other abilities at the same frequency as their normal weapons' allowed them. With this new interaction, it will allow healers to choose between dealing damage or healing allies with their Light and Heavy Attacks, or even a mix of both. We will closely monitor this ability and see if the community would like to see more or less of these unique role-based game play elements in the future.
**Race Against Time:
***This ability no longer becomes cheaper as it ranks up.
***Reduced the Snare and Immobilization immunity to 1 second from 4 seconds.
***The immunity's duration now increases as the ability ranks up, up to a maximum of 2 seconds.
****Developer Comment: Since Accelerate is already such a powerful ability granting both damage and mobility potential at reduced costs, we wanted to ensure other abilities that grant similar functions of snare or immobilization immunity still had a place in builds. This is also seen with the Protective Plate ability, which already grants an incredibly powerful base function, so the standard 4 seconds duration is halved.
*Undaunted
**Spawn Broodlings:
***The Spiders spawned from this synergy and the morphed synergies now properly scale dynamically with your offensive stats, rather than only Weapon Damage.
***The spiders will now attack once every 2 seconds, rather than every 1.5 seconds.
***Increased their damage per bite by 15% to adhere it to our DoT standards.
**Black Widow Poison:
***Reduced the damage of this ability by approximately 58%.
***Fixed an issue where the spiders took twice as long to attack after using this ability.
***The Black Widows will now only attempt to apply this ability once per summon.
***Fixed an issue where multiple players could not have this ability active on the same target.
Alliance War
*Assault
**Caltrops
***Razor Caltrops (morph):
****This morph no longer snares enemies hit upon the initial hit. Instead, the initial hit deals as much damage as an instant cast AoE spammable ability (approximately 350% damage increase for the initial hit).
****Adjusted this ability to follow our standardized Damage over Time ruleset. Added a 1 second delay between then initial hit and the first tick, and increased the damage per tick by approximately 8% to make up for the loss of the first tick.
***Anti-Cavalry Caltrops (morph): Increased duration to 15 seconds from 14 seconds.
*Support
**Guard: Fixed numerous issues with this ability and its morphs. 
***The transferred damage can no longer be mitigated a second time by the transfer target's mitigation or damage reduction. The damage is only mitigated once, from the initial target's mitigation and damage reduction. 
***The transferred damage is now correctly attributed to the attacker, and no longer attributed to the initial target. It will no longer scale erroneously with the initial target's damage bonuses. 
***The transferred damage will now retain the same damage type of the initial attack, instead of always being Physical Damage. Note that Oblivion Damage still cannot be transferred.
Champion System
*The Shadow
**Befouled: Reduced the maximum value of this star to 35% from 55%. This was done to allow better balance between Healing bonuses and reductions within the CP system.
;Itemization and Item Sets
General
*Fixed an issue where the value of an enchantment could decrease if you swapped to a different weapon with a poison equipped.
Consumables
*Decrease Health Enchant (Oblivion damage): Reduced the damage of this enchant by 33%.
**Developer Comment: Since these enchantments bypass Battle Spirit and other forms of mitigation such as Resistances and Block, these are far stronger than standard elemental damage proc enchantments like Fiery Weapon. This is the first step to better balance the interaction of Oblivion Damage in the game on player abilities; in a future update, we plan to introduce a scaling mechanism so these enchantments may be better suited to taking down high health targets to meet their intended goal.
*Dubious Cameron Throne & Witch Mother's Brew: Reduced the Max Health and Max Resource (Stamina or Magicka) granted by these drinks by approximately 12%. The Recoveries remain unchanged.
*Artaeum Takeaway Broth & Clockwork Citrus Filet: Reduced the Max Health and Max Resource granted by these foods by approximately 15%.
**Developer Comment: Previously, these food buffs were a bit too stat dense in the areas that certain builds needed to focus on, which greatly reduced consumable options when comparing effectiveness.
*Fixed an issue where weapon enchantments that dealt damage could be dodged when procced from a damage source that couldn't be dodged.
**Developer Comment: This change was made to help better solidify the notion that the enchantment is a part of the weapon itself. This means if you dodge an attack that would normally trigger an enchantment, you will dodge the attack and the enchantment together. However, if you are dodging while being hit with an attack that cannot be dodged, both that attack and the enchantment will successfully hit you.
*Foods and drinks that scale based on your level have had their values increased to put them on par with other consumed foods.
**Dubious Camoran Throne and Witchmother's Brew have been properly decreased to the original notes to ensure they are as powerful as other consumed foods.
**Artaeum Takeaway Broth and Clockwork Citrus Filet have been properly adjusted to the original notes to ensure they are as powerful as other consumed foods. Their Max Health and Max Resource values have been reduced, while their Resource and Health Recovery values have seen slight increases.
Item Sets
*Updated the wording on numerous item sets to clarify their proc conditions, such as only triggering from healing allies, or requiring a target.
*Advancing Yokeda:
**Fixed an issue where this set could not proc off abilities such as Rapid Strikes.
**Added a 0.5 second internal cooldown from generating a stack, but increased the duration to 6 seconds from 5 seconds.
*Asylum's Perfected Dual Wield: Fixed an issue where this set was not applying its bonus to Blade Cloak and its morphs.
*Burning Spellweave: Corrected a grammatical error in this item set's description.
*Caluurion's Legacy: Fixed an issue where certain elemental procs had a lower chance of being fired compared to others. Now, there will be an equal chance for each element to proc.
*Chokethorn: Fixed an issue where this set couldn't proc from the healing of Meditate or its morphs.
*Daedric Trickery: Fixed an issue where each buff did not have an equal chance of proccing.
*Dead-Water's Guile: Fixed an issue where this set would put an erroneous debuff on targets you hit with the set active.
*Deadly Strike: This set will no longer drop in Heavy Armor boxes in Cyrodiil, and will instead drop in Medium Armor boxes since it is, in fact, a Medium Armor set.
*Earthgore: This item set now instantly dispels all negative effects, rather than one. The heal granted from this set now only heals the target with the lowest health in the area, rather than the 6 lowest targets in the area.
*Essence Thief:
**Fixed an issue where the pool would fail to materialize if you began sprinting or roll dodging while it was proccing.
**Fixed an issue where targets other than the caster could see the essence pool.
**Fixed multiple issues where the essence pool would vanish if the caster was stunned, feared, knocked back, silenced, disoriented, charging, staggered, or falling while it was still moving to its target location. The only time the pool should fail to materialize now is when your character dies or begins to swim. You're already in a pool, you don't need another.
*Grace of Gloom: Fixed a tooltip error where this set stated it could only proc off single target damage, rather than any damage.
*Gryphon's Ferocity: Fixed an issue where this set wasn't firing off of some specific Direct Damage attacks.
*Leeching Plate: Fixed an issue where this set's damage could be blocked, despite it being an Area of Effect Damage Over Time.
*Mechanical Acuity: Fixed an issue where this set wasn't firing off of some specific Direct Damage attacks.
*Nikulas' Heavy Armor: Fixed an issue where this set would not proc from Shield Wall or its morphs.
*Powerful Assault: Fixed an issue where this item set would trigger multiple times from a single cast of Caltrops or its morphs.
*[[Robes of the Hist:
**Reduced the healing of this set by 20%.
**Fixed an issue where this item set was able to critically strike.
*Shield Breaker: Redesigned this item set so it no longer deals damage when you Light Attack a target with a shield active. Now, it increases your damage dealt by 6% at all times. This effect is doubled when attacking targets with a damage shield active.
*Spell Strategist: Fixed an issue where this item set had reverted the cooldown to 5 seconds, rather than 4 seconds.
*Swarm Mother:
**Adjusted the pull from this set to be in line with other pull abilities. Now, this item set will pull targets between 8m and 22m, rather than 5m and 28m.
***Note this set's minimum range is meant to help prevent situations where you could pull targets who were already in melee range.
**Fixed an issue where this set would go on cooldown after attempting to pull a crowd control immune target.
*Twilight Remedy: Fixed an issue where activating your own synergy from things such as Haven of Ursus could proc this set.
*Valkyn Skoria: The proc from this item set will now display a ring around the target when it is incoming to improve the clarity of the threat.
===Base Game===
;Alliance War and PvP
General
*Updated the visuals for Guards and Generals of each Alliance to more clearly enforce the differences in Alliance, as well as calling out Honor Guard NPCs more distinctly.
*Melee guards will no longer use Bash or Power Bash.
*The "Kill 20" quest board now includes "Kill 20 Necromancers".
*There is no longer a double confirmation window when entering Cyrodiil.
*The book "Those Who Stood at Chalman Keep" is now available for Daggerfall and Aldmeri players in their respective Cyrodiil home keeps.
Battlegrounds
*Fixed an issue where your character could get killed while in a playable area in Mor Khazgur.
Keeps & Structures
*The roof of "cathedral" style Keeps can no longer be destroyed.
**As an example, Bloodmayne is a "cathedral" style keep.
*Towers can no longer be destroyed.
**Developer Comment: We made these changes as part of our ongoing efforts to improve overall game performance and stability in Cyrodiil.
Siege
*Siege damage in CP-Enabled Campaigns will now hit approximately 30% harder than prior update adjustments. Damage in No-CP Campaigns remains the same.
;Art and Animation
General
*Denskar Earth-Turner no longer holds his rake while reacting to crime.
Animation
*Your character's arms will now move properly when using a bow in first person view with the Brassy Assassin personality equipped.
*Fixed an issue where Indrik mounts were not consistently level with the ground.
Figure
*The texture of the Baker's hat for Argonians now matches the texture on other races.
*The Baker's hat now sits properly on Argonian and Khajiit heads.
*The tail on the grey World Boss Dragon is now properly attached.
;Crafting and Economy
General
*You will now receive a System Mail when your Guild Store Listings expire.
*Fixed an issue where, while using an Outfit Station, pending Outfit changes on your back-bar weapons could be undone.
*The Dragon Bone style will now appear when searching your collections for Dragonbone.
Writs
*Updated the displayed quality of Master Writs. Now, if a Master Writ does not request an item of Legendary quality, the Master Writ itself will not be Legendary.
*Previously, if you had crafted the items to complete a Crafting Writ or Master Writ and then changed your character's name, the previously-crafted items could not be used to complete the quest. This is now fixed, and this fix is retroactive: if you still have items that were crafted by your character under their previous name, those items will now complete Writs correctly.
;Crown Store and Crown Crates
Audio
*Slightly adjusted the audio when rearing up on the Hollowjack mounts.
;Dungeons and Group Content
General
*All Veteran Trials now have a Veteran Loadscreen.
Dungeons
*City of Ash I
**Fingaenion can no longer be the target of player healing.
*Crypt of Hearts I
**Archmaster Siniel's zombies will now display nameplates when reanimated.
*Crypt of Hearts II
**Nerien'eth's Force Blast will no longer damage player pets.
*Darkshade Caverns II
**Player movement abilities (like Critical Charge and Shield Charge) now correctly move your character to the target when targeting Grobull the Transmuted.
*Volenfell
**During the Blood and Sand quest, Tharayya will now appear at the end of the dungeon for those who escape before she exits the Hall of Volendrung.
**Steam Traps are more visible now during the fight with the Guardian's Skull.
Trials
*Hel Ra Citadel
**You can no longer interact with Yokeda Rok'dun's gate, thus preventing him from spawning.
;Exploration and Itemization
General
*Fixed several issues where the "Show On Map" feature was showing the wrong map.
*Fixed an issue causing all Witches Festival foods and drinks to dismount you if consumed while mounted.
*Aura Mementos no longer end their effect when your character dies, allowing your aura to continue even when you revive. (Note that being dead does not pause an Aura's timer or cooldown.)
*Updated some older stolen treasures to better match current standards.
*The book, The All-Beneficent King Fahara'jad, now appears in Stormhaven for the reading pleasure of all.
*Added Destruction Staves to the Waterlogged Strong Box (awarded for completing the Vvardenfell tutorial) and the Forgotten Adventurer's Strong Box (awarded for completing the Summerset and Elsweyr tutorials). This should enable new characters - especially those who chose to skip the tutorial - to more quickly get into using Magicka if they so desire.
*Consumables acquired from the Crown Store or Crown Crates are now stronger than before. They are now roughly equivalent to (but no stronger than) crafted potions, foods, and drinks.
*Treasure Maps will now all display "Treasure Map" as their Item Type on their tooltip.
*The Skill Respecification Scroll obtained via the Level-Up Rewards system will now use the updated skill respec system, rather than the old method (of simply un-spending all of your skill points).
*Fixed an issue where monsters and Heavy Sacks were spawning too fast in some areas of Malabal Tor.
*Fixed an issue causing poisons of Minor Heroism to claim they grant you Minor Sorcery, despite actually restoring Ultimate every second. 
*Adjusted the tooltips on many Motif chapters and books, to convey that they also teach the commensurate Outfit Styles as well.
*Fixed an issue that could cause the your level to not be considered when looting alchemy water resource nodes, leading to the alchemy water scaling only based on your Solvent Proficiency passive. 
Achievements
*Fixed an issue where the Achievements "Princess Rescuer" and "Lord (or Lady) of Misrule" referred to the Jester Kings incorrectly. Because these errors amuse them, we fixed it while they weren't looking. Don't tell anyone!
*Fixed an issue where the "Royal Jester" Achievement stated you had to complete each Jester's Festival Achievement to complete it. With the addition of new Achievements this year, we have changed the wording to a more specific "Complete the following Achievements" form.
*Added a new achievement for collecting the Skyshard in the Wailing Prison (the first part of the Main Quest). If you already completed this quest and have the Skyshard, the achievement will be given automatically. 
Fishing
*Removed the Required Level from all fish tooltips.
*Updated some fish descriptions to better match current standards.
;Housing
General
*Fixed an issue where Assistants placed in homes would not turn to face you when you speak with them. We've given them a stern lecture about their rudeness, as well.
*Fixed an issue where, when a player had their visitor permissions revoked while in a house, that player would not be removed from the premises immediately.
Furnishings
*Moved the furnishing "Statuette of Clavicus Vile, Masked" in the housing editor from the Statuette category to the Display category. The Statuettes for ESO Plus members have been moved in the housing editor from the Statuette category to a new ESO Plus category. 
*Fixed an issue where the basic "Provisioning Station" furnishing would show lit and extinguished states when previewed, despite it not having a way to go from lit to extinguished.
*Furnishings now indicate which furnishing limit they apply to in their tooltips.
Homes
*Corrected a rare issue where an extra map marker for the Velothi Reverie home would appear with a missing icon.
;Miscellaneous
General
*Made minor performance improvements across all platforms.
*Fixed a rare crash that could occur when leaving a conversation with an NPC.
Mac Game Client
*Fixed a crash that could occur when switching windows in the Mac game client.
*Fixed an issue where particle effects on Mac would become corrupted.
;Quests and Zones
General
*Fixed an issue where some navigators throughout Tamriel were not reporting criminal acts.
Auridon
*: Pets will no longer mock poor Pirondil by restating his VO.
Grahtwood
*Vantorwen, located in the Falinesti Winter Site, no longer "hides" inside barrels.
Shadowfen
*Into the Temple: The door into the Temple of Sul now opens if you complete the puzzle correctly.
The Rift
*Concealed Weapons: The Glowing Orb can now be used when the prompt appears.
;UI
General
*Sharing a quest with groupmates will now provide feedback in small groups (accepted, declined, or failed).
*Fixed an issue where Dawnwood Berries had incorrect icons when clicked and dragged.
*The Gladiator's Proof item now has a unique icon, rather than sharing the same icon as the Undaunted Plunder.
*Fixed a minor issue in the text of Diminished Aetherial Dust, where it began with a bullet. This bullet has now been diminished to nothing.
*Fixed an issue where the blue navigation beacon on the map would animate incorrectly when using "Show on Map" for a quest or the Zone Guide.
*Clarified the error messaging when trying to enter a DLC dungeon through a door when you don't have the DLC.
*The Announcement Panel will no longer display automatically on login while in tutorial zones.
*Fixed issue where Mounts couldn't be previewed from the Daily Rewards screen.
Alliance War
*A prompt will now appear when your group leader queues you for an Alliance War campaign. If joining the campaign would trigger the Alliance lock on that campaign, the prompt will also include that info.
Crafting
*When learning a large amount of recipes all at once (like when using Recipe: Donolon's Infinite Book on PTS) you will no longer receive an alert for every recipe learned in the top right. Instead, you will get a single alert informing you how many recipes were learned.
Gamepad Mode
*The tabard icon in inventory will now update its state properly upon joining/leaving a guild.
*Updated the text on a small number of tutorial messages to be more accurate.
*Fixed issue where Emperors with very long names could cause visual issues on the Emperor Leaderboard.
*Fixed an issue that caused the Enchanting Station to forget which runes you had slotted when entering and leaving the glyph create screen.
*Fixed an issue where text shown in the footers of some UIs would be colored gold after visiting a fence if you had the haggling skill.
*Fixed an issue that could prevent buying Unique items from vendors.
*Fixed an issue where navigating to the Guild Screen would occasionally display a UI error.
*Fixed an issue where the Necromancer class icon would not properly appear on multiple screens.
*Fixed an issue where navigating skill lines in the Skills menu while your character was dead could swap your active ability bar.
*Fixed an issue in the housing editor where buttons could fail to work after a controller disconnect/reconnect while browsing furniture.
*Break Free and Bash will now work more reliably when pushing both buttons simultaneously.
Gameplay
*The contents of a skill line will no longer be hidden when you have a special hotbar (werewolf quest, Ruins of Mazzatun final boss, etc), and instead will have their controls disabled.
*Fixed an issue that could cause ability buttons to look like they were pressed, even if they aren't.
*Fixed an issue where the Attribute controls on the character sheet would not correctly highlight when you had Attribute points to spend.
Guilds
*Gray-quality items will now appear in the Guild Store sell tab.
*Fixed an issue that would force the Guild Trader UI to close if you tried to preview an item while mounted.
*Fixed an issue that could cause the last character in the Guild description field to get cut off.
Help & Tutorials
*Fixed a number of small typos in Help screens. 
*Fixed an issue where the interrupt and CC break tutorials provided redundant information and would overlap subtitles.
Housing
*Fixed an issue where furniture would sometimes change its orientation after being placed.
*Fixed multiple issues that could occur when two people attempt to manipulate linked furniture at the same time.
*Improved the messaging when a player is blocked from previewing or jumping to a house.
*Fixed an issue where you'd leave cursor mode when purchasing a house.
*Putting away furniture with a child (no, not that type of child…) will now keep the child in the same position it was always in if moved before being put away.
*Now, when you attempt to teleport to a House from within Cyrodiil, you'll receive an error message instead of it failing silently.
Quests
*Fixed an issue where you couldn't accept a shared quest when in a Hiding Spot.
Zone Guide
*Fixed an issue where players under level 10 could use the Zone Guide for Cyrodiil/Imperial City, which isn't available until level 10.
==Known Issues==
;Alliance War and PvP
General
*The ground level doors that lead to the Transitus Shrines in Bruma, Cropsford, and Vlastarus are temporarily locked. This will be resolved in an upcoming incremental patch.
;Combat and Abilities
General
*Move position abilities that either pull, charge, leap, or teleport will not currently display their animations to remote clients. This is not intended, and will be fixed in a future patch.