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• PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)

PlayStation Patch Notes v2.55/v1.37 - Scions of Ithelia DLC & Update 41

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
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Welcome to The Elder Scrolls Online v2.55 (PS4) / v1.37 (PS5) and our first DLC for 2024: Scions of Ithelia! This DLC features two challenging new 4-player PvE dungeons. Oathsworn Pit is a training ground for Malacath's chosen, and the God of Curses demands you enact revenge on behalf of the fallen. In Bedlam Veil, located within the demiplane of Maelstrom, you’ll find cultists have invaded and it’s up to you to defend this ancient vault and the mysterious relic it protects. Completing these dungeons gives you the chance at obtaining a number of new item sets, collectibles, achievements, and more.

As part of the free base game update, we’ve added 3 new PvP item sets that are earned from Rewards of the Worthy in addition to a new Antiquity. We’ve also unified gear repair kits to aid in any inventory woes, siege equipment will now stack, and Undaunted key rewards have been increased.

We hope you enjoy this year’s first DLC which is approximately 40GB for PS4 and 2.7GB for PS5.


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  • New Features / Updates / Big Changes
    • Scions of Ithelia DLC Game Pack
      • Two New Dungeons
      • New Item Sets
      • Achievements and Titles
      • New PlayStation Trophies
    • Update 41 Base Game
      • Unified Repair Kits
      • Stackable Siege Weaponry
      • New Rewards for the Worthy
      • New Antiquities
      • New Collectibles
      • Increased Undaunted Key Rewards
      • Tutorial Updates
      • New Furnishings
      • New Container Icons
      • UI Font Rendering
  • Combat & Gameplay
    • Combat & Abilities
    • Itemization & Item Sets
    • Companions
  • Fixes & Improvements
Edited by zos_meloro on April 10, 2024 12:42PM
Gina Bruno
Senior Creator Engagement Manager
Dev Tracker | Service Alerts | ESO Twitter | My Twitter
Staff Post
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
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    DLC Game Pack

    Two New Dungeons
    • Oathsworn Pit: For centuries the secluded retreat of Oathsworn Pit has been a proving ground for followers of Malacath, honing their martial skills in the shadow of the Daedric Prince. A band of Wood Elves calling themselves the Recollection have recently arrived with an ultimatum… join their army or die. Bending the knee to these usurpers would draw shame in the eyes of Malacath and battle commenced. Now, the lodges of the Pit stand against the Recollection to free themselves from the shackle of servitude but do the Wood Elves have another motive?
    • Bedlam Veil: The workshop of Fa-Nuit-Hen, Bedlam Veil, has been invaded by a mysterious force calling themselves the Blind Path and lead by an imposing Daedra known as The Blind. Her forces have seized control of the workshop, searching for an artifact of great importance, the Echonir. Fa-Nuit-Hen, ever delighted by surprises and tests, is amused by this intrusion and, could he remember what the Echonir was or WHERE it was, he would undoubtedly seal it away. One thing is for certain, the artifact must not fall into the hands of The Blind and her forces.
    • Oathsworn Pit and Bedlam Veil are 4-player dungeons which can be reached via The Reach and Wrothgar respectively.
      • Oathsworn Pit’s entrance is in the northern section of The Reach. The entrance is north of the Druadach Mountains Wayshrine.
      • Bedlam Veil’s entrance is located in western Wrothgar, north of the Siege Road Wayshrine.
    • Both dungeons include a Normal version in addition to a Veteran version. Each dungeon features challenging Hard Modes for each of their three boss encounters.
    • There are unique item sets, including two new Undaunted Monster Mask sets, only available within the Dungeons.
    • Unique Achievement awards are available for completing the dungeons, including the following:
      • Unique Skin
        • The “Bloodmarks of Malacath” are available for those who complete both Oathsworn Pit and Bedlam Veil on at least Veteran difficulty and trigger the achievement “Scions of Ithelia Delver”.
      • Two unique Mementos
        • The Malacath Helm Haunt and Echonir Examination mementos are available players who complete Oathsworn Pit and Bedlam Veil, respectively, on at least Veteran difficulty.
      • Unique Dye
        • Artifact-Hunter Amber is available for those who complete the “Retribution Takes Time” achievement.
      • Several Titles
      • Unique housing items

    New Item Sets
    We have added several new item sets and Monster Masks to acquire from the Scions of Ithelia dungeons:
    • Bedlam Veil
      • Light Armor – Blind Path Induction
        • 2 – Adds 1096 Maximum Magicka
        • 3 – Adds 4% Healing Done
        • 4 – Adds 1096 Maximum Magicka
        • 5 – Increase the strength of your Damage Shields by 13% to targets 15 meters or closer to you. Increase your Healing Done by 13% to targets more than 15 meters away from you.
      • Medium Armor – Tarnished Nightmare
        • 2 – Adds 657 Critical Chance
        • 3 – Adds 657 Critical Chance
        • 4 – Adds 657 Critical Chance
        • 5 – When you deal Critical Damage to an enemy, glass shards burst 8 meters around them, dealing Physical Damage to enemies in the burst and applying the Sundered status effect, dealing additional Physical Damage and applying Minor Breach for 4 seconds, reducing the target’s Physical and Spell Resistance by 2974. This effect can occur once every 8 seconds and the damage scales off the higher of your Weapon or Spell Damage.
      • Heavy Armor – Reflected Fury
        • 2 – Adds 1206 Maximum Health
        • 3 – Adds 1206 Maximum Health
        • 4 – Adds 1096 Maximum Stamina
        • 5 – When you taunt an enemy, gain a stack of Broken Shards for 5 seconds, up to 5 stacks max. You can only gain one stack every 1 second. When Broken Shards ends, you release the stacks in an 8 meter blast, dealing Physical Damage to enemies hit and applying Major Maim to them for 3 seconds per stack of Broken Shards consumed, reducing their damage done by 10%. The damage scales off your Max Health.
      • Monster Mask – The Blind
        • 1 – Adds 657 Critical Chance
        • 2 – Critically healing yourself or an ally grants them a Hydroglass Damage Shield that absorbs up to 2692 damage for 6 seconds. While the Damage Shield holds and for 3 seconds after it ends, the target gains Minor Force, increasing their Critical Damage done by 10%.
    • Oathsworn Pit
      • Light Armor – Cinders of Anthelmir
        • 2 – Adds 1487 Offensive Penetration
        • 3 – Adds 129 Weapon and Spell Damage
        • 4 – Adds 129 Weapon and Spell Damage
        • 5 – On dealing damage, summon a Cindermoth for 8 seconds that chases the target and searches for a new one within 8 meters if the initial is slain. The first enemy that gets near the Cindermoth causes it to stop and burst after 1 seconds, dealing Flame Damage and applying Burning to enemies within 8 meters. This can occur once every 8 seconds and scales off your Weapon and Spell Damage.
      • Medium Armor – Sluthrug’s Hunger
        • 2 – Adds 129 Stamina Recovery
        • 3 – Adds 129 Weapon and Spell Damage
        • 4 – Adds 1487 Offensive Penetration
        • 5 – Healing yourself or an ally makes your target Blood Hungry for 3 seconds. Dealing direct damage to an enemy makes them Bloodied for 3 seconds. Bloodied enemies take 4% more damage from and deal 4% less damage to Blood Hungry targets.
      • Heavy Armor – Black-Grove Grounding
        • 2 – Adds 4% Healing Taken
        • 3 – Adds 1206 Maximum Health
        • 4 – Adds 1206 Maximum Health
        • 5 – After taking direct damage three times within 5 seconds, you create a 5 meter area for 10 seconds. You and group members who touch the area gain Grounding for 15 seconds, reducing the cost of roll dodging by 20% and increasing block mitigation by 12%. This effect can occur once every 10 seconds.
      • Monster Mask – Anthelmir’s Construct
        • 1 – Adds 129 Weapon and Spell Damage
        • 2 – Attacking an enemy with a fully-charged heavy attack throws an axe at your enemy, dealing Physical Damage and reducing their Armor for 5 seconds. This effect can occur once every 10 seconds and the damage and armor reduction scale off the higher of your Weapon or Spell Damage. The axe drops to the ground after traveling to your target for 5 seconds. Touching the axe reduces the cooldown of this set by 5 seconds.

    Achievements and Titles
    This update introduces 56 new achievements and 7 new titles.
    • The title “Oathsworn” can be obtained by completing the “Lighting the Embers” achievement.
    • The title “Bedlam’s Disciple” can be obtained by completing the “Unshakable Fervor” achievement.
    • The title “Pitmaster” can be obtained by completing the “Scorched but Surviving” achievement.
    • The title “the Self-governing” can be obtained by completing the “Lithe and Clever” achievement.
    • The title “the Vengeful” can be obtained by completing the “Oathsworn Pit Champion” achievement.
    • The title “the Intervener” can be obtained by completing the “Bedlam Veil Champion” achievement.
    • The title “Cake Connoisseur” can be obtained by completing the “Cake Devourer” achievement.

    New PlayStation Trophies
    There are 2 new PlayStation Trophies in Scions of Ithelia, both of which require earning the associated in-game achievement.
    • “Scions of Ithelia Scout” is a silver trophy
    • “Scions of Ithelia Delver” is a gold trophy
    Gina Bruno
    Senior Creator Engagement Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    Update 41 Base Game

    Unified Repair Kits
    Gear repair kits have been unified! No longer will you receive petty, minor, lesser, common, greater or grand repair kits. You’ll just get Equipment Repair Kits and those will be able to repair gear of any level, like the Grand Repair kits of old.

    Stackable Siege Weaponry
    Cyrodiil siege engineers have figured out how to condense siege weaponry so it stacks! Cyrodiil Siege Weapons will now stack up to 20 if they are at maximum health. When placing siege weaponry from a quickslot, it will use the siege weapon with the lowest health in your inventory to help ensure your bag space stays fresh.

    New Rewards for the Worthy
    Three new items obtained from Rewards for the Worthy have been added for you to acquire:
    • Light Armor – Oakfather’s Retribution
      • 2 – Adds 129 Weapon and Spell Damage
      • 3 – Adds 129 Weapon and Spell Damage
      • 4 – Adds 129 Weapon and Spell Damage
      • 5 – Gain 449 Offensive Penetration against enemies for each Major Buff they have active. Gain 20 Weapon and Spell Damage against enemies for each Minor Buff they have active.
    • Medium Armor – Blunted Blades
      • 2 – Adds 1487 Armor
      • 3 – Adds 1096 Maximum Stamina
      • 4 – Adds 129 Weapon and Spell Damage
      • 5 – When you take direct damage, Minor Enervation is applied to your enemy for 4 seconds, reducing their Critical Damage done by 10%. This can occur once every 5 seconds. Increase your damage done to enemies with Minor Enervation by 6%.
    • Heavy Armor – Baan Dar’s Blessing
      • 2 – Adds 1487 Armor
      • 3 – Adds 1206 Maximum Health
      • 4 – Adds 1206 Maximum Health
      • 5 – Reduce the duration of Breakable Crowd Control, Immobilizes, and Snares on you by 75%. Reduce the duration of your Breakable Crowd Control, Immobilizes, and Snares by 38%.

    New Antiquities
    We’ve added a new Mythic for adventurers to find! The Torc of the Last Ayleid King is now accessible through the Antiquities system.
    • Necklace – Torc of the Last Ayleid King
      • 1 – Disable all other item set bonuses. Gain 1337 Weapon and Spell Damage, 500 Magicka and Stamina Recovery, and reduce your damage taken by 15%.
        Developer Comment:
        This item set actively disables any other item set bonuses you have equipped, including other 1-piece bonuses.

    New Collectibles
    • Outfits
      • Style Pages for Class Sets are now available in the Infinite Archive to collect. Style Pages are curated and will drop for your class first. Other Style Pages will drop after a set is complete. All pages are usable, but you will not be able to outfit your character in class styles other than your current class.
    • Body and Face Markings
      • The Unkindness of Ravens body and face marking are available when you use the Runebound Tome: Unkindness of Ravens. This tome requires 50 Siege of Cyrodiil Merits to use and can be purchased with 100,000 Tel Var Stones.

    Increased Undaunted Key Rewards
    The Undaunted have finally recognized the increased difficulty of daily dungeon quests offered by Urgarlag Chief-bane. Accordingly, the Undaunted key rewards have been increased to incentivize intrepid adventurers to band together and clear out those more dangerous dungeons. This does not affect quests offered by Glirion the Redbeard or Maj al-Ragath.
    • Normal: 1 -> 2 Keys
    • Veteran: 1 -> 3 Keys
    • Hard Mode: 2 -> 4 Keys

    Tutorial Updates
    We’ve updated the post-quest tutorial portal room so new accounts will be initially limited to the portals to Stros M'Kai, Bleakrock Isle, and Khenarthi's Roost, depending on their alliance. Upon using any of the aforementioned portals, you will gain the ability to use portals to any additional zones available to your account as well as the ability to skip the tutorial on subsequent characters.

    New Furnishings
    We’ve added several new housing furnishings that can be acquired, including the following:
    • 28 new furnishing plans, which can be acquired from chests in Infinite Archive.
    • 2 new achievement furnishings that can be earned from Oathsworn Pit and Bedlam Veil achievements and purchased from the Undaunted Quartermasters.
    • 7 new Master Writ Furnishings which can be purchased from Rolis Hlaalu.

    New Container Icons
    Several new container icons are coming to help differentiate between various containers from Daily Quests:
    • Delve Daily Quest containers will have a Delve icon.
    • World Boss Daily Quest containers will have a World Boss icon.
    • Incursion Daily Quest containers will have an Incursion Portal icon.
      • The exception is Dragons, which will have a Dragon icon.
    • Trial Weekly Coffers will have a Trial icon.
    • Rewards for the Worthy will have a Battleground Banner icon.
    • Tribute Game Reward containers will have a Tribute icon.
    • Undaunted Daily Delve Quest containers will have an Undaunted icon.
    • Dungeon One-Time Quest containers will have an Undaunted icon.
    • Mages Guild Daily Quest containers will have a Mages Guild icon.
    • Fighters Guild Daily Quest containers will have a Fighters Guild icon.

    UI Font Rendering
    The game now uses a new UI font rendering system. This allows for future improvements to the game and provides small enhancements in some specific situations, such as nameplates and chat bubbles.
    Gina Bruno
    Senior Creator Engagement Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
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    Greetings! The 10th anniversary of The Elder Scrolls Online begins next month and it will surely be a celebration to remember. With it, the Combat Team has been working diligently at preparing the game for Scribing and this update holds a few of the meatier adjustments and balancing to prepare for that system. Traditionally, the first update of the year focuses on targeting larger systems within combat itself, as well as more in-depth reworks or additions to existing abilities, item sets, etc. This will be seen as well, granted they might not rock the boat as much as other years since after 10 years, the boat is pretty huge.

    Our goals this update focus mainly on the following:
    • Improving the experience of status effects
    • Making damage shields slightly more interactive with the Major/Minor system
    • Improving taunt’s visibility and readability
    • Targeting some under-loved play styles and abilities with shake ups to their functionality and visuals

    Status effects were our main priority, as almost all of them have received new additional functionality changes to help make them feel more diverse from one another. For example, Poisoned has been adjusted to deal execute scaling damage, while Concussed deals bonus damage to recently affected targets (please see a doctor if you experience repeated concussions). In addition, all of the direct damage status effects – Sundered, Overcharged, Concussed, Chill, and Diseased – have received significant damage increases to help them compare better to their over-time counterparts.

    Of course, with the adjustment to status effects comes plenty of knock-on effects, so we have other changes to abilities, passives, and item sets in tandem. Damage shields now will interact with Major and Minor Vitality and Defile, to make building around them or countering them more available. Taunt will now display how many times a target has recently been taunted in the buff tray, taunt immunity now displays unique visual effects to help improve clarity and understanding, and taunt immunity is both harder to experience and less devastating (but you still don’t want to have it happen).

    Moving on, our primary focus for class adjustments this update was on the Sorcerer class, where we’ve seen a sizable amount of feedback over the years on how the class feels significantly weaker when not using pets, as well as lacking many support options for group interaction. To remedy this, we’ve reworked a handful of morphs, passives, and tweaked a few numbers on abilities. Encase has received numerous improvements to make it more universally applicable. Restraining Prison has been reworked to Vibrant Shroud and is now an Area of Effect burst heal ability that also enfeebles enemies, while Daedric Minefield is now Daedric Refuge, which grants you and allies a damage shield when walking over its area. In addition to these bigger reworks, the Expert Summoner passive now offers a dynamic for both pet builds and non-pet builds! Make sure to read more in the Sorcerer section to see all the specific adjustments.

    We’ve also made a big change to one of the more polarizing Necromancer abilities: Blastbones. Both Blastbones and Stalking Blastbones have been overhauled and renamed to Sacrificial Bones and Grave Lord’s Sacrifice respectively. Both versions now summon a skeleton that will sacrifice themselves to the caster to enhance your Necromantic abilities and Damage over Time effects for a duration, with Gravelord’s Sacrifice increasing the duration and allowing you to cast a corpse consuming ability on yourself. We specifically did this to help reduce the intense demand and complex rotation requirement of the class, as Blastbones demands an activation once every 3 seconds minimum, making it very difficult to maximize and play around. For those who do enjoy the class’s current flow, however, we’ve made sure to leave Blighted Blastbones as its original form – albeit slightly cheaper to cast – so you continue summoning skeletons hellbent on blowing your foes to the hereafter.

    While the above listed changes were our main focus, you can still expect to see additional balance tweaks, bug fixes, and other miscellaneous adjustments along the way, so please make sure to check out the rest of the patch notes below. May your journeys lead you to warm sands, and we hope to see you in Tamriel!

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    General
    • Fixed an issue where Bash did not scale dynamically with what Critical Chance stat it used.
    • Fixed an issue where abilities that offered a passive slot bonus that persisted through bar swap could become lost if you had them on both bars, and then removed one.
    • Fixed an issue where knockback abilities that were sourced from projectiles, such as Scatter Shot, could cause some NPC positions to become visually desynced from their actual placement.
    • Made additional back-end adjustments to Taunt to improve its readability in combat, while making it harder to enter taunt immunity.
      • When you taunt an enemy, an additional debuff will now appear to show how many times a target has been taunted by another source, rather than being hidden.
        • Note that taunt only generates a stack beyond 1 stack when a target who is not the original taunt applier uses a taunt on an enemy.
      • Reduced the duration of the taunt stack counter to 7 seconds, down from 12, so they fall off sooner between multiple casters.
      • Taunt immunity now lasts for 7 seconds, rather than 12.3 seconds, so it now aligns with the duration of the stack counter; you can use it as a reference of how long a target will be taunt immune.
      • Taunt immunity now actively flushes previous taunts from the debuff tray, rather than appearing to retain them.
      • Taunt immunity now plays very distinct visual effects and displays an additional icon to denote when a target has become taunt immune. Note that targets that are naturally immune to taunt from their own effects and mechanics will not display this.
        Developer Comment:
        We’re continuing to try and aid visibility and understanding for one of the most hidden but important mechanics for tanks to know by adding additional player visible fields with taunt, so you don’t need to rely on addons to see important behaviors.
    • Made several adjustments to Status Effects to ensure they are closer in power to one another, rather than clearly favoring Damage over Time status effects like Burning, Poisoned, and Hemorrhaging. While these effects will likely still remain stronger in terms of total damage production, we’ve significantly increased the damage that other status effects deal on their application, while also adding more flavor to differentiate each effect.
      • Burning: Reduced the damage of this status effect by ~6%. This value was used as the standard of power for all other status effects.
      • Chill: Increased the damage of this status effect by ~106%.
      • Concussed:
        • Increased the damage of this status effect by ~106%.
        • This effect now deals an additional 15% damage to targets that have recently been Concussed. This operates the same way Wall of Elements’ conditional effects do.
      • Diseased:
        • Increased the damage of this status effect by ~88%.
        • This effect now also deals additional damage in a 6 meter radius around the target, applying Minor Defiled to all enemies nearby, up to once every 4 seconds.
      • Hemorrhaging:
        • Reduced the damage of this status effect by ~20% per tick at base.
        • This effect now stacks up to 3 times, increasing its damage by 25% per stack. This will result in a ~25% damage increase when at maximum stacks when compared to before, while dealing less damage if you cannot consistently keep the stacks active. As such, the damage now updates dynamically per tick.
        • This status effect no longer applies Minor Mangle.
      • Overcharged:
        • Increased the damage of this status effect by ~106%.
        • This effect now also instantly restores 65 Magicka to its activator.
      • Poisoned:
        • Reduced the damage of this status effect by ~30% per tick.
        • Reduced the duration to 4 seconds, down from 6.
        • The damage now is considered execute damage and deals up to 100% bonus damage to targets under 100% Health. As such, the damage now updates dynamically per tick.
      • Sundered:
        • Increased the damage of this status effect by ~106%.
        • This effect now also grants you 100 Weapon and Spell Damage for 4 seconds.
      Developer Comment:
      For too long have the status effects of Burning, Poisoned, and Hemorrhaging reigned supreme over their Direct Damage cousins. In efforts to both align the power of status effects and improve the flavor each of them provides, we’ve done a large pass on their values and functionality, in hopes that the system becomes more impactful for builds that use damage types outside of Flame, Poison, or Bleed.

      Over-time status effects now have minor differences that give each of them a purpose and edge: Flame damage is the staple standard that offers consistent damage, Poison shines in execute phases, while Bleeds shine when constantly applied and maintained. Direct Damage status effects now deal much more damage than before; granted they will still deal less overall damage per application, as they offer other effects as well. To make up for the lack in total damage, we’re also adding more utility to these effects to help facilitate that each damage type focuses on. We’ve opted to not enhance Chill’s additional effects as it already has a unique functionality for those frosty ones out there.

    Buffs and Debuffs
    • Major and Minor Vitality: Updated these buffs to increase healing received and damage shield strength by 6/12%, rather than increasing healing received by 8/16%.
      Developer Comment:
      We’re opening Vitality to influence damage shield effectiveness in hopes to differentiate the buff types more from Mending, as well as making damage shields less binary in their performance. As such, we’ve slightly lowered the potency of the buff to make up for the fact that it can double up in many cases.
    • Major and Minor Defile: Updated these debuffs to decrease healing received and damage shield strength by 6/12%, rather than decreasing healing received and Health Recovery by 6/18%.
      Developer Comment:
      Similar to Vitality, we’re adjusting this debuff to ensure there is a negative version to the buffs that damage shields are getting. Additionally, we’re removing the Health Recovery penalty from the debuffs, as Battle Spirit already applies a hefty reduction to the stat. We’re cautiously brining the values on Defile down to match Vitality, since the effect will be more generally useful, but we’ll keep an eye on how this interacts as a whole with Battle Spirit.

    Arcanist
    • Herald of the Tome
      • Fatecarver: Reduced the damage done by this ability and its morphs by ~7% per tick.
        • Pragmatic Fatecarver (morph):
          • Reduced the potency of the damage shield this morph offers by ~16%.
          • Fixed an issue where the shield did not have a Max Health limit like other shields. The shield is now limited to 50% of your Max Health.
          Developer Comment:
          Now that the Arcanist has been out for over half of a year, we’re utilizing a lot of the data we’re seeing to make cautious adjustments to the class. Our goals here are to slightly peel back the ease of damage production the class has, in hopes to incentivize slightly more complex rotations to regain the damage, while simultaneously cleaning up some morph power disparity and oversight with Pragmatic being a little too defensively powerful and not following typical damage shield behaviors.
      • Psychic Lesion: Reduced this passive’s increase to applying status effects to 55%, down from 75%, to make up for the status effect buffs in this update.
      • The Imperfect Ring: Increased the radius of this ability and the Fulminating Rune morph to 6 meters, up from 5, to better match their visual effects. The Runebreak synergy from all versions of this ability is now also 6 meters, up from 5.
        • Rune of Displacement (morph): Increased the radius of this morph to 10 meters, up from 8, to better match its visual effects.
    • Curative Runeforms
      • Apocryphal Gate
        • Passage Between Worlds (morph): Fixed an issue where this morph’s synergy could be activated in some situations it should not have.
      • Arcanist’s Domain
        • Zenas’ Empowering Disc (morph): Fixed an issue where the buffs granted by this ability would be removed from allies if the caster of the ability died.

    Dragonknight
    • Ardent Flame
      • Combustion:
        • This passive now increases your damage done with Burning and Poisoned by 20/40%, up from 16/33%.
        • This passive now grants 1000 Magicka and Stamina whenever you apply Burning or Poisoned, rather than granting Magicka for Burning and Stamina for Poisoned.
        Developer Comment:
        This passive has been reinforcing some restrictive morph engagement with Dragonknights who are trying to efficiently use it to its full power. Depending on your build type, you’d always need to find ways to find what damage type your build had less of through other morphs, enchantments, or item sets to ensure both parts of the passive procced reliably. The passive should now be much simpler to understand and utilize, and impose less restrictions, while also being less demanding on server performance!
      • Fiery Breath
        • Engulfing Flames: This morph’s Flame Damage taken debuff now scales of the highest of your offensive stats, rather than an addition of your Weapon and Spell Damage. This will make the maximum value harder to reach for non-damage dealers overall, while remaining relatively unchanged for most damage-oriented builds.
    • Draconic Power
      • Dragon Leap: Fixed an issue where this Ultimate and its morphs’ knockback and stun effects could fail to animate properly on targets.
    • Earthen Heart
      • Molten Weapons: Fixed an issue where this ability and its morphs’ visual effects could appear to engulf your companions’ entire bodies in sweltering magma, rather than just encasing their weapons. No companions were actively hurt in this process (somehow).

    Necromancer
    • Grave Lord
      • Blastbones: Reworked this ability and the Stalking Blastbones morph.
        • Renamed this ability to Sacrificial Bones.
        • This ability and the Stalking Blastbones morph (which has also been renamed) now summon a skeleton that, after their formation delay, jump to their owner to infuse them with power for 10 seconds, increasing your damage done with class abilities and Damage over time effects by 15%.
        • These abilities no longer require a target to activate, but instead require you to be in combat.
          • Stalking Blastbones (morph):
            • Renamed this morph to Grave Lord’s Sacrifice.
            • This morph extends the duration of the bonus to 20 seconds, and causes your Flame Skull and morph’s 3rd cast to deal their damage in an area around the initial target and creates a corpse at their location.
          • Blighted Blastbones (morph):
            • This morph’s overall functionality remains the same, to retain a way for the original play style of the skill to be kept.
            • Reduced the base cost of this morph to 1836, down from 2295, so it is easier for non-Stamina focused builds to sustain.
            • This morph now always applies the Diseased status effect.
      • Known Issue: Sacrificial Blastbones and the Grave Lord’s Sacrifice morph may still report their original name for combat logging events and API. The damage increase for Damage over Time effects may not reflect properly on tooltips, but should still apply to the actual damage, SCT, and logging.
        Developer Comment:
        We’re finally taking a stab at adjusting this ability to help Necromancers who don’t want to constantly manage a short duration ability, as it put a significant demand on creating complex and dynamic rotations in real combat. The reworked version should feel relatively similar to the end result of the original ability, where you can frequently create a high damaging Area Effect attack (roughly on the same 3 second cadence of before), but with more interaction in the Necromancer’s base kit, allowing you to feel less like you’re focused on managing pets and more like having your pets focus on enhancing you. We’ll be closely monitoring the engagement of these two versions of the ability over the next year, and will tweak and fine-tune the newer experience if necessary.

        In this pass we’re also trying to ensure there’s a way to continue playing the way many Necromancers have become accustomed to, with a high skill mastery and robust rotation, so we’re making sure one of the morphs is left alone - while making it slightly less cost heavy - so it remains accessible to most build types.
      • Death Knell: Increased this passive’s Critical Chance to 5/10% per ability slotted while meeting its conditions, up from 4/8%.
      • Shocking Siphon: Fixed an issue where this ability and morphs’ damage were not properly creating their Area of Effects around the corpse they were targeted on.
    • Living Death
      • Reanimate
        • Animate Blastbones (morph): This morph now only spawns Blighted Blastbones, rather than spawning the version of the ability you’ve morphed, as there is little benefit from having multiple skeletons activate from Sacrificial Bones or Grave Lord’s Sacrifice.

    Nightblade
    • Assassination
      • Death Stroke
        • Incapacitating Strike:
          • Increased the damage done of the enhanced version of this Ultimate by 10% and extended the duration of its effects to 12 seconds, up from 8.
          • This Ultimate no longer grants Reave for slotting.
          Developer Comment:
          To help differentiate these morphs more, we’re moving away from both of them granting a passive and active effect, and instead splitting them up. Soul Harvest will now focus more on its passive effect of printing Ultimate in high kill count situations, while Incapacitating Strike doubles down on saving up extra Ultimate for devastating bonuses in the moment of its cast.
        • Soul Harvest (morph): This morph’s slotted bonus now persists through bar swap.
      • Shadow
        • Veiled Strike
          • Concealed Weapon (morph):
            • This morph now deals 10% increased damage at all times and deals an additional 10% damage for 15 seconds after leaving Stealth or Invisibility, rather than granting Major Berserk.
            • This morph’s Minor Expedition and conditional requirement now persist through bar swap.
            Developer Comment:
            Based on much of the feedback we’ve seen with this morph’s many iterations, we’re moving forward with a bonus that focuses on the ability itself to ensure it offers a stark and effective bonus, rather than a complicated bonus that makes the ability feel more like a management skill. Simultaneously, this will let us re-evaluate other parts of the Nightblade kit in the future, to find healthier spots to bring them up in PvE damage production without further complicating some of their PvP strengths.
      • Siphoning
        • Cripple
          • Debilitate (morph): This morph now increases the chance of applying the Overcharged status effect to 15%, rather than guaranteeing its application each tick, now that Overcharged does considerably more damage. Note this 15% is its base chance of applying status effects, and will still be increased by amplifications such as the Charged trait or Elemental Force.
        • Siphoning Strikes: Reworked this ability and its morphs to be simpler to use, while making their resource recovery more engaging.
          • When activated, the ability will instantly drain 4000 Health to restore 2000 Magicka and Stamina.
          • When the ability is slotted on either bar, any damage you deal will heal you for 1250 Health, up to once every second.
            • Leeching Strikes (morph): This morph now increases the passive healing done to 1800 Health. Whenever the heal activates, it reduces the cost of your next Leeching Strikes cast by 10%, stacking up to 10 times. The cost reduction lasts until consumed, your character dies, or you rezone.
            • Siphoning Attacks (morph): This morph now increases the resources restored to 2600 Magicka and Stamina. Whenever the heal activates, it also restores 200 Magicka and Stamina.
          Developer Comment:
          The Nightblade class has long been limited in its overall performance by how well the player can utilize Light and Heavy Attacks between each ability, making it very difficult for many players and build types. In efforts to ease back some of this demand, we’re moving forward with a rework to their primary sustain tool to be more usable by any build or player. Rather than needing to constantly activate the ability to be eligible to heal when you properly weave, it now passively heals you anytime you deal damage, simply for having it slotted. The resource portion of the ability is now granted at the base level of the skill (rather than morphs) and no longer grants exclusive resources, but comes at a risky cost of Health – which we hope the passive healing helps lessen the risk of engaging with. Additionally, the morphs now focus on the different aspects of the skill, where Leeching Strikes focuses on raw healing and reducing the risk of activation, while Siphoning Attacks doubles down on resource recovery by adding a passive recovery option and increasing the rewards of its activation.

    Sorcerer
    • Dark Magic
      • Encase:
        • This ability and its morphs now apply Major Maim to enemies for 10 seconds, in addition to attempting to Immobilize them for 4 seconds, rather than only Immobilizing enemies for 4 seconds and refunding Magicka if it failed to do so.
        • Reduced the base cost to 4050, down from 4320. Note the Major Maim does not require the target to be Immobilized to apply.
          • Restraining Prison (morph):
            • Renamed this morph to Vibrant Shroud.
            • This ability now heals allies in the area with the same healing potency of Blessing of Protection, rather than attempting to Immobilize enemies.
            • This morph will continue to apply Major Maim to enemies in the area for 10 seconds and will also apply Minor Vitality to allies who were healed by the ability for 10 seconds.
            • Increased the cost to 4860, up from 4050.
          • Shattering Prison (morph):
            • Renamed this morph to Shattering Spines to avoid confusion with the Rune Prison naming convention.
            • This morph’s damage now happens after its own distinct effect timer ends (not completes!) rather than when the Immobilize ends. This will allow the damage to apply to targets that were immune to the Immobilize effect and will also allow the ability to deal damage every time when cast.
            • Increased the damage done of this morph by ~10% to make up for its delay.
        Developer Comment:
        We’ve gone back and made Encase a vastly more usable tool with less restrictions of where it can be used, similar to Aspect of Terror’s adjustments from previous updates. In addition to this, we’ve corrected many of the short comings of the morphs by ensuring Shattering can be used more as a damage ability for Area Effect situations, while focusing on enabling more support behavior for Sorcerers with the new Vibrant Shroud rework.
    • Daedric Summoning
      • Conjured Ward: This ability and the Hardened Ward morph will now heal you for 15% of your Max Health or Magicka (whichever is higher) if no pets were shielded by the abilities.
        • Regenerative Ward (morph): This morph now also heals you for 10% of your Max Health or Magicka, regardless of if a pet was affected by the shield or not.
        Developer Comment:
        In efforts to aid lone wolf Sorcerers, we’re adding a conditional bonus on this ability that makes up for the power loss it receives when you don’t have pets with you, while also trying to make up for some loss in not running their primary burst heal with the Summon Twilight. We’re also improving Regenerative Ward’s bonuses in hopes it gets more engagement, by making the heal a guarantee but with a reduction in healing so it doesn’t overshadow Hardened Ward.
      • Daedric Mines
        • Daedric Minefield (morph):
          • Renamed this morph to Daedric Refuge.
          • The “mines” the ability places are now “wards” that activate when you or an ally walk over them, granting them a damage shield for 6 seconds, rather than activating to deal damage and immobilizing when an enemy walks over them.
          • Allies cannot be affected by one of the wards more than once every two seconds, to prevent situations where a singular ally could take multiple shields immediately.
          • The shield uses the higher of your Max Magicka or Stamina and is capped at 43% of the target’s Max Health.
          Developer Comment:
          We’re adjusting this morph to be a completely new unique functionality, to help Sorcerers function more in the support role and gain access to more non-pet related defensive tools. We targeted this morph to rework as the engagement between the original morphs heavily favored Daedric Tomb – and this morph naturally allows for a higher target count, where support abilities shine most in.
      • Expert Summoner:
        • This passive now increases your Max Health by 5/10% while you have a summoned pet of any kind, up from 4/8% when you have a Daedric Summoning ability active.
        • This passive now also increases your Max Magicka and Stamina by 5/10% while you do not have a summoned pet of any kind.
        Developer Comment:
        We’re splitting this passive out to be more adaptive to the different build types we see Sorcerer players engage with. Much feedback over the years has noted that playing the class without pets can often feel very limiting and less powerful overall, so we’re attempting to add small bonuses for those lone wolf Sorcerers out there.
    • Storm Calling
      • Lightning Splash: Increased the radius size of this ability and its morphs by an additional 2 meters, as they were significantly smaller than other class-based Area of Effect Damage over Time abilities with no real power justification for doing so.

    Templar
    • Dawn’s Wrath
      • Backlash
        • Power of the Light (morph): This morph now always applies the Sundered status effect when it deals damage (both the initial and explosion), rather than applying a unique 10 second form of Minor Breach, as Sundered will cover Minor Breach for a duration between. Note this does mean Minor Breach can fall off for a very short period of time if this is your only source of triggering the effect.

    Warden
    • Winter’s Embrace
      • Glacial Presence: Reduced the potency of this passive by ~50%, as the Chilled status effect received a huge increase. Overall, this will result in a ~6% damage increase between both these changes.
      • Sleet Storm
        • Northern Storm (morph):
          • Increased the damage done by this morph by 50%.
          • Activating the Ultimate now grants 50 Weapon and Spell Damage for 5 seconds each tick, up to a maximum of 9 times (450 Weapon and Spell Damage), rather than increasing your Weapon and Spell Damage by 300 for 30 seconds. Note that the duration refreshes each stack, like all stack-based effects do.
          Developer Comment:
          We’re shifting the focus and strength of this Ultimate into something that feels more appropriate for the masters over bitter cold, as its previous iteration was relatively passive and underwhelming. Now the Ultimate offers more impact in the moments of its activation, with a power ramping effect to help add extra satisfaction and damage to your burst moments.
        • Permafrost (morph): Reduced the damage done by this morph by ~32% to make up for the adjustments to Chilled and Glacial Presence. Overall, this will still result in an ever-so-slight (less than 1%) damage increase of this morph.

    Weapons
    • Bow
      • Snipe
        • Focused Aim (morph): This morph now always applies the Sundered status effect, rather than a unique form of Minor Breach for 10 seconds.
    • Dual Wield
      • Lacerate: This Ultimate and its morphs now also apply the Hemorrhaging status effect each tick.
    • Two Handed
      • Reverse Slash
        • Executioner (morph): This morph now deals Bleed Damage, rather than Physical Damage. This was done to help additional sources of the damage type enter the game, to help balance out ways to apply status effects.

    Guild
    • Fighter’s Guild
      • Trap Beast
        • Barbed Trap: This morph now increases the damage done of the initial hit by 20% and the initial hit now always applies the Hemorrhaging status effect, rather than increasing the chances of applying the effect by 10 times.
          Developer Comment:
          Since we’ve significantly buffed Hemorrhaging in instances when you can keep up the effect, we’re toning down this morph’s ability to passively keep it active. Now the initial hit will help jump start your stacks, but you’ll need to find additional sources of Bleed Damage to keep up the pressure. 
    • Undaunted
      • Inner Fire:
        • Reduced the cost of this ability and the Inner Rage morph to 1620, down from 2700.
        • Reduced the damage of this ability and the Inner Rage morph by 10%, and adjusted their damage type to Flame Damage rather than Magic Damage.
        • Fixed an issue where activating these abilities would not cause you to face your target, which also fixed an issue where these abilities could frequently cancel Light Attack inputs.
        • The Radiate synergy from all these abilities is now guaranteed, rather than having a 50% chance to apply from some, and the synergy no longer has the minimum range of 12 meters to activate.
          • Inner Beast (morph):
            • Increased the damage of this morph by 80%, making it equal to other ranged spammable attacks.
            • This morph now applies Minor Vulnerability and Minor Maim to the target, rather than a unique damage taken from the caster debuff.
          • Inner Rage (morph): This morph now allows up to 3 allies to activate the Radiate synergy, rather than causing it to be guaranteed, since it’s now always guaranteed.
        Developer Comment:
        We’re cleaning up this ability and its morphs to fit better into their roles and usability, by removing some of their older gameplay behaviors with random chances. While we’re not opposed to random chance, we believe that a role that focuses on bringing stability should offer benefits that are inducive to that nature.

        In addition to this, we’re cleaning up some behavior we’ve seen with Inner Beast, where sometimes Damage Dealers are taking the morph to increase their overall DPS and causing some conflict in group content with actual tanks. Inner Beast is intended for tanks that don’t want to sacrifice too much damage so they can play more like a bruiser, so we’re shifting the damage bonus to the ability itself. This will allow those builds to treat this as their spammable and their taunt, rather than creating a weird situation where the ability can also be used to buff your overall damage.

    World
    • Vampire
      • Eviscerate: This ability and its morphs will now also apply the Hemorrhaging status effect.
    • Werewolf
      • Pounce: This ability and its morphs initial hit will now always apply the Hemorrhaging status effect.

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    General
    • Fixed an issue where many sets that created Area of Effects did not obey line of sight. This affects the following:
      • Azureblight Reaper
      • Deadlands Assassin
      • Defending Warrior
      • Destructive Mage
      • Explosive Rebuke
      • Grothdarr
      • Ice Furnace
      • Maarselok
      • Phoenix
      • Unfathomable Darkness
      • Venomous Smite
      • Vicious Death

    Item Traits
    • Charged: Reduced this trait’s increase of applying status effects to 235%, down from 365%, to make up for the large increase in performance of most status effects.

    Ability Altering Weapons
    • Stinging Slashes: This set’s damage done bonus now scales off 20.925% of the higher of your Weapon or Spell Damage, rather than offering a flat bonus based on the item level, up to 1635. This will result in a damage loss for most builds that are currently engaging with this set.
      Developer Comment:
      We’re adjusting this set to no longer grant a flat damage increase for anyone using it, to one that is meant to shine for damage-oriented builds. This should significantly lower the pressure and kill potential the set is enabling for tankier builds in PvP, while retaining its potency for those who focus on damage over survivability.

    Class Sets
    • Soulcleaver: Fixed an issue where this set did not update the tooltip cost of Soul Shred or its morphs while they were slotted.

    Crafted Sets
    • Clever Alchemist: Fixed an issue where this set could stack in some cases.
    • Hist Bark: Fixed an issue where this set’s effects could persist while not properly meeting its conditional requirements in some cases.
    • Morkuldin: Fixed an issue where the summoned sword from this set could appear to surf on top of another summoned sword directly underneath it. The invisible being carrying this weapon will now only show one shiny golden sword.
    • Seeker Synthesis: Fixed an issue where this set could reduce cooldowns by much more than intended in some cases.

    Dungeon & Arena Sets
    • Cruel Flurry: Fixed an issue where this set could occasionally enhance channeled abilities.
    • Essence Thief: Fixed an issue where multiple users of this set could sometimes remove each other’s sigils.
    • Grisly Gourmet: Fixed an issue where multiple users of this set could sometimes consume each other’s sweet rolls without gaining the effects.
    • Runecarver’s Blaze: Fixed an issue where this set’s damage had a lower chance to apply a status effect than intended.
    • Tormentor:
      • This set now only taunts the first enemy hit by the ability that activates the set, rather than taunting any and all enemies hit by the ability. Due to this change, the set can now trigger off blinks, such as Streak.
      • This set now also heals for 45% of all damage done from the ability that activates the set.
      Developer Comment:
      This set has flown under the radar at allowing an Area of Effect application of a taunt for quite some time, but like all things in life, it must come to an end. While this is a very old functionality of the item set, Area of Effect-damaging movement abilities were spread few and far between during its introduction to the game, so its AoE taunt capabilities went effectively unnoticed. Over time, however, we've added significantly more of these ability types and this item set has enabled behavior that goes against one of our core philosophies for tanking - where taunting should be an individual action meant for one specific target in the moment of activation. To prevent a complete loss to this set, it now works with blinks and we added a new healing functionality to help ensure chain activating the abilities still provides something fun and impactful.
    • Unleashed Terror: Reduced the damage of this set by ~7% to make up for the buffs to Hemorrhaging status effects. Overall, this will result in a ~2% damage increase of this set.

    Monster Sets
    • Maarselok: Fixed an issue where this set could ignore its own cooldown in some cases, and stack multiple times from the same caster.

    Overland Sets
    • Salvation: Fixed an issue where this set could fail to grant you its Weapon and Spell Damage if you equipped it while already transformed.

    Trial Sets
    • Mantle of Siroria: This set’s Perfected version now grants 129 Weapon and Spell Damage, rather than 1096 Max Magicka, so it now offers ALL the Weapon and Spell Damage.

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    General
    • Fixed an issue where several Companion responses could be heard by players who are not yourself.
    • Fixed an issue where Companions would not attack if they entered combat while at an Outfit Station.
    • Fixed an issue where interacting with an Ayleid well would not progress Azandar's Favor achievement.
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    Quests
    • A Hidden Vault: Fixed an issue where Eveli's Healing Draught ability could heal enemies.
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    General
    • The Unusual Metal that provides the Lead for the Ironclad Sarcoshroud no longer glimmers if you've already uncovered the Antiquity.

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    NPCs
    • Exiting an interaction with Furnvekh will no longer cause him to air drum.
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    Quests
    • Order of the New Moon: Fixed an issue where Gamepad UI did not allow your character to jump while on the step “Follow Ramza’s Map.”
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    Sunspire 
    • Lokkestiiz
      • Fallen player characters outside of the ice walls are now correctly teleported to the Lokkestiiz encounter in progress.
    • Yolnakriin              
      • Wing Thrash will no longer knock player characters back if they die to the ability.
      • Your character can now be more reliably resurrected after dying to Wing Thrash. 
      • Flame Atronachs will no longer cast Flare before they can be targeted. 

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    General
    • Fixed an issue where followers would despawn when leaving Two Moons Temple.
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    General
    • Some of Blackwood’s Soiled Tapestry fragments for the Antiquity “Blackwood Tapestry” have been placed better on the terrain to make them even more visible.

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    General
    • Fixed an issue where player pets would despawn in a certain section of Western Skyrim.
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    Quests
    • Tower Full of Trouble: Fixed an issue where Ladlow Menant kept spawning after you'd completed this objective.

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    General
    • Fixed an issue where you could challenge NPCs of higher rank during your Tribute daily quest.
    • Expert Tribute NPCs now have all upgraded cards when they select the Hermaeus Mora deck.
    • Proficient Tribute NPCs now have all upgraded Almalexia deck cards, as well as the base Hermaeus Mora deck.
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    General
    • Fixed an issue where waterfall sound effects were playing in the Sanity's Edge starting area.

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    General
    • Fixed issue in the Apocrypha delve Apogee of the Tormenting Eye where The Supernal Trespasser had no boss bar.
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    Dungeons
    • Moongrave Fane 
      • Sangiin Shield no longer explodes once Dro’zakar is dead. 
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    Dungeons
    • Stone Garden
      • Progress toward the Big Bad Wolf achievement can no longer be made while in Infinite Archive.
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    Quests
    • Untamed and Unleashed: Fixed an issue where you couldn’t interact with Elise if you interrupted her lines by interacting with the final shelf.
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    General
    • Emperorship bonuses will now be calculated correctly based on Native Keep ownership.

    Battlegrounds
    • Fixed an issue where leaving a Battleground early could lead to incorrect information being displayed for other members of your group in the Group UI.

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    General
    • Fixed an issue with shield positioning being too high up on your character’s forearm.

    Animation
    • Fixed a number of animation blending issues or floating props in NPC animations.
    • Fixed minor visual issues affecting female model fidget animations.

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    General
    • Fixed an issue where the text wouldn't be properly red while purchasing Vampirism or Lycanthropy while on the respective other strain's quests.
    • Fixed an issue that caused some personality animations to stop playing after specific Mementos were activated.
    • Fixed an issue where the Treasure Hunter personality could sometimes leave behind torch flame effects in the world.

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    Dungeons
    • Blessed Crucible 
      • The front gate will now reliably open regardless of when the quest is accepted. 

    Infinite Archive
    • General
      • Tho’at now grants 10% more XP when slain by duo players.
      • You can no longer buy too much of an item fragment beyond the amount you need in Infinite Archive.
      • Threads will no longer be removed erroneously if monsters evade while you are still engaged with them. 
    • Stages
      • Knocking enemies from stages within Infinite Archive will no longer result in stalled progress or thread loss. 
    • Portals to the Unknown 
      • The Pursuit passive in the Werewolf skill line now correctly reapplies after your character returns from transformations. 
    • Verses and Visions 
      • The Guardian of Pestilence no longer reduces damage to itself the same way as other player pets ensuring its special ability can be used more often. 
      • The Fire Orb can no longer be removed by enemies. 
    • Cycle Bosses 
      • Lady Thorn no longer has a chance to remain untargetable after using her Scatter ability. 

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    Whitestrake’s Mayhem
    • The Echo of Pelinal's Fury achievement can now be completed by using the Basin of the Gore Virtuous during the introductory quest or any time after. The achievement's description and icon have been updated to match.
      • Note: Until Update 42, the Basin of the Gore Virtuous will be visible without Whitestrake's Mayhem being active so anyone who missed this achievement in February can get it.

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    General
    • Fixed an issue where the tooltip on Deregulated Mushroom Stew erroneously referred to Magicka Recovery instead of Stamina Recovery (which is what the food actually improves).
    • Skyshard hints in the Zone Guide now properly show as hidden on alternate characters that have not yet unlocked them in newer zones.

    Achievements
    • Fixed an issue with some PvP and Justice achievements all awarding the same point value, rather than an escalating point value.
    • Fixed an issue where the Skilled Antiquarian achievement was not being awarded when meeting the requirements.

    Eidetic Memory
    • “Journal of Justiciar Avanaire” is no longer hidden after you read a certain other book.
    • A copy of “The Curse of Blackscale Island” is now present outside of the entrance to the Disquiet Study when the delve quest is completed.
    • “Communications Between Nilphas and Thoryn” can now be found within Kemel-Ze.
    • “Closed By Order of the Abbot" can now be read outside of the Necropolis entrance in Necrom.
    • The books "Onri Murien's Hidden Wishes," "Ilasaba's Excuses," and "Zeirinia's Silent Admission" can now be found within the Obscured Forum.
    • “The Ghost of the Green” now properly hides its glow after being discovered.

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    Furnishings
    • Added missing furnishing tags to all collectible furnishings in the General and Storage tabs in the collectible menu.
    • Adjusted the name of the furnishing "Breton Sconce, Grand" to be "Breton Candle, Grand" and changed its category from Sconce to Candles to better match the furnishing.
    • Adjusted the name of the furnishing "Telvanni Sconce, Fungal Standing" to be "Telvanni Candle, Fungal Standing" and changed its category from Sconce to Candles to better match the furnishing.
    • Adjusted the selection size of the furnishing "Celestial Nimbus" to be slightly larger to better match the visual effects.
    • Fixed an issue with the furnishing "Statue of the Mother" where the statue would face away from the camera when previewed.
    • Added the “Animated” tag to the furnishing “Vampiric Fountain, Bat Swarm”.
    • Fixed an issue where the furnishing “Plant, Murkmire Snakevine” did not have the Argonian theme applied to it.
    • Fixed an issue where the Grand Master Crafting Stations could appear to replay their upgrade visual effects when placed or upon entering a home.
    • Adjusted the collision on the following furnishings to better match their models.
      • Cliffracer Skeleton Stand
      • Vaermina Pillar
    • Adjusted the visual effects on the furnishing “Nedic Orb, Ritual” so it now has its purple aura, as originally intended.
    • Made minor visual adjustments to the following furnishings.
      • Argonian Puzzle Totem, Head
      • Grand Master Jewelry Crafting Station
      • High Isle Bookcase, Wide Carved Filled
      • High Isle Brazier, Cold Flame
      • Khajiiti Well
      • Leyawiin Hearth, Masonry
      • Necrom Ceremonial Tablet
      • Necrom Doorway
      • Vision of Mora
    • Removed the "Animated" tag on the furnishing "Brazier of the Fire Drakes" as it does not animate.
    • Corrected several furnishings that incorrectly referred to Akatosh instead of Arkay.
      • Imperial Banner, Akatosh
      • Imperial Rug, Akatosh
      • Imperial Tapestry, Akatosh
      • Imperial Simple Akatosh's Blue Carpet
      • Imperial Simple Akatosh's Green Tapestry
      • Imperial Carpet, Akatosh
      • Imperial Rug, Akatosh
      • Imperial Common Tapestry of Akatosh
      • Imperial Noble Akatosh's Blue Rug
      • Imperial Noble Tapestry of Akatosh
      • Imperial Noble Banner of Akatosh
      • Imperial Common Tapestry of Akatosh
      • Imperial Tapestry, Akatosh
    • Adjusted the pivot point location for the following furnishings:
      • Anchor, Hanging
      • Breton Curio, Knotwork
      • Elsweyr Spice Display, Turmeric Yellow
      • Elsweyr Spice Display, Matcha Green
      • Elsweyr Spice Display, Saffron Red
      • Fargrave Container Plants, Long
      • Fargrave Container Plants
      • Leyawiin Post, Stone Garden
      • Leyawiin Counter, Corner
      • Leyawiin Wall Shelf, Carved
      • Leyawiin Cupboard, Sturdy
      • Leyawiin Tapestry, Floral
      • Leyawiin Banner, Abstract
      • Leyawiin Tapestry, Lone Vessel
      • Leyawiin Tapestry, Twin Vessels
      • Leyawiin Tapestry, Fleet
      • Orcish Candle Sconce, Horn
      • Orc Rug, Echatere Skin
    • Renamed "Trophy: Stone Atronach" to "Trophy: Foundation Atronach" to better match the unique name of the original source.
    • Fixed an issue with the "Scuttlebloom" furnishing where its preview camera displayed it floating.
    • Corrected a color issue with the furnishing “Decorative Wall Drape, Mauve” where it was blue instead of mauve.
    • Fixed an issue with the following furnishings where they could unintentionally be sold to merchants:
      • Letter from Azandar
      • Letter from Sharp
    • Fixed an issue with the furnishing “Redguard Streetlamps, Full” which had the incorrect icon.
    • Fixed an issue with the furnishing “Velothi Brazier, Temple” where the flames were not displaying properly. 
    • Fixed an issue with the furnishing “Beacon of Tower Zero” where the preview did not display the full furnishing.  
    • Fixed an issue in Lakemire Xanmeer Manor where one of the “Argonian Pole, Split” furnishings was floating in the air and unreachable.
    • Fixed an issue where a furnishing with a light attached could lose its light after moving far enough from it.
    • Fixed an issue with the "Blackwood Provisioning Station" furnishing where it was missing the "Light" furnishing tag.
    • Fixed an issue with the preview of the furnishing "Outfit Station" where it displayed it backwards when previewed.
    • Updated the categories of the following collectible furnishings to all be "Courtyard, Statues":
      • Namira, Mistress of Decay
      • Senche-raht Statue, Battle-Bound
      • Statue, Ascendant Lord
      • Statue of Gloria
    • Fixed a minor visual issue with the furnishing “Cliff Strider Skeleton Stand”.
    • Fixed an issue with “High Isle Trapdoor, Turquoise” where you couldn't pass through it when it was opened.

    Homes
    • Fixed an issue that caused the synergy to climb aboard The Fair Winds to appear while using the Housing Editor.
    • Made minor visual adjustments to the following homes:
      • Emissary’s Enclave
      • Gladesong Arboretum
      • Seaveil Spire
      • Tower of Unutterable Truths
    • Fixed an issue where houseguests placed past clear walls would have a green outline despite not being interactable.
    • Fixed an issue where you could break out of the intended play space by using specific combat abilities.

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    General
    • Fixed a rare issue where the client could be out of sync with the server if you were involved in a region crash.
    • Fixed an issue if you interacted with an object in first person view, you could momentarily lose control of your character.
    • Fixed a rare crash that could occur when leaving several guilds.
    • Fixed some issues where Dungeon Finder queue durations would vary based on the role of the group leader.
    • Fixed a rare crash that could be caused by the audio system.

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    General
    • Fixed yet another batch of floating books, cats, people, monsters, trees, rocks, etc. Gravity is a fickle beast in Tamriel.
    • Fixed a significant number of quest pin issues and missing pins on maps.

    Alik’r Desert
    • The Initiation:
      • Zamyad and Parvenah are now properly <spoiler!> after turning in this quest.
      • Fixed an issue where King Xakhwan or Prince Haqmir could follow you outside of their scripted sequence or into dungeons.

    Auridon
    • Through the Ashes: Two NPCs, Mirkalinde and Elannie, are no longer identical twins.

    Bangkorai
    • Freedom’s Chains: Draven and Renoit Leonciele now move normally within the house during interactions.

    Craglorn
    • Haddock's Market: Grandmother Thunder no longer counts as a world boss for purposes of some loot streams.
    • Map pins are now visible while inside the Hall of Worship of Shada's Tear.

    Glenumbra
    • Bad Man's Hallows: Fixed an issue where the Skyshard for this public dungeon didn't appear on the map.

    Grahtwood
    • Southpoint: Delusional Citizens no longer attempt to use their stepback/dagger throw combo against other mad citizens. This prevents the NPCs fighting each other from wandering away from their starting locations.

    Main Quest
    • Castle of the Worm: Fixed a rare issue where you could be blocked from completing this quest.

    Malabal Tor
    • Fixed issue in Velyn Harbor where the Ra Gada mob would despawn if your partner was killed.

    Reaper’s March
    • Do'Krin Temple once again has a proper graveyard setup.

    Rivenspire
    • The Blood-Cursed Town: Fixed an issue where taking the Scholar's Skull could block your groupmates from picking it up themselves.

    Stonefalls
    • Added some interactable cooking fires in various locations where grills were present.
    • Restoring Order: Fixed an issue where breaking and entering Rhavil's house before following him all the way, and then leaving, could cause Rhavil to shove you into null space. Rude.

    The Rift
    • The Lion's Den: Fixed issues with spawn rates and control on resource nodes and heavy sacks in this public dungeon.

    1qq1xi6ad75h.png
    General
    • Fixed yet another heap of typos in dialogue, text, and UI elements.
    • Added previewing to most collectible categories within the Collections menu.
    • The Keyboard UI Custom Scale option is now disabled when the UI is set to always be in Gamepad UI or when Accessibility Mode is enabled, since the setting doesn't do anything in those cases.
    • Gift notes will now be run through the profanity filter if you have it enabled.
    • Fixed an issue where loot text could extend slightly off the screen at certain resolutions.
    • Fixed a UI error that could occur when resizing the window with screen narration on.
    • Fixed an issue where hovering over some entries in dialog windows (such as repair kit selection, Soul Gem selection, item research selection, or Apply Enchant selection) could cause some overlap with the icon and the item text.
    • Fixed a crash that could occur due to incorrect XML for UI controls.
    • Fixed a UI error that could occur while viewing the Infinite Archive leaderboard.
    • Fixed a UI error that could occur after deconstructing through an assistant.
    • Fixed a UI error that could occur when clicking out of the game while placing a furnishing.
    • Fixed an issue where dropdowns in some UI screens could appear behind various other UI elements.
    • Fixed an issue that caused outlines to be missing around some fonts that made certain UI elements, such as the move counter when Scrying for Antiquities, difficult to read.
    • Fixed issue where the "Assign" option would sometimes be visible in the Collections menu for collectibles that can't be assigned to a quickslot wheel.
    • Tutorials can now be searched by title.
    • Fixed an issue where the Ready Check iconography on the large group frames weren’t properly aligned.
    • Fixed a UI error that could occur when quickly assigning an item to the quickslot wheel while screen narration was turned on.

    Collections
    • Fixed a UI error that could occur when clicking on a blank tile in the Collections menu.
    • Fixed an issue where the preview keybind in the Collections menu could disappear after navigating back from another screen.

    Crown Store
    • Fixed an issue where the preview option could be present on things that cannot be previewed in the Crown Store.

    Group Finder
    • Added two new playstyles as options for Group Finder: Role Play and Story.
    • Fixed an issue in the Group Finder where required Champion Points on a listing wouldn't save.
    • Reordered the Group Finder playstyle dropdown in the Gamepad UI to match the Keyboard UI.
    • Fixed an issue in the Group Finder menu where some text in dropdown menus would be cut off.
    • Fixed an issue where ignoring a player would not immediately hide their listings or applications in the Group Finder.

    Guilds & Guild Functionality
    • Guild History events that you participated in will now be visible regardless of permission. This will allow you to keep track of something like your own past gold deposits to the guild bank, even without the permission to see other transactions.
    • Fixed an issue where Guild Messages of the Day or descriptions could appear truncated if there was any censored text in it.
    • Made further optimizations to Guild History, resulting in the shifting of some events into new and different categories.
    • Added time to Guild History event tooltips.
    • Fixed an issue in the Guild Store where the tooltip for listings would not always appear when entering the listing tab.
    • When depositing or withdrawing from the bank or guild bank with an active text search filter, you will no longer be reset to the top of the list.

    Housing
    • Fixed an issue where searching in the housing editor could sometimes not properly filter out the furniture categories.
    • Fixed an issue where the game would still think you were in housing editor mode after leaving the furniture browser or path settings menus by opening another screen (such as your inventory).
    • Fixed an issue where the favorite and primary residence status indicator icons were not being narrated.
    Gina Bruno
    Senior Creator Engagement Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
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