The Elder Scrolls Online - Dark Brotherhood Changes!



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.
  • 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.
  • 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.
  • 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.

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