This is by no means all of the changes but here are some highlights:
New Motifs
The Thieves Guild, Abah’s Watch, and Assassins League crafting styles are now available to craft.
The Thieves Guild, Abah’s Watch, and Assassins League crafting styles are now available to craft.
- You’ll
be able to find the Chapters (or rarely, the full Book) for the Thieves
Guild crafting style in the Unidentified Equipment boxes obtained as a
reward for performing Heists to the Thieves Guild's highest standards.
- The
Style Item, "Fine Chalk", or its component "Rough
Chalk", can be found in some Thieves Troves.
- The
Abah's Watch inimitable style is also now available for crafters to learn,
and can find the Chapters (or rarely, the full Book) in the Large
Laundered Shipments obtained from the repeatable quests found in the
Thieves Guild hideout.
- The
Style Item, a "Polished Shilling", can sometimes be found by
pickpocketing any guard throughout the world (not just in Abah's
Landing!).
- The
Assassins League style is available for aspiring assassins, and chapters
can be found by defeating bosses in the Gold Coast area.
- The
Style Item, "Tainted Blood" can be refined from Dried Blood,
obtained solely from use of the Blade of Woe.
- One's
ability to harvest blood from kills with the Blade of Woe is dependent
both on their knowledge of the Assassins League style, and their rank in
the Dark Brotherhood.
Dark Brotherhood Loyalty Reward: Personality
The first collectible personality, the Assassin, is available by purchasing the Dark Brotherhood DLC game pack and visiting the Gold Coast! Using this will allow you to take on a new attitude by changing the way you stand, move, and even emote.
Item Sets
In this update, you’ll be able to obtain some new item sets from a variety of sources:
- There
are 3 item sets that are obtained from participating in content from the
Gold Coast:
- Sithis’
Touch
- Flanking
Strategist
- Hide
of Morihaus
- There
are also 3 new crafted item sets available from crafting stations located
in the Gold Coast:
- Pelinal’s
Aptitude
- Varen’s
Wall
- Kvatch
Gladiator
- Four
new PvP-based item sets available from the Tel Var Stone vendors in
Imperial City, including:
- Galerion’s
Revenge
- Vicecanon
of Venom
- Thews
of the Harbinger
- Imperial
Physique
New Mementos
Swear a blood oath or perform the ritual of the Black Sacrament itself with new mementos that can be unlocked by playing through the Dark Brotherhood content.
New Titles
In this update, you’ll be able to obtain 3 new titles:
- Silencer:
Complete the Dark Brotherhood quest line to take your place as a Silencer.
- Bane
of the Gold Coast: Defeat Limenauruus the possessed minotaur, enter the
Kvatch Arena and stand victorious, explore Hrota Cave and Garlas Agea, and
complete the majority of the quests in the Gold Coast to earn this title.
- Ophidian
Overlord: Completing Veteran Sanctum Ophidia while the Trial is scaled to
Champion 160 to earn this exclusive new title.
Veteran Rank Removal
Veteran Ranks have been completely removed from the game in this update! Your strength after level 50 is now simply your number of Champion Points. As Champion Points are gained much faster than Veteran Ranks, this will allow you to advance more rapidly and start getting the best gear in the game faster.
Veteran Ranks have been completely removed from the game in this update! Your strength after level 50 is now simply your number of Champion Points. As Champion Points are gained much faster than Veteran Ranks, this will allow you to advance more rapidly and start getting the best gear in the game faster.
- You’ll
keep all your hard-earned attribute and skill points you received from
gaining Veteran Ranks, and new players will instead earn them while
leveling up to level 50.
- You
will receive 2 points every level that ends in a 5
- You
will receive 3 points every level that ends in a 10
- You
will continue to get 1 point for levels 2-49
- You
will receive 10 Champion Points as soon as you hit level 50 if your
account doesn’t have any Champion Points already.
- We
will be awarding a one-time bonus of 2.5 Champion Points per Veteran Rank
gained on your highest level character when you first log in when Dark
Brotherhood is released!
- Each
Veteran Rank will grant 2.5 Champion Points, up to a maximum of 40 points
at VR16.
- Reaching
level 50 with a second character means you can immediately equip gear up
to your account’s Champion Point value since Champion Points are shared
across all characters on an account.
- Old
Veteran Rank Items and monsters will now display Champion Points.
- For
items, this describes the number of Champion Points required to equip
them.
- For
monsters, the number of Champion Points describes the monster’s strength.
- Every
Veteran Rank is equivalent to 10 Champion Points.
- For
example: A monster that used to be VR12 will now be Champion Point 120.
- Monsters
will now scale up faster in difficulty through veteran zones.
- Experience
gain rules will continue to function as they did for Veteran Ranks:
- Mobs
40 Champion Points below your level will grant 75% of their normal XP.
- Mobs
50 or more Champion Points below your level will grant 30% of their
normal XP.
- Abilities
no longer increase their cost by 1% per Veteran Rank, but will now
increase at their normal rate for every 10 Champion points, up to a cap of
160.
- Most
abilities will cost about the same, but cost reduction abilities should
return more predictable results.
- Core
mechanics (sprint, dodge, block, CC break) will now be slightly more
expensive.
- Silver
and Gold zones have been releveled to account for the increased speed at
which you gain Champion Points.
- The
Champion Point cap will remain at 501 for this update.
- The
Character Select screen now indicates how many Champion Points your
account has.
- Item
tooltips have been updated to support the removal of Veteran Ranks.
- Level
requirements for items previously referencing Veteran Ranks will now
reference Champion.
- Gold
Value has been moved to the bottom of the tooltip.
- Guild,
Friends, and Group lists now display Champion Points for anyone above
level 50, rather than their Veteran Rank.
- The
XP bar has been modified to show Champion progression after hitting level
50.
- Loot
history will now include the enlightenment bonus when showing XP gains.
Poison-Making
You can now use the Alchemy system to create a wide array of dangerous poisons! Using new and existing reagents mixed together in a new type of solvent (oils), these poisons can be equipped alongside wielded weapon sets and have a chance to be applied to your enemy during each heavy or light attack of the associated weapon(s).
- Poisons,
unlike other equipped items, are consumed as they are applied.
- Poisons
are also subject to dilution, with each effect becoming less potent as
more effects are added.
- Oils
are sourced from various deadly monsters throughout Tamriel.
- The
new reagents have been added to many critters and monsters throughout
Tamriel, and create multiple new effects for both potions and poisons.
- While
a weapon set has a poison equipped, any weapon enchantments on that weapon
set are temporarily suppressed.
- Master’s
Weapons and Maelstrom Weapons have their unique-ability modifying effect
suppressed, while their stat bonus is not suppressed.
- Weapon
tooltips have been updated to support poisons.
- When
a poison is equipped, the weapon enchant and charge will be suppressed
and replaced by the poison description and count.
- Added
indicators for Armor Durability, and Weapon Charge/Poison.
- On
a side note: When any piece of equipped armor is broken, an indicator
will appear near the ability bar.
- When
a weapon for your current weapon set has no poisons equipped and runs out
of weapon charge, an indicator will appear near the ability bar.
Grouping Tool Improvements
The Grouping Tool has undergone additional improvements for this update. We’ve taken steps to address disruptive behavior with this tool, such as leaving a group as soon as the dungeon starts or abusing the power of group leader by removing friendly players.
- You
can now initiate a Ready Check to ask your group if everyone is ready (no
need to jump up and down anymore!)
- A
Ready Check will pass if everyone responds yes, fail if someone says no,
and fail if it times out. The option to initiate a Ready Check is present
in the Group Menu.
- You
can type /readycheck into chat to initiate a check.
- Groups
can vote to kick party members
- In
order to initiate a vote, the option can be found by right clicking a
player character’s name in the group UI.
- A
vote to kick ultimately requires a majority vote and can be initiated by
anyone in the group. A 4-player group thus requires 3 votes to remove
someone.
- Leaders
of groups formed through the Grouping Tool can no longer disband the
group or remove other group members.
- Added
a 15-minute cooldown to re-queueing once you have successfully formed a
group.
- Completing
the activity you queued for will reset the timer. If you join a group in
progress and kill the final boss 4 minutes later, your timer clears. You
don’t then have to wait another 11 minutes.
- The
cooldown will be displayed in the group UI at the bottom when trying to
queue for a dungeon.
- This
is all part of an ongoing process to continue to improve the Grouping Tool
– look for additional improvements in future updates!
Item Trait Improvements
Item Traits have undergone revision to improve the viability and balance of each Trait. Some Traits have received complete redesigns, other Traits have gained new effects and bonuses, while some other Traits have simply received better number tuning.
- Weapons
- Charged:
This trait now increases your chance to apply status effects instead of
increasing the amount of enchantment charges on your weapon.
- Defending:
This trait now increases your Physical Resistance and Spell Resistance by
flat values instead of percentages.
- Infused:
This trait now also reduces the cooldown on your weapon enchantment in
addition to increasing its damage.
- Intricate:
This trait now also increases the amount of refined materials you obtain
whenever you deconstruct the weapon, in addition to increasing the amount
of inspiration gained.
- Nirnhoned:
This trait now increases the damage of the weapon.
- Powered:
This trait now increases your healing done instead of reducing the
cooldown on your weapon enchantment.
- Sharpened:
This trait now increases your Physical Penetration and Spell Penetration
by flat values instead of percentages.
- Training:
This trait now increases all experience gained from all kills by a
percentage instead of increasing your weapon skill line experience only.
- Weighted:
This trait now grants you a chance to gain additional Ultimate whenever
you generate Ultimate normally, and has been renamed to Decisive.
- Armor
- Exploration:
This trait now increases all gold gained from monster kills instead of
increasing exploration experience gained, and has been renamed to
Prosperous.
- Impenetrable:
This trait now also reduces the durability damage taken of the item, in
addition to reducing the damage taken from Critical Hits.
- Intricate:
This trait now also increases the amount of refined materials you obtain
whenever you deconstruct the armor, in addition to increasing the amount
of inspiration gained.
- Nirnhoned:
This trait now increases Physical Resistance and Spell Resistance by a
flat value.
- Sturdy:
This trait now reduces the cost of Block.
- Training:
This trait now increases all experience gained from all kills by a
percentage, instead of increasing your armor skill line experience only.
- Well-fitted:
This trait now also reduces the cost of Roll Dodge, in addition to
reducing the cost of Sprint.
Craft Bags
ESO Plus members will now receive access to the Craft Bag.
ESO Plus members will now receive access to the Craft Bag.
- Craft
Bags are an additional inventory section which does not count against your
inventory limit, is shared across all characters on the account, and can
hold an effectively unlimited number of all basic crafting supplies.
- If
your membership expires, you will still have access to the resources
stored in your Craft Bag, but you will be unable to add any new materials
to it.
- Loot
that goes to your Craft Bag has a special call out in the Loot History.
- Crafting
Materials from your inventory and account bank will automatically go to
the Craft Bag upon login.
- Items
can be manually retrieved from the Craft Bag in maximum stacks of 200.
Retrieved items can also be manually stowed back into the Craft Bag.
Item Locking
Equipment can now be locked to prevent accidental deletions, which will prevent you from destroying it, converting it to Imperial, and marking it as junk.
- If
playing using a keyboard/mouse, right-click the item and select Lock. In
Gamepad mode, press Y/Triangle on an item to bring up Actions for that
item, then select Lock.
- Locking
an item will remove it from the following:
- Vendor
– Sell
- Guild
Store – List
- Trade
- Mail
– Send Mail
- Guild
Bank - Deposit
- Craft
Stations – All sections
- The
list of available item actions has also been reordered to put more
commonly used actions towards the top.
General
- Abilities
that heal based on their damage done (Strife, Puncturing Sweeps, etc.)
will no longer “double dip” in the Critical Strike modifier.
- The
damage from these abilities can still Critically Strike, but the healing
will no longer be able to roll for an additional Critical Strike chance.
- All
pets and summons will now have 5000 additional health in PvP areas.
- Break
Free no longer removes or provides immunity to silence effects.
- This
change mainly applies to the Negate Magic player ability, as most content
and monster-based silence effects were already unbreakable.
- Charge
abilities, such as Focused Charge and Shield Charge, will now fire more
reliably.
- Fixed
an issue where you were able to block the damage over time from various
player abilities, such as Poison Arrow or Unstable Flame.
- Fixed
an issue where players were able to cast some abilities, such as
Regeneration, without respect to the global cooldown.
- Fixed
an issue where the resource return values from Heavy Attacks were not
scaling upwards after level 50.
- Fixed
numerous ability tooltips for grammar, spelling, and formatting. Any
significant tooltip revisions will be called out specifically below.
- Fixed
numerous issues with abilities displaying incorrect or placeholder icons
in the Active Effects window, or with the bufftrackers of various
player-created addons.
- Fixed
an issue that was causing the initial staff animation for Rapid
Regeneration and several other spells to fire off twice in rapid
succession.
- Ability
costs are now color coded in the tooltip.
- Magicka
costs are light blue
- Stamina
costs are yellow-green
Combat & Gameplay
Dragonknight
- Ardent
Flame
- Burning
Breath (Fiery Breath morph): Renamed this morph to Noxious Breath. In
addition, this morph now deals Poison Damage instead of Flame Damage.
- Kinding:
Renamed this passive ability to Combustion. In addition, this passive
ability now also increases the damage of the Poisoned status effect, in
addition to the Burning status effect.
- Unstable
Flame (Searing Strike morph): Renamed this morph to Venomous Claw. In
addition, this morph now deals Poison Damage instead of Flame Damage.
- World
in Flame: Renamed this passive ability to World in Ruin. In addition,
this passive ability now also increases the damage of Poison area of
effect abilities, in addition to Flame area of effect abilities.
- Earthen
Heart
- Corrosive
Armor (Magma Armor morph): This morph now deals Poison Damage instead of
Flame Damage.
- Fossilize
(Petrify morph):
- Reduced
the duration of the root applied from this morph after the disorient
ends to 3 seconds at all ranks from 2.5/3/3.5/4 seconds at ranks
I/II/III/IV respectively.
- Fossilize
now deals slightly more damage as it ranks up.
- Updated
the visual effects for the root from this morph to be more visually
obvious.
- Fragmented
Shield (Obsidian Shield morph): In addition to the changes made to the
base ability, we also increased the damage this morph deals when the
shield expires or is removed by 30%.
- Obsidian
Shield: Reduced the duration of this ability and its morphs to 6 seconds
from 20 seconds.
Nightblade
- Assassination
- Incapacitating
Strike (Death Stroke morph): This morph now always stuns the target when
it is used, regardless of the caster’s health. This morph now also deals
Disease Damage instead of Magic Damage.
- Killer’s
Blade (Assassin’s Blade morph): This morph now deals Disease Damage
instead of Magic Damage.
- Lotus
Fan (Teleport Strike morph): Fixed an issue where the damage over time
applied by this morph was not being correctly suppressed by invisibility
effects such as Shadow Cloak.
- Relentless
Focus (Grim Focus morph): This morph’s spectral bow proc has been renamed
to “Assassin’s Scourge”, and now deals Disease Damage instead of Magic
Damage.
- Shadow
- Shadow
Cloak: Fixed an issue where this ability and its morphs could be used to
completely negate the Meteor ability.
Sorcerer
- Dark
Magic
- Absorption
Field (Negate Magic morph): Redesigned this morph so it now heals you and
your allies standing within the area of effect, in addition to stunning
or silencing enemies.
- Suppression
Field (Negate Magic morph): Redesigned this morph so it now damages
enemies standing within the area of effect, in addition to stunning or
silencing enemies.
- Daedric
Summoning
- Fixed
an issue where many Sorcerer pets did not have any Physical Resistance.
They will now all have a normalized amount of Physical Resistance equal
to their Spell Resistance.
- Bound
Armor: This ability and its morphs no longer permanently change your
appearance when they are toggled on; instead, they now only display a
brief visual effect when toggled on.
- Conjured
Ward: Reduced the duration of this ability and the Hardened Ward morph to
6 seconds from 20 seconds.
- Empowered
Ward (Conjured Ward morph): Reduced the duration of this morph to 8
seconds from 20 seconds.
- Expert
Summoner:
- Redesigned
this passive ability so it now grants you 4/8% more maximum health
whenever you have a Daedric Summoning pet active.
- This
passive ability’s old bonuses are now baseline effects for your pets.
- Storm
Calling
- Thundering
Presence (Lightning Form morph):
- Renamed
this morph to Hurricane.
- Redesigned
this morph so it now increases the size and damage of the periodic
effect the longer it is active, increasing up to 225% more damage and up
to 9 meters in size.
- This
morph now deals Physical Damage instead of Shock Damage.
Templar
- Aedric
Spear
- Burning
Light: This passive ability now deals Physical Damage or Magic Damage,
based on whether your Weapon Damage or Spell Damage is higher
respectively.
- Dawn’s
Wrath
- Power
of the Light (Backlash morph): This morph now deals Physical Damage
instead of Magic Damage.
- Restoring
Light
- Cleansing
Ritual: This ability now always removes 2 harmful effects from the
casting Templar as a baseline effect, increased from 1 harmful effect.
- Extended
Ritual (Cleansing Ritual morph): Increased this morph’s duration to 18/20/22/24
seconds at Ranks I/II/III/IV respectively, from 16/18/20/22 seconds.
- Focused
Healing:
- Renamed
this passive ability to Sacred Ground.
- This
passive ability has gained a new effect. In addition to providing the
Major Mending buff, it now also reduces the Movement Speed of enemies by
15/30% whenever they stand in your Cleansing Ritual, Rune Focus, or Rite
of Passage area of effects.
- Purifying
Ritual (Cleansing Ritual morph): Renamed this morph to Ritual of
Retribution, In addition, we redesigned this morph so it now damages
enemies in its area of effect every 2 seconds for the same amount that it
heals allies.
- Rushed
Ceremony: This ability and its morphs can no longer heal allies through
walls and other line of sight blockers.
Weapon
- Two
Handed
- Cleave:
Increased the damage over time from this ability and its morphs by 20%.
- Executioner
(Reverse Slash morph): Redesigned this morph so it no longer passively
increases the damage of all Two Handed abilities while slotted; instead,
it increases the scaling bonus damage to low health targets to a maximum
of 335/340/345/350% more damage at Ranks I/II/III/IV, increased from
300%.
- Forward
Momentum (Momentum morph): Increased the duration of the snare and
immobilization immunity provided by this morph to 5/6/7/8 seconds at
Ranks I/II/III/IV from 2/2.5/3/3.5 seconds.
- Reverse
Slice (Reverse Slash morph): Increased the splash damage percentage from
this morph to 59/61/63/65% at Ranks I/II/III/IV from 41/42/43/44%.
- Uppercut:
This ability and the Wrecking Blow morph no longer knockback and stun
enemies hit.
- Note:
Wrecking Blow will continue to add the Major Empower buff to your next
attack as a morph effect.
- Dizzying
Swing will no longer apply the Minor Maim debuff to enemies hit;
instead, it will add a knockback and stun to the ability.
- One
Hand and Shield
- Defensive
Stance (Defensive Posture morph): Fixed an issue where this morph’s stun
effect would trigger on every reflection if you layered Defensive Stance
with any other reflect ability.
- Power
Bash:
- Increased
the damage of this ability and its morphs by 85%, but it will no longer
stun or disorient enemies hit.
- Reduced
the range of this ability and its morphs to the standard instant-cast
melee range of 5 meters from 7 meters.
- Power
Slam (Power Bash morph): In addition to the changes made to the base
ability, we redesigned this morph so while slotted, blocking an attack
will increase the damage of your next Power Slam by 25% for 5 seconds.
- Dual
Wield
- Blade
Cloak: Fixed an issue where this ability and its morphs were not dealing
their final tick of damage; they will now tick 6 times over their full
duration instead of just 5 times.
- Blinding
Flurry (Flurry morph):
- Renamed
this morph to Bloodthirst.
- In
addition to the changes made to the base ability, this morph has been
redesigned so it now heals you for 60% of the damage done with the final
hit.
- Deadly
Cloak (Blade Cloak morph): Redesigned this morph so it no longer grants a
thrown knife on activation; instead, it increases the area of effect
damage by 70%.
- Flurry:
- Reduced
the channel durations for this ability and its morphs to 0.6 seconds
from 1.3 seconds, and also now hit 5 times instead of 6.
- Reduced
the overall damage and costs to compensate the above changes.
- Note:
The total DPS when using these abilities should remain unchanged.
- Hidden
Blade: Increased the amount of time this ability and its morphs provide
the Major Brutality buff to 20 seconds from 10 seconds.
- Rapid
Strikes (Flurry morph): In addition to the changes made to the base
ability, the increase in damage for each subsequent hit has been
increased to 3% more damage, up from 2% more damage, to account for the
decrease in total hits.
- Note:
This morph continues to increase the damage of subsequent hits as a
morph effect.
- Shrouded
Daggers (Hidden Blade morph): In addition to the changes made to the base
ability, the two dagger bounces of this morph now deal 20% additional
damage per bounce from the initial damage, increased from dealing a flat
50% of the initial damage.
- Bow
- Draining
Shot (Scatter Shot morph): Redesigned this morph so it now heals you when
the disorient ends.
- Poison
Arrow:
- Increased
the damage over time from this ability and its morphs by 12%.
- Fixed
an issue where this ability and its morphs were not applying their
damage over time to targets that blocked or absorbed the damage.
- Scorched
Earth (Volley morph):
- Renamed
this morph to Endless Hail.
- Redesigned
this morph so it now increases the duration of the arrow volley to 10
seconds, reduces the cost, and deals Physical Damage instead of Flame
Damage.
- Restoration
Staff
- Steadfast
Ward: This ability and its morphs can no longer shield allies through
walls and other line of sight blockers.
Armor
- Light
Armor
- Annulment:
Reduced the duration of this ability and its morphs to 6 seconds from 20
seconds. In addition, this ability and its morphs now absorb all damage
instead of just spell damage.
- Note:
The Harness Magicka morph will continue to return Magicka only when
spell damage is absorbed as a morph effect.
- Heavy
Armor
- Bracing:
- Renamed
this passive ability to Wrath.
- Redesigned
this passive ability so it now increases your Weapon and Spell Damage by
10/20 for 6 seconds after taking damage at Ranks I/II respectively,
stacking up to 10 times.
- Constitution:
Increased the amount of Magicka and Stamina restored from this passive
ability whenever you are hit by approximately 275%.
- Juggernaut:
Increased the amount of maximum health this passive grants per piece of
Heavy Armor to 1/2% at Ranks I/II from 0.5/1%.
- Rapid
Mending:
- This
passive ability no longer increments its bonuses with each piece of
Heavy Armor, and now requires 5 pieces or more of Heavy Armor to be
worn.
- Increased
the healing taken bonus to 4/8%
- This
ability now increases the amount of resources your Heavy Attacks restore
by 25/50% at Ranks I/II.
World
- Vampire
- Dark
Stalker: This passive ability now only functions when you are in Vampire
Stage 4.
- Drain
Essence: This ability and its morphs now tick 3 times over their channel
durations, down from 4, but their damage per tick has been increased and
they now restore 20% of your missing health per tick to compensate.
- Mist
Form:
- This
ability and its morphs now remove previously applied snares and
immobilizations, in addition to making you immune to any new ones while
active.
- Increased
the cost of this ability and its morphs by approximately 5%.
- Updated
the tooltip for this ability and its morphs to indicate it has always
disabled your Magicka Recovery while active.
- Poison
Mist (Mist Form morph):
- Renamed
this morph to Baleful Mist.
- In
addition to the changes made to the base ability, this morph now ticks
and deals damage every second instead of every 1.5 seconds, causing it
to deal damage 1 additional time over its duration.
- This
morph now deals Magic Damage instead of Poison Damage.
- Supernatural
Recovery: This passive ability no longer requires a Vampire ability to be
slotted, and now only functions when you are in Vampire Stage 2 or
higher.
- Undeath:
This passive ability now only functions when you are in Vampire Stage 3
or higher.
- Vampirism:
- Increased
the timer to advance each Vampire Stage to 6 hours from 30 minutes, but
casting any Vampire ability will advance this timer by 30 minutes.
Feeding as a Vampire will continue to lower your Vampire Stage by 1.
- Vampire
Stage benefits and penalties are now as follows:
- Stage
1: 0% Flame Damage taken, 0% Vampire Ability cost reduction, 0% Health
Recovery reduction
- Stage
2: 15% Flame Damage taken, 7% Vampire Ability cost reduction, 25%
Health Recovery reduction
- Stage
3: 20% Flame Damage taken, 14% Vampire Ability cost reduction, 50%
Health Recovery reduction
- Stage
4: 25% Flame Damage taken, 21% Vampire Ability cost reduction, 75%
Health Recovery reduction
- Werewolf
- Call
of the Pack: Redesigned this passive ability so it now reduces the cost
of staying in Werewolf form by 10/20% for each transformed Werewolf in
your group, including yourself, up to a maximum of 40/80% at Ranks I/II.
- Pack
Leader (Werewolf Transformation morph): Redesigned this morph so it now
summons 2 dire wolf companions to fight by your side for the duration of
your transformation. If killed, the dire wolves will return after
16/14/12/10 seconds at Ranks I/II/III/IV respectively.
Guild
- Fighters
Guild
- Banish
the Wicked: This passive ability now grants Ultimate whenever you kill
Werewolves, as well as Undead and Daedra.
- Camouflaged
Hunter (Expert Hunter morph): In addition to the changes made to the base
ability, this morph now also grants the Minor Berserk buff for 5/6/7/8
seconds after dealing a Critical Hit from crouch at Ranks I/II/III/IV.
- Circle
of Protection: This ability and its morphs now grant the Minor Endurance
buff in addition to the Minor Protection buff.
- Dawnbreaker:
This ability and its morphs no longer deal bonus damage to Undead and
Daedra, and now deals Physical Damage instead of Magic Damage.
- Dawnbreaker
of Smiting (Dawnbreaker morph): In addition to the changes made to the
base ability, this morph also now knocks down any enemy hit instead of
only Undead and Daedra. We also reduced the duration of the knock down to
2.5 seconds from 5 seconds.
- Evil
Hunter (Expert Hunter morph): In addition to the changes made to the base
ability, this morph now also reduces the Stamina cost of Fighters Guild
abilities by 25% while active.
- Expert
Hunter: Redesigned this ability and its morphs so they no longer grant a
small chance to deal additional bonus damage; instead, they can be
activated to reveal hidden or invisible enemies in a 6 meter radius for 5
seconds, and prevents revealed enemies from returning to stealth for 3
seconds.
- These
abilities will continue illuminate Undead, Daedra, and Werewolves and
grant Major Savagery while slotted.
- Flawless
Dawnbreaker (Dawnbreaker morph): In addition to the changes made to the
base ability, we reduced the amount of Weapon Damage this morph increases
while slotted to 2/3/4/5% at Ranks I/II/III/IV from 5/6/7/8%.
- Intimidating
Presence: This passive ability now also reduces the cost of Fighters
Guild abilities by 20%.
- Ring
of Preservation (Circle of Protection morph): In addition to the changes
made to the base ability, we redesigned this morph so it now decreases
the cost of Roll Dodge by 20% while within the area of effect.
- Silver
Bolts: This ability and its morphs no longer knock down or deal bonus
damage to Undead and Daedra; instead, they now reduce the Movement Speed
of any enemy hit by 40% for 6 seconds.
- Silver
Leash (Silver Bolts morph): In addition to the changes made to the base
ability, this morph also now pulls the caster to the target when it is
activated a second time. Additionally, the caster can pull themselves to
any target instead of just Undead and Daedra targets.
- Silver
Shards (Silver Bolts morph): In addition to the changes made to the base
ability, we increased the amount of additional targets this morph can hit
to 5 additional targets from 2.
- Slayer:
Redesigned this passive ability so it now increases your Weapon Damage by
1/2/3% for each Fighters Guild ability slotted at Ranks I/II/III
respectively, instead of increasing your Weapon and Spell Damage by
3/6/9% against Undead and Daedra.
- Skilled
Tracker: Redesigned this passive ability so it now increases all damage
dealt with Fighters Guild abilities by 20% against Undead, Daedra, and
Werewolves. Fighters Guild abilities no longer innately have a bonus to
Undead, Daedra, and Werewolves without this passive ability.
- Trap
Beast: This ability and its morphs now apply their damage over time to
any enemy hit instead of only Undead and Daedra. In addition, this
ability and its morphs now deal Physical Damage instead of Magic Damage.
- Turn
Undead (Circle of Protection morph): In addition to the changes made to
the base ability, we increased the duration of the area of effect to 12
seconds from 10 seconds.
- Mages
Guild
- Balance
(Equilibrium morph): In addition to the changes made to the base ability,
we also redesigned this morph so it no longer grants the Major Fortitude
buff for 17 seconds after casting; instead, it grants the Major Resolve
and Major Ward buffs for 4 seconds after casting.
- Equilibrium:
Reduced the health cost for this ability and its morphs by 20%. The amount
of Magicka gained in exchange remains unchanged.
- Undaunted
- Blood
Altar: This ability and its morphs no longer grant the Major Fortitude
buff to you and allies in its area of effect; instead, they grant Minor
Lifesteal, a new buff that heals you for 2% of all damage done.
- Bone
Shield:
- This
ability and its morphs now absorb all damage instead of just physical
damage.
- This
ability and its morphs will now scale their damage shield values based
on your maximum stamina instead of your maximum health.
- Increased
the synergy activation radius from this ability and its morphs to 4
meters from 3 meters.
- Trapping
Webs:
- Redesigned
this ability and its morphs so they are now ground-placed area of effect
abilities which create webs at the targeted location for 5 seconds,
reducing the Movement Speed of enemies within by 50%. When the webs
expire they burst into venom, dealing Poison Damage to enemies within.
- This
ability and its morphs are now Stamina abilities, and scale with Weapon
Damage and Maximum Stamina.
- The
synergy for this ability and its morphs now deal Poison Damage.
Alliance War
- Assault
- Magicka
Detonation: Reduced the damage of this ability and its morphs by 45%.
They now deal 25% additional damage per target hit, up from 10%, and cap
that bonus damage up to a total of 250% more damage done, up from 100%
more damage done. The net result should be significantly less damage to 1
target, and slightly less damage to 10 targets.
- Proximity
Detonation (Magicka Detonation morph): Fixed an issue where the red
telegraph circle from this ability was remaining at the last seen spot
the enemy player was before they became invisible. It will now also be
invisible when the enemy player is invisible.
- Vigor:
Casting Vigor with a staff equipped will no longer make the staff go through
your legs.
- Emperor
- Tactician:
Fixed an issue where this passive ability was increasing the damage of
Siege Weapons against players and monsters.
- Support
- Guard:
Redesigned this ability and its morphs so they no longer intercept
projectiles around you; instead, they are now single target abilities
that can be cast on an ally to tether to them. While tethered, 30% of the
damage they take is redistributed to you.
- Your
Stamina Recovery is disabled while tethered to the ally, but the tether
can be broken by recasting the spell or moving more than 15 meters away
from them.
- Mystic
Guard (Guard morph): This morph will now grant you and the tethered ally
the Minor Vitality buff.
- Stalwart
Guard (Guard morph): This morph will now grant you and the tethered ally the
Minor Force buff.
Champion System
- The
Ritual
- Thaumaturge:
Fixed an issue where this Champion ability was increasing the damage of
various non-damage over time effects, such as Daedric Curse or Magicka
Detonation.