Update 50 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts
Maintenance for the week of April 20:
• [COMPLETE] NA megaservers for patch maintenance – April 20, 3:00AM EDT (7:00 UTC) - 12:00PM EDT (16:00 UTC)
• [COMPLETE] EU megaservers for patch maintenance – April 20, 7:00 UTC (3:00AM EDT) - 17:00 UTC (12:00PM EDT)

PTS Patch Notes v12.0.0

ZOS_Kevin
ZOS_Kevin
Community Manager
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Welcome to The Elder Scrolls Online v12.0.0 . This PTS cycle will focus on Update 50, new content coming later in Season Zero and in Season One. It will also focus on general bug fixes coming to ESO.

This update has several systems coming online to give you more flexibility and agency around the way you play and are rewarded. Those systems include:
Challenge Difficulty: A new opt-in system for you to tailor your difficulty experience.
PvP Veterancy: This new system rewards players who participate in Cyrodiil, Imperial City, and Battlegrounds with unique cosmetics, titles, consumables, perks for Vengeance and more!
Class Mastery: This new feature grants access to powerful passive effects for characters that have reached level 50 in their native class skill lines and are not actively subclassing.

Additionally, Update 50 sees the updated Werewolf refresh from the Combat Refresh Team. This is your chance to provide feedback for adjustments and/or changes that need to be made. These updates are also in addition to bugs and other class adjustments.

This PTS cycle is where you will also be able to test out the new Thieves Guild and Sheogorath Quest lines, coming later in Season One. The all new Favors system will also be available to test. Please keep an eye out for the specific dates below for various testing. For some in-game event fun, Zeal of Zenithar is also available this week.

Lastly, you will also see more quality of life improvements from our Player Improvements Team. These are a bit bigger in scope for U50. For example, Guild Mail will be available to test and put through its paces.

This PTS Cycle is a pretty beefy one, and we look forward to all of your participation in our feedback threads.

All PC NA characters have been copied this week. We look forward to reading through your feedback on the new content, season systems, and overall adjustments in this update, which is approximately 3GB in size. Thanks!

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  • Overview
    • New Features / Updates / Big Changes
    • Challenge Difficulty (Season Zero Content)
    • PVP Veterancy (Season Zero Content)
    • Vengeance Campaign (Season Zero Content)
    • Class Mastery (Season Zero Content)
    • Tamriel Tomes (New Features and QoL Improvements)
  • Combat Refresh
    • Werewolf
    • Dragonknight
    [Thieves Guild Quest]
    [Sheogorath Quest]
    [Favors]]
  • Player Experience Improvements:
  • Achievements
    • New Titles And Dyes
    • Achievement Reorganization
    • Collectibles
  • Template Information
  • Known Issues
  • Combat & Gameplay
    • Combat & Abilities
    • Scribing
    • Itemization & Item Sets
    • Companions
  • Fixes & Improvements
    • Clockwork City
    • Dark Brotherhood
    • Eidetic Memory
    • Firesong
    • Greymoor
    • High Isle
    • Orsinium
    • Solstice
    • Base Game
Edited by ZOS_Kevin on April 20, 2026 2:24PM
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    ay66zjnzgqwk.jpg
    Challenge Difficulty (Season Zero Content)
    Challenge Difficulty will be released as part of Season Zero.
    A new opt-in system for you to tailor your difficulty experience is available. From the character sheet, you can choose between three additional difficulties which will be applied in overland encounters, story instances, delves, and public dungeons (Dungeons, Trials, Arenas, Infinite Archive, and Night Market are exempt). Once selected, monsters will do increased damage to you and you will do reduced damage to them but you will gain more experience and gold for your effort.
    These four difficulties are now available:
    • Adventurer
      • This is the current Challenge Difficulty and default within the game. There is no associated effect, and all rewards are as they are now. If you like how Overland currently operates, then this is the difficulty that is right for you.
    • Seasoned
      • You will take 100% more damage from monsters and do 20% less damage. You will receive 50% more gold and 20% more experience from monsters.
    • Master
      • You will take 300% more damage from monsters and do 50% less damage. You will receive 100% more gold and 75% more experience from monsters.
    • Vestige
      • This will be the most difficult option at launch. You will take 600% more damage from monsters and will deal 80% less damage. You will receive 200% more gold and 100% more experience from monsters.

    PVP Veterancy (Season Zero Content)
    PvP Veterancy will be released as part of Season Zero.
    The PVP Veterancy System is available for all warriors of Tamriel! This new system rewards players who participate in Cyrodiil, Imperial City, and Battlegrounds with unique cosmetics, titles, consumables, perks for Vengeance and more!
    • To access the Veterancy system, simply navigate to your Campaign selection/Scoring UI and you will find a new tab for Veterancy.
    • Within the Veterancy UI, you’ll be able to scroll through the entire system to see the rewards you can earn.
    • Some rewards are granted automatically like Vengeance Perks, while others must be claimed, like items.
    • Various permanent titles are earned through Veterancy. Titles are also earned at Ranks 50+, which can be set anytime just like regular titles.
    • Some titles will return from season to season to get a chance to re-earn them, while others are dedicated to the Season. For example, in Season 1 of Veterancy, the titles “Brutalist” and “Sovereign” are tied to this season alone while other titles like “Striker” can be earned in every Season.
    • Temporary titles and a new HUD element in your target panel are applied while in Veterancy zones to show your current Veterancy Seasonal Rank. This is where the CP level normally would be displayed, so you’ll get a sense of a player’s current active status in the season. You’ll also see their lifetime Alliance Rank on the right side of the target display.
    • Veterancy progresses through AP and (to a lesser amount) XP gains in any Cyrodiil campaign, Battlegrounds, or Imperial City.
    • There are 100 ranks to Veterancy.
    • At the max rank of Veterancy, you will earn a repeatable reward.
    • Veterancy has an average duration of 6 months, or 6 “30 day“ Cyrodiil Campaign durations (depending on patch cycle timing in relation to campaign ending timings), after which a new PvP Veterancy Season will begin.

    Vengeance Campaign (Season Zero Content)
    The Vengeance Campaign will be released as part of Season Zero.
    Vengeance Campaign is up full time with other campaign changes.
    • In this update, Vengeance Campaign is available full time as a campaign to select for your Cyrodiil battles.
    • As a reminder, this campaign has modified abilities, loadouts, unique perks and a higher population cap (3x the cap of normal Cyrodiil campaigns) to allow for truly large scale battles!
    • This campaign will be a 30 day duration campaign
    Other Campaign Changes
    • Perks earned through the Veterancy System will be available to apply to your Loadouts while in Vengeance.
    • New Loadout Skill lines have been added to give even more options for your build while in Vengeance. There are 6 new abilities per Loadout for Soldier, Vanguard, Battle Medic, and Scout, leaning into the playstyle of those loadouts.
    • Gray Host campiagn will also be available. However, Ravenwatch, Icereach, and Blackreach campaigns will be closed down.
    • We will be monitoring population as always to see if campaigns need to be re-opened or added as U50 goes live and populations settle down a few weeks after launch.

    Class Mastery (Season Zero Content)
    Class Mastery will be released as part of Season Zero.
    The Class Mastery system is a new feature that grants access to powerful passive effects for characters that have mastered (i.e. reached level 50) in all 3 of their native class skill lines and are not actively subclassing. Here we explain the rules and mechanics of these skill lines, while the actual passives will be listed in the Combat section.
    • These skill lines will utilize Class Mastery Points; distinct from Skill Points, these are exclusively utilized in your Class Mastery skill line and are unlocked automatically when you unlock Class Mastery. For the time being you are limited to 2, which are both immediately granted.
      • Losing access to Class Mastery in any capacity will refund these points and their effects, and the respec process is the same as normal skill points through the Respec or Armory systems.
    • Activating subclassing in any capacity by swapping out one or more of your native class skills will automatically refund and unlearn any currently active purchases from Class Mastery. The skill line will also remain hidden while subclassing, only appearing again when you respec into all your native class skill lines.
      • The skill line will appear greyed out in your skills page on low level characters, with a small blurb on how to unlock the skill line.
    • This system is HIGHLY iterative and will likely see significant changes over time, as its primary goal is to lessen the gap between subclassing and “pure” or “mono-classing.”
      • As we continue work on the class refresh, the contents of these skill lines will be adjusted as necessary both functionally and numerically.
    • Each class will have its own UNIQUE skill line called “Class Mastery” which currently holds five unique passives that augment or upgrade core experiences to the specific class. Each passive requires 1 Class Mastery Point to learn but can be respecced at any time with the respec feature. These effects range from agnostic power increases to more role centric or passive specific upgrades, so make sure to read carefully to see how these effects can influence your character!
    • Passive effects stating they “upgrade” a specific effect means they require you to have access to the effect. For example, a passive that “upgrades rank 2 of Blood Magic” will require you to purchase Blood Magic rank 2 before the passive begins to affect your character.

    Dynamic Encounters (Season one content)
    A new format of in-game events for overland zones, Dynamic Encounters are multiple step encounters that display their objectives to participating players. Each encounter has different objectives and activities required to succeed. Join your fellow players to earn new rewards!
    • Vampire Hunt Join a vampire hunter and her trusty hound in a trek across Glenumbra to destroy a powerful vampire. This event begins northwest of the North Hag Fen Wayshrine in Glenumbra. This event moves as it progresses – so look for the icon if you are joining later!
    •  Farm Aflame Bandits set fire to a farm in Auridon. Put out the flames and rescue the escaped horses to set things right again. This event begins at the farm north of the Vulkhel Guard Wayshrine in Auridon.
    • Bilsa’s Delivery Help a traveler gather and deliver ingredients for grandma’s favorite eel pie. This event begins outside the Hightide Hollow delve, east of the Hrogar’s Hold Wayshrine in Stonefalls. This event moves as it progresses – so look for the icon if you are joining later!
    • Rewards These encounters award style pages, new skill styles, and more.
    • These encounters spawn every 30 minutes, so keep an eye on your map or zone chat and be ready to join in.

    Tamriel Tomes
    New Features
    • You are now able to swap between multiple owned Premium Tamriel Tomes, progress multiple Tomes with Challenges, and use Tome Points to obtain unlocked rewards on any owned Tome.
      • Upon logging into PTS you will be granted the Season U49 PTS and Season U50 PTS Premium Tamriel Tomes to help test this functionality.
    • The end of Season experience has been added to the game. You can read more about how this works and our thinking behind it here: Tamriel Tomes Season Zero Developer Update - Elder Scrolls Online This includes the following:
      • The end of Season rewards auto-claimer.
      • The ability to roll over up to 2,000 Tome Points to a future Season’s Tamriel Tome.
      • Any excess Tome Points beyond the 2,000 Tome Point roll-over cap will be converted to Gold after the auto-claimer has finished.
    • You can now obtain additional rerolls for Weekly Challenges by spending gold.
      • This is in addition to the five free Weekly Challenge rerolls every week.
      • The initial cost for additional rerolls is 500 gold, increasing up to a maximum of 10,000 gold with subsequent use. This cost resets back to 500 gold every Tuesday after the weekly reset.
    • Upon reaching the “Bonus Pages” (the un-numbered pages at the end) of a Tamriel Tome, you will unlock additional repeatability for Weekly Challenges.
      • With the next Weekly reset after reaching this, your new Weekly Challenges can be repeated twice as many times.
      • You will also be able to receive these added repeatable Challenges upon re-rolling Weekly Challenges, once the Bonus Pages are unlocked.
      • This added repeatability lasts the duration of the Season in which you have unlocked the current Tome’s Bonus Pages.

    Season U50 PTS Challenges
    • Brand new Weekly and Seasonal Challenges await you on PTS! Come test the Challenges that will launch with Season One.

    User Experience
    • The Tome Point and Premium Tome Token currencies have new icons.
    • The Gold Coast Bazaar's Seasonal section as well as the Tamriel Tome's Seasonal Challenges have a new icon.
      • Achievements also use this Icon.
    • A “Claim All” hotkey has been added to the Challenges screen.
    • KBM users can click on Challenges to claim Tome Points in addition to using the keybinding
    • Various fixes for previewing items within a list of Rewards, such as viewing three Armor pieces.
    • Fixed an issue where the number of Challenge Reroll currencies could appear differently when looking at different UI screens.
    • Performed a consistency pass to make sure Tamriel Tome and Golden Pursuit hotkeys were the same.

    Combat Refresh
    Werewolf
    With Update 50, the Werewolf skill line balance and visuals have been refreshed. A couple of highlights of the overall changes are as follows:
    • You should now find it easier to maintain your werewolf form, explained further in the Combat section.
    • New werewolf models have been implemented for both male and female player characters.
    • The new werewolf models are roughly 20% larger than the previous model.
    • Ashen, Black, and White skill styles have been added for the Werewolf Transformation ability and its morphs. These skill styles will be earnable in-game via the new Dynamic Encounters system.
    • Piercing Howl is now Gnash, a new biting ability for all Werewolves to enjoy.
    • A new “Slaughter” mechanic has been added, which is akin to the Vampire’s Feed and Blade of Woe assassinations.
    • You can now press the crouch button while playing as a Werewolf and you will enter “Prowl,” which is a new mechanic that reduces your aggression radius against monsters by 66% and allows you to “sniff out” hidden enemies with Stealth Detection. This mechanic also makes it easier for you to go on a Slaughter rampage – have fun!
    Further details on the Werewolf balance changes can be found in the Combat section.

    Dragonknight
    The team has also been addressing bugs and player feedback from the first round of refreshes that launched in U49. Changes include:
    • Added in Emerald Green skill styles for Dragonknight’s Dragonfire Breath, Searing Strike, and Magma Armor. These will be available via the Style Master.
    • Added in a skill style for Dragonknight’s Molten Weapons that does not include a weapon override. This will be available for free via the Gold Coast Bazaar.
    • Updated the animation for Dragonknight’s Earthspike Mantle to read as more outwardly ‘aggressive’ through a more dramatic silhouette change.

    New Thieves Guild Quest line
    This questline goes live during week one of the PTS cycle. It will be available on April 14 around 10am ET.

    The Thieves Guild comes to Glenumbra!
    Deep inside the Outlaws Refuge in Daggerfall, a group of outlaws vie for the position of Guildmaster in the newly-forming branch of the Thieves Guild of Tamriel. Join Quen the High Elf as she helps the locals shepherd this new guild into existence … and tries to keep them alive against their rivals, the Koldane Cartel. Explore new levels of thievery and legerdemain alongside the Guildmaster “candidates” and uncover the secret treasures of a mysterious, otherworldly vault.
    • 8 New Story Quests
    • New Finder Quests
    • Access to all Heists and Thieves Guild Daily Quests from the Thieves Den in Daggerfall
    • New Consumable Item: Somnal Powder
    • New Mythic Item earnable through the Thieves Guild
    • Many other new rewards
    • Updates to the Glenumbra Zone, including new areas to steal from … err, explore

    Sheogorath Returns
    This questline goes live during week two of the PTS cycle. It will be available on April 21 around 10am ET.

    Sheogorath Takes a Holiday
    Help Noth the Unhinged summon her lord and master Sheogorath, Daedric Prince of the Shivering Isles as he visits Tamriel on an expedition to discover and enjoy as much cheese as possible. But can anything ever be that simple with the Prince of Madness? Sheogorath wants a holiday but finds himself embroiled in a power struggle and you need to help the Mad Prince or Tamriel—and perhaps all of Nirn—will suffer. Hard cheese, indeed!
    • 6 New Story Quests, exploring new sites all over Tamriel while revisiting old ones
    • New friends and villains, as well as some old acquaintances and enemies
    • New Rewards, Including a new Emote and a new Pet

    Favors
    This will be available during week one of PTS. Favors will be available starting April 14th around 10am.
    The organization known as the Freerunners has set up posting boards throughout each alliance. These new daily quests are specific to characters in their respective alliance, and each character’s quest can be completed once per day.

    Upon completing a Favor quest, players will receive both a reward and a letter from that character, detailing an ongoing story that unfolds across 20 quests per character. These quests are character-specific rather than account-wide, so they can be completed on multiple characters if desired.

    Favor quests will send players throughout the world to take part in a variety of activities, including defeating delve bosses, fishing, crafting, feeding stray kittens, stopping assassins, and more.


    Player Experience Improvements:
    In U50, the Player Experience Improvements team has 10 new QOL changes they are adding to the game.

    Guild Mail
    Guild Mail is an extension of the in-game mail system designed to connect and update Guild members at every level! Guild mailers are a centralized, in-game resource to update Members about events, raffles, gatherings, hang-outs, and more! What will your Guild do with Guild Mail?

    As a member, you will receive Guild Mail in the 'Guild Mail' Section of your Mail inbox. These mails can be deleted once seen. You can always report directly from the Mail interface if there is inappropriate/offensive content.
    The ability to send Guild Mail is initially limited to Guild Leaders. Leaders can allow members of other ranks to send Guild Mail as well by setting permissions on the Guild Ranks tab.

    Members with permissions to send a Guild Mail can do so by opening the Guild Menu, choosing Guild Tools, and selecting the Send option under the Guild Mail header.

    Once you have your mail underway, you can target who you want to receive it. You may choose to send a mail to all ranks, several different ranks, or one specific rank. Simply add your subject and the body of your text to the mail, and send!

    All Guild Mails will expire 14 days after sending, and guilds can only have 5 active Guild Mails at a given time.

    Members with permissions to manage Guild Mail can do so by opening the Guild Menu, choosing Guild Tools, and selecting the Manage option under the Guild Mail header. In this interface you may see all previously sent Guild Mail. If desired, you may delete previously sent Guild Mail (for example, if a mail refers to an event that has since passed, or if you’re at the 5 cap and would like to send another).

    Mages Guild Transmute Stations:
    After all these years, the Mages Guild has finally cracked the code on creating their own version of a Transmute Station!
    These fabulous new stations have been installed at the following locations, meant to make it even easier for you to do everything you want in these major crafting hubs.
    • Elden Root
    • Stormhaven
    • Mournhold
    • Leyawiin
    • Wrothgar
    • Skingrad
    • Vivec City
    • Necrom
    • Alinor
    • Rimmen
    • Gonfalon Bay
    • Eyevea

    Path to Adventure:
    This new personal Golden Pursuit Campaign is a feature meant to provide guidance and rewards to new players, as well as returning players who have not acquired the Level 20 Accountwide Achievement.

    For new players, they’ll encounter a new pop-up after completing the Soul Shriven in Coldharbour tutorial, that will guide them to the Path to Adventure Golden Pursuit Campaign. For returning players, they’ll see it first thing on their next log-in and be offered the short mini-quest that will help them rediscover combat basics.

    The campaign will help guide them along their way, from getting a mount more quickly, to gathering skyshards, upgrading their bag, exploring zones and taking on quests.

    This campaign also features a new ‘Hint’ feature. If you aren’t quite sure about what to do next or how to go about it, you can get a hint to guide you to the next Path to Adventure task.

    Exemplary Item Deconstruction
    We have now added the ability for you to deconstruct your exemplary items or sell them for gold.

    Daily Quest Limit Cap Increased
    We have increased the cap on the number of daily quests that can be completed on a character per day from 50 to 100.
    Developer Note:
    We saw too many players naturally hitting this cap via sharing quests, playing together, and during events. Consequently, we have raised this to reduce the unnecessary friction it presented.

    Updated Text on the Character Select Screen
    Previously, on the Character Select Screen, if you pressed ‘Back’, the game would log you out. We have updated this text to be appropriately labeled as ‘Logout’.

    Companion Experience Rate Gain Improvements
    We have doubled the amount of experience your companion gains from combat at each of the rapport levels. You should find this means your companion will level more quickly, particularly at the higher rapport levels.

    Vampire & Werewolf Quest Improvements
    We have made a series of improvements to the Vampire & Werewolf quests to further improve them from our initial pass in Update 49.
    First, we have made it so that now ALL players (who are not currently either a vampire or a werewolf) can take the quest starters from the Crown Store. If you have never been a vampire or werewolf before, these starters will get you to the relevant quest givers for you can begin the process of transforming into your bitiest self.

    Further, we have eliminated the gold cost requirement to get cured in-game by a Priest of Arkay. They will now cure you out of the goodness of their hearts. 💗

    We have also added lines if you wish to flirt with either Azisa or Firralthel.

    Last but not least, we have also done some world-building improvements and updated some VO to clear up some Molag Bal vs Lamae Bal inconsistencies.

    AFK Timer in Character Create
    Previously, the AFK timer in the character creation screen was 5 minutes. This could result in players losing their progress and cool created characters if they walked away at the wrong moment or didn’t touch any keys while thinking of the perfect name. This AFK timer has now been increased to 15 minutes, so this is much less likely to occur.

    Motif Sourcing Information Added
    We have added the sourcing information (where possible) to all motifs, both in the book and chapter descriptions. Now, when perusing Motifs in the Crown Store, you can have the full information of where they are sourced in-game.
    Developer Note:
    This is meant to help eliminate any potential regret and to enable the player to have all the information they need to make an informed decision in-game.

    In-Game Events
    Zeal of Zenithar

    Zeal of Zenithar honors the Tamrielic god of commerce and hard work, and during this blessed time of year you can earn extra rewards by engaging in those activities! There's a lot to this event, so let's get started.

    To begin, you can pick up the introductory quest "The Unrefusable Offer", from Amminus Varo at the Belkarth festival grounds (or get the free quest starter from the Crown Store). A helpful portal is at every Impresario tent to take you straight to the city if you don't know the way! Once completed, you may then pick up the single daily quest associated with the event, "Honest Toil", and complete any single one of the activities listed for daily Trade Bars and a gold-quality reward box. If you have already completed The Unrefusable Offer in a previous year, you are welcome to do so again as a refresher, but it is not required.

    This event takes place at the festival area outside of Belkarth, as noted. This festival ground has a couple uncommon or unique vendors, with special callouts for Nenulaure, the Indrik Vendor, and Zanil Theran, the Luxury Furnisher who shows up here whenever he would otherwise appear, even outside of Zeal of Zenithar.

    Achievements
    New Titles And Dyes
    There are 58 Achievements in total planned for Update 50 totaling 1050 achievement points, with 4 new titles and 7 new dyes!
    • Titles
      • The title “Superior Thief” is rewarded to you for completing the “Exonerator” achievement.
      • The title “Battle-Scarred” is rewarded to you for completing the “Give No Quarter" achievement.
      • The Title “Vestige of” is rewarded to you for completing the “The Drums of War are Sounding” achievement.
      • The title “Freerunner” is rewarded to you for completing the “Around the Ouroboros” achievement.
    • Dyes
      • The dye “Mad God’s Berry” is rewarded to you for completing the “Madness Catcher” achievement.
      • The dye “Anu White” is rewarded to you for completing the “Seasoned Monster Slayer” achievement.
      • The dye “Brassy Brass” is rewarded to you for completing the “Seasoned Construct Slayer” achievement.
      • The dye “Vinebeard Green” is rewarded to you for completing the “Seasoned Nature Slayer” achievement.
      • The dye “Boethian Ash” is rewarded to you for completing the “Seasoned Daedra Slayer” achievement.
      • The dye “Brigand Brown” is rewarded to you for completing the “Seasoned Humanoid Slayer” achievement.
      • The dye “Draugr Flesh” is rewarded to you for completing the “Seasoned Undead Slayer” achievement.

    Achievement Reorganization
    A significant reorganization of Achievement Categories has happened to assist players in finding achievements associated with content by type as well as reduce the amount of overall categories on the achievement list.
    • Achievements for prologues have been organized into the DLC or Chapter they were associated with under a new sub-header “Prologue.”
    • Dungeon achievement sub-category “Trials” has been converted to a major category! All of its trial achievements are now sorted into individual trials. The public dungeon achievements section has been moved from “Dungeons” to be under “Exploration” as it is apart of zones and not group content.
    • All previous specific group content released in a DLC or Chapter such as a Trial has been moved under “Trials.” For example, Ossein Cage can now be found under “Trials” instead of “Solstice” (previously named “Seasons of the Worm Cult”).
    • Arenas such as Maelstrom Arena can now be found in a new major category as well for easier navigation.
    • Any achievement that requires engagement of multiple dungeons or is content agnostic will be listed under the general section of the new major headers.
    • A new category is now displayed on the achievement menu called “Recent Seasons.” This will show all recently added achievements for the season and feature all new content released in the update window
    • Achievements are listed from normal difficulty to veteran, top to bottom. and all achievements that are earnable exclusively in veteran group content will use “veteran” in their description.
    • All dungeons, trials, and arenas are listed in alphabetical order for easier navigation.

    The following major headers in achievements have been added:
    • Arenas
    • DLC Dungeons
    • Recent Seasons
    • Trials

    The following major headers in achievements have been retired:
    • Ascending Tide
    • Dragon Bones
    • Feast of Shadows
    • Fallen Banners
    • Flames of Ambition
    • Harrowstorm
    • Horns of the Reach
    • Lost Depths
    • Prologues
    • Scalebreaker
    • Scions of Ithelia
    • Scribes of Fate
    • Shadows of the Hist
    • Stonethorn
    • Waking Flame
    • Wolfhunter
    • Wrathstone

    Collectibles
    • Costume
      • Quen's Heist Attire is acquired by completing achievement “Exonerator.”
    • Emote
      • Sheogorath's Blessed Cheese is acquired by completing achievement “Daedric Taste Tester.”
    • Furnishing
      • Handbill: Battlereeve Urcelmo is acquired by completing achievement “Freerunner for the Battlereeve.”
      • Handbill: Lady Arabelle Davaux is acquired by completing achievement “Freerunner for Lady Davaux.”
      • Handbill: Holgunn One-Eye is acquired by completing achievement “Freerunner for Old One-Eye.”
    • Motif
      • The Koldane Cartel motif is available from New Thieves Guild Daily Quest Coffers and Thieves Guild Heists.
    • Outfit
      • The Alessian Rebel outfit is acquired by completing Dynamic World Events.
    • Pet
      • Shivering Isle Tomeshell is acquired by completing achievement “Madness Catcher.”
    • Player Home
      • Rogue's Refuge is acquired by completing achievement “Get Away from It All.”
    • Skill Styles
      • Blood Scion, Coldharbour is acquired by completing achievement “Skill Stylist: Blood Scion.”
      • Werewolf Form, Black is acquired by completing achievement “Skill Stylist Werewolf Transform Black.”
      • Werewolf Form, Ashen is acquired by completing achievement “Skill Stylist Werewolf Transform Ashen.”
      • Werewolf Form, White is acquired by completing achievement “Skill Stylist Werewolf Transform White.”
      • The following skill styles are available to purchase from style masters, with the appropriate Dragonknight class achievements unlocked:
        • Magma Armor, Emerald Green
        • Searing Strike, Emerald Green
        • Dragonfire Breath, Emerald Green
    Edited by ZOS_Kevin on April 15, 2026 3:32PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    rzd9b2gbgma7.jpg
    • We once again provide you with two PTS templates to choose from:
      • A max level character with 3600CP and all the new goodies to play around with.
      • A mid-level character for those who want to enjoy a more authentic experience.
      • Both templates start you in Daggerfall, next to the Thieves Guild quest starter and the Wayshrine.
    Edited by ZOS_Kevin on April 13, 2026 3:38PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    9bw9znghvtw7.jpg
    General
    • You may notice a small increase in time it takes to populate guild history the first time you go to view it after this update.
    • Icons for Vengeance Loadout Skill lines are in progress and will be implemented in a later PTS cycle.

    Werewolf
    • Werewolf Skill Style icons are still mid-Pounce flight and are missing or incorrectly display for the following:
      • Werewolf Transformation icons are missing.
      • Gnash (previously Piercing Howl) icon is still displaying an icon for the Piercing Howl version.

    Class Mastery
    • Nothing Wasted (Necromancer Class Mastery passive) can result in the stacks becoming stuck on your character in very specific conditions while still letting you generate stacks again (allowing it to bypass its stack count).

    Guild Mail – All of these issues should be resolved as of PTS 2
    • On keyboard UI, guild mail count does not update in real time when other players send/delete mail.
    • You cannot report guild mail from the mail interface on keyboard UI.
    • Rank selection when creating a Guild Mail on Gamepad currently sorts alphabetically instead of in hierarchy order.
    • The Guild Mail Permission is currently called ‘Send Guild Mail’ which is accurate but not informative of the full scope of the functionality.
      • In PTS2 you’ll see this permission renamed to ‘Manage Guild Mail’, and it will now have a tooltip that gives fuller information about what players with this permission can do.
    • There can be an issue where updating the permissions for a rank in a guild will not update relevant guild member's guild mails.

    Path to Adventure / Hero’s Return
    • We are in the process of refining these initial popups as well as ensuring that players in these personal campaigns also are able to see the Tamriel Tomes page 0.
    • In the near future, you should expect that:
      • A player will only see one ‘announce’ per session, whether it be Hero’s Return, OG Announcement Panel, or Tomes Page 0
        • This would sometimes incorrectly show when a player re-zoned.
    Edited by ZOS_Kevin on April 13, 2026 3:39PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
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    • General
      • Fixed an issue where Light Attacks could become stuck in the ability queue when there were multiple attempts to Light Attack while using an ability with a cast or channel time. This should resolve the issue where your character could become stuck in what appeared as a Heavy Attack animation when using these abilities and attempting to weave rapidly.
      • The buff from Continuous Attack no longer drops in the vicinity of the Lowland Bandit Camp.
      • Player pets have had their defensive capabilities updated to account for the ever growing power scaling updates for player abilities.
        • Pets’ 85% damage reduction against area and over time effects has been updated to also include any proc based damage. This is purely a PvP centric adjustment.
        • Updated the damage limit pets have to never take more than 33% of their Max Health in a single attack, rather than 45%.
      • Corrupting Pollen’s debuffs now sorts closest to area center, instead of targets missing most health.
      • The following effects now update per tick instead of on area enter:
        • Bahraha’s Curse’s damage
        • Budding Seed’s heal
        • Caltrops and morphs’ snare
        • Cleansing Ritual and Extended Ritual’s heal
        • Companion’s Grave Grasp
        • Energy Orb’s heal
        • Hand of Mephala’s snare
        • Healing Springs and morphs’ heal
        • Hearth and Home’s snare
        • Pestilent Host’s damage
        • Plague Slinger’s damage
        • Reconstructive Domain’s heal
        • Refreshing Path’s heal
        • Renewing Undeath’s heal
        • Revealing Flare and morphs’ reveal
        • Ring of Preservation’s heal
        • Shadow of the Red Mountain’s damage
        • Thurvokun’s damage
        • Trapping Webs and morphs’ damage
        • Winterborn’s damage
      • Fixed an issue where some bonuses that granted “damage done to monsters” were multiplicative with other damage bonuses, instead of additive. Affects the following;
        • Ansuul’s Torment: Also adjusted this set to 6% damage done to monsters, increasing to 18% for 30 seconds after interrupting, rather than 7% and increasing to 14% for 10 seconds after interrupting.
        • Bahsei’s Mania: Increased this set’s bonus to 12% max, up from 10%.
        • Empower
        • Shadow Cloak
        • Tidborn Wildstalker
        • Velothi Ur-Mage's Amulet

          [Developer Comment]
          This fix will result in the affected effects to be reduced in power when used in tandem with other percent based damage bonuses. While we've gently increased some of the affected effects, some of these remain untouched until we get more data on average value impacts (since the change in power was dependent on what other bonuses were being ran in tandem), which we can rectify during PTS or in a future update if necessary.
      • Fixed an issue where some cleanse effects did not properly interact with triggers that key off removing negative effects
    • Visual and Audio Bugfixes
      • General
        • When crouching, combat animations now play whenever your weapons are drawn instead of just when you are in combat.
        • Certain hairstyles no longer ‘float’ while you have your weapons drawn.
      • Dragonknight
        • Adjusted the effects for Dragonfire Breath and its morphs to be more performant in an effort to prevent them from being randomly culled while in use.
        • The visuals for Incinerate now correctly appear if the ability killed the target and ended combat immediately.
        • The Molten Weapons animation now cancels properly while using Dual Wield or One-Handed and Shield.
        • Third person staff animations no longer stutter when returning to idle after using Petrify or its morphs.
        • Molten Weapons visuals no longer appear during dialogue cameras with NPCs.
        • Molten Weapons effects were unintentionally remaining visible while casting other abilities.
        • The damage shield audio for Earthshield Mantle and Ferocious Leap’s Nocturnal skill style no works correctly.
        • The damage shield audio for Magma Shell now correctly play for targets other than the caster.
      • Dual Wield
        • Whirlwind and its morphs are no longer missing some visual effects, most notably when paired with certain skill styles.
        • Chaotic Whirlwind: Fixed an issue where this set’s visual effects did not properly apply to the Whirling Blades morph.
    • Class Abilities
      • Arcanist
        • Herald of the Tome
          • The Unblinking Eye
            • The Languid Eye: Decreased the stacks this Ultimate can achieve to 12 (the natural cap of 1 cast), down from 20. Introduced a cooldown to stack generation, preventing cases where multi-casting this Ultimate would allow them to generate stacks faster than the intended rate. Note that multi-casting this Ultimate is expected to have each cast inherit the highest stacks (they do not each have separate stack counters for the same caster, as none of the game's stacking effects do).

              [Developer Comment]
              While this is a nerf to the ceiling of damage, in reality the vast majority of use cases will never feel these changes. These are specific adjustments to quell some insanely high damage productions in special cases where you're able to have more than 1 Languid Eye active at a time.
    • Dragonknight
      • Ardent Flame
        • Lava Whip
          • Flame Lash: This morph no longer grants increased damage done after consuming all charges, as we have recontextualized damage into the Class Mastery system.
          • Molten Whip: This morph no longer grants increased damage done per stack, as we have recontextualized damage into the Class Mastery system.
        • Core of Flame: Fixed an issue where this ability and its morphs could cause desyncs to your resources if repeatedly cast while already active and while a cost per tick ability was active. These abilities will now begin to restore resources after a 350ms delay rather than instantly because of this fix.
          • Heart of Flame: This morph now heals you for 15% of your Max Health per tick, rather than 12-15% of your missing Health per tick. Adjusted the rank up progression to 1.1% healing done per rank (0.15495 at rank IV).
        • Searing Strike:
          • Searing Claw: Fixed an issue where this morph's rank up progression always returned as max rank, rather than properly building up to the max bonus effect.
        • Inferno: Fixed an issue where this ability and the Incinerate morphs’ damage were not considered direct damage in some cases.
          • Incinerate: Fixed an issue where the visuals for this ability failed to appear if the ability killed the target and ended combat immediately.
      • Draconic Power
        • Wing Buffet: Fixed an issue where this ability and the Fleetstep Wings morphs’ knock back and stun effects were unintentionally treated as proc events.
      • Earthen Heart
        • Earthspike Mantle
          • Shatterspike Mantle: This ability now tracks the duration of the bonus damage, rather than the damage over time effect with Combat Timers settings, to alleviate the issue where killing targets with the damage over time effect active would result in the timer to be wiped. Fixed an issue where this morph's effects did not all inherit Elf Bane's duration extension, resulting in other cases where Combat Timers could produce confusing results.
          • Superheated Ward: Updated the animation for this ability and the Volcanic Ward morph to align better with the style and language of the abilities, and to offer more variation from the damaging morph.
    • Necromancer
      • Bone Tyrant
        • Bitter Harvest: This ability and its morphs now work properly with effects that treated targets as a corpse, such as Bone Armor, Nobility in Decay, etc.
    • Warden
      • Green Balance
        • Nature’s Gift: This passive now restores 125|250 Magicka and Stamina to you when healing any target with a Green Balance ability, rather than restoring 138|277 Magicka or Stamina, whichever is higher, whenever you heal an ally with a Green Balance ability.
      • Winter’s Embrace
        • Sleet Storm
          • Northern Storm: This ultimate now grants 4% damage done per stack, up from 2%. This bonus decreases to 1% per stack while Battle Spirit is active.
        • Frozen Gate: Fixed an issue where this ability and its morphs teleport could prompt a Break Free activation, despite not being able to be canceled. This will prevent the Champion star, Slippery, from wasting itself, and should save those with gunslinger showdown DRAW! reaction times from wasting Stamina on something that provides no benefit. It will however, continue to provide Crowd Control Immunity after the pull occurs.
          [Developer Comment]
          We're targeting a very specific combination here as we've seen this mythic introduce some unhealthy power spikes with very specific builds. As we continue to balance other aspects of the game we'll come back and monitor if we need to iterate on this interaction to make it less punitive.
    • Class Mastery
      • Warden
        • Warden’s current passives are highly generic and number focused while we work on the Class Refresh experience for the class. Expect these to change in tandem with that effort when it comes!
        • Tundra’s Maw: This passive upgrades the Chilled status effect to also apply Major Brittle for 2 seconds upon application.
        • Wild Adaptation: This passive increases your Weapon and Spell Damage by 333 for each status effect your target has on them, up to a max of 1665. Note this can also apply to friendly targets!
        • Glacial Obstinance: This passive upgrades Bond with Nature to also trigger off activating Winter’s Embrace abilities, and causes the effect to grant you 15% Weapon and Spell Damage for 10 seconds if you are at full Health after the heal.
        • Green-Keeper's Hide: This passive reduces your damage taken by 3% for every status effect on your attacker, up to a maximum of 15%.
        • Nature’s Bounty: This passive upgrades rank 2 of Nature’s Gift to grant the healed target Major Heroism for 4.5 seconds and an additional 250 Magicka and Stamina.
      • Templar
        • Bastion of Light: This passive causes you to heal for 8% of your Max Health every second that Sacred Ground is active. If you are at full Health after the heal, you generate 2 Ultimate while in combat. Sacred Ground will also be able to activate while you are inside the area of your Nova or Spear Shards, or while Radial Sweep or Solar Barrage are active.
        • Devout Guardian: This passive causes you to gain a Damage Shield for 6 seconds, up to once every 6 seconds, while Sacred Ground is active. The shield absorbs up to 20% of your Max Health and grants 300 Health, Magicka, and Stamina Recovery while active. If the shield breaks, you gain 10 Ultimate.
        • Bright Harbinger: This passive upgrades rank 2 of Illuminate to grant the affected group members 300 Weapon and Spell Damage, increasing to 600 for you.
        • Judgment’s Brand: This passive upgrades rank 2 of Burning Light to increase your damage done with Templar abilities by 1250 (625 against players) for 3.1 seconds after activating.
        • Steadfast Candescence: This passive increases the amount of damage you can block by 20% while stationary and causes you to gain Sacred Ground while Bracing.
      • Sorcerer
        • Conservation of Energy: This passive upgrades rank 2 of Blood Magic to also activate off any ability with a cost, excluding cost per tick abilities, and to also restore 2% Magicka and Stamina upon activation.
        • Font of Power: This passive upgrades rank 2 of Exploitation to also activate off any Sorcerer ability, and to grant you 1% Weapon and Spell Damage for every 1750 Max Magicka or Stamina you have, whichever is higher, for 10 seconds.
        • Static Reverberation: This harkens to an ancient passive (Implosion). This passive causes your damaging attacks to have a 1% chance for every 1% missing Health the target has, to trigger an additional hit of Shock Damage (31.5% of the higher of your Weapon or Spell Damage), up to once every 200ms.
          • This chance is further reduced for every permanent pet you have active. The calculation is % chance (based on 1% for each missing Health) divided by 1 + the number of permanent pets you have active.
            • 1 pet = 1% chance for every 2% missing Health.
            • 2 pets = 1% chance for every 3% missing Health...
        • Calculated Defense: This passive causes you to gain a damage shield that absorbs 30% of your Max Health for .5 seconds anytime you begin to activate a Sorcerer ability or an ability with a cast time. If the shield fails to break, you grant you and your group members 3% Weapon and Spell Damage for 20 seconds.
        • Sphere of Influence: This passive causes your damage shield abilities to grant an additional damage shield to the target for 3 seconds that absorbs up to 15% of their Max Health as damage, scaling with 25% of the higher of your Max Magicka or Health. Targets also gain 150 Health, Magicka, and Stamina Recovery for 4 seconds.
      • Nightblade
        • Nocturnal Inspiration: This passive upgrades rank 2 of Hemorrhage to have a chance equal to your Weapon Critical chance to grant you 2 Ultimate, up to once every 3 seconds.
        • An Eye for Exploitation: This passive increases your Weapon and Spell Damage by up to 1250 and reduces your damage taken by up to 12%, both based on your target’s missing Health.
          • Note this works for any effects that scale with Weapon and Spell Damage, meaning it can increase damage against low health enemies, increase healing against low health allies (including yourself), and reduces damage taken from low health enemies.
        • Above and Beyond: This passive increases your Critical Damage and Healing by 15% (7% against players). It also increases your maximum potential Critical Damage and Healing by 25%, meaning it adds to the normal cap of 125%, bringing it to 150%.
        • Evasive Trance: This passive causes you to dodge incoming attacks for 1/3rd of a second when activating a Nightblade ability while Bracing. Dodging any attack through any means causes your attacker to take 5% increased damage for 5 seconds.
        • Share the Spoils: This passive upgrades rank 2 of Transfer to double the ultimate you gain from it (4, up from 2) while also granting the nearest 4 group members 250 Magicka and Stamina and 1 Ultimate upon activating.
      • Necromancer
        • Nothing Wasted: This passive upgrades rank 2 of Corpse Consumption to also grant a stack of Nothing Wasted for 12 seconds every time you consume a corpse, up to 10 stacks max. Nothing Wasted increases your Max Health and Weapon and Spell Damage by 2% per stack. If the stacks reach their full duration, they instead lose 3 stacks and refresh, rather than losing all stacks.
        • Malevolent Promise: This passive upgrades rank 2 of Corpse Consumption to mark the closest non-player enemy to you with death’s touch for 6 seconds whenever you consume a corpse, which allows you to use a corpse consuming ability against them. This can occur once every 2 seconds. Consuming or replacing this effect triggers rank 2 of Death Gleaning.
        • Cycle Unending: This passive upgrades rank 2 of Reusable Parts to also grant Lord of the Cycle for 25 seconds, increasing your damage done by 1% for every 1% more current Health percent you have compared to your enemy. This bonus caps at 25% (12% against players).
          • If you have 75% current Health, and your enemy has 50%, you would gain 25% damage against them (12% if they are a player).
        • Pound of Flesh: This passive grants you a 1% chance when taking damage to restore 10% Health and 5% of your missing Stamina, up to once every second. This chance increases by 1% for every 1% missing Health you have.
          • If you have 50% Health, you’d have a 51% chance to activate this passive when taking damage.
        • At the Precipice: This passive activates when directly healing a target below 50% Health, which allows you to use a corpse consuming ability against them within 10 seconds. Consuming or replacing this effect grants the target 2 Ultimate. This effect can occur once every second.
      • Dragonknight
        • Inexorable Descent: This passive upgrades Landslide to also grant 1% potency to damage and healing done, and damage shield strength per stack.
          • “Potency to” means this bonus applies to the base calculation of these events, causing it to become multiplicative with other bonuses.
        • Booming Voice: This passive upgrades rank 2 of The Storm Voice to also grant 1 Health, Magicka, and Stamina per ultimate spent for 10 seconds.
        • Wildfire Embers: This passive upgrades your Dragonknight damage over time effects that apply to enemies (Searing Strike, Dragonfire Breath, Burning Talons, Shatterspike Mantle) to apply a unique 12 second damage over time effect on enemies whenever the triggering abilities end. This damage effect stacks up to 12 times, increasing by 25% damage per stack past 1 (up to 275%)
          • “End” in this case means naturally expiring, being recast early, or being cleansed.
          • Base damage is 10.5% of your Weapon or Spell Damage and 1% of your Max Magicka or Stamina per tick.
        • Resolute Defense: This passive increases the amount of damage you can block by 6% every second you remain Bracing, up to 30%. Blocking has a 20% chance to restore 500 Stamina, up to once every 250ms.
        • Lead From the Front: This passive upgrades rank 2 of The Storm Voice to also apply Major Berserk and Protection for 1 second per 15 Ultimate spent to you and group members within 28m of you.
      • Arcanist
        • Abyssal Emergence: This passive upgrades your Arcanist Ultimates to immediately generate 3 Crux upon activation, while also granting 666 Weapon and Spell Damage for 15 seconds after activating.
        • Fate Realigned: This passive upgrades rank 2 of Implacable Outcome to also generate 3 Crux upon activation, and to grant 300 Weapon and Spell Damage for 25 seconds, up to once every 15 seconds.
        • Unbound Potential: This passive upgrades rank 2 of Fated Fortune to also increase your damage done by 30% (15% against players) for 7 seconds.
        • Erudite’s Rigor: This passive upgrades Fatewoven Armor to also grant 1 Ultimate and 300 Magicka and Stamina when you take damage, increasing by 100 Magicka and Stamina per Crux you have, up to once every 2 seconds.
        • Ink Scribe’s Verve: This passive enables you to generate a Crux when you heal or overheal a total of 750000 Health while in combat.
    • World
      • Werewolf
        • The Werewolf experience has been updated alongside the Combat Refresh initiative, updating almost all of its combat effects in some capacity. At its core, we’ve made sweeping changes that should align towards making the transformation more fluid, easier to sustain and manage, with more overall potential build craft and support.
        • Added a new “Prowl” mechanic, which replaces Crouch while transformed. Prowl costs 5130 Stamina to activate, and grants 6 seconds of 66% reduced aggression radius (enemies will require you to be closer to them before they notice you and attack) and Stealth Detection (this is equal to the same strength as a detection potion). There is a 3 second cooldown on activating Prowl to prevent excessive Stamina loss.
          • Prowl does not have a unique animation, but instead overrides your character posture to begin to sniff around it. This will blend out while attacking.
        • Added a “Slaughter” mechanic, which is a new synergy that becomes active against targets that you would normally be able to use Blade of Woe or Vampire Feed against. You’ll have to experiment to see for yourself what it all entails, but it is largely meant as a fun-first experience, rather than an in combat decision making tool. It is quite potent in the higher difficulties of challenge mode however!
        • Werewolf Transformation:
          • This Ultimate and its morphs have been largely reworked in regards to how they function to cast and manage. These Ultimates now only require 100 Ultimate to activate but will continue to drain 100 Ultimate every 10 seconds while they are active. Failing to have 100 Ultimate when the cost per tick occurs will forcibly de-transform you. The cost to maintain transformation is now completely disabled outside of combat, to help mitigate the need to constantly engage in combat. Ultimate generation is no longer disabled while transformed, making it the primary method of sustaining your form.
          • Completely rescripted the backend of the transformation, resulting in all Werewolf effects and passives to only apply while Transformed and a college dissertation level of data structuring changes, rather than applying permanently and constantly checking if you’re in Werewolf form. This should have no observable changes in behavior (unless called out otherwise in further sections), and is largely non-player facing and only aims at helping cut down on combat calculations for Werewolf characters (we saved 15 whole effects, which is a new record). However, if you experience issues where you lose access to passives or other effects while in Werewolf form, please let us know!
          • Transforming into a Werewolf no longer increases your Maximum Stamina by 30%. Instead, all Werewolf abilities that scale with Stamina or Magicka will now be 30% more dense in their scaling, allowing for similar levels of combat power as before, without the added bonus of having a deeper resource pool.
          • Reduced the Poison damage taken while transformed to 10%, down from 25%.
          • Werewolf Stamina costing abilities (aside from the core combat mechanics such as Block, Bash, Dodge, or Prowl) now cost 1/3rd of their ability category counterpart, rather than costing 25% more. This was done to help open more potential build opportunities for non-Stamina damage dealers to utilize Werewolf, while also adding to the sensation that this Ultimate is a transformation that makes you more powerful in some capacity. The cost is now almost exclusively on maintaining the form, rather than the form and your normal resources – helping simplify its combat loop and letting you focus while the beast is unleashed.
          • Werewolf combat actions no longer see a 15% damage increase in their scaling. We’ll cover this more in each ability, but fear not, Werewolves are stronger than they were before in most cases with some other adjustments.
          • The unique bar that activates while in Werewolf form has been reworked to house a new mechanic, called “Fury”. Fury is a unique resource that generates from activating Werewolf abilities while in combat. It stores up to 1000, and each ability activated grants 15 at base. Fury does not decay, but leaving Werewolf form will result in losing all built-up Fury. Morphs and passives both can expedite the amount of Fury generated or can even add more forms of generating it. While you have 1000 Fury, your Ultimate ability will be replaced with “Rampage.” Activating Rampage drains all Fury and grants you a 20 second window of increased power, increasing your Movement Speed by 20%, damage done by 15%, and removes the cost of all Werewolf abilities, including the Transformation. Activating Rampage will temporarily disable your ability to activate the Werewolf Transformation again, to create the sensation of loss of control to this inner beast, as well as making it harder to accidentally activate and immediately lose the effect if you input the button multiple times and de-transform.
          • Werewolf Light Attacks no longer have their base damage capped at 4813 like other Light Attacks, in efforts to help add more potential damage while transformed.
            • Werewolf Berserker: This morph now grants Major Berserk while transformed. Updated the Bleed from this morph to apply on Light and Heavy Attacks, rather than only Light Attacks. The Bleed now appears to stack up to 5 times in total and upon reaching 5 stacks, the 1 second delay will be removed, allowing you to deal much more consistent damage while sticking to a target. Stacks do not augment damage or duration. The Bleed no longer fails to reapply if it is already active, meaning the first few Light Attacks will result in a damage decrease, while drastically increasing beyond. Reduced the duration of the Bleed to 3 seconds, down from 4. Reduced the damage scaling by ~35.5% on the Weapon and Spell Damage and ~16% for the Magicka and Stamina. Heavy Attacks in this form no longer create an area of effect in a cone around the target. This morph now also improves Devour, which will be explained in the passive section.
            • Pack Leader: This morph now increases the amount of damage you can block by 30% and grants Major Protection while transformed, rather than a unique 10% damage reduction. It continues to spawn 2 direwolves and grants you and nearby group members Minor Courage. This morph also improves Rampage to Enduring Rampage, which adds 4000 Health recovery to the base effects.
              • Adjusted the attack speed of the direwolves to happen at a more consistent pace, rather than going in between erratically fast and slow attacks. Fixed an issue where the damage of the direwolves did not dynamically scale with your offensive stats. Fixed an issue where the damage done was missing rank up progression built in, resulting in a 3.3% damage increase. Added some minor variance to their attacks so they do not perfectly attack in unison, making them feel less like a hive mind entity and more like wolves fighting in a pack.
            [Developer Comment]
            There's a lot to unpack here so we'll start with our overall intentions and design philosophies. Our goals for the Werewolf refresh are relatively simple: improve the user flow of entering, sustaining, and playing as a Werewolf, while updating it to something that has more build potential. The experience is meant to be different from other combat options, while still being familiar enough to approach and play.

            Originally, the form introduced many stipulations that acted as overrides to rules, while the updated form should instead feel like augments to the rules. Rather than overriding your Ultimate and disabling that mechanic completely while introducing a new one - it now hooks into the existing Ultimate loop while also gaining access to an Ultimate-level ability while transformed. Additionally, there are many more added effects that help reduce the high demand and stress of sustaining Werewolf, such as the out of combat cost removal, the new Rampage effect, and a few other hidden effects we've added for you to find (is anyone hungry?).

            All these changes hopefully culminate into a more liberating transformation, rather than a limiting one. To improve the build diversity side of things, we're also looking at a few core interactions to see where the existing limits were created.

            Originally, Werewolf was incredibly Stamina focused, as abilities costed an exorbitant amount of Stamina and the transformation granted a unique bonus only to Stamina. Despite their abilities mostly dynamically scaling, this created a lopsided experience that made playing as a Stamina build vastly superior, which made the transformation even less accessible for build types. We've shifted away from both of these stipulations by significantly reducing the Stamina drain of active Werewolf abilities (the focus is now on sustaining the form, rather than the form AND abilities) and instead baking the power of that massive Stamina increase into the stat scaling of their abilities - meaning both Magicka and Stamina are effectively increased by their original amounts, without the added effects of actually adjusting your character stats.

            We've also looked at morph engagement and tried to improve the split between the two dominant build focuses: full on aggression builds, and bruisers – more "chonky", survivable, damage dealers. Morphs now have more stark differences between what they do for the most part, either granting more outright damage production, adding utility or survivability upgrades, or adding more mechanical complexity to their base abilities.

            Our other focus for the Werewolf refresh was the combat flow of what it means to play as a Werewolf. The Werewolf's ability bar override removes the access to bar swap – which introduces a more digestible, but ultimately, simpler combat flow. This is often seen as a positive and a negative, and we've looked at what these abilities closely to try and retain the good parts of that simplicity while also working on trying to flesh out a bit more depth to improve the negative aspects.

            At its core, the Werewolf experience is still pretty straight forward; being a big, brutal, bad ass. Jumping into the fight, prioritizing speed and aggression, and chasing your prey with relentless attacks are all still here. However, we've re-evaluated some of our original stipulations to these abilities to try and make them a bit more user friendly, while also trying to ensure each button press has more than 1 context in which you'd want to use it. In some cases, such as Pounce, that means completely dividing the ability to 2 separate states: when targeting far away enemies it swaps to the gap closer ability, and when targeting enemies in melee range it becomes the melee damage over time ability – both the same abilities as before, but with a more dynamic experience that gives you what you need in the context of the moment.

            Other abilities, such as Roar, now have multiple outcomes that cover a larger array of effects to offer more utility and reasons to press the button. Roar continues to operate as your primary crowd control, while also being a support function by housing the Feeding Frenzy synergy, and still having solo play application by granting you Blood Hunger, an effect that amplifies some of your other Werewolf abilities. These updates should all help improve your overall combat effectiveness, while adding some additional nuance and mastery to the experience.
    • Pounce and Carnage: These abilities and their morphs now dynamically update themselves based on your distance from your target, rather than requiring you to activate Pounce and then locking you into activating Carnage for 5 seconds after. Pounce is only available when you are greater than 7 meters to a target, while Carnage takes over when you are 7 meters or closer to a target. Note that this will result in only Carnage displaying on your hot bar when you hover over it outside of the skill system, as you are the context of the target. Your skill book will always display Pounce. Reduced the cost of Pounce and its morphs to 1071, down from 4016. Adjusted the damage of Pounce to .63 Weapon or Spell Damage and .078 Magicka or Stamina, rather than .7875 and .075. Reduced the cost of Carnage and its morphs to 995, down from 2008. Adjusted the damage per tick to 0.095455 Weapon or Spell Damage and .0118182 Magicka or Stamina, rather than .098438 and .009375. Increased the base duration to 12 seconds, up from 10.
      • Brutal Pounce and Carnage: Increased the radius of these abilities to 7 meters, up from 5. Brutal Carnage’s damage over time now stacks up to 3 times, increasing by 10 seconds per stack, rather than granting stacking Weapon and Spell Damage when hitting enemies.
      • Feral Pounce and Carnage: This morph now grants 200 Stamina each time either portion of the ability deals damage, rather than granting 100 Stamina and 1 second of Werewolf timer. Whenever either version of this morph deals damage, it will also trigger Fury generation (in addition to the Fury generated for activating it), up to once every 4 seconds. This allows Feral Pounce to generate it twice per cast, and Feral Carnage to generate Fury up to 3 times over its duration.

        [Developer Comment]
        We're making this ability and its 2 forms significantly more straight forward to use by having them automatically update to the effect you need in the moment. When you need to close the distance, the Pounce variant of the ability will take over and allow you to leap to your enemy, while the Carnage variant will be available when you're within melee range of your foe. We're also slightly adjusting the morph differences to be less about raw damage versus utility and going into two forms of utility, both of which have the potential for damage. Brutal Pounce and Carnage remain better for area of effect damage and Carnage saves on global cooldowns, letting you experience a more simplified rotation (especially helpful if you plan on using one of the reworked morphs of Rending Claws), while Feral Pounce aids in Stamina management through block and helps you activate Rampage more frequently, which grants a large damage steroid.
    • Hircine’s Bounty: Reduced the healing of this ability by 8%. Reduced the cost of this ability and its morphs to 4320, down from 5737. This ability and Hircine’s Rage now restore 10% of your Max Stamina, increasing by 1% for every 1% current Health you have (up to a maximum of 20% Stamina) after the heal, rather than granting 2700-3000 Stamina if you were at full Health before the healing went off.
      • Hircine’s Fortitude: Reduced the healing of this morph by ~19%. This morph now increases the Stamina restored to 12% of your Max Stamina at base, increasing by 1% for every 1% current Health you have (up to 24% Max Stamina). This morph now adds Major Vitality while slotted, rather than granting Minor Fortitude and Endurance for 20 seconds after activating.
      • Hircine’s Rage: This morph now heals based on your Offensive stats, rather than Max Health. The healing is ~17% weaker than a traditional burst heal such as Rushed Ceremony. This morph now increases your damage done and taken for 12-15 seconds by up to 12%, based on how high your current Health percent is, rather than applying Major Berserk and increasing your damage taken by 10-7% for 10 seconds if you were at full Health while casting. This morph also generates double Fury on activation and adds Minor Berserk while slotted.

        [Developer Comment]
        We're toning down how much raw healing this ability and its morphs can do while simultaneously adding more purpose to the button press for resource management for tanks or in PvP encounters. Now rather than being a binary heal vs restore, it will grant both, and will reward you in similar situations - granting more resources while at higher Health. Hircine's Fortitude sees a decrease in the initial healing, but gains the potential to be healed significantly more while in groups or using other effects and morphs, helping out the tankier paths, while Hircine's Rage continues to focus on the offensive nature but with a healthier balance as both the bonuses and the punishments degrade as you weaken while also healing more effectively for damage dealers.
    • Roar: This ability and its morphs now have a 350ms cast time before they apply their effects to help better line up their animations to their outcomes, fixing issues where you would be feared before even seeing an animation. Increased the radius to 10 meters, up from 7. Reduced the cost to 1071, down from 4303. This ability and its morphs now apply a stack of Blood Hunger for 30 seconds, stacking up to 4 times. Blood Hunger empowers Gnash (previously Piercing Howl) and Claw Fury (previously Claws of Anguish) to deal additional damage. These abilities no longer apply Terrified (this is effectively an easier to use form of that mechanic, with more interplay within their kit). This ability and its morphs are now home of the Feeding Frenzy synergy, rather than being placed on the Howl of Despair morph. Feeding Frenzy is granted to up to 12 nearby allies for 10 seconds within the radius of your Roar. Feeding Frenzy now lasts for 30 seconds, up from 20, and increases damage done by 6% instead of granting Empower (the synergy continues to grant Minor Force as well).
      • Deafening Roar: This morph now applies Major Maim and Cowardice to enemies hit for 12-15 seconds, rather than Major Breach and Minor Maim for 7-10 seconds. The passive slot for this morph now grants Major Evasion and Minor Protection, rather than Major Protection (as this was moved to Pack Leader). Purchasing this morph will automatically upgrade your Gnash and morphs (the rework of Piercing Howl) to also taunt the enemy if the ability was cast while Bracing, making taunting more deliberate and less dangerous compared to the previous slot passive of Heavy Attacking to taunt.
      • Ferocious Roar: This morph now also applies Major Courage to you and 11 nearby allies for 20 seconds, allows you to use your own synergy, and grants 2 stacks of Blood Hunger on cast, rather than increasing the speed of your Heavy Attacks by 33%.

        [Developer Comment]
        We're making Roar and its morphs the home of the Feeding Frenzy synergy in efforts to make the effect more easily accessible, while also adding a little incentive to bringing the pack to groups with the unique damage bonus. Additionally, we're improving the Terrified mechanic into Blood Hunger, which can now stack for multiple uses, helping reward a more diverse rotation in PvE and PvP, while also being easier to use at a baseline. Blood Hunger isn't completely exclusive to Roar either, as the effect can now be referenced by other morphs, for those who are looking to sink their teeth into more complicated rotations. This should help keep the Werewolf experience simpler, but with some added forms of mastery for those who find themselves hungering for more.
    • Piercing Howl -> Gnash: This ability and its morphs have been completely reworked into a melee (7m) driven double bite attack, rather than a 10m projectile howl attack. The ability now scales with .525 of your Weapon or Spell Damage and .065 of your Magicka or Stamina twice, rather than a singular 1.3125 and .125 scaling attack. The initial hit deals Physical Damage, while the second hit deals Bleed Damage. Both attacks have a 10% chance of applying their respective status effects. The second hit happens after .4s (no cast time, so it can be animation canceled with no loss) and deals 200% bonus damage to targets under 25% Health. If 1 or more stacks of Blood Hunger are active, the initial hit deals 25% bonus damage and 1 stack is consumed. Reduced the cost of this ability and its morphs to 765, down from 2869.
      • Howl of Agony -> Bloody Gnash: This morph now adds a 50% chance when benefiting from Blood Hunger to not consume a stack. This morph also upgrades the 2nd hit to always apply the Hemorrhaging status effect. This morph no longer increases damage done against Off Balance targets or reduces in cost as it ranks up.
      • Howl of Despair -> Rip and Tear: This morph upgrades the 1st hit to always apply the Sundered status effect, as well as inflicting Major Breach to the target for 12-15 seconds. The second hit heals you for .271163 of your Max Health (and ranks up by 1.1% per rank) if it hits. Blood Hunger’s 25% increase applies to both the base hit and the healing effect for this morph. This morph no longer grants access to Feeding Frenzy, as it has been moved to Roar.

        [Developer Comment]
        Werewolves have finally learned to put their jaws to use with this new spammable, rending flesh from their foes with a much more brutal two part attack – gone are the days of angrily yelling your opponents to death. Gnash operates as both your standard fare single target spammable and an execute both in one, helping make up for the Werewolf’s bar space deficit while leaning into their fantasy of masters of the hunt. A hunter who cannot finish off their prey often returns empty handed after all. This helps Werewolves become significantly more terrifying to low health foes, while giving them reason to stick closer to their enemies and make use of their speed boosts in melee range. The morphs once again split with more diversity, granting two utility driven effects that can both lead to more damage, but with more of an option between damage or survivability. The previous iteration of "terrified" has also been reworked to Blood Hunger, which has slightly more interaction across their kit, while also being easier to use.
    • Infectious Claws -> Rending Claws: This ability and the Claws of Life morph have been adjusted to deal Physical Damage on their initial hit and Bleed Damage for their over time effect, rather than dealing Disease Damage on both hits. Reduced the initial hit’s Weapon and Spell Damage scaling by 20%, and increased its Magicka and Stamina scaling by 4%. The damage over time now lasts for 10 seconds, down from 20. Increase the Weapon and Spell Damage scaling by ~92% and the Magicka and Stamina scaling by ~150%. This ability and its morphs now have a target cap of 6, rather than hitting all enemies. The initial hit now has a 15% chance of applying Sundered and the damage over time has a 5% chance of applying Hemorrhaging, rather than the initial hit applying Diseased and the damage over time having a 1%.
      • Claws of Anguish -> Claw Fury: This morph has been reworked into a channeled attack that deals direct Physical Damage over 4.8 seconds, hitting up to 6 enemies closest to you in a 7m cone with a 90 degree arc up to 13 times. Claw Fury generates Fury and a stack of Blood Hunger, up to once every second while dealing damage with the ability. Claw Fury scales with 0.488093 Weapon or Spell Damage and 0.060431 Magicka or Stamina per tick, and increases by 25% for each stack of Blood Hunger you have. When Claw Fury ends in any capacity, all stacks of Blood Hunger are removed.
      • Claws of Life -> Bloodclaws: This morph now heals for 40% of the initial hit damage done, rather than not healing at all on the initial hit. The damage over time now heals you for ~6.2% of your Max Health when damaging an enemy, rather than healing you for 66% of the damage done. Adjusted the rank up progression to 1.1% for the initial hit and 1.1% healing done for the healing from the damage over time.

        [Developer Comment]
        We're generically buffing this skill to now be a full power area effect attack and damage over time effect, rather than reducing the damage of the area effect from the damage over time. As such we're gently peeling back some of the cleave damage of the initial hit, while greatly increasing the damage over time potential in all capacities, so this ability feels more like 2 separate abilities, rather than 1 blended ability.
        Werewolves have finally also washed their damn hands, moving them away from Disease damage in the kit, instead focusing in on Physical and Bleed to help make a more savage and brutal experience. Additionally, we're splitting the morph diversity to either add more healing for both damage and bruiser builds and a rework morph that functions similarly to something like Engulfing Dragonfire, helping Werewolves who'd rather focus on cleaving foes down. Claw Fury is slightly weaker than the traditional Gnash focused build in single target, but comes out ahead in encounters with multiple enemies packed together.
    • Devour -> Insatiable Hunger: This synergy now has a minor grace period for movement, allowing you to move slightly before and after activating it without causing the cast to be interrupted. Note that this grace period is NOT the same as the resurrection ability update that lets you move while casting it, and instead exists to give a small amount of time to let your momentum end if you cast it while moving. Increased the healing per tick to 20% of your Max Health, up from 8% (resulting in a 100% Heal over the total duration, up from 40%, or a 150% increase). Each tick now grants 15 Ultimate, rather than 3 seconds of Werewolf timer. Activating this synergy will disable the cost to maintain Werewolf Transformation for 12 seconds, rather than disabling the cost of maintaining only while channeling it. This passive will also trigger Fury generation each tick if you are a Werewolf Berserker, even if you are outside of combat.
    • Pursuit -> Master of the Chase: This passive’s bonus to Heavy Attack resource restore now only occurs at rank 2, as it is largely irrelevant for most play styles after the cost reduction changes and cuts down on performance.
    • Blood Rage: This passive now increases the amount of Fury you generate by 5|10 per source, rather than adding 3|5 seconds to your Werewolf timer when dealing damaging, up to once every 6 seconds.
    • Bloodmoon -> Shadow of the Bloodmoon: Just a simple name change that updates the name away from implying the actual Bloodmoon is happening every week.
    • Savage Strength -> Feral Cruelty: Increased the amount of Weapon and Spell Damage granted from this passive to 16|33%, up from 9|18%.
    • Call of the Pack -> Call of the Hunt: This passive now works by reducing the Ultimate cost of maintaining Werewolf form, rather than reducing the timer drained every second. The percentages are the same as before and works identically.

      [Developer Comment]
      This might be a place we iterate based on feedback, as we understand that this passive is vital to allowing Werewolves to indefinitely sustain their forms, but requires utilizing the Pack Leader morph or playing with up to 3 other Werewolves (or playing with a Pack Leader) to really gain effectiveness from. We’re cautiously optimistic that the other sweeping changes to Werewolf form sustain will be enough to keep the core experience a case where sustaining form is something you feel spurred to do, but with far more grace than before, so let us know your thoughts.

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    • Scripts
      • Class Mastery: These scripts have been renamed to Class Flourish to avoid confusion with the Class Mastery system (they do not require you to have Class Mastery active).
        • Warden: This script now causes charmed enemies to walk to the center of the area, rather than to follow the caster. This was done in an effort to try and mitigate the frequency this charm could force enemies through terrain.
    • Updated the back end scripting of Shield Throw's Knock Back signature combination, in efforts to help mitigate the experiencing of desyncs during high latency conditions.

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    • New Item Sets
      • The Prowler's Talisman
        • The Prowler's Talisman is a new kind of mythic that is available to everyone.
        • It is not found in antiquities. Rather, you can acquire it by going through the new Thieves Guild storyline.
        • It can be equipped at any level, and its power increases as you complete associated content.
        • The stats listed here are for the baseline Talisman.
          • While Battle Spirit is inactive, bracing while crouching turns you invisible for 10 seconds. This can occur once every 45 seconds.
          • Increase your chances of successfully Pickpocketing by 5%.
          • On dealing Critical Damage, increase your Max Magicka and Max Stamina for 10 seconds, up to 1900 at 10 stacks.
          • On dealing non-Critical Damage, increase your Health, Magicka, and Stamina Recovery for 10 seconds, up to 160 at 10 stacks.
          • Either effect can occur up to once every 1 second.
    • Current Item Sets
      • Class Sets
        • Aerie's Cry: This set now increases your damage done by 10%, rather than only damage done with Animal Companion skills by 10%.
        • Aetheric Lancer: Updated the damage proc from this set to be considered a class ability. This should help the set scale with a few more interactions, namely a few Templar specific ones. The Weapon and Spell Damage from this set now persists for 10 seconds, up from 6, to help improve its uptime in actual combat.
        • Beacon of Oblivion: Adjusted the damage and healing bonuses while no permanent pets are active and Battle Spirit is active to 7%, up from 5%.
        • Monolith of Storms: Increased the damage of this set by ~37.5%. This set now grants 200 Weapon and Spell Damage for every Monolith active.
        • Pyrebrand: Updated this set to interact with Wildfire Embers (a new Class Mastery for DK), rather than being based off generic damage over time effects. Decreased the damage of the damage over time proc by ~31.4%. Decreased the damage of the area effect proc by ~26.1%. Heavy Attacking now removes up to 3 stacks of Wildfire Embers or your Pyrebrand, rather than up to 3 damage over time effects. Adjusted the bonus damage effect to 25% per Wildfire Embers stack (up to 300% at max), rather than 20% per damage over time effect, up to 60%.
        • Soulcleaver: Adjusted this set's 3 piece bonus to Critical Chance, rather than Max Magicka. This set's 5 piece bonus now increases the damage and healing and reduces the cost of Siphoning abilities by 15%, down from 21%. Draining Ultimate from this set now increases your damage done by up to 12% based on how high your current Health is, for 12 seconds.
        • Spattering Disjunction: This set now also increases damage done with status effects by 40% while worn and generates a Crux when the set activates.
        • Wrathsun: This set now stacks up to 30 times, down from 40, making it easier to reach the maximum potency sooner. Increased the Magicka Recovery per stack to 21, up from 12, helping offset the penalty of this set over the course of a fight while retaining the highs and lows of the sustain draw. Wrathsun at maximum stacks now increases the damage done of Templar skill line abilities by 25% (10% against players), rather than the damage scaling of Dawn's Wrath abilities by 25%.
      • Dungeon Sets
        • Jorvuld’s Guidance: This set’s bonus duration is now properly reflected in tooltips.
        • Savage Werewolf: Adjusted this set's 2 piece to Critical Chance rather than Max Stamina and 4 piece to Weapon and Spell Damage rather than Stamina Recovery. This set's 5 piece now also grants 6% damage done while in Werewolf form.
      • Mythic Items
        • Cryptcanon’s Vestments: This set did now properly disables slot passives of Ultimates it override.
        • Shattered Path Signet: This set's bonus damage done effect with status effects is now reduced based on the number of permanent pets you have. The value is divided by 1 + the number of permanent pets you have; so at 1 pet it would be halved, at 2 pets it would be reduced to 1/3rd, and so on. This is additive with the player target reduction as well.

          [Developer Comment]
          We're toning down how strong this mythic can be in ultra niche cases by targeting the relative problem space; pet builds, and especially ones that utilize Feral Guardian.
    • Overland Sets
      • Hide of the Werewolf: This set now grants triple Ultimate generation (18) while in Werewolf form, rather than 6.
    • PvP Sets
      • The following sets have received changes to their non "keystone" bonuses (meaning their single stat lines like 2-4 piece bonuses) to better align with what their keystone bonuses are, as well as to improve on overall hybridization where it fits.
        • Affliction
          • 3 pieces: Weapon and Spell Damage, rather than Stamina.
          • 4 pieces: Offensive Penetration, rather than Stamina Recovery.
        • Blunted Blades
          • 3 pieces: Critical Resistance, rather than Max Stamina.
        • Coup De Grace
          • 3 pieces: Offensive Penetration, rather than Stamina Recovery.
        • Crest of Cyrodiil
          • 2 pieces: Critical Resistance, rather than Stamina Recovery.
        • Dark Convergence
          • 2 pieces: Weapon and Spell Damage, rather than Max Magicka.
        • Elfbane
          • 2 pieces: Critical Chance, rather than Max Magicka.
          • 5 pieces: Updated tooltip to include Dragonknight Standard.
        • Farstrider:
          • 3 pieces: Critical Resistance, rather than Max Stamina.
        • Galerion's Revenge
          • 3 pieces: Critical Resistance, rather than Magicka Recovery.
        • Hew and Sunder
          • 2 pieces: Weapon and Spell Damage, rather than Max Stamina.
          • 3 pieces: Offensive Penetration, rather than Max Stamina .
        • Impregnable Armor
          • 2-4 pieces: Critical Resistance, rather than Max Health, Magicka, and Stamina.
          • 5 pieces: Reduced the bonus to 986 Critical Resistance, down from 1650, to account for the raw Critical Resistance increase
        • Indomitable Fury
          • 2 pieces and 3 pieces: Critical Resistance, rather than Max Magicka.
        • Knight Slayer
          • 2 pieces Critical Resistance, rather than Max Magicka.
        • Leki's Focus
          • 3 pieces and 4 pieces: Critical Resistance, rather than Max Stamina and Stamina Recovery respectively.
        • Light of Cyrodiil
          • 3 pieces: Critical Chance, rather than Max Magicka.
          • 4 pieces: Weapon and Spell Damage, rather than Max Magicka.
          • 5 pieces: Bonus now reduces the cost of any Health, Magicka, or Stamina ability, rather than only Magicka abilities.
        • The Morang Tong
          • 3 pieces: Critical Chance, rather than Max Stamina.
        • Phoenix
          • 2 pieces: Weapon and Spell Damage, rather than Max Magicka.
          • 3 pieces: Critical Resistance, rather than Magicka Recovery.
        • Rallying Cry
          • 3 pieces: Critical Resistance, rather than Max Magicka.
          • 4 pieces: Weapon and Spell Damage, rather than Critical Chance.
          • 5 pieces: Critical Resistance now begins at 986 and loses 50 per target affected, rather than starting at 1650 and losing 83 per target affected.
        • Robes of Transmutation
          • 2 pieces: Critical Resistance, rather than Max Magicka
          • 3 pieces: Healing Done, rather than Magicka Recovery.
          • 5 pieces: 1363 Critical Resistance for 4 seconds on activation, down from 1400 for 5 seconds.
        • Sentry
          • 2 pieces: Critical Resistance, rather than Max Stamina.
        • Shared Pain
          • 2 pieces: Critical Resistance, rather than Max Stamina.
          • 3 pieces Weapon and Spell Damage, rather than Max Stamina.
        • Shield Breaker
          • 2 pieces: Critical Chance, rather than Max Stamina.
          • 3 pieces: Offensive Penetration, rather than Stamina Recovery.
        • Siegemaster's Focus
          • 2 pieces: Critical Resistance, rather than Max Stamina.
        • Spell Strategist
          • 2 pieces Weapon and Spell Damage, rather than Max Magicka.
        • Tracker's Lash
          • 3 pieces: Offensive Penetration, rather than Max Magicka.
        • Vicecannon of Venom
          • 2 pieces: Weapon and Spell Damage, rather than Max Stamina.
          • 4 pieces: Critical Chance, rather than Stamina Recovery.
        • Vicious Death
          • 3 pieces: Weapon and Spell Damage, rather than Max Magicka.
        • Warrior's Fury
          • 3 pieces: Weapon and Spell Damage, rather than Max Stamina.
        • Wizard's Riposte
          • 4 pieces: Critical Resistance, rather than Magicka Recovery.
      • Enervating Aura: This set now also applies Minor Enervation to enemies hit, to live up to its namesake.

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    • Companion Abilities & Passives
      • Cunning (Ember): The Critical Chance from this passive now correctly works
    Edited by ZOS_GinaBruno on April 14, 2026 5:25PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
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    • The Most Complicated Machine: Revised the mechanics of retrieving Bolin's black soul gem so that you no longer need to loot it from the body, but instead take it from the nearby charging station on the appropriate step. This was done to rectify rare cases where, if you immediately looted the corpse in the split second it takes to transition quest steps between "Kill Bolin" and "Get the Soul Gem," you could block yourself from advancing.
    • Fixed a hiding spot in the Basilica that stuffed you so deep in the bottom of the barrel you were finding leftover CHIM.
    Edited by ZOS_Kevin on April 13, 2026 3:36PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
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    • Lara-Ma in Castle Anvil no longer attempts to play the flute at any point during her vigil near Governor Fortunata. Given how things go on the Gold Coast, it is probably safe so she doesn't trip and fall down a flight of stabbings.
    Edited by ZOS_Kevin on April 13, 2026 3:36PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Eidetic Memory
    • Baar-Jasa's Enigma Totem Solution
      • Now has a post-quest location near the Gristmung Wayshrine campsite.
    • Blightcrown's Orders
      • This book is now found post-quest in the Necrom Mages Guild.
    • Blood and the Crescent Moon
      • Verrik's Note is now present in the castle near King Casamir after the quest is completed.
      • The shopping list note is now present back where you found it post-quest.
    • Dread Lady's Letter
      • Both versions of this note are now present in the Hollow City's inn after completing the prologue quest in which it is involved.
    • Fable of the Crow
      • This book has been placed inside the Scholarium.
    • Gray Host Communique
      • Placed in Svana’s Chambers in the Blue Palace.
    • Prisoner Manifest
      • Placed outside the Abhain Chapel Crypts.
    • Added these Ashbound books to the post-quest camp area:
      • Rotting Journal
      • Note About Paths
      • Hastily Written Observations
      • Misplaced Journal
      • Panicked Note
    • These books are now accessible in the original location after quest completion:
      • Note from Orlugash
      • Gamwyn's Journal
      • Irgnar's Journal
      • Illuminus
      • Nishzo's Journal
      • Letter to Matus Amnis
      • Invitation Cover Letter
      • Knight Ondrisse's Orders
      • Letter to Dockmaster Arnauld
      • Knight Richel's Orders
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
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    • Adjusted the locations of a few safeboxes that were not properly guarded.
    Edited by ZOS_Kevin on April 13, 2026 3:35PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
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    • Ghamborz's Mining Samples: One of the copies of the note no longer clips with the ground.
    • Hounds of Hircine: Quest pins into and through some of the cave entrances to the refugee camp now update properly when you entered said cave.
    • Problem Growth: Fixed an issue where simultaneous interaction with scrap piles could cause double increments of the condition, as well as potentially blocking group members who have different progress counters at the time.
    Edited by ZOS_Kevin on April 13, 2026 3:34PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
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    • The Lost Symbol
      • If you unsummon Isobel at the step to choose a punishment for Kiv, you are no longer able to pick both options and cause the theaters to look weird.
      • If you logged out or were kicked on the step to Choose a Punishment for Kiv, the scene will now upon returning.
    Edited by ZOS_Kevin on April 13, 2026 3:34PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
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    • Morkuldin item set crafting writs will now properly show the quest assist location hidden deep within Morkul Descent.
    Edited by ZOS_Kevin on April 13, 2026 3:33PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
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    • Ghosthunters: You can't avoid spawning Valendir when entering the Wailing Gardens for the first time on the "Search the Wailing Gardens" step.
    • Tides of the Heart: Fixed an issue where if you logged out or tried to zone into a PvP campaign while in the dream state world, you would either crash to character selection or appear under the world.
    Edited by ZOS_Kevin on April 13, 2026 3:32PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
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    • Itemization
      • Sigil of Imperial Retreat: This item can now be used in or out of combat, rather than only out of combat. Using this item now actively removes and prevents any form of stealth or invisibility for 8 seconds after beginning to use the item.

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    • General
      • After 12 years in Tamriel, we are in the process of modernizing the audio mix of ESO. We are excited for you all to hear the changes, but be aware that due to these adjustments some of the sound levels in game might be different from what you are accustomed to. This is a large scale work in progress, so please bear with us! We plan to discuss these updates in detail in a future developer deep dive article.
    • Cyrodiil
      • The guards in Cyrodiil no longer walk silently, their footsteps are now audible.
    • Console UI
      • Sound effects now play correctly when you open or close the in-game map on consoles.
    • Cosmetics
      • Altered Ornaug Mount
        • Fixed a bug that was causing the Altered Ornaug Mount to occasionally sound like a Mind Shriven Horse when rearing up.
      • Beast Personality
        • The roar animation from the Beast Personality to now correctly plays sounds if you had certain polymorphs equipped.
      • Prisoner’s Rags Item Set
        • The Prisoner’s Rags item set no longer plays a sound effect when sprinting.
      • Warrior Wave Cleave Customized Action
        • Updated the Warrior Wave Cleave customized action so that the volume is more consistent with the volume of similar abilities.
      • Na-Totambu War Elephant: Improved placement of your hand on the riding handle as well as some stretching and clipping into saddle when wearing robes or dresses.
    • Voice Over (VO) Lines
      • Updated a couple of Zerith-var's VO lines that were playing too loudly. They now match the volume of similar lines.


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    Companions
    • Adjusted the Hidden Treasure Bag received from Mirri's perk so that any gold present within the bag does not receive any of your passive bonuses to gold found.
    Housing
    New Houses
    Three new homes are available to test during this PTS cycle:
    • Rogue's Refuge
      • Those who slip through society to steal wealth and information know the value of a quiet hideaway. This mausoleum provides silence and a hidden space in which to lie low until the next heist.
      • This Classic home can be acquired after completing the “Get Away from It All” achievement.
    • Dancing Waters Wellspring
      • Water-lovers rejoice! This pocket realm features picturesque waterfalls, lively fountains, and magical pools under colorful skies. Whether you walk on water or swim while you creatively furnish this space is up to you.
      • This Notable home will be available for purchase later but is currently available to test on the PTS server.
    • Star-Gazer's Vigil
      • This Star-Gazer observatory majestically dominates its cliffside Reach location, where its domed main building provides a clear view of the sky. The addition of other eye-catching features delight those who study celestial topics.
      • This Notable home will be available for purchase later but is currently available to test on the PTS server.
    New Furnishings
    In this update We’ve mostly focused on new structural furnishing recipes, but there’s plenty of other furnishings to try out as well!
    46 new furnishing plans are being sourced in 2 locations:
    • 29 can be found across the Glenumbra Zone.
    • 17 new structural furnishing plans, which can be acquired via the Summerset Reward Coffer, obtainable by completing the Summerset World Boss, or Delve Daily Quests.
    • 15 new furnishings can be purchased from Rohzika, Home Goods Furnisher vendor, in the Rosy Lion Inn located in Daggerfall City.
    • 13 new furnishings can be pickpocketed from NPCs across Glenumbra.
    • 7 new achievement furnishings are being added and can be purchased after completing the prerequisite achievements from Lozotusk, Achievement Furnisher vendor, in the Rosy Lion Inn located in Daggerfall City.
    • 5 new furnishings can be earned from Antiquity Leads in Glenumbra, including a new Armory Station!

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    • General
      • Another batch of fixed typos, clipping objects or creatures, and buried resource nodes all across the game.
      • Fixed an issue where the game could use the wrong GPU if the integrated GPU on a system reported more VRAM than the discreet GPU (This could happen with some integrated GPU reporting part of the system RAM as if it was VRAM).
      • If you decline a ready check after a Tales of Tribute match has been found, you will now have to wait a short while before queueing again.
      • The Xbox Social Menu will now correctly populate with “Recently Played With” list.
    • Graphics
      • Monitors now correctly show up in the display list on PC.
      • On PC, the game should now display the friendly name of your monitors in the display selection list instead of their indices. In some situations, such as using Remote Desktop Protocol, these names are not available. The list will display the monitor index in these cases.
      • Fixed a few situations where the client settings could be unexpectedly reset to their default values.

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    • Alik’r Desert
      • Prince Azah's physique, hair, and facial structure in appearances prior to Solstice should now be visually consistent with his new look. He may still be in his older, pre-Stirk Fellowship armor, of course for continuity reasons.
    • Auridon
      • Rites of the Queen: There is now a quest pin on the map for when you first enter Inner Tanzelwil and are escorting Her Royal Aggroness.
    • Bangkorai
      • To Walk on Far Shores: Crossing into the Far Shores now has a proper map or "door" pin for walking into the giant vertical beam of light.
    • Coldharbour
      • Soul Shriven in Coldharbour: Fixed an issue where you would stay locked in place until you relogged if you had the Slippery champion trait active when the “break free” tutorial trigger fires. Generally only a problem with veteran players who spend champion points in the tutorial to unlock that champion star.
      • A Thorn in Your Side: The Observer's challenge now correctly starts up if you waited just inside the entrance while another player completed it.
      • Special Blend: Vastly increased the spawn rate of Kyne's Tears.
    • Companions
      • Beyond a Veil of Twilight
        • Fixed an issue where, if one group member was inside Zerith-var's memories, you would have confusing interactions with "group member access" portals that were on top of the meditation rug.
        • Wayshrining out of Jode's Light before lighting both braziers, the one you lit now remains lit.
      • The Dark Behind the World: Cantor Cer'enza no longer says her on-rescue line twice.
      • Of Crown and Flowers: The theater between the Gardener, Hyacinth, and Tanlorin now correctly spins up if you logged out/left in the middle of it and came back later.
      • A Moonlit Shadow: Added a condition to advance the step to enter the Vile Manse if you go in through the back door.
      • Paths Out of Darkness
        • The quest pin on the map for the step to speak to Zerith-var after leaving the Shrine of Namira is now properly within Predator Mesa, and not Pa'alat for some reason.
        • Leaving the Shrine of Namira no longer has you facing the wall upon exit.
    • Greenshade
      • The Staff of Magnus: Fixed a timing issue with the herald announcing Queen Ayrenn so she doesn't cut herself off.
    • Malabal Tor
      • The two mammoths in Silvenar Vale that were unattackable are now attackable again.
    • Reaper’s March
      • The Dark Mane: Fixed an old issue where if you were on the vector quest "The Dark Mane" (whose only purpose is to send you to Fort Grimwatch) and you completed "Grim Situation" before turning it in, you wouldn't ever be able to turn in The Dark Mane because Englor is missing. While this rare situation can cause a mild sequence break (maybe Englor didn't get the memo), this errs on the side of allowing you to turn in the vector quest rather than forcing you to abandon it. Furthermore, The Dark Mane can no longer be shared with group mates so your well-meaning but unwitting group mates do not trap you in this situation.
    • Scribing
      • Wing of the Crow: The Fable of the Crow quest item now has a proper icon rather than a scary looking red ?.
      • Wing of the Gryphon
        • Interacting with one of the candles out of order will no longer caus an empty "Failed:" message in your center screen announcements rather than saying the complete text of "Failed: Light the Candles in Order."
        • The Corrupt Merchant no longer has a non-functional interact prompt.
    • A Study in Discipline
      • A new skip option is added to this quest in the bestower’s dialogue tree if you do not wish to subclass right now, or just want to get it out of your log.
    • Werewolves
      • Hircine's Gift: Werewolves in this quest, and only this quest, were updated to use the new werewolf model where they were found.

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    • General
      • Added a sound effect for queuing and leaving the queue for Cyrodiil and Imperial City.
      • Added standard sound effects for opening / closing the map in Cyrodiil.
      • The correct tooltip now appears when purchasing items from the gamepad Crown Store.
      • The correct pile of gold is now shown on the Returning Player Login Rewards screen.
      • Long group names in the Group Finder UI will now be truncated after going over a certain length to prevent the text from overlapping with the role icons.
    • Add-Ons
      • Add-ons to use the correct amount of memory as required.
        • For add-on developers: Accessing built in fonts from add-ons earlier than the game and triggering a font load should no longer have those fonts count towards add-on memory usage.
      • Addons no longer can deconstruct companion gear.
    • Gamepad
      • Fixed an issue where the joystick could navigate poorly on the Champion Point screen.
      • You should no longer see the "Add Friend" keybind on the “friends” screen on platforms where the button is irrelevant.
      • Fixed a UI error that could occur while in skill respec and gamepad mode.
    Edited by ZOS_Kevin on April 13, 2026 4:44PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Hi all, adding in patch notes for Dynamic Encounters. Sorry we missed this in the original posting.
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    Dynamic Encounters (Season one content)
    A new format of in-game events for overland zones, Dynamic Encounters are multiple step encounters that display their objectives to participating players. Each encounter has different objectives and activities required to succeed. Join your fellow players to earn new rewards!
    • Vampire Hunt Join a vampire hunter and her trusty hound in a trek across Glenumbra to destroy a powerful vampire. This event begins northwest of the North Hag Fen Wayshrine in Glenumbra. This event moves as it progresses – so look for the icon if you are joining later!
    •  Farm Aflame Bandits set fire to a farm in Auridon. Put out the flames and rescue the escaped horses to set things right again. This event begins at the farm north of the Vulkhel Guard Wayshrine in Auridon.
    • Bilsa’s Delivery Help a traveler gather and deliver ingredients for grandma’s favorite eel pie. This event begins outside the Hightide Hollow delve, east of the Hrogar’s Hold Wayshrine in Stonefalls. This event moves as it progresses – so look for the icon if you are joining later!
    • Rewards These encounters award style pages, new skill styles, and more.
    • These encounters spawn every 30 minutes, so keep an eye on your map or zone chat and be ready to join in.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
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