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PTS Patch Notes v1.6
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OVERVIEW
Welcome to The Elder Scrolls Online v1.6, our sixth and largest major content update thus far! We have many significant new features in store for you.
In this update, we’ve added the first phase of the Justice System. This will allow you to commit criminal actions throughout Tamriel such as theft, burglary, pickpocketing and murdering NPCs. We’ve also implemented the third phase of the Champion System, which introduces Champion Points and an entirely new UI where you can use these points to unlock passive abilities. We encourage you to check out the details below to learn how both these systems will work.
Accompanying the Champion System are gameplay improvements, fixes, and rebalancing. This will alter the way you’ve previously played as every ability has been amended in some fashion, differences in armor are more pronounced, critical attack and defense are handled differently, and the scale of numbers across the board has changed.
You will also notice that there is a new notification when you first log into the PTS asking which country you’re playing the game in. If you’re in a non-PEGI country, you will go straight to the game. If you’re in a PEGI country, there will be new legal text explaining that the rating for the game has changed, and you will need to either accept or decline this change to continue.
Additional new features include the highly-anticipated Provisioning revamp, plus the new Collections UI, improved combat animations, and changes to the Trials Leaderboards. In addition, we have tons of fixes and improvements to all other aspects of the game. We look forward to reading your feedback about everything!
BIG CHANGES / UPDATES / NEW FEATURES
Justice System
- Justice has come to Tamriel! The Justice System includes a number of new and exciting features that you can read more about below.
- Theft
- You may now steal from the citizens of Tamriel. You can choose to steal any owned item, just as you would any un-owned item.
- A red “steal” prompt appears over any owned item to ensure you know the difference.
- You can make theft more personal by sneaking up behind citizens and picking their pockets. When you get within range, a prompt will appear letting you know if you are in position and how difficult it will be to successfully pickpocket.
- Breaking and Entering
- Certain homes are now owned. These houses will have locked doors with prompts displaying the names of their respective homeowners.
- Interacting with these doors will allow you to attempt to pick the lock.
- Safeboxes
- There are high-value safeboxes scattered throughout the world. These tend to be closely watched, but the reward for successfully pilfering them is great.
- Assault and Murder
- You can now directly attack and kill most citizens of Tamriel. Once you have committed murder, you will be able to loot items from the victim’s corpse.
- Note that you may not get an item from a murdered NPC every time.
- Citizen Reactions
- Citizens of Tamriel will now react to your unlawful actions. Their reactions vary depending on their individual personalities, but keep in mind that stealing from a citizen may end up getting you more than you bargained for.
- Consequences
- Unlawful actions have repercussions if witnessed. The stealth eye conveys whether or not you are hidden from view. If you are hidden, your crimes will have no repercussions.
- If you commit a crime and are witnessed, you will gain a Bounty, which is displayed in the Bounty Meter at the bottom right hand side of the screen. Once you gain a Bounty, guards will pursue or attack you, and citizens may refuse to speak with you.
- Guards will attempt to extract justice from you whenever you have a Bounty. The level of Bounty determines their level of aggression. The segments of the Bounty Meter directly correlate with these levels.
- At the first level, “Disreputable”, guards will generally leave you alone unless you walk right up to them.
- At the second level, “Notorious”, guards will pursue you and enlist the help of other guards to catch you and extract your Bounty.
- At the final level, “Fugitive”, they only want to kill you. If you are at the “Fugitive” level you must either wait for your Bounty to decay naturally or find a Fence if you wish to pay off your Bounty.
- When a guard kills you, they will confiscate any stolen items and deduct gold from your bounty. Note that gold will never be taken from your bank.
- Crouching/Stealth
- Small improvements were made to stealth. The word "hidden" now always appears underneath the eye reticule while you're undetected. Previously, the eye being partially open could indicate that you were going into or coming out of a hidden state, but now you'll always know for sure when no one sees you.
- Benefits
- The most direct benefits from theft come from the items you steal. These items are marked as stolen in your inventory and have various restrictions – specifically, you cannot bank, trade, or sell these items except to a Fence.
- There is a new criminal skill line in the “World” category, dubbed “Legerdemain”, whose components are improved by fencing items, successfully pickpocketing, and successfully lockpicking. Increasing these skills will markedly increase your ability to live beneath the law.
- You can only sell stolen items to a Fence. Fences are located in Outlaws Refuges, which can be found behind marked doors in large cities. Outlaws Refuge entrances appear on the city map using the Outlaw icon (a splayed trident.)
- Fences can also launder items if you find something you wish to keep. Once an item is laundered, it is no longer marked as stolen and cannot be confiscated by the guards.
- Note that there is a daily transaction limit with Fences, as they don’t want to generate too much unwanted attention from the authorities.
Champion System - The Champion System is a new progression and development system that is designed to allow even more choice in how you build your high-level characters.
- The Champion System is available once you have one Veteran Rank 1 character on your account,and provides significant enhancements to character development while you are progressing through Veteran Ranks.
- Champion Points are account wide. When one Veteran Rank character on an account earns a Champion Point, every character on the account will receive a point to use, regardless of level.
- Only Veteran Rank characters can earn points to be spent in the Champion System, but all characters on your account can spend those points individually.
- The account-wide pool of points is not shared across characters. Each character on the account has their own unique pool that can be spent in a way that’s tailored to that specific character.
- Champion Points are earned by gaining experience; any Veteran Rank character can earn Champion Points by doing anything in the game that generates experience.
- This includes questing, exploring dungeons, conquering Cyrodiil, braving the challenges of Trials and Dragonstar Arena, clearing delves in search of loot, or just randomly killing monsters for fun and profit.
- A new mechanic, Enlightenment, has also been introduced to the game.
- Enlightenment slowly accumulates on your account at a fixed rate, regardless of the character you are playing, as long as your account has at least one Veteran Rank character.
- Anything that normally awards experience will also give you bonus experience as long as you have not used up your Enlightenment.
- This only applies towards Champion Point progression.
- This bonus experience does not apply towards increasing your level, Veteran Rank, or improving any weapon skills.
- As experience is earned and bonus Champion experience is applied, your Enlightenment will get used up. Once there is no more Enlightenment left, experience earned will count towards Champion point progression at the normal rate.
- Champion Points can be spent in nine different constellations that are arranged into three groups: the Warrior, the Mage, and the Thief.
- Each point that is unlocked will be for one of those three groups.
- A point that is earned in the Warrior can only be spent in one of the three constellations that serve the Warrior. The same goes for the Mage and the Thief.
- Every point that you can spend in a constellation will rotate with each earned point.
- For example, if the last point earned was in the Thief, then the next point will be in the Mage, and the next in the Warrior, then the circle will begin again.
- While there are many abilities in each of the three constellation groups, the groups each have a general theme.
- Points spent in the Warrior will improve your health and overall defensive capabilities.
- Points spent in the Thief will improve your stamina and provide an array of useful utility bonuses.
- Points spent in the Mage will enhance Magicka and provide bonuses to offense and damage dealing.
- A maximum of 100 points can be spent per star in each constellation.
- The first point in each star will grant the largest bonus, and each subsequent point in that star will offer a slightly smaller bonus.
- More powerful passive bonuses unlock once 10 points, 30 points, 75 points, and 120 points have been spent in a constellation. In all, there are 36 of these unlockable bonuses that you can earn over time. These bonus include some of the most powerful enhancements available via the Champion System, including:
- Determination: Gain a damage shield when using a potion.
- War Mount: Mounts do not lose stamina when you are not in combat.
- Arcane Well: Killing an enemy causes them to explode and grant magicka to nearby allies.
- Last Stand: Earn more Ultimate when below 20% health.
- Any Veteran Rank character that logs in after the system goes live will get 5 Champion Points added to the account for each full Veteran Rank that character has achieved.
- Partial credit will be given for XP earned within a Veteran Rank. This is based on a fraction of the total XP contained within the level. One Veteran Rank is currently 1,000,000XP, so the conversion system will grant you one Champion Point for every 200,000XP within a Veteran Rank.
- For example, if you are Veteran Rank 12 and have 800,000XP progress towards Veteran Rank 13, you will receive 59 Champion Points after the system goes live.
- EXTREMELY IMPORTANT: Only the conversion system will use 200,000XP for one Champion Point the day the system goes live in Update 6. This is not what it will take to earn a Champion Point while playing normally once the Champion System is live.
- It is possible that a Veteran Rank 1 character may not have earned 200,000XP into Veteran Rank 1. In this case, you will not receive a Champion Point after the system goes live.
- Champion Points are shared across all characters as the system is account wide, but for the conversion of XP to Champion Points, no more than 70 Champion Points will be given to an account.
- A VR14 character can receive up to 70 Champion Points depending on how much XP into VR14 they are, but 70 is the maximum the conversion system will give out for the account.
- If you have multiple Veteran Rank characters, you will receive credit for each Veteran Rank upon logging into each character (provided the account has not reached 70 Champion Points given out in the conversion).
- Only currently existing characters created before Update 6 goes live are eligible to claim points from the conversion pool. Once they are claimed, they will move into an account-wide Champion pool that all characters can use. You must have at least one Veteran Rank character in order to receive Champion Points from this conversion pool to your account.
- The 70 Champion Points from the conversion pool will never get more points added to it - only subtracted. If there’s a situation where you don’t use up all 70 points once the system is live, they will never be used since this only applies to characters you have preceding Update 6.
Game Rebalance - With the introduction of the Champion System, the basic attributes that make up characters and monsters have been altered. For the most part, these values work the same way they always have, but now have different values and scales.
- As an example, Health, Magicka and Stamina each perform the same way they did previously:
- Health keeps you alive
- Stamina allows you to block, sneak, dodge and use weapon feats
- Magicka allows you to cast spells.
- We updated the ratios on all stats. Items and stats now give 10% more health than magicka and stamina, when they previously gave 50% more.
- For example, instead of 20 health per level and 15 health per stat pick, you now get 156 health per level and 122 health per stat pick.
- There are a few stats that now work slightly different:
- Armor: The amount of mitigation provided by Armor has changed.
- A piece of Light Armor grants 1/4th of the mitigation of an equivalent piece of Heavy Armor.
- A piece of Medium Armor grants 3/4th of the mitigation of Heavy Armor.
- Spell Resistance: Instead of having a base amount of Spell Resistance that grows as you level, Spell Resistance is now provided by Armor on a 1 to 1 basis.
- For example, if a piece of gear gives you 2000 Armor, it also gives 2000 Spell Resistance.
- Passive skills in both the Light Armor and Heavy Armor skill lines will modify this ratio.
- Critical Strike/Spell Critical: Previously, each 10 points of these attributes would give a 1% chance to cause a Critical Hit to their target. This is no longer true and has changed.
- The amount of Critical Strike/Spell Critical required to get a 1% increased chance to cause a critical hit now increases per level.
- Precise Weapons that have a lower Required Level than the player character than owns it will provide less actual benefit.
- A Critical Hit still does 50% greater damage unless modified.
- You will now have a base Critical Hit chance of 10%.
- Critical Resistance: This attribute no longer reduces the chance to be hit by a Critical hit.
- Critical Resistance now reduces the bonus damage caused by a Critical hit, and with enough, can reduce the bonus damage to 0.
- The amount of Critical Resistance required to completely eliminate the unmodified bonus damage from a Critical hit is 50 * (your Character Level + your Veteran Rank number).
- For example, a VR14 would be 50 * (50 + 14).
- As part of the overall rebalance, a certain amount of power in each area was reserved for the Champion System. Completely maxing out any one stat will not only require a lot of work finding or crafting the perfect gear, it will also require a significant investment into a certain star or constellation in the Champion System.
Other Major Gameplay Changes - Synergy abilities now scale off your highest stats that are either stamina or magicka based.
- Ultimates and Synergy abilities now always scale of your highest Critical Strike stat instead of just your Spell Critical Strike.
- Abilities that cost magicka will now always scale off your magicka, spell damage, and spell critical strike stats.
- Abilities that cost stamina will now always scale off your stamina, weapon damage, and weapon critical strike stats.
- Removed diminishing returns from the game.
- Rewrote many of the tooltips for combat abilities to increase clarity and add flavor.
- Removed hard caps on the number of targets that can be affected by area of effect abilities.
- AoE abilities can now hit up to 60 targets; the first 6 will take 100% damage, the next 24 targets will take 50% damage, and the last 30 targets will take 25% damage.
- Abilities that apply a secondary effect, such as Caltrops, will only snare the 6 targets who take full damage.
- Adjusted how Ultimate generation is gained to make it more even across different classes and builds:
- When you damage an enemy with a light or heavy attack, you will receive a buff that grants three Ultimate per second for eight seconds.
- This buff is refreshed with each light or heavy attack.
- If you heal an ally that has the Ultimate gain buff, you will also receive the Ultimate gain buff for eight seconds.
- This only works if the ally being healed was not at full health prior to the heal.
- Abilities that previously gave Ultimate will now provide the Minor Heroism buff that will give you additional Ultimate over time.
- Standardized most of the buffs and debuffs that were applied by abilities.
- For each buff, there is a Major (larger benefit) and a Minor (smaller benefit) type.
- In order to make the new, standardized buffs as impactful as possible, these buffs are no longer able to stack with each other. Buffs of different types can all be active at once, but not two of the same buff.
- For example, you can be affected by both Major Evasion and Major Empower, but not by two separate Major Evasion buffs.
- Below are the new standardized buffs and their impacts:
- Armor buffs
- Minor Resolve: Small increase to physical resistance.
- Major Resolve: Larger increase to physical resistance.
- Reduce Armor debuffs
- Minor Fracture: Small decrease to target’s physical resistance.
- Major Fracture: Larger increase to the target’s physical resistance.
- Spell Resistance buffs
- Minor Ward: Small increase to spell resist.
- Major Ward: Larger increase to spell resist.
- Reduce Spell Resistance debuffs
- Minor Breach: Small decrease to target’s spell resist.
- Major Breach: Larger decrease to target’s spell resist.
- Damage Taken buffs
- Minor Protection: Reduces damage taken by 8%
- Major Protection: Reduces damage taken by 30%
- Dodge buffs
- Minor Evasion: Increases dodge chance by 5%
- Major Evasion: Increases dodge chance by 20%
- Reduce Damage debuffs
- Minor Maim: Reduces target’s damage dealt by 15%
- Major Maim: Reduces target’s damage dealt by 30%
- Damage on Next Attack buff
- Major Empower: Increases damage of next attack by 20%
- Weapon Damage buffs
- Minor Brutality: Increases weapon damage by 5%
- Major Brutality: Increases weapon damage by 20%
- Spell Damage buffs
- Minor Sorcery: Increases spell damage by 5%
- Major Sorcery: Increases spell damage by 20%
- Critical Damage buffs
- Minor Force: Increases critical damage amounts by 15%
- Major Force: Increases critical damage amounts by 40%
- Weapon Critical Chance buffs
- Minor Savagery: Increases weapon critical chance by 3%
- Major Savagery: Increases weapon critical chance by 10%
- Spell Critical Chance buffs
- Minor Prophecy: Increases spell critical chance by 3%
- Major Prophecy: Increases spell critical chance by 10%
- Healing Done buffs
- Minor Mending: Increases healing done by 8%
- Major Mending: Increases healing done by 30%
- Healing Taken buffs
- Minor Vitality: Increases healing taken by 8%
- Major Vitality: Increases healing taken by 30%
- Reduce Healing Taken debuffs
- Minor Defile: Reduces target’s healing taken by 15%
- Major Defile: Reduces target’s healing taken by 40%
- Reduce Max Health debuffs
- Minor Mangle: reduces target’s max health by 10%
- Major Mangle: reduces target’s max health by 40%
- Health Recovery buffs
- Minor Fortitude: increases health recovery by 10%
- Major Fortitude: increases health recovery by 30%
- Magicka Recovery buffs
- Minor Intellect: Increases magicka recovery by 10%
- Major Intellect: Increases magicka recovery by 30%
- Stamina Recovery buffs
- Minor Endurance: Increases stamina recovery by 10%
- Major Endurance: Increases stamina recovery by 30%
- Movement Speed buffs
- Minor Expedition: Increases movement speed by 10%
- Major Expedition: Increases movement speed by 40%
- Ultimate Gain
- Minor Heroism: Increases Ultimate gain by 1
- Major Heroism: Increases Ultimate gain by 3
Animation Updates - We have updated and polished all player character animations in both first- and third-person animations, which includes the following:
- More natural postures and improved timing to combat animations.
- Improved movement animations to look better overall and significantly reduce foot slip while walking or running.
- Improved stealth animations.
- Slightly quicker light and heavy attacks, block, and interrupt animations.
- Smoother blending between attacks and abilities, particularly those that get interrupted.
- Light and heavy melee attacks will provide clearer feedback whether they hit or missed.
- Unique combat stance for Lightning, Restoration, and Fire/Frost staff types.
- Magical weapons will not persist longer than the ability that creates them. Similarly, equipped weapons and shields will always be visible when they can be used again.
- Female characters using 2-handed weapons or a bow will no longer have their arms stick to their weapons oddly when blocking or otherwise interrupting an existing animation.
Provisioning Revamp - All provisioned items and provisioning ingredients, including those already in your inventory, will have automatically been converted to the new Provisioning system. Some ingredients from the old system are no longer used, but can be sold for exactly the purchase price of fresh ingredients.
- No items or known recipes should have been lost, but please let us know if you find otherwise.
- The new system no longer uses tiered or Alliance specific ingredients, and instead relies on various combinations of base materials.
- This reduces potential impact on your bags and banks from provisioning ingredients by up to two-thirds.
- Recipes for both cooking and brewing have been broken up into seven books each, following more specific lines of product.
- Each of these represents meals following a general theme of ingredient and buff type.
- As before, these can be collapsed or expanded within the UI.
- With foods now organized both by buff type and internal to each book by level, it is much easier to quickly find a specific type of food or drink you wish to prepare.
- There are now many new recipes in the world, including Veteran Rank 10 food and drink which was previously not available.
- With the reduced pool of ingredients, at any given time a provisioner should be able to produce a worthy food of nearly any level, with nearly any on-hand ingredients.
- Drink buffs have been reassessed to render them viable when compared to food buffs.
- Stale foods formerly found throughout the world are far less common, as the people of Tamriel now have discovered how iceboxes and larders properly work.
- Stale, cloudy, murky, flat, congealed, and cold foods will no longer appear plated for presentation as meals. Items picked up, purchased, or stolen are simply lower-quality versions of recipe-crafted consumables.
- This should help with inventory concerns in some cases, as looted food is no longer inventory-competitive with purchased food.
- Food made with the following ingredients will give you an increase:
- Meat will increase your health
- Fruit will increase your magicka
- Vegetables will increase your stamina
- Drinks made with the following ingredients will help you regenerate stats:
- Alcohol regenerates your health
- Tea regenerates your magicka
- Tonics regenerate your stamina
- There are also food and drink additives, which simply add additional variety to the recipes and do not have a mechanical impact on buffs.
- Recipes involving a single type (not counting additives) are green quality and produce green quality food.
- Recipes involving two types (not counting additives) are blue quality and produce blue quality food.
- Recipes involving all three types of base ingredients for are purple quality and produce purple quality food.
- Ingredients can be acquired from a number of sources:
- Interactable objects in the world
- Lootable objects have been updated to provide ingredients they actually represent. For example, when searching a basket of apples, you will find an apple. In searching a bin of corn, you will find corn.
- Additionally, any pie on a plate can be taken, as can any bowl of stew or bottle of juice, alcohol, or tea. This will result in a white-quality version of crafted foods, which can be consumed for a beneficial buff, but will provide less benefit than a crafted version.
- Closed interactable containers (crates, barrels, etc.)
- Vendors
- Grocers will sell non-rare provisioning ingredients.
- Chefs will sell non-rare cooking-centric provisioning ingredients, as well as individual one-bonus white versions of crafted food.
- Brewers will sell all non-rare drinking-centric provisioning ingredients, as well as individual one-bonus white version of crafted drink.
- Crafting Writ rewards
- Hireling Packages
- The provisioning hireling delivers much larger volumes of ingredient than before.
- Fishing
- You will be able to use any non-trophy fish to skin them and acquire fish meat.
- Critters
- We are still working on finalizing this, but essentially killing a cow or chicken or deer will give you meat, which you can use to make food.
Collection System - Update 6 includes a new collection system which organizes certain types of items, offloading them from your inventory entirely and making them available to all characters on your account. These include the following:
- Vanity Pets
- Mounts
- Costumes
- Note: This does not include disguises at this time.
- You can browse these categories that show both acquired and yet to be attained items, as well as how they may be obtained.
- You may activate a costume, vanity pet, or even mount at any time directly from the collection window, though restrictions on mount locations still apply.
- You may also hotkey most collection items for convenience.
- As a result of this new feature, some underlying systems like mounts have changed.
- Previously, each mount was associated with a specific set of statistics, which often led to you needing to choose between your preferred mount appearance or a mechanical benefit. Now, you are free to choose any acquired mount you like without compromising statistics.
- Instead of feeding specific mounts at stables, you will now take riding lessons at stables that will increase your capability with any mount you ride.
- You will also be able to gain maximum speed, stamina and capacity increases via these lessons over time.
- The highest upgrade each player character has achieved with their mounts will be transferred into progress on your riding skills.
- If you have three different mounts with 50 points of upgrades in speed, stamina, and capacity respectively, you will have those same benefits with your riding skill.
- Additionally, every different mount on existing accounts will be transferred into the Collection system, which is available on all your characters. If there is a specific type of mount that you haven't yet acquired, they will still be available at the stable.
- All current items in your inventory that apply to the collection system will be automatically converted into the new system with no action needed. Any new collectible gained will unlock the collection entry with no inventory interaction needed.
- We have extensive plans to expand this system in the future with additional categories and functionality, so this is just the beginning!
Crown Store - With Update 6, we are introducing the Crown Store: an in-game store where you can buy customization and convenience items. To access the Crown Store, log into the game and press “,”.
- Note: The Crown Store is not available from the character select screen.
- Once this system goes live, you will be granted an initial set of crowns just for owning the game, and will also be able to purchase crowns from The Elder Scrolls Online store. However, for the purpose of testing on the PTS, everyone has been granted 5500 crowns to be spent as desired. This will be reset once the system is live.
- While you can purchase crowns on the web, the items in the store are only available to purchase in-game.
- Once the system is live, the Imperial Edition Upgrade bundle and the Explorer’s Pack that are currently available on the web will be moved to the Crown Store for purchase.
- The Crown Store will sell customization and convenience items. You can use the items in the store to save some time, as well as customize your look with exotic pets, costumes, and mounts.
- Items within the Crown Store can be previewed by hovering over the target item and pressing R.
- To purchase an item, hover your mouse over the desired item and press E. You will need to confirm the purchase at the subsequent window.
- Upon confirmation, crowns will be removed from your account and the item will be made accessible to you.
- Items purchased from the Crown Store are non-refundable.
- Once the Crown Store is available, there will be a variety of offerings for you to purchase:
- Pets
- Pets cannot be traded or sold to others.
- Mounts
- Mounts cannot be traded or sold to others.
- Costumes
- Once purchased, costumes will become available in the Collections UI for all characters on your account to access.
- Costumes will only alter your appearance; your stats will remain unchanged.
- Some special costumes, called polymorphs, will also be available. These are costumes that change your entire appearance, including your character’s model.
- Costumes cannot be traded or sold to others.
- Consumables
- Consumables are items managed in your inventory that can be used in the same manner as current consumables. They can be right clicked, double-clicked, or loaded into a quick slot.
- Crown Store Consumables cannot be traded or sold to others, and cannot be deleted without confirmation. They can, however, be moved to other characters on your account via the account bank.
- Crown Store Consumables are designed to be an easily-accessible way to minimize down time. They are not designed to give anyone an unfair combat advantage.
- Specific Crown Store Consumables are as follows:
- Crown Repair Kits: These kits allow you to repair all currently-equipped items with a single use.
- Crown Potions: These can be used at any level, and the strength is equivalent to your level. These are slightly better than potions that are dropped from monsters or purchased from a vendor, but never better than a crafted potion.
- Crown Soul Gem: These can be used at any level on another player character of any level. When used to charge a weapon enchant, the enchantment becomes fully charged.
- Bundles
- Bundles are a collection of offerings through a single purchase.
- The bundle will have each offering represented as an icon allowing you to preview it by hovering your mouse over the icon.
- When attempting to purchase a bundle containing something you already own, you will be warned and prompted for confirmation, but are not prevented from purchasing the bundle.
Trial Leaderboard Changes - We have changed the way in which we calculate and present leaderboards within Trials and Dragonstar Arena, and are now using a point-based system. Due to this change, once Update 6 goes live we will be resetting all Trial leaderboards.
- We have reduced the penalty for losing lives within the Trial or Arena. It still matters, but not nearly as much as it did previously.
- There are several things that award points within Trials and Dragonstar Arena. The breakdown is as follows:
- Monsters: Each monster within a Trial (with few exceptions) will award points when they are killed. The point total varies based on the difficulty of the monster, though you will want to kill all of the monsters within a Trial to get all of the points.
- Difficult Mode: Boss fights within Trials on difficult mode will give a very large chunk of points. You will most likely want to run difficult mode as the points awarded for this can tip the scales directly in your favor.
- Arena Completion: Each arena within Dragonstar Arena is worth a certain amount of points.
- After all the points are achieved within a Trial or Dragonstar Arena, you will be awarded a point bonus based on completion time.
- Your leaderboard score will include your points plus your time bonus.
Updated Tutorial - The entire tutorial in the Wailing Prison has been revised:
- If you were previously in the Wailing Prison with the quest Soul Shiven in Coldharbour, the quest will now be reset.
- If you already completed this quest, you will not be affected.
- Lyris will now guide you through much more of the Wailing Prison than before.
- Basic combat skills are covered in more detail in the beginning of the tutorial.
- You will now start with a two handed sword.
- However, there are now more weapons (and armor!) to find in the Towers of Eyes and in the Undercroft!
- You can now try your hand at lockpicking in the tutorial so you can learn the mechanics more easily.
- The Sentinels must now be vanquished using stealth.
- The Undercroft has been improved to be more fun to navigate.
- The Child of Bones will now give you a better reward. Don’t forget to loot!
AVAILABLE TEMPLATES
Veteran 14 Endgame Template - Veteran Rank 14 template with full sets of gold VR14 gear.
- You can choose any race and any alliance, and will start in Belkarth.
- You will be given 70 Champion Points to spend however you desire.
- All skill lines will be unlocked with the exception of Vampire and Legerdemain (Justice).
- Known Issue: Any time you create a new character using this template, all characters on your account will be reset to 70 Champion Points. We suggest creating new characters on the PTS first before distributing any points.
KNOWN ISSUES
General - If you log out of the game while speaking with a guard that is collecting your bounty, you will get stuck at a loading screen when returning to Character Select.
- There are currently duplicate keybindings available for some actions within the Controls menu. Keybindings for any duplicate entries should be ignored and left as unassigned.
- For example, Ability 1 is currently showing up twice. Only the first Ability 1 is mapped to the 1 key; the second is Not Bound, and mapping it to a key will not do anything.
- Ultra settings will now require a video card with 2GB of VRAM. If you’re currently using auto-detect, your graphics will still be set to Ultra if you have a 1GB video card.
- The leaderboard is not currently including the bonus for completing a Trial on difficult mode.
- If you are mounted while you log out of the game, you will still be mounted when you log back in and pressing H will not allow you to dismount. You can crouch as a temporary workaround to dismount.
Crown Store - General UI
- If you turn off the UI and are stopped by a guard, you will not be able to turn the UI back on in the middle of this conversation which may force you to “flee” and be hunted by the guards. We recommend not toggling UI display while you have a bounty and are in the presence of guards.
- If you use a repair kit purchased from the Crown Store directly on an item, it will only repair that particular item. As Crown Repair Kits were designed to repair all items in your inventory, right clicking on the repair kit itself will result in all items being repaired.
- There is currently an issue preventing saddlebags from showing on your mount if you have upgraded the carrying capacity. You still have the extra capacity, but the saddle bags will not display.
- Collection Window
- General
- If you scroll through the Collections window with your mouse wheel while mousing over collectibles, the unlock/lock label within the collectible tooltip may become misaligned within the tooltip. When this happens, that label in the tooltip will shift to the left, colliding with the tooltip icon.
- Long pet names may result in a letter being clipped off the end of the name.
- Costumes
- The Draugr Polymorph does not currently apply correctly to female player characters.
- If you enable the Draugr Polymorph costume and change to another costume, your face will be altered. Relogging will fix this issue.
- The head portion of the Jester Costume does not yet fit properly on Argonians and Khajiit.
- Wearing a costume while in werewolf form will result in a few display issues.
- Crown Store Window
- General
- There is not yet a button to reload the UI on the Crown Store error dialog.
- The search field in the Crown Store is still a work in progress, and may not return all results.
- The Purchased/Not Purchased filter does not affect the Consumable tab of the Crown Store, as these can be purchased multiple times. This will be removed in the next PTS update.
- There is an extraneous <<X:1>> displayed above your Crown Balance.
- The UI does not yet properly show you how many potions, repair kits, or soul gems you receive upon purchase.
- Health/stamina/magicka potions: 20 potions per purchase.
- Repair kits: 10 per purchase.
- Soul Gems: 10 per purchase.
- Item Previewing in the Store
- You will see some abnormalities while attempting to preview items in the Crown Store if you are dead or being resurrected.
- The mouse cursor to rotate an item will remain on-screen in the event that you move your character at the same time you hold down the mouse button to rotate the preview window.
- Certain costumes, such as the Black and Maroon Dress and Jester Outfit, are missing the torso if you attempt to preview them while wearing a Guild Tabard.
- If you toggle the Hide Helmet setting to on, it will affect the preview of costumes that cover your head and hide your helmet as well.
Justice System Stolen Items - The distribution of higher quality items does not correctly scale based on level of content. This means it is currently more rewarding than intended to steal from low-level areas and less rewarding than intended to pilfer higher-level ones.
- Currently, stolen items that are green and blue quality vary in price based on the level of the zone they are from. This is not intended.
- The price a Fence will pay you for a stolen item does not currently match the value on the stolen item tooltip.
- The cost to launder stolen goods at an outlaws refuge is currently set higher than intended.
- Some of the Justice System tutorial pop-ups are not currently working.
- Some items you can steal may have missing or incorrect icons.
- The drop-rate of valuable items you can get by pickpocketing from or murdering NPCs is currently set higher than intended.
- Currently green-, blue-, and purple-quality stolen items sell for more than is intended.
Alliance War
General - The underscroring bonus for the 30 day campaign now applies for one day instead of three days.
- Siege weaponry damage has been scaled in coordination with player health changes from the Champion System.
- The Keep walls upgrade now adds 20,000 HP per upgrade instead of 15,000.
- The equipment boxes sold in Cyrodiil will now contain VR13 and VR14 gear.
- Campaigns will now be sorted based on the length of the campaign, beginning with the non-veteran campaign then going from the longest to shortest duration.
- Siege damage will no longer be mitigated by armor.
- Increased the damage done by siege weapons against players by 10%.
- Updated the Cyrodiil buff Battle Spirit so it now reduces damage taken and healing received.
Art & Animation
General - Fixed the positioning for the following, so they are less likely to have clipping and/or hovering issues:
- Books
- Corpses (primarily in Rivenspire)
- Fixtures
- Miscellaneous interactable objects
- NPCs
- Treasure chests and other lootable objects
Face FX - Fixed a number of issues that would cause NPCs to not look directly at you while in conversation.
- Fixed a number of issues where mouth animations were out of sync with the VO.
- Added Face FX for all Bard songs.
- All NPCs speaking in the world in both conversation and just walking around will now use improved Face FX for proper lip syncing.
Figure - Improved and polished the look of all Redguard and Orc armor sets.
- Disguises will no longer override accessory, skin, or facial hair option choices.
- The body marking options for High Elves in character select will now be the same as they were at launch, and will no longer appear glossy.
- Improved clipping and other visual issues with multiple armor sets and NPC outfits.
Fixture - Fixed several cases throughout the world where improper collision on an asset could either block you from progressing through an area, allow you to fall through assets, or allow enemies to be knocked into them.
Terrain - Adjusted the terrain around Dark Anchors in Grathwood and Reapers March to address any difficulty getting back to them from the Wayshrines if you died.
Audio
General - Polished the audio in the recently expanded delves from Updates 4 and 5.
- Adjusted sounds to work with the improved combat animations found in this update.
- Polished the audio for many of the abilities.
- Fixed an issue with the impact sounds on the abilities Flurry and Veiled Strike.
- Polished the timing of a number of conversations amongst NPCs.
- Resolved many cases where an NPC would have inconsistent-sounding voices.
- Improved the lifelike feel of audio in many situations in enclosed spaces.
- Polished many locations where the sound and/or music didn’t quite fit the space or, in some cases, was missing entirely.
- Improved the audio used by a number of monsters, critters and objects in the world.
- Improved many UI sounds.
- Fixed an issue with the audio from the Ice Staff heavy attack.
- Added more variety to item sounds.
- Fixed a number mismatched or erroneous text/voice-over pairings throughout the game.
- Improved sounds for sheathing and unsheathing your weapon while stealthed.
- Fixed an issue where the sound effect for a readied Ultimate ability played every time you swapped between ability bars.
- Fixed an issue where the sound effect of a readied Ultimate ability would stop playing if both ability bars had readied Ultimates.
- Sound effects will now play when you select or deselect the Preferred Roles icon in the Grouping Tools.
Combat & Gameplay
General
- NPCs will now attempt to avoid colliding with each other if they are on the same path, and will also occasionally greet each other.
- NPCs will now travel and turn more realistically.
- Horses will now pass over small objects more consistently, which will prevent you from constantly having to stop to get around obstacles while mounted.
- Fixed an issue so there will be less flickering from projected particle effects.
- Death Recap icons for abilities such as those cast by traps or other hazards in the world will now display the correct art.
- If you attempt to enter stealth while carrying a scroll, you will no longer drop the scroll immediately. Instead, you will just remain visible.
- The Atronach Mundus Stone buff will no longer partially stack with itself.
- Fixed an issue where the damage over time component from the ability Poison Arrow would remove you from Shadow Cloak.
- Fixed an issue where Spear Shards and Volley would not hit an enemy using Shadow Cloak.
- Unequipping weapons while in werewolf form no longer attaches your other weapons to the werewolf model.
- Fixed an issue that could result in weapons becoming invisible if you weapon swapped while using certain Aedric Spear abilities.
- Adjusted the visual effects for the following abilities to improve client performance in Cyrodiil and Trials:
- Standard of Might
- Flames of Oblivion
- Obsidian Shield and its morphs
- Engulfing Flames.
- Fixed an issue where the Werewolf Ultimate bar would appear to fill while you were transformed.
- Fixed an issue where you would turn your body without moving your feet while channeling a heavy attack.
- All food and drink abilities now have icons in the character UI screen.
- Increased the heavy attack damage from Lightning staves to be same as Inferno and Ice staves.
- The bleed from dual wielding axes can now critically hit.
- Lightning-enchanted weapons no longer have a lens flare associated with their light.
- Fixed an issue with the tooltip for the Serpent Mundus effect; it now correctly reports that it increases your in-combat health regeneration.
- The effects for Dampen Magic IV and Harness Magicka IV now last for the full duration.
- The ability Eclipse will no longer reflect back the damage over time from Twin Slashes and Searing Strike.
- Melee abilities that apply a bleed will now all properly ignore your target’s armor.
- Improved the animations, audio, and effects when you consume or attempt to consume a potion.
- Added tooltip text for the lingering effects from health, stamina, and magicka potions.
- All bash and interrupt cues will now be more clear.
- You will now be less likely to weapon swap twice when hitting the weapon swap keybind multiple times in quick succession.
- You can now swap weapons while mounted.
- All stamina abilities will now use the physical critical strike rating, and all magicka based abilities will use the spell critical strike rating.
- All Mundus Stone buffs will now properly scale with your level and Veteran Rank, if applicable.
- The healing debuff from meat catapults no longer stack with healing debuffs from abilities.
- Renamed the name for the buff icon that appears on your Character sheet when you are immune from crowd control to “Ability CC Immunity.”Fixed an issue where both weapons would flash when enchanting or charging dual wield weapons.
Dragonknight - Ardent Flame
- Dragonknight Standard
- The Synergy for this ability will now scale off your maximum health instead of your maximum magicka.
- Reduced the available range of this Synergy to 2.5 meters from 8 meters.
- Increased the cost of this ability and its morph Standard of Might to 250 Ultimate.
- Shifting Standard (morph): The cost of this ability is still 200 Ultimate.
- Fiery Grip
- If the target of Fiery Grip is unable to be pulled to you for any reason, you will now be pulled to the target.
- Empowered Chains (morph): This ability now grants you Empower for 5 seconds.
- Searing Strike
- Increased the damage over time effect applied by all ranks and morphs of this ability by approximately 15%.
- The damage from Searing Strike and its morph Burning Embers is now checked against direct damage and resist defense values.
- Unstable Flames (morph): This ability now scales off Stamina and Attack Power and costs Stamina. Damage is mitigated by your target’s melee defense statistics.
- Fiery Breath
- Increased the damage over time effect applied to all ranks and morphs by approximately 30%.
- Fiery Breath and its morph Engulfing Flames are now mitigated by your target’s Direct Damage and Resist statistics.
- Burning Breath (morph): This ability will now scale off of stamina and weapon power, and is mitigated by your target’s melee defense statistics. This ability now applies the Major Fracture debuff to your target.
- Lava Whip
- Updated the tooltip for this ability to note the cooldown to set an enemy off balance.
- Flame Lash (morph): The follow up attack that is part of this ability now works on any off-balance target, stuns off-balance targets, and has a new icon.
- Inferno
- This ability has completely changed. It can now be toggled, has no cost, and deals no area of effect damage. Instead, when toggled on, Inferno will fire a projectile at the nearest target within 15 meters while in combat. In addition, Inferno provides the Major Prophecy buff while active.
- Flames of Oblivion (morph): This ability now provides the same effect as Inferno, as well as providing the Major Savagery buff while active.
- Sea of Flames (morph): This ability provides the same effect as Inferno, in addition to restoring Magicka to you whenever an enemy is killed by one of the projectiles.
- Updated the visual effects for Inferno and both morphs.
- Draconic Power
- Dragon Leap
- Reduced the cost of Dragon Leap and the morph Ferocious Leap to 125 Ultimate.
- Take Flight (morph): Reduced the cost of this ability to 110 Ultimate, and increased the damage on this ability by 15% for all ranks.
- Ferocious Leap (morph): This ability now applies a damage shield to the caster equal to your maximum health, and also removed the spell resist buff. We also fixed an issue where using this ability was unintentionally allowing you to jump up keep walls.
- Spiked Armor
- All ranks of this ability now also grant the buffs Major Resolve and Major Ward.
- Razor Armor (morph): Renamed this ability to Hardened Armor, which now provides a damage shield equal to 10% of your maximum health. The duration of this shield lasts 3.5 seconds at Rank IV.
- Volatile Armor (morph): This ability now deals increased damage over 10 seconds. The amount of damage dealt increases with each rank.
- Dark Talons
- Chocking Talons (morph): This ability now applies the Minor Maim debuff, even if your target is immune to roots.
- Burning Talons (morph): Increased the damage over time from this ability by approximately 10%.
- Dragon Blood
- This ability now provides the buff Major Fortitude.
- Green Dragons Blood (morph): This ability now provides the buffs Major Fortitude and Major Endurance, and lasts for 23 seconds at the maximum rank.
- Coagulating Blood (morph): This ability now provides the buffs Major Fortitude and Minor Vitality, and lasts for 23 seconds at the maximum rank.
- Reflective Scale
- This ability and all its morphs will now reflect a maximum of four projectiles.
- Reflective Plate (morph): This ability now provides the buff Minor Ward for 20 seconds. The duration increases with each rank.
- Inhale
- Increased the damage dealt by this ability by 30%. The damage increases with each rank for the first four ranks, and then remains constant for both morphs.
- Earthen Heart
- Magma Armor
- Magma Shell (morph): Reduced this ability’s Synergy radius 2.5 meters, and increased the strength of the shield produced by the Synergy to 100% of your maximum health from 85%.
- Stonefist
- Obsidian Shard (morph): Increased the damage of this ability by 20%.
- Stone Giant (morph): This ability now grants the buff Minor Resolve instead of the previous unique increase to armor.
- Molten Weapons
- This ability will no longer buff allies. Instead, activating Molten Weapons will increase your heavy attack damage by 40% for 7 seconds. The duration increases with each additional rank.
- Igneous Weapons (morph): Using a heavy attack while this ability is active will increase its duration by one second.
- Molten Armaments (morph): This ability now increases the extra damage against low health targets.
- Slightly reduced the cost of Molten Weapons and its morphs.
- Obsidian Shield
- Igneous Shield (morph): This ability now applies the buff Major Mending for 7 seconds.
- Petrify
- Increased the duration of this ability to 20 seconds from 12 seconds at Rank IV.
- Fossilize (morph): This ability no longer affects regeneration rates. Instead, it roots your target for 2.5 seconds after the stun ends.
- Shattering Rocks (morph): Increased the chance to put your targets off balance to 50% from 33%.
- Ash Cloud
- Ash Cloud is a now a ground-targeted area of effect ability. It no longer affects an enemy’s miss chance, but instead snares your enemy by 70%.
- Increased the damage radius of Ash Cloud and its morphs to 5 meters from 4 meters.
- Cinder Storm (morph): This ability now snares enemies for 2.5 seconds, after they leave the area of effect. The damage dealt by Cinder Storm now increases with each rank of the ability.
- Eruption Now (morph): This ability now deals damage instantly. This damage amount increases with each rank.
- Passives
- Earthen Heart
- Mountain’s Blessing: This passive now also grants all allies within 30 meters the buff Minor Brutality for 10 seconds at Rank I, or 20 seconds at Rank II.
Sorcerer - Daedric Summoning
- Storm Atronach
- The Charged Synergy is now instant and provides both you and the Atronach the buff Major Berserk for 8 seconds. This Synergy is available to other player characters within 2.5 yards of the Atronach until one player character triggers it.
- The Greater Atronach now does 15% more damage as compared to the normal Storm Atronach.
- Unstable Familiar
- The unstable familiar (as well as the pets from the morphs of this ability) will no longer taunt monsters if the summoning player character is the only one on the hate list for that monster.
- Daedric Curse
- Increased the single target damage for all ranks and morphs of this ability by 25%.
- Increased the AoE damage from this ability by 15%.
- Removed the morph Explosive Curse.
- Multiple Sorcerers can now stack this ability on the same target, though you can only have one curse active at any given time.
- Daedric Prey (morph): Added this morph to the game, which increases the damage your pets will do to a target affected by your curse by 20%.
- Winged Twilight
- Increased the damage dealt by the winged twilight and all its morphs by 15%.
- Summon Restoring Twilight (morph): Slightly increased the damage boost, and slightly reduced the twilight’s health. The Restoring Twilight also now grants nearby allies the Minor Intellect buff.
- The Restoring Twilight pet gets 1% more bonus damage with each rank.
- Summon Twilight Matriach (morph): This pet now heals for the same amount at each rank of the ability, and also receives increased bonus damage with each rank.
- Bound Armor
- This ability now grants you the buff Minor Resolve, and increases your maximum magicka by 5%. This bonus magicka does affect your ability damage.
- The cost of the ability decreases with each rank of Bound Armor.
- Bound Armaments (morph): This ability now costs Stamina instead of Magicka, gives you a bonus to stamina instead of magicka, and increases the damage done by heavy attacks.
- Bound Aegis (morph): This ability now grants the Minor Warding and Minor Resolve buffs instead of additional armor.
- Dark Magic
- Crystal Shards
- Reduced the cast time on all ranks and morphs to 1 second from 1.3 seconds.
- Fixed an issue with the impact timing with this ability.
- Crystal Shards and its morphs will now show the correct icon in the death recap screen.
- Crystal Fragments (morph): Fixed an issue where this morph was applying multiple passives each time it was cast.
- Encase
- Reduced the cost of this ability by 15%. Each additional rank of the ability increases the cost reduction slightly.
- Reduced the cost of the morphs of this ability to match the lowest cost tier for the base ability.
- Rune Prison
- Rune Cage: This ability will no longer break due to damage over time. Each rank of Rune Cage now increases the disorient duration.
- Weakening Prison: This ability now puts an aura of protection on you that lasts for one minute. The first player character to attack you during that one minute will be put in a Rune Prison. Each additional rank increases the duration of the aura by 20 seconds.
- Dark Exchange
- It is now possible to move while channeling all ranks and morphs of Dark Exchange.
- Dark Deal (morph): This ability now converts magicka into health and stamina.
- Daedric Mines
- Increased the damage of all ranks and morphs to 150.
- All boss monsters and any monster with boss immunities will be immune to damage from this ability for one second after being affected by a Daedric Mine.
- Negate Magic
- Supression Field (morph): This ability has been redesigned, and now applies the Minor Protection buff to your allies inside the field.
- Absorption Field (morph): This ability has been redesigned. Allies who pass through the field now gain the buffs Major Expedition, Major Intellect, Major Fortitude, and Major Endurance for 12 seconds.
- Storm Calling
- Overload
- Reduced the initial cost of Overload and its morphs to 75 Ultimate from 125 Ultimate.
- Overload light attacks no longer trigger the global cooldown, which will result in an overall increase to Overload DPS.
- Overload and Power Overload will now properly scale their damage off Weapon Damage and Stamina in the event that they are higher than Spell Power and Magicka.
- Mages Fury
- Endless Fury: Increased the base value of the magicka regeneration by 25%. Fixed an issue where this ability was exploding multiple times; it is no longer endless!
- Lightning Form
- Lightning Form now lasts for 15 seconds and grants you the Major Resolve and Major Ward buffs.
- Thundering Presence (morph): This ability now starts at 20 seconds and increases in duration by one second with each rank.
- Boundless Storm (morph): This ability now grants the Major Expedition buff for 6 seconds. This duration increases with reach rank, up to a duration of 7 seconds at Rank 4.
- Lightning Splash
- Increased the duration of Lightning Splash to 4 seconds.
- Reduced the Synergy range for this ability. Activating the Synergy no longer removes lightning.
- The Synergy damage now scales off of stamina/power.
- Fixed an issue that allowed the synergy to be used repeatedly if no enemies were nearby.
- Liquid Lightning (morph): Increased the bonus initial damage to 94%, and will increase by an additional 2% with each rank.
- Surge
- This ability now applies the Major Brutality buff.
- Power Surge: This ability now applies the Major Brutality and Major Sorcery buffs.
- Critical Surge: This ability now has a one second cooldown on the heal.
- Passives
- Dark Magic
- Exploitation: This passive now provides nearby allies with the Minor Prophecy buff for 15 seconds at Rank I, and 30 second at Rank II.
Nightblade - Assassination
- Death Stroke
- Death Stroke and its morphs will now apply the Major Defile buff.
- Assassins Blade
- Killer’s Blade (morph): The heal from this ability will now be applied if your target dies within 2 seconds of the ability being used, regardless of who killed the target.
- Teleport Strike
- This ability will now critically hit properly.
- Fixed an issue with the cast time listed on this ability’s tooltip.
- Ambush: This ability now uses stamina instead of magicka, and applies the Minor Berserk buff on the next attack.
- Blur
- Blur now grants the Major Evasion buff.
- Mirage (morph): This ability now grants the Minor Resolve buff, and the cost now scales at the correct interval on rank up.
- Double Take (morph): This ability now grants the Major Expedition buff for four seconds, and the cost now scales at the correct interval on rank up.
- Mark Target
- This ability now grants the Major Breach and Major Fracture buffs.
- Removed the penalty from this ability.
- This ability can now be cast on any target.
- Reduced the cost of this ability by approximately 50%, and reduced the duration to 20 seconds.
- Piercing Mark (morph): The duration of this ability now scales with ability ranks up to a maximum of 30 seconds.
- Reaper’s Mark (morph): This ability now grants the Major Berserk buff for 8 seconds after the target is killed.
- Haste
- This ability has been removed, and replaced by the new ability Grim Focus.
- Grim Focus
- This ability has replaced Haste in the Assassination tree. Any experience gained in Haste will now apply to Grim Focus.
- When Grim Focus is activated, all weapon attacks will do additional damage for 20 seconds. Using light attacks or heavy attacks while the effect is active will grant a charge. When you gain eight charges, Grim Focus changes to Assassin’s Will.
- Assassin’s Will: This ability allows you to fire a spectral projectile at your target, dealing magic damage.
- Shadow
- Consuming Darkness
- Reduced the duration of this ability to 12 seconds.
- This ability will no longer provide an additional damage reduction for the caster.
- Hidden Refresh (synergy): This will now provide healing to allies, and will only be offered to allies under 50% health.
- Bolstering Darkness (morph): This ability doubles the effectiveness of the Major Protection buff on yourself.
- Dark Resurgence (synergy): This synergy, offered by Bolstering Darkness, will provide more healing for the ally that activates it.
- Shadow Cloak
- Fixed an issue that could allow heavy attacks to hit another player character who had activated Shadow Cloak if the ability had been activated while the heavy attack was in the process of charging.
- Fixed an issue where the effects from this ability would stay visible when the target receiving the shield would go into stealth.
- Shadowy Disguise (morph): This ability now makes the next attack a guaranteed crit. Reduced the cost of this morph by 10%.
- Veiled Strike
- Veiled Strike and its associated morphs will no longer stun enemies or cause them to go off-balance if they dodge the initial attack.
- Surprise Attack (morph): This morph now applies the Major Fracture debuff, and will no longer reduce your target’s armor if they dodge the initial attack.
- Path of Darkness
- Reduced the initial cost of this ability by approximately 10%.
- Increased the damage from each tick by 50%. This ability also provides the Major Expedition buff while inside the area of effect.
- Twisting Path (morph): Increased the damage of this ability by 33%.
- Refreshing Path (morph): Increased the heal amount of this ability by 33%.
- Aspect of Terror
- Slightly reduced the cost of this ability.
- Mass Hysteria (morph): This ability now hits up to three targets. These targets will be affected by fear for three seconds, then affected by Minor Maim debuff and have their movement speed reduced for 4 seconds.
- Summon Shade
- Reduced the duration of this ability to 15 seconds
- Increased the damage of this ability to 3% of your maximum Magicka, and now provides the Minor Maim debuff.
- Dark Shades (morph): This ability’s duration now scales to 18 seconds with additional ranks of the ability.
- Shadow Image (morph): This ability’s duration now scales to 18 seconds with additional ranks of the ability. It also now deals damage equal to 4% of your maximum Magicka, and the cost of the teleport has been removed.
- Siphoning
- Soul Shred
- Reduced the cost of this ability to 125 Ultimate from 150.
- The Synergy of Soul Shred is now only available to lowest health ally, but is also more potent.
- Soul Tether (morph): This ability now tethers up to 6 targets.
- Soul Siphon (morph): This ability no longer does damage. Instead, it grants the Major Vitality buff to up to six ally targets and heals those targets.
- Strife
- Swallow Soul (morph): This ability now grants the Minor Vitality buff and heals the caster. This heal will scale with the amount of damage dealt.
- Agony
- Reduced the cast time of Agony to 1.2 seconds, and increased the duration by 50%.
- Cripple
- Increased the damage dealt by Cripple by 6%.
- Debilitate (morph): This ability no longer affects attack speed. In addition, if your target dies while affected by Debilitate, the cost of the spell is refunded to you.
- Drain Power
- The damage caused by Drain Power no longer scales with the number of targets hit. Instead, you will receive a Major Brutality buff when damaging at least one target.
- Power Extraction (morph): This ability now scales off weapon damage and stamina instead of magicka and spell damage. The damage has also been increased by 10%.
- Sap Essence (morph): This ability now grants you the Major Spell Power buff.
- Passives
- Assassination
- Pressure Points: This passive now increases the Critical Strike rating by 2% for each Assassination ability slotted.
- Hemorrhage: This passive now provides the Minor Force buff for 20 seconds to all allies whenever you crit.
- Shadow
- Shadow Barrier: This passive now provides the buffs Major Resolve and Major Spell Resist for 4 seconds after using a Shadow ability, with the duration increased when wearing heavy armor.
- Siphoning
- Soul Siphoner: This passive now increases healing done for each Siphon ability slotted by 2% at Rank I, or 3% at Rank II.
Templar - Aedric Spear
- Radial Sweep
- Radial Sweep and all morphs are now a player-based area of effect attack that deals damage every 2 seconds for 6 seconds, to enemies within 5 meters.
- Puncturing Strikes
- Increased the single target bonus damage on this ability by 60%.
- Reduced the cost of this ability by 25%.
- Biting Jabs (morph): This ability now scales off stamina and weapon power, and now also provides the Major Savagery buff.
- Piercing Javelin
- Binding Javelin (morph): This ability now scales off stamina and weapon power.
- Focused Charge
- Slightly reduced the post-global cooldown for this ability, making it feel more responsive.
- Spear Shards
- Blazing Spear (morph): This ability will now continue to deal damage over time even if the spear is removed as a result of someone using the Synergy. If you are stunned by Blazing Spear, you will now gain crowd control immunity.
- Sun Shield
- Increased the cost of this ability by 10%.
- Radiant Ward (morph): In addition to increased shield strength, this morph also has a reduced cost.
- Dawns Wrath
- Nova
- Supernova: Decreased the activation range to 2.5 meters.
- Solar Prison (morph): Increased the damage dealt by this ability by about 17%.
- Solar Disturbance (morph): Increased the snare component of this ability to 65% from 60%.
- Sun Fire
- Increased the damage over time dealt by Sun Fire and its morphs by 30%.
- While Sun Fire is active on a target, the caster will gain the Major Spell Crit buff.
- Solar Flare
- Solar Flare no longer increases the damage of the next attack against the target. Instead, this ability now grants the caster the Major Empower buff.
- Reduced the cast time of this ability to 1.3 seconds.
- Dark Flare (morph): This ability now applies the Major Defile debuff to your target.
- Backlash
- Backlash now ignores the damage caused by other player characters using Backlash. Multiple casters can now all stack Backlash on the same target.
- Backlash and Purifying Light morph damage caps are now derived from your maximum magicka.
- Removed the cast time for this ability.
- Enduring Rays: This passive no longer increases the duration of Backlash.
- Power of Light (morph): This ability now applies the Minor Fracture debuff to your target, and the damage caps are derived from your maximum stamina.
- Eclipse
- Added a new graphical effect to this ability when projectiles are reflected.
- Total Dark (morph): This ability now heals the caster for each projectile reflected by the ability.
- Unstable Core (morph): This ability will now explode if the affected target uses CC Break or Cleanse to remove it.
- Blinding Light
- The ability Blinding Light has been removed, and replaced with Radiant Destruction.
- Radiant Destruction
- This new ability has replaced Blinding Light. Any experience you had in Blinding Light will automatically apply to Radiant Destruction.
- Radiant Destruction is a channeled, magicka-based beam with a range of 28 meters and a duration of 3 seconds. It does moderate damage against enemies, but that damage increases against targets who are low in health.
- Radiant Glory (morph): This ability heals the caster for 20% of the amount of damage dealt by the ability.
- Radiant Oppression (morph): This ability will now deal more damage depending on how much unspent magicka you have. A caster with 100% magicka will receive a 40% bonus to the damage from this ability.
- Restoring Light
- Rite of Passage
- Reduced the cost of this ability to 125 Ultimate.
- Increased the radius of this ability to 20 meters from 12 meters.
- This ability now launches projectiles to the allies it heals.
- Rushed Ceremony
- Added new graphical effects to Rushed Ceremony and its morphs.
- Restoring Aura
- Restoring Aura now grants you the buffs Minor Fortitude, Minor Intellect, and Minor Endurance when the ability is slotted into the ability bar. When the ability is activated, it provides Major Fortitude and Major Endurance.
- Cleansing Ritual
- Fixed an issue where this ability’s Synergy wasn't removing the effects from Crippling Grasp.
- Purifying Ritual (morph): Slightly reduced the cost of this morph.
- Rune Focus
- Rune Focus now applies the Major Resolve and Major Ward buffs for 12 seconds, and the buff will persist for 8 seconds after you leave the protected area.
- Channeled Focus (morph): Reduced the cost of this ability by approximately 40%.
- Restoring Focus (morph): This ability now provides the Minor Vitality buff while inside the rune.
- Passives
- Aedric Spear
- Piercing Spear: This passive now provides increased critical damage when a spear ability is slotted, instead of increased critical hit.
- Burning Light: The damage from this passive is now derived from your highest stats (stamina or magicka based).
- Balance Warrior: Increased the weapon damage from this passive to 3% at Rank I, and 6% at Rank II.
- Dawns Wrath
- Illuminate: This passive now provides nearby allies with the Minor Sorcery buff for 10 seconds at Rank I, and 20 seconds at Rank II, when a Dawns Wrath ability is activated.
- Restoring Light
- Mending: This passive now grants your Restoring Light heals a bonus based on the amount of missing health on the target of the heal. This can be up to a 5% bonus at Rank I, or up to a 10% bonus at Rank II.
Weapons - Two Handed
- Cleave
- Brawler (morph): Fixed an issue where the damage shield from this ability wasn’t refreshing when used on multiple enemies while the previous shield was still active.
- Carve (morph): This ability now grants the buff Minor Heroism for 8 seconds.
- Uppercut
- Dizzying Swing (morph): This ability now grants the buff Minor Maim for 10 seconds.
- Wrecking Blow (morph): This ability now grants the buff Major Empower.
- Momentum
- All ranks and morphs of Momentum now all apply the Major Brutality buff.
- Forward Momentum (morph): Reduced the cost of this ability.
- One Hand and Shield
- Defensive Posture
- Fixed an issue so the value in the tooltip for both morphs (Defensive Stance and Absorb Magic) is now correct.
- Puncture
- Puncture now applies the buff Major Fracture for 12 seconds.
- Ransack (morph): This ability now applies the buff Minor Resolve for 12 seconds.
- Pierce Armor (morph): This ability now applies the buff Major Spell Shatter for 12 seconds.
- Low Slash
- All ranks and morphs of Low Slash now apply the buff Minor Maim for 12 seconds.
- Crippling Slash (morph): This ability now applies the buff Minor Heroism for 8 seconds, as well as the buff Minor Maim for 12 seconds.
- Power Bash
- Power Slam (morph): The tooltip for this ability will now display the correct stun duration.
- Reverberating Slam (morph): This ability now applies the buff Major Defile for 10 seconds.
- Dual Wield
- Flurry
- Reduced the damage of this ability by 8%.
- Sparks
- This ability has been removed, and replaced with a new ability: Blade Cloak.
- When activated, Blade Cloak reduces area of effect damage taken by the caster by 20% for 15 seconds. Whenever the caster takes area of effect damage, this ability will deal damage to all nearby enemies. Blade Cloak can only fire once every 2 seconds.
- Quick Cloak (morph): This ability provides the buff Major Expedition for 5 seconds.
- Deadly Cloak (morph): When cast, this ability allows you to throw a dagger that deals high damage. This ability can only be used once, and only within ten seconds of the cast.
- Twin Slashes
- The second hit caused by this ability is now able to crit.
- Bow
- Snipe
- Lethal Arrow (morph): This ability now applies the buff Major Defile for 10 seconds.
- Focused Aim (morph): This ability now applies the buff Minor Fracture instead of increasing weapon speed against the target. This morph also increases in damage with each rank.
- Destruction Staff
- Destructive Touch
- Destructive Touch has been changed into a damage over time-based attack for all ranks and morphs of all types of staffs. The damage over time component increases in damage with rank.
- Increased the range of this ability to 17 meters from 7 meters.
- Destructive Reach (morph): Increased the range of this ability to 28 meters from 17 meters.
- Shocking Touch, the lightning staff variant of Destructive Touch, now deals damage to nearby targets instead of disorienting the target.
- Tri Focus (passive): This passive now grants a damage bonus of 8% at Rank I, and 15% at Rank II to heavy attacks when the caster is using a fire staff. This passive also now adds splash damage equal to 10% at Rank I, and 20% at Rank II, of the damage of the attack when a caster using a lightning staff uses a heavy attack.
- Frost Touch and its morphs will no longer stun your target before the projectile deals damage.
- Wall of Elements
- Increased the durations of all ranks and morphs of Wall of Elements by 2 seconds.
- Reduced the cost of Wall of Elements for all ranks.
- The damage dealt by Wall of Elements will now stack correctly with other instances of Wall of Elements cast by other player characters that affect the same target.
- Only one Wall of Element per caster may be active at any time.
- Unstable Wall (morph): Increased the explosion damage of this ability by 30% for all ranks.
- Wall of Storms
- Reduced the brightness of this ability’s effects.
- Force Shock
- Force Pulse (morph): Increased the area of effect damage dealt by this ability by 30%.
- Weakness to Elements
- This ability now has no cost and can be applied to multiple targets, and now afflicts the target (or targets) with the debuff Major Spell Resistance Reduction for 18 seconds.
- Element Susceptibility (morph): This ability now refreshes its duration when you damage the affected target.
- Impulse
- Pulsar (morph): This ability now applies the Minor Mangle buff to the target for 30 seconds, and the duration increases with each rank of the ability.
- Restoration Staff
- Blessing of Protection
- This ability now gives the Minor Resolve and Minor Ward buffs for 8 seconds.
- Blessing of Restoration (morph): Increased the heal provided by this ability by 21%. In addition, the buffs provided by this morph will now last 15 seconds.
- Combat Prayer (morph): This ability now grants the Minor Berserk buff for 8 seconds.
- Steadfast Ward
- Increased the strength of this ability by approximately 4%.
- Force Siphon
- Increased the bonus effectiveness on the caster provided by this ability to 150% from 100%.
Guilds - Fighters
- Dawnbreaker
- Reduced the cost of Dawnbreaker at all ranks and morphs to 100 Ultimate.
- Dawnbreaker now also deals additional damage over time.
- Fixed an issue so the damage over time aspect of Dawnbreaker and its morphs will now properly crit.
- Silver Bolts
- Decreased the base damage done by Silver Bolts by 80%, but increased the proc chance to 30% from 5%.
- Silver Leash (morph): Activating the secondary effect that pulls the target to you no longer has a cost, and now deals 15% more damage. This ability also now scales off Stamina instead of Magicka.
- Circle of Protection
- This ability now grants the Major Fortitude buff, and the value is increased by 50% against Daedra and undead.
- Fixed an issue where the bonus damage reduction was not being applied when a vampire would attack you.
- Ring of preservation (morph): This ability now grants the Major Health Regeneration buff.
- Trap Beast
- Reduced the time it takes to arm this ability to 3 seconds from 4 seconds.
- Increased the damage dealt per tick by approximately 40%.
- This ability no longer shows a telegraph to enemy player characters.
- Expert Hunter
- This ability now always provides you with the Major Weapon Crit buff.
- This ability now lasts for 15 seconds and grants a 4% chance to deal additional damage to the target, with the chance increased to 15% against Daedra.
- Expert Hunter and its morphs now correctly scale off Power and Stamina, and the crit chance is calculated based on your Critical Strike chance.
- Damage over time and channeled abilities now have a chance to proc Expert Hunter on the first tick.
- Camouflaged Hunter (morph): This ability now makes it less likely that you will be detected by Daedra while stealthed.
- Mages
- Meteor
- Reduced the cost of Meteor to 200 Ultimate.
- This ability now deals full damage to all targets in the area of impact, and knocks affected targets into the air instead of knocking them back.
- After impact, Meteor will leave an area of scorched ground that deals high damage for 10 seconds.
- The knockback from this ability will now affect targets when the meteor hits, rather than before it hits.
- Ice Comet (morph): Increased the snare component of this ability to 85%. In addition, this morph will deal 10% more damage on initial impact than Meteor.
- Updated the visual effects for Meteor and both morphs.
- Magelight
- Magelight now grants you the buff Major Spell Crit when toggled on, instead of revealing stealthed enemies.
- Radiant Magelight (morph): This ability now reveals all enemies within 12 meters of the caster, and reduces the amount of damage nearby allies will take from stealth attacks. We also edited the tooltip to clarify that it’s active, you are immune to stuns from stealth attacks.
- Inner Light (morph): This ability now increases your maximum Magicka by 5% instead of reducing your maximum Magicka when the ability is toggled on.
- Entropy
- Entropy now grants you the Major Sorcery buff for 20 seconds when cast.
- Increased the damage over time component of this ability by 20%.
- Fire Rune
- Updated the visual effects for Fire Run and both morphs.
- Equilibrium
- Slightly reduced the amount of Magicka gained per cast of Equilibrium.
- Balance (morph): This ability now applies the Major Fortitude buff for 20 seconds.
- Might of the Guild
- Might of the Guild now has a 50% change to grant Empower at Rank I, and a 100% chance to grant Empower at Rank II.
- Undaunted
- Blood Altar
- Fixed an issue where the altar beam would sometimes not display.
- Blood Altar now grants the Major Fortitude buff.
- Sanguine Altar (morph): This ability now increases the duration of the altar to 46 seconds at Rank IV.
- Overflowing Altar (morph): This ability now increases the effectiveness of the synergy heal by 30% over the base ability.
- Trapping Webs
- Increased the damage dealt by this ability by 25%.
- The Synergy now applies to targets who are immune to crowd control effects.
- Inner Fire
- Increased the range on this ability to 28 meters from 15 meters, and slightly raised the cost of the ability.
- Radiate (synergy): Doubled the base damage dealt by this synergy, and it will now cast instantly instead of being channeled.
- Inner Range (morph): Increased the chance that the synergy will become available to 35% from 15%.
- Inner Beast (morph): This ability now costs Stamina instead of Magicka.
- Bone Shield
- Bone Shield now costs Stamina and grants a ward that absorbs up to 30% the maximum health value of the caster in Physical damage.
- The Synergy for Bone Shield now affects up to four targets, preferring targets with lower health.
- Bone Surge (morph): This ability changes the Synergy to grant the Minor Vitality buff instead of granting spell power.
- Spinal Surge (synergy): Fixed an issue so this synergy now correctly lasts for 10 seconds.
- Updated the visual effects for Bone Shield and both morphs.
- Necrotic Orb
- Increased the damage per tick dealt by this ability by 30%.
- Energy Orb (morph): This ability now heals allies instead of damaging enemies. Activating the Synergy for this morph triggers a power area of effect heal and destroys the orb.
- Updated the visual effects for Necrotic Orb.
World - Soul
- Soul Strike
- Reduced the cost of this ability by 30%.
- Shatter Soul (morph): Increased the area of effect damage dealt by this ability by 22%.
- Soul Trap
- This ability can now hit two additional targets that are close to the primary target.
- Soul Splitting Trap (morph): This ability now hits 3 targets instead of providing 2 soul gems per target.
- Soul Shatter
- This passive ability now triggers an explosion when you reach 20% health. The explosion deals 8% of your maximum health as damage at Rank I, and 16% at Rank II. This effect can only trigger once every two minutes.
- Vampire
- Decreased the amount of damage you take from fire to 40% from 50%.
- Drain Essence
- Midnight Drain (morph): Renamed this ability to Accelerating Drain, and it now grants the caster the Minor Expedition buff for 20 seconds after draining an enemy.
- Feed
- You can now CC break out of this ability.
- Mist Form
- Elusive Mist (morph): This ability now grants the Major Expedition buff while active.
- Slightly reduced the cost of the higher ranks of Mist Form.
- Werewolf
- Decreased the amount of damage you take from poison to 40% from 50%.
- Blood Rage
- Using this passive will now increase the amount of time you are transformed as a werewolf by 3 seconds every time you take damage.
- This passive now has a 3 second cooldown.
- Devour
- Fixed an issue where this ability would appear to blink.
- Howl of Despair
- Feeding Frenzy (morph): The Synergy prompt for this ability will now properly disappear when you can no longer use it.
- Infectious Claws
- Slightly adjusted the animation for this ability so it no longer gets clipped by a light attack.
- Roar
- Rousing Roar (morph): This ability now grants the Major Brutality buff for 5 seconds.
Armor - Medium
- Evasion
- Evasion now grants the Major Evasion buff for 17 seconds; the duration increases with each rank of the ability.
- Elude (morph): This ability now increases the duration of the Major Evasion buff for each piece of medium armor equipped.
- Heavy
- Immovable
- Immovable now grants the buffs Major Resolve and Major Ward. Each additional rank of this ability increases the duration of the buffs by 0.5 seconds.
- Increased the cost of this ability by 13% for all ranks and morphs.
- Immovable Brute (morph): This ability no longer increases melee damage. Instead, in reduces the cost of CC break for each piece of heavy armor equipped while this ability is slotted in the activity bar.
- Passives
- Constitution: This passive now scales off your level rather than our maximum health when restoring magicka and stamina.
- Juggernaut: This passive now grants a 0.5% increase in max health per piece of heavy armor worn. All other bonuses on this passive have been removed.
Alliance War - Assault
- War Horn
- All ranks and morphs of War Horn now grant the Max Health buff.
- Aggressive War Horn (morph): This ability now grants the Major Force buff for 8 seconds instead of granting bonus weapon damage. We also adjusted the visuals for this ability to help improve performance and visual clarity.
- Sturdy Horn (morph): Increased the duration of this ability. This morph also now provides the Minor Resolve and Minor Ward buffs.
- Rapid Maneuver
- This ability now grants the Major Expedition buff.
- This ability and its morphs can now be cast while mounted.
- Charging Maneuver (morph): This ability now grants the Minor Expedition Increase buff for 8 seconds after attacking an enemy.
- The duration of both morphs from this ability now increases with the level of the ability, up to a maximum of 23 seconds.
- Caltrops
- This ability now correctly applies damage every second to enemies, and will no longer cause you to display a hit reaction for each damage tick.
- Fixed a minor grammar issue in the upgrade text.
- Anti-Cavalry (morph): Increased the duration of this ability by 5 seconds, and fixed a minor grammar issue in the upgrade text.
- Razor Caltrops (morph): Fixed a minor grammar issue in the upgrade text.
- Vigor
- Renamed this passive to “Exhilaration.”
- Support
- Barrier
- Fixed an issue so the effectiveness of both the shield and heal now scale off of your maximum magicka or maximum stamina.
- Reviving Barrier (morph): This ability now ticks every 2 seconds instead of every 1.5 seconds, and the healing component of this ability will now remain even after the shield has been destroyed.
- Siege Shield
- This ability now reduces the damage taken by siege weapons by 35%.
- Propelling Shield (morph): This ability now grants the increased range to any ability with a base range of 20 meters, and reduced the cost of this morph by 10%. We also fixed a minor typo in the upgrade tooltip.
- Purge
- Reduced the cost of Purge by approximately 20%.
- Efficient Purge (morph): The tooltip for this ability now displays the correct duration at all ranks.
Monsters - Monsters will now gain immunity to crowd control effects for 5 seconds in the same way that you do.
- Note: This does not change the behavior or monsters that are already immune to crowd control abilities.
- Burrowing monsters will no longer resurface prematurely if you move while they are underground. This affects the following monsters:
- Duneripper
- Kwama
- Mudcrab
- Scrib
- Re-timed all monster abilities to be more intuitive to defend against.
- If you are killed by swarming monsters, you will no longer be attacked immediately upon resurrection.
- Adjusted the telegraphs from heavy attacks and casts from monsters so they are now larger to improve visibility. This affects the following monsters:
- Banekin
- Bear
- Bull Netch
- Dreugh
- Dwarven Sphere
- Dwarven Spider
- Giant Bat
- Hagraven
- Harvester
- Lurcher
- Ogrim
- Scamp
- Shalk
- Storm Atronach
- Thunderbug
Monster Abilities - Banekin
- Dire Wounds will no longer cause a health desync when reflected by Templar Eclipse.
- Envelop will no longer explode when the Banekin is interrupted.
- Entropic Touch now displays an effect when blocked.
- Bone Colossus
- Bone Saw will no longer hit you outside its telegraph.
- The summons from Voice to Wake the Dead will now despawn properly if the Bone Colossus leaves combat for any reason.
- Bonelord
- Summons will no longer move to attack you before fully emerging from the ground.
- Summon Atronach will now summon only one monster at a time.
- Daedroth
- The Daedroth’s mouth will no longer emit light when not breathing fire.
- Dwarven Spider
- You can now only successfully block Double Strike on the second hit instead of the first hit.
- The effects from Overcharge no longer persist after you die.
- Flame Atronach
- Lava Geyser will no longer erupt prematurely when the Atronach is knocked down.
- Fire Brand can now be mitigated by block.
- Frost Mage
- Winter's Reach effects are now removed when you escape.
- Immobilize from Winter's Reach can now be removed by abilities such as Templar Cleansing Ritual.
- Gargoyle
- Double Swipe will now play impact effects more reliably.
- Ghost
- Chill Touch will no longer snare you if you successfully block.
- Giant Bat
- Scrape can no longer be interrupted.
- Giant
- Obliterate can no longer be interrupted, and can now be mitigated by block.
- Shatter can no longer be interrupted.
- Guar
- Guar bites can no longer be interrupted.
- Hag
- Steal Essence will no longer be channeled while moving.
- Harvester
- Feast Orbs will no longer generate Ultimate when killed.
- Feast will no longer be cast several times simultaneously when more than one Harvester is engaged in combat with you.
- Knight
- Low Slash will no longer snare you if you successfully block.
- Kwama Warrior
- Excavation is now properly named; you will no longer be struck by “Thunder Hammer” while fighting Kwama.
- Lich
- Soul Cage will no longer stun you for each overlapping area of effect. If you are caught in multiple areas of effect, you will still take damage from each.
- Lurcher
- Choking Pollen will no longer appear after it is interrupted.
- Nightblade
- Teleport Strike will now better sync with its spell effects.
- Soul Tether’s damage over time effect will no longer fail to apply if the first tick is dodged or missed.
- Ogre
- Smash will no longer apply its snare if you successfully block or dodge.
- Pet Ranger
- Trap Beast damage is now considered as Magic and can be mitigated appropriately.
- Trap Beast will now remain in place when you escape.
- Ranged Troll
- The stun from Boulder Toss can now be removed by CC Break.
- Boulder Toss can now be mitigated by block.
- Rock Toss can no longer be interrupted.
- Shalk
- Fire Bite will now correctly apply its damage over time effect.
- Spirit Master
- Burdening Eye will now despawn when the Spirit Master leaves combat.
- Storm Atronach
- Impending Storm will no longer appear to cast when the Atronach is interrupted.
- Storm Mage
- Thunder Thrall can no longer be interrupted.
- Strangler
- Grapple will no longer target you if you were recently grappled within 8 seconds.
- Troll
- Trolls will no longer turn while casting Swinging Cleave.
- Watcher
- Doom-Truth's Gaze can now be mitigated by block.
- Gaze can now be mitigated by block.
- Werewolf
- Blood Scent can no longer be interrupted.
- Devour will now properly display a cast-interrupt telegraph.
- Wisp
- Dying Blast will no longer fire twice if you stun the wisp before it self-destructs.
- Wispmother
- Summon Wisp will no longer summon more than four Wisps at a time.
- Wolf
- Helljoint will now be used if you have allies.
Pets - Pets now take 90% less damage from AoE’s, up from 50% less damage.
- The Crit rating for pets is now equal to your Spell Crit rating.
- Summoning a pet no longer reduces your available magicka.
Последний раз редактировалось Kirixoid_renamed_1055396_19012023; 27.01.2015 в 20:01.
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