Maintenance for the week of August 3:
• PC/Mac: No maintenance – August 3
• ESO Store and Account System for maintenance – August 4, 5:00AM EDT (9:00 UTC) - 4:00PM EDT (20:00 UTC)
The maintenance is complete, and the PTS is now back online and patch 12.1.0 is available.

PTS Patch Notes v12.1.0

ZOS_Kevin
ZOS_Kevin
Community Manager
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Welcome to The Elder Scrolls Online v12.1.0 . This PTS cycle will focus on Update 51, new content coming later in Season One and in Season Two. It will also focus on general bug fixes coming to ESO.

Available starting the first week of PTS will be the following:
  • The Rumors System
  • HIgh Seas of Tamriel In-Game Event
  • Several Player Experience Improvements
  • New Achievements and Collectibles (PC HUD placement, Hybridization, Achievement Pinning, just to name a few.)
  • New Housing Items
The following items will be available in later PTS weeks in the U51 update cycle.
  • Nowhere Vault
  • Solo Dungeons
In addition to these new features, Update 51 introduces additional quality of life improvements and gameplay adjustments. For example, the long-requested Video Effects (VFX) Adjuster is now available for testing. This feature will give you some control over how vibrant you would like certain VFX to look in your gameplay.
For our Battlegrounds players, 3-team Battlegrounds will make its long-awaited return in the regular rotation of gameplay options. Please review the full list of changes to 3-Team Battlegrounds and let us know what you think.
We have some class adjustments in this update along with broader combat tweaks to bring skills in-line with other combat systems. For example, we have some listed changes to how some skills interact with items like Stealth.
There are quite a bit of bug fixes and overall improvements in this update, so we look forward to your feedback. All PC NA characters have been copied this week. This patch is approximately 3GB in size. Thanks!

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  • Overview
  • New Features / Season Updates / Big Changes
    • The Rumor System
    • High Seas of Tamriel
    • Player Experience Improvements
    • Achievements
    • New Titles and Dyes
    • Collectibles
    • Housing Updates
    • The Nowhere Vault
    • Solo Dungeons
  • PTS Template Information
  • Known Issues
  • Combat & Abilities
    • General
    • Combat Abilities
    • PvP
    • Combat Quality-of-Life
    • Scribing
    • Itemization & Item Sets
  • Fixes & Improvements
    • Base Game
      • Achievements
      • Crafting & Economy
      • Cosmetics
      • Dungeons, Group Content, Dynamic Encounters
      • Events & Celebrations
      • Exploration & Itemization
      • Housing
      • Miscellaneous
      • Player Experience Improvements
      • Quests & Zones
      • UI
Edited by ZOS_Kevin on August 3, 2026 4:51PM
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    d7jwnmzfu03y.jpg
    This is everything available at the start of the PTS Cycle.

    The Rumor System
    This feature will be available starting week 1 of the U51 PTS Cycle.
    Update 51 introduces a brand-new content system to ESO: Rumors.
    Rumors are a new type of content found throughout the world that invite you to investigate mysteries and uncover the hidden secrets of Tamriel. Unlike quests, Rumors do not provide step-by-step objectives or direct you through the UI. Instead, you will need to interpret clues, explore the world, and determine how each mystery can be solved.
    To receive an introduction to the Rumor System, accept the quest “Rumors Abound” from the Quest Starters section of the Crown Store. You can also travel to the southern docks of Daggerfall and seek out an Orc known as Tilli the Gossip, who will help you get started.

    New Journal Section
    Rumors can be found within the Quest Journal. A new selection option allows you to toggle the journal display between Quests and Rumors.
    Any clues you collect while investigating a Rumor will be tracked within that Rumor’s journal entry, allowing you to review everything you have uncovered at any time.

    Types of Rumors
    Rumors are divided into three categories based on their difficulty and complexity:
    • Whispers
    • Plots
    • Conspiracies

    Finding Rumors
    Each entry in the Rumors section of the Journal includes a hint about where that Rumor can be acquired. Once you have obtained it, however, it will be up to you to follow the clues and uncover the solution for your reward.


    New In-Game Event: High Seas of Tamriel
    This feature will be available starting week 1 and week 4 of the U51 PTS Cycle.
    Welcome to a new event for 2026. During the High Seas of Tamriel event, the Gold Coast plays host to a ghost!
    This first run of High Seas of Tamriel includes two quests -
    Raising the Riotous Redress: The waves and wind on the Abecean Sea have brought the spirit of Olsien Guy Mard, Baron-Captain of the All-Flags Navy, to shore. Work with the Baron-Captain and some new mortal friends to restore an enchanted ship's bell, break a Sload curse, and restore a sunken vessel.
    Bounty of the Abecean Sea: The daily quest for High Seas of Tamriel sees you sailing forth to fight a ship-to-ship battle against a hideous Maormer crew of the Lousewhisperer cult! Then you'll dive to the depths to fight undersea beasts and make off with glorious sunken treasure.

    Rewards
    We have a lot of compelling nautical-themed rewards to chase in the High Seas event. Completing quests for the event net you Deep Plunder boxes. The first box you receive each day will be legendary! Opening this box will earn you three hundred Trade Bars and a chance at a number of other exciting rewards. When you complete a subsequent High Seas of Tamriel quest on that same day, once per character, you'll receive an epic Deep Plunder Box. Deep Plunder boxes can net you new outfit style pages, progress towards earning a new unique mount, treasure maps, furnishings, and more!
    Successfully completing the ship to ship battle, or defeating our undersea foes, will also net you new rewards. These include sacks of Pirate gold, furnishings, and more.

    A Word About Antiquities
    Tying into the theme of lost treasures and maritime excursions, we've got a boatload (heh) of Antiquities for you to chase in this event.
    We're offering a number of antiquity leads for new nautical items directly, as well as - for the first time ever - tradeable antiquity leads. These are inventory items that can be traded and sold to other players, and when consumed grant an antiquity lead just as you'd find from any other source.
    We are also - for the first time - offering furnishing crafting recipes as antiquity leads! Successfully excavating these leads will net you a recipe that you can then craft as many times as you like. These craftable furnishings are downright amazing! And we are very excited to see what you think of them.
    A note about these: soon after the end of the High Seas of Tamriel event Antiquities will be coming to the base game. Antiquities you earn during this event will still be in your Antiquities journal when the system comes to the base game. So worry not, even if you don't own Greymoor these wonderful rewards will be waiting when the Antiquities go live.


    Player Experience Improvements
    This feature will be available starting week 1 of the U51 PTS Cycle.
    • Achievement Pinning
      • You can now pin an achievement to your heads-up-display, similar to a pinned golden pursuit task or tracked quest. To do this go to your Achievement tab in the Journal menu and select an unearned achievement to pin.
        • This space is shared by any pinned golden pursuits to keep from overwhelming the UI, and we've added a new keybind to cycle between pinned achievements and golden pursuit tasks.
        • When an achievement that is part of an achievement line is completed, it will automatically progress to the next achievement in that line.
    • Antiquities Improvements
      • Scrying and Excavation now rank up faster in the early levels, so you can get to blue (intermediate difficulty) leads significantly faster, and purple (advanced difficulty) leads a little faster. Purple leads also provide additional skill line progress, making it more valuable to go and complete a variety of purple leads when leveling.
      • We’ve also made the Antiquarian’s Eye more convenient to use when searching a dig site for an antiquity’s dirt mound. Entering a dig site now generates an on-screen prompt to use the Eye, which goes away while on cooldown (or if rejected.) The cooldown for using the Eye is also significantly faster, allowing you to follow the Eye more reliably with less chance of overshooting or missing the dirt mound.
      • Antiquity leads will now drop at the elevated first-drop rate until you’ve completed their codex (generally 3 drops.) This makes it much less grindy to complete your codex, which also makes it easier to unlock the ability to purchase additional copies of antiquity furnishings for gold.
      • Additionally, we’ve improved the drop rate of many older antiquities to match our higher modern drop rate standards. This means that certain sources are now guaranteed before the codex is filled, like for Arena leads.
    • Customizable HUD – Beta (PC ONLY)
      • We are now testing the new feature to allow you to move most on-screen UI elements to a place of your choosing, as well as surfacing settings associated with these elements.
      • To start modifying your HUD, open your Systems menu, ESC on keyboards, and select “Edit Hud (BETA)”. From here you can hover over the boxes to see what they are and click on them to see more details.
      • Dragging them around will allow you to change where they are locked on your HUD. If you ever want to reset your HUD configuration or just one element, you can click on any UI Element and choose between resetting all or just one's position.
      • When you’re happy with your configuration, you can press ESC to confirm and your UI will update.
      • Note: This feature is currently limited to PC while we iterate on your feedback. The complete feature will come to PC and Console in a later update.
    • Hybridization & Alchemy Improvements
      • Update 51 takes us another major step forward on Hybridization! Our focus with this update is unifying redundant Major and Minor Buffs, hybridizing and updating Alchemy, updating original class passives, and finishing the hybridization of Mundus Stones.
      • Major and Minor Buff Changes
        • Brutality now provides both weapon and spell damage, while Sorcery has been removed and replaced with Brutality.
        • Savagery now provides both weapon and spell critical chance, while Prophecy has been removed and replaced with Savagery.
        • Vexation, a new counterpart to Mending that reduces healing done, has been added and first appears in the Alchemy updates below.
      • Alchemy Improvements
        • We’ve made a number of adjustments and improvements to Alchemy alongside this Hybridization pass, including adding new traits and new reagents, adjusting the trait distribution for existing reagents, and improving the iconography and naming of potions.
        • Existing Traits:
          • Increase Spell Power and Increase Weapon Power are now consolidated to a single Increase Power trait.
          • Increase Weapon Critical and Increase Spell Critical are now consolidated to a single Critical trait.
          • Maim is no longer sourced, in favor of the new traits below.
          • Enervation is now the counter-trait to Force, instead of being the counter to the consolidated-away Weapon Critical.
        • New Traits:
          • Mending adds:
            • Major Mending to potions.
            • For poisons grants Minor Vexation to your target and Minor Mending to yourself.
          • Vexation adds:
            • Minor Vexation to potions.
            • For poisons applies Minor Vexation to your target for a longer duration than Mending poisons apply.
          • Damage Shield adds:
            • A significant damage shield to potions
            • For poisons applies Heal Absorption to your target and a damage shield to yourself.
          • Heal Absorption adds:
            • Heal Absorption to potions.
            • For poisons applies Heal Absorption to your target.
          • Force adds:
            • Major Force to potions.
            • For poisons applies Minor Enervation to your target and Minor Force to yourself.
        • New Reagents:
          • Cultivated Cryptpods can primarily be found in Solo Dungeons, and possess:
            • Heroism
            • Increase Power
            • Mending
            • Damage Shield
          • Daedra-Blood Maggots can primarily be found in the Imperial City Sewers, and possess:
            • Defile
            • Heal Absorption
            • Cowardice
            • Entrapment
          • Fossilized Verminous Bones can primarily be found in Treasure Maps in the original Alliance zones, and possess:
            • Heroism
            • Restore Stamina
            • Force
            • Detection
          • Winter’s Grave Tongues can primarily be found in icy zones, either on wood or carried by the undead, and possess:
            • Vexation
            • Heal Absorption
            • Defile
            • Breach
        • Updated Reagents:
          • Blue Entoloma
            • Cowardice -> Heal Absorption
          • Stinkhorn
            • Increase Power -> Force
          • Namira’s Rot
            • Critical -> Enervation
          • White Cap
            • Cowardice -> Enervation
          • Blessed Thistle
            • Ravage Health -> Heal Absorption
          • Lady’s Smock
            • Increase Power -> Force
          • Bugloss
            • Cowardice -> Mending
          • Nirnroot
            • Enervation -> Heal Absorption
          • Water Hyacinth
            • This had two copies of Critical after the changes, one is now Damage Shield.
          • Torchbug Thorax
            • Vitality -> Mending
          • Spider Egg
            • Lingering Health -> Damage Shield
          • Butterfly Wing
            • Uncertainty -> Damage Shield
          • Scrib Jelly
            • Ravage Magicka -> Vexation
          • Mother of Pearl
            • Lingering Health -> Mending
        • Updated Name Prioritization
          • When crafting a potion with multiple traits, the name of the potion is determined by the highest priority trait. We’ve done a pass on this naming priority to emphasize more impactful or rare traits, and de-emphasize less impactful or common traits. This should ultimately mean fewer potions with the same exact name but very different effects in your inventory.
        • Increased Variety of Potion and Poison Icons
          • We’ve also done a pass on the icons for crafted potions and poisons, with the result that more icons are seen more regularly, and fewer potions that have different effects get the same overlapping icons.
        • How do Previously Crafted Potions Work?
          • In general, previously crafted potions are unchanged, with the following caveats:
            • Maim has been adjusted to Cowardice, as Maim is no longer available.
            • Damage and Critical are now hybridized, so potions that previously applied only Weapon or Spell versions now provide both.
            • Icons are updated, and match the pre-existing name of the potion.
        • How do Previously Obtained Master Writs Work?
          • Any Master Writ that previously requested a combination of traits that is no longer possible to craft has been updated to request a possible combination of traits.
            • This adjustment is retroactive.
      • Mundus Stones
        • The Warrior now grants both weapon and spell damage.
        • The Apprentice now grants an 8% bonus to experience and inspiration gain, rather than spell damage.
          • If you previously used this stone for the spell damage bonus and would like to swap to the Warrior, that stone can be found in Malabal Tor, the Alik’r Desert, Eastmarch, or in Cyrodiil.
      • Class Passives
        • Dragonknight, Nightblade, Sorcerer, and Templar previously had unique class passives that provided Minor Brutality, Minor Savagery, Minor Sorcery, and Minor Prophecy to groupmates. Since we’ve removed Minor Sorcery and Minor Prophecy, we’ve given Sorcerers and Templar new unique buffs, while Dragonknight and Nightblade retain Minor Brutality and Minor Savagery respectively.
          • The Dragonknight Elder Dragon passive continues to grant Minor Brutality, which now increases both Weapon and Spell Damage by 10%.
          • The Nightblade Hemorrhage passive continues to grant Minor Savagery, which now increases both Weapon and Spell Critical Chance by 6%.
          • The Sorcerer Exploitation passive no longer grants Minor Prophecy, and instead provides a unique 2974 Offensive Penetration buff.
          • The Templar Illuminate passive no longer grants Minor Sorcery, and instead provides a unique 2974 Armor buff.
    • Transmute Stations in Cyrodiil & Imperial City
      • Transmute Stations are now available in each of the Alliance’s crafting hubs in Cyrodiil, as well as each of the Alliance bases in the Imperial City sewers.
    • Level Up Reward Adjustments
      • To help reduce how much information we’re throwing at you at once, the level up rewards UI no longer display the additional unlocks for each dungeon unlocked in dungeon finder. You still unlock these dungeons at the same level.
      • Level 27 now rewards you with 1000 gold instead of a choice of treasure map, as these treasure maps were often irrelevant or disappointing.
      • Level 43 now rewards you with 2500 gold instead of 1 attribute and skill respecification scroll, as respecs are freely available in the Character and Skills menus.
    • Quest Starter Language Clarity
      • Added text to all Quest Starters to clarify which Quest they are starting.
    • Primary Residence & Favorites on Top in Map Locations
      • When you open the map and select the Houses Tab, homes that you have favorited or set to your primary residence will be sorted to the top of list.
    • Eidetic Memory Improvements
      • We’ve fixed issues with over 50 books within Eidetic Memory ranging from not being available post quest, or not being added to your memory properly.
      • Tamrielic Twins of Myth
      • Invitation Cover Letter
      • Letter to Matus Amnis
      • Letter to Vibius Sosia
      • Nishzo's Journal
      • Fable of the Crow
      • Gray Host Communique
      • Illuminus
      • Knight Richel's Orders
      • Letter to Dockmaster Arnauld
      • Letter from Sister Glynolde
      • Journal of Dionus Trutor
      • Letter from the Intended Couple
      • The Library of Arkthzand
      • Gilraedal's Book of Obscure and Ancient Spirits
      • New Solution Instructions
      • Blightcrown's Orders
      • Which Guild is for You?
      • Work for Hire in Markarth
      • Worm Cult Correspondence
      • Letter from Aradros
      • Reward for Missing Steed
      • Invitation from the Gardener
      • Letter to Zerith-var
      • Snapdragon's Burnt Notes
      • The Rose of Navire, Part the Third
      • Items Needed for Curative
      • Letter from the Stirk Fellowship
      • Prisoner Manifest
      • Gleaner's Claim
      • Cipher Akacirn's Journal
      • From Exile to Exodus, Pt. 1
      • From Exile to Exodus, Pt. 2
      • Hezsatari's Instructions
      • Panicked Note
      • Hastily Written Observation
      • Rotting Journal
      • Note About Paths
      • Misplaced Journal
      • Dread Lady's Letter
      • Elegian's Notes
      • Journal of Hostia Asellus
      • Crow and Raven: Three Short Fables
      • Gray Host Intelligence Dispatch
      • Knight Ondrisse's Orders
      • Gamwyn's Journal
      • Irgnar's Journal
      • Arrest Writ
      • Note From Orlugash
      • Scroll of Vaia
      • Scroll of Avalian
      • Scroll of Usunok
      • The Grandeya is in Custody
      • Note to Sir Quatrius
      • Mannimarco's Notes


    Achievements
    New Titles and Dyes
    There are 75 achievements in Update 51 totaling 1200 achievement points with 2 new titles and 2 new dyes!
    • Titles
      • The title “Baron-Captain” is rewarded to you for completing the “Baron-Captain on Deck” High Seas achievement.
      • The title “Rumormonger” is rewarded to you for completing the “I Heard a Rumor” achievement.
    • Dyes
      • The dye “Resurrection Mint” is rewarded to you for completing the “Expert Resurrectionist” achievement.
      • The dye “Urli Indigo” is rewarded to you for completing the “Legend of the Nowhere Vault” achievement.
    Collectibles
    • Furnishings
      • Mylenne Moon-Caller Trophy is awarded for completing Solo Moon Hunter Keep
      • Mylenne Moon-Caller Bust is awarded for completing Solo Moon Hunter Keep while under the effect of a Misfortune
      • Tarcyr Trophy is awarded for completing Solo March of Sacrifices
      • Tarcyr Bust is awarded for completing Solo March of Sacrifices while under the effect of a Misfortune
    • Mounts
      • Ancient Direnni Quasigriff is acquired by completing the "Heir to the Sage's Legacy" achievement.
      • Suncleft Grotto Ornaug is acquired by collecting Fragments Arcing Ornaug Energy, Captured Systres Zephr, and Galen Seawater by participating in various elements of the High Seas of Tamriel event
      • Thorn's Bite Withersteed is acquired by collecting Fragments Blooming Saddle, Gilded Stirrups, and Withered Antlers from Anniversary Jubilee and Zeal of Zenithar events and purchase
    • Outfit Styles
      • Mylenne Moon-Caller Mask acquired by defeating Vykosa the Ascendant in Solo Moon Hunter Keep
      • Mylenne Moon-Caller Shoulder is acquired by purchase from Veya Thenim for Undaunted Crests
      • Tarcyr Mask is acquired by defeating Balorgh in Solo March of Sacrifices
      • Tarcyr Shoulder is acquired by purchase from Veya Thenim for Undaunted Crests
      • The Zhekleg outfit is acquired from Dremora Plunder Skulls, and from the Impresario during the Witches Festival
    • Skill Styles
      • Evasion, Cyan Blue is acquired by completing the "Skill Stylist: Evasion" achievement
      • Summon Shade, Cyan Blue is acquired by completing the "Skill Stylist: Summon Shade" achievement
      • Werewolf Form, Red is acquired by completing the "Skill Stylist IV: Werewolf Form" achievement

    Housing Updates
    New homes
    Two new homes are available to test during this PTS cycle:
    Grotto of Desires
    Frolic in forbidden festivities in Sanguine's Grotto of Desires! Dance your days away in the Great Hall. Dally in the wine-red waters of this beautiful grotto. Or, if you prefer spicier fun, indulge your fantasies in expansive side chambers.
    This Manor sized home can be unlocked in a future event but is currently available to test on the PTS server.

    Sheogorad Chateau
    On the outside, this Hlaalu-themed chateau blends into the Sheogorad archipelago. But on the inside, oh ***! Rooms are dizzyingly upside-down! Cheese stacks to the ceiling! What other paradoxical surprises await in this house built by the Prince of Madness?
    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 are adding a variety of new furnishings to the base game and a plethora of new nautical furnishings you can look forward to seeing during the High Seas event.
    On the PTS server, you can see all the base game furnishings in your PTS Template's Homeowners Crate.
    35 new furnishing plans are being sourced in 4 ways.
    • 27 new structural furnishing plans can be earned from Glenumbra Thieves Guild Daily Coffers and from chests in the Nowhere Vault.
    • 7 new Master Writ furnishings, which can be purchased from Rolis Hlaalu.
    • 1 new structural furnishing can be found in Vvardenfell Treasure Map Chests and from chests in the Nowhere Vault.
    3 new achievement furnishings can be purchased from the Achievement Furnisher vendor, Lozotusk.
    2 new furnishings are dropping from chests in the Nowhere Vault.


    Everything coming to PTS later in the cycle.
    The Nowhere Vault
    This feature will be available starting week 2 of the U51 PTS Cycle.
    A strange creature known as Urli has appeared within Daggerfall’s Thieves Den, inviting anyone in possession of Wonderous Nowhere Keys to enter the Nowhere Vault. Those who accept must face the trials of Urli’s master, Sage Voernet, for a chance to claim the treasures hidden within.
    The Nowhere Vault is a sprawling collection of rooms suspended between realms. Three distinct wings await within, each featuring a randomized selection and order of challenges. Puzzles, stealth encounters, navigational obstacles, combat challenges, and more stand between you and the rewards found in each room.
    But there is more to the Vault than its challenges. Secret objectives are hidden throughout its rooms, each connected to the Sage’s greatest treasure. Only by uncovering these secrets and discovering how they relate to the Vault can you hope to claim the prize for yourself.

    Accessing the Vault
    To enter the Nowhere Vault, you must have at least one Wonderous Nowhere Key in your inventory. Once you have acquired a key, travel to Daggerfall’s Thieves Den and seek out the portal leading into the Vault.
    You can also accept the quest “Invitation to Treasures” from the Quest Starters section of the Crown Store to be directed to the Vault’s entrance.
    The Nowhere Vault can be explored alone or with a group.

    Playing the Vault
    Upon entering the Vault, you can choose from three different wings, each containing its own randomized selection of challenges.
    Using a Wonderous Nowhere Key unlocks one room within the selected wing. Only one player needs to use a key to open the path forward for the entire group. Once opened, all group members can enter the room and attempt its challenge together.
    Each standard challenge room requires one Wonderous Nowhere Key to unlock.
    In addition to standard challenge rooms, two special types of rooms may appear during your journey:
    • Story Rooms: These rooms reveal additional information about the Vault and its inhabitants. They may also contain treasure chests and clues connected to the Vault’s secrets.
    • Jackpot Rooms: After completing a wing, you have a chance to enter one of two Jackpot Rooms while exiting the Vault. These rooms are filled with valuable treasures, crafting resources, or other rewards.
    Story Rooms and Jackpot Rooms do not require a Wonderous Nowhere Key to exit and continue your journey.

    Nowhere Chests
    Hidden throughout the Nowhere Vault are special Nowhere Chests containing unique treasures.
    Opening a Nowhere Chest requires a Wonderous Nowhere Key, so keep an eye out while exploring each room and decide whether the rewards within are worth spending an additional key.

    Wonderous Nowhere Keys
    With the opening of the Nowhere Vault, all existing Unformed Planar Keys will be converted into Wonderous Nowhere Keys.
    Wonderous Nowhere Keys are tradeable and can be sold through Guild Stores.
    Keys can be acquired uncommonly from a variety of activities throughout Tamriel, including:
    • Heists
    • Thieves Troves
    • Delves and World Bosses
    • Treasure Chests
    • Favors
    • Dynamic Encounters
    • Rumors
    • Solo Dungeons

    The Secrets of the Vault
    Keep a careful eye on each of the Vault’s rooms, as nearly all of them contain a hidden secret objective.
    These objectives are tracked through associated Rumors, allowing you to review your progress and see which secrets you have already uncovered.
    You may also discover additional hints throughout the Vault that can help you understand its mysteries and determine how its secrets are connected.

    Solo Dungeons: March of Sacrifices and Moonhunter Keep
    This feature will be available starting week 3 of the U51 PTS Cycle.
    The March of Sacrifices and Moonhunter Keep dungeons now can be played in solo mode! You can enter the solo version of these dungeons from the world map or their entrance in their corresponding zones.
    • Experience the story at your own pace with or without an NPC companion.
    • Choose optional Meted Misfortunes to add additional challenge and rewards.
      • 0 Misfortunes – comparable to overland difficulty.
        • 1 Misfortune – comparable to a normal solo arena.
        • 2 Misfortunes – comparable to a veteran solo arena.
        • 3 Misfortunes – harder than any comparable solo experience.
      • Earn Undaunted Crests and purchase rewards from vendors in the Undaunted Enclaves outside Wayrest, Mournhold, and Elden Root.
      • Earn new Tarcyr and Mylene Moon-Caller Item Sets and corresponding Style Pages.
    Edited by ZOS_Kevin on August 3, 2026 5:07PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    9sncpe1g5uy2.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 Gold Coast, next to the High Seas event quest starter.
    Edited by ZOS_Kevin on August 3, 2026 3:56PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    cwmm6w4slzht.jpg
    • General
      • The Nowhere Vault Skyshard item on the Crown Store can be purchased without completion of the achievement. This will be an issue throughout PTS. However, we will have this resolved for Update 51 live launch.
      • For initial PTS cycles, Campaigns are incorrectly displaying population numbers. Population bars will be returning in a future PTS update, along with noting the population cap for each Campaign.
    Edited by ZOS_Kevin on August 3, 2026 3:56PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    pl737akewbje.jpg
    ehcx5nbxey1l.png
    • General
      • Fixed: Some skills on your hotbar appearing as if they were not able to be cast if a Scribed ability was edited while actively slotted.
      • Fixed: Some visual effects (such as Werewolf Transformation) to persist on group members if the effect was removed by rezoning.
      • Addressed an issue where other player’s equipped weapons could visually desync.
      • This update has many changes to behaviors with how certain player skills, item sets, and passives interact with Stealth and Invisibility, in efforts to make a more consistent, immersive, and fairer experience (sometimes these will conflict due to this last point!). In general, almost all skill activations will remove Stealth or Invisibility upon activation. Some high level exceptions;
        • Most Nightblade skills, unless that skill offers tremendous burst (i.e Death Stroke, Grim Focus, which both already remove these effects when activated) or they heal allies, will not break Stealth or Invis upon activation.
          • Note that dealing direct damage with a Nightblade skill will still remove Stealth and Invisibility. We’re not changing core behaviors to allow them to remain Stealthed or Invisibile – just leaving most of their abilities to function as they currently do, so they feel a bit more identity driven after this pass.
        • By extrapolation, many “sneaky” coded skills will also not remove Stealth or Invisibility, also in efforts to retain that more fantasy/identity driven sensation. These skills make low amounts of noise upon activation and do not produce a significant amount of light. Includes things such as Trap Beast, Expert Hunter, Evasion, and Bow skills.
          • This is less of a hard rule and more of a “what is believable/makes sense for Tamriel?” while also trying to maintain a sense of balance (to avoid burst focused or layered attacks from being maintained while unseen). When you activate a skill, if you ask yourself, “Would this realistically alert enemies of my presence based on what I see and hear?”, the answers should largely align with what you experience. If they don’t, we’d love to hear your thoughts and reasoning!
      • The following skills now break Stealth and Invisibility, to ensure they are consistent with other skill type activations and align with their visuals for a more believable/grounded experience.
        • Bone Shield and morphs when cast
        • Blood Mist when damaging enemies. Fixed an issue where damage was treated as direct damage in some cases.
        • Rally’s heal
        • Annulment and morphs when cast
        • Unstoppable and morphs when cast
        • Shield Wall and morphs when cast
        • Defensive Posture and morphs when cast
        • Bone Armor and morphs when cast
        • Venom Skull when cast (the other versions already behaved as expected)
        • Feral Guardian and morphs when casting
        • Flacon’s Swiftness and morphs when cast
        • Cutting Dive when cast (the other versions already behaved as expected)
        • Blazing Shield
        • Relentless Focus when cast (the other versions already behaved as expected)
        • Earthspike and Earthshield Mantle
      • The following skills will no longer remove Stealth or Invisibility from their caster, to feel more appropriate for their skill source identities & activations
        • Trap Beast and morphs cast
        • Expert Hunter and morphs cast
        • Strife and morphs cast
      • Fixed an issue where many damage over time effects sourced from ground area effects would incorrectly remove Stealth and Invisibility from their caster when they dealt damage.
        • Note that “sticky” DoTs that apply to enemies also should not break Stealth or Invisibility from their caster – but “sticky” DoTs that turn the caster into an area effect damage over time will!
      • The following skills will now actively prevent Stealth and Invisibility while they are active on their caster;
        • Imbue Weapon and morphs
        • Crystal Weapon (morph of Crystal Shard)
        • Magelight and morphs
        • Overload and morphs
        • Sleet Storm and morphs
      • Proc based (effects that trigger from another effect, such as item sets, passives or status effects) attacks no longer benefit from Sneak's bonus damage or guaranteed critical strike. They also no longer benefit from Shadowy Disguises guaranteed critical strike. These changes also mean that proc-based attacks should no longer inconsistently remove Sneak or Invisibility.

        Developer Comment
        This is both a consistency pass and a balance pass. Sneak and Invisibility are both separate systems that are similar in many ways, but their behaviors can end up being very distinct. In some cases, such as detection, this is intended - as invisibility is intended to be much stronger than Sneak (in the sense that you should be harder to detect while Invisible compared to while Sneaking). In other cases, such as interacting with skill usage, dealing damage, healing, etc; many inconsistencies arise. Previously, Invisibility by default did not remove itself when dealing proc-based damage, while Sneak did (if the attack was also direct damage) - creating a confusing experience and a lot of potential frustration while in PvP. Moving forward we’ll continue to monitor and update effects that feel like they do not properly interact with Sneak and Invisibility to curate a more balanced and consistent experience when utilizing and countering these effects.

        For additional clarity, our goal is to prevent the removal of Stealth or Invisibility from a caster of an effect in cases it feels overtly punitive or nonsensical (i.e dealing damage over time, or triggering an effect that you lack agency over) - while simultaneously ensuring we are not enabling toxic behaviors (i.e remaining unseen while directly damaging, healing, or shielding) or creating situations where the advantages of remaining undetected compound with its natural bonuses (i.e procs also benefitting from bonuses to damage/etc). While the results of this may lack a hard outline of rules for what does and does not break stealth, the goal is to ensure these behaviors feel natural and fair (while still having a semblance of consistency) – and will be something we slowly work towards, not achieve alone with this pass.

        • The following skills have been adjusted to be considered proc events, to prevent recursive behaviors and overloading damage results from singular actions;
          • Molten Weapons and morphs' damage
          • Tome-bearer's Inspiration ad morphs' damage
        • Updated the terminology on player related abilities (skills, item sets, etc) to use the verbiage "summon" when referring to a summoned pet entity (Shadowrend item set, Unstable Familiar skill, etc) and removed this terminology from other player related functions that do not actually "summon" a pet entity (Icy Conjurer set, Dive skill, etc).

          Developer Comment
          This is mainly a consistency pass in efforts to help improve understanding of what sets such as Necropotence refer to when it mentions "summoned combat pet" versus what actually constitutes one. A "summon" entity in game is a reference to a special type of functionality that creates a monster, coming with many specific stipulations (mainly the fact that it has an AI state or a "brain", as well as loading of other complexities). Many abilities may appear to create a monster, but instead only visually simulate a monster (this is referred to as an "Fx model - effectively an empty husk with less of the complexity or expensive performance implications). Recently we've been attempting to improve the sensation of summoning monsters, without the actual need to summon them - so that we can support that playstyle and archetype more sustainably - but it has come with many inconsistencies, that we are attempting to improve with this pass. Effects that explicitly state they interact with a *summon* refer only to 💯certified💯 monster summons, and NOT visual effects of monsters - so language is a key way for us to differentiate when we are actually summoning a creature, and when we're simulating one; so you can make more informed decisions when theory crafting and testing.
        • Buffs and Debuffs
          • Major/Minor Slayer and Aegis: These effects now apply to all monsters, rather than only when inside a dungeon, trial, or arena. These changes were made to ensure they work while inside solo dungeons, as well as reducing their validations during damage calculations (these checked 22 unique lines of logic, every damage calculation). This will result in allowing them to work in the following instances;
            • Against player pets
            • Against non-player characters in PvP enabled areas (guards, monsters in Imperial City, etc)
            • Against monsters in overland zones, public dungeons, delves, etc

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    • Dragonknight
      • Ardent Flame
        • Lava Whip
          • Flame Lash: Reduced the healing of the Power Lash activation by 50%.

            Developer Comment
            We're toning down how much healing Dragonknights can consistently maintain as a targeted approach to reduce how oppressive they can be in PvP with certain setups - and to de-centralize their staying power from a single tool. While we see much healthier gameplay with builds that don’t utilize this morph, we’ll keep an eye if we need to shift some of the loss of power here to other parts of the kit if the class’s performance begins to dip under expectations.
      • Draconic Power
        • Earthspike Mantle
          • To better embrace your inner dragon, the spike model for Earthspike Mantle and its morphs now more closely reflects the original design for the ability.
        • Dragonfire Breath
          • Engulfing Dragonfire: Reduced the cost of this skill to 3510, down from 3780. This skill now reduces damage taken by 15% while it is being channeled.
    • Nightblade
      • Assassination
        • Assassin’s Blade
          • Impale: Fixed a rare issue where you could get stuck pointing aggressively at your foes after slaying them with this ability.
      • Siphoning
        • Strife: This skill and Funnel Health now cost 4050 Magicka, up from 2700. Increased their damage by 35%. Both skills now heal for 40% of their damage done, down from 50% (~8% increase in healing per tick if dealing true damage).
          • Swallow Soul: This morph now heals yourself for 40% of the damage done, up from 35%.
    • Sorcerer
      • Dark Magic
        • Exploitation: This passive now once again triggers when you attempt to activate a Dark Magic ability, rather than when you successfully cast one, in efforts to ensure it properly interacts with all abilities it should when paired with Font of Power and to reduce its performance strain in run time.
        • Crystal Shard: Fixed an issue where your sheathed weapons would sometimes move strangely on your back while casting this ability and its morphs.
    • Necromancer
      • General: Fixed an issue where many effects that allowed you to treat an entity as a corpse could confuse other Necormancer clients into thinking a corpse was available to consume or would sometimes interfere with using their own corpses. Individual corpse effects such as Malevolent Promise or Nobility in Decay should no longer interfere with other Necromancers.
      • Bone Tyrant
        • Bone Goliath Transformation
          • Pummeling Bone Goliath: Fixed an issue where the special Bash animation failed to play for this morph.
        • Death Scythe: The scythe FX should no longer linger on weapons when quickly swapping between weapon bars for this ability and its morphs.
    • Arcanist
      • Curative Runeforms
        • Arcanist’s Domain
          • Zenas' Empowering Disc: Fixed an issue where this morph failed to grant its effects if the target entered or left its area while Sprinting.
      • Herald of the Tome
        • Tome-bearer's Inspiration: This skill and its morphs now only trigger off Arcanist skill (a skill is an ability that is placed on your Hotbar, also referred to as Action Bar or Ability Bar) damage, rather than any class ability (an ability is effectively any action a player can take - including item sets, passives, etc) damage.

          Developer Comment
          We’re making a targeted adjustment to this skill in efforts to reduce how dense the skill line is in the context of sub classing, where it benefits a huge variety of builds with a large amount of power, despite originally being balanced for a class that lacked traditional damage steroids or layered damaging events.

    • Weapons
      • Destruction Staff
        • Weakness to Elements
          • Elemental Susceptibility: This morph now has a 3240 Magicka cost, rather than being free, to account for how much stronger status effects have become over time.
      • One Hand and Shield
        • Shield Charge: This skill and its morphs now cause you to automatically block for .5s after activating. Note that automatically blocking is free of cost (similarly to Shield Wall or Light Weaver)
      • Two Handed
        • Cleave: Fixed an issue where the damage shield from this ability and its morphs’ visuals did not last the full 6 seconds.
    • Guild
      • Fighter’s Guild
        • Expert Hunter: This skill and its morphs now increase the caster's Stealth Detection Radius (how far they can see Stealthed/Invisible Targets) equal to that of a detect potion. They no longer function as area of effect reveals that actively check if there are Stealthed or Invisible targets nearby and make them unable to benefit from concealment for a duration after, if they were revealed.
      • Psijic Order[
        • Imbue Weapon: This skill and its morphs now also increase your damage done with weapon attacks by 5% for 6 seconds after casting.
          • Crushing Weapon: This morph improves the new damage bonus to weapon attacks to 8%, up from 5%.
    • World
      • Werewolf
        • General: Updated many active skill costs to make for a more balanced experience and to better account for and highlight the existence of the Rampage effect. This will result in making Magicka and Stamina sustain more relevant for the Werewolf experience, while still offering reduced costs compared to most active play styles.

          Developer Comment
          Our goals for this pass are mostly aimed at making sustain more relevant for the Werewolf experience, since we've made notable concessions on the Ultimate sustain costs since its original design. We're relatively happy with the balance of the experience in PvE in regards to its relative power compared to more complicated builds - so we're trying to avoid reductions in power that influence their maximum output, and instead trying to increase the strain of sustaining their assault over longer encounters. These changes are mostly aimed at bringing the Werewolf closer to the rest of the pack in PvP environments, where we see them succeeding much more than others - which is largely due to the fact that they can forgo building as much sustain as other builds while still bringing easy to access damage and survivability. Neglecting to build around these cost increases won't immediately impair your effectiveness - instead it should help highlight the Werewolves as excellent burst fighters, while making them have to make more concessions if they want to sustain their rage. These changes also help highlight the importance of Rampage - which will still offer 100% cost reduction while active, making it even more important and rewarding to activate.
        • Pounce: Increased this skill and morphs' costs to 3213, up from 1071.
          • Carnage: Increase this skill and morphs' costs to 1188, up from 995. Fixed an issue where Carnage and morphs’ ranged activation requirements did not properly respect monsters with large hit boxes, forcing you to get much closer than expected to activate the skill.
        • Hircine's Bounty: Increased this skill and morphs' cost to 4590, up from 4320. Reduced the healing of this version by ~13%.
          • Hircine's Fortitude: Reduced the healing of this morph by ~10%.
        • Roar: Increased this skill and morphs' cost to 3443, up from 1071.
        • Gnash: Increased this skill and the Rip and Tear morph's cost to 1800, up from 765.
          • Bloody Gnash: Increased this morph's cost to 1620, up from 765.
        • Rending Claws: Increased this skill and the Bloodclaw morph's cost to 2340, up from 995.
          • Claw Fury: Increased this morph's cost to 420 per tick, up from 383. This morph now also heals you for 0.1046667 of your Max Health when dealing damage, up to once every second.
        • Insatiable Hunger: Fixed an issue where this synergy failed to play its blood visual effects in some situations. Updated this synergy to have the following rules to help reduce its frequency of overriding other synergy use:
          • Reduced the priority of the synergy from the highest combat priority rating to the lowest priority rating (Synergies from player abilities are rated values 6, 7, and 8. The higher the value, the lower the priority. Previously this was a 6 (which most defensive synergies have), now it is an 8 (which most offensive synergies have).
            • Why these numbers? We build our priority system in tandem with encounters and content – where often times special synergies sourced for content need to take priority over all other combat actions (to prevent situations where normal skill synergies prevent you from activating a content driven synergy to succeed a mechanic). This gave rise to use creating our own band of prioritization for synergies that grant priorities over others, in efforts to create cases where the synergies most likely to save you are prioritized over things that you generally want (hence why we value defensive actions > damage. Something something, “A dead DPS does no DPS.”)
          • Put 3 unique stipulations on the synergy in addition to their regular stipulations (looking at a consumable corpse, etc)
            • The caster is at or below 66% Health
            • OR the caster is at or below 200 Ultimate
            • OR the caster is out of combat
        • Slaughter: Instead of striking fear into the hearts of your enemies with a howl during certain Slaughter animations to cause a sheer heart attack, you will now summon a spectral wolf from Hircine’s realm to take down your foes with a deadly blow.
      • Legerdemain
        • Clemency: Fixed an issue where this passive’s cooldown could fail to apply in certain situations.


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    • General
      • Leaderboards will now show the current character’s ranked AP, even if there is another character on the same account that is on the leaderboard with a higher value of AP.
    • Battle Spirit
      • We have made some general adjustments to Battle Spirit, which are as follows:
        • Damage shield strength is now limited to 300% of Max Health when between the group sizes of 1 (solo) and 4.
        • Battle Spirit now reduces per group member beyond 4, reducing to 220% at 5 group members, and decreasing by an additional 20% per group member until 10 group members are reached (80% at 10), then reducing by 10% per group member between 11 and 12 (60% at 12 players).
          • These numbers are not final and we are expecting to adjust them based on feedback. Initially we are avoiding any penalty to small groups, and then ramping up a penalty that starts to further taper off as it reaches the group size limit.
        • Updated Battle Spirit and IC Battle Spirit tooltips to reflect these changes.
    • Battlegrounds
      • Two-sided and Three-sided Battlegrounds have now been combined into one queue called ‘Big Team Battles’. To make this possible, team sizes have now been changed to 6v6v6 and 9v9.
        • The competitive queue still remains two-sided and 4v4.
      • New medals have been added to all Battleground types, rewarding players who grant players damage shields, major and minor buffs, and major and minor debuffs. To earn a medal, you must:
        • For damage shields, grant at least 20% of your maximum health and have absorbed 50% total damage before expiring.
        • For buffs and debuffs, the duration must last at least 4 seconds or longer.
      • Multiple help defs have been updated to include the new medal information, as described above.
      • Battleground scoreboards have been updated with three new fields – damage dealt, healing done, and ‘objectives contributed towards’.
      • The Zone Guide is now disabled in Battleground zones.
      • Fixed an issue where some 10-49 Battlegrounds did not have proper battle scaling activated.
      • Fixed an issue where you could accidentally push the Battleground scoreboard off the screen if you were using max UI scaling.
      • Added abbreviated number formatting (and time formatting for Chaos Ball) to the damage, heals, and game type scores in the Battleground score screen.
    • Cyrodiil
      • Updated harvest nodes inside Cyrodiil to have their survey variants.
        • Example: An ore node will now be listed and yield the same rewards as a “Rich” ore node. A lumber node will list and yield the same rewards as a “Pristine” lumber node. Etc.
        • Known Exceptions
          • The following harvest node types do not have a survey variant, thus they have not increased while in Cyrodiil, which we are actively discussing:
            • Water nodes
            • Oil drop rates
            • Leather drop rates (as Cyrodiil does not normally have fur trap nodes)
            • Mushroom and water-based plant nodes
      • Archer guards have had their Health decreased by 30%.
      • Honor guards have had their Health increased by 33%.
      • Honor guards, Melee guards, and Menders have had their Physical Resistance increased to match their Spell Resistance.
      • Puncture: The guard version of this ability has been renamed to Perforate, to indicate it is a separate ability from the player version and has its own unique effects.
      • Several guard abilities that applied Stun to the player will now properly apply CC Immunity.
      • Fixed an issue where the wrong character could be chosen as Emperor if the account becoming Emperor had multiple characters in the same Alliance and Campaign.
    • Imperial City
      • Fixed an animation issue where your feet would slide around while using a Sigil of Imperial Retreat.
      • Fixed an issue where the queue for Battlegrounds did not properly update in response to your carried Tel’var amount after withdrawing or depositing from a bank.
      • Fixed an issue where the Imperial City Battle Spirit tooltip was incorrectly stating a range bonus where no bonus existed.
    • Vengeance
      • General
        • Vengeance is now an option in the Group and Activity Finder.
        • Updated the Siege vendors to no longer display Cyrodiil-specific items that cannot be used while in the Vengeance campaign. This includes siege weapons, forward camps, and keep recall stones.
        • We have introduced new siege weapons that can now be purchased with Alliance points at the standard Siege vendors. These deal increased damage to players based on their respective item quality level:
          • Green quality (higher than base siege)
          • Blue quality (higher than Green quality and below)
          • Purple quality (higher than Blue quality and below)
        • Updated damage abilities to have a maximum target of 12, up from 3.
        • Updated defensive and crowd control abilities to have a maximum target of 6, up from 3.
      • Abilities
        • Battle Medic
          • Spirit Bolt: Fixed an issue where your sheathed weapons would sometimes move strangely on your back while casting Spirit Bolt.
        • Assault
          • Rapid Maneuvers: Ability now provides Gallop in addition to Major Expedition.
    • Veterancy
      • General
        • Fixed an issue where the arrows used to navigate the Veterancy menu would sometimes not appear properly based on your UI scaling.
        • Fixed an issue with Veterancy rank achievements not being granted if you progressed past multiple ranks at once.

    Combat Quality-of-Life
    • Prioritize Damage Shield Visibility
      • A new optional setting has been implemented that allows you to change the prioritization of damage shield visibility when multiple shields are active on you at once. This setting can be found at the following location:
        • Settings – Gameplay – Combat – Prioritize Damage Shield Visibility
      • Within this setting, there are three options:
        • Off
          • This offers no change from the current experience - all damage shields will show at the same level of visibility. This is the default option for this setting.
        • Current Shield Health
          • This will prioritize the visuals of the damage shield with the most health, keeping it at full visibility, while other active damage shields have their visuals reduced.
        • Start Time
          • This will prioritize the visuals of the earliest cast damage shield, keeping it at full visibility, while other active damage shields will have their visuals reduced.
    • VFX Intensity Presets
      • Three new optional settings with preset values have been implemented to allow you to have better control over the visual effect (VFX) intensity within ESO. These settings can be found at the following locations:
        • Settings – Video – Self VFX Intensity
          • This applies adjustments to the player character.
        • Settings – Video - Friendly VFX Intensity
          • This applies adjustments to your group members and neutral players.
        • Settings – Video - Enemy VFX Intensity
          • This applies adjustments to any player that is hostile towards you.
      • As you adjust these settings, the VFX will update in real time. You will not need to reload your character to see the settings applied.
      • The values that can be set for each of these settings are as follows:
        • Normal
          • This keeps the VFX intensity at the same level that is currently observed. This is the default option for these settings.
        • Low
          • This reduces VFX intensity by 60%.
        • Minimal
          • This reduces VFX intensity by 90%.
      • The limitations of these settings are as follows:
        • The VFX that are impacted by these settings are limited to:
          • Mounts, Combat Abilities, Emotes, Mementos, Item Sets, Vanity Pets, and Equipped Gear
          • If you adjust the VFX intensity for Self, Friendly, or Enemy, all VFX from this list will be affected. You cannot choose to only have one category of VFX, such as Mounts, be affected.
        • NPCs, including Companions and combat pets, are not affected by these settings.
        • Environmental VFX, theaters (special scenes that play during certain quests), and combat telegraphs are not affected by these settings.
        • Models that are used within VFX, such as the Warden's Impaling Shards and Dragonknight’s Molten Weapons, are not affected by these settings. The VFX applied to those models, however, are impacted by these settings. Due to this limitation, some models with VFX materials applied to them – ice-based combat abilities, as an example – will appear more solid when VFX are reduced because the VFX material applied to the model is being reduced, but not the model itself.
    Developer Comment
    Our intention with these settings was to offer options to help improve visual clarity in combat, provide ways to reduce visual strain for individuals who may need it, and allow individuals to elect into a reduced-intensity visual experience
    We understand that the current implementation of this feature will not address every specific request for additional VFX visibility customization, as there were limitations that we needed to work within so that we did not create an arguably worse experience for players who choose to opt into these settings. Any and all feedback on these new settings is greatly appreciated!


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    • Grimoires
      • Traveling Knife
        • Pull Focus: Added a target cap of 6 to this combination of Focus and Grimoire, so it operates similarly to other crowd control effects.

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    • Item Sets
      • The following sets now have an in-combat stipulation to activate them to rectify behavior where their effects can be self-triggered to gain their benefits to pre-buff:
        • Ansuul's Torment
        • Armor of the Veiled Inheritance
      • Fixed an issue where the following sets failed to remove their wearer from Stealth or Invisibility when they activated
        • Dreamer’s Mantle
        • Death's Wind
        • Storm Knight’s Plate
        • Redistributor
        • Phoenix
        • Velidreth
        • Hand of Mephala’s activation
        • Kra’gh
        • Iceheart
        • Grothdarr
        • Flame Blossom
        • Domihaus
        • Thurvokun
        • Mad Tinkerer
        • Unfathomable Darkness
        • Livewire
        • Sload’s Semblance.
        • Auroran’s Thunder
        • Hiti’s Hearth
        • Grave Guardian
        • Crimson Twilight
        • Foolkiller’s Ward
        • Crimson Oath’s Rive
        • Rush of Agony
        • Maligalig’s Maelstrom – which will actively prevent Stealth or Invisibility while active but can no longer trigger on Stealthed or Invisibile targets.
        • Dov-rha Sabatons
      • Updated the following damage sources to be considered pet damage:
        • Icy Conjurer
        • Aegis Caller
        • Scavenging Demise
        • Honor's Call
        • Mad Tinkerer
        • Cinders of Anthelmir
      • Fixed an issue where the following sets could fail to activate if the source of damage taken was a ground area of effect (such as Wall of Elemnts):
        • Song of Lamae
        • The Juggernaut
        • Aspect of Mazzatun
      • Dungeon Sets
        • Draugurkin’s Grip: Increased this set's damage done bonus to 373, up from 330, but it is now reduced to 186 against targets with Battle Spirit.

          Developer Comment
          We’re adjusting this set to be slighlty stronger in PvE situations, while also toning down how powerful it can become in PvP with builds that stack many individual hits (particularly status effect builds).
        • Plague Slinger: Changed this set’s damage type to Disease to be slightly more in theme with the outcome. A skeever corpse isn’t poisonous, but it is likely carrying disease. These certainly are!
    Edited by ZOS_Kevin on August 3, 2026 4:24PM
    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
      • Addressed an issue that allowed the Challenge Cave Delver III achievement to be incremented even when not in seasoned difficulty or higher.
      • The loading screen will now consistently display your selected difficulty, even if it's the default "Adventurer" level. If you're entering a zone where Challenge Difficulty is disabled, the loading screen still won't show the selected difficulty - this is unchanged.

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    • Transmute Stations
      • Transmute Stations should no longer do a slight zoom-stutter as the camera pans around your character.

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    • General
      • Fixed: Customized Actions could cause animation and prop placement issues while in Werewolf form.
        Dev Comment
        “Since Customized Actions are only compatible with the base player races and most polymorphs, they are no longer visible while in Werewolf form. This brings their behavior into parity with the original Werewolf Skill Line.”
      • Xyn, Planar Purveyor Assistant: This Assistant can now be accessed while mounted, and interacting with them will no longer dismount you.
      • Equipped costumes will now appear on Companions when using a dye station in a home.
      • Pet:Lilmoth Turle has improved skinning on animations
      • You will now play the proper animation when using Azureblight Recall while mounted.


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    • General
      • Fixed an issue that prevented Houses offered on the Gold Coast Bazaar from being purchased with Trade Bars while previewing the house.
      • The Service Tokens Tutorial Menu now explains how Alliance Change Tokens work.

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    • March of Sacrifices
      • Player werewolves can now use Prowl to avoid being teleported by Tarcyr.
        • Boon of Prowling has been partially changed. “Movement while in stealth no longer costs Stamina” is replaced by: “Gain 3000 Stamina.”

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    • General
      • Dragons should no longer freeze in place or weirdly pop between animation poses after you die.
      • Bilsa’s Delivery, Flowervine Farm, and Vampire Hunt: The time between encounters has been lowered from 30 minutes to 15 minutes.
      • Updated Dynamic Encounters to start every 15 minutes instead of every 30 minutes.
      • Fixed a rare server crash related to joining/leaving Dynamic Encounters and World Events (Dark Anchors, Dragon Hunts, Incursions, etc).

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    Witches Festival
    • Fixed: The Lord of Fear: The Portal to Detritus that spawns in Olyve's Brewery in Auridon is backwards.
    • Fixed: The Lord of Fear incorrectly did not reward Trade Bars on completion.
    • Fixed: Pluck the Crow incorrectly did not reward Trade Bars on completion.
    • Set the Garden of Shadows zone (Crowborne Horror public dungeon) to allow Challenge Difficulty.
    • Fixed: Hagmatron items were still awarded from Plunder Skulls.
    • Fixed: Thorn's Bites Withersteed combine FX were placeholder.

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    • Dynamic Events
      • Fixed: Allowing you to continue to consume Bitten Chew Bones even after completing the Skill Stylist III: Werewolf Form achievement.
      • Significantly increased the drop rate for Phynaster's Gem of Agility. This is still uncommon but is much more attainable overall.
    • Dragon Events
      • Fixed: Dragon Weather effects may disappear when you resurrect and re-engage the Dragon.
    • Items
      • Fixed: Minor Enervation Poisons fail to play video effects when activated with a Destruction Staff or Bow.
      • Fixed: Several non-damaging poisons counted as damaging poisons.
      • Fixed: Crown consumable effects were shorter in duration than their crafted counterparts.
      • All alchemy reagent item tooltips have been updated for overall consistency.
      • Fixed: Preventing three-match Heroism combinations of alchemy consumables from increasing the associated duration of the Heroism effect as intended.
    • Collectibles
      • Adjusted the acquire hint on the Z’Maja’s Shadow collectible skin to correctly reference the “More the Merrier” achievement which awards it.
      • Fixed: Purchase requirement issues and improved tooltip clarity on several Dragonknight Skill Styles collectibles sold on Stylemaster vendors.
    • Interactable Objects
      • Fixed: Interactable fish racks in Tamriel were not visually updating after looting.
    • Antiquities
      • Addressed several cases where the color quality of an Antiquity entry did not match the quality of the associated inventory item.
    Achievements
    • Updated the “Reacquisition Specialist” achievement description to correctly reference the Reacquisition Board in Glenumbra instead of the Tip Board.
    • Addressed an issue that could prevent the “Missing Map Recovered” achievement from completing as expected if Auto Loot was enabled.
    • Updated the Challenge Difficulty achievements "Skill Stylist (I/II/III): Werewolf Forms" to correctly match their icons to their corresponding skill style the achievement provides.
    • Fixed: Challenge Incursion Breaker achievements were displayed in the wrong order once earned.
    • Fixed: The Xalvakka's Bane achievement where a few of the listed components of the achievement were mismatched or misnamed to the actual achievements for their completion.

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    • Adjusted the PTS’s “Homeowner’s Crate” sub-container "All Previous Antiquity Furnishing Crate" to be organized based on the region you can find the furnishing in the Antiquities Codex.
    • Fixed a collision issue with the “Khajiit Bookcase, Short Arched” furnishing so you can interact with books placed in its shelves.
    • Adjusted the pivot points on “Hlaalu Mirror, Standing” and “Mushroom, Spongecap Patch” furnishings to be centered.
    • Fixed a visual issue with the furnishing “Minnow School” where it would stop rendering when placed below a water surface.
    • Fixed an issue with the furnishing “Mirror of Truth, Replica” where the furnishing would sometimes not be lit up as expected.

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    • Account Details
      • The account identifier you see when logging in to the game and account website is unchanged, but it is now referred to and called "LoginID".
      • ESO UserID is shown on the Social Screen for Console and PC Players in Gamepad UI.
    • Help
      • Numerous help entries have been updated for improved accuracy and detail.
      • Additional Help entry has been added to Battlegrounds to cover medals that apply to all Battleground gameplay modes.

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    • Path to Adventure / Hero’s Return
      • Dismissing pop-ups telling you to do the Hero’s Return will stop them from popping up again until you log out to character select and log back in, as intended.

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    Favor Quests
    • A Favor for Lady Arabelle
      • Fixed: A portal on loop 20 does not disappear after defeating the boss.
      • Fixed: The Favor for Lady Arabelle boss location portal effects are always spawned.
      • Fixed: The final set of favors would drop the quest while traveling to another zone.
    • A Favor for Battlereeve Urcelmo
      • Fixed: The 2nd Report from the Battlereeve has a double set of colons.
    • Holgunn One-Eye
      • Updated the quest assist for a better location for persistent ghosts.
    Auridon
    • Through the Ashes
      • Sergeant Artinaire will no longer follow the player indefinitely.
    Bangkorai
    • Lion Guard soldiers will now have armor and clothes again. (it’s hot there, okay?)
    Blackwood
    • Competition and Contracts
      • Tied up Bastion will no longer be present after completing the quest (sorry to those who enjoyed that).
    Glenumbra
    Thieves Guild Part 2 – Glenumba Edition
    • The Codex Caper
      • Removed several invalid door interact prompts that wandered into other zones somehow. Pesky thieves always leaving stuff around.
    • Three Thieves in Daggerfall
      • Fixed: Non-functional prompts for Seline Menant and using Somnal Powder appear randomly in the Bank of Daggerfall.
    • Racing into Nowhere
      • Fixed: Clients that finish the quest can block progression for other clients in the same group.
      • Fixed: the gates in Quen's section would appear closed if the player left the instance and returned after opening them.
    • Wolf Trap
      • Fixed: The quest pin could point you to the inaccessible exit door rather than the Koldane Den entrance.
      • Fixed: Difficult to target last grappling point.
      • Fixed: A door was separated from its frame, allowing you to see out of world.
    • Codex and Cartel
      • Fixed: You could sit on the same bench as Henard's corpse and clip into him.
    • A Guild Grows in Glenumbra
      • Fixed: NPC Oldura can notice you trespassing from behind a room divider.
    Overland Quests
    • Tomb of the Lost Kings
      • Fixed: A missing chest at the end of the quest.
    Malabal Tor
    • Fixed: Commander Faldethil wouldn’t increment the achievement if you had completed the Point of Interest on another character.
    Stormhaven
    • Pariah Abbey
      • Fixed: multiple quest markers issues on this quest.
    Summerset
    • Curinure’s Invitation
      • Curinure can now be interacted with again.
    Vvardenfell
    • Divine Blessings
      • Logging out on the last quest step will no longer make all surrounding NPCs vanish.
    Western Skyrim
    • Long Journey Home
      • Fixed: The quest assist pin not appearing on the map.
    • Fixed: The shortcut to Blackreach: Arkthzand Cavern was missing an icon.
    Hew's Bane - Thieves Guild
    • A Flawless Plan
      • Fixed: Incorrect boss icons.
    • Idle Hands
      • Fixed: Quest marker guides you to the wrong location upon entering Davon’s Watch.
    • Partners in Crime
      • Quen will once again animate climbing up the wall.
    Dark Brotherhood
    • Contract: Grahtwood
      • Quest assists for Kill Ab’jhad will no longer direct players to Daggerfall.
    Solstice
    • Vale of Revelry
      • Humanoid monsters in the delve can now be Blade of Woe’ed.
    • The Final Dark
      • Resolved some books that while reading, would pop you out of stealth.
    • The Deep Tombs of Xul-Haj
      • Fixed: An internal dev icon placed on you during the quest.
    • The Gift of Death
      • Updated multiple icons during this quest.
    • Crossing the Wall
      • Audio fixes to remove some odd sound artifacts.


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    • General
      • Fixed: Target marker assigned to you could appear in the UI of minigames such as Tribute and Antiquities.
      • Fixed: Kicking a player from a guild while they are offline did not immediately revoke access to the associated guild tabard.
      • Fixed: Quest journal icons can move outside of the scroll area while scrolling.
      • Fixed: The wrong submenu could open when leaving and returning to the activity finder screen.
      • Fixed: Keyboard UI not showing proper reults when searching for an item set in the Collections UI or Transmute Station UI when switching between them.
      • Fixed: Quest timers could duplicate when zoning.
      • Fixed: Markup tags were visible on the Vengeance Perks and Veterancy Progression screens.
      • Fixed: Certain conditions could cause the HUD armor and weapon warning icons to overlap.image.png
      • You can now no longer attack, block, or perform interrupts while the battlegrounds scoreboard screen is up in 4v4 competitive deathmatch.
      • Fixed: The housing editor retrieve to menu showed the wrong quantities for the bank.
    • Challenge Difficulty
      • Fixed: Group frames would not immediately update grouped player challenge difficulty.
      • Increased the size of the icons for the challenge difficulty and level up rewards tabs in the keyboard character screen
      • Fixed: Challenge difficulty titled overlapping the tab icons in some languages.
    • Housing
      • Fixed: A UI error when navigating the lighting category in the purchase tab.
      Edited by ZOS_Kevin on August 3, 2026 5:28PM
      Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
      Staff Post
    • ZOS_Kevin
      ZOS_Kevin
      Community Manager
      A note on Tamriel Tomes for PTS: From U51 going forward, we will not have a PTS-specific Tamriel Tome. We will only have PTS Tamriel Tomes if we need to test major features. Thanks all.
      Edited by ZOS_Kevin on August 3, 2026 6:29PM
      Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
      Staff Post
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