Clockwork City PTS Patch Notes: Combat & Gameplay


In this update, we targeted the least used class abilities and morphs for major improvements with the goal being to promote build diversity and creating more interesting choices.


  • Reduced the duration of the stun applied to you when you are knocked off your mount to 2 seconds from 3 seconds, and you will now gain crowd control immunity after this stun expires.
    While we want there to still be some risk to running around on a mount, we feel the 3-second penalty is too long for our current combat pace.


  • Ardent Flame
    • Cauterize (Inferno morph): Increased the speed of the projectile from this morph by approximately 50%, and the projectile can now target the casting Dragonknight.
      We wanted to make this ability more universally useful in both group and solo play. Additionally, we sped up the projectile to minimize situations where allies would die before the life-saving heal arrived.
  • Earthen Heart
    • Petrify: This ability and its morphs are no longer 30-second disorients. Instead, they are 2.5 second stuns that cannot be blocked or dodged, and they can be placed on multiple targets. We also reduced the cost of this ability and its morphs by approximately 23%.

      Because group gameplay in ESO is focused around large combat situations, having an entire crowd control ability that could be negated by an ally’s area of effect attack didn’t fit. We’ve maintained the current advantages of it being a disorient (such as going through Block and Roll Dodge), but now allow attacks against the target.

      We wanted to further differentiate Petrify from Stonefist because now, they both stun enemies. The cost reduction and lack of damage make Petrify more utility-focused, while Stonefist deals more damage but requires more Magicka.

  • Shifting Standard (Dragonknight Standard morph): This morph now increases the duration of the standard to 25 seconds, and the standard can be shifted an unlimited amount of times. Shifting the standard no longer refreshes the duration, and the cost of this morph is now the same as the base ability.
    The goal of this change is to make Shifting Standard easier to use. Previously, you had to time the ability perfectly to get the maximum effectiveness out of it, and shifting the standard early penalized the duration instead of adding utility.


  • Shadow
    • Manifestation of Terror (Aspect of Terror morph): This morph now fears up to 6 enemies per trap, up from 2, and the trap no longer triggers if a crowd control-immune enemy walks over it. Enemies can also now see an initial projectile marking the trap’s location.
    • Mass Hysteria (Aspect of Terror morph): This morph no longer fears an additional enemy, but only fears the same amount of enemies as the base ability (2 enemies). It continues to inflict Minor Maim as a morph effect.

We wanted to distinguish the gameplay between Aspect of Terror’s morphs. Mass Hysteria grants an instant fear and strong debuff, while Aspect of Terror is more delayed but affects more targets.

Because Aspect of Terror is now more powerful against groups, we’ve made the initial projectile visible to help add counterplay to the ability.

  • Siphoning
    • Agony: This ability and its morphs is now an ally-targeted spell that heals them over time and damages you for 50% of the amount healed. We also renamed this ability to Malevolent Offering.
      • Malefic Wreath (Agony morph): This morph now grants Minor Mending when it deals damage to you, and has been renamed to Healthy Offering.
      • Prolonged Suffering (Agony morph): This morph now decreases the amount of self-inflicted damage dealt to you to 35% of the amount healed, and has been renamed to Shrewd Offering.

        This redesign of Agony and its morphs gave us an opportunity to create a new ability more in-line with the theme of Siphoning. It helps Nightblades fulfill the healing role in a unique way, and synergizes with the other Siphoning abilities that let you steal health like Strife or Siphoning Strikes. You can then transfer that health to your allies.

        Like Cauterize, this ability can be self-cast. Since you’re taking damage each time it heals, the total return will be less efficient than casting it on an ally instead.

        Agony, now known as Malevolent Offering, is a powerful heal and it only damages you if the target is actually healed. But be careful! You can kill your character with this ability.

  • Soul Siphon (Soul Shred morph): Increased the distance an ally can travel away from you before the heal tether snaps to 25 meters, up from 20 meters.


  • Dark Magic
    • Crystal Blast (Crystal Shards morph): Increased the splash damage of this morph by approximately 25%.
      We wanted to make this morph worth the time spent casting, so we’re increasing the area of effect damage to make it worth the risk of throwing into a pack of enemies.
  • Rune Prison: This ability and its morphs are no longer 30-second disorients. Instead, they are 2.5-second stuns that cannot be blocked or dodged, and they can be placed on multiple targets.
    • Rune Cage (Rune Prison morph): This morph now deals damage to the enemy if the stun lasts its full duration.
    • The Defensive Rune morph continues to place a buff on you that will stun the next enemy that damages you.
      Similar to Petrify, we wanted to change this disorient into a stun while retaining its current functionality to make useful in more situations.


  • Dawn’s Wrath
    • Eclipse: This ability and its morphs now returns damage whenever the affected enemy casts a direct damage attack. It still grants crowd control immunity when the effect ends and can now be removed by Break Free. Eclipse can also now be placed on an unlimited amount of enemies as a baseline effect.
      • Total Dark (Eclipse morph): This morph will heal you when the target casts a direct damage attack.
      • Unstable Core (Eclipse morph): This morph adds area of effect damage when the effect ends.

We liked how this ability was acting as a “soft” crowd-control, preventing some abilities but allowing others. However, the list of abilities was too short. We’ve made the ability more universally effective against most offensive abilities, making the process to select the right target and time for the ability more important.

Casting Eclipse when you have low health means the enemy may be able to ignore it and still kill your character. However, if you are able to stay alive, it can shift the tide of battle in your favor against an aggressive opponent.
  • Solar Barrage (Solar Flare morph): This morph now has a cast time that matches the base ability, and now causes you to pulse point blank area of effect damage every 2 seconds for 6 seconds.
    We wanted this ability to feel unique from the Destruction Staff ability Impulse, and require less casts when in area of effect situations.


  • Bow
    • Acid Spray (Arrow Spray morph): Increased the damage over time of this morph by approximately 65%.


  • Updated the information in the Elemental Status Effects help menu to remove incorrect information and clarify how the system works.
  • Fixed an issue where you could revive and immediately cast the last ability you had queued up right before your character died.


  • Ardent Flame
    • Unrelenting Grip (Fiery Grip morph): Fixed an issue where this morph would not refund the ability’s cost if it failed to pull in a target due to them blocking the attack.
  • Draconic Power
    • Dark Talons: Fixed an issue where Rank I of this ability would allow the caster to use their own synergy.


  • Shadow
    • Path of Darkness: Fixed an issue where some of the visual effects from this ability and its morphs were not aligned with the actual location of the path.
    • Shadow Cloak: Fixed an issue where casting this ability and its morphs was erroneously displaying the error text “You can’t cast that ability right now”.
  • Siphoning
    • Soul Siphon (Soul Shred morph): Fixed an issue where Rank I of this ability had a 10 meter initial radius instead of a 15 meter initial radius.


  • Daedric Summoning
    • Daedric Tomb (Daedric Mines morph): Fixed an issue where the placement of the mines created by this morph were not aligned with your ground-based reticle.
  • Storm Calling
    • Mages’ Fury: Fixed an issue where multiple players could not maintain the execute explosion debuff on the same target.


  • Two Handed
    • Forceful: The damage dealt by this passive ability will no longer double dip in damage modifiers, and will no longer critically strike.
    • Stampede (Critical Charge morph): Fixed an issue where this morph could apply multiple snare debuffs whenever it was recast.
  • Dual Wield
    • Thrive in Chaos (Lacerate morph): Fixed an issue where some of the visual effects of this morph were persisting longer than their actual duration. We also fixed an issue where this morph was displaying incorrect icons in your bufftrackers.
  • Bow
    • Arrow Spray: Fixed an issue where some of the visual effects of this ability and its morphs were not aligned with the actual location of the damage cone.
    • Bombard (Arrow Spray morph): Fixed an issue where the name of the debuff icon applied by this morph was incorrect.
  • Destruction Staff
    • Elemental Ring (Impulse morph): Fixed an issue where this morph was not causing alchemical poisons to proc.


  • Mages Guild
    • Shooting Star (Meteor morph): Fixed an issue where this morph could be cast on dead enemies.
  • Undaunted
    • This skill line now goes up to Rank 10. Unlocking Rank 10 of the skill line grants you the Title “Undaunted”. This resolves an issue where some players could increase their Undaunted Skill Line rank beyond the intended maximum.

Alliance War

  • Assault
    • Continuous Attack: The bonus applied by this passive ability is now removed when you leave Cyrodiil.
  • Support
    • Purge: Fixed an issue where the buff applied by this ability and its morphs that reduced the duration of negative effects could stack.

Champion System

  • The Atronach
    • Riposte: Updated this passive ability’s tooltip to better indicate its proc condition.

Item Sets

  • The Master and Maelstrom unique enchantments have been rebuilt as Item Sets, with the new Asylum Weapons following suite as an Item Set and not an enchantment. This means you can now safely enchant and re-enchant these weapons, and still gain the special ability-altering benefit.

    Due to the fact these items can now be enchanted or poisoned normally, their extraneous stat bonuses have been removed. For example, the Maelstrom’s Greatsword no longer adds 189 Weapon Damage on top of the modifier to Critical Charge.

    The Master and Maelstrom One Hand and Shield Item Sets now require you to use both the One Handed Weapon and Shield together. Since the shield did not need to be paired with the One Handed Weapon originally, a brand new shield will be mailed to you for each One Handed Weapon you currently possess.

    It’s also worth noting that you will still be able to back bar weapons, such as the Maelstrom Bow or Inferno Staff, and still receive the bonus from them when their abilities are active.

  • Many of The Master and The Maelstrom Item Sets have undergone significant rebalancing:
    • Titanic Cleave (Master 2H): Increased the damage bonus to Cleave’s direct damage to 2000 from 688.
    • Puncturing Remedy (Master 1H&S): Increased the heal amount from Puncture to 2500 from 2150, and it now grants you Spell and Physical Resistance equal to the amount healed for 3 seconds.
    • Stinging Slashes (Master DW): Increased the damage bonus to Twin Slashes’ bleed to 1500 each tick from 516.
    • Destructive Impact (Master Destro): Increased the damage bonus to Destructive Touch’s direct damage to 1500 from 516.
    • Rampaging Slash (Maelstrom 1H&S): Your Low Slash will now cause your next fully-charged Heavy Attack used within 5 seconds to restore an additional 2000 Magicka and Stamina.
    • Precise Regeneration (Maelstrom Resto): Increased the amount of Magicka restored by Regeneration critical heals to 800 from 481.
  • The following patch notes were part of the changes in Update 15, but we wanted to call them out now for clarity and to avoid any confusion with the recent changes:
  • Dragonstar and Maelstrom Arena will now drop weapons for their item sets in their final Arenas, in addition to their existing rewards.  
    • This means when you complete Dragonstar Arena, in addition to the rewards you already receive, you’ll now receive a weapon from the Healer’s Habit, Archer’s Mind, Footman’s Fortune, and Destruction Mastery item sets.
    • In Maelstrom Arena, you’ll receive a weapon from the Elemental Succession, Glorious Defender, Hunt Leader, Para Bellum, Permafrost, or Winterborn item sets.
    • These weapons will be blue-quality in Normal mode, and purple-quality on Veteran Mode.



  • Fixed an issue where the reduction to Spell and Weapon Damage applied by the Weakening Enchantment was being treated as a buff instead of a debuff.
  • Fixed an issue where the visual effects of the Fiery Weapon enchantment were displaying incorrectly.

Item Sets

  • Reduced the intensity and frequency of the visual effects and audio from the following item set’s persistent bonus:
    • Mighty Chudan
    • Slimecraw
  • Defiler: The monster summoned by this Item Set now spawns next to the enemy you critically hit, instead of spawning next to you.
  • Earthgore: This Item Set’s proc will now display a friendly telegraph to your allies.
  • Fasalla’s Guile: Fixed an issue where the proc from this Item Set would aggro neutral monsters around you.
  • Sword Singer: Fixed an issue where this Item Set’s bonus was not modifying the Momentum skill.
  • Torug’s Pact: Fixed an issue where this Item Set’s bonus was not applying to the Poisoned Weapon enchantment.
  • Viper’s Sting: Fixed an issue where the damage from this Item Set’s proc could be blocked.