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All known future content

Vaoh
Vaoh
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Not up to date! Lots of new information has released recently. I'm updating this thread.
I decided to compile all of the information we have regarding future zones and systems in ESO. This includes both official information as well as legitimate information found through datamining.

- Future Zones -

Murkmire
General Info
• Same general size as Wrothgar and Craglorn
• Located South of Shadowfen, in Western Black Marsh
• Argonian Behemoths will populate this zone, as well as Dreugh and enemy Nagas
• Murkmire will feature different types of Argonians, as well as the Naga (an unseen race in TES games prior to Murkmire's development)
• The prominent city of Gideon will make an appearance in Murkmire
• Maelstrom Stage 3 (Drome of Toxic Shock) is based off of Murkmire
• Maelstrom Stage 7 (Vault of Umbrage) is based off of Murkmire

Pictures
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Vvardenfell
General Info
• The Largest PvE zone
(just under 2x the size of Wrothgar)
• Features 6 player houses, meaning it may arrive in two DLCs or as an expansion
• Locations have been found all over Vvardenfell, but none are located within close proximity of Red Mountain
• Hinted at in Dark Brotherhood that the Morag Tong are causing problems for the Dark Brotherhood over on Vvardenfell

New Info - U13 PTS *Including Developer Map!*
The newest Reddit Thread on this topic.

Developer Map
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(Comment by the FloorBelow aka the guy who posted all of this)
"Full resolution, uncompressed version available here.
Some things to note:
There's a ton of new tilesets. Hlaalu, Redoran (including Under-Skar!), Telvanni, Vivec and Molag Mar, Dunmer strongholds, Velothi (I can see Holamayan, but that might be it), and Morrowind style Dwemer ruins.
That covers pretty much every architectural style in Morrowind, except for Imperial towns and castles, which don't exist since Morrowind isn't an Imperial colony yet. Oddly, Seyda Neen does exist, and is using custom assets that make it look exactly like it does in TES3. I'm sure that's going to be a fun nostalgia trip.
The whole area around Red Mountain appears inaccessible, though the northern ashlands around Urshilaku are, along with Molag Amur. Sheogorad looks to be heavily under construction, but that giant wall of rocks makes me think it may be inaccessible as well.
There's a Redoran town around Andrasreth that didn't exist in Morrowind. There's also a Hlaalu town and a Redoran(?) village near where Caldera will be. Weirdly, Rethan Manor seems to exist, despite the fact that it was built during Morrowind.
The Telvanni towers all have big mushroom caps like the one in Dragonborn. Interested to see how that turns out.
Vivec's foreign quarter appears not to exist yet, which I think is a neat touch. There also seems to be a port/outskirts around the future site of Ebonheart, which is awesome and makes it look more like an actual city.
Finally, a size comparison between Vvardenfell, Wrothgar, and Stonefalls. It's definitely going to be the biggest PvE zone in the game so far, even without Red Mountain being accessible. My best guess is that it's going to be just under twice the size of Wrothgar."

Map & Datamined Locations - U12 PTS
Curtesy of @Dominoid (thread here)
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Red Circles - POIs found in 2.4.0 (mostly major towns/cities)
Green Circles - Delves
- Khartag Point
- Ashalmawia
- Zainsiplu
- Matus-Akin Egg Mine
- Pulk
- Nchuleft
Orange Circles - World bosses (there are 4 other world bosses with unknown location)
- Sulipund
- Missir-Dadalit Egg Mine
Light Green Circles - Public Dungeons
- Nchuleftingth
- Maelkashishi
Blue Circles - Other Points of Interest
- Ald'Ruhn
- Vassir-Didanat
- Ramimilk
- Dushariran
- Yasammidan
- Addadshashanammu
- Ashalmimilkala
- Ashurnibibi
- Zaintiraris
- Almurbalarammi
- Shashpilamat
- Kaushtarari
- Tusenend
- Anudnabia
- Kushtashpi
- Bal Ur
- Ashunartes
- Ahemmusa Camp
- Urshilaku Camp
- Veloth Tomb
- Zainab Camp
- Erabenimsun Camp

Trailer

Clockwork City
General Info
• Clockwork City in itself will likely be part of a larger zone located in/underneath Morrowind territory. The size of this zone is unknown
• This DLC will continue the base game main story quest after Orsinium, as hinted at by The Prophet at the end of the Orsinium main quest
• Fabricants, guards of the Clockwork City, will make an appearance. Imperfects will likely appear as well
• Sotha Sil (and his Clockwork City) will make an appearance in this DLC
• Maelstrom Stage 2 (Seht's Balcony) is based off of Clockwork City
• Maelstrom Stage 4 (Seht's Flywheel) is based off of Clockwork City

Pictures
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Sotha Sil Statue (and Sotha Sil)
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Spiral Skein
General Info
• The size of this DLC is unknown
• This zone is often referred to as "Mephala's Realm". It will be called Spiral Skein - the chosen name of Mephala's plane of Oblivion
• This zone will feature new Daedra, such as Iron Atronachs. We will also see Spiral Skein-style Daedra that we are already familiar with, such as Ogrim
• Maelstrom Stage 6 (Spiral Shadows) is based off of Spiral Skein
• The Cradle of Shadows group dungeon takes place within Spiral Skein
• This zone will release after Clockwork City has released, as it is connected to the continuation of the base game's main quest. The Prophet hints at this at the end of the Orsinium main quest line.

Pictures
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- Future Systems -

Spellcrafting
*Some information regarding how spells are learned may have changed over the course of the 2 years since announcement, though it is likely the same. We cannot know for certain until more information is datamined in 2017.*

Most Recent Statement
Year Ahead (2016) - Discussing the content coming to ESO in 2016:

"Spellcrafting is on the back burner for now. It is a fun and interesting system, but it is not in our current plans to bring it to you in the coming year. We really like the design and what it contributes to the game, though, so we will do what we can in the future to make it happen and do it right." - Matt Firor

How it works
From the popular original Reddit post:

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 of 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.

Morphs
General rules that "morphs" follow:
• Base: Unmorphed
• Ultimate: Skill becomes much more powerful, but is now an Ultimate ability
• Ritual: Skill gains increased magnitude/duration, but now has a cast time or channel time
• Enduring: Skill becomes a toggle, and may or may not drain resources
• Reduced Cost: Skill gains the ability to return resources to the player
• AOE: Skill becomes an AoE. If the skill is already an AoE, it will become more powerful

Skill lines/Learning spells
From the popular original Reddit post:

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 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.

All Datamined Crafted Spells
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 Ruler)
Summons a Dremora Ruler to attack enemies for <<1>>. 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>>.

Video Preview
56:02 - 1:01:47 = Finding tablets, crafting
1:01:48 - 1:02:14 = Animations of Learning Spells
1:03:10 - 1:03:55 = Casting Crafted Spells

https://www.youtube.com/watch?v=3LkeMacg-b0

Warden
• Warden was the fifth planned class early in the development of ESO. Based information found through datamining, they will return in the future.
• The names of the three Warden skill lines were datamined from One Tamriel's PTS. They are as follows - Winter's Embrace , Green Balance , Animal Companions
• Pet Ranger, Spirit Master, and Shaman are NPC variants of the Warden class, similar to how we see NPC variants of Dragonknights, Nightblades, Sorcerers, and Templars.
• Wardens will feature a Cold-based major skill line (Winter's Embrace), similar to a Dragonknight's Fire-based Ardent Flame and a Sorcerer's Lightning-based Storm Calling.

*speculation* - The Update 13 PTS has seen a new and powerful emphasis placed on Frost Staves for the first time since launch. Considering the prominence of Cold damage to the Warden class, it is not too far off the mark to assume these changes may be connected to a sooner-than-expected release of the Warden (perhaps in 2017).

Battlegrounds
General Info
• Battlegrounds is competitive group (2v2,3v3,4v4, etc) PvP content. Like Spellcrafting, it was in development at launch but has still been delayed. Rumor has it that Battlegrounds has been slated to release in 2017.
• ZOS has mentioned it once or twice in 2016 due to a large portion of the PvP population wanting more information on this feature. They have stated that Battlegrounds is being worked on and will arrive in the future.

Video Preview

Mount Racing
General Info
Thank @Dominoid for providing so much information this feature! His Reddit post located here.
• It seems like the Black Horse Couriers are a sort of guild which specializes in Horse/Mount Racing
• There may be a Horse Racing track in every alliance zone and Coldhardour, which seems logical now given the changes with One Tamriel
• Horse Racing was first mentioned in the very first Road Ahead (2014), and mentioned a second time a Guild Summit (2014) as Mount Racing
Datamined Introduction
"Greetings great and glorious participant! The piece of paper you hold in your hand this moment represents an incredible opportunity! Among all the riders of Tamriel, none are equal to the famed Black Horse Couriers, whose daring riders have coursed into battle, bearing the orders of generals and kings far and wide. None are faster, none are tougher!

And now you, dear participant, are invited to test your skill at riding for a chance to join our glorious number and to win a legendary Midnight Destrier, the envy of all horsemen!

The rules for the challenge are as follows:

Clever Talaya has set out enchanted course markers, using a glyph of her own making. You must follow the course markers, passing close by each one, in the order they have been set out. If you miss a marker, you must ride back to it, or risk failing the challenge! No cheating!

Take care, as you ride, however. Enemies and wild beasts will try to knock you off your mount. You will need a mount with great endurance to master the most challenging courses.

To help you, Talaya has given some course markers a special enchantment. If you see two course markers side by side, choose wisely!

Good luck rider!"
Datamined Dialogue
Talking to Ahmat:
• "Call me Ahmat. I represent the illustrious Black Horse Couriers. When kings, queens, and generals of Tamriel need urgent messages conveyed across deadly fields of battle, they turn to us."

• "For various reasons, they would prefer to remain anonymous. But they include merchant princes, great warriors, and even kings. They are united in a single goal: to identify the best horsemen and women in Tamriel."

• "Our services are always required—across Tamriel and beyond. Some of our number have even ventured to other planes at the behest of kings and demigods!"

Ahmad giving information on different tracks:
• "Certainly! This course will offer you the opportunity to see many wondrous things. From shining seas to ancient Ayleid ruins, you will see all this island has to offer. Be wary though, as beautiful as the landscape may be, it is also dangerous."

• "When the first soul-shriven were brought here, the servants of Molag Bal had not yet constructed enough prison cells.Cadwell says that instead they were forced to march—incessantly—down this path. Such suffering … so we ride in their memory."

• "It is more exciting than some silly footrace around the city—I promise you that much. Yes. Talaya has really outdone herself this time. There are only so many places worth visiting in this gods-forsaken land, but you will see all of them."

• "It winds through the forest, following an ancient hoarvoar mating trail. Once a year, the Bosmer used to herd the female hoarvoars down the trail until they were exhausted. After that, the male hoarvoars had an easier time catching them."

• "Imperial historians say the occupation of Valenwood was the most ill-advised military decision ever made.The Bosmer ran them in circles—quite literally. They created a devious path through the forest—and that is where are our course runs today."

• "It runs right through the Wood Orcs' territories. They like to hunt, but today, it's their turn to be hunted.You can charge into their camps and attack, or you can try to ride through their ranks. Either way, you'll scare the Oblivion out of them."

• "It follows an old Baandari trading path that is no longer safe enough for travel. In some places, the forest seeks to reclaim the cleared spaces. Other parts have been ravaged by the Colovian invaders. It will be a wild ride."

• "It will require your horse to be sure-footed and your mind to be sharp. Like a snake, it slithers through these rocky hills and it will bite you if you are not careful.I'm afraid you will not see many friendly faces on this route, wayfarer."

• "Aha! This one is dear to my heart. It runs past my childhood home, over dunes and crags.It recalls how the galloping steeds of the Ra Gada charged across the sands in their conquest of Hammerfell!"

• "The Black Horse Couriers have commissioned a very special course here. We are trying to discover a route that will more effectively warn High Rock of Reach attacks. By running this course, you will be actively helping us defend Bangkorai!"

• It took some persuading, but the Tribunal gave the Black Horse Couriers their blessing to set our course across their lands.The fertile hills and gorges of Deshaan are truly scenic—not to mention the great city of Mournhold!"

• "Dark magic is at work in Rivenspire. Vampires. Daedric influence. Families torn apart.A rider of the Black Horse Couriers will need to navigate these trials and more in the course of our great work. Are you ready?"

• "The Shadowfen is a hard place for a mount. When the 17th Imperial Cavalry tried to subdue these marshes, the Argonians waited in the marsh and struck from among the vines.This course mimics the Imperials' frantic retreat."

• "They say that the Akaviri invaders had never seen a horse when they set foot on Stonefalls. What a terrifying sight that must have been! This course follows the path of several riders who set forth to announce the miracle of the Akaviri defeat."

• "Anyone can ride a horse at high speed on a gently winding country road! But the Black Horse Couriers specialize in delivering vital missives across dangerous battlefields!"
Datamined Icons
RLQN6kf.png

Jewelcrafting
• *This feature was acknowledged by ZOS in the same way as Poisonmaking at a Guild Summit in 2014
• Poison making took a long time to arrive. In other words, this feature is actually being worked on and will definitely arrive in the future
• Though not much information is known about Jewelcrafting, we can safely assume that it is no longer just speculation. Due to the way ZOS has operated in the past at implementing systems such as this, they are just being really slow at getting Jewelcrafting into the game
• With the dwindling need to use crafted sets in ESO, many players believe that Jewelcrafting must become a feature. This is supported based on the different materials in which different level jewelry pieces are made out of.


- Speculation -

Trial 5
• Similar to Vvardenfell, ZOS has not officially acknowledged this fifth trial. Luckily datamining often provides us with enough knowledge to understand what will come to ESO well before ZOS ever mentions it.
• We know that the Vvardenfell DLC will encompass all of Vvardenfell. However, not a single POI or location has been datamined within the proximity of Red Mountain. There are literally no locations and this area may even be blocked off for typical travel.
• Due to these conditions, it is actually very safe to assume that "Red Mountain" will be the fifth trial in ESO. It is a perfect location and would legitimately be a big misstep if ZOS did not capitalize on such a perfect location to create a trial here. Though datamining has all but confirmed Trial 5: Red Mountain, any player who knows the Lore behind Red Mountain will likely be pretty quick to say that it is a sufficiently perilous location to be forged into a 12-man effort as well.

Restyling
New motifs are added into ESO each patch, yet the lack of use in crafted sets significantly diminishes their value. It is almost inevitable that ZOS will provide a way in the future for players to convert any piece of gear into the style of their desire (likely through a player's known motifs/trait progression). Datamining has not revealed any new info regarding this feature.

*All information I have listed will eventually come to ESO. Only the "Speculation" category is not guaranteed*

*To Zenimax - please PM me if something I have listed as fact is untrue. I will remove it immediately as the last thing I want to do here is spread misinformation!*

- Hope this helped! -


Edited by Vaoh on 9 February 2017 09:15
  • andreasranasen
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    Ugh! Can't wait for this! :hushed: Great post as usual!
    Edited by andreasranasen on 3 December 2016 23:21
    #VMATOKENSYSTEM #WEAPONDYE #TRAITCHANGE #CROWNCRATELOVER
    • Alliance/Platform: Aldemerii - PS4/NA - CP 800+
    • Mag Sorc: Arya Rosendahl - Altmer - Highelf
  • DannyLV702
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    I really want clockwork city now :(
  • Sotha_Sil
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    hype!! If next trial is in the red mountain it will be so amazing
    Edited by Sotha_Sil on 3 December 2016 23:28
    Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise! - Spells and incantations for those with the talent to cast them!
  • Zordrage
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    Thank you
  •  Panda_iMunch
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    It will be interesting to see if any of these will be coming out soon. ZoS is gearing up for something, but silence so far.
    Yeetus that fetus

    Youtube: Pandalius (Panda)
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    Beam: Pandalius
    Twitter: Pandalius
  • Tandor
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    Noooo, you're not supposed to tell us positive things like this, at least not without qualifying it by saying that all development work on these items has been shelved to allow ZOS to focus on crate content :wink: !
  • Vaoh
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    Tandor wrote: »
    Noooo, you're not supposed to tell us positive things like this, at least not without qualifying it by saying that all development work on these items has been shelved to allow ZOS to focus on crate content :wink: !

    Please.... keep Crown Crates out of this thread.

    Everything listed here for the future of ESO is awesome and has to do with zones/systems/real content. I don't want Crown Crates to get involved :/
    Edited by Vaoh on 4 December 2016 00:09
  • FLuFFyxMuFFiN
    FLuFFyxMuFFiN
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    Did they confirm Spellcrafting was coming? AFAIK it was put on hold either temporarily or permanently.
  • Vaoh
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    Did they confirm Spellcrafting was coming? AFAIK it was put on hold either temporarily or permanently.

    Yep. It is simply being adjusted and held off until a more appropriate release date. Put on the "backburner" as termed by ZOS on an ESO Live.

    When we look at balancing it is generally pretty bad right now in PvP. Definitely understandable that something like this is still on hold.

    I'd assume a release around late 2017 to early 2018. That's simply speculation though. A feature like Spellcrafting will likely come when balance is better, but we also have to consider the Warden class (going to make a section on this soon).
    Edited by Vaoh on 4 December 2016 00:19
  • AzraelKrieg
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    Did they confirm Spellcrafting was coming? AFAIK it was put on hold either temporarily or permanently.

    Being on hold is a good enough reason to believe that it's coming at some point. They haven't outright said it isn't like they did with phase 2 of the Justice System
    Gold Dragons Guildmaster PC-NACR2000+
    Kalthar Wolf-Brother – EP Templar - 50 Maeli Valen - EP NB - 50Naps-During-Trials – EP Templar - 50Rulnakh - EP Sorc - 50Azrael Krieg - EP NB – 50Uvithasa Telvanni – EP DK – 50More-Tail - EP Warden - 50Narile Galen - EP Sorc - 50Bone Soldier - EP Necro - 50Naps-During-Trails - EP Necro - 50
  • FLuFFyxMuFFiN
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    Vaoh wrote: »
    Did they confirm Spellcrafting was coming? AFAIK it was put on hold either temporarily or permanently.

    Yep. It is simply being adjusted and held off until a more appropriate release date.

    When we look at balancing it is generally pretty bad right now in PvP. It is understandable that something like this is still on hold.

    I'd assume a release around late 2017 to early 2018.

    I hope so. I was so excited when it was first announced.
  • Tandor
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    Vaoh wrote: »
    Tandor wrote: »
    Noooo, you're not supposed to tell us positive things like this, at least not without qualifying it by saying that all development work on these items has been shelved to allow ZOS to focus on crate content :wink: !

    Please.... keep Crown Crates out of this thread.

    Everything listed here for the future of ESO is awesome and has to do with zones/systems/real content. I don't want Crown Crates to get involved :/

    I guess you missed the point of my comment entirely, but never mind. I agree that it is indeed an awesome list, not least as housing is stated to be part of the Q1 base game patch meaning that there must be other stuff forming the Q1 DLC.
  • Vaoh
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    Tandor wrote: »
    Vaoh wrote: »
    Tandor wrote: »
    Noooo, you're not supposed to tell us positive things like this, at least not without qualifying it by saying that all development work on these items has been shelved to allow ZOS to focus on crate content :wink: !

    Please.... keep Crown Crates out of this thread.

    Everything listed here for the future of ESO is awesome and has to do with zones/systems/real content. I don't want Crown Crates to get involved :/

    I guess you missed the point of my comment entirely, but never mind. I agree that it is indeed an awesome list, not least as housing is stated to be part of the Q1 base game patch meaning that there must be other stuff forming the Q1 DLC.

    I understood it, but just having the phrase "Crown Crates" is enough to start discussions on it. They're a pretty heated topic atm :/

    Also I'd like to think that something else would come in Q1 2017 but we have no details yet. Based on One Tamriel it's hard to say as they did not release a new zone that patch due to it being "major". Player Housing is pretty "major" if you ask me.
    Edited by Vaoh on 4 December 2016 00:23
  • Niaver
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    Q1 update won't have a DLC, according to chat message from either Jessica or Gina during one of last Xbox ESO Craglorn streams. I don't have any proof and can be wrong, but that's how i remember it.
    PC EU - Daggerfall Covenant - @Niaver
    Erazar (main) - Khajit DK tank

    Proud owner of Maelstrom Sharpened Bow
  • Dominoid
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    @Vaoh, great write-up. Thanks for the plugs. I got another for the Speculation pile - Horse/Mount Racing. I had actually given up on this addition as it had disappeared from discussion, but it quietly hit my radar again when this appeared in the Map Icons a few updates ago:

    RLQN6kf.png

    With the launch of One Tamriel, this makes even more sense now and it appears to be mostly complete. Here is the datamining article on it:

    https://www.reddit.com/r/elderscrollsonline/comments/2x4ouf/data_mining_mount_racing_and_the_black_horse/

    Thanks - Dominoid
    Edited by Dominoid on 4 December 2016 01:04
  • Dominoid
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    Also per Kai at the BE3 beer garden (let the mead flow), Murkmire is still in development but is being reworked away from its initial concept as an adventure zone.
  • Vaoh
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    Dominoid wrote: »
    @Vaoh, great write-up. Thanks for the plugs. I got another for the Speculation pile - Horse/Mount Racing. I had actually given up on this addition as it had disappeared from discussion, but it quietly hit my radar again when this appeared in the Map Icons a few updates ago:

    RLQN6kf.png

    With the launch of One Tamriel, this makes even more sense now and it appears to be mostly complete. Here is the datamining article on it:

    https://www.reddit.com/r/elderscrollsonline/comments/2x4ouf/data_mining_mount_racing_and_the_black_horse/

    Thanks - Dominoid
    Dominoid wrote: »
    Also per Kai at the BE3 beer garden (let the mead flow), Murkmire is still in development but is being reworked away from its initial concept as an adventure zone.

    I never even knew about horse racing :o I'll be sure to add it later.

    Also yeah Murkmire was going to work just like Craglorn originally did. It is luckily being adjusted into a normal zone :)
  • Mortorious
    Mortorious
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    Great post! thanks for the info!
    Edited by Mortorious on 4 December 2016 01:08
  • Niaver
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    I hope it will work as current Craglorn - mix of group and solo content
    PC EU - Daggerfall Covenant - @Niaver
    Erazar (main) - Khajit DK tank

    Proud owner of Maelstrom Sharpened Bow
  • Vrienda
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    B-buh, the game is dying! Everyone knows it'll shut down in a month after ZOS drain us dry! /s

    But seriously. I'm really, really hyped for Vvardenfell. Hadn't considered red mountain as a trial, but it could be interesting. Wonder why we'd be going in there though. Dagoth Ur doesn't die by the vestige's hands as we well know.
    Desperate for Roleplaying servers to bring open world non-organised RP to Elder Scrolls Online. Please ZOS.
  • Vaoh
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    Aeula wrote: »
    B-buh, the game is dying! Everyone knows it'll shut down in a month after ZOS drain us dry! /s

    But seriously. I'm really, really hyped for Vvardenfell. Hadn't considered red mountain as a trial, but it could be interesting. Wonder why we'd be going in there though. Dagoth Ur doesn't die by the vestige's hands as we well know.

    It doesn't mean that there aren't some nasty Ash Vampires or a partially active Numidium to fight though. ZOS could easily write up some lore where the Vestige fought Dagoth Ur and was forced to retreat. Who knows :|

    It's an amazing trial location though for sure.
  • Unsent.Soul
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    Incredible post! I'm sure the community appreciates the time and effort you put into this.
  • mb10
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    Wow spellcrafting looks incredible. A real game changer for ESO. Will be absolutely huge.

    ZOS will have a real challenge keeping the game balanced with it as most people will be running magicka builds then.

    Makes me wonder that, that could be the reason why they're giving stamina builds so much love recently. SC could be coming soon
  • iam_slickone
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    This was an awesome post. Pretty hyped for these DLC's
    'Keyser Soze Magic Templar
    Siike Magic Sorcer
    'Haze Stamina NightBlade
    'Caeser Stamina DK
    'Leonidas Stamina Templar
    'Thunder Stamina Sorcer

  • Cazzy
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    How certain are these DLCs? Have ZOS confirmed them? :smiley:
  • Dominoid
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    Cazzy wrote: »
    How certain are these DLCs? Have ZOS confirmed them? :smiley:

    The video footage is from ZOS themselves.
    Edited by Dominoid on 4 December 2016 03:01
  • Woeler
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    Trial 5 Red Mountain? Yes please.
  • FLuFFyxMuFFiN
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    Dominoid wrote: »
    Cazzy wrote: »
    How certain are these DLCs? Have ZOS confirmed them? :smiley:

    Three video footage is from ZOS themselves.

    Do you have any links by chance?
  • geonsocal
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    thanks for the info...better yet, thanks for your impeccable timing...much needed glance towards a positive future...
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • Dominoid
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    Dominoid wrote: »
    Cazzy wrote: »
    How certain are these DLCs? Have ZOS confirmed them? :smiley:

    The [edit] video footage is from ZOS themselves.

    Do you have any links by chance?

    Expand the spoilers in the original post.
    Edited by Dominoid on 4 December 2016 03:02
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