Update 21

Update 21, or Patch v4.3.5, was a major update released for .
==Introduction==
Welcome to v4.3.5 and the DLC game pack! Wrathstone introduces two new 4-player dungeons – Frostvault and Depths of Malatar – in addition to a number of new item sets and collectibles. The base game features a new Zone Guide system that will assist you in finding content to complete in each zone. Additionally, we've added a new Battleground map and updated several older PvP item sets, as well as updated the Guild Trader Interface to add some new features.
Our main focus for combat and gameplay this update was to update the racial passives to achieve a greater balance. Please note we've refunded all racial passives, so make sure to re-spend them after you log in.
The size of this update is approximately 3.41GB. We also want to call out that we're implementing some code related to ESO's database that will allow us greater flexibility with updates and maintenance as it continues to grow over time. Due to this change, after downloading this patch,, you are likely to encounter a very long load screen upon first logging into the game. This will only occur the first time you log in after character select, and it will not affect subsequent logins. That said, the length of the load screen could vary anywhere between 5-10 minutes to a couple hours. Once you're at the load screen, please just wait until you've made it into the game; closing the client will not speed things up. Thanks!
==New Features / Updates / Big Changes==
===Wrathstone DLC Game Pack===
;Two New Dungeons
*Frostvault: Despite events in Volenfell, the scholar Tharayya refuses to be deterred from her quest for Dwarven relics. Tharayya's research leads her to a long-lost Dwarven ruin buried in a thawing glacier, where the Dwarves secreted away an object of immeasurable importance. Within the complex, a massive vault holds a piece of the legendary Wrathstone, a tablet carved with mysterious and arcane writing. With your help, she'll brave the Frostvault and seek the Wrathstone.
*Depths of Malatar: An unlikely partnership with the spirit of her treacherous ex-husband, Quintus Verres, leads the acclaimed relic hunter Tharrayya to the wreckage of an Imperial fort built to plunder Ayleid ruins on the Gold Coast. Believed to be abandoned after its destruction in an unnamed calamity, Tharayya's search reveals a terrible secret—the Imperials never left. With your help, Tharayya hopes to overcome the unnatural guardians protecting the legendary artifact that brought the Imperials to Garlas Malatar, and to ruin.
*Frostvault and Depths of Malatar are 4-player dungeons that can be reached via Eastmarch and the Gold Coast respectively.
**Frostvault's entrance is in western Eastmarch, north of Cradlecrush.
**Depths of Malatar's entrance is located on the island of Garlas Malatar in the Gold Coast.
*Both Dungeons include a Normal version in addition to a challenging Veteran version.
*Unique Achievement awards are available for completing the dungeons, including:
**A unique player skin
**A unique non-combat pet
**Several titles
**Unique housing items
*There are unique item sets, including two new Undaunted Monster Mask sets, only available within the Dungeons. These are listed below.
;New Item Sets
*Frostvault
**Icy Conjuror (Light)
***2 – Adds 1096 Maximum Magicka
***3 – Adds 129 Spell Damage
***4 – Adds 1487 Spell Penetration
***5 – Applying a minor debuff to your enemy summons a non-reflectable Ice Wraith that will charge into your enemy, dealing 18920 Frost Damage over 8 seconds. This effect can occur every 12 seconds.
**Tzogvin's Warband (Medium)
***2 – Adds 833 Weapon Critical
***3 – Adds 833 Weapon Critical
***4 – Adds 1487 Physical Penetration
***5 – When you deal critical damage, you gain a stack of Precision, increasing your Weapon Critical by 129 for 10 seconds, up to 10 stacks max. At max stacks, you also gain Minor Force, increasing your Critical Damage done by 10%.
**Mighty Glacier (Heavy)
***2 – Adds 1096 Maximum Stamina
***3 – Adds 1096 Maximum Magicka
***4 – Adds 129 Stamina Recovery
***4 – Adds 129 Magicka Recovery
***5 – When you cast a snare or immobilize ability, or hit a target with a snare or immobilize ability, you and up to 11 group members gain Major Resolve and Major Ward for 15 seconds, increasing your Physical and Spell Resistances by 5280. This effect can occur once every 10 seconds.
**Stonekeeper (Monster Mask)
***1 – Adds 548 Maximum Stamina
***1 – Adds 548 Maximum Magicka
***1 – Adds 603 Maximum Health
***2 – When you block an attack, you gain an energy Charge stack, up to one stack per second. When you gain 6 Charges, you release the energy, restoring 5350 Stamina and Magicka, and healing for 5350. After releasing the Charges, you cannot regain new Charges for 14 seconds.
*Depths of Malatar
**Auroran's Thunder (Light)
***2 – Adds 1206 Maximum Health
***3 – Adds 129 Spell Damage
***4 – Adds 1487 Spell Penetration
***5 – When you damage a nearby enemy with a single target ability, you summon a cone of lightning from your chest for 3 seconds, dealing 1285 Shock Damage every 0.5 seconds to enemies in the cone. This effect can occur every 6 seconds.
**Scavenging Demise (Medium)
***2 – Adds 129 Weapon Damage
***3 – Adds 833 Weapon Critical
***4 – Adds 833 Weapon Critical
***5 – When you deal Critical Poison Damage to an enemy, summon the Scavenging Maw who, after 2 seconds, attacks the enemy, dealing 7000 Poison damage and inflicting Minor Vulnerability for 15 seconds, increasing their Damage Taken by 8%. This effect can occur every 10 seconds.
**Frozen Watcher (Heavy)
***2 – Adds 1096 Maximum Stamina
***3 – Adds 1206 Maximum Health
***4 – Adds 1096 Maximum Stamina
***5 – Summon a blizzard around you while blocking, inflicting 1000 Frost Damage every 1 second to enemies within your blizzard. Your blizzard has a 15% chance of inflicting Chilled on enemies damage.
**Symphony of Blades (Monster Mask)
***1 – Adds 2% Healing Done
***2 – When you heal an ally whose primary resource is under 50%, grant them Meridia's Favor, restoring 2325 of that resource every 1 second for 6 seconds. 18 second cooldown.
;New Collectibles
We've added a host of new collectibles and rewards by completing various types of Wrathstone content:
*Ayleid Royal Crown Hat: Acquired by entering either the Depths of Malatar or Frostvault dungeons for the first time, completing the "Wrathstone Explorer" achievement.
*Icebound Dwarven Spider Pet: Obtained by completing the "Frostvault Conqueror" achievement, requiring you to complete the new Frostvault dungeon on Veteran mode.
*Meridian Purified Skin: Obtained by completing the "Depths of Malatar Conqueror" achievement, which requires you to complete the new Depths of Malatar dungeon on Veteran mode.
*Ebon Sapphire Dye: Earned by completing the "Wrathstone Delver Achievement", which requires that you beat both Frostvault and Depths of Malatar on Veteran difficulty.
;New Furnishings
In addition to collectibles, we're adding a number of new furnishings themed around Wrathstone content:
*The Trophy of King Narilmor can be earned by completing Depths of Malatar on any difficulty.
*The Bust of King Narilmor can be earned by completing Depths of Malatar on Veteran difficulty.
*The Trophy of The Stonekeeper can be earned by completing Frostvault on any difficulty.
*The Bust of The Stonekeeper can be earned by completing Frostvault on Veteran difficulty.
*In Frostvault, you'll rarely obtain the furnishing item "Palisade, Crude" or one of two different Boar Totems.
*In Depths of Malatar, you'll rarely obtain the furnishing item of "Garlas Alpinia, Tall", a small Malatar Stone, or even more rarely, a large Malatar Stone.
*The Achievement Goods merchant also has new wares, for those brave enough to explore the dungeons of Wrathstone.
**For 100,000g, you can obtain a Replica Cursed Orb of Meridia if you have completed the "Depths of Malatar Vanquisher" achievement.
**For 15,000g, you can obtain a Dwarven Tonal Arc if you have completed the "Frostvault Vanquisher" achievement.
===Base Game===
;Zone Guide
The sheer number of things to do in each zone in ESO can be daunting. To help you find and complete more content in each zone, we have implemented a new Zone Guide feature. 
*You can access the Zone Guide from the Group & Activity Finder on PC (P key by default), from the announcement panel, or from any overland zone map. From here, you can see up to 4 featured achievements for the zone along with your completed and uncompleted activities for the following:
**Main Story Quests
**Wayshrines
**Delves
**Group Delves
**Points of Interest
**Striking Locales
**Set Stations
**Mundus Stones
**Public Dungeons
**World Events (Dark Anchors, Abyssal Geysers)
**World Bosses
**Skyshards
**Shalidor's Library Books
*Your progress towards completing these activities can also be seen on any overland zone map, as seen by the default M key.
*From the Zone Guide, you can press a button on the bottom of the screen to guide you to the location of your next uncompleted activity from the ordered list above (excluding Skyshards and Shalidor's Library Books).
**For example, if you have not completed the Main Story Quests, pressing the button will guide you to the quest giver for the next quest in the quest line (if you already have a Main Story Quest for the zone in your quest journal, you will be guided to the next step of that quest).
;New Battleground – Eld Angvar
Eld Angvar is now available to play in all playlists! In Ayleidoon, the lost language of the Wild Elves, Eld Angavar means "old ironwood." Perhaps the Ayleids hoped such a name would grant permanence to this strange site between worlds. If so, it seems to have worked.
*Eld Angvar features two different maps split between the game types.
**Capture the Relic, Domination and Chaosball will take place on one variant.
**Crazy King and Deathmatch will take place on the other variant.
*Certain parts of the map are available or closed off depending on the game mode groupings as described above.
;New PvP Collectible & Outfit Styles
In this update, we've added a new pet and Weapon Outfit Styles for each of the Battleground teams:
*The new Elinhir Arena Lion pet can be acquired by combining 40 Arena Gladiator's Proofs, available by completing Conquest Missions in Cyrodiil, with an Arena Gladiator's Roar, available for purchase from War Researchers in Cyrodiil.
^The Weapon Outfit Styles for the Pit Demon, Storm Lord, and Fire Drake Battleground teams can be obtained the same way you can obtain an armor Outfit Style for these teams - by completing Battlegrounds.
**Deathmatch matches will get you Pit Demon styles.
**Flag games will win you Storm Lord styles.
**Land Grab matches will earn Fire Drake styles.
*In all cases, your chances of obtaining a new Outfit Style increase with your performance in the match.
**Note that these new Weapon Outfit Styles can only be earned after you have begun earning Armor Outfit Styles.
;Cyrodiil Set Updates
We've been wanting to improve and update older item sets to keep them in-line with newer sets, a sentiment that you've also expressed. We want to limit the disruption of current player builds, so we redesigned six Cyrodiil sets that we found are being used by a smaller number of players. The intent is to rework these sets while retaining their original flavor.
*Deadly Strike
**OLD
***2 – Adds 1206 Maximum Health
***3 – Adds 833 Weapon Critical
**NEW
***2 – Adds 129 Weapon Damage
***3 – Adds 833 Weapon Critical
***4 – Adds 129 Weapon Damage
***5 – Increase the damage your Physical, Bleed, Poison, and Disease damage over time abilities do by 14%.
*Buffer of the Swift
**OLD
***2 – Adds 4% Healing Taken
***3 – Adds 1206 Maximum Health
***4 – Reduce damage taken from players by 5%
***5 – When you take damage from a spell, you have a 10% chance to gain a damage shield that absorbs 2580 damage for 6 seconds. This effect can occur once every 4 seconds.
**NEW
***2 – Adds 1096 Maximum Magicka
***3 – Adds 2975 Physical Resistance
***4 – Adds 2975 Spell Resistance
***5 – Reduce damage taken from players by 10%.
*Alessian Order
**OLD
***2 – Adds 129 Stamina Recovery
***3 – Adds 4% Healing Taken
***4 – Adds 1206 Maximum Health
***5 – Increases the immunity to disabling effects after using Break Free by 3 seconds.
**NEW
***2 – Adds 2975 Physical Resistance
***3 – Adds 2975 Spell Resistance
***4 – Adds 1206 Maximum Health
***5 – Increases your Health Recovery by 1% of your sum total Physical and Spell Resistance.
*Beckoning Steel
**OLD
***2 – Adds 2975 Spell Resistance
***3 – Adds 1206 Maximum Health
***4 – Adds 2975 Spell Resistance
***5 – You have a 40% chance to intercept any projectile cast on an ally within 5 meters of you.
**NEW
***2 – Adds 2975 Spell Resistance
***3 – Adds 1206 Maximum Health
***4 – Adds 2975 Physical Resistance
***5 – Generate an aura that causes you and 11 group members within the aura to take 10% less damage from projectiles. You can only be affected by one instance of Beckoning Steel.
*Curse Eater
**OLD
***2 – Adds 1206 Maximum Health
***3 – Adds 1096 Maximum Magicka
***4 – Adds 129 Magicka Recovery
***5 – Reduces the duration of all negative effects applied to you by 20%.
**NEW
***2 – Adds 1096 Maximum Magicka
***3 – Adds 129 Magicka Recovery
***4 – Adds 129 Magicka Recovery
***5 – When you heal yourself or an ally with a direct heal ability, remove up to three negative effects from them. If a negative effect was removed this way, your target restores 600 Magicka. This effect can occur every 8 seconds.
*Sentry
**OLD
***2 – Adds 1096 Maximum Stamina
***3 – Adds 129 Weapon Damage
***4 – Adds 1096 Weapon Critical
***5 – Increases the radius you can detect Sneaking enemies by 50%. Increases your damage done to Sneaking enemies by 20%.
***5 – Adds 129 Weapon Damage
**NEW
***2 – Adds 1096 Maximum Stamina
***3 – Adds 129 Weapon Damage
***4 – Adds 833 Weapon Critical
***5 – When you begin to crouch, gain Stealth Detection for 10 seconds. This effect can only be activated every 30 seconds.
***5 – Adds 129 Weapon Damage
;Guild Trader UI Improvements
The Guild Trader Interface has received a number of changes and new features in this update:
*Item name search: Directly search for an item based on its name.
*Name matching: Entering part of an item name displays a list of all matching items, so you can still hone in on what you're looking for without knowing the complete name.
*Recent searches: Each search is saved and can be easily used again at any Guild Trader.
*Price per unit display and sorting: When dealing with items of varying stack sizes, the unit price provides an additional point of comparison.
*Category and filter updates: Based on feedback and the Guild Store transaction data, we've made modifications to the categories and filters in an effort to make finding commonly traded things easier.
;Writ Reward Improvements
Material Shipments received from Writ Rewards have been revamped!
*Instead of only receiving material from a lower tier than your crafting passive rank, you will now receive a distribution of materials with the majority of the materials being for your current material tier based on passive rank.
*You will also receive a small amount of material for your next tier to allow you to stockpile a bit in advance so when you rank up, you will have the materials you need to keep going.
*You will still receive a small amount of materials randomly chosen from a previous tier in order to support making equipment for lower level characters.
;New Achievements
Over 40 new lines of achievements to pursue, including those for dungeons, holidays, prologues and more. These achievements can reward titles, collectibles, or a dye.
;Champion Point Update
The Champion Point cap will not be increased for Update 21, or subsequent updates, until further notice. We are currently investigating the best direction to take the system to have healthier balance overall for the game.
==Fixes and Improvements==
===DLC Gamepacks and Chapters===
====Clockwork City====
;Dungeons and Group Content
Asylum Sanctorium
*You will now be correctly notified that Asylum Sanctorium is a Group Trial when attempting to enter.
*Saint Olms will no longer pause in the air when flying around the entrance of Asylum Sanctorium.
*Saint Felms the Bold will now teleport the correct amount of times when using his Teleport Strike ability.
*Saint Llothis' Oppressive Bolt ability now has the correct icon in the death recap UI.
;Exploration and Itemization
Achievements
*Fixed an issue in the component text of the Clockwork City Master Angler achievement, which accused the Clicking Travally of being a saltwater fish. It does not thrive in saltwater, being a fabricant and thus living in oily water.
====Dragon Bones====
;Dungeons and Group Content
Dungeons
*Fang Lair
**Interrupting the Blackmarrow Deathmonger's Cage of Agony ability no longer causes the area of effect telegraphs to display incorrectly.
**The encounter with Lizabet Charnis will no longer start immediately after the monster appears. 
**You will now be teleported into the encounter with Lizabet Charnis when it starts.
**Lizabet Charnis' ghosts no longer cast Necrotic Spear at you unless the encounter is in progress.
*Scalecaller Peak
**Zaan the Scalecaller's fight space should no longer inexplicably prevent some abilities from taking effect or monsters from moving correctly.
====Horns of the Reach====
;Dungeons and Group Content
Dungeons
*Falkreath Hold
**Domihaus will no longer damage shield himself in Veteran difficulty and will only use his Molten Shield ability when Hard Mode is active. 
**Domihaus will now summon Atronach adds less often when his health is low.
====Imperial City====
;Dungeons and Group Content
Dungeons
*Imperial City Prison
**Lord Warden Dusk's Darklight Burst ability now has an appropriate icon.
====Morrowind====
;Dungeons and Group Content
Halls of Fabrication Trial
*Additional Monsters and Toxic Coolant summoned as part of the Assembly General fight on Normal difficulty will no longer persist once it is defeated.
*The Refabricated Centurions during the Pinnacle Factotum encounter now enter into their collapsed pose and stay there once defeated.
;Quests and Zones
Quests
*The Pierced Note from Veya can now be read by anyone who finishes the “Family Reunion” quest in Vvardenfell.
====Murkmire====
;Art and Animation
General
*Fixed various texture issues found in caves, rocks, trees, and statues found in Murkmire.
*Improved the collision in various Murkmire caves to prevent you from seeing through them.
;Combat and Gameplay
Monster Abilities
*Successfully interrupting the Hackwing as it's casting Furious Talons now correctly sets the Hackwing off-balance.
*Significantly reduced the damage from the Sun Mage's Solar Cleave ability.
*Fixed an issue where Voriplasmic Corpses wielding 2-handed weapons would sheathe them incorrectly.
;Crafting and Economy
General
*Fixed an issue where interacting with the Cooking station near Echoing Hollow resulted in an odd camera angle.
*Fixed an issue where Jewelry resource nodes in Summerset could drop 5 Titanium Ounces. They will now instead have a rare chance to drop 5 units of Titanium Dust, as intended.
*Voriplasm are now much better at digesting their prey, and will no longer drop Leatherworking materials. (They will still drop oils for use in Alchemy, of course.)
*The Tailoring Station in Lilmoth is finally up and running again.
;Dungeons and Group Content
Blackrose Prison
*Drakeeh the Unchained will now announce each time a player enters a new arena.
;Exploration and Itemization
General
*Psijic Portals found in Murkmire will now provide set items from Murkmire.
*Fixed an issue where the Maul of the Fallen Comrade, a blue-quality Quest Reward in Murkmire, would not scale to your level above 50. It will now scale to your level when you obtain it, up to Champion 160, as intended.
*Fixed an issue where the Rootmender's Staff awarded from the Murkmire quest By River and Root was not being award at the proper level if your character was level 50.
*Fixed an issue where certain quest locations in Murkmire had a higher than intended number of treasure chests spawned at once.
Eidetic Memory
*The book “Wasted Potential” no longer retains its glow once read.
*Corrected the name of Island Note 3 in Eidetic Memory.
Mementos
*Fixed an issue preventing the Fire Rock memento from being able to be used properly with no target.
;Housing
General
*Corrected the "Murkmire Platter, Large" recipe to actually be a "Bowl of Grubs". It knew what it was the whole time, but the world around it was confused.
;Quests and Zones
General
*Monsters in Murkmire are a little less friendly and no longer spawn on top of each other.
*Fixed several instances where text and VO didn't match.
*Fixed some cases where multiple versions of the same NPC would appear.
Quests
*By River and Root: Xukas and Jaxsik-Orrn now keep their eyes closed during the ritual.
*Empty Nest:
**Active effects gained during this quest now have proper icons.
**Iskenaaz now appears in the correct location.
**Quest pin descriptions will now remain consistent throughout the quest.
**Iskenaaz will now correctly follow you and react as intended.
*Envoys who Cower: The NPCs associated with this repeatable quest will now return to their starting quest locations.
*Grave Circumstances: Fixed an issue where you were unable to place grave markers.
*Lost in Murkmire: A creature is now sniffing around the area as indicated by the quest dialogue.
*Missing in Murkmire: NPCs associated with this quest no longer have red skin textures.
*Rally the Survivors: Fixed an issue where an objective during this quest would not display a quest pin on the map or compass.
*The Assassin's Arbitration: Conversations are now consistent with your accomplishments.
*The Calendar Ritual: Fixed an issue where your progress could become blocked if you logged out while performing the calendar ritual.
*The Sounds of Home:
**Fixed an issue where the visual effects from the toad musk was not appearing.
**The Ruby Hopper now appears if your character dies and resurrects.
;UI
General
*Interesting locations in Murkmire now display their proper names.
*Tsofeer Cavern now has key/legend on the map.
====Orsinium====
;Dungeons and Group Content
Maelstrom Arena
*Player pets will no longer disappear after defeating Matriarch Runa in the Rink of Frozen Blood.
*The Flame Knight's Deep Slash will now animate correctly.
====Summerset====
;Dungeons and Group Content
Cloudrest
*The following abilities will now target the main tank less often during the fight with Z'Maja:
**Fiery Crash
**Flux Burst
**Razorthorn
**Spiked Ice
*The following abilities will now always target the main tank as originally intended during the fight with Z'Maja:
**Baneful Mark
**Crushing Darkness
;Exploration and Itemization
General
*The Waterlogged Note no longer displays a level. It also indicates in its tooltip that the item has no value, and can safely be destroyed. To aid in this, the item can now be sold to vendors (for 0 gold).
;Quests and Zones
Quests
*A Pearl of Great Price: The visual effects from Valsirenn's teleport will now only occur once.
*Taming the Wild: You can now interact with the final Warding Stone associated with this quest, which was previously preventing you from completing the quest.
**The Dreaming Cave: Leythen will now face you during conversations.
;UI
General
*The display names for Geysers are now in a consistent format.
====Thieves Guild====
;Dungeons and Group Content
Maw of Lorkhaj Trial
*Dro-m'Athra Dreadstalkers will no longer inexplicably enrage prior to one of their Ghostly Sar-m'Athra's being defeated.
*S'kinrai and Vashai will no longer sometimes apply the Lunar and Shadow Aspects to the incorrect players during the encounter.
====Wolfhunter====
;Dungeons and Group Content
Dungeons
*March of Sacrifices
**The hunters in the Hunting Grounds have removed some clutter from their Hunting Lodges to allow easier movement.
**Balorgh's Thundering Fissure no longer has a chance to force your character to get stuck in the ground when affected.
**Adjusted the target priority for the ability Trapping Bolt in the encounter with Tarcyr to work as originally intended.
*Moon Hunter Keep
**Removed some erroneous platforms in the fight with Jailer Melitus.
===Combat & Gameplay===
;Combat and Abilities
General
*Fixed an issue where your ability bars could appear desynced from the actual weapon you were holding, if you attempted to bar swap too frequently while casting another ability.
*Fixed an issue where some crowd control abilities could cause targets to get stuck in water.
*Successfully Heavy Attacking a target that is blocking will now provide half the resources, rather than none. This means if your Heavy Attack would restore 2160 Stamina normally, and a target blocks it, it will now restore 1080 rather than 0.
**Developer Comment: This change is aimed at retracting from some of the polar counter play that this mechanic previously provided. Before, if you merely activated block while you were trying to recuperate resources, you could continuously starve your recovery. The change now still helps reward thoughtful gameplay where a meaningful activation of block can determine the flow of combat, with less stark contrast. Dodging a Heavy Attack still prevents all resources from recovering. We will continue to investigate this performance and see if further adjustments are required.
*All pets will now inherit your bonuses and derived stats. This means your Critical Hit Chance, Critical Hit Multipliers, Champion Points, and other % damage or healing amplifications will be applied to any pet you summon. Item sets that summon pets will continue to not inherent your Critical Strike Chance.
**Please note that this will not affect which stats your pets scale with, but rather if they will inherit things such as % damage done modifiers.
***Developer Comment: This was aimed at making the stat scaling system easier to understand in the long run; when you increase your own damage, your pets will now follow in scale as such. This is part of an ongoing process to make pets clearer and more enjoyable to use.
*Enchants on one handed weapons will now be half the potency of those placed on two handed weapons. This will apply to the damage and effectiveness of enchants, but will not affect the cooldown.
**This means an enchant that would normally have a 4 second cooldown and deal 4000 damage on a two handed weapon will deal 2000 Damage, but still have a 4 second cooldown.
***Developer Comment: This change was made to better align with the current functionality of differences in one handed and two handed weapons. Traits and item set slot progression are worth twice as much on two handed weapons than they are on one handed weapons, and the previous interaction broke that paradigm in the case of enchantment performance.
*You can no longer mount while performing the summoning animation for an Indrik mount. 
*Fixed an issue where you could become stuck on a single ability bar and could not activate weapon swap until you re-logged, entered a new zone, or your character died.
*Yo dawg, we heard you didn't like procs so we made sure your procs can't proc more procs. The Champion Point passives Resilient and Critical Leech will now be considered "proc" abilities, meaning it can't proc other proc abilities such as item sets.
*The heal from Siphoning Strikes and Morphs will no longer be considered "proc" abilities, meaning it can proc other proc abilities such as item sets and enchants.
**Note: We will continue evaluating which abilities should and should not be considered procs in the future.
*Fixed an issue with Annulment and its morphs, and Conjured Ward and its morphs, where you could occasionally get stuck in the casting animations when using the abilities in quick succession with other abilities such as Block.
Buffs and Debuffs
*Fixed an issue where Major and Minor Evasion were affecting skills they should not have been. The following abilities and sets will no longer be reduced by Major and Minor Evasion's damage reduction:
**Force Pulse 
**Overwhelming Surge 
**Radial Uppercut 
**Selene's 
**Sheer Venom 
**Shrouded Dagger's bounce damage 
**Trap Beast and its morphs 
**Unfathomable Darkness
*Abilities that provide Major Buffs that are not associated with healing or damage will now apply to a maximum of 12 targets. Below are the following abilities affected by this change:
**Frost Cloak & morphs now affect 12 targets instead of 6
**Molten Weapons & morphs now affect 12 targets instead of 6
**Rapid Maneuvers & morphs now affect 12 targets instead of 24
**Warhorn & morphs now affect 12 targets instead of 24
***Developer Comment: Due to the structure of our group sizes and targeting systems in place, we wanted a healthier balance in terms of how abilities hit targets. Previously, many abilities only hit 6 players (such as Molten Weapons or Frost Cloak), while other abilities hit 24 players (Rapids or Warhorn) which left a large disparity in their performance in how groups engaged with them. We used the Trial group size as a healthy medium since it was in the middle of 4-player dungeon content and large-scale warfare in Cyrodiil. Please note that we consider abilities that heal or do damage as higher impact, thus their additional affixes will continue to only hit 6 targets for the time being.
*Fixed an issue where gaining any source of Empower would override a previous source, even if the duration was shorter. The longest lasting duration of Empower will always gain priority.
Mundus Stones
*Shadow Mundus: Increased the Critical Hit Damage bonus to 13% from 9%. Note that this still will not affect critical healing.
Dragonknight
*Draconic Power
**Spiked Armor:
***Fixed an issue where the damage return of this ability and its morphs applied before an attacker had completed their attack, which could prevent bonuses such as Stealth to apply. The damage return will now fire after the incoming attack has completed, rather than when it began.
*Earthen Heart
**Obsidian Shard: Fixed an issue where the heal from this ability and its morphs was not prioritizing players over pets.
Nightblade
*Assassination
**Mark Target: Updated the Death Recap hint for this ability to more accurately describe its functionality.
*Shadow
**Shadow Cloak: Fixed an issue where this ability and its morphs were being removed from Damage over Time effects from siege weaponry that was applied to your character, such as Fire Ballista's damage over time.
Sorcerer
*Daedric Summoning
**Updated the tooltips for all summon abilities to better indicate the damage or healing they provide.
*Storm Calling
**Bolt Escape: Fixed an issue where Streak Fatigue could be avoided unintentionally.
**Boundless Storm: Reduced the cost of this ability and its morphs by approximately 34%.
***Developer Comment: After the recent changes to sourcing of Major Expedition, the morph Boundless Storm highlighted a problem of this ability where its cost was far too high for the operational power that it provided. We've based the new cost to be more in line with other sources of Major Ward and Resolve. In turn, this has brought Boundless Storm to a much healthier state where the short duration of the Major Expedition can be offset with a lesser cost, so that recasting earlier is a valid choice.
**Implosion:
***Renamed this passive to Amplitude.
***This passive is now a reverse execute mechanic, and increases your damage against targets by 1% for every 10% health they currently have.
***The minimum bonus this passive can provide is 1% increased damage done.
****Developer Comment: This change was aimed at helping Sorcerer's damage production go up, while helping them in the targeted gameplay pattern of getting targets into specific health thresholds, detracting from the feeling of uncontrollable burst for the caster, and sudden moments of low telegraphed high damage for the target.The HP thresholds for the damage are as follows:100% Health = 10% damage99%-90% = 9%89.9%-80% = 8%79.9%-70% = 7%69.9%-60% = 6%59.9%-50% = 5%49.9%-40% = 4%39.9%-30% = 3%29.9%-20% = 2%19.9%-10% = 1%9.9%-0% = 1%
**Overload:
***Your weapon will no longer be visible while you are casting a Light or Heavy Attack while this ability or its morphs are toggled on.
***Fixed an issue where these abilities' Heavy Attacks would not benefit from Ultimate cost reduction.
***Energy Overload (morph): Fixed an issue where the Magicka return from this morph would fail to fire if the ability was reflected.
**Summon Storm Atronach: Fixed an issue where the Charged Lightning synergy granted from this ability was not properly applying the Major Berserk buff to the Atronach that granted it. They are just as angry as you are, and will now have their damage properly increased when they're mad.
Templar
*Dawn's Wrath
**Blazing Shield: Fixed an issue where this ability had an erroneous field that limited the damage dealt to 10% of the caster's health.
**Solar Barrage:
***Increased the damage dealt by this morph by approximately 10%.
***This ability now grants an infinite Empower bonus during the entire duration, instead of firing a single Empower bonus after each tick.
****Developer Comment: Internally, we found that melee Magicka-based Templars specifically were struggling to contend with other melee damage dealing spots in organized play (such as fully-optimized raiding environments that have access to many empowering and debilitating abilities), and this change is aimed at remedying that. We've specifically targeted more of the single target damage production of the class with this change, as their cleave DPS is in a relatively healthy spot.
*Restoring Light
**Cleansing Ritual: Fixed an issue where the heal from this ability and its morphs were not prioritizing the most injured targets inside the area.
Warden
*Animal Companions
**Swarm: Fixed an issue where the visual affects from this ability and its morphs would persist on targets who entered invisibility or stealth.
***Growing Swarm (morph): Fixed an issue where this ability could target enemies in Sneak or Invisibility when attempting to spread to a new target.
**Wild Guardian: Fixed an issue where the Crushing Swipe ability could only hit up to 6 targets.
*Green Balance
**Soothing Spores: Fixed an issue where this morph was using your Spell Critical instead of your Weapon Critical.
Weapon
*Two-Handed
**Heavy Weapons:
***Reduced the bleed applied from the Axe version of this passive by approximately 12%.
***Increased the increased damage bonus from the Sword version of this passive to 6%.
**Momentum: Fixed an issue where the healing from this ability and its morphs were unintentionally procing melee attack-related requirements.
*Dual Wield
**Twin Blade and Blunt:
***Reduced the bleed applied from the Axe version of this passive by approximately 12%.
***Increased the increased damage bonus from the Sword version of this passive to 3% per sword equipped.
****Developer Comment: The axe version of both Twin Blade and Heavy Weapons were previously over budgeted and provided more total damage to your target than the other weapon types. Additionally, the bleeds applied from these weapons were performing well against all armor types, rather than focusing on being better against only targets with high Physical Resistance. We are still closely monitoring the bleed from these passives, and investigating ways to better distinguish the play patterns that Axes and Maces provide.The sword version of both of these passives were also under budgeted since their bonuses were additive. We've increased this to 6% in the meantime to fix some truncation issues with Dual Wield, and will continue to investigate ways to ensure swords remain a viable choice of weapon type.
*Bow
**Scatter Shot: Fixed an issue where the stun applied from this ability and its morphs was not able to be broken until after the knock back had completed, which made it feel less responsive to CC break.
**Volley: Fixed an issue where the abilities from Volley or its morphs were unintentionally blockable. Since this ability is a ground-based, area of effect, damage over time ability, it is intended to follow the same rulesets of others in which it cannot be blocked or dodged.
*Destruction Staff
**Ancient Knowledge: Removed the requirement of having a Destruction Staff ability slotted to gain the effect of this passive. Now, you simply need to equip the Destruction Staff type of the buff you want to gain the bonus it provides.
***Developer Comment: This passive was far too restrictive in the sense that it required you to be actively wielding the weapon type necessary to unlock the desired passive, while also slotting an ability from that skill line as well. Now, you will only need to equip the staff type desired. Traditionally, our passives fall into one of three categories: while using an ability of X type, with an ability/weapon of X type slotted, or one that is active at all times. The goal here was to improve the selection of skills on your bar based on what sort of abilities you wanted, rather than being forced to take something for a passive when you've already dedicated to a prerequisite it provided.
**Shock Clench: Fixed an issue where the area of effect detonation of the ability, "Shock Clench Explosion", was not able to critically strike. This ability will now properly scale with your Spell Critical rating and inherent your Critical Hit Damage modifiers.
World
*Soul Magic
**Soul Trap: Fixed an issue where the initial hit from this ability or its morphs could remove targets from Sneak or Invisibility if they were near the impact of the initial target.
*Vampire
**Fixed an issue where the visual effects of movement speed buffs were displaying around invisible legs while entering Mist Form or its morphs. You will no longer look like a running dust cloud when in Mist Form with a movement speed buff.
*Werewolf
**Fixed an issue where the bleed applied from Light Attacks while in Werewolf Transformation or its morphs could still trigger Enchantments.
**Fixed an issue where your character would turn invisible when transforming back into human form after jumping to a new area.
**Pursuit:
***Updated the tooltip of this passive to better reflect the actual math behind how this passive interacts with other bonuses. Previously, the values looked to be much more impactful than you actually got, so we reduced the bonus to your Heavy Attack resource restore to 25/50% at Ranks I and II respectively, down from 50/100% on the tooltip, so the actual restore matches with it.
***Fixed an issue where this bonus was not properly scaling with the Off Balance bonus, and it will now grant the intended return.
Guild
*Undaunted
**Inner Fire and Trapping Webs: The Synergies granted from these abilities and their morphs now have a minimum range of 12 meters to activate, instead of 18 meters. (Rejoice, as you no longer need to sprint back and forth from varying ranges like an Olympian to activate these bonuses!)
***Developer Comment: While we want to have differences in the Synergies that melee and ranged build have access to, we realized that many ranged builds still found themselves getting closer to their targets in order to use powerful abilities such as Wall of Elements or other shorter ranged abilities. The new range should now better reward teetering between melee and ranged distances.
*Psijic Order
**Deliberation: Fixed an issue where the Major Protection granted from this passive was unintendedly stronger than other sources of Major Protection.
**Imbue Weapon: The resource return from failing to consume this ability will now only return a portion of the resources, rather than all of them. This was done to fix an issue where you could get more resources back than you had originally casted it with, when used in tandem with sources of cost reduction.
**Time Stop: Increased the base cost of this ability to 8100 from 4590. Keep in mind that this is before the passive cost reduction from the skill line, or the passive cost reduction from the ability rank up.
***Developer Comment: Time Stop is an incredibly powerful ability that allows large areas to be controlled by the caster, and we've noticed that a core contributing factor to the ability's strength is the low cost and high uptime a single user can have. With this change, we want to ensure Time Stop is still powerful, but incurs a high risk of loss of resources to prevent it from being used too often. The cost is based off our other PvP-based abilities such as Purge or Rapid Maneuvers, as this ability is primarily best suited for PvP environments. We will continue to monitor the performance overall to determine if additional changes are needed in the future.
Alliance War
*Assault
**Vigor: Fixed an issue where this ability and its morphs were unintentionally proccing abilities with a ranged attack prerequisite.
**Rapid Maneuvers: This ability and its morphs will no longer provide immunity to snares or immobilizes.
***Retreating Maneuvers: This morph will no longer remove current snares or immobilizes, and will instead grant affected allies a bonus that reduces their damage taken from behind by 15%.
****Developer Comment: After the changes to Major Expedition in Update 20, we wanted to make sure all abilities that provided the buff were given the same pass, yet Rapid Maneuvers was left untouched. We wanted to spend more time fleshing out a new identity for this ability, while still retaining the unique group play it enabled. Since the removal of snares and immobilizes is such a powerful tool, we removed that function from this skill since it was allowing large groups to ignore incorporating those types of abilities in their individual builds. We repurposed Retreating Maneuvers for something that was strictly defensive, as the name implied, so you'll now take less damage when being attacked from the backside as you reposition or retreat.
*Support
**Purge:
***Fixed an issue where this ability and its morphs did not properly benefit from the Magicka Aid passive of this skill line.
***Fixed an issue where these abilities would not trigger requirements for “when purging an ally”. You are totally purging your allies.
Racial
Developer Comment: Racial passives that pertain to combat bonuses have gone through re-evaluation to better align their performance in regards to our set bonus efficiency standard, while improving the unique gameplay elements the races provide. We've converted many of the % bonuses into flat bonuses so there is less variability in how these races interact with player builds, but we've balanced the total number of them so they give similar values to optimized builds.We've refunded all racial passives to help highlight the changes made to each race, so make sure to re-spend them when you log in!Below, you'll find each passive's original functionality first, and the new change listed after if applicable.
*High Elf
**Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
**Spellcharge: Gain 9% Magicka Recovery → Spell Recharge: Restore 645 Magicka or Stamina, based on whichever is lowest, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
**Gift of Magnus: Gain 10% Max Magicka → Syrabane's Boon: Increases your Max Magicka by 2000.
**Elemental Talent: Gain 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
***Developer Comment: Previously, High Elves offered bonuses that weren't distinct enough from other races, so we decided to repurpose their Recovery passive into one that captured the race's belief in destiny or birth right (in this case, your class!) while tying it to their off-stat resource pool to showcase their knack for efficiency. Now when casting a class ability, they will retain or convert a portion of that cost and restore their lowest resource pool with the power of Alteration Magic. The Elemental Talent passive was also restricting which sorts of damage types and abilities could scale with it, so we converted it to a flat bonus of Spell Damage to allow all damage types, as well as healing, to gain effect.
*Argonian
**Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
**Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 4000 Health, Magicka, and Stamina when you drink a potion.
**Argonian Resistance: Gain 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
**Quick to Mend: Gain 5% Healing Done and Received → Life Mender: Increases your Healing Done by 6%.
***Developer Comment: Previously, Argonians were mathematically twice as good as some races. We wanted all races to stand out, yet still allow for choice of playstyle. Their focus is now on their natural healing capabilities, as well as their ability to prolong and stay in a fight. Now they have more stats in regards to what the goal of the race is, while they'll have less in other areas that weren't in line with that vision.
*Wood Elf
**Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
**Y'ffre's Endurance: Gain 21% Stamina Recovery → Increases your Stamina Recovery by 258.
**Resist Affliction: Gain 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
**Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter's Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 10% Movement Speed for 6 seconds and a bonus to Physical and Spell Penetration of 1500 for the duration.
***Developer Comment: Previously if you weren't able to utilize Stealth, you lost a large portion of effectiveness that Wood Elves provided, so we've put the bulk of their power into their flat bonuses to Stamina and recovery. We also wanted to have more of a distinct play pattern on how Wood Elves and Khajiit both engaged with Stealth, so we've repurposed Wood Elves' passive into one that deals with turning their proficiency of Stealth into a proficiency of hunting Stealthed targets. Additionally, since Stealth is not always engaged with at the same rate across the game, we added a small boon to when you activate Roll Dodge to help enhance mobility and offensive turning power in order to slip to safety or reposition for an unexpected attack.
*Breton
**Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain → No changes
**Gift of Magnus: Gain 10% Max Magicka → Increases your Max Magicka by 2000.
**Spell Attunement: Gain 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery. The Spell Resistance granted by this effect will be doubled if you are afflicted with Burning, Chilled, or Concussed. 
**Magicka Mastery: Gain 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.
***Developer Comment: The Breton race is meant to showcase the alternative side of attunement to magic, with their ability to weave spells for prolonged periods of time. Their previous cost reduction bonus was being eclipsed by other races' bonuses, so we wanted it to stand out more as their main focus. In addition to this, Bretons had a large bulk of their efficiency split between sustain and Spell Resistance, which made them feel less focused in one core theme. We've adjusted their Spell Resistance passive to be slightly less impactful, and added some additional recovery to make them the true masters of sustain of Magicka, similar to the choice between Redguard and Orc of sustain versus raw damage.
*Dark Elf
**Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50% → No changes
**Dynamic: Gain 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1875.
**Resist Flame: Gain 3% Max Magicka and 2079 Flame Resistance → Increases your Flame Resistance by 2310. You are immune to the Burning status effect.
**Destructive Ancestry: Gain 7% Flame damage and 2% Frost and Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
***Developer Comment: Dark Elves are notoriously well known for their ability to wield blade or magic, yet their previous passives heavily favored the magic portion and outclassed many other Magicka races to boot. We wanted to improve their natural diversity by allowing them to sufficiently tackle any role by granting them more well-rounded bonuses for Magicka and Stamina. Their damage compared to a pure specialized race is slightly less, but with the added bonus of utility from their additional bonus to their other resource pool.
*Imperial
**Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes
**Tough: Gain 12% Max Health → Increases your Max Health by 2000.
**Conditioning: Gain 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000.
**Red Diamond: 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of all abilities by 3%.
***Developer Comment: We were relatively happy with the performance of the Imperial races previously, but wanted to improve Red Diamond to stand out and be more accessible across different play styles. Now even on non-offense oriented builds, you'll still be able to get a bit of a bonus out of it with the cost reduction. We also wanted to split the previous amount of Health over all 3 resources so all build types could engage with it, instead of being purely survival based.
*Khajiit
**Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket → No changes
**Nimble: Gain 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 85.
**Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 825.
**Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Critical Hit Damage and Healing by 10%. Reduces your detection radius in Stealth by 3m.
***Developer Comment: The Khajiit racial bonuses were the most under budget in terms of our stat density system, and as such, we wanted to make improvements on what they offered without making them the absolute best at one thing. Since the Khajiiti race has a lot of diversity ingrained in their culture, we wanted to capture the essence of that across the board by introducing a moderate bonus to all Max stats and recoveries, rather than just Stamina based ones. On top of this, we've reworked their Weapon Critical Chance bonus to their original passive, Critical Hit Damage, and allowed this bonus to affect Healing to help their bonuses affect all builds. By reverting the Chance into Damage and Healing, we can have a finer balance between all gameplay experiences since Critical Chance has a very polarizing disparity of performance between PvE and PvP engagements.
*Nord
**Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
**Stalwart: Gain 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, gain 5 Ultimate. This effect can occur once every 10 seconds.
**Resist Frost: Gain 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
**Rugged: Gain 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
***Developer Comment: Nords, similarly to Imperials, are meant to be one of our sturdier races that focus on defensive power more than offensive; and we wanted to improve that feeling while also having the bonuses affect all playstyles. The Health Recovery bonus didn't really fit in the grand scheme of that, so we changed it to a conditional proc of Ultimate generation to better emphasize their readiness for battle. Additionally we changed their unique damage mitigation into our Resistance equivalent, so that it would not be diminished in the same sense; while allowing for new build paths for those who wish to reach the Resistance cap.
*Orc
**Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain → No changes
**Brawny: Gain 6% Max Health and Stamina → Increases your Max Stamina by 2000.
**Unflinching: Increases Healing Received by 5% and 20% Health Recovery → Unflinching Rage: Grants 1000 Max Health and heals you for up to 600 when you deal damage with a weapon, with a 4 second cooldown.
**Swift Warrior: Increases Melee Damage by 4%, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
***Developer Comment: Orcs are meant to be an aggressive race, which focus mainly on momentum and overwhelming their opponents. To bring that play style to realization we took away some of their more defensive stats, and put them back into offensive ones, or ones that required aggressive conditions to proc. Additionally, their previous bonus to offensive power was gated to only melee builds, and didn't scale with many abilities that were still used by melee builds; so we converted it into a bonus that all aggressive play styles can use.
*Redguard
**Increases One Hand and Shield Skill Line by 15%, 15 extra minutes on food buffs → No changes
**Exhilaration: Gain 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%, and reduces the effectiveness of Snares applied to you by up to 15%.
**Conditioning: Gain 10% Max Stamina → Increases your Max Stamina by 2000.
**Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
***Developer Comment: Redguards were our golden standard for what races should strive to be, so we used them as a general guideline when rebuilding some of the other races. This was due to the fact that Redguards had distinct playstyle enhancing bonuses that allowed engaging and thoughtful choices to building a character. Despite this, we noticed many restrictions in their own passives, and wanted to improve that by making them more accessible by other play styles. We condensed some of their Stamina Recovery passive into Adrenaline Rush, and then added a new passive that affected all build paths, instead of just Stamina builds; while highlighting their culture's practice of training their adolescence in martial warfare early on in life.
Champion System
*Updated the calculation with your Maximum Health, Magicka, and Stamina interacting with modifiers to better reflect the 20% increase to these stats from your first 100 points spent into each tree of the Champion Point system. Previously, this 20% only applied to your base stats, attributes, enchantments, and 2 through 4 piece bonuses on item sets. After this change, all sources of flat stat increases will be affected. Consumable food and drinks, 5 piece bonuses from item sets, and passives will now be properly affected by the 20% increase.
**Note this will cause Champion Points to be an additive bonus with other modifiers, rather than a multiplicative one, which may cause varying results depending on how many other % modifiers your character has.
;Itemization and Item Sets
Item Sets
*Fixed an issue where multiple sets were not prioritizing the most injured targets in their respective conditions. The following sets now prioritize players who are the most injured, rather than players closest to the center or caster of the ability:
**Almalexia's Mercy
**Draugr's Rest
**Nightflame
***Developer Comment: While AoE healing abilities target the lowest health allies in their vicinity, AoE damage abilities target the enemies closest to the epicenter of the attack. The more you know!
**Fixed an issue where the Minor Vulnerability debuff from the sets listed below were being considered buffs rather than debuffs. These will now be able to be cleansed. The affected sets include:
**Infallible Mage
**Noble's Conquest
**Scavenging Demise
**Wise Mage
*Deadly Strike:
**This set now drops in Robust instead of Healthy, and drops in Medium Armor slots, due to the updates made to this set.
**Fixed an issue where Deadly Strike weapons were coming from the Offensive Heavy Armor box. They now come from the Offensive Medium Armor box, as they ought. This set will also now show up in Bruma rather than Vlastrus.
*Deadwater's Guile: Fixed an issue where you could get multiple procs from this set from a single kill.
**Note that multiple players wearing this set still can generate Ultimate when sharing a kill.
*Engine Guardian: Fixed an issue where this set could not trigger from abilities with a Health cost associated with them.
*Flanking Strategist:
**You now gain 400 Weapon Damage against a target when attacking them from the side or back.
**Fixed an issue where this set was increasing your Healing done.
***Developer Comment: After creating the Spell Strategist set, we decided to rebalance this set to be a better comparison to it for Stamina based characters, while still having a unique mechanic built in to emphasize on positioning. Note that this set still has potential to apply to Area of Effect attacks, so the value will be lower than Spell Strategist.
**Grothdarr: Fixed an issue where the damage from this set could be blocked.
**Merciless Charge: Fixed an issue where the damage over time of this ability could be blocked.
**Plague Slinger:
***Plague Slinger's Skeever Corpses now correctly display the radius of the Skeever projectile.
***Plague Slinger now fires 5 projectiles instead of 4 projectiles.
***Plague Slinger now fires after a 1 second delay instead of a 1.5 second delay.
****Developer Comment: Plague Slinger has relatively low damage output for a DPS set with plenty of counter play. We reduced the delay of the first hit to better ensure hitting the enemy with at least one poison shot, and increased the number of projectiles to encourage combining Plague Slinger with CC abilities. With these changes, Plague Slinger will be more in line with the damage scaling of other Stamina damage proc sets.
**Sentinel of Rkugamz: Redesigned the functionality of the Dwemer Spider summoned from this set:
***The pet will no longer attempt to follow the target that it's trying to heal, which caused it to lose effective healing
***The pet can no longer be targeted, and as such cannot be pushed around from enemy attacks anymore.
***The pet will now last the full duration and offer the proper amount of healing and stamina over its duration.
**Soldier of Anguish: This item set will no longer drop bows and staves, as the item set triggers off of melee light attacks - which those item types cannot deliver.
**Steadfast Hero: Fixed an issue where casting certain purge abilities could proc this item set without needing to remove a negative effect first. This set should only proc when a negative effect is properly removed from you with a purge ability you cast.
**Virulent Shot: Fixed an issue where the damage over time from this set could be blocked and dodged.
===Base Game===
;Alliance War and PVP
General
*The snares from Siege Scattershot and Siege Trebuchet Iceball can now be purged.
*Mender Guards now have damage shields that soak up damage appropriately.
*Expanded the subzones between Keeps and Resources in several areas to better permit credit assignment of attack and defense bonuses.
*Increased the defense AP for Keeps and Outposts.
*Siege weaponry that applies DoTs will no longer break invisibility from players when hit.
*Top-end leaderboard rewards now grant jewelry items, instead of all possible item slots, for the six item sets found in Rewards for the Worthy mails. These include:
**Battalion Defender
**Battlefield Acrobat
**Indomitable Fury
**Soldier of Anguish
**Spell Strategist
**Steadfast Hero
Battlegrounds
*Made adjustments to the match-making system for Battlegrounds, putting further emphasis on making pre-made groups face other pre-made groups.
*Slightly moved the flags and some capture locations in Deeping Drome.
;Art and Animation
Animation
*Fixed an issue where the feet from Indrik mounts were not level with sloped ground.
*Added first person animations for a number of emotes.
*The left leg of the Kagouti Fabricant mount no longer twitches while crouching.
*Your character will now have a knocked down animation when being dismounted.
*Fixed an issue where equipped shields would rotate at Blacksmithing Stations. 
Figure
*The belly and leg straps on the Badger Bear no longer clip while running.
*The Dead-Water medium helmet now has the cloth appropriately attached to the helmet.
*The Dremora Girdle armor piece no longer causes claws on your character's hands to disappear.
*Echateres now have hair properly attached to their body.
*Female Khajiit Werewolf NPCs with certain hairstyles no longer have texture issues on their forehead.
*Snow Ogres now have appropriate textures on their feet.
*The Elder Argonian Motif helmet no longer clips through the back of your character's head while crouching.
*Adjusted the shoulder pads from certain enemies in the Reliquary Ruins and Thukhozod's Sanctum.
*Male character's legs no longer clip through the Nibenese Noble's Shawled Robes while crouching.
*Your character's legs and feet no longer clip into the Nibenese Noble's Shawled Robe while running.
*The Skinchanger Medium Helmet no longer turns facial hair black on male characters.
*High Elf characters no longer have black claws on their feet when wearing the Nibenese Noble's Shawled Robe.
*The Kagouti Fabricant mount no longer has broken textures around its feet after applying Inventory and Speed upgrades.
*The Dwarf-Style Brow Shields accessory is no longer hidden for Argonian and Khajiit races when Hide Helmet is turned on.
*The bridle of the Atmoran Snow Bear now fits better on the mount.
*The Dead-Water Medium Helmet no longer has lines running across the cloth for Khajiit players.
*Male Khajiit characters no longer display clipping when wearing the Dead-Water Medium Helmet.
*The High Elf Medium Helmet no longer clips through female Argonian character's heads while worn.
*Using a Crafting Station while wearing the Thicketman Spectre Mask no longer causes visual issues.
*The Ranger's Crocskin Overkilt no longer has visual issues on female characters.
*The Shrike's Nocturnal Frock Costume no longer causes visual indentations on female character's neck and chest.
*The Apostle Jerkin no longer clips through the rear of male characters when crouching, running, or mounted.
*Heavy Mazzatun chest armor now resembles its previous appearance.
*The bow string from Auroran's Bow now animates properly.
Fixtures
*Asgi Soft-Loam, in Lost Knife Cave, no longer has part of the box floating beside her.
*Fixed the collision of the Argonian Crafting Barn so you can no longer partially walk through it.
;Crafting and Economy
General
*Fixed an issue where a few scattered resources (mushrooms, treasure chests, etc.) were hovering above the ground. This bout of inconsistent gravity has been corrected.
*Fixed an issue where a metal resource node in Rivenspire (located in the Doomcrag, just outside the door to the Chamber of the Stone Guardian) could not be interacted with. The wards on this metal node have been lifted, exposing it to mining from all who would seek it out.
*Laurels and Malachite (the crafting style items for the Mercenary and Glass item styles, respectively) are now white-quality, matching the quality of all other crafting style items.
*Ashlander Motif Chapters are now properly labeled as Motif Chapters, rather than as Motif Books.
Alchemy
*Reduced the requested count of alchemical objects from Rolis Hlaalu's Masterful Concoction quests to 16 from 20, just to make it a nice round number of crafting actions for either potions or poisons.
Outfits
*Corrected the Outfit categorization of the Stormlord Cuirass. It now lives within Signature Styles, where it belongs.
Writs
*Fixed an issue where some Charity Writ items would say that you had to craft a dozen furnishings, when the quest only asked you to craft a single item.
*Added Clam Gall and Powdered Mother of Pearl as rare rewards from Alchemy Writs.
;Dungeons and Group Conten
Dungeons
*Arx Corinium
**Sellistrix the Lamia Queen's Shocking Tantrum will now cover all of the intended area.
*Banished Cells
**Your character will no longer get inexplicably stuck in water during the fight with High Kinlord Rilis.
*Blackheart Haven
**Atarus will no longer become stuck after enlarging via Monstrous Growth and then charging.
*City of Ash I
**The final step of the quest Razor's Edge now indicates on the map where Gilraen is located.
*Elden Hollow II
**Murklight's Eclipse ability will now hit every enemy not standing within Consuming Darkness.
*Fungal Grotto II
**The Spawn of Mephala (Fungal Grotto)Spawn of Mephala's Daedric Explosion ability will no longer knock your character into the cave walls.
**Ciirenas the Shephard will no longer use Shadow Cloak, leave the fight space and abandon her duties.
*Selene's Web
**Mennir Many-Legs will be much less verbose when first engaged.
**Selene's followers now appear on the ground instead of jumping down during the battle, and they no longer inexplicably leave the fight.
*Spindleclutch II
**Blood Spawn's health bar no longer appears to double when moving around the encounter space.
Trials
*Hel Ra Citadel
**Some rocks are no longer accessible outside the main gates of Hel Ra Citadel.
**Yokeda Kai's clones can no longer be attacked and do not last as long when summoned, though they still must be interrupted during the encounter. Their health bar is also now gold to indicate they are invulnerable.
**Yokeda Rok'dun and Yokeda Kai now have a linked wipe mechanic. Should either group perish while fighting, the group still engaged will suffer from a Yokeda Storm and perish, forcing both fights to reset.
**The "Ramparts Switch" and "Gate Switch" used to progress further into Hel Ra Citadel can no longer be used until both Yokeda Kai and Yokeda Rok'dun have been defeated.
*Sanctum Ophidia
**Knockbacks and staggers applied by the Possessed Mantikora no longer push targets through rocks.
**The synergy for freeing allies from Ozara's Trapping Bolt ability is now much more responsive.
;Exploration and Itemization
General
*Updated the names of some treasures that could be stolen so the text will no longer be truncated.
*The Serpent Stone and The Atronach Stone are now properly named on the map of Shadowfen (changing from the previous technically-incorrect names of just "Serpent Stone" and "Atronach Stone").
*Updated the wording of the Ornate trait on Jewelry items to match that of Ornate armor and weapons. (The trait's effect has not been altered.)
*Adjusted the book titles for the Huntsman, Welkynar, and Dead-Water Motifs to be more consistent with other Motif book titles.
*Updated the tooltip of Outfit Style Pages to better reflect their nature. They now say "Style Page Container", rather than just "Container" as they previously did.
*Attempting to use a Dawnwood Berry before you've unlocked the Nascent Indrik will now provide an error message, explaining that you don't own the required Collectible (the Nascent Indrik) yet.
*Addressed a long-standing issue that caused poison solvent ingredients and crafting materials from dungeon monsters to drop more frequently than intended throughout the world. 
*You will no longer receive a Veteran reward coffer for completing Asylum Sanctorum on Normal difficulty.
*In preparation for the upcoming Anniversary Jubilee, Skordo the Knife has released the third edition of his Adventurer's Almanac. This volume briefly describes the Daily Quests that can be found in Summerset and Murkmire, as well as new Daily Quests done in the defense of Elsweyr (which are coming later this update).
**Known Issue: The Adventurer's Almanac, 3rd Edition incorrectly describes the Daily Quests in defense of Elsweyr as beginning in Daggerfall, Davon's Watch, and Vulkhel Guard. They will actually be available in Grahtwood, north of Cormount. A revised reprinting of Skordo's latest book is scheduled for the near future, with the correct location edited in.
Achievements
*Corrected a typo in the achievement Auridon Cave Dweller. The location name is properly "Mehrunes' Spite", not "Mehrune's Spite". We don't even know anyone named Mehrune.
*Fixed a typo in the "Jester's Personal Chef" achievement: it listed "Princess' Delight" instead of "Princess's Delight". The royalty of Jester's Festival may be temporary, but even they must needs grammar good.
*The Chaos Champion Achievement now requires 450,000 points of damage dealt, down from 500,000.
*The Divine Guardian Achievement now only requires 275,000 points of healing to complete, down from 375,000.
*Updated the text of "Style Master" Achievements to better indicate where you need to go, and what you need to do, in order to learn a given Motif.
*Updated the text on the Keep Capture achievement, to clarify that it now applies to both Cyrodiil keeps and Imperial City districts.
Fishing
*Updated Bait names to specify the water type they are associated with. This is also reflected in the bait wheel when selecting which bait to use on a given fishing hole.
*Fishing holes in the Clockwork City and Artaeum areas can now provide trophy fish when using any bait other than Simple Bait.
*Fixed a rare issue where, despite feeling a tug on your fishing line, reeling it in would result in catching nothing. Now, whenever you reel in your fishing line after feeling it catch on something, you will always obtain something.
Gameplay
*sing the Witchmother's Whistle during the Witches Festival, while moving, will now properly grant you your holiday EXP boost.
*Spoiled Food now indicates on its tooltip that you can eat it. Remember, though: just because you *can*, doesn't mean you *should*.
*Reduced the duration of Roguish Escape Draughts to fall in line with other Expedition potions.
Maps
*Updated the map icon for Darkwater Crossing to be an eye, to better indicate that it is a Striking Locale and counts towards the Eastmarch Pathfinder achievement.
*Fixed an issue where the correct maps would not be shown when using "Show On Map".
Mementos
*The Gourd-Gallows Stump memento now has a short cooldown on use. 
*Quickslot mementos will now display properly during a personality fidget.
;Housing
General
*Updated the selection of furnishing plans available from Rolis Hlaalu. Prior plans have been moved to his assistant, Faustina Curio.
*Fixed an issue where, if you surrounded yourself with stacks of furniture while in a house and opened a menu, the camera might shoot off into the sky in an attempt to escape. Now, the camera will simply stay put in the morass of chairs and tables, rather than rocketing into the stratosphere.
*When choosing between multiple overlapping locations on the map, unowned housing destinations will now be labeled more clearly as previews.
*Improved the overall consistency of furnishing categorization on item tooltips, particularly for crafting stations, target dummies, lighting objects and sittable furnishings.
*Improved the accuracy of associated collision when rotating some collectible furnishings and special collectibles.
*Traveling to house preview locations via the map now correctly says "Preview" instead of "Recall To" or "Travel To".
*Fixed an issue that prevented the collision for mounts, pets, and other creatures in housing from rotating when you rotated the object. This collision now properly follows the object.
*Crafting stations can now reliably be used in homes, and no longer sometimes disable themselves when you leave and re-enter your home.
Furnishings
*Improved the appearance of the "Timid Vine-Tongue" furnishing's fleshy base.
*The Winter Festival Hearthfire furnishing is now gold quality, as befits a Provisioning station.
*Fixed an issue where two saplings shared the same name of "Sapling, Mountain". One of these looks at home growing from a cliff face, and has been renamed "Sapling, Cliffside".
*Updated the "Welkynd Stones, Glowing" furnishing to have an active state with appropriate crystal shading, visual effects, and light. 
*This does not change the default inactive appearance, but you can now choose to have this be a functioning light if desired. To account for this, we've moved this furnishing to the Enchanted Lights category in the housing editor.
*The "High Elf Streetlight, Stone" furnishing can now appropriately be found in the Lightposts category, instead of in the Posts and Pillars category.
*Fixed an issue that prevented the "Tanzelwil Culanda Stone", "Veiled Crystal", and "Blessing Stone" achievement furnishings from having the appropriate crystalline appearance when lit. These now use the same crystalline material found elsewhere in the world.
*Moved the Lantern Mantis, Static Pitcher, and Gas Blossom furnishings to a new "Traps" subcategory in the "Services" category.
*You can now remove furniture with the Undo feature even when your house is at critical performance limits.
Homes
*Slightly adjusted the rotation of the Enchanted Snow Globe Home access object in Eastmarch at the New Life Pavilion to more accurately reflect the visuals seen while inside the home.
*Removed a small plane of water that projected out of the side of a path in Hunter's Glade.
*The camera can no longer pass through a solid wall in the terrace of the Amaya Lake Lodge.
;Mescellanious
Mac Game Client
*Fixed some crashes on the Mac game client that would occur after long periods of gameplay.
*Improved the performance on Mac clients across the game.
;Quests and Zones
General
*Fixed several typos found throughout various quests.
*Quest pins will now display more accurately for a number of quests.
Coldharbour
*The Soul-Meld Mage: Added first person animations for the antipodal rod.
Deshaan
*: Varon will now consistently appear during the quest step to talk to him.
Main Quest
*The cut scene for the main quest will now play in all languages and game clients.
Stonefalls
*City Under Siege: The Journal text for the quest step to go into the tombs is now consistent with what you're doing.
*Delaying the Daggers: The Journal text will now instruct you to burn trebuchets.
Stormhaven
*Rozenn's Dream: Fixed an issue with this quest where the "Summon and Kill the Daedra" quest step was not showing up properly on the map.
The Rift
*An area of Trolhetta will no longer be announced with an internal-facing name.
;UI
General
*Modified the Map, Activity Finder, and Announcement UI screens to support the addition of the new Zone Guide feature.
*Fixed an issue where group member unit frames could overlap on the HUD.
*Fixed an issue where you could navigate through your inventory while the "split stack" dialog is open.
*Adjusted the position of the search bar in the Help screen to better match other screens.
*Fixed an issue where rapidly closing and opening the Group menu would cause duplicate “Invite Player” keybinds to appear.
*Fixed an issue where the compass setting to show only the focused quest was not functioning.
*Fixed issue where using the Right Alt key on non-US keyboard layouts could accidentally trigger keyboard shortcuts using the Ctrl key.
Alliance War & PvP
*Fixed an issue where the Battleground leaderboard wouldn't immediately display in the Leaderboards screen.
*Fixed an issue where Milegates could occasionally improperly communicate their destroyed state on the map.
Crafting
*Added the ability to preview Outfit Style pages at vendors.
*Fixed a UI error that could display when exiting the Deconstruction menu after a deconstruction that yielded no results.
*Fixed an issue where completed steps for Crafting Writs would display again after changing zones.
*Fixed an issue where icon for the Psijic Order Axe outfit collectible was not visible.
Crown Store
*Fixed a UI error that could display when the Crown Store is locked while being navigated.
*Fixed an issue where searching in the ESO Plus section of the Crown Store could result in overlapping UI elements.
Gamepad Mode
*Fixed an issue where some inventory keybinds appeared in the wrong location.
*The purchase confirmation screen at Guild Stores now also displays the quantity of what you're buying.
*The purchase confirmation screen in the Crown Store now also displays the quantity of what you're buying.
*Fixed an issue where you could get stuck in text chat while in a tutorial step that requires input.
*Fixed an issue that caused currently applied effects in the character window to have inconsistent layouts.
*Fixed an issue where the option to get quest help was not appearing for the main quest.
*Fixed an issue where pressing start while assigning an emote to an emote slot locked you out of moving your character.
*Fixed an issue where long location names could extend past the panel on the character select screen.
Gameplay
*Fixed an issue where experience bars would stop displaying on ability tooltips.
*Added a Loading Screen Tip: "Once you've begun a light attack, you can immediately activate an ability from your skill bar without interrupting that light attack."
*Fixed an issue that could leave your skill bar in a bad state if you travel to Cyrodiil during a respec.
*Fixed an issue where Dro-m'Athra armor icons could distort when clicking and dragging them.
Guilds & Guild Features
*Fixed an issue where changing guilds would not immediately update the keybinds in the Guild screen.
**Greatly reduced the hitch that could occur when opening the guild bank UI.
**An alert is now displayed when you successfully buy a guild trader.
**Fixed an issue where category headers in the Guild History screen could be truncated.
Help & Tutorials
*Updated the Help menu that describes evolving the Indrik mount with additional details.
*The Help text that direct you on how to access a DLC now correctly tell you to "Go to the Stories tab of the Collections menu…".
*Both the Jester's Festival and the Anniversary Jubilee now have Help Menu entries.
*Corrected several help entries to refer to the "Events" section of the Crown Store, rather than its prior identity - the "Holiday" section of the Crown Store.
*Corrected the help text for the Jester's Festival to stop calling itself the New Life Festival. That's the sort of prank no one likes, Jester's Festival. Stop it.
Housing
*Added the ability to rebind the keybinds related to Furniture Linking.
*Changed the zoom-out map for the Grand Topal Hideaway home to Grahtwood from Tamriel since exiting the home will normally take you to Grahtwood.
*Adjusted the tooltip if a furnishing item is a Crafting Station, target dummy, light or seat.
*Renamed “Furnishing Schematics” on praxis tooltips to “Furnishing Praxis”.
*Fixed a hitch that could occur when searching in the furniture browser within the Housing Editor.
Quests
*Fixed an issue for area quest markers that wouldn't animate properly on the compass.
*Fixed an issue for quest icons that could sometimes display on an adjacent map instead of the correct map.
*Zone story quests now have a unique quest icon.
*Fixed an issue where your tracked quest could reset after changing zones.
Hey all, just a heads up that we missed a couple patch notes, and they have been edited into the list above. They include the following:
*Cloudrest
*The following abilities will now target the main tank less often during the fight with Z'Maja:
**Fiery Crash
**Flux Burst
**Razorthorn
**Spiked Ice
*The following abilities will now always target the main tank as originally intended during the fight with Z'Maja:
**Baneful Mark
**Crushing Darkness
*March of Sacrifices
*Adjusted the target priority for the ability Trapping Bolt in the encounter with Tarcyr to work as originally intended.