The Data Delvers - Spellcrafting Revaled!

Neizir
Neizir
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The dataminers are at it again! @Dominoid has gone digging again and found lots of juicy info on Spellcrafting. There's LOTS of stuff here!

Spellcrafting Basics

First let’s rewind a little and talk about exactly what spellcrafting is and how it will work in ESO. Spellcrafting will be introduced at the conclusion of the Mages Guild questline. That quest line finishes with the reclamation of Eyevea which is a mage refuge devoted to research and to learning a greater understanding of magic. By reclaiming this island, you have unleashed the researching might of all the mages in Tamriel. One of the first things they discover are ancient doorways that are hidden throughout the world that belong to some culture no one has seen before. It is behind these doorways that your spellcrafting adventure begins.

Behind each doorway are ancient classrooms with rune tablets that contain ancient inscriptions. Sometimes these tablets are in relative pristine condition - for example the first one you find during the introductory quest of the system. Other times the rune stone is in fragments and you’ll have to find all the pieces before you are able to understand the entire rune stone. Some stones may even be broken into as many as five pieces. When finding only a piece of tablet, there will be clues as to the locations for the rest of the pieces.

You do not take the rune tablet (or fragment) with you, instead you will use paper and charcoal to make a rubbing the stone in its place and add it to a spellcrafting “portfolio” book. The “paper and charcoal” will always be in your possession similar to your pickaxe or wood axe. The interface for this “rubbing” is interactive in nature and may require some precision. Once you’ve collected all the pieces to a whole rune tablet, you will have just one part of the spell crafting puzzle.

Now that you have the base spell “recipe”, you will need to procure a new tablet on which to transfer the spell. Base (white) tablets can be purchased right in Eyevea if you wish to get experimenting right away. However rarer tablets can be procured in the world (presumably by scavenging similar to woodworking and blacksmithing). There will most likely be 4 tablets qualities above the base tablet (fine, superior, epic and legendary). My best mining efforts put these materials as Basalt, Granite, Marble and Obsidian - but I'm not sure. Just like in enchanting, the better the material the more powerful the spell.

Now that you have the base spell and a fresh tablet, the last part of the spellmaking process is to choose one of six “focuses” to give the spell. A focus is similar to a morph. Any spell crafting spell can be used in one of six ways with each bringing a unique set of advantages and disadvantages. These terms and how they work will become clearer when you look at the actual spells.

Spellcrafting Focuses
Base: The plain old spell with no frills.
Ultimate: Each spell can be turned into an ultimate which hits hard, but can only be slotted as an ultimate and can’t be spammed.
Ritual: You can add either a channel or cast time to any spell in order to add a bonus effect or increase the spell's magnitude or duration.
Enduring: Think of this as turning a spell into a toggle ability. When activated your resource pool will be depleted by a certain amount for the duration of the toggle. Recast the spell to toggle it off and regain your resources.
Reduced Cost: Any spell can be given a bonus effect that when properly activated will return some resources to you the player.
AOE: Spells can be turned in Area of Effect spells or if a base effect is already AOE in nature, can be morphed into a more aggressive or higher hitting AOE effect.

New Skill Lines and Passives

When first picking up the spellcrafting quest line (tutorial), you will receive a new Spellcrafting skill line just like all your other crafting professions. There will be spellcrafting passives that will help make your spell crafting easier. For example maybe a hireling for tablets or a “Keen Eye” perk to make finding those tablets in the world a little easier - no passives exist in the code yet.

In addition to this new Spellcrafintg skill line, each school of magic also has its own skill line associated with it. For example upon first learning the Conjure Flame Atronach spell you will also receive the Conjuration skill line. These skill lines go up to level 50 and have their own set of passives that help make make the school of magic more powerful, cost less resources, have the effects last longer, etc. The most important of the passives being the number of spells you can memorize from that school of magic. There are currently five schools of magic in the spellcrafting system: Destruction, Alteration, Conjuration, Illusion and Restoration. And just as placing and using skills on your hotbar will level up a skill in the base game, so too will these new skill lines associated with spellcrafting.

Once you learn a spell, it is permanently added to your library of spells. You aren’t limited to just one type per base spell. If you wanted to create a Flame Atronach spell in all six focuses, you are free to do so. Like all other crafting professions, the completed tablet is not bound to your account and can be traded or sold in your guild store/kiosk. Making master spellcrafters very valuable in the game. To learn a spell you use the completed tablet which consumes it.

Spell Power/Cost


This is an MMO after all and balance is key. You can’t go and make an uber spell that roots everyone in place for 10 seconds and does 10,000 damage per second. The Spell Power and Cost is controlled by 6 factors in a very similar fashion to EVERY OTHER skill/ability in the game.
Your magicka resource pool (like other skills)
Your spell damage numbers (like other skills)
The quality of stone used in the spell’s creation (like all crafting professions)
The focus you gave your spell (like all morphs)
The skill level (1-50) of the spell’s magic “school” (like all skill lines)
The passives chosen in your spell’s magic “school” (like all skill lines)


The Spells (600 varieties)

In a very intensive data mining effort, I have found 20 spellcrafting spells in the game files. These 20 spells with 6 focuses each and 5 different tablet qualities represent 600 new spell effect combinations for ESO. ZOS has said that Spellcrafting is a “system” and will not be DLC. It will be a free update upon its release. Without further ado your spellcrafting spells:

Note: If a spell focus appears to be identical to another focus, the difference is most likely in magnitude and/or duration.

Bound Weapon
Base
Activate to increase spell damage by <<1>>.Passively increases spell damage by <<2>>.
Ultimate (Conjured Legendary Weapon)
Activate to increase spell damage by <<1>>.Passively increases spell damage by <<2>>.
Ritual (Conjured Empowered Weapon)
Activate to increase spell damage by <<1>>.Passively increases spell damage by <<2>>.
Enduring (Conjure Lasting Weapon)
Activate to increase spell damage by <<1>>.Passively increases spell damage by <<2>>.
Reduced Cost (Conjure Leaching Weapon)
Activate to increase spell damage by <<1>>. Heavy attacks restore <<2>>% of spell cost.Passively increases spell damage by <<3>>.
AOE (Conjure Armory)
Activate to increase spell damage by <<1>>. Nearby allies gain <<2>> spell damage.Passively increases spell damage by <<3>>.

Burden
Base
Snare target <<1>>% for <<2>>.
Ultimate (Encumber)
Immobilize target for <<1>> and deal <<2>> over the duration.
Ritual (Heavy Burden)
Snare target <<1>>% for <<2>>. Affected target takes <<3>>.
Enduring (Extended Burn)
Snare target <<1>>% for <<2>>.
Reduced Cost (Leaching Burden)
Snare target <<1>>% for <<2>>. Restore <<3>>% of spell cost when damaging target with a heavy attack.
AOE (Burden All)
Snare all targets nearby enemy <<1>>% for <<2>>.

Charm
Base
Target is charmed and moves towards you for <<1>>
Ultimate (Heart Break)
Charms target to move towards you for <<1>> and deals <<2>> over the duration.
Ritual (Empowered Charm)
Target is charmed and moves towards you for <<1>>
Enduring (Extended Charm)
Target is charmed and moves towards you for <<1>>
Reduced Cost (Enchanting Charm)
Target is charmed and moves towards you for <<1>>. Restore <<2>>% of spell cost if target is more than 8m away when effect ends.
AOE (Creeping Charm)
Target is charmed and moves towards you for <<1>>. Stuns 1 nearby target for <<2>>.

Conjure Dremora Lord
Base
Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down.
Ultimate (Conjure Dremora Lord)
Summons a Dremora Ruler to attack enemies for <<1>>. Will taunt enemies and knock them down. Steals life from all nearby enemies, if at full health the life is instead transfered to caster.
Ritual (Empowered Dremora Lord)
Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down. Dremora Lord gains <<2>> armor and spell resistance.
Enduring (Unending Dremora Lord
Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down. Reduces magicka pool by <<2>>
Reduced Cost (Magicka Infused Dremora Lord)
Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down. When pet expires, gain <<2>>% of spell cost.
AOE (Cruel Dremora Lord)
Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down. Cleave attack is used more frequently and deals more damage.

Conjure Familiar
Base
Summons a familiar to attack enemies for <<1>>. Enemies damaged by familiar are slowed <<2>>.
Ultimate (Blood Thirsty Familiar)
Summons a familiar to attack enemies for <<1>>. Deals <<2>> damage to all nearby enemies and slows them <<3>>.
Ritual (Channeled Familiar)
Summons a familiar to attack enemies for <<1>>. Enemies damaged by familiar are slowed <<2>>.
Enduring (Unending Familiar)
Summons a permanent familiar to attack enemies, but reduces magicka pool by <<1>>. Enemies damaged by familiar are slowed <<2>>.
Reduced Cost (Restoring Familiar)
Summons a familiar to attack enemies for <<1>>. Enemies damaged by familiar are slowed <<2>>. Each attack has a chance to restore <<3>>% of spell cost.
AOE (Rabid Familiar)
Summons a familiar to attack enemies for <<1>>. Has high damage area effect attack. Enemies damaged by familiar are slowed <<2>>.

Conjure Flame Atronach
Base
Summons a flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack.
Ultimate (Ultimate Flame Atronach)
Summons an ultimate flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack. Enemies near the atronach constantly take fire damage. Atronach's attack damage is increased by <<3>>.
Ritual (Empowered Flame Atronach)
Summons a flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack. Deals <<3>> bonus damage.
Enduring (Unending Flame Atronach)
Summons a permanent flame atronach to attack enemies. Deals <<1>> per hit and has an area effect attack.
Reduced Cost (Restoring Flame Atronach)
Summons a flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack. When pet expires, gain <<3>>% of spell cost.
AOE (Explosive Flame Atronach)
Summons a flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack. On death deals <<3>>

Courage (Conjuration)
Base
Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time.
Ultimate (Heroic Courage)
Four allies in area gain <<1>> max health, <<2>> Damage, <<3>> less damage taken, and fear immunity for <<4>>. Only 1 cast may be active at a time.
Ritual (Boundless Courage)
Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time.
Enduring (Lasting Courage)
Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time.
Reduced Cost (Courage of the Ancients)
Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time. Recasting ability before it expires restores <<5>>% of spell cost.
AOE (Group Courage)
Six allies in area gain <<1>> max health, <<2>> Spell Damage, <<2>> Weapon Damage, and fear immunity for <<3>>. Only 1 cast may be active at a time.

Drain Life
Base
Deals <<1>> and heals player for <<2>>% of current missing health.
Ultimate (Drain Soul)
Deals <<1>> and heals player for <<2>>% of current missing health.
Ritual (Focused Drain)
Deals <<1>> and heals player for <<2>>% of current missing health.
Enduring (Unending Drain Life)
Deals <<1>> and heals player for <<2>>% of current missing health every <<3>> for <<4>>.
Reduced Cost (Drain Essence)
Deals <<1>> and heals player for <<2>>% of current missing health. Restore up to <<3>>% of spell cost, value increases the more health target has.
AOE (Group Drain)
Deals <<1>> and heals nearby allies for <<2>>% of current missing health.

Fire Storm
Base
Deals <<1>> to nearby enemies after <<2>>.
Ultimate (Cataclysm)
For <<1>> burning status effect is applied to all nearby enemies, causing them to take fire damage over time. Deals <<2>> to nearby enemies when effect ends.
Ritual (Focused Storm)
Deals <<1>> to nearby enemies after <<2>>.
Enduring (Fire Spout)
Deals <<1>> to nearby enemies after <<2>>.
Reduced Cost (Flame Vortex)
Deals <<1>> to nearby enemies after <<2>>. Each enemy killed in this way restores <<3>>% of spell cost.
AOE (Chaotic Fires)
Deals <<1>> to nearby enemies after <<2>>.

Frenzy
Base
Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>.
Ultimate (Incite Frenzy)
Nearby enemies deal <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>.
Ritual (Charged Frenzy)
Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>.
Enduring (Sustained Frenzy)
Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>.
Reduced Cost (Mana Frenzy)
Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>. Restore <<3>>% of spell cost when target attacks an ally.
AOE (Dark Frenzy)
Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>. Affects another nearby enemy when spell ends.

Frostbite
Base
Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>. Snare strength weakens over time.
Ultimate (Hypothermia)
Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>.
Ritual (Frost Storm)
Deals <<1>> to enemies near you and snares them <<2>>% for <<3>>. Snare strength weakens over time.
Enduring (Endless Winter)
Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>. Snare strength weakens over time.
Reduced Cost (Leaching Crystals)
Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>. Snare strength weakens over time. Restore <<4>>% of spell cost for each enemy hit.
AOE (Bitter Cold)
Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>. Snare strength weakens over time.

Ice Cloak (Destruction)
Base
Increase armor by <<1>> for <<2>>. During this time nearby enemies are chilled for <<3>>, reducing their movement speed by <<4>>.
Ultimate (Ice Armor)
Take <<1>> less damage from cold and physical attacks. Enemies near you are immobilized.
Ritual (Focused Ice Crystals)
Increase armor by <<1>> for <<2>>. During this time nearby enemies are chilled for <<3>>, reducing their movement speed by <<4>>.
Enduring (Permafrost)
Increase armor by <<1>> for <<2>>. During this time nearby enemies are chilled for <<3>>, reducing their movement speed by <<4>>.
Reduced Cost (Magicka Floe)
Increase armor by <<1>> for <<2>>. During this time nearby enemies are chilled for <<3>>, reducing their movement speed by <<4>>. Melee attacks restore <<5>>% of spell cost.
AOE (Group Cloak)
Increase armor by <<1>> for <<2>>. During this time nearby allies gain <<3>> armor and nearby enemies are chilled for <<4>>, reducing their movement speed by <<5>>.

Heal Other
Base
Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self.
Ultimate (Legenday Heal Other)
Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self.
Ritual (Focused Healing)
Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self. Enduring (Unending Heal)
Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self.
Reduced Cost (Rejuvenating Heal)
Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self. Restores up to <<4>>% of spell cost, value increased based on target's missing health.
AOE (Restore Allies)
Heals all allies around target <<1>> and <<2>> over <<3>>.

Lightning Bolt
Base
Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.
Ultimate (Lightning Assault)
Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.
Ritual (Lightning Frenzy)
Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.
Enduring (Corrosive Lightning)
Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.
Reduced Cost (Lightning Siphon)
Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>. Each time target is healed you receive <<4>>% of spell cost.
AOE (Chain Lightning)
Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.

Magicka Resistance
Base
Increase target's spell resistance by <<1>> for <<2>>. Cannot be cast on self, only 1 may be active at a time.
Ultimate (Magicka Invulnerability)
Increase target's spell resistance by <<1>> and magicka regeneration by <<2>> for <<3>>. Cannot be cast on self.
Ritual (Magicka Shield)
Increase target's spell resistance by <<1>> for <<2>>. Cannot be cast on self, only 1 may be active at a time.
Enduring (Lasting Magicka Resistance)
Increase target's spell resistance by <<1>> for <<2>>. Cannot be cast on self, only 1 may be active at a time.
Reduced Cost (Shimmering Magicka Resistance)
Increase target's spell resistance by <<1>> for <<2>>. Cannot be cast on self, only 1 may be active at a time. 33% chance when target is damaged by magic to restore <<3>>% of spell cost.
AOE (Ally Magicka Resistance)
Increase nearby ally's spell resistance by <<1>> for <<2>>.

Muffle (Illusion)
Base
Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>.
Ultimate (Hushed Feet)
You are invisible for <<1>>. Also increases movement speed by <<2>>.
Ritual (Silence)
Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>.
Enduring (Hush)
Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>.
Reduced Cost (Silent Breath)
Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>. Removes the stamina cost from sneaking.
AOE (Group Muffle)
Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>. Also applies to 3 nearby allies.

Oak Flesh
Base
Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>.
Ultimate (Ebony Flesh)
Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>.
Ritual (Iron Flesh)
Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>.
Enduring (Ancient Oak Flesh)
Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>.
Reduced Cost (Restoring Oak Flesh)
Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>. 33% chance when hit with a melee attack to restore <<5>>% of spell cost.
AOE (Oak Grove)
For nearby allies: Increase armor by <<1>> for <<2>> and health regeneration by <<3>> for <<4>>

Paralyze
Base
Stun enemy for <<1>>.
Ultimate (Mass Paralysis)
Stun enemy for <<1>>, affected targets take <<2>>.
Ritual (Torturous Paralyze)
Stun enemy for <<1>>. Affected enemy takes <<2>>.
Enduring (Extended Paralyze)
Stun enemy for <<1>>.
Reduced Cost (Leaching Paralyze)
Stun enemy for <<1>>. Restore <<2>>% of spell cost when used against higher health targets.
AOE (Expansive Paralyze)
Stun enemy for <<1>>. When effect ends, nearby enemies are stunned for <<2>>.

Restore Stamina
Base
Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>.
Ultimate (Rapid Recovery)
Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>.
Ritual (Focused Stamina Restore)
Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>.
Enduring (Unending Stamina Restore)
Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>.
Reduced Cost(Fortify Stamina)
Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>. Restore <<4>> magicka for each attack you block.
AOE (Restore Group Stamina)
Restore <<1>> stamina to nearby allies, and an additional <<2>> over <<3>>.

Ward Self
Base
Creates a <<1>> point damage shield on self for <<2>>.
Ultimate (Impenetrable Ward)
Creates a <<1>> point damage shield on self for <<2>>.
Ritual (Powered Ward)
Creates a <<1>> point damage shield on self for <<2>>.
Enduring (Lasting Ward)
Creates a <<1>> point damage shield on self for <<2>>.
Reduced Cost (Restoring Ward)
Creates a <<1>> point damage shield on self for <<2>>. If ward expires due to damage, caster is refunded <<3>>% of ability cost.
AOE (Ward Allies)
Creates a <<1>> point damage shield on self for <<2>>. Creates a <<3>> point damage shield on allies for <<4>>.
Neizir Stormstrider

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  • dharbert
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    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.
  • Taz
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    dharbert wrote: »
    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.

    That's just because she was keeping it a surprise for my birthday. I'm sure of it.
  • Neizir
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    dharbert wrote: »
    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.

    It's still planned - work has probably resumed already now that 1.6 is pretty much done. I wouldn't expect to see it until after console release but don't assume that ZOS has scrapped spellcrafting :)
    Neizir Stormstrider

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  • nerevarine1138
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    Neizir wrote: »
    dharbert wrote: »
    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.

    It's still planned - work has probably resumed already now that 1.6 is pretty much done. I wouldn't expect to see it until after console release but don't assume that ZOS has scrapped spellcrafting :)

    Yeah, saying that it's gone on the backburner isn't remotely the same as saying that they're never going to introduce it. Everything went on the backburner to get 1.6 out.
    ----
    Murray?
  • xaraan
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    dharbert wrote: »
    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.

    Yea, I wouldn't be surprised to not see spellcrafting pop up officially until next year.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • dharbert
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    Everything went on the backburner to get 1.6the crown store out.

    Fixed it for you.

  • Dominoid
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    dharbert wrote: »
    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.

    It's just put on hold to crunch 1.6, TU and Consoles. It's not canceled.
  • vovus69
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    That would be great thing to have. I value spellcrafting higher than whole 1.6 release to be honest. Let's see when they will come back to it and I hope it will be already in a summer...
    "If I'll need your opinion, I'll give one to you" - Rivenspire
  • Samadhi
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    Cool read, thank you for sharing.
    Neizir wrote: »
    ...

    Courage (Conjuration)
    Base
    Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time.
    Ultimate (Heroic Courage)
    Four allies in area gain <<1>> max health, <<2>> Damage, <<3>> less damage taken, and fear immunity for <<4>>. Only 1 cast may be active at a time.
    Ritual (Boundless Courage)
    Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time.
    Enduring (Lasting Courage)
    Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time.
    Reduced Cost (Courage of the Ancients)
    Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time. Recasting ability before it expires restores <<5>>% of spell cost.
    AOE (Group Courage)
    Six allies in area gain <<1>> max health, <<2>> Spell Damage, <<2>> Weapon Damage, and fear immunity for <<3>>. Only 1 cast may be active at a time.

    ...

    Charm was really interesting, but Courage caught my attention.

    "Fear Immunity."

    Wonder if we will see something with Disorient Immunity as well?
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Goldie
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    dharbert wrote: »
    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.

    I have already found several of these doors in the world, so they ARE implementing the system, or at least parts of it!
    "Wood Elves aren't made of wood. Sea Elves aren't made of water. M'aiq still wonders about High Elves" - M'aiq the Liar
  • dharbert
    dharbert
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    Goldie wrote: »
    dharbert wrote: »
    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.

    I have already found several of these doors in the world, so they ARE implementing the system, or at least parts of it!

    I'm just repeating what was officially stated. But then again, they also said ESO would always be sub fee based and never have a cash shop.
  • Elsonso
    Elsonso
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    Maybe @ZOS_NickKonkle can elaborate on this now that more of the secret is out.
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • jeevin
    jeevin
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    Spellcrafting could be amazing! It will be very hard to balance but could provide so much build diversity. I hope this comes sooner rather than later. Good work guys!
  • NukeAllTheThings
    NukeAllTheThings
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    sweet! something to look forward to when they have to completely rebalance the Champion System in 2016
    "it's important to state that our decision to go with subscriptions is not a referendum on online game revenue models. F2P, B2P, etc. are valid, proven business models - but subscription is the one that fits ESO the best, given our commitment to freedom of gameplay, quality and long-term content delivery. Plus, players will appreciate not having to worry about being "monetized" in the middle of playing the game, which is definitely a problem that is cropping up more and more in online gaming these days." - Matt Firor
  • Dominoid
    Dominoid
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    Goldie wrote: »
    dharbert wrote: »
    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.

    I have already found several of these doors in the world, so they ARE implementing the system, or at least parts of it!

    Do tell . . .
  • Elsonso
    Elsonso
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    Dominoid wrote: »
    Goldie wrote: »
    dharbert wrote: »
    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.

    I have already found several of these doors in the world, so they ARE implementing the system, or at least parts of it!

    Do tell . . .

    Yeah, pics or it didn't happen.
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • olsborg
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    Heres to hoping it will be released during 2015, first half.

    PC EU
    PvP only
  • Rydik
    Rydik
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    olsborg wrote: »
    Heres to hoping it will be released during 2015, first half.

    I suppose you mean 2017...
    Edited by Rydik on March 3, 2015 1:33AM
  • timidobserver
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    More than likely this project was halted because ZOS didn't like the direction it was going. If they take it off the backburner it will probably change completely from what was retrieved via datamining. Though, it is nice to see the data.

    If the data miners are taking requests, I'd like to see more information on stuff that isn't indefinitely postponed. In particular, can you guys find anything about any other unannounced systems that may show up in the future. For example, structured/small-scale pvp, jewelry crafting, new skill lines, unannounced crown store items, guild progression systems, ect.
    Edited by timidobserver on March 3, 2015 1:47AM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Dominoid
    Dominoid
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    More than likely this project was halted because ZOS didn't like the direction it was going. If they take it off the backburner it will probably change completely from what was retrieved via datamining. Though, it is nice to see the data.

    If the data miners are taking requests, I'd like to see more information on stuff that isn't indefinitely postponed. In particular, can you guys find anything about any other unannounced systems that may show up in the future. For example, structured/small-scale pvp, jewelry crafting, new skill lines, unannounced crown store items, guild progression systems, ect.

    Alternate PVP in the works:
    http://www.reddit.com/r/elderscrollsonline/comments/2wwqw6/discussion_possible_pvp_options_coming_to_eso/

    Other Stuff I've Reported On Finding
    http://www.reddit.com/r/elderscrollsonline/search?q=[Data+Mining]&amp;sort=new&amp;restrict_sr=on
    Edited by Dominoid on March 3, 2015 2:25AM
  • timidobserver
    timidobserver
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    Dominoid wrote: »
    More than likely this project was halted because ZOS didn't like the direction it was going. If they take it off the backburner it will probably change completely from what was retrieved via datamining. Though, it is nice to see the data.

    If the data miners are taking requests, I'd like to see more information on stuff that isn't indefinitely postponed. In particular, can you guys find anything about any other unannounced systems that may show up in the future. For example, structured/small-scale pvp, jewelry crafting, new skill lines, unannounced crown store items, guild progression systems, ect.

    Alternate PVP in the works:
    http://www.reddit.com/r/elderscrollsonline/comments/2wwqw6/discussion_possible_pvp_options_coming_to_eso/

    Other Stuff I've Reported On Finding
    http://www.reddit.com/r/elderscrollsonline/search?q=[Data+Mining]&amp;sort=new&amp;restrict_sr=on

    Thanks for posting these. I don't get onto reddit very often. You should stick all of this stuff in your signature.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • AssaultLemming
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    I could not be more excited about this, what fantastic solo content for crafters this will be. Sure hope they put this as priority sooner rather than later. I will make 4 toggle pets and lead my pet army to victory!
  • AshySamurai
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    Neizir wrote: »
    dharbert wrote: »
    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.

    It's still planned - work has probably resumed already now that 1.6 is pretty much done. I wouldn't expect to see it until after console release but don't assume that ZOS has scrapped spellcrafting :)

    They still working on it, but again, Gina said that it is not a priority goal now. I wouldn't expect it this year.
    Make sweetrolls, not nerfs!
  • starkerealm
    starkerealm
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    Neizir wrote: »
    dharbert wrote: »
    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.

    It's still planned - work has probably resumed already now that 1.6 is pretty much done. I wouldn't expect to see it until after console release but don't assume that ZOS has scrapped spellcrafting :)

    They still working on it, but again, Gina said that it is not a priority goal now. I wouldn't expect it this year.

    That assumes you know how much time it takes to add systemic changes to the pipeline. I wish I could find the original source for Spellcrafting being part of 1.7, but based on the datamining, that might still be on course. Also, what they said is that new content would slow after the Console release, not stop. As with any MMO if they stop releasing content the game will die. So, 1.7 needs to be available in time to roll out with DLC further down the line. I don't think that's going to be 2016.
  • jeevin
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    To be honest I would prefer Zos invested their time and resources into the removal of Vet Ranks as it's still the biggest turn off for new players. Spellcrafting will be an awesome addition when /if it gets implemented but the game needs to retain players first and foremost.
  • AshySamurai
    AshySamurai
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    Neizir wrote: »
    dharbert wrote: »
    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.

    It's still planned - work has probably resumed already now that 1.6 is pretty much done. I wouldn't expect to see it until after console release but don't assume that ZOS has scrapped spellcrafting :)

    They still working on it, but again, Gina said that it is not a priority goal now. I wouldn't expect it this year.

    That assumes you know how much time it takes to add systemic changes to the pipeline. I wish I could find the original source for Spellcrafting being part of 1.7, but based on the datamining, that might still be on course. Also, what they said is that new content would slow after the Console release, not stop. As with any MMO if they stop releasing content the game will die. So, 1.7 needs to be available in time to roll out with DLC further down the line. I don't think that's going to be 2016.

    No, I'm not working on ZOS and I don't how how long ZOS need to "add systemic changes to the pipeline".
    Yep. They not totally abandoned it, but I wouldn't expect it in any time soon.
    Yep, this is basically correct. Spellcrafting isn't actively being worked on, it's just on the back burner for now.

    That was said February, 19. (Source)
    Edited by AshySamurai on March 3, 2015 4:20AM
    Make sweetrolls, not nerfs!
  • WhiskyBob
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    They cant implement champion system without being heavily expoited and you want them to do Spell Crafting?

    Its like giving mentally challenged chimps a nuclear weapon.
    Edited by WhiskyBob on March 3, 2015 4:32AM
  • jeevin
    jeevin
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    WhiskyBob wrote: »
    They cant implement champion system without being heavily expoited and you want them to do Spell Crafting?

    Its like giving mentally challenged chimps a nuclear weapon.

    Then we get to play Fallout Online! Woot!
  • starkerealm
    starkerealm
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    Neizir wrote: »
    dharbert wrote: »
    That's all very interesting, but Gina just stated not even a week ago that Spellcrafting is on the backburner and is not even something they are looking at doing at this point.

    It's still planned - work has probably resumed already now that 1.6 is pretty much done. I wouldn't expect to see it until after console release but don't assume that ZOS has scrapped spellcrafting :)

    They still working on it, but again, Gina said that it is not a priority goal now. I wouldn't expect it this year.

    That assumes you know how much time it takes to add systemic changes to the pipeline. I wish I could find the original source for Spellcrafting being part of 1.7, but based on the datamining, that might still be on course. Also, what they said is that new content would slow after the Console release, not stop. As with any MMO if they stop releasing content the game will die. So, 1.7 needs to be available in time to roll out with DLC further down the line. I don't think that's going to be 2016.

    No, I'm not working on ZOS and I don't how how long ZOS need to "add systemic changes to the pipeline".
    Yep. They not totally abandoned it, but I wouldn't expect it in any time soon.
    Yep, this is basically correct. Spellcrafting isn't actively being worked on, it's just on the back burner for now.

    That was said February, 19. (Source)

    Yeah, thanks for the link to the thread I was actively posting in. Scroll down about 14 posts and you'll see me talking. So clearly I must be unaware of this post's existence, even though I was participating in the conversation.

    Everything is on hold until the console launch. Specifically everyone has been put on the console launch. That sounds like an executive saying, "put everyone on this thing right now," without understanding how software development really works.

    Spellcrafting hasn't been shank-canned, it's still coming. Just not at this moment. Because everyone's been moved over to getting the XBone and PS4 versions up and running.
  • Govalon
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    Those spells sound awesome. I am really glad that invisibility will still remain a NB-thing because that was really big reason why I chose NB. Only way for other classes to gain invisibility is to make Muffle spell into ultimate. It wont be spammable and there are much better ultimates there so not many are going to use that.
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