Mounts + stables:Faction mounts:
DC - Bear +20 Stam +15 Carry +5 Speed
AD - Senche Tiger +15 Stam +5 Carry +20 Speed
EP - Guar +5 Stam +20 Carry +15 Speed
Guild mounts:
Fighters - Mammoth +25 Stam +10 Carry +10 Speed
Mages - Shock Beetle +10 Stam +10 Carry +25 Speed
Undaunted - Dwemer Spider +10 Stam +25 Carry +10 Speed
Stable ability:
Overfeed your mount at any stable for a 2-4 hour +5 boost to speed, stam, or carry
Cost - 250g for 2 hours
- 500g for 3 hours
- 750g for 4 hours
Each level of overfeed may not be used more than once every 20 hours
Mount equipment:Blacksmiths may craft unique horseshoes and armor:Horseshoes:
Horseshoes of the Beast- For 90 second after dismount gain +17 Weapon Damage
Horseshoes of the Wicked- For 90 second after dismount gain +11 Spell Damage
Horseshoes of the Swift- For 60 second after dismount gain +15% Movement Speed
Horseshoes of the Brave- For 45 second after dismount gain +9% Max Health and 6% health recovery
Horseshoes of the Mastery- For 45 second after dismount gain +6% Max Magicka and 9% magicka recovery
Horseshoes of the Tireless- For 45 second after dismount gain +6% Max Stamina and 9% stamina recovery
Horseshoes of the Slight- For 6 second after dismount gain +20% Decreased stealth detection radius and vanish
Horseshoes of the Light- For 60 second after dismount gain +12% Healing Done
Horseshoes of the Enraged - For 30 second after dismount gain +7% Weapon Critical
Horseshoes of the Ruthless - For 30 second after dismount gain +7% Spell Critical
Horseshoes of the Knight- For 45 second after dismount gain +500 Armor and Spell Resist
Horseshoe buffs may only be applied once every 10 minutes.
Armor:
Mount armor requires 75 / 150 / 300 ingots to craft base level Studded / Linked / Plate plus 5 of each style material.
Mount Plate Armor - Mount gains +5 Stam -10 Speed +3 Carry
Mount Linked Armor - Mount gains +4 Stam -6 Speed +1 Carry
Mount Studded Armor - Mount gains +3 Stam -3 Speed +0 Carry
Clothiers may craft unique saddles:
Light is made with light materials:
Light Saddle of Endurance - Mount gains +3 Stam -1 Carry +0 Speed
Light Saddle of Strength - Mount gains +3 Carry +0 Stam -1 Speed
Light Saddle of Agility - Mount gains +3 Speed -1 Stam +0 Carry
Medium is made with medium materials:
Medium Saddle of Endurance - Mount gains +5 Stam -2 Carry -1 Speed
Medium Saddle of Strength - Mount gains +5 Carry -1 Stam -2 Speed
Medium Saddle of Agility - Mount gains +5 Speed -2 Stam -1 Carry
Hefty is made with both light and medium materials:
Hefty Saddle of Endurance - Mount gains +8 Stam -4 Carry -2 Speed
Hefty Saddle of Strength - Mount gains +8 Carry -2 Stam -4 Speed
Hefty Saddle of Agility - Mount gains +8 Speed -4 Stam -2 Carry
Alchemists and provisioning may craft special mount only potions and food:
Potion of Oxen Blood- For next 10 seconds, if forced to dismount, gain immunity to all crowd control
Potion of Tiger Blood- Mount gains +20 Speed for 10 seconds
Potion of Bear Blood- Mount gains +20 Stam for 15 seconds
Apples of Refreshment- For next 2 hours, whenever mounted, slowly build overcharged levels of Magicka/Health/Stamina Recovery, discharge when not mounted
Oats of Oblivion- For next 2 hours, whenever mounted, slowly build overcharged levels of Weapon and Spell Damage, discharge when not mounted
Wheat of Fulfilment- For next 2 hours, whenever mounted, slowly build overcharged levels of Max Magicka/Health/Stamina %, discharge when not mounted
One mount food may be active while one regular food is active.
Overcharged stats build at a rate of 12.5% for every 30 minutes spent mounted.
Charge dissipates at a rate of 12.5% every 2 minutes while not mounted.
Each subsequent reuse of mount food after its 2 hour duration ends, reduces potency by 50% but will reset after 8 hours since last use.
Stables now offer daily delivery quests:
With a delivery quest active all wayshrines are disabled and you may not be dismounted
for more than 30 seconds until you have reached your destination or failed the delivery.
While en route bandits and thieves will attempt to steal the package of weapons and armor from you by trapping and dismounting you, monsters become enraged if they sense that you're smuggling their valuable eggs and will steadily gain speed and rage until they catch you, and Daedra may spawn portals in your pathway releasing spawns of oblivion into your face to try and secure the rare magical artifact you possess. Rarely upon delivery the recipient may be a disguised group of bandits or summoned daedra plus a boss mob. These bosses have a good chance of dropping additional improvement mats for mount gear.
Only one of those scenarios will be active at a time. Players are encouraged to help others should they notice a courier in trouble. If helped by another player or by helping another player, you may subtract 15 seconds off your next delivery quest.
Reaching your destination in under various amounts of time will yield up to three different
mount improvement materials (BoP) to be used on your horseshoes, mount armor, and saddles to increase each of their stam, carry, and speed stats by 1 point. Each level of improvement requires 3-4 times as many materials with a target of 7-10 days worth of dailies (4-6 if you are lucky) to get the first improvement for one saddle, armor, or horseshoe. Meaning it will take about 1.5-2 months to earn one epic level piece of mount gear.
Delivery quests also reward the herbs and ingredients to produce mount food. There materials are not bind on pickup. These herbs and potions may rarely be acquired via a level 3 hireling.
World:World overhaul:
Each zone has now been given a unique set of armor which will drop from that zones world bosses, delve bosses, and inside the public dungeon.
Each world boss now has an associated quest directing players to kill that world boss.
These quests are issued by the fighters guild and or the undaunted and come in 5 ranks.
Each rank is progressively more difficult but yields better loot if the world boss can be killed during that time. The ranks cycle each day so players will always have a chance to kill those world bosses another day if they kind it too difficult on a certain day.
Each zone now has a repeatable daily that directs players to a certain delve.
During that delves active quest day, the difficulty is increased and the mobs are given better loot drop rates. High level players trying to enter these delves during this time will automatically be instanced to a separate scaled version of that delve.
Logging out in an Inn or Tavern for more than 8 hours gives that character a chance to gain a level appropriate item or amount of gold. Characters clearly intermingle with NPCs and sometimes get involved with something shady during their time spent at the Inn, especially when we are not playing the game. Perhaps there is some illegal gambling going on?
Cadwell's silve/gold overhaul (spoilers):
We have scraped the idea of cadwell's silver and gold and instead decided that it would make so much more sense if each player was sent to their respective silver/gold alliances as a liaison of the Mages and Fighters guilds. Respectively throughout both
quest lines it was repeatedly made a point that the mages and fighters guilds were trying their hardest to remain neutral. Therefore, it makes the most sense that the player would pursue questing in foreign lands under the guise of two neutral parties. Unfortunately it was clear that both the mages and fighters guilds offered nothing beyond their initial quest lines which took place prior to the players envoy to silver and golden lands. Upon arriving in the new lands there was little to no indication that either the mages or the fighters had any playable content remotely associated with their ghostly presence in seemingly every town. Further, during the entire course of both the silver and gold completion I had no interaction with Cadwell or another familiar face at least stopping in to say "hey buddy, keep at it, you are doing great". This was disheartening. Clearly had the silver and gold quest lines been handled differently than all this "everyone forgets" the hero BS then those player + NPC connections could have been maintained. To say the least, at the end of main quest line it would have made 10x more sense for the player to travel to the other alliances with the fighters and the mages guild. From there, piggybacking off the guilds desire to be the neutral fix it all, we could have started to help the other alliances.
To make things slightly more interesting I think it would have been even better if before all of this neutral fighters and mages guild stuff happened, that as the player talked to Meridia (and about to get their soul back) when all of a sudden, Molag Bal in one last ditch effort, reaches up through a rift in the ground and smashes your soul into 10 conveniently sizes chunks. Only to fall further down into the rift, himself in a weakened state. This sequence of events would lead us right to where we needed to be with respect to the silver and gold alliances. Now with the players soul conveniently shattered into 10 pieces (one for each zone) they are given a strong reasons to adventure into to those alliances. However, in order to get there without causing a problem, the player travels as a member of the neutral mages and fighters guild, offering their help to anyone who needs it so that they don't suspect the player.
By following this line of events the player would not have to experience those awkward quests which refer to the player's soul as missing (even though it wasn't). In this sequence of events, the player still does not have their soul and therefore, these quests still fit perfectly and do not require any changes. Finally, given that redoing Cadwell's silver and gold would only require a few more lines to be read by Meridia, Molag Bal, and the Mages and Fighters guild. Along with a few quests for the Mages and Fighters in the new zones. I believe that the current Cadwell's silver and gold portion of this game should immediately be thrown out the door.
Crafting and Itemization:Itemization
Skill points placed into Metallurgy, Stitching, and Carpentry may be reassigned once all the research in their respective craft has been completed.
Skill points placed into Solvent Proficiency, Metalworking, Tailoring, Potency Improvement, Recipe Improvement, and Woodworking may be placed
individually based on which item levels the crafter will be crafting. If a player has not invested the full number of skill points into each of these
skills while choosing to skip certain level ranges, their chance of successful deconstruction will be reduced accordingly.
Traits are now 1/5 as powerful, but there are 5 slots which can be used for traits when creating an item. Each item can be given up to 5 different trait stones or any combination thereof. Perfect for scenarios when someone wants mostly X with a little Y.
Now someone can have 4/5 Divines and 1/5 well-fitted.
Trait stones may be improved by combining them at their respective crafting stations.
30% chance of failure to make a green trait stone. 60%, to make a blue, 80%, to make a purple, and 95% to make an epic.
Decreased the drop rate of style materials. Increased the price of style materials available from vendors.
Style materials now sell for 3g.
Decreased Dwemer motif page drop rate slightly. Decreased blue motif drop rate by 30%.
Green improvement mats may now be combined into blue improvement mats at their respective crafting station. Combining green improvement mats has a 30% failure chance. Blue+ cannot be combined to make anything better, except traits.
Alchemy:
When Medicinal Use or Snakeblood have invested skill points, potion tool tips will correctly reflect the effects of these skills. For instance, having Medicinal Use will cause tool tips to show a potions true duration if drank by your character. Likewise,
having Snakeblood will result in and negative potion effects showing at their reduced value or be completely grayed out.
Purely negative effect potions can be used on weapons temporarily as if they were poisons or gave secondary weapon traits. Simply right click your weapon and click "Apply Poison".
The drop rate of Cloud Mist has been reduced.
A New VR10 solvent has been introduced called "Daedra Tears". It is the purest and rarest solvent in all of Tamriel. Daedra Tears can only be acquired inside veteran rank dungeons, trails, and veteran DSA. Daedra Tears may occasionally be sent to characters from a hireling level 3.
Herbs have had their item links updated to reflect their positive usefulness in game. This is based on the number of positive effects the herb has. For instance having 0 or 1 positive trait will result in the herb being green. having 2 or 3 positive traits will make the herb blue, and 4 positive traits will make the herb purple.
Provisioning:
All levels of recipes may be found by any level character, purely depending on which zone/area they are in.
Drop rates for all green and blue recipes has been reduced drastically.
Blue and Purple recipes which buff health and either stamina or magicka will correctly display individual buff values for each. They will no longer display only the Health buff value and not the Stamina or Magicka value.
Drinking and eating may occur at the same time.
Drinks have been given a substantial boost to their potency. As well as an additional random buff to weapon crit, spell crit, weapon damage, spell damage, armor, or spell resist.
Guilds:Mages Guild:
Fixed the Might of the Guild skill so that the spell damage increase will be applied to the next activated skill or ability per a keystroke. As opposed to just any attack such as a damage tick or light or heavy attack.
Increased the damage of Meteor and its morph substantially.
New Mages Guild quests will be available for players who are fighting their way through Cadwell's silver and gold. While not as epic as the first set of quests, these quest will at least give you a reason to set foot into a Mages Guild for the last 2/3 of the game.
The Mages guild now contains a legendary book that details rare and powerful artifacts and strange sets of items. Travel to any Mages Guild library to read about each weapon and armor set in the game. Read about where the set might be located, how powerful someone might need to be to use it, and other tidbits of information.
Fighters Guild:
Removed the Channelling from Dawnbreaker. The skill is now instant cast.
Replaced Bounty Hunter passive with something more useful or at least made it applicable to PVE.
New Fighters Guild quests will be available for players who are fighting their way through Cadwell's silver and gold. While not as epic as the first set of quests, these quest will at least give you a reason to set foot into a Fighters Guild for the last 2/3 of the game.
Travel to any Fighters guild hall the receive training in any weapon skill line. Pay a professional to teach you the skill you need to progress quickly if you can't be bothered.
The Fighters guild now offers discounted weapon skill line respecs only. The do not allow any class skills or crafts to be reorganized. Only weapon skills for a low price.
Player Guild Improvements:
Guild leaders and officers now have access to the new guild skill tree to upgrade their guilds.
The guild skill tree is designs such that each guild can build upon the default guild structuce by specializing in PVP,PVE, or Trading.
Guilds are not limited to specializing in one particular tree and are free to hybridize their guilds "build".
PVP Tree:Army of Cyrodiil:
Each guild member currently in cyrodiil increases the XP, Gold, and AP earned by fellow guild members in cyrodiil by .03% / .06% per player. Percentage increase based on a players currently most active guild in cyrodiil and their guild with the highest rank in Army of Cyrodiil.
For instance guild 1 has 50 people in cyrodiil, guild 2 has 60. Guild 1 has rank 2 Army of Cyrodiil while guild 2 has rank 1. The skill will use guild 1's rank and Guild 2's cyrodiil population to calculate that players bonus.
War time Recruitment:
Increases the Guild population cap by 50 each rank. Unlocked by having majority of guild slots filled with members rank 5+ in cyrodiil. Next rank earned by majority having rank 10+, etc.
Guild Supply Lines:
Allows each guild member to see each other on the cyrodiil map without being grouped.
Apply only to guild members in your alliance and campaign at the time. Unlocked upon the first time a guild member is crown emperor. No requirement to maintain emperor. Former emperors do not apply.
Guild Siege Discount:
Siege weaponry and other repair kit purchases in Cyrodiil are 5%/10% cheaper if grouped with 10/20 or more guild members in the same campaign.
PVE Tree:Potion Reservation:
While in a dungeon with a majority of guild members, there is a 15% chance to not consume a potion when used.
Luck of the Guild:
While in a dungeon with a majority of guild members, increase weapon and spell critical by 1% if group is 50% or more guild / 2% if group is 75% or more guild
/ 3% if group is 100% guild.
Squadron of Angels:
While in a dungeon with a majority of guild members, healing gains additional 3% healing done, taunting gains an additional 3% damage mitigation, and spell/weapon critical damage is increased by 3% when attacking an enemy. Group member must each have completed all trials, and DSA. % incease based on further group wide achievements.
Magic Detection:
While in a dungeon with a majority of guild members, gain 2%/4% increased chance of finding more loot. 3% / 5% / 7% more gold per kill. Guild members must have completed dungeon completion time achievements.
Trading:Monopoly:
while guild is currently full of members, increase gold made during sales by 7% / 9% / 11% (based on rank of Guild Expansion). (the buyer doesn't pay this, its like the game is "dropping more gold when an item is bought") (items cannot be sold this way more than once per day)
Guild Expansion:
Increase the maximum size of the guild by 100 / 200 / 300. Requires guild to have made more than X Million gold selling items via a guild kiosk.
Bulk Discount:
When player buys full stack of materials from guild store, they save 5%/10%/15% (based on Guild Expansion).
Sales Expert:
Increases the number of listing each guild member can have by 10/20/30. Based on rank of guild expansion and whether the guild currently controls a kiosk.
All trees may include many other passive bonuses and things for well run guilds.
Guild Job boards:
Buy orders for equipment and materials may be posted on the job board for other guild members to see. A guild member posts what they want, and deposits gold along with the request. The guild member who first fulfils the request exchanges the items required for the gold held in escrow.