Update 23

Update 23 was released on August 12, 2019.
Welcome to The Elder Scrolls Online v5.1.5 and the Scalebreaker DLC game pack! In Scalebreaker, you'll discover two new 4-player dungeons – Moongrave Fane and Lair of Maarselok – in addition to a number of new item sets and collectibles. The base game introduces a number of quality of life improvements you'll enjoy including multi-crafting, multi-bidding, Undaunted Key improvements, and more! We've also updated a number of existing item sets, which you'll find detailed below.
Our ability audit also continues in this update, with the goal of having abilities be more consistent with one another and how they interact with combat as a whole. You'll find we've made a fairly substantial number of fixes and adjustments to combat abilities to support this goal, and have reduced skill respecs to zero gold for one week until August 19. We hope you enjoy this latest update, which is approximately 2.7GB in size.
TABLE OF CONTENTS
*New Features / Updates / Big Changes
**Scalebreaker DLC Game Pack
***New Dungeons
***New Item Sets
***New Collectibles
***New Titles
***New Dye
***Furnishings
**Base Game Update
***Multi-Crafting
***Guild Trader Multi-Bidding
***Undaunted Key Improvements
***Jewelry Crafting Master Writ Improvements
***Master Writ Merchant Updates
***New Collectibles
***Fragments
***Updated Item Sets
***New Furnishings
***New Titles
***New Achievements
***Skill Lines for Alternate Characters
*Fixes & Improvements
**DLCs & Chapters
***Dark Brotherhood
***Elsweyr
***Horns of the Reach
***Imperial City
***Morrowind
***Murkmire
***Orsinium
***Summerset
**Combat & Gameplay
***Combat & Abilities
***Itemization & Item Sets
**Base Game
***Alliance War & PvP
***Art & Animation
***Combat & Gameplay
***Crafting & Economy
***Crown Store & Crown Crates
***Dungeons & Group Content
***Exploration & Itemization
***Housing
***Quests & Zones
***UI
==NEW FEATURES/UPDATES/BIG CHANGES==
SCALEBREAKER DLC GAME PACK
New Dungeons
*Moongrave Fane
**Not everyone who hunts Dragons does so with noble intentions. Within the ancient ruins of a forgotten Khajiiti faith, the vampires of the Hollowfang Clan hold one of these powerful creatures captive, and their intentions are anything but noble. Join the mysterious Dragonguard, Chevalier Renald, in his crusade against the Hollowfangs before their nefarious plans spell doom for his misguided comrade.
*Lair of Maarselok
**Something deeply wrong is growing in the jungles of Tenmar, a malignant blight with a Dragon at its heart. The armies of Elden Root have tried, and failed, to root it out and now their last desperate hope rests on a precarious truce between the forest spirit, Selene, and her captor, the Warlock Carindon. Can you keep the peace between these bitter enemies long enough to end Maarselok's blight?
**Moongrave Fane and Lair of Maarselok are 4-Player Dungeons which can be reached via Northern Elsweyr and Grahtwood respectively.
**Moongrave Fane's entrance is in south western Northern Elsweyr, east of the entrance to Reaper's March.
**Lair of Maarselok's entrance is located on in Grahtwood, northeast of the Ossuary of Telacar.
*Both Dungeons include a Normal version in addition to a challenging Veteran version.
*There are unique item sets, including two new Undaunted Monster Mask sets, only available within the Dungeons.
*Unique Achievement awards are available for completing the Dungeons, including:
**A unique Momento
**A unique non-combat pet
**Several Titles
**Unique housing items
New Item Sets
Each dungeon from Scalebreaker feature new item sets in light, medium, and heavy, including a Monster Mask.
*Moongrave Fane
**Hollowfang Thirst (Light)
***2 – 833 Spell Critical
***3 – 1096 Maximum Magicka
***4 – 833 Spell Critical
***5 – Whenever you critically heal or critically damage a target, spawn a ball of Hemoglobin at their location. After 2 seconds the ball explodes, restoring 3000 Magicka and applying Minor Vitality to you and your allies within 6 meters of the ball for 9 seconds, increasing their healing received by 8%. This effect can occur once every 9 seconds.
**Dro'zakar's Claws (Medium)
***2 – 1487 Physical Penetration
***3 – 833 Weapon Critical
***4 – 129 Stamina Recovery
***5 – For every bleed effect you have on an enemy, increase your Weapon Damage by 133 against them.
**Renald's Resolve (Heavy)
***2 – 1206 Maximum Health
***3 – 4% Healing Taken
***4 – 1206 Maximum Health
***5 – Whenever you deal direct damage, gain a stack of Resolve for 10 seconds. Each stack increases your Healing Taken by 1% and your Physical and Spell Resistance by 420. You can only gain one stack of Resolve every 1 second. You can only have up to 8 stacks of Resolve.
**Monster Mask – Grundwulf
***1 – 833 Weapon Critical
***1 – 833 Spell Critical
***2 – Whenever you deal Critical damage, restore 1000 Magicka or Stamina, whichever maximum is higher. You also gain 500 of the other resource. This effect can occur once every 5 seconds.
*Lair of Maarselok
**Z'en's Redress (Light)
***2 – 129 Magicka Recovery
***3 – 129 Spell Damage
***4 – 1096 Maximum Magicka
***5 – Your Light Attacks apply the Touch of Z'en on enemies for 20 seconds. Enemies with the Touch of Z'en take an additional 1% more damage for each damage over time effect you've placed on them, up to 5%.
**Azureblight Reaper (Medium)
***2 – 833 Weapon Critical
***3 – 1096 Maximum Stamina
***4 – 129 Stamina Recovery
***5 – When you deal damage with a damage over time effect, you apply a stack of Blight Seed to your target for 5 seconds. At 20 stacks, the Blight Seeds explode, dealing 11100 Disease Damage to the target and nearby enemies. An enemy that has reached 20 stacks cannot be infected with Blight Seed for 2 seconds.
**Dragon's Defilement (Heavy)
***2 – 1096 Maximum Stamina
***3 – 1096 Maximum Stamina
***4 – 1206 Maximum Health
***5 – When you take damage from a melee attack, gain a corrupting aura for 5 seconds that applies Minor Fracture and Minor Breach to all enemies near you, lowering their Physical and Spell Resistance by 1320. This effect can occur every 5 seconds.
**Monster Mask – Maarselok
***1 – 1096 Maximum Stamina
***2 – When you bash an enemy, you spew a cone of corruption, dealing 8000 Disease Damage to enemies over 4 seconds. This damage is increased by 5% for each negative effect the enemies have, up to 150% additional damage. This effect can occur once every 7 seconds.
New Collectibles
Scalebreaker features a number of new collectibles you can obtain by completing the new dungeons:
*Dread-Aurelian Mask Outfit Style: Obtained by completing the "Scalebreaker Explorer" achievement, accomplished by simply entering either the Lair of Maarselok or the Moongrave Fane dungeons.
*Dread-Aurelian Pauldrons Outfit Style: This matching piece is available by completing the "Scalebreaker Delver" Achievement, accomplished by completing both Moongrave Fane and Lair of Maarselok on Veteran difficulty.
*Corruption of Maarselok Memento: Available by completing the "Lair of Maarselok Challenger" achievement, accomplished by completing a number of other achievements within the Lair of Maarselok dungeon.
*Undaunted Porter Scamp Pet: Available by completing the "Moongrave Fane Challenger" achievement, accomplished by completing a number of other achievements within the Moongrave Fane dungeon.
*Behold Khunzar-ri's Guile Furnishing: Obtained by completing the "Scalebreaker Scout" achievement, which requires beating both Lair of Maarselok and Moongrave Fane on any difficulty. This is the third tablet tied to the Hall of the Lunar Champion; when placed on the Altar of Guile within the Hall, a new wing of the House is unlocked.
New Titles
By completing these new dungeons, you'll be able to unlock the following titles:
*Guardian of the Green: Acquired by completing the "Lair of Maarselok Challenger" achievement, which requires completing several other achievements within Lair of Maarselok.
*Chevalier: Acquired by completing the "Moongrave Fane Challenger" achievement, which requires completing several other achievements within Moongrave Fane.
*Hollowfang Exsanguinator: Acquired by completing the "Drunk on Power" achievement, which requires you to defeat Grundwulf after using the Sangiin Hemo Helot in Veteran Moongrave Fane.
*Z'en's Redeemer: Acquired by completing the "Selene's Savior" achievement, which requires you to defeat Maarselok in his roost after using the Azureblight Seed in Veteran Lair of Maarselok.
New Dyes
The exquisite Hollowfang Cruor red dye can be obtained by completing both Moongrave Fane and Lair of Maarselok on Veteran difficulty.
Furnishings
There are 4 new achievement furnishings available from the Undaunted Quartermaster based on Scalebreaker accomplishments. Final boss kills in Lair of Maarselok or Moongrave Fane also have a chance to drop one of six new furnishing recipes, teaching you how to craft several shrines and floors from the ancient ruins scattered around Elsweyr. These can drop at any difficulty, but are more likely to appear in Veteran Hard Mode clears of Grundwulf or Maarselok .
BASE GAME UPDATE
Multi-Crafting
You can now perform several actions in bulk at crafting stations and receive your items immediately! This includes refining, creation, deconstructing, and extracting, and applies to all crafting stations. Note that a multi-craft will only partially process if your inventory fills during it.
Guild Trader Multi-Bidding
You can now place bids on up to 10 different guild traders per week for your guild. If your guild has multiple winning bids, the bid with the highest gold amount is the one awarded. If you have multiple winning bids with the same gold amount, the oldest bid placed is awarded.
*A guild is still only awarded 1 guild trader for the week.
*All bids other than the one that awards you a guild trader are refunded.
*Bids for the week can be viewed by selecting "View Bids" within the Guild UI.
**This is only available to members with bid permission.
*The restrictions of needing 50 guild members and having permission to bid still apply.
Undaunted Key Improvements
As of this update, Undaunted Keys are now located in the currency tab and no longer take up valuable inventory space. You can also now spend your keys directly at each of the three pledge masters (Urgarlag Chief-bane, Glirion the Redbeard, Maj al-Ragath) in a number of ways.
*The mystery coffers sold by each respective pledge master function similarly to the previous chest interactions.
**These provide a guaranteed monster set shoulder piece from among the dungeons associated with the pledges that NPC offers, along with a chance at a number of other rewards, for a single key.
*The pledge masters also sell more specialized coffers at a cost of five keys each, and these will provide you with a guaranteed monster set shoulder piece from only two potential sources, allowing you to spend more keys to narrow the potential reward pool.
*The monthly monster shoulder style pages will be available directly from the merchant for 50 keys each, in addition to continuing to be a rare drop from the mystery coffers, at the same rates as previously seen with the Undaunted chests.
*Note that you'll need to log in with each character for their pre-existing keys to be converted into this new account-wide currency.
Fragments
To help alleviate items taking up inventory, some items have been converted into a new type of collection: Fragments.
*When certain items are obtained or used, they will be consumed and turned into a Fragment in your Collections page.
*When you have all the Fragments for an item, using one of the Fragments in your collections page will convert the Fragments into a complete collectible.
*Once an item is converted to a Fragment, it cannot be converted back into an item, so make sure to finish up the set.
*The items using this new method include:
**Indrik Feathers and Berries: Upon logging in, if your character has any Indrik Feathers or Berries, these items will automatically be converted into Fragments and put into your collections. When you purchase Indrik Feathers or Berries from the Impresario, they will automatically go into your Fragments collection.
**Apple Bobbing Cauldron parts: These still drop as items so you can trade them with other players. You will need to manually use these to consume them and put them in your Fragments collection.
Jewelry Crafting Master Writ Improvements
In this update, new Jewelry Crafting Master Writs received from daily Jewelry writs will most commonly request a superior piece of jewelry, with a rare chance of epic, and a very rare chance of legendary. The number of writs awarded from newly received epic and legendary Jewelry Crafting Master Writs has been significantly increased. This change is not retroactive.
Master Writ Merchant Updates
The Master Mediator Rolis Hlaalu is now selling a new legendary furnishing recipe for each tradeskill, while Achievement Mediator Faustina Curio offers the prior legendary recipes as well as new envelopes that contain random furnishing plans from Summerset and Clockwork City.
New Collectibles
This update features the new Battleground Runner Armor Outfit Style which you can acquire through certain Battlegrounds:
*Battleground Runner Armor Outfit Styles: These new Outfit Styles will occasionally be found by completing Flag Games (and only Flag Games) in Battlegrounds.
**These Outfit Style Pages are bound to you when you obtain them.
**Your performance in the Flag Game does not impact these Outfit Styles' drop chance. Win, lose, or draw, you have the same chance to obtain a Battleground Runner Outfit Style Page.
**You will always obtain these Outfit Style Pages in a prescribed order: first the Jack, then the Bracers, the Guards, the Boots, the Arm Cops, and finally the Helmet, in that order. (There is no Waist Outfit Style.) 
**Once you've obtained all six of the Battleground Runner Armor Outfit Styles, you will begin to obtain Battlegrounds Memorabilia, a treasure that can be sold to vendors for 1,000 gold, at the same rate.
Updated Item Sets
Many item sets have had bug fixes or value adjustments based on our ability audits. For example, some weapon altering sets have seen their bonuses adjusted if their related ability has seen drastic adjustment. This is by no means a full pass, and we will be continuing our audit with item sets in a future update.
*Light
**Phoenix
***OLD: When you die, you instead become immune to all negative effects and healing for 3 seconds. When the effect ends, you heal for 17200 Health and explode for 8600 Flame Damage to all enemies within 8 meters. This effect can occur once every 10 minutes.
***NEW: When you drop below 25% Health, gain a damage shield that absorbs 25000 damage for 6 seconds and deals 8000 Flame Damage to nearby enemies. This effect can occur once every 1 minute.
**Way of Martial Knowledge
***OLD: When you deal damage, you cause the enemy to take 10% additional damage for 2 seconds. This effect can occur once every 4 seconds.
***NEW: While your Stamina is below 50%, your Light Attacks cause the enemy to take 8% additional damage for 5 seconds. This effect can occur once every 8 seconds.
**Elemental Succession
***OLD: While you are in combat, you gain a rotating bonus to Flame, Shock, or Frost Damage. The active element changes every 4 seconds. Your attacks dealing damage with the active element gain 515 Spell Damage.
***NEW: Whenever you deal Flame, Shock, or Frost Damage, you gain 550 Spell Damage for that element for 4 seconds. This effect can occur every 4 seconds per element. You can have multiple different elemental buffs active simultaneously.
**Overwhelming Surge
***OLD: When you activate a Class ability, you have a 15% chance to surround yourself in a torrent that deals 1892 Shock Damage to the closest enemy within 12 meters every 1 second for 6 seconds. This effect can occur once every 6 seconds.
***NEW: When you deal damage with a Class ability, you have a 33% chance to surround yourself with a torrent that deals 1040 Shock Damage to enemies within 8 meters of you every 1 second for 6 seconds. 15% of the damage you deal this way is restored to you as Magicka. This effect can occur every 6 seconds.
**Trinimac's Valor
***OLD: When you cast a damage shield on an ally, you have a 20% chance to call down a fragment of Trinimac that heals you and your allies for 3667 Health and damages enemies for 3667 Magic Damage in a 5 meter radius. This effect can only occur once every 5 seconds.
***NEW: When you cast a Damage Shield ability, you call down a fragment of Trinimac that heals you and your allies for 4000 Health and damages enemies for 4000 Magic Damage in a 5 meter radius. This effect can occur once every 5 seconds.
*Medium
**Senche's Bite
***OLD: When you use Roll Dodge, your Weapon Damage is increased by 430 and Weapon Critical by 657 for 5 seconds.
***NEW: When you use Roll Dodge, increase your Critical Damage by 12% for 8 seconds.
**Kyne's Kiss
***OLD: When you deal direct damage with a Bow ability, you have a 10% chance to heal for 1216 Health and restore 1216 Stamina.
***NEW: When you deal direct damage while 12 meters or further from your target, you have a 15% chance to heal for 1000 Health and restore 1000 Stamina.
*Heavy
**Eternal Warrior
***OLD: When you die, you instead turn into a statue for 3 seconds and gain 200 Ultimate. While a statue you are immune to all negative effects but can still be healed. This effect can occur once every 10 minutes.
***NEW: When you drop below 25% Health, you heal for 12500 Health and gain 100 Ultimate. This effect can occur once every 1 minute.
**Immortal Warrior
***OLD: When you die, you instead turn into a statue for 3 seconds. While a statue, you are immune to all negative effects, but can still be healed. This effect can occur once every 20 minutes.
***NEW: After your health goes below 35%, gain Major Protection for 10 seconds, reducing the damage you take by 30%. This effect can occur once every 35 seconds.
**Seventh Legion Brute
***OLD: When you take damage, you have a 10% chance to gain 500 Weapon Damage for 5 seconds and heal for 1260 Health. This effect can occur once every 2 seconds.
***NEW: When you cast an ability that increases your Physical or Spell Resistance, you gain 350 Weapon Damage and 350 Health Recovery for 10 seconds. This effect can occur every 10 seconds.
**Armor of the Veiled Heritance
***OLD: When you deal damage, you have a 10% chance to increase your Weapon Damage by 400 for 5 seconds.
***NEW: When you interrupt an enemy, you gain 400 Weapon Damage for 15 seconds.
**Ravager
***OLD: When you deal melee damage, you have an 8% chance to increase your Weapon Damage by 645 for 10 seconds. This effect can occur once every 10 seconds.
***NEW: Each time you attempt to reduce the target's Physical or Spell Resistance, you gain a stack of Ravager for 5 seconds, increasing your Weapon Damage by 125. You can gain a stack every 1 second. At 4 stacks, the duration doubles but cannot be refreshed.
*Note for Phoenix, Eternal Warrior, and Immortal Warrior: The "self-resurrect" sets have caused issues where they underperformed in most cases and over-performed in very specific circumstances. We removed their self-resurrect mechanic, but kept the survival and defensive theme these sets offered as well as greatly reducing their cooldowns.
New Furnishings
*There is a new achievement furnishing obtainable from any Cyrodiil Achievement Furnisher related to achievements involving the Volendrung artifact.
*As always, each week the Luxury Furnisher will appear in Coldharbour with specialty goods for sale for the weekend, with at least 1 new item which has never been available via any other method.
*The Northern Elsweyr Home Goods Furnisher has also been updated with some additional vegetation items to spruce up your gardens and yards.
New Titles
In this update, there are several new Titles to earn:
*Locksmith: Acquired by completing the "Legerdemain Skill Master" achievement, accomplished by reaching the maximum rank in the Legerdemain skill line.
*Scoundrel: Acquired by completing the "Thieves Guild Skill Master" achievement, accomplished by reaching the maximum rank in the Thieves Guild skill line.
*Assassin: Acquired by completing the "Dark Brotherhood Skill Master" achievement, accomplished by reaching the maximum rank in the Dark Brotherhood skill line.
*Siegemaster: Acquired by completing the "Alliance War Skill Master" achievement, accomplished by reaching the maximum ranks in the Assault and Support skill lines.
New Achievements
Pursue more than 40 new achievements by testing your mettle in the Lair of Maarselok and Moongrave Fane, as well as participating in holiday events and reaching the maximum rank in various existing skills. (If you've already reached the maximum rank in a skill receiving an achievement, you will be given credit retroactively).
Skill Lines for Alternate Characters
Fully completing a skill line on one character now unlocks the ability to purchase that achievement and skill line on other characters. Once unlocked on your current character, the chosen skill line immediately advances to its maximum rank. All abilities contained within the purchased skill line arrive unranked, allowing you to advance and morph the skill as you see fit.
*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 Skill Line upgrades.
*This new Crown Store offering is located under "Upgrades -> Skill Lines" in the Crown Store.
*Currently, the following skill lines are planned to be available with Update 23:
**Alliance War (Assault and Support)
**Dark Brotherhood
**Thieves Guild
**Fighters Guild
**Legerdemain
**Mages Guild
**Psijic Order
**Undaunted
*Note: The Soul Magic, Vampire and Werewolf skill lines will become available in a future update.
==DARK BROTHERHOOD DLC GAME PACK FIXES & IMPROVEMENTS==
===EXPLORATION & ITEMIZATION===
General
*Fixed an issue that was causing Delve bosses in the Gold Coast to drop loot specific to Public Dungeons.
===QUESTS & ZONES===
General
*Ruko, found in Shadowfen, will now wander away from her spawn point, allowing for a cleaner murder for the contract.
Quests
*Dark Revelations: Astara will now consistently appear, ready to talk to you for ultimate quest completion.
==THE ELDER SCROLLS ONLINE ELSWEYR FIXES & IMPROVEMENTS==
===ART & ANIMATION===
Visual Effects
*Reduced the screen shake effect from the Senche-raht Crush ability found in both Elsweyr and Sunspire Trial.
===COMBAT & GAMEPLAY===
Developer Comment:
Many of the adjustments you'll find below are a result of our ongoing ability audit, to adhere to standards or for overall balance/quality of life as well as some fixes for issues that required further investigation from Update 22.
Necromancer
*Bone Tyrant
**Bitter Harvest:
***The heal from this ability and its morphs is now properly synced up with the essence you absorb, resulting in less of a delay.
***Increased the healing per tick by approximately 11%.
**Bone Goliath Transformation: Fixed an issue where you could occasionally become stuck as a terrifying giant after casting this ability or its morphs, and never return to your frail, humanoid form. You must now find other ways to usher terror into Tamriel.
**Bone Totem: Increased the duration of this ability and its morphs by 1 second to help improve its animation of the totem crumbling, along with adding a new function. These abilities will now pulse a fear once every 2 seconds after the initial 2 second delay, rather than only once.
*Grave Lord
**Blastbones:
***Removed the delay of the skeleton summoned from this ability and its morphs before it would attempt to leap to its target, to help reliability.
***Reduced the minimum range of the leap ability to 7 meters from 5 meters to reduce situations where the Blastbones becomes confused on what to do, causing it to stand still, pondering its own existence.
**Boneyard:
***Increased the cost of this ability and its morphs to 3780 from 3510.
***Decreased the damage by approximately 32% per tick.
***Increased the bonus damage modifier for consuming a corpse to 50% from 20%.
**Pestilent Colossus: Reduced the escalating damage bonus each hit this morph deals. The total adjustment will result in an approximate 5% damage reduction.
**Skeletal Mage: Increased the base cost to 4320 from 2430, and increased the damage per tick by approximately 90%.
***Skeletal Archer (morph):
****The archer's base damage no longer ranks up by 1.1% per rank.
****Reduced the scaling bonus to 2% per hit from 10%, which ranks up to 5% at Rank IV.
**Shocking Siphon:
***This ability and its morphs will now update their hitboxes when fighting large enemies.
***These abilities no longer have a resource cost, and now scale off your highest offensive stats.
***Decreased the damage per tick by approximately 14%.
***Fixed an issue where the tether from this ability and its morphs would immediately break if you had bonuses to the ability range (like Battle Spirit) and cast it on a corpse further than 30 meters of you.
****Mystic Siphon (morph): This ability now restores 35 Magicka per tick at Rank IV, down from 75.
*Living Death
**Render Flesh: Fixed an issue where the Befouled star from the Shadow tree was applying to the Minor Defile from this ability and its morphs.
**Restoring Tether:
***This ability and its morphs no longer have a resource cost, and now scale off your highest offensive stats.
***Decreased the healing per tick by approximately 14%.
***Mortal Coil: Reduced the Stamina return per tick to 35 from 79 at Rank IV.
**Spirit Mender: Increased the cost of this ability and its morphs to 4320 from 2430, and increased the healing per tick by approximately 90%.
***Intensive Mender (morph): This morph now heals for twice as much per tick, rather than 3 times. Reduces the duration in half, but also reduces the cost to half.
===EXPLORATION & ITEMIZATION===
General
*Improved Dragons' digestion. When slaying a Dragon, you will no longer find a few spare coins amidst all of their other loot.
*Adjusted the placement of a number of crafting resource nodes throughout Elsweyr to make them more easily accessible.
*The Hidden Moon Band, a quest reward from the quest "Path of the Hidden Moon", is no longer hidden while you try to enchant it. It will now accept Jewelry enchantments, as intended.
*Fixed an issue that was causing Bahlokdaan and Mulaamnir to not drop any loot during their respective quests.
*Fixed an issue preventing many quest rewards from Elsweyr from being enchanted properly. They would previously be awarded with enchantments that simply could not be updated.
Achievements
*The achievement "Dro-m'Athra Destroyer", earned for defeating Zalsheem on the Nightmare Plateau, is now named "Flattened the Nightmare Plateau" to ensure it no longer shares a name with a Title earned in the Maw of Lorkhaj Trial.
===QUESTS & ZONES===
General
*Fixed myriad clipping chests, resource nodes, and other miscellaneous spawners.
*Fortis Asina was evicted from his wagon and, much to his chagrin, the invention of the lunch truck in Tamriel will be delayed a few more centuries.
*Fixed an issue which could cause Zamarak to respond with incorrect dialogue when interacting with him after completing the Star Haven Adeptorium.
*Reduced the number of hostiles at the base of the Stitches to improve performance.
*The Sealed Imperial Summons is now available to read on the table next to Abnur after completing The Demon Weapon.
Quests
*Cross-Cultural Confusion: You now properly require Intimidating Presence to intimidate Thadarra during this quest.
*Jode's Core:
**Fixed an issue where you wouldn't be kicked from the instance if you abandoned the quest on the step to Leave the Plane of Jode.
**Fixed an issue where ground targeting AoE effects could injure an invisible Abnur Tharn used for directing warning shouts. As much as you may want to kill him, he is fairly critical for this scene and thus is now properly invulnerable.
**Mulaamnir now animates properly during one of his attacks before the final boss fight.
*The Battle for Riverhold:
**Fixed an issue where Zamarak would keep drawing and sheathing his weapons.
**Clarified what you should be doing right after arming Cadwell's traps in the goal tracker and on your compass.
**Kaalgrontiid's health bar is no longer visible during the Battle for Riverhold.
**Player characters who leave the fighting area will now be returned by Bahlokdaan more aggressively.
**Player characters who are returned to the fighting area are no longer teleported inside Bahlokdaan's damage aura.
**Anyone inside the fighting area are no longer teleported unnecessarily when Bahlokdaan returns others to the same space.
*The Final Order: Fixed an issue where Calo could be in two places at once after you find the Dragonguard Report.
*The Lunacy of Two Moons: Fixed an issue where Haduras's greeting couldn't always be heard.
*The Usurper Queen: Fixed an issue where one of Lieutenant Lepida's VO lines was not playing as intended.
*Thick as Thieves:
**Sereyne is no longer under the bench on a particular ending.
**Fixed an issue where Vole would, at one point, stand inside a barrel. When interrogated by Khasda's guards about who he was and how he got there, he replied, "I'm a locksmith, and I'm a locksmith."
*Wisdom in the Winds: The chest containing an ancient scroll will now be within the intended radius.
Tutorial
*Fixed an issue where you could interact with the wrong Zamarak after the tutorial was complete.
===UI===
General
*Sunspire Motif Chapters and Books no longer display a Required Level, because the Required Level was always just "Level 1".
*The Sunspire Champion Senche-Lion mount now has the correct icon.
==HORNS OF THE REACH DLC GAME PACK FIXES & IMPROVEMENTS==
===DUNGEONS & GROUP CONTENT===
Dungeons
*Falkreath Hold
**Falkreath Defenders will no longer display nameplates during the fight with Domihaus.
==IMPERIAL CITY DLC GAME PACK FIXES & IMPROVEMENTS==
===DUNGEONS & GROUP CONTENT===
Dungeons
*White-Gold Tower
**The Adjudicator
***The Adjudicator is now immune to crowd control effects.
***Fixed a typo in one of the Adjudicator's death recap hints.
***Fixed an exploit that made it easier to defeat the Adjudicator.
**Molag Kena
***Storm Torrent now has the correct icon, and will no longer display extra effect icons.
***Shock Wall no longer displays extra effect icons on players hit by the ability.
***Removed extra icons displayed by the Lightning Surge ability.
***Shock Surge no longer affects players under the effects of Barrier and/or Shield Wall.
==THE ELDER SCROLLS ONLINE MORROWIND FIXES & IMPROVEMENTS==
===ART & ANIMATION===
Animation
*Fixed an issue where guards in Seyda Neen would fail to animate heavy attacks.
===COMBAT & GAMEPLAY===
Monster Abilities
*Beastcaller
**Updated the attack visuals for "Gore" to match its gameplay effect.
===DUNGEONS & GROUP CONTENT===
Trials
*Halls of Fabrication
**The Refabricant Slayer achievement now correctly states that credit is only earned in Veteran Halls of Fabrication.
**The Assembly General will no longer cast Bombardment while walking to the center of the encounter area.
===QUESTS & ZONES===
General
*Fixed the path on a House Guard in Vivec City that made him try to step on a dog. You damned monster, what is wrong with you?
==MURKMIRE DLC GAME PACK FIXES & IMPROVEMENTS==
===EXPLORATION & ITEMIZATION===
General
*As the inescapable weather of Murkmire buries things, so does it uncover them. A Runestone resource, previously buried beneath some ancient stonework in Deepmire, is now recoverable by any passers-by.
===QUESTS & ZONES===
General
*Using Footpads in Lilmoth now properly increments the associated achievement.
Quests
*Empty Nest:
**Speaking to Iskenaaz is now more group friendly before the aberration shows up to be extra spooky.
**Fixed an issue where Iskenaaz would speak his lines about the toxins even if you didn't loot the quest item.
**Fixed an issue where an overturned basket was difficult to interact with.
**Fixed an issue where Haxara was clipping into the ground when kneeling, and her quest pin was off-center on the map.
**Fixed an issue where you could get misdirected if you hugged a door in Blight Bog Sump. You shouldn't do that anyway, you don't know where it's been.
**Haxara no longer runs through the doors as you approach the origin point of the fumes.
**Haxara will no longer behave oddly if you immediately engage her in conversation after the banishment.
*Sunken Treasure: Fixed an issue where Kristaleth would stomp her own VO.
==ORSINIUM DLC GAME PACK FIXES & IMPROVEMENTS==
===QUESTS & ZONES===
General
*Bolugbeka no longer walks over a table in her tent.
Quests
*Forcing the Faith: Shaldagan and the others will no longer blink in and out while you are leading them out of Paragon's Remembrance.
==SUMMERSET FIXES & IMPROVEMENTS==
===EXPLORATION & ITEMIZATION===
General
*Sheep and pigs on Artaeum have transcended the bounds of mortality, and can no longer be attacked.
*The wise people of Artaeum have transcended the need for retributive justice, and shed the shackles of material wealth – resulting in many objects that, while previously considered "owned", are now free for any travelers to take without issue.
*Adjusted a source of Pure Water outside of Eldbur Ruins to make it easier to harvest.
*Fixed an issue with an errant empty urn outside of Eldbur Ruins that appeared to be interactable, but being empty, could not be interacted with. This urn will no longer taunt heroes with its emptiness, and instead simply be quietly empty.
===QUESTS & ZONES===
Quests
*Culture Clash: Two books that were present during the quest now have post-quest versions.
*Lost at Sea: The post-quest theater scene will now play properly.
*The Queen's Decree: You can no longer heal dead NPCs during the Abyssal Pearl event. You're a bit late for that.
*Illumination Academy: Copies of the following books are now visible after completing the Illumination Academy quests:
**The Forest Dark
**The Siege of Ald Marak
**The Truth of Minotaurs
*Taming the Wild: Unshared the steps to activate the Warding Stones to prevent very remote players from becoming blocked by their impatient group mates.
*The Towers Remains: The Mundus Tear at the Brothers of Strife can now be used regardless of whether you've completed all of the quests there or not.
===UI===
General
*The point of interest icon for Rellenthil is now a town icon.
==COMBAT & GAMEPLAY==
===COMBAT & ABILITIES===
Developer Comment:
In the theme of our ongoing ability audit, many of this Update's ability adjustments have been set on the goal of bringing values (such as Healing or Damage per Second, and cost) to be more consistent with one another. We believe that auxiliary effects and passives that are paired with these abilities are the primary means of adding depth and variety to each individual ability, while the core function should remain relatively close so you have an easier time discerning effectiveness of these abilities, and there are less overall situations of "dead abilities". Many changes you'll see also strive to add more consistency to the behavior of how these abilities interact with things like critical strike chance, or scaling mechanisms, in hopes to remove some of the many "hidden" expertise moments where some abilities just feel weaker for certain builds, because of arbitrary mechanisms, and required failure to learn. This being said, we also want to make it clear that our standards are not unflinching, and just because we've done a pass of abilities with the audit, it doesn't mean we'll never return to them or make adjustments. The goal of standardization we've had with Update 21 and 22 is not done under the guise that our standards are perfect, but rather the focus on consistency and order. The concept of balance is highly contextual, so we've taken the stance of reigning in the varied behaviors of our incredibly dynamic game so we can do a better job moving forward addressing abilities that fall out of line.
General
*Increased the duration of the Off-Balance effect on all of its player sources to 7 seconds from 5 seconds to improve the window it may be interacted with.
**Note: We are still investigating additional messaging improvements to help make it more obvious when it activates.
*All player sources of bleeds will now respect a target's Physical Resistance. Many adjustments have been made to ensure bleeds deal similar damage to other standard Damage Over Time effects.
::Developer Comment:
::This change was done to reduce the volatility of effectiveness of these abilities in PvE and PvP. Ignoring mitigation was detrimental to this due to the high swings of character optimization with varying builds while always being static while fighting monsters, leaving many dead zones and problem spaces. We're aware of the concerns of high mitigation that is currently obtainable in the game, and we've targeted some other areas (such as Oblivion Damage) to offset the loss of these tools.
*You will no longer become stuck sprinting if you managed to be accosted by a guard while sprinting, even though you were pretty terrified.
*Ground targeted abilities will now be un-queued after weapon swapping. This should help reduce situations where you could become stuck casting one of these abilities, such as Grand Healing or Lightning Splash.
*Fixed numerous instances where well-timed ability uses from charges, leaps, teleports, blinks, and pulls could allow you to bypass collision.
*Many Damage over Time abilities, both single target and Area of Effect, have been re-standardized to follow similar behaviors to other ability types. Area of Effect DoTs will now be 33% weaker than a single target DoT counter-part and cost 30% more, just like direct damage AoEs vs single target ones.
::Developer Comment:
::The duration of these over-time effects are equated into their total cost per second, rather than simply following a base "is a DoT" catch all cost. You can expect to see many adjustments to abilities of this nature in this update. We've also rebalanced more of these ability types in the game to help all classes gain access to sources of them, and to reduce situations where abilities were being merely used for passive slots.
*Adjusted the animations and cast times for many Ultimates that are meant to have high impact to better synchronize their attacks to their animations. These abilities cannot be interrupted, and canceling them or being stopped while casting them will not consume your Ultimate. This affects the following abilities:
**Death Stroke & morphs: Added a 400ms cast time to these abilities to sync up with their animations.
**Dawnbreaker & morphs: Added a 400ms cast time to these abilities.
**Berserker Strike & morphs: Added a 400ms cast time to these abilities.
**Soul Shred & morphs: Added a 500ms cast time to these abilities.
**Lacerate & morphs: Added a 500ms cast time to these abilities, rather than the 500ms delay they had before.
*Improved the responsiveness of leaving or CC breaking knock up and knock back abilities, and increased the standard range of a knockback to 8 meters from 6 meters.
*Fixed numerous issues where Area of Effect-based Damage over Time abilities were being considered Direct Damage in some circumstances. They will now always be treated as Damage over Time.
**This will also help their tooltips reference proper modifiers, such as Thaumaturge.
*Pets will now properly gain the extra 5000 Health from Battle Spirit, rather than having their Max Health increased by 5000 but not healing for the difference.
*Fixed an issue where default telegraphs on Area of Effect abilities would occasionally not appear in some PvP areas.
*Sources of Stamina, Health, and Magicka cost reduction that are obtained from passives, abilities, or item sets are now all multiplicative, rather than being a mixture of additive and multiplicative.
**This was done for a more streamlined behavior across the board, and limit the opportunity to reduce an ability's cost to 0 by stacking multiple sources of cost reduction.
**Below is a list of the affected sources that also had adjustments made to them, since this will ultimately increase the cost of abilities when using multiple sources of cost reduction.
***Restoring Spirit: Increased the cost at Rank II to 5% from 4%.
***Unholy Knowledge: Increased the cost at Rank II to 6% from 5%.
***Vampire Lord set: Increased to 6% from 5%.
***Armor of the Seducer set: Increased to 10% from 8%.
***Eyes of Mara set: Increased to 15% from 12%.
*Resource agnostic sources of Healing will now use your highest Critical Strike chance, rather than defaulting to your Spell Critical only. Resource agnostic refers to abilities that utilize only your Max Health to scale, or are based off flat values. Below is a list of all affected abilities:
**Bitter Harvest and its morphs
**Death Scythe and its morphs
**Dragon Blood and Green Dragon Blood
**Battle Roar
**Killer's Blade
**Mark Target and its morphs
**Siphoning Strikes and its morphs
**Repentance
**Blood Magic
**Dark Exchange and its morphs
**Summon Unstable Clannfear's special activate
**Bond with Nature
**Arctic Wind and its morphs
**Bone Goliath and its morphs
**Absorb Missile (previously known as Absorb Magic)
**Consuming Trap
**Undaunted Command
**Unflinching Rage
**Resourceful
**Drain Essence and its morphs
**Feed (Vampire synergy)
**Hircine's Bounty and its morphs
*The abilities listed below now properly use Precise Strikes to scale rather than Elfborn, since they are Stamina abilities.
**Leeching Strikes
**Killer's Blade
**Dark Exchange and Dark Conversion
**Ruinous Scythe
**Absorb Missile
**Draining Shot
*Player sourced Oblivion Damage now deals its damage based on the target affected's Max Health, with a maximum damage threshold to prevent them from dealing obscene damage against Elite type enemies. Oblivion Damage continues to bypass positive and negative bonuses, and cannot be Blocked or Shielded.
**Decrease Health (Oblivion damage enchantments): The Max Health percent these enchants deal will now only scale with the enchantment's quality (common, uncommon, epic, etc) but their maximum damage will scale in the traditional sense, where the value is based on your enchantment's level and quality.
***The maximum bonus of Health percentage these enchantments can do is 3.75% at Legendary quality, CP160.
***The maximum damage they can deal is 4875 Damage.
**Sload's Semblance: This now deals 3% of the target's Max Health per tick, up to a maximum.
***The health percentage it deals is now static, while the maximum damage is based on your item set's average level and quality.
***The maximum damage it can deal is 3000 Oblivion Damage per tick.
**Knight Slayer: This set can now proc on any target, instead of only players. It continues to deal 8% of the target's Max Health with a fully charged Heavy Attack. The maximum damage dealt will scale based on the average item set level, up to a maximum of 8000 Oblivion Damage.
::Developer Comment:
::Oblivion Damage has now been designed to fulfill the role of a "giant slayer" in order to help balance its purpose, where it will deal much less damage to targets who do not specialize heavily into survivability, while becoming much stronger against high health targets. We also wanted to ensure that Oblivion Damage had a role in PvE, where it could be used as a base line without over-performing other forms of damage that require heavy investment to optimize their impact. Note that Oblivion Damage will continue to bypass all forms of mitigations and bonuses, and will be unable to critically strike.
*Fixed an issue causing some players to not be visible to fellow group members.
*Player-sourced Oblivion Damage will no longer bypass immunities on bosses.
*Block mitigation now has a cap of 90%. This was done to prevent situations where you could reach 100% damage mitigation, which is not okay, m'kay?
Buffs and Debuffs
*Major Heroism: Fixed an issue where some sources of Major Heroism would stack with one another including Hanu's Compassion and the Last Stand passive.
*Minor Lifesteal: The heal from this bonus will now use the activator's highest Critical Strike chance, rather than only Spell Crit.
Dragonknight
*Ardent Flame
**Searing Heat: Rank II of this passive now increases the duration of the affected abilities by 4 seconds, up from 2. It also increases the damage dealt of the abilities by 10%, up from 3%.
::Developer Comment:
::These changes were done to ensure these abilities keep up with our current DoT standards, and to help emphasize the Dragonknight's more attrition-based combat style.
**Combustion: Decreased the cooldown from this passive to 2 seconds from 5 seconds. This was done to help alleviate many of the duration-based ability cost increases, as well as helping this passive synergize with more build customization such as using the Charged trait.
**Fiery Breath:
***Increased the cost of this ability and its morphs to 2808 from 2700.
***Decreased the DoT damage per tick by approximately 15%.
**Lava Whip:
***Molten Whip (morph): Reduced the stacking Spell Damage bonus from this passive to 75 at Rank IV from 125.
**Searing Strike:
***Fixed an issue where the visual effects from this ability and its morphs would fail to apply if the target was blocking.
***Increased cost to 2160 from 1350.
***Increased the DoT damage by approximately 26% per tick.
*Earthen Heart
**Ash Cloud:
***Decreased the healing of this ability and its morphs by approximately 30%.
***Increased the cost of all morphs to 5670 from 4590.
***Cinder Storm (morph): This morph is now 50% stronger than the base ability, which will result in an approximate 1% heal reduction comparatively.
***Eruption (morph): Reduced the damage over time by approximately 30% per tick.
**Corrosive Armor: The penetration granted from this ability now only applies to the ability itself, and Direct Damage attacks or channeled attacks like Flurry.
***If you would like more insight on this change, please read the developer comment under the Two Handed Onslaught changes, which has similar adjustments.
**Petrify:
***Increased the cost of this ability and its morphs to 4050 from 2970.
***This ability no longer ranks up in cost reduction, but instead ranks up in 1.1% damage per rank.
***Reduced the range of this ability and its morphs to 7 meters from 8 meters.
****Shattering Rocks (morph): Fixed an issue where the heal from this ability was missing a previous rank up, which will result in an approximate 3% increase in the healing.
Nightblade
*Assassination
**Grim Focus:
***Fixed an issue where the spectral bow from this ability and its morphs could consume all of your stacks even if you failed to fire the projectile.
***Reduced the amount of mitigation the stacking bonus of these abilities provides to 2% from 3%.
**Mark Target: This ability and the Reaper's Mark ability are now considered 1 negative effect, instead of 3. Piercing Mark will count as 2, due to the Reveal aspect. The conditional "if the target dies" bonuses from this ability and its morphs will no longer proc when using on pets.
**Teleport Strike:
***Lotus Fan (morph): Decreased the damage per tick of the DoT by approximately 22%, and fixed an issue where the final tick was not being affected by Minor Vulnerability.
*Shadow
**Concealed Weapon: Fixed an issue where casting this ability from crouch would apply the stun to your target, but not animate the stun.
**Path of Darkness:
***Twisting Path (morph): Decreased the damage per tick of this ability by approximately 14%.
***Refreshing Path (morph):
****Fixed an issue where this ability could heal you twice per tick after the first heal applied.
****Increased the healing per tick by approximately 29%. Note the heal will be stronger than Twisting's damage potential, because Twisting also gains increased area coverage.
**Shadow Cloak:
***Fixed an issue where this ability and the Shadowy Disguise morph could fail to cast if you had "Prevent Attacking Innocents" turned on.
***This ability and the Shadowy Disguise morph now last 3 seconds at base, but are no longer affected by the Dark Veil passive. This was done to help low level characters utilize the skill.
**Summon Shade: Increased the cost for this ability and its morphs to 4050 from 2700.
***Dark Shade (morph): Reduced the damage per hit of Corrosive Flurry by approximately 9%. The area attack, Corrosive Slash, now deals the same damage as the normal attack, instead of dealing 20% bonus damage.
***Shadow Image (morph): Your Shadow Image has gotten over its misguided protective nature, and will now once again allow you to teleport to it when it is on a destructible piece of terrain such as keep walls, bridges, or resource towers. It also would like to apologize for the previous frustrations in your relationship, and wants you to know that it still loves you.
*Siphoning
**Drain Power:
***Power Extraction (morph): This morph no longer increases the damage dealt of the attack, but instead reduces the Weapon Damage of enemies hit by 200 Weapon Damage for 8 seconds.
***Sap Essence (morph): Increased the healing from this ability by 23.3% since it was missing rank up progression, and was being reduced by 20% if you failed to hit a target with the damage of this ability. This also fixes the issue where casting the ability in rapid succession while hitting no targets would decrease the heal by 20% per cast, until it would reach -100%, and stop healing.
**Cripple: Decreased the cost of this ability and its morphs to 2970 from 3240, and increased the damage by approximately 17% per tick.
***Crippling Grasp (morph): Increased the initial hit damage by approximately 37%, and the DoT damage by approximately 2%.
Sorcerer
*Dark Magic
**Crystal Shard: Decreased the base cost of this ability and its morphs to 2970 from 3510, and decreased the damage by approximately 10%.
***Crystal Blast (morph): The AoE portion of this ability now deals the same damage as the initial hit.
***Crystal Fragments (morph): Increased the bonus damage dealt of the proc from this ability to 33% from 20% to retain the damage of this proc.
*Daedric Summoning
**Conjured Ward:
***Reduced the shield size of this ability and the Empowered Ward morph by approximately 18%, and increased the cost of this ability and the Hardened Ward morph to 4320 from 3510. These changes were done to make them more comparable to the damage shield / burst heal standard.
***Increased the shield size limit for this ability and the Empowered Ward morph to 50% of your Max Health from 40%. Hardened Ward is increased to 60% from 50%. If you would like additional insight to these changes, please read the developer comment under the Light Armor Annulment changes, which has similar adjustments.
****Empowered Ward (morph): The final cost of this ability is now 3780, and it no longer gains 1.1% shield size per rank as it already has a cost reduction rank up.
****Hardened Ward (morph): Reduced the shield size of this ability by approximately 9%.
**Rebate: Fixed an issue where this passive would dismount you if it procced.
**Summon Unstable Familiar:
***Decreased the special ability of this summon and the Volatile Familiar morph to 2808 from 3510.
***Increased the damage per tick by approximately 8% of the base ability, but reduced the damage per tick of Volatile by approximately 3% since it was using the wrong rank up.
****Summon Unstable Clannfear (morph): Reduced the healing granted from the special activation of this ability by approximately 14% to ensure it's in line with other burst heal abilities, such as Rushed Ceremony or Dragon's Blood.
**Summon Winged Twilight:
***The Zap and Kick attack from the Twilight and its morphs will now do the same damage, to help reduce volatility in performance.
***Reduced the damage of the Winged Twilight and Twilight Matriarch by approximately 69% per hit.
****Summon Twilight Tormentor (morph): Reduced the damage dealt by the Twilight's Zap and Kick by approximately 35%. These attacks will now rank up in 1.1% damage per rank, rather than 5%.
*Storm Calling
**Bolt Escape: This ability and its morphs' stuns can no longer be blocked.
::Developer Comment:
::Previously, these abilities could be blocked without draining resources. While investigating this issue, we determined that the theme of charging into a group of enemies as a ball of pure energy would not be thwarted by a measly shield.
***Bolt Escape Fatigue (morph): Reduced the ramping cost increase from using Bolt Escape or its morphs to 33% per stack from 50% so it operates closer to Roll Dodge.
**Overload:
***The hitbox for these ability's Heavy Attack will now properly update when fighting Dragons.
***Fixed an issue where the Heavy Attack augment from these abilities was not gaining the 70% damage increase from Heavy Attacking Off-Balance enemies.
***The Heavy Attack from this ability and its morphs can no longer be interrupted.
**Lightning Splash: Decreased the cost of this ability and its morphs to 3024 from 3510, and decreased the damage per tick by approximately 37%.
***Liquid Lightning (morph): This morph no longer increases in damage per rank and now lasts 9 seconds, ranking up to 12 seconds at Rank IV.
**Surge:
***Critical Surge (morph): Increased the healing granted from this morph by 10%.
***Power Surge (morph): This morph now grants its healing to up to 6 targets, but will trigger off Critical Heals rather than Critical Damage. The cooldown is 3 seconds rather than 1, to ensure it offers similar healing to other AoE heal over times.
Templar
*Aedric Spear
**Puncturing Strikes:
***Reduced the base cost of this ability and its morphs to 2700 from 2952. Biting Jabs retains the 15% cost reduction.
***This ability and its morphs will now use an older version of camera controls, predating the adjustments with Murkmire. This was done to prevent many of the errors occurring explicitly with gamepad mode.
**Spear Shards:
***Decreased cost of this ability and its morphs to 3024 from 3240.
***Decreased the DoT damage of Spear Shards and Luminous by approximately 37% per tick, and Blazing Spear by approximately 42% per tick.
**Spear Wall: Increased the duration of the Minor Protection granted from this passive to 3/6 seconds from 1.5/3 seconds.
*Dawn's Wrath
**Eclipse: Reworked this ability and its morphs so you will now envelop your target in a sphere of darkness for 4 seconds, which harms them anytime they use a Direct Damage attack. These abilities can now only be active on one target at a time.
***Their first attack causes the sphere to hinder them, reducing their Movement Speed by 30% for 4 seconds.
***Their second attack causes the sphere to entangle them, immobilizing them for 3 seconds.
***Their third attack causes the sphere to smother them, stunning them for 3 seconds.
***These can only occur once every second.
Note that the sphere can no longer be CC broken early, but can still be cleansed.
****Total Dark (morph):
*****Renamed this morph to Living Dark.
*****You now envelop yourself in darkness for 4 seconds, which protects you. Anytime an enemy hits you with a Direct Damage attack, they are immobilized for 3 seconds and you are healed.
*****This heal value has been decreased by approximately 66% compared to the original value, but can now occur every half second rather than every .75 seconds.
****Unstable Core (morph): Each time the sphere activates on the attacker, they will take damage. This damage increases based on the stage the sphere is currently in.
::Developer Comment:
::The previous iteration of Eclipse was originally meant to be a tool to disincentivize your target from continuously attacking, and instead back off or remove the effect. Due to the effect being able to be removed through CC break, it lead to very binary performance situations. This new functionality is meant to retain the idea to punish the target from continuously attacking, but with less polarizing gameplay elements for both sides. We also wanted the ability to be used in both PvE and PvP, so we've removed the pseudo crowd control element it once operated from.
**Solar Flare: Increased the damage of this ability and the Dark Flare morph by approximately 4%.
***Solar Barrage (morph): Decreased the damage of this morph by approximately 33% per tick.
**Sun Fire:
***Reduced the cost of this ability and its morphs to 2376 from 2700.
***Increased the DoT damage by approximately 17% per tick, but reduced initial hit damage by approximately 17%.
*Restoring Light
**Backlash:
***Purifying Light (morph): Decreased the healing per tick by approximately 29%.
**Cleansing Ritual:
***Increased the healing per tick of this ability and its morphs by approximately 95%.
***Increased the cost of these abilities to 4860 from 4320.
***Note these abilities continue to only tick once every 2 seconds, instead of the standard 1 second. This is due to the multi-faceted operational power this ability boasts.
****Ritual of Retribution (morph): This morph no longer states it grants additional modifiers to the damage and healing, and instead deals damage for an identical coefficient of the heal.
**Restoring Aura: Fixed an issue where the Minor Endurance and Intellect from this ability and its morphs were stacking with other sources.
**Rushed Ceremony:
***Honor the Dead (morph): Fixed an issue where this ability would cause animation stutters when attempting to cast the ability at a target who was using Mist Form or its morphs.
Warden
*Animal Companions
**Advanced Species: Reduced the damage increase per Animal Companion ability slotted to 2% from 3%.
**Feral Guardian: Fixed an issue where the grizzly's attacks could become desynced or stuck after using Crushing Swipe. This applies to all versions of the grizzly. This will result in higher damage per second for the grizzly, since it will be able to properly perform its next action more frequently.
**Swarm: Increased the cost of this ability and its morphs to 2700 from 2430, and increased the damage per tick by approximately 17%.
*Green Balance
**Healing Seed:
***Budding Seeds (morph): This morph now also introduces a Heal over Time while the Area of Effect grows. If the ability is consumed early, this Heal over Time is also consumed. 
**Nature's Grasp: Decreased the heal over time for this ability and its morphs by approximately 24% per tick.
***Bursting Vines (morph): Increased the burst heal by approximately 13%.
*Winter's Embrace
**Arctic Wind: 
***Updated the healing from this ability and its morphs to happen faster and be focused more on the initial heal, rather than the heal over time.
***The initial heal now scales off 25% of your Max Health, up from 15%.
***The Heal over Time remains at 3% of your Max Health per tick, but happens every 1 second for 5 seconds instead of every 2 seconds for 10 seconds.
**Icy Escape: Fixed an issue where this synergy was not being properly recognized by conditional bonuses, such as "When activating a synergy".
**Impaling Shards: Increased the cost of this ability and its morphs to 4536 from 3510, and increased the damage per tick by approximately 9%.
***Winter's Revenge (morph): Decreased the damage per tick by approximately 29%.
Weapon
*Two Handed
**Berserker Strike: This ability and its morphs will now deal damage in a 5 meter radius if the initial hit successfully hits. Note the initial hit can still be dodged, since the initial attack is not an AoE.
***Onslaught (morph): This morph no longer refunds Ultimate cost if you gain a killing blow with it. Instead, it converts the Physical and Spell Resistance into Physical and Spell Penetration for your Direct Damage attacks, and increases the duration from 8 seconds to a maximum of 12 seconds. It also no longer ranks up in 1.1% damage per rank.
**Cleave:
***Carve (morph): Reduced the damage over time from this ability by approximately 9%.
**Critical Charge:
***Critical Rush (morph): Increased the damage bonus scaling of this ability to 50% from 40%.
***Stampede (morph): This morph no longer snares enemies hit. Instead, it now crushes the earth beneath you upon reaching your target, causing area damage to happen every second for an 8 second duration. This ability is balanced around our AoE DoT standards.
**Executioner: Increased the execute multiplier of this ability to 400% from 350%.
**Heavy Weapons: The axe bleed from this ability now ticks every second instead of every 2 seconds, and has had its total damage increased by approximately 24%.
**Momentum:
***Reduced the duration of this ability and its morphs to 20 seconds from 30 seconds.
***Reduced the cost to 3780 from 4050.
***This ability and its morphs will no longer apply a heal over time to you, but instead will grant Minor Endurance for the duration of the Major Brutality.
****Forward Momentum (morph): This morph now reduces in cost as the ability ranks up.
****Rally (morph): Increased the baseline heal from this ability by 100%, but reduced the maximum scaling bonus to 300% from 564%. The heal will now require the full 20 second duration to reach the maximum bonus, instead of reaching its maximum bonus 70% of the way through.
**Uppercut:
***Reduced the cast time of this ability and its morphs to 0.8 seconds from 1 second to help its reliability when being used in fast combat in melee range.
***Reduced the base cost to 2700 from 3240.
***Increased the damage from this ability by approximately 9%.
*One Hand and Shield
**Defensive Posture:
***Reworked this ability and its morphs into a Damage Shield, rather than a weird buff. These abilities no longer passively reduce the cost of block or increase the amount of damage you can block while they are slotted.
***Reduced the duration of the bonus from this ability to 6 seconds from 30 seconds.
***Increased the cost to 4320 from 2430.
***The Damage Shield scales off 30% of your Maximum Health, similarly to other damage shields like Bone Shield or Sun Shield.
***This ability will continue to reflect once, but will now reflect any projectile rather than only spell projectiles. Reflecting an attack does not consume the shield.
****Defensive Stance (morph): This ability no longer stuns the target if you successfully reflect an attack at them. Instead, this morph reintroduces the passive, which now increases to a maximum of 10% block mitigation and cost reduction.
****Absorb Magic (morph):
*****This morph is now called Absorb Missile, because it can absorb any ranged attack instead of just magical ones!
*****Reduced the damage shield size to 30% from 50%.
*****Increased the heal granted from an absorbed ranged attack by approximately 29%, and will no longer remove the shield.
**Fortress: Increased the cost reduction bonus from this passive to 7/15% from 5/10% to match our Stamina weapon standards.
**Low Slash: Reduced the damage dealt from this ability and the Heroic Slash morph by approximately 31%. These two abilities will also no longer snare targets.
***Heroic Slash (morph): The Minor Heroism granted from this morph will now last 12 seconds, up from 9 seconds, to better match the duration of the other bonuses.
***Deep Slash (morph):
****This ability now hits all targets in a 6 meter radius of your target, instead of only 2 targets in a 5 meter radius.
****This morph now deals the same damage to all targets hit, and deals our AoE damage standard.
****This morph also retains the 30% snare.
**Power Bash: This ability is now considered a "spammable" attack, and adjustments have been made to properly place it in that category.
***This ability no longer stuns at base.
***Increased the damage dealt by all versions of this ability by approximately 94%.
***Reduced the cost to 2700 from 3780.
****Reverberating Bash (morph):
*****This morph retains the stun, with a max duration of 3 seconds, but it no longer applies Major Defile to the target.
*****The initial hit damage is now halved, and it will deal the other half of the damage when the stun ends. If the target is CC immune, it will not gain the other half of the damage.
****Power Slam (morph): Reworked the passive this ability grants.
*****The Passive granted is now called Resentment, because you're an angry person when you get hit.
*****Resentment activates after blocking any attack, and grants you 5% additional damage on your next Power Slam attack. This bonus stacks up to 10 times lasts 5 seconds, but you can only gain 1 stack every 250ms, to match the cooldown of block's cost cadence.
**Puncture:
***Reduced the damage dealt by this ability and its morphs by approximately 37%, but reduced the cost to 1350 from 1701.
***Increased the duration of the Major Fracture to 15 seconds from 12 seconds to match the taunt duration.
****Ransack (morph): This morph no longer grants Minor Ward and Resolve. Instead, it grants Minor Protection for 15 seconds.
****Pierce Armor (morph): The Major Breach from this morph now also lasts 15 seconds.
**Shield Charge:
***Shielded Assault (morph): Increased the shield size from this ability by 25%.
***Invasion (morph): Reduced the maximum bonus to the stun duration to 50% from 88%. The max stun will now last 6 seconds, down from 7.52 seconds.
**Shield Wall: Fixed an issue if you were holding block while casting this ability, you were unable to activate ground targeted abilities.
*Dual Wield
**Blade Cloak: This ability has shifted into an AoE DoT category, rather than focusing on being a buff first.
***Decreased the duration to 8 seconds from 15 seconds.
***Reduced the cost to 3024 from 3510.
***Decreased the damage per tick by approximately 5%, but increased the tick frequency to 2 seconds from 3 seconds.
****Quick Cloak (morph): On top of granting Major Expedition for 4 seconds, this morph now also extends the duration to 10 seconds from 8 seconds, which ranks up to 12 seconds.
****Deadly Cloak (morph): This morph no longer deals increased damage per tick, but instead deals damage every second.
**Heavy Attack: Fixed an issue where you could remain in Stealth or Invisibility after landing a Dual Wield Heavy Attack.
**Hidden Blade: Reworked this ability from a ranged spammable into a utility skill.
***Increased the cost to 3780 from 2970.
***Reduced their range to 22 meters from 28 meters.
***Reduced the damage dealt by approximately 25%.
***These abilities will now interrupt the target if they were casting an attack.
****Shrouded Daggers (morph):
*****This ability no longer deals increased damage per bounce, but can interrupt any target hit.
*****This ability now only marks the initial target, instead of any enemy hit with the bounce. Each hit deals our AoE damage standard.
****Flying Blade (morph): This morph allows you to reactivate the ability free of cost on a marked target, which causes you to jump to the target and gain Major Brutality for 30 seconds. This ability is off the global cooldown as well.
**Lacerate:
***Increased the size of this ability and the Rend morph to 8x8 meters from 8x7 meters.
***Fixed an issue where the heal from all of these abilities could critically strike.
****Thrive in Chaos (morph):
*****Reduced the base damage done bonus per target hit to 3% from 5%.
*****This morph no longer increases in damage by 1.1% per rank on the DoT, but instead increases the damage done bonus per target hit by 1% per rank.
*****This morph also converts the attack into a conal attack, which covers a much larger area.
**Twin Blade and Blunt:
***The axe bleed from this passive now ticks every second instead of every 2 seconds.
***Increased the total damage by approximately 24%.
**Twin Slashes: Increased the Damage over Time from this ability and its morphs by approximately 37%.
*Bow
**Poison Arrow:
***Increased the cost to 2700 from 2430 on all morphs.
***Decreased the initial hit damage by approximately 17% on all morphs.
***Increased the damage over time portion on all morphs by approximately 78% per tick.
****Venom Arrow (morph): This ability now ranks up in cost reduction rather than 1.1% damage; the final base cost is 2430.
****Poison Injection (morph): Reduced the total execute multiplier of this morph to 100% from 260%.
**Rapid Fire: Increased the channeled damage from this ability and the Toxic Barrage morph by approximately 11%, and reduced channel time to 4 seconds from 4.1 seconds.
***Toxic Barrage (morph): Removed the delay and reduced damage of the DoT by approximately 6% so it properly deals half the damage of the channeled attack.
***Ballista (morph): Reduced the duration of the turret to 5 seconds from 5.5 seconds, and fixed an issue where it was double dipping in rank progression. This will result in a minor damage decrease.
**Scatter Shot: This ability is now part of the utility category, with the below changes affect all 3 versions of the ability.
***Increased the cost to 3780 from 2970.
***Reduced the damage by approximately 10%.
***Reduced the range to 22 meters from 28 meters.
***Increased the knock back to 8 meters from 5 meters.
****Magnum Shot (morph): This morph no longer knocks the caster back. Instead, it deals 20% more damage than the other morph, and reduces the cost to 3510.
****Draining Shot (morph): The heal from this ability will now trigger upon dealing damage, rather than when the target is knocked back. Also decreased the heal by approximately 20%.
**Snipe: Increased the damage by approximately 9% for this ability and its morphs.
**Volley:
***This ability and its morphs now deal damage every second, rather than every half second, and increased the damage per tick by approximately 11%. This will result in an overall damage loss.
***Reduced the base cost to 2808 from 3510.
***The range on all morphs is now 28 meters.
****Arrow Barrage (morph): This morph no longer extends the duration, but increased the damage per tick by approximately 20%.
****Endless Hail (morph): This morph no longer grants cost reduction, but now lasts 9 seconds and ranks to 12 seconds at Rank IV, rather than gaining 1.1% damage per tank.
*Destruction Staff
**Destructive Touch: Redesigned this ability and its morphs to function as a DoT, rather than a utility skill.
***Reduced the base cost to 2700 from 4050.
***Reduced the initial hit damage by approximately 17%, but increased the DoT by approximately 167% per tick.
***This ability no longer grants additional bonuses depending on the staff you are using.
***This ability now gains 1.1% damage in rank for the entire ability.
***Reduced the range to 15 meters from 17 meters.
****Destructive Reach (morph): This morph retains the unique functionality for each elemental staff type you choose, but no longer deals damage over time. Flame Clench knocks the target back and stuns them for the duration; Frost Clench Immobilizes the target. Shock converts the attack into an AoE explosion, and deals our AoE damage standard.
****Destructive Reach (morph): This morph increases the range to 28 meters and reduces the cost to 2430 at Rank IV.
**Force Shock:
***Increased the damage of this ability and its morphs by approximately 11%.
***Increased the chance to apply an Elemental Status Effect to 10% per hit from 3%, since each hit is a "Direct Damage" attack.
****Crushing Shock (morph): This no longer ranks up in damage, but instead decreases in cost, down to 2430 at Rank IV.
****Force Pulse (morph): This morph no longer ranks up in damage of the initial hits, but instead ranks up in the cleave damage it deals. Also increased the damage of the cleave attack by approximately 172%.
**Pulsar: Reduced the duration of the Minor Mangle this ability applied to 7 seconds from 30 seconds, which ranks up to 10 seconds. This morph now also increases the chance of applying the elemental type's status effect to 15%, instead of the base 5%.
**Tri Focus: Fixed an issue where this passive was not activating the Area of Effect damage while using a Heavy Attack with a Lightning Staff.
**Wall of Elements:
***Increased the duration of this ability and its morphs to 8 seconds from 6 seconds.
***These abilities will now rank up in damage per rank, rather than cost reduction.
***Decreased the cost to 3024 from 3510.
***Decreased the damage per tick by approximately 33%.
****Elemental Blockade (morph): Increased the duration from this ability to 9 seconds from 8 seconds, which ranks up to 12 seconds. It also no longer reduces in cost per rank.
****Unstable Wall of Elements (morph):
*****This morph no longer reduces in cost per rank, but increases in explosion damage.
*****Increased the damage of the explosion by approximately 94%.
*****Fixed an issue where the final DoT tick was being consumed by the explosion.
*Restoration Staff
**Blessing of Protection:
***Reduced the cost of this ability and its morphs to 3510 from 3780.
***Increased the healing of all these abilities by approximately 10%.
****Blessing of Restoration (morph):
*****Increased the healing of this ability by approximately 3% since it was missing the rank up progression of the previous morph.
*****This ability now lasts 16 seconds instead of 15 seconds.
****Combat Prayer (morph):
******This ability no longer ranks up by 1.1% healing efficiency, but instead reduces the cost as it ranks up.
******This ability's Minor Berserk will no longer hit pets, since they already gain their owner's Minor Berserk.
**Force Siphon:
***This ability and its morphs no longer have a cast time or a cost since they are purely debuff skills, such as Weakness to Elements.
***The duration of this ability now begins at 18 seconds which ranks up to 24 seconds, and both morphs will rank up to 30 seconds in total.
***Fixed an issue where these abilities would aggro your target.
****Quick Siphon (morph): Since there is no cast time, this ability gains a new morph effect! Triggering the Minor Lifesteal debuff will also grant the activator Minor Expedition for 4 seconds.
**Grand Healing: Converted this ability into a true AoE HoT, rather than a hybrid spammable hybrid HoT.
***Increased the duration from 3 seconds to 8 seconds, but you may only have 1 active at a time.
***Reduced the healing per tick by approximately 44%.
***Reduced cost to 2808 from 3510.
****Healing Springs (morph): This ability now grants 30 Magicka every time it heals an ally, rather than restoring 330 Magicka for up to 3 allies healed by the initial hit. This will result in a higher return if you hit all 6 targets for the full duration, but will require more coordination to obtain.
****Illustrious Healing (morph): This ability continues to increase the duration. The new duration is 9 seconds, which ranks up to 12 seconds at Rank IV. It also increases the healing of the ability per tick by 50%.
**Regeneration:
***Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
***Increased cost to 2700 from 2160.
****Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
****Mutagen (morph): This morph no longer attempts to grant affected targets a burst heal and purge if they were under 20% Health after the heal triggered. It will now instead heal up to 2 additional targets in your radius, and is called Radiating Regeneration to better showcase its ability to diverge to targets.
:::::Developer Comment:
:::::This change was done to better help healers grant high mobility targets healing with the skill, and to tone down the incredibly powerful ability to come back from the brink of death passively.
**Steadfast Ward: Increased the base shield size of this ability by approximately 14%, but reduced the bonus scaling to 100% from 300% to better align it with other abilities, and reduce the polarizing effectiveness it has.
***Healing Ward (morph): This morph will no longer heal you after the shield ends, because the shield hardly remains to do that. This morph will now heal you once every second for 33% of the remaining shield size instead, to ensure you gain effectiveness out of it. This heal can critically strike, due to the fact that the shield itself cannot crit.
Armor
*Light Armor
**Annulment:
***Reduced the shield size of this ability and its morphs by approximately 9%.
***Increased the shield size limit for this ability and the Harness Magicka morph to 50% of your Max Health from 40%. Dampen Magic increases to 60% from 50%.
::::Developer Comment:
::::The changes with Magicka-based Damage Shields were done to increase the shields' strengths in situations where the caster is focusing more into increasing their effectiveness by specializing more stats into them, since they now require more Magicka to increase their size than they needed in previous updates.
****Harness Magicka (morph):
*****This morph no longer returns 3% of your Max Magicka when absorbing spell attacks. Instead, it restores 5% of the ability's cost whenever it absorbs any damage. Note this value continues to increase per piece of Light Armor worn, and can still only occur up to 3 times per cast.
*****Increased the bonus modifier per piece of Light Armor worn for the Magicka return to 33% at Rank IV from 6%. Note this increase remains to be based on 5% of the ability's cost, so each piece of Light Armor will increase the return from 5% to 6.65%.
*Medium Armor
**Evasion: Reduced the base cost of this ability to 3213 from 3672.
***Elude (morph): Each piece of Medium Armor now increases the duration of the Major Evasion by 2 seconds, up from 1 second. Elude also grants you Major Expedition whenever you take direct Area of Effect damage, based on each piece of Medium Armor worn.
***Shuffle (morph): Increased the snare and immobilization immunity granted per piece of Medium Armor worn to 1 second from 0.5 seconds.
*Heavy Armor
**Immovable: Reworked this ability and its morphs, and shifted the names around to be slightly more appropriate.
***The base ability is now called Unstoppable.
***Reduced the base cost to 3780 from 4590, which gets the 15% cost reduction, taking it 3213.
***Increased the duration of the CC immunity granted to 6 seconds. While the CC immunity persists, you are now have 65% reduced movement speed. You cannot be stopped, but that power comes at a great cost.
****Immovable Brute (morph):
*****Renamed this morph to Unstoppable Brute.
*****It no longer passively reduces the cost of CC break while slotted, but instead reduces the cost of CC breaking while the Major Ward and Resolve are active.
*****Increased the cost reduction per piece of Heavy Armor worn to 5% from 4%.
*****This morph also gains cost reduction as it ranks up.
****Unstoppable (morph):
*****Renamed this morph to Immovable.
*****This morph no longer increases the duration of the ability. Instead, while the snare persists, it increases the amount of damage you can block by 5% per piece of Heavy Armor worn, but also increases the snare potency by 5%. If you are in all 7 pieces of Heavy Armor, you will truly be, Immovable. Unless Elite difficulty enemies hit you with a special move, they don't care if you think you're immovable.
World
*Soul Magic
**Soul Strike:
***Increased the damage per tick for this ability and its morphs by approximately 22%, but increased the time it takes to deal its total damage to 5 seconds from 2.9 seconds to help reduce the bursty nature of the ultimate. This also means the CC immunity granted from activating the ability lasts the 5 seconds, instead of only 2.9.
***Increased the Reveal on this ability and its morphs to 3 seconds from 2 seconds.
***Increased the base cost to 175 Ultimate from 100 Ultimate.
****Shatter Soul (morph):
*****This morph's explosion no longer requires the target to die in order to occur. Instead, when the channel is completed or ends early, it will detonate.
*****Reduced the damage of the explosion by approximately 37%.
*****Fixed an issue where the explosion was not applying the Reveal effect to targets hit, as the tooltip implied.
**Soul Trap: This ability has been restructured to fit into our single target DoT standards.
***Since this ability is the first ability you have access to, it will dynamically scale with your offensive stats with some extra detection abilities - if your Weapon Damage is higher it will deal Physical Damage, but if your Spell Damage is higher it will deal Magic Damage.
***Increased the damage per tick by approximately 161%.
***Removed the 2 second delay from these abilities.
***This ability and the Consuming Trap will now only hit one enemy instead of up to 2.
***Fixed many visual errors with these abilities.
****Consuming Trap (morph): This morph will now restore 20% of your Health, Magicka, and Stamina, up from 10%, when a target affected dies. The tooltip will state the actual return to help you visualize the weight of its true power.
****Soul-Splitting Trap (morph): This morph now converts the ability into an area of effect DoT, hitting any target in an 8 meter radius around your original target, but deals approximately 33% less damage per tick.
*Vampire
**Bat Swarm:
***Reduced the cost of this Ultimate to 250 from 275.
***Increased the duration of this ability and its morphs to 7 seconds from 5 seconds.
***Increased the damage dealt of the damage over time by approximately 20% per tick.
****Devouring Swarm (morph):
*****Increased the base cost of this Ultimate to 250 from 200.
*****The heal from this ability has been brought into standards, which will result in no real set % change in power due to the previous version having several issues with scaling. The Weapon Damage scaling of this ability was approximately 800% weaker than the Spell Damage scaling, while the Stamina scaling was 1500% weaker than the Magicka scaling. The heal will now scale for half of the damage's base coefficient (note this does not mean the heal is tethered to half of the damage dealt).
****Clouding Swarm (morph):
*****Increased the cost of this Ultimate to 250 from 200.
*****Reduced the damage of Clouding Swarm's activate, Materialize, by approximately 6% per hit.
*****Clouding Swarm's Damage over Time will no longer rank up in damage, since Materialize already did. Note that due to the increase in duration of the base ability, Materialize will also be able to activated two additional times.
**Drain Essence:
***Removed the 1 second delay on this ability and its morphs before it deals damage.
***The channel from this ability can no longer be dodged.
***Reduced the damage per tick by approximately 11%, but the additional tick it now deals results in an increase of damage by approximately 89%.
***This ability and its morphs now heal for up to 15% of your Missing Health per tick, down from 20%, to retain the 60% of your Missing Health over 3 seconds.
****Accelerating Drain (morph): Increased the frequency of damage and healing this ability deals, resulting in 1 extra tick of damage and healing.
**Mist Form:
***Reduced the base cost of this ability and its morphs to 5130 from 5940.
***This ability now lasts 4 seconds at base.
***This ability now ranks up in cost reduction, taking the base cost to 4860 at Rank IV.
****Elusive Mist (morph): Fixed an issue where the Major Expedition from this ability would persist even after casting the channeled effect.
****Baleful Mist (morph):
*****This ability no longer ranks up in cost reduction, but instead gains 1.1% damage per rank.
*****Increased the frequency of damage to 0.5 seconds from 1 second, but decreased the damage of the DoT by approximately 30% per tick.
*Werewolf
::Developer Comment:
::Many Werewolf skills have been adjusted in terms of damage, cost, and healing, to ensure that they meet the intended goal of the Werewolf experience - a fast paced threat that is a terrifying foe on the battlefield. Activating Werewolf abilities should feel distinct in nature from other abilities in terms of their consequences; they should feel more powerful, but more costly. With our ongoing ability standard audit, we've taken Werewolf and set their abilities to be 25% "more" per cast, meaning when compared to a similar ability category, the Werewolf version should deal 25% more damage but cost 25% more. Note this value is subject to change. We're also aware of some Werewolf abilities feeling "bare" in nature (such as Pounce) and are currently investigating some additional variation to help spice up their combat approach.
**Hircine's Bounty:
***Increased the cost of this ability and its morphs by 25%.
***Reduced the healing to 37.5% of your Max Health from 45% of your Max Health, which is 25% stronger than the standard 30%.
****Hircine's Rage (morph): Increased the duration of the Major Brutality to 30 seconds from 20 seconds at its final rank.
****Hircine's Fortitude (morph): This morph is now 25% stronger in heal potency compared to the base, which will result in an approximate 16% reduction in healing compared to the previous value.
**Infectious Claws:
***Increased the cost of this ability and its morphs to 3442 from 3240.
***Increased the damage of the initial hit by 25%.
***Reduced the Damage over Time of these abilities by approximately 11% per tick.
**Piercing Howl: Reduced the cost of this ability to 2869 from 3510, and reduced the damage dealt by approximately 14%.
***Howl of Agony (morph): This morph no longer ranks up in 1.1% damage, but instead increases the damage dealt on a Feared target, up to 33%.
**Pounce: Decreased the base cost for this ability and its morphs to 4016 from 4050.
***Brutal Pounce (morph): The AoE damage dealt from this morph now deals the same damage as the initial hit.
**Roar:
***Increased the cost of this ability to 4304 from 4163.
***Reduced the radius to 6 meters from 8 meters.
***Increased the duration of the fear to 4 seconds from 3.3 seconds at Rank IV. All morphs now last 4 seconds in total duration.
****Deafening Roar (morph): This ability now properly applies Major Fracture to up to 6 enemies, regardless if they were feared or not.
****Ferocious Roar (morph): This ability now ranks up in cost reduction, rather than Fear duration. The final base cost is now 4034.
**Werewolf Transformation:
***Reduced the damage dealt by your Light and Heavy Attacks with this ability and its morphs by approximately 17%.
***Increased the range of the Light Attacks to 7 meters from 5 meters, and the Heavy Attacks to 10 meters from 7 meters. This was done to help preserve the same distance from standard forms, since your character size increase was not applying to the range of your abilities, causing your attacks to appear as if they lost range.
***This ability and the Pack Leader morph no longer apply a bleed to enemies hit with Light Attacks, or deal area damage with Heavy Attacks.
****Pack Leader:
*****The Direwolves can no longer be targeted or die.
*****Reduced the damage of the Direwolves' Gnash attack by approximately 70%, and decreased the frequency of its attack speed to 2 seconds from 1 second.
*****Gnash now applies Minor Maim to enemies hit for 4 seconds.
*****Reduced the damage of the Lunge attack by approximately 60%.
*****Lunge will now be cast every 10 seconds, rather than have a 25% chance every 3 seconds to cast.
*****Lunge will now snare enemies hit by 30% for 4 seconds.
*****The Direwolves will now return to your side if you travel far enough away from them, since they are lost and confused without their leader of the pack.
****Werewolf Berserker (morph): Increased the damage of the bleed from your Light Attacks by 25%.
:::Developer Comment:
:::The werewolf morphs were initially designed to have Pack Leader emphasized on utility, while Berserker was meant to be the offensive and raw damage choice. Due to the Direwolves' damage and attack speed, Berserker was constantly eclipsed, and Pack Leader wasn't provided much utility other than causing target complications for enemies. Now, Pack Leader allows your doggos to enfeeble your foes, while Berserker lets you rip and tear.
Guild
*Fighters Guild
**Fixed an issue where Balorg and Hulking Werewolves were not being considered Werewolves for the Fighters Guild conditional bonuses.
**Circle of Protection:
***Reduced the cost of this ability and its morphs to 3902 from 7987.
***Fixed an issue with this ability and its morphs where you could not gain the Minor Protection from this ability if you had Minor Endurance active prior to entering the area.
****Turn Undead (morph): This morph is now called Turn Evil, and fears any enemy in the area upon cast, rather than only Undead.
****Ring of Preservation (morph):
*****This morph no longer reduces the cost of Roll Dodge while in the area, and is now considered a "Kiss-Curse" or double-edged sword morph. Instead, it heals up to 6 friendly targets (yourself included) in the area every half second. The heal is based on our AoE HoT standards.
*****Reduced the duration of this morph to 8 seconds from 20 seconds.
**Dawnbreaker:
***This ability and its morphs now all have a minor cast time to match their animation of slamming down the glorious Dawnbreaker. Canceling the Ultimate will not consume resources, and this cannot be bashed/interrupted from abilities.
***Increased the damage of the DoT by 1.1% per rank.
***This ability and its morphs no longer has the 6 person target cap, since its total area is smaller than other Ultimates, such as Dragon Leap or Permafrost.
****Flawless Dawnbreaker (morph): This morph no longer passively increases your Weapon Damage by 5% for slotting. Instead, it grants you 300 Weapon Damage for 14 seconds, which ranks up to 20 seconds at Rank IV. This morph also no longer increases in damage by 1.1% per ranks.
****Dawnbreaker of Smiting (morph): This morph will now properly gain its 20% damage increase, which will result in a ~1% damage loss.
**Expert Hunter:
***Evil Hunter (morph):
****Fixed an issue where this ability cost more than its original form.
****This morph no longer grants 25% reduced Stamina cost of Fighters Guild abilities. Instead, it grants up to 25% damage dealt with non-Ultimate Fighters Guild abilities.
***Camouflaged Hunter (morph):
****This ability will no longer costs more than the base form, and no longer grants Minor Berserk from successful sneak attacks. It now grants Minor Berserk from dealing Critical Damage from an enemy's flank.
****Decreased the duration of Minor Berserk to 5 seconds from 10 seconds at Rank IV.
**Silver Bolts: This ability has been brought into our "spammable" category, and will be balanced as such.
***Increased the damage dealt by approximately 12.5%.
***Reduced cost to 2700 from 3510.
***This ability no longer snares enemies hit. Spin them crossbows!
****Silver Shards (morph):
*****This ability now hits all nearby enemies to your original target, instead of having a cap.
*****The AoE damage dealt is now 25% weaker than the initial hit, instead of 50%.
*****The AoE damage now ranks up in 1% strength per rank.
****Silver Bolts (morph):
*****Decreased the damage of this ability by approximately 25%.
*****Increased cost to 3780 from 3510.
*****Reduced the snare potency to 30% from 40%.
*****These changes will allow the ability perform much closer to other gap closer/creator abilities.
**Trap Beast:
***Increased the duration of the Damage over Time from this ability and the Lightweight Trap Beast morph to 10 seconds from 6 seconds.
***The Minor Force will now properly line up with the duration rather than being 2 seconds longer.
***Reduced the damage per tick by approximately 6%, and reduced the duration of the Immobilize on all morphs to 2 seconds.
***Reduced the base cost to 3240 from 3780.
****Lightweight Trap Beast (morph): This morph no longer ranks up the damage of the DoT, but instead reduces cost as it ranks up, to 2970 at Rank IV.
****Rearming Trap Beast (morph):
*****Renamed this morph to Barbed Trap.
*****This morph no longer places a new trap in the area after the original duration ends, but instead increases the duration of the DoT applied, up to 18 seconds at Rank IV. The damage per tick has increased by approximately 33%, since it was lower than the base morph.
*Mages Guild
**Entropy: Redesigned this ability and its morphs to operate as a DoT, rather than the strange HoT/DoT/Buff hybrid it previously was.
***Increased the cost of these abilities to 2970 from 1620 at base.
***Entropy and Degeneration no longer heal over time.
***Increased the damage from all morphs by approximately 220%.
***Decreased duration to 10 seconds from 12 seconds. Major Sorcery remains at 20 seconds, and fixed an issue where the Major Sorcery was not increasing in duration with the Everlasting Magic passive.
****Structured Entropy (morph): This morph no longer grants Max Health for slotting. Instead, it now heals you every 2 seconds for 10 seconds.
****Degeneration (morph): This morph no longer has a 15% chance to heal you when you deal Light or Heavy Attack damage to the target. Instead, it returns 100 Magicka when dealing Light or Heavy Attack Damage to the target while the DoT persists. Also reduced the cost of the ability as it ranks up, down to 2700.
**Equilibrium:
***Balance (morph): The Major Ward and Resolve will now begin their duration at 22 seconds instead of 20 seconds. At Rank IV with 2 points committed into Everlasting Magic, the duration will be a glorious 30 seconds, rather than the unsightly 27.6 seconds.
***Spell Symmetry (morph): Increased the cost reduction granted from this ability to 33% from 28% Rank IV.
**Fire Rune: Increased the damage of this ability and its morphs by 25% for the initial hit, and reduced the base cost to 3240 from 4050.
***Scaling Rune (morph): Increased the Damage over Time of this morph by approximately 115% per tick.
***Volcanic Rune (morph): This morph no longer increases the duration of the stun as the ability ranks up, but instead reduces the cost of the ability, down to 2970 at Rank IV.
**Meteor:
***Removed the 6 person target cap from this ability and its morphs, since it covers a smaller area than the standard AoE Ultimates.
***Reduced the Damage over Time from this ability by approximately 13% per tick, but increased the duration so it will end on a beautiful whole number when you have 2 points into Everlasting Magic.
***Fixed an issue where this ability and its morphs would fail to deal damage if your character died after casting it.
***Ice Comet (morph): This morph will no longer rank up snare duration on the targets hit by the initial hit, but instead will increase in total damage dealt by 1.1% per rank. The 10% damage increase of this ability now also applies to the DoT as well.
*Psijic Order
**Meditate: Slightly reduced the healing and resource return from this ability and its morphs to land on whole numbers.
***Introspection (morph): Increased the healing of this ability by approximately 5%.
*Undaunted
**Blood Altar: This ability and its morphs no longer have a cast time, and now cost Health rather than Magicka.
***Overflowing Altar (morph): This ability no longer attempts and fails to rank up in the healing the synergy provides, and instead reduces in cost as it ranks up.
**Blood Feast and Blood Funnel: These synergies will now properly use their activator's highest Critical Strike chance, rather than only using their Spell Critical. Blood Feast now heals for 65% of the activator's Max Health at all ranks.
**Bone Shield:
***Increased the base cost to 4320 from 3780, but applied the 15% Stamina cost reduction it was missing, which will take the cost to 3672.
***Bone Shield will now properly rank up in 1.1% shield size per rank.
****Spiked Bone Shield (morph):
*****This ability's damage return can no longer self-perpetuate with other damage return procs, and will no longer remove the attack from sneak attacks before finishing the attack.
*****Increased the damage return to 60% from 33% to put it better in line with the other morph.
****Bone Surge (morph): This ability will now rank up in 1.1% shield size, rather than reducing in cost.
**Bone Wall and Spinal Surge (synergies):
***These synergies now affect up to 6 allies, up from 4.
***Reduced the size of the shields to 30% of the synergizer's Max Health from 50%.
**Inner Fire: Reduced the cost of this ability and its morphs to 2700 from 4051, and increased the chance of applying the synergy to 50% from 25% for this and the Inner Beast morph.
***Inner Beast (morph): This morph now also causes your target to take 5% more damage from you while the taunt persists, and added the Stamina cost reduction to this morph, taking the cost to 2295.
***Inner Rage (morph): This morph now guarantees the synergy, instead of increasing the chance.
**Necrotic Orb:
***Reduced the base cost of this ability and its morphs to 3780 from 4590.
***Reduced the damage per tick of this ability and the Mystic Orb morph by approximately 13%, but it can now deal damage every half second instead of every second.
***You can only have 1 orb active at a time.
***Decreased the speed to 2 meters per second from 3 meters per second to help it deal damage or heal targets more reliably as the orb passes them.
****Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
****Healing Orbs (morph): Increased the healing per tick of this ability by approximately 7%, and fixed an issue where allies affected by the Heal from this ability were unable to take damage from Necrotic or Mystic Orbs from some players.
**Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
:::Developer Comment:
:::Traditionally a synergy, when activated, removes the ability to activate the synergy for further allies, but keeps its parent object so the caster does not lose effectiveness for being a team player, as seen with abilities such as Spear Shards. In the case of Necrotic Orb and its morphs, due to their mobile existence and skill shot nature, we wanted to better reward anyone able to move or aim to react to these abilities properly, and allowed them to have an ally synergize them as long as they are not on cooldown for the synergy type.
**Radiate: This synergy now has a 1 second delay on its activation, and reduced the damage of the DoT by approximately 11%.
**Spawn Broodlings (synergy): Reduced the initial hit of this ability and the other versions of the morph by approximately 21%. These synergies now summon 1 spider for 10 seconds, rather than 2 spiders for 15 seconds, which will significantly reduce their damage dealt.
***Black Widows (morphed synergy): Increased the damage of the poison applied by the spider by approximately 66% to offset some of the damage loss of the base ability. Note this synergy will still see a large efficiency loss.
**Trapping Webs:
***Reduced the cost of this ability and its morphs by approximately 15% since they were missing the standard.
***These abilities now deal an initial hit of damage when they land at their target location, resulting in an approximate 75% damage increase for the caster.
***Fixed many issues where parts of this ability would fail if the caster was silenced.
Alliance War
*Assault
**Caltrops:
***Reduced the base cost to 2984 from 3510.
***Increased the snare potency to 50% from 30%.
***Reduced the damage per tick by approximately 60%, and decreased the duration to 10 seconds from 12 seconds. These changes apply to all morphs.
***Caltrops now ranks up in 1.1% damage per rank, rather than reducing in cost.
****Anti-Cavalry Caltrops (morph): Decreased the base duration to 12 seconds, which ranks up to 15 seconds at Rank IV. It also no longer increases in damage per rank.
****Razor Caltrops (morph): This ability no longer deals initial hit damage, but instead applies Major Fracture to enemies hit by the DoT, up to 4 seconds at Rank IV.
**Magicka Detonation:
***Reduced the cast time of this ability and the Inevitable Detonation morph to 1 second from 1.5 seconds.
***Increased the damage of all morphs by approximately 7% to ensure they deal our AoE damage standard.
***Reduced the base cost of all morphs to 3510 from 4050.
***Removed the maximum limit to the target scaling of these abilities so they may actually combat large groups of enemies for their intended design.
**Rapid Maneuver:
***Reduced the cost of this ability and its morphs to 6885 from 8100 for the 15% Stamina cost reduction standard.
***This ability and its morphs will no longer remove themselves if you take an action, such as healing or damage.
***Reduced the duration of the Major Expedition granted to 8 seconds from 30 seconds at Rank IV. Note it will continue granting Major Gallop for 30 seconds.
****Retreating Maneuver (morph): This ability no longer ranks up in duration.
****Charging Maneuver (morph):
*****This morph no longer grants Minor Expedition after the Major Gallop ends or is reapplied. Instead, it grants the Minor Expedition bonus alongside the Major Expedition bonus.
*****This ability no longer ranks up in duration, but instead reduces in cost.
*****Fixed an issue where Minor Expedition was ignoring range requirements, and applying to allies in lands far, far away.
**Vigor: Adhered this ability to our AoE HoT standards.
***Increased the duration to 8 seconds from 5 seconds, but decreased the tick frequency to 2 seconds from 1 second.
***Increased the healing per tick by approximately 33%.
***Reduced the cost to 2984 from 3511.
****Resolving Vigor (morph): This morph doubles the frequency, halves the duration, and increases the healing per tick by approximately 43%, but now only targets your character.
****Echoing Vigor (morph): This morph continues to increase the radius, but also increases the duration per rank, up to 10 seconds at rank IV, allowing for 1 additional heal tick. It also no longer ranks up in 1.1% healing per rank.
**Warhorn:
***Sturdy Horn (morph): This ability no longer extends the duration of the bonuses or provides Minor Ward and Resolve. Instead, it will grant 15% worth of Critical Resistance to targets affected to operate as a counter to Aggressive Warhorn.
***Aggressive Warhorn (morph): The Major Force from this ability now lasts 10 seconds at rank IV, rather than 9.5 seconds. Be gone, duration based fractions.
*Emperor
**You can no longer generate Ultimate while in a transformation, such as Bone Goliath or Werewolf, while you are Emperor.
*Support
**Barrier: This ability and its morphs will now affect up to 12 grouped allies, instead of 6 allies.
***Reviving Barrier (morph):
****Reduced the heal per tick from this ability by approximately 11%.
****Reduced the duration to 15 seconds from 30 seconds, but increased the frequency of the tick to 1 second from 1.5 seconds.
****Added a 1 second delay to the first heal tick.
***Replenishing Barrier (morph):
****The Magicka restored from this ability's conditional requirement now restores a flat amount of Magicka, rather than a percentage of your Max Magicka. Restore is now 1000 at Rank IV.
****Reduced the amount of Ultimate restored per shield dissolve to 4 from 6. Note since this ability can now affect more targets, the total restore of both the Magicka and Ultimate can potentially be higher.
**Guard: Reduced the base cost to activate this ability and its morphs to 3672 from 4320 since they were missing the 15% Stamina cost reduction standard.
**Purge:
***This ability and its morphs no longer reduce the duration of incoming negative effects.
***Increased the amount of negative effects instantly removed per cast to 3 from 2.
***This ability now ranks up in cost reduction, leading to a base cost of 7830 at Rank IV.
****Efficient Purge (morph): This ability will now cost 5400 at Rank IV, rather than 5130.
****Cleanse (morph): This morph no longer heals for 15% of the target's Max Health if a negative effect was removed from them, but instead heals for 7-10% of their Max Health per negative effect removed.
**Revealing Flare: Adjusted this ability to behave more closely to other reveals, such as Magelight or Expert Hunter.
***The flare now lingers in the area where cast for 5 seconds, rather than being instantaneous.
***Increased the base cost to 5400 from 1889, which ranks down to 5130.
****Lingering Flare (morph): This ability now lasts 7 seconds, down from 8, and ranks up in duration to 10 seconds at Rank IV.
****Scorching Flare (morph):
*****Renamed this ability to Blinding Flare.
*****This ability no longer damages enemies revealed, but now stuns revealed enemies for 2 seconds, which ranks up to 4 seconds at Rank IV.
**Siege Shield:
***This ability and its morphs now affect up to 12 allies, instead of only 6.
***Reduced the base cost to 8100 from 9450.
****Propelling Shield (morph): Reduced the cost to 7830 from 8496.
****Siege Weapon Shield (morph):
*****The protection for siege weapons will now apply to all friendly siege weaponry, including your own, rather than only your allies' siege.
*****Fixed an issue where the damage mitigation from siege attacks on players was applying to anyone in the area, instead of only you and allied players.
===ITEMIZATION & ITEM SETS===
General
*Certain item set-sourced pets will no longer be filled with fear and dismay when you enter Stealth, which would cause them to cease existing. They will now only disappear into the void when their time on Nirn has ended (death or duration end).
Consumables
*Bloody Mara: Reduced the Max Health granted by approximately 14% and the Max Magicka granted by approximately 13% from this consumable. This was done to retain the fact that drinks are meant to be slightly weaker than their food counterparts, due to special item sets and bonuses that key off them.
*Glyph of Bashing: These enchantments now grant Weapon and Spell Damage to your Bash, instead of only Weapon Damage. Also increased the potency of these enchants by approximately 21%.
Item Sets
*Adept Rider: The Major Evasion from this set will now properly apply to Area of Effect damage. We're aware the nature of this set is not ideal for its proc conditions, and will investigate future adjustments for a future update beyond Update 23.
*Affliction: Fixed an issue where the Befouled passive did not affect the Defile of this set.
*Briarheart: This set will now place an appropriate buff icon on your Effects Bar and Character Sheet.
*Cruel Flurry (Maelstrom Duel Wield):
**Reduced the amount of Weapon and Spell Damage granted from this set to 1000 from 2003.
**The bonus Weapon and Spell Damage will now apply to any target-applied Damage over Time effect cast within 4 seconds of the bonus being applied, rather than being consumed on your next target-applied Damage over Time effect. This will result in less total power from the set, while being easier to engage with in a real-time combat with target swapping and movement.
*Defensive Position and Perfected Defensive Position: Reduced the amount of Magicka restored if you failed to reflect or absorb a projectile with Defensive Posture or its morphs by 20%.
*Ebon Armory: Reduced the Max Health bonus of this set to 1000 from 1118.
*Eternal Hunt: Fixed an issue where weapon swapping would remove the rune.
*False God: Fixed an issue where the Magicka return from this set would fail if you were also wearing the Perfected version.
*Gossamer:
**The Major Evasion from this set will now properly apply to Area of Effect damage.
**Removed the 10% chance to proc, but reduced the duration of the bonus to 2 seconds from 6 seconds.
**Note: These changes were done to improve the use case of the set, while requiring a more constant rate of healing to retain it.
*Grace of Gloom: 
**The Major Evasion from this set will now properly apply to Area of Effect damage.
**Removed the 10% chance to proc, but reduced the healing to 2000 from 3440.
**Removed the hidden 500ms cooldown from the heal proc.
*Heem-Ja's Retribution: The Major Berserk granted from this set now lasts 5 seconds, up from 3 seconds, but now only works on enemies who you are actively in combat with.
*Hist Bark: The Major Evasion from this set will now properly apply to Area of Effect damage.
*Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus.
*Kra'gh's: The Area of Effect for this ability will now properly update when fighting Dragons.
*Kyne's Kiss: Fixed an issue where the heal from this set could Critically Strike.
*Merciless Charge: Increased the amount of ticks this weapon grants by 1, resulting in an approximate 20% damage increase. This effect can trigger off each tick of Stampede's Area of Effect.
*Necropotence: Fixed an issue where the bonus from this set was not applying its Magicka gained to Necromantic pets. Now you can properly Necro on your Necro.
*Nightflame:
**This item set now has a 10% chance to proc on healing, up from 5%.
**Increased the cooldown to 10 seconds from 6 seconds.
**Fixed an issue where this set could critically strike.
**Reduced the healing per tick by approximately 27%.
*Oblivion's Foe: This set now grants up to 1000 Weapon and Spell Damage to your Soul Trap ability, rather than increasing its damage by 100%.
*Pillar of Nirn: Increased the damage of the bleed by 25%, resulting in a 20% total damage increase of the entire set.
*Pirate Skeleton:
**Reduced the duration of the proc from this set to 10 seconds from 12 seconds.
**Increased the cooldown to 20 seconds from 15 seconds.
**The Minor Defile is now Major Defile.
::Developer Comment:
::These changes were done to adhere the set to our itemization standards, and was prioritized over others as a large callout by the community that this set was enabling far too much protection with too little draw back.
*Plague Doctor: Reduced the Max Health bonus of this set to 3000 from 4000, since this set has no additional requirements to justify an increase in stat density.
*Quick Serpent: Fixed an issue where the Stamina return from this set would fail if you were also wearing Vicious Serpent.
*Roar of Alkosh: The Area of Effect for this ability will now properly update when fighting Dragons.
*Savage Werewolf: This set now ticks once every second for 4 seconds instead of once every 2 seconds for 6 seconds. This will result in 1 additional damage tick.
*Sentinel of Rkugamz:
**The Dwemer Spider spawned from this set will now always spawn on the target who procced the summon, rather than only on the caster. The spider is also now immobile, and will no longer move once it has begun channeling its heal ability.
**Reduced the healing per tick of this item set by approximately 5%.
**Reduced the Stamina per tick to 500 from 524.
*Shadow of the Red Mountain: Fixed an issue if this set gained a killing blow, it would not grab a new target in the area.
*Spectre's Eye:
**The Major Evasion from this set will now properly apply to Area of Effect damage.
**Increased the cooldown to 10 seconds from 6 seconds, but increased the duration to 5 seconds from 3 seconds.
*Stinging Slashes: Increased the damage bonus to 1600 per tick from 1350.
*Thunderous Volley:
**Increased the damage bonus of this set to be nearly double the original value, since Volley and its morphs only tick once every 1 second, instead of every half second. The values are slightly less than double, since they are now on prettier numbers.
**Fixed an issue where the bonus from this set would occasionally double dip and increase faster. It will now properly increase each tick of Volley and its morphs after the first tick of damage is dealt.
**Fixed an issue where Endless Hail was not getting the bonus of this set on its final tick.
This item set will now retain its bonus if you bar swap before it can first register its damage. Rejoice, as you no longer need to sit around twiddling your thumbs before continuing your rotation!
*Torug's Pact: This item set will no longer increase the damage of Oblivion damage enchantments. It will still, however, decrease their cooldown.
*Twin Sisters: Increased the Damage over Time from this item set by approximately 67%, but the DoT now happens over 10 seconds instead of 8 seconds.
*Velidreth: This item set's proc can no longer hit the same monster multiple times.
*Warrior's Fury:
**This set now procs off taking any damage, rather than only Critical Damage.
**Reduced the duration of the buff to 5 seconds from 6 seconds.
**The stacking bonus can now only occur once every half second.
**Reduced the total number of stacks to 20 from 25, resulting in a 150 Weapon Damage reduction. Upon reaching 20 stacks the bonus can no longer refresh, but will double in duration.
*Wyrd Tree's Blessing: Fixed an issue where this set would proc and go on cooldown after attempting to purge an un-purgable negative effect.
Traits
*Protective: Reduced this item trait to 1190 Physical and Spell Resistance at CP160 Legendary quality from 1844, to ensure its strength is similar to other jewelry traits.
==BASE GAME FIXES & IMPROVEMENTS==
===ALLIANCE WAR & PVP===
General
*In an effort to decrease the amount of times you end up "stuck in combat" in Cyrodiil, all ranged guards have undergone sweeping changes to their awareness and aggro behavior. 
**Note: Pure Melee guards are not affected by this change, nor are the rules of engagement for pure player vs. player "in combat" rules regarding groupmates.
*Cyrodiil Mage Guards will now attempt to cast their area-based abilities when initializing combat instead of their lightning strike.
*When you enter an Alliance Locked Campaign, you will now receive a warning message upon entering the Campaign notifying when the Alliance Lock will occur.
**Once you dismiss this message, it will no longer appear until you either leave the campaign or the lock activates.
*There is now a one hour grace period after the end of a campaign – 30 minutes before the start of a new campaign, and another 30 minutes after the new campaign begins. During this time, no alliance lock is applied for being in Cyrodiil.
**Additionally, there is now always a 5 minute grace period after entering Cyrodiil before alliance lock is applied.
**If you leave Cyrodiil before the grace period ends, you will not be locked into an alliance for that campaign.
Battlegrounds
*Ald Carac now has an alternate layout for Capture the Flag, Chaosball and Deathmatch game modes.
**While in your starting location, your character will receive a damage boost that lasts for a few moments after jumping out of the respawn location.
*Istirus Outpost now has an alternate layout for Chaosball and Deathmatch game modes.
**Mounting is disabled in this alternate layout. 
**While in the lower portion of any starting location in this version, your healing received is cut by 50%.
Volundrung
*Decreased the damage per hit from Volendrung's Sundering Swing ability to 10,000 damage per hit from 12,000 damage per hit.
*Volendrung now has a proper icon and message in the Death Recap UI.
===ART & ANIMATION===
Animation
*Using an Outfit Station or any Crafting Station while crouched will now end your crouch.
Fixtures
*Adjusted the textures on several props and structures to improve the visual quality.
*Fixed an issue where some hanging vines would unintentionally block your movement.
Terrain
*Made several texture adjustments to caves and tunnels to improve the overall visual quality.
*Improved the collision on various rocks and waterfalls.
Visual Effects
*The glow from equipped poisons will no longer persist on weapons when they are sheathed.
===COMBAT & GAMEPLAY===
Monsters
*Fixed an issue where monsters would become visually desynched between the server and client. This fixes a wide range of issues where monsters would be unable to be looted after death if they died while moving, as well as monsters appearing to "warp" to new locations after engaging them and incorrect telegraphs.
*Feared monsters will no longer face their current target, and will instead stand still while they are feared.
*Feared monsters now animate for the duration of the effect.
*Fixed an issue where attack telegraphs could be inaccurate if the monster switched targets during the attack.
*Fixed an issue where monsters could turn while recovering from an ability cast.
Monster Abilities
*Gargoyle
**Quake is now centered in front of the monster and is more clearly telegraphed.
*Giant
**Obliterate and Shatter can now be cast while silent.
*Ice Wraith
**Fixed an issue where Shard Burst visually appeared poorly if it failed to find a path to a character.
*Nix-Hound Fabricant
**Bolt can now be cast while moving.
*Nullifier
**Fixed an issue where some Nullifiers could not cast Negate Magic. May Stendarr have mercy upon your spells.
*Ogrim
**Fixed an issue where an Ogrim could become stuck beating its chest between its attacks.
**Boulders tossed by Boulder Toss no longer teleport to their targets.
*Reef Adder
**Reef Vipers now require line of sight to use their attacks.
*Vanquisher
**Retaliation can no longer be cast while the Vanquisher is rooted.
===CRAFTING & ECONOMY===
General
*The Apple-Bobbing Memento's Fragments are now individual Collectibles, which can be obtained by consuming their individual Items. Using the Fragments from the Collections menu will grant you the full Memento.
**In light of this, the tooltips for the Apple-Bobbing Memento Fragments have been adjusted.
*All Epic and Legendary Witches Festival recipes now require confirmation if you try to destroy them. You monster.
*The following items are now marked as Currency Containers on their tooltips:
**Hefty Tel Var Crates
**Light Tel Var Satchels
**Medium Tel Var Sacks
**Scamp's Tel Var Sacks
**Transmutation Geodes
**Uncracked Transmutation Geodes
*Adjusted the price to apply Firstblade and the Ebony Blade in the Outfit System.
*Fixed an issue causing the Heroism from use of a Traumatic Poison to have a longer cooldown than it should.
*Removed an extraneous stroke in the text of a mail from Melina Cassel. We demand only the best penmanship from our Hirelings.
*Fixed an issue that was causing some equipment crafted in the Anequina style to appear bright white, regardless of the crafting material used.
*Fixed an issue that caused the Honor Guard Jerkin to appear in very monotonous colors by default.
Writs
*Material Shipment containers received from completing Crafting Writs are now all unable to be sold for gold (though the materials inside them are, of course, can still be sold).
*Fixed an issue where Shipments of Cloth VI, obtained from Crafting Writs, would occasionally produce no rewards. All Shipments of Cloth will now produce loot, as expected, every time.
===CROWN STORE & CROWN CRATES===
General
*Updated the preview models used in the Crown Store to better represent products on the store. Newer icons for your items will look different from previously obtained items.
UI
*Updated the text on Race Change tokens to now read as follows: "Players can use this token to change a character's race on the character selection screen. Note: players cannot change to a race they do not own. Similarly, players who do not own the "Any Race, any Alliance" upgrade cannot change to a race disallowed by their alliance."
===DUNGEONS & GROUP CONTENT===
Dungeons
*Banished Cells II
**You can no longer target an invisible "Director" at the end of the dungeon.
**Maw of the Infernal
***Maw of the Infernal no longer breathes fire endlessly.
***The Immolating Bite area effects no longer stack on top of one another.
***The damage from Immolating Bite now increases with prolonged exposure.
***Maw of the Infernal now correctly breaks free of the chains when approached.
*Blessed Crucible
**Fixed an exploit that made it easier to defeat the Troll King.
*Darkshade Caverns I
**The Hive Lord's Kwama Scribs will no longer persist should your group perish.
**Reduced the range in which the Sentinel of Rkugamz will start the encounter.
===EXPLORATION & ITEMIZATION===
General
*Added copies of the books "Information Request from Emeric" and "Updated Instructions from Dortene" to an area accessible to Aldmeri and Ebonheart players, assuming you're ready to invade the Daggerfall compound.
*You can now open Pelinal's Midyear Boon Boxes while in Battlegrounds, and receive rewards appropriate for your Alliance.
*Fixed an issue with some enchantments' value being based on the quality of the jewelry piece they were applied to, rather than the quality of the glyph itself. These enchantments now work off the quality of the glyph, as intended.
*Updated the icons on the Spawn of Mephala Mask & Shoulder Outfit Styles.
*The item "Folded Note", found in Auridon, which starts the quest "Real Marines" can no longer be placed in your bank or otherwise offloaded from the character that picks it up.
Achievements
*Fixed an issue where the "Volendrung Vanquisher" Achievement would not be awarded if your pet was the one to deliver the killing blow. You will now receive the Achievement whether or not it was you, or your minions, that dealt the final strike.
*The "Cauldron Conjurer" Achievement no longer states that you have to use the cauldron summoned by the Witchmother's Whistle during the Witches Festival to obtain credit. You can use the cauldron any day of the year and obtain credit for this Achievement.
*Inn Rooms now count towards the "Permanent Tenant" Achievement.
*Updated the wording of the "Gruesome Feast" achievement to reflect that it needs specific Witches Festival foods instead of requiring all of them.
===HOUSING===
General
*Updated the Anthology of Available Abodes to include Sugar Bowl Suite and the Hall of the Lunar Champion.
*Fixed an issue that could result in your housing permissions changing after you closed the settings menu under certain circumstances.
Furnishings
*The "Witches Remains, Hagraven" achievement furnishing is now correctly Bind on Pickup, as originally intended.
**Note: This fix is retroactive; previously acquired copies will bind the next time they enter someone's inventory.
*Reduced the volume of the "Moon Gate" achievement furnishing's sound effects so that they are more in line with our other furnishings.
*Fixed an issue that caused several of the Elsweyr furnishings to appear with lower resolution textures than intended, with the result that they now look much sharper.
Homes
*Fixed an issue that caused pets, mounts, and assistants placed in certain areas of Hunter's Glade to become invisible upon exiting and reentering the area.
*The beams of moonlight in the Hall of the Lunar Champion now correctly originate from the lenses of the lunar reflector, instead of the claws.
*The silhouette of Red Mountain can now be seen on the horizon from Amaya Lake Lodge and Ald Velothi Harbor House.
*The light streaming through the windows of the Grand Psijiic Villa will no longer disappear unexpectedly.
*Footsteps in the Elinhir Private Arena once again sound like walking on stone, instead of walking on wood.
===QUESTS & ZONES===
General
*Improved some NPC reactions to criminal justice behavior.
Alik'r Desert
*Secrets of the Lost City: The Yokudan King's ghost will no longer follow you into strange places, like houses or other dungeons.
Bangkorai
*Fixed an issue where you were directed the wrong way out of Bangkorai Garrison.
Coldharbour
*The Dremora vendor, Krrztrrb, no longer witnesses crimes. What would they care, anyway?
Deshaan
*The Mournhold Underground: Interacting with the stone lever in the Mournhold Sewers no longer puts your interaction camera in a weird spot.
Eastmarch
*Merriment and Mystery: You will no longer get stuck in the chair after the bard finishes his song during this quest.
Glenumbra
*Pierette Cottret is now properly represented on the map location for the Daggerfall Marketplace.
*Through a Veil Darkly: The exit from the Wyrd site caverns in the Mines of Khuras can now be used without finding the single, solitary pixel over which you must hover. Blasted Wyresses, with their weird door magic. Wyrd door magic?
Grahtwood
*The Unquiet Dead: Seated Telacar now has a pin over his head when you need to make a critical choice in the quest.
Reaper's March
*Fixed an issue where running down the stairs from the Rawl'kha Temple could cause your pets to despawn.
*A Night to Forget: Fixed a variety of issues with the Wisps associated with this quest. The wisps will now appear properly, and disappear when captured.
*The First Step:
**Fixed an issue where you were directed to the wrong spot on the map after defeating General Quintilius.
**Fixed an issue where the map would try to send you to the wrong place to talk to Shazah after the quest step "Survive the Dead".
*Grim Situation: Englor once again shows up inside the building he leads you to.
*Grimmer Still:
**Fixed an issue where something Khali might say to you during the quest step "Disrupt the Ritual" wouldn't make situational sense.
**Fixed an issue where you could increment the optional step to use the side entrance by hugging the wall without actually using the side entrance.
**Fixed an issue where you could enter the inner chamber before disrupting the ritual.
Rivenspire
*Children of Yokuda: Fixed an issue where Crafty Lerisa (or her alternate doppelganger) could follow you outside of Rivenspire. No stowaways!
Shadowfen
*Of Dubious Value: Inspecting the cart will no longer immediately close the dialogue window.
*The Dominion's Alchemist: Fixed an issue where Kazdi tries to throw herself off the railing with her first step down the stairs. Recommendation made to OSHA to fine the Ayleids for not installing proper guard rails on their architecture.
Stonefalls
*New Life Revelers in the Fish Stink of Davon's Watch will no longer show up when it isn't New Life. Now if only department stores in the real world would do the same thing with their holiday decorations showing up in August…
*The Coral Heart: There is now a proper quest pin on the map for the step to Kill Alexandra Conele.
*The Venom of Ahknara: Fixed an issue where you could sometimes be directed the wrong way on the quest step to Kill Ahknara.
===UI===
General
*Made several modifications to crafting station UIs to support multi-crafting.
*Wayshrine labels now appear on the top of the map after they have been discovered.
*Updated the error message that displays when the Activity Finder queue is full to be more descriptive.
*Fixed an issue where containers would appear empty if you looted them in first person mode.
*Added a display of your current gold to accepting C.O.D. mails.
*Added game version to the encounter log.
Alliance War
*Fixed an issue where resizing the game window after viewing a Keep upgrade tooltip would display a UI error.
*The dialog that informs you when your alliance lock to a campaign has been activated is now an alert (upper right message), since that can now happen while you're in combat and dialogs prevent you from controlling your character.
Crafting
*Attempting to harvest the same resource node that someone else is currently harvesting will now display an error message.
*When your inventory has a partial stack of an item but is otherwise full, crafting new items will now automatically merge with that partial stack in your inventory instead of failing to craft.
*Fixed an issue where furniture category icons temporarily turned into food icons during the crafting animation.
Gamepad Mode
*Fixed an issue where you could unintentionally fire the ability bound to the B button when backing out of a menu.
*Fixed an issue where you could not update a guild trader bid without having more gold than the total bid in your guild bank (rather than just the difference between the old bid and the new bid).
*Fixed an issue where the camera would still be blurry when attempting to preview furniture from a vendor.
*Fixed an issue where purchasing a collectible from a vendor would not refresh the store window to show that the collectible was purchased, and couldn't be bought again.
*Fixed an issue where controller template B could not open the bait menu for fishing.
*Fixed an issue where Hold D-pad keybinds wouldn't display properly in Help menus.
*Fixed an issue that occasionally caused ingredients for a recipe to not properly display at crafting stations.
*Fixed an issue where 6 ingredient recipes would cause UI elements to overlap at crafting stations.
*Sorting contents from an NPC's store will now function identically to how it sorts in the keyboard UI.
Gameplay
*A player's name is now included in the alert that displays when someone joins your group.
*Fixed an issue where the ability bar would sometimes not display in combat after recently adding an ability to it (specifically with the automatic setting).
*Fixed an issue where the Maelstrom leaderboards would display more than 100 scores.
*After using the /stuck command, your cooldown to use it again will now display properly.
*Healing towards a Healing Negation debuff will now display in Combat Text.
Guild Finder
*Fixed an issue in the Guild Finder UI where long Guild and player names would not display properly.
*Fixed an issue where expired guild applications could linger in the applications list.
*Made additional improvements to the Guild Finder search results to deprioritize less active guilds.
Guilds & Guild Functionality
*Fixed an issue in the Guild Store UI where making a search, changing the filters, and then changing pages would perform a search using the new filter settings instead of changing pages on the old filter settings as intended.
*Guild traders can no longer be hired for the week after the owning guild disbands. The trader can still be bid on for the next week.
*Changed the guild history update mechanism from client polling to server-initiated updates to help address performance issues. The history will update approximately once per minute.
*Mails notifying players of winning a guild kiosk now include the name of the winning guild.
*Improved the performance of the guild history window when looking at a large number of events.
Help & Tutorials
*The Help category "Activity Finder" is now properly named "Group and Activity Finder".
*Updated the hint for the Apple-Bobbing Cauldron Memento to reflect that it now requires Collectible Fragments, rather than Runebox Fragments, to assemble.
*Fixed an issue where you might get tutorial prompts even if you had already been through a tutorial quest.
*Added a Help Entry for the Imperial City Celebration.