Category Archives: DLC

Check out Jewelry Crafting With this Preview & Guide

With The Elder Scrolls Online: Summerset, you can craft and improve your own rings and necklaces! Learn everything you need to know about the new Jewelry Crafting Skill Line (including the six new Traits) in this article and guide.

Jewelry Crafting arrives as part of the ESO: Summerset Chapter on June 5 for Xbox One and PlayStation®4 and early access on May 21 for PC/Mac.

“With Jewelry Crafting, the goal is to give players more freedom in how they build their characters,” explains Rich Lambert, The Elder Scrolls Online’s Creative Director. “We have a lot of unique builds in our game, and this gives players even more freedom to play with those builds and really dial them into a particular playstyle.”

Creating your own custom necklaces and rings is a very similar process to the other Crafting Skill Lines, and it should feel familiar to you if you enjoy crafting in The Elder Scrolls Online. However, in some respects, Jewelry Crafting is more complex with regards how you acquire materials and research Traits, meaning that you’ll need to put more effort into developing your craft than usual.

“The Jewelry Crafters who put the time and effort into it are going to be rewarded,” says Lambert. “It’ll take time to find and research each of the individual Traits, and we don’t want to trivialize the end game activities by giving players easy access to them all immediately.”

This means that the traditional methods of acquiring legendary (gold) rings and necklaces will remain very important and become even more useful moving forward.

“It’s going to be very difficult to go out on day one and make a legendary jewelry item. So the high-end players who earn legendary jewelry from the game’s toughest activities will still find them super useful.”

If you want to truly master the art of Jewelry Crafting, you must develop the Skill Line and travel all over Tamriel to collect the right materials. But if you do, you’ll be richly rewarded with powerful—and valuable!—new gear.

Jewelry Crafting Guide

Access to Jewelry Crafting

In order to make use of Jewelry Crafting, you must own ESO: Summerset. You are not able to use a Jewelry Crafting Station if you do not own the new Chapter. This includes Jewelry Crafting stations purchased from Master Writ Merchants and placed in player homes (including your own).

If you don’t own ESO: Summerset, you can still harvest the Jewelry Crafting resource nodes in the wild or acquire items with the new Jewelry Crafting Traits, but you can’t make use of the resources you harvest to create or improve rings or necklaces. You can, however, still put those items and materials on guild stores or give them to your friends or guildmates to craft with.

Jewelry Crafting Stations

With ESO: Summerset, you can find new Jewelry Crafting Stations located near the other Crafting Stations already found in Tamriel, such as those situated within the cities and crafted set locations.

This means you can create necklaces and rings for all of the game’s crafted sets, such as Julianos or Hunding’s Rage. Note that like the other Crafting Skill Lines, crafting jewelry set items requires knowledge of a certain amount of Traits. For example, to craft a ring for the Hunding’s Rage set, you must have six or more Traits researched for rings.

At Jewelry Crafting Stations, you can:

  • Create new jewelry, using your base and Trait materials.
  • Refine Jewelry Crafting materials, allowing you to create refined base, Trait, and upgrade materials from their raw components.
  • Deconstruct jewelry to acquire some of their component materials.
    • Note: You can only deconstruct jewelry acquired after the release of ESO: Summerset. If you are unsure if an item can be deconstructed, check its tooltip.
  • Upgrade jewelry to improve their power using upgrade materials.
  • Research Jewelry Traits, allowing you to unlock the ability to craft items with specific Traits.

You can purchase Jewelry Crafting Stations for your homes from Master Writ Merchants, but don’t forget: if you don’t have access to ESO: Summerset, you cannot use it.

Jewelry Crafting Base Materials

To create your own jewelry, you must harvest unique Jewelry Crafting nodes called “Seams” and collect the unrefined material called “Dust.” You can then refine this material into “Ounces” to use in your crafting. Seams appear in the same kinds of places that Blacksmithing nodes appear—in rocky outcroppings, cliff faces, and other stony areas—and they can be found all over the Tamriel. Dust gathered from Seams can be harvested by anyone, whether they own ESO: Summerset or not, but they can only be refined into Ounces at the Jewelry Crafting Station.

Based on both your Engraver passive level and character level, you are able to harvest different types of Dust:

  • Levels 1-25 Pewter
  • Levels 26-50 Copper
  • Champion Level 10-60 Silver
  • Champion Level 70-140 Electrum
  • Champion Level 150-160 Platinum

Jewelry Crafting Traits

You can use Jewelry Crafting Traits to apply unique bonuses to your items. In addition to the traditional Arcane, Healthy, and Robust Traits, ESO: Summerset includes six new ones.

Acquiring the ability and materials to craft items with these Traits is similar in some respects to traditional Crafting Skill Lines, but there are some key differences with regards to how you can acquire jewelry with these Traits and their materials.

The new Jewelry Crafting Traits and their materials have to be sought from very specific sources that are thematically appropriate to them, much like the way the Nirnhoned Traits for Weapons and Armor are tied to Craglorn.

You can find information on each Trait and how to acquire it and its component materials below.

Arcane

Trait effect: Increases Max Magicka.

Researchable Item: Necklaces and rings with the Arcane Trait drop randomly all over Tamriel.

Trait Material: Cobalt. Acquired by refining Jewelry Crafting base materials.

Healthy

Trait effect: Increases Max Health.

Researchable Item: Necklaces and rings with the Healthy Trait drop randomly all over Tamriel.

Trait Material: Antimony. Acquired by refining Jewelry Crafting base materials.

Robust

Trait effect: Increases Max Stamina.

Researchable Item: Necklaces and rings with the Robust Trait drop randomly all over Tamriel.

Trait Material: Zinc. Acquired either by refining Jewelry Crafting base materials.

Protective

Trait effect: Increases Physical and Spell Resistance

Researchable Item: Necklaces and rings with the Protective Trait have a rare chance to be found within Undaunted chests.

Trait Material: Titanium. Acquired as part of daily dungeon rewards in the raw form and, rarely, in refined form. In order to create Titanium, you must refine 10 pieces of the material in its raw form.

Triune

Trait effect: Increases Health, Stamina, & Magicka

Researchable Item: A researchable ring is awarded at the end of the Summerset main quest line and a researchable necklace is awarded at the end of the Psijic Order quest line.

Trait Material: Dawn-Prism. Acquired from Jewelry Crafting Nodes throughout Tamriel with a higher chance to be found in Summerset. In order to create Dawn-Prism, you must refine 10 pieces of the material in its pulverized (raw) form.

Infused

Trait effect: Increases Enchantment Effectiveness

Researchable Item: Necklaces and rings with the Infused Trait have a chance to drop from Psijic Portals, found all over Tamriel.

Trait Material: Aurbic Amber. Acquired from Psijic Portals, with a rare chance for a refined form. Note that Psijic Portals only appear if you have the new Psijic Order Skill Line. In order to create Aurbic Amber, you must refine 10 pieces of the material in its pulverized (raw) form.

Swift

Trait effect: Increases Movement Speed

Researchable Item: Necklaces and rings with the Swift Trait have a rare chance to be awarded when completing normal Jewelry Crating Writs.

Trait Material: Gilding Wax. Purchased from Master Writ Merchants for Writ Vouchers.

Harmony

Trait effect: Increases Synergy Effectiveness

Researchable Item: Necklaces and rings with the Harmony Trait have a chance to be awarded as part of the regular rewards for completing weekly Trial quests. Note that reward boxes from Trial quests completed before the release of ESO: Summerset do not contain jewelry with the Harmony Trait.

Trait Material: Dibellium. High chance to be acquired in refined form from weekly Trial quest rewards.

Bloodthirsty

Trait effect: Increases Damage against low-health foes

Researchable Item: Necklaces and rings with the Bloodthirsty Trait have a chance to be awarded when you complete the new Cyrodiil daily board quests (note, not the repeatable quests).

Trait Material: Slaughterstone. Acquired in refined form from the War Researcher vendor in Cyrodiil for Alliance Points.

In addition, as with weapons and armor, you can deconstruct jewelry with one of the new Traits to gain the material needed to craft a ring or necklace in that trait. When you deconstruct jewelry, you will only ever obtain a Pulverized form of its Trait material, which you must refine into a usable form.

Finally, if you wish, you can acquire Trait items from other players, too. Acquiring rings and necklaces with these new Traits and the Trait materials themselves takes you all over Tamriel and has you participate in a wide variety of activities.

Jewelry Crafting Upgrade Materials

In order to upgrade rings and necklaces, crafted or looted, you need to use a Jewelry Crafting Station and have the required materials.

  • Fine (Green) Quality – Terne
  • Superior (Blue) Quality – Iridium
  • Epic (Purple) Quality – Zircon
  • Legendary (Gold) Quality – Chromium

You can acquire upgrade materials by refining Dust (the Jewelry Crafting base material) into Ounces. When refining Dust, you have a chance to acquire Grains of the different upgrade materials. You must refine 10 Grains in order to acquire a Bar, and you can use Bars to upgrade your necklaces and rings at a Jewelry Crafting Station.

You can also acquire Grains by deconstructing jewelry of the same quality.

It takes considerable effort to collect the resources required to upgrade your Jewelry Crafting Skill Lines, keeping high-quality jewelry a rare and valuable commodity.

Jewelry Crafting Skill Line

Like traditional Crafting Skill Lines, there are a host of Jewelry Crafting Passive Abilities that you can unlock with Skill Points as you improve your Jewelry Crafting level.

These new Passive Abilities are as follows:

  • Engraver: Allows you to craft jewelry to a specific level range.
  • Keen Eye: Jewelry: Highlights Seams in the world.
  • Jewelry Extraction: Improves your chance to receive materials when deconstructing jewelry.
  • Lapidary Research: Reduces the time it takes to research a new Jewelry Crafting Trait.
  • Platings Expertise: Reduces the number of Bars you need to upgrade your jewelry.

Each Passive Ability can be upgraded multiple times, increasing its effectiveness.

FAQ

Can I deconstruct jewelry I have saved up before the release of ESO: Summerset?

No. You are not able to deconstruct jewelry you have acquired prior to the release of ESO: Summerset. You can, however, upgrade existing jewelry and use it to research Traits. Jewelry that cannot be deconstructed will have a warning added to their tooltips.

Can I Transmute jewelry I own?

Yes! You can Transmute jewelry at a Transmute Station. Note that the item is permanently bound to you when it is Transmuted and that you can only Transmute your items to a Trait you have already researched.

Do existing sets drop rings and necklaces with the new Traits?

No. Existing sets do not drop rings and necklaces with the new Traits. If you want your rings and necklaces from existing sets to have the new Traits, they need to be retraited at a Transmutation Station.

Items with the new jewelry Traits can only be sourced from specific in-game activities.

How can I become certified to do Jewelry Crafting Writ quests?

Speak to the High Elf, Felarian, to begin your Jewelry Crafting Certification quest. He can only be found just outside the crafting section of the city of Alinor, in Summerset. He will guide you through the process of becoming a certified Jewelry Crafter, allowing you to take Jewelry Crafting Writ quests from any Equipment Crafting Writ Board in the world.

Are there Master Writs for Jewelry Crafting?

Yes! Master Writs for Jewelry Crafting can occasionally be acquired by top-rank Jewelry Crafters by completing their daily Jewelry Crafting Writ quest. Much like Blacksmithing, Clothier, and Woodworking Master Writs, Jewelry Crafting Master Writs are tradeable until unsealed, allowing you to buy and sell them. When completed, they will give Master Writ Vouchers, used to purchase goods from Rolis Hlaalu, the Master Writ Mediator.

Is crafted jewelry bound to my account when created?

No. Crafted Jewelry, like crafted Weapons or Armor, are unbound. Crafted Set Jewelry, like crafted set Weapons or Armor, are “Bind on Equip.” You can safely craft jewelry for a friend who does not own ESO: Summerset, and give (or sell) it to them.

Can I find Intricate and Ornate jewelry?

Yes! You can find Intricate and Ornate jewelry in the wild. Intricate jewelry conveys a bonus to Inspiration when deconstructed, and Ornate jewelry (as always) continues to be worth more to vendors.

Can I see the jewelry I create on my character?

No. As always, when you equip a piece of jewelry, either rings or a necklace, you are not to see it on your character.

Can I research more than one jewelry Trait at once?

No. This is because the Lapidary Research Passive Skill does not grant the ability to research more than one Trait simultaneously (it only reduces research time).

You cannot research a Trait for a ring and a Trait for a necklace simultaneously. This is different to other Crafting Skill Lines where you can research up to three different Traits at once if you put Skill Points into relevant Passive Skills.

Where can I acquire Jewelry Crafting Stations for my home?

You can purchase both basic and attunable Jewelry Crafting Stations from Master Writ Merchants for Writ Vouchers.

Are Adhazabi Aba-daro the Golden’s wares changing due to the inclusion of Jewelry Crafting?

Not at this time. We always keep an eye on player markets and how people make use of the Golden’s wares, and we might adjust things in the future based on that data and feedback. For now, though, we are not changing what she carries or how she decides what she sells on any given weekend.

Are we still able to acquire gold-quality jewelry in game without crafting it?

Yes. At present, we are not changing the existing sources of gold-quality jewelry in any way. We are always monitoring feedback and player behavior in regards to these sources, of course, and we may act on that data at a later date.

Am I able to tell what Jewelry can or cannot be deconstructed?

Yes. With ESO: Summerset, there is a notice on the tooltip of the item, indicating it as non-deconstructable. Again, only rings and necklaces obtained before Summerset launches are non-deconstructable – any Jewelry obtained after Summerset launches, no matter its source, can be deconstructed.

Are there Jewelry Crafting Survey Reports?

Yes. Occasionally, when completing a daily Jewelry Crafting Writ quest, you will obtain a Jewelry Crafting Survey Report. Unlike previous Survey Reports, these Reports are written, rather than drawn–but they still lead to a large cache of Rich Seams, chock-full of raw Dust.

***

With ESO: Summerset‘s Jewelry Crafting, you’ll finally be able to create your own custom rings and necklaces, giving you even more opportunities to tailor your character and build. Are you going to dive into Jewelry Crafting when ESO: Summerset arrives? Let us know on Twitter, Facebook, and Instagram, using the hashtag #Summerset!

The Elder Scrolls Online: Summerset is coming to PC/Mac on May 21 and Xbox One and PlayStation®4 June 5. Pre-purchase ESO: Summerset now to receive the Queen’s Bounty Pack bonus reward and gain immediate access to the ESO base game and Morrowind Chapter (digital pre-purchases only – conditions apply). Don’t miss out!

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Summerset and Update 18 Preview

Explore the island home of the High Elves in The Elder Scrolls Online: Summerset, coming to Xbox One and PlayStation®4 June 5 with PC/Mac early access on May 21. Discover everything you need to know about ESO’s latest Chapter as well as Update 18 in this preview article. Summerset awaits!

The Elder Scrolls Online: Summerset is a brand new Chapter in The Elder Scrolls Online saga and brings a new zone, new story quest, the Psijic Order Skill Line, Jewelry Crafting, and much more. You can pre-purchase ESO: Summerset right now and earn bonus items including the Queen’s Bounty Pack and other digital rewards. In addition to the new Chapter, Update 18 will bring a series of new features for all. Want to know more? Explore Summerset below.

Contents

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Let it be known that by royal decree, Queen Ayrenn Arana Aldmeri has declared the once-forbidden island of Summerset open to one and all. Traders, diplomats, immigrants, and visitors of every description—all who come in peace are welcome upon our shores. These are the words of our Queen, and these words are law.

***

The Borders Have Opened

By the Queen’s decree, the Isle of Summerset has now opened to all the races of Tamriel. The ancestral home of the High Elves is a land of remarkable beauty and wealth, but should you make your way to its shores, be warned: an ancient evil conspires from the shadows, and not everyone welcomes newcomers to the island.

For the first time since The Elder Scrolls: Arena, you can visit the Isle of Summerset and explore an all-new land packed full of exciting adventures and stunning locations in a zone even larger than the one found in The Elder Scrolls Online‘s last Chapter, Morrowind.

However, the idyllic island is not without its dangers or challenges. Wild gryphons roam the wilderness, and monstrous yaghra stalk the unwary from beneath the ground. This new zone will contain six delves for you to explore, and, for those who enjoy travelling with friends, two new public dungeons and six World Bosses. Summerset also brings a new group activity not found on the larger continent of Tamriel: Abyssal Geysers. Scattered across the island, these new group activities spawn waves of fierce monsters and must be shut down before they overrun the surface.

From its shining towers to its white-sand beaches and radiant coral reefs, the Isle of Summerset is a paradise as beautiful as it is dangerous, and it now stands ready to be explored by you and your allies.

Shadows Rise on the Isle

As a newcomer to the land of the High Elves, you will take part in a battle for the very heart of Summerset and its people with an all new story quest. Hidden behind closed doors and shadows, mysterious agents plan a sinister threat to Summerset and its people. These conspirators do not work alone, however, as they draw strength and influence from powerful Daedric allies and an ancient foe of the High Elves.

Summerset continues the epic story that was first teased in The Elder Scrolls Online base game and began in The Elder Scrolls Online: Morrowind Chapter and the Clockwork City DLC game pack. The forces that worked against the Tribunal demigods Vivec and Sotha Sil now continue their schemes in Summerset, and it’s up to you to identify those responsible and stop them.

Of course, while the main story quest in ESO: Summerset continues a narrative found in previous releases, you can jump in and enjoy this epic adventure at any point, and you don’t need to have played ESO: Morrowind or Clockwork City in order to enjoy and follow the story.

As you roam the new zone, you’re bound to discover new and unique stand-alone adventures, too, so keep an eye out as you explore!

Join the Psijic Order

In addition to the ESO: Summerset main quest, for the first time in the Elder Scrolls series you’ll be able to join the enigmatic organization known as the Psijic Order. This secret society of mages has returned after a 350-year-long absence, bringing with them a unique quest line and story that sees you travel all over Tamriel in order to close destructive and mysterious time breaches.

The Psijic Order not only provides you with a unique quest line and story–it also grants you the famed abilities of the ancient organization. The Psijic Order Skill Line features a full set of Active and Passive abilities in addition to a unique Ultimate. In similar fashion to both the Fighters Guild and Mages Guild Skill Lines, as you increase your reputation within the Order, you’ll unlock a suite of powerful time-based abilities.

These newfound abilities are not to be taken lightly. When wielding the Psijic Order Skill Line, you will be able to empower yourself and your weapons, slow and freeze enemies in place, and even rewind time! This new Skill Line will be available for all characters and classes, and whatever your role or playstyle in The Elder Scrolls Online, you can find wondrous-but-powerful new abilities with the Psijic Order. Use them wisely. Look for more information on this Skill Line in the future on The Elder Scrolls Online official website.

Craft Custom (and Powerful) Jewelry

If you enjoy crafting your own gear, ESO: Summerset allows you to learn and master an all-new Jewelry Crafting Skill Line. Jewelry Crafting works very similar to many of ESO‘s other crafting Skills Lines, and you’ll be able to create, deconstruct, research, and improve rings and necklaces, allowing you to truly tailor all of your items.

Throughout Tamriel, you can find new Jewelry Crafting Stations (including set stations) that allow you to create custom jewelry for the current crafted item sets, and you will be able to complete Writs and Master Writs like any other crafting Skill Line. Note that the Summerset Chapter is required to use the new Crafting Stations.

Finally, in addition to the three Traits you’re used to jewelry having (Healthy, Arcane, and Robust), we’re adding six brand-new ones to the game, giving you exclusive all-new options for your character’s jewelry. These new Traits include Harmony, which increases the effectiveness of any Synergies that you activate, and Bloodthirsty, which increases damage against low-health enemies. Keep an eye out on The Elder Scrolls Online official website for more information on the new Traits and prepare for the first time to be able to craft, upgrade, and customize your own rings and necklaces!

Fight atop the Mountains

Summerset also brings an all-new 12-player Trial in the form of Cloudrest. Located upon Summerset’s highest peak, the city of Cloudrest has gone silent, and its gryphon-riding knight protectors known as the Welkynar have disappeared. You and your allies must climb the mountain of Eton Nir, enter the city, and put a stop to the ancient evil at its center.

Cloudrest is similar to the Clockwork City’s Asylum Sanctorium in that it allows you to choose how difficult you want the final boss to be by either taking on or skipping its other bosses. However, unlike Asylum Sanctorium, Cloudrest has four bosses in total, making it more difficult and much longer to complete.

In addition to this, all four bosses found in Cloudrest have especially challenging mechanics, and each one requires previously unheard of levels of cooperation and coordination. Of course, the rewards for completing Cloudrest match the risk. This includes four new item sets and the addition of new, improved “perfected” versions for those who want to take on the hardest version of the Trial. Should you dare to investigate the peril atop Eton Nir, be ready to face one of the game’s toughest group challenges.

Update 18 Brings New Rewards

In June, ESO: Summerset arrives alongside the free Update 18 base game update. This latest update brings a host of unique features for all Elder Scrolls Online players, not just those who own the Summerset Chapter.

With Update 18, we’re introducing daily login rewards. With this new feature, when you log into the game you’ll be able to claim a special gift. These gifts could include consumables, currencies, special collectibles, and even Crown Crates! With daily login rewards, you’ll have even more reasons to visit Tamriel each and every day.

This update also brings a brand new Crown Store feature: gifting. With gifting, you can purchase and send Crown Store items to your friends and allies, and you’ll be able to easily track your sent and received gifts. Almost every item in the Crown Store can be gifted, but there are some conditions.

Finally, Update 18 also features daily Battlegrounds rewards. With this update, you’ll receive rewards the first time you complete a Battlegrounds match every day – similar to how daily dungeon rewards currently work. There’s never been a better time to show your strength in the Battlegrounds!

Keep an eye out for more information in the future on our official website about the new features and improvements coming with Update 18.

Explore Summerset

With The Elder Scrolls Online: Summerset, you can explore a beautiful world that shelters many hidden dangers and mysteries. We’ve only just begun to show you what we have in store for the latest Chapter in the ESO saga, so keep an eye out on our website for more information on the zone, story, Psijic Order, Jewelry Crafting, group activities, and everything else that is coming with this massive new experience. The home of the High Elves calls to you, adventurer. Get ready to visit Summerset!

Are you excited to explore the Isle of Summerset? Let us know what you’re most looking forward to in ESO: Summerset on Twitter, Facebook, and Instagram, using the hashtag #Summerset!

The Elder Scrolls Online: Summerset is coming to PC/Mac on May 21 and Xbox One and PlayStation®4 June 5. Pre-purchase ESO: Summerset now to receive the Queen’s Bounty Pack bonus reward and gain immediate access to the ESO base game and Morrowind Chapter (digital pre-purchases only – conditions apply). Don’t miss out!

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Watch Our Next Big ESO Announcement Live on Twitch

New adventures are on the horizon. We’re making a major announcement for The Elder Scrolls Online that you’ll not want to miss. Get all the details below!

Join us this Wednesday, March 21 at 8:00PM GMT to be among the first to learn about the next Chapter for The Elder Scrolls Online. We’ll be streaming live from the Twitch headquarters on Twitch.tv/Bethesda, with ZeniMax Online Studios’ own Creative Director, Rich Lambert, so don’t miss out on your chance to see what’s next for ESO!

Will you be joining us live for ESO‘s next big announcement? Head on over to Twitter, Facebook, and Instagram and sound off!

Datamined Information

Thanks to @MaxTM for the extra information! (Warning: DLC Information)

https://i1.wp.com/puu.sh/zMzUb/70d5071266.png?w=860&ssl=1

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Crime Pays During the Thieves Guild and Dark Brotherhood Celebration Event

Get the crew together. It’s time for one last job… or maybe three or four! Return to Hew’s Bane and the Gold Coast during our Thieves Guild and Dark Brotherhood Celebration Event to earn bonus rewards for Sacraments, Heists, World Bosses, and more. There’s never been a better time to be bad!

Greater Risks, Greater Rewards

The Thieves Guild and Dark Brotherhood Celebration Event is now live, and it will run until 2:00PM GMT on Monday, March 12. During this period, you can earn the following for certain unscrupulous activities in both Hew’s Bane and the Gold Coast:

  • Double reward drops for defeating World Bosses
  • Double reward drops for defeating Delve bosses
  • Double Defiled Whiskers drops from Maw of Lorkhaj bosses
    • Note: The article previously stated that all drops from Maw of Lorkhaj bosses were doubled – this was incorrect.
  • Increased rewards for completing Heists
  • Increased rewards for completing Sacraments
  • Double harvesting resources from regular crafting nodes (not nodes from Survey Reports)

Whether you stalk the shadows alone, or lead a crack team of fellow rogues, the rewards surely outweigh the risks during the celebration event. Note that the Thieves Guild and Dark Brotherhood repeatable quests do not have bonus rewards during the event period.

Join Tamriel’s Shadowy Organizations

Don’t have access to the Thieves Guild or Dark Brotherhood DLC game packs? During the event, you can pick both of them up from the in-game Crown Store for just 500 crowns each. That’s a saving of 1500 crowns!

Even better, the Thieves Guild and Dark Brotherhood Collector’s Bundles are also both on sale. These two bundles will be available for 1600 crowns each – a saving of 2400 crowns. 

The Thieves Guild Collector’s Bundle includes the Thieves Guild DLC game pack, the Hammerfell Camel mount, the Kindlespit Dragon Frog pet, and five Crown Experience Scrolls. The Dark Brotherhood Collector’s Bundle includes the Highland Wolf mount, the Sylvan Nixad pet, and five Crown Experience Scrolls. Everything you need to begin your life of crime!

Crime Pays

You can get your sticky fingers on both the Thieves Guild and Dark Brotherhood DLC game packs and enjoy bonus rewards starting today! Are you planning to work outside the law during this criminal event? Just don’t get caught! Let us know what unlawful activities you’ll be getting up to on Twitter @TESOnline and Facebook.

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New Battlegrounds await in Update 17

Ready your weapons, champions! Two new arenas are ready for the Battlegrounds’ uniquely fast-paced combat: Mor Khazgur and Deeping Drome. Learn everything you need to know about these new 4v4v4 arenas included in Update 17!

Mor Khazgur and Deeping Drome arrive as part of the Update 17 base-game patch and free for allESO: Morrowind owners. Note that as with previous updates, you must own the ESO: MorrowindChapter in order to play Battlegrounds matches.

When it comes to ESO‘s 4v4v4 game mode, you have to constantly be aware of everything that’s going on in the chaos of battle. With these two brand-new arenas, maintaining map awareness is especially challenging for even the most experienced Battlegrounds veterans.

MOR KHAZGUR

Atop the mountains of Wrothgar, this Orc stronghold has been the center of countless conflicts over the centuries. Repeatedly destroyed and rebuilt throughout its violent history, the ruins now make for the perfect Battlegrounds arena for would-be champions.

When you fight in Mor Khazgur, the first thing you’ll notice is the massive statue of Malacath in its center, but do not let the imposing figure of the Daedric Prince distract you – the arena’s many stone and wooden bridges extend over perilously long drops. This means that if you’re clumsy, the arena’s ledges could result in a quick demise or, at least, a long run back up to the fight.

This treacherous location is made even more so thanks to a unique environmental threat: blinding white snowstorms that temporarily limit your visibility.

“With Mor Khazgur, we wanted to give players an open space to roam, and initially the map’s main feature was the threat of its deep pits and ringouts,” explains Brian Wheeler, ESO‘s PvP Lead. “But then we decided to up the ante and make it even more deadly with the inclusion of the snowstorms. As a result, map visibility greatly varies throughout the match.”

When fighting in Mor Khazgur, the mountain’s snowstorms will blow in at various times, and while you can see almost all of the arena when the weather is clear, during a storm, you must keep both eyes open – there’s no better time for an ambush.

DEEPING DROME

Deep underground, the subterranean arena known as Deeping Drome provides an entirely different kind of Battlegrounds experience. Illuminated by the glow of giant mushrooms, this cavernous location is perfect for those who enjoy Battlegrounds maps that encourage mobility.

Deeping Drome at first glance appears to be a large, open cavern, but once the match begins, you’ll find that it’s difficult to maintain sight on the enemy teams thanks to its hilly terrain and rocky features.

“When building Deeping Drome, we tried to combine the philosophies of both Foyada Quarry and Arcane University,” explains Wheeler. “Players like Arcane because it has a lot of line-of-sight breakers and forces you to move around the map, but we also wanted to create something similar to the open-air experience of Foyada that allows you to see much of the arena right from the start.”

This contradictory philosophy makes Deeping Drome especially interesting. When defending, the arena’s numerous vantage points can help you locate and ambush unsuspecting attackers. However, if you’re cunning, you can use tunnels underneath the center and the map’s wide, ramping pathways to outmaneuver defenders.

“Thanks to the varied sight lines and the fact that the objectives are not directly under each team’s spawn locations, there’s a lot of movement in Deeping Drome,” says Wheeler. “And the fact that you can run around a lot and go almost everywhere makes it a kind of opposite to Mor Khazgur.”

FIGHT HARD, BUT FIGHT SMART

Both Mor Khazgur and Deeping Drome force you to keep one eye on your enemy and another on your surroundings, making them unique additions to the Battlegrounds map rotation. Will you be fighting for control of these brand-new arenas? Let us know on Twitter @ TESOnline and Facebook!

Update 17 is now live on PC/Mac, and will come to PlayStation®4 and Xbox One on February 27. Note that ESO: Morrowind is required in order to participate in Battlegrounds matches. 

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Update 17 Brings Greater Teamwork and Tactics to ESO’s Combat

Update 17 introduces a host of changes to The Elder Scrolls Online’s combat that emphasize smart teamwork and tactical play. Learn everything you need to know about the changes coming to combat in the upcoming base-game update!

Update 17 arrives alongside the Dragon Bones DLC game pack as a free patch to the base game on February 12 for PC/Mac and February 27 for PlayStation®4 and Xbox One. Whether you’re an Alliance War veteran, an Undaunted dungeon delver, or a lone wolf adventurer, these combat changes are relevant to what you do!

Teamwork Prevails with Improved Synergies

Ability Synergies in ESO are designed to give players additional opportunities to benefit from teamwork and communication. Leading up to Update 17, we weren’t seeing groups use Synergies as effectively as we wanted, so we made them easier to use and gave them a series of buffs and fixes.

“With this update, we wanted to make Synergies easier to understand and even easier to activate,” says ESO‘s Lead Combat Designer Eric Wrobel. “Every ability that offers a Synergy now displays a clear visual indicator, such as a column of light. Once the Synergy is used, the indicator disappears. This helps other players know whether they can expect to find a Synergy there.”

This visual indicator also communicates the Synergy’s remaining cooldown time, and they now fire immediately when activated, regardless of what your character is doing. These changes make Synergies more effective, and they’ll go a long way towards boosting your group’s sustain, survivability, or damage. Use them well!

Watch Your Spacing in Cyrodiil

In Cyrodiil, we want to encourage a wide variety of strategy and tactics, and this includes the way large groups move together. Over time, we’ve tried to encourage groups to spread out more and stack up less with various additions (e.g., the Vicious Death set) but we still weren’t seeing the changes we wanted.

To further this goal, we have removed the damage cap on area-of-effect abilities. Previously, the total damage a group of players received from AoEs was capped, but now, everybody within an AoE’s radius suffers full damage.

This change encourages large groups to spread out more and take different approaches to large-scale combat. In addition to this, it gives smaller groups opportunities to take on larger ones with smart, tactical placement of their AoEs.

Block More, Block Often

Blocking was always intended to be one of ESO’s core defensive mechanics, and there are times in the game where all players need to block in order to stay alive. However, we noticed that a large gap formed between regular players and hardcore tanks where the Stamina Block Cost was too expensive for the former and almost insignificant for the latter.

To address this, the base Stamina Block Cost has been lowered and the effectiveness of Block Cost enchantments reduced.

“With this change, we wanted to cut down on the extremes in Block Cost to create a more consistent experience,” explains Wrobel. “Top-end players could get block to cost around 100 Stamina, while the average player had to spend over 2000. Since this cost can be applied four times a second, you can drain your entire Stamina bar in the blink of an eye.”

If you’re an experienced tank who makes use of Block Cost enchantments, you’ll still be the best at what you do, but you will need to change up some of your tactics. However, if you block occasionally because you can’t afford the Stamina cost, you can now make greater use of the defensive option and – hopefully – stay alive!

Outwit Opponents with Ability and Interrupt Changes

In ESO’s PvP combat, we want to ensure that all abilities have their time and place while giving you opportunities to read and react to what your opponent is doing. However, we found that abilities with a cast time were being interrupted too often in PvP to make them viable.

With Update 17, we’ve reduced the severity of the movement speed penalty when using an ability with a cast time to allow you to maneuver more during a fight. This better supports the quick pace of battle if you like to use these abilities. However, when you cast these abilities, you’ll also now have a red telegraph indicating that you can be interrupted by your opponent(s). If your ability is interrupted, you can’t cast that same ability until after a short cooldown. But don’t worry, you’ll get your opportunity to try again.

“Interrupting the enemy stops their current cast, but makes future casts unstoppable,” explains Wrobel. “With this change, it will be easier for players to know if an ability is interruptible or not, and the strategy will shift towards interrupt timing.”

These changes add a new layer to PvP combat for both combatants, and it increases the viability of abilities that have a cast time while also providing tactical options to help counter them.

Time Your Heavy Attacks Tactically

When engaging in PvE battles, we want to promote consistent and coordinated group play. With this in mind, Heavy Attacks now no longer remove the Off Balance debuff from bosses, giving everyone in your group opportunities to utilize them.

“With these changes, players can now plan around the Off Balance mechanic because it will no longer be constantly applied and removed before they can react to it,” says Wrobel. “Players in the middle of their rotations will have a greater variety of decisions to make: Do I cast this high-damage ability, or do I use my Heavy Attack to get a load of resources?”

We’ve also increased the amount of resources you gain from hitting an Off Balance enemy with a Heavy Attack, and you now gain around double the amount you’d usually get. In addition to this, Heavy Attacks now benefit from the same speed boost that abilities with a cast time received above, making it easier to maneuver and land your attacks.

However, we’ve also made it so that bosses will be immune to the Off Balance mechanic for a period after it ends. This creates opportunities for regeneration phase during long boss fights and more tactical options for all.

ESO’s Combat is Evolving

With these changes, we’re aiming to make ESO‘s combat more responsive, tactical, and ultimately fun! Don’t forget to check out the Patch Notes forum when Update 17 goes live for more information about what is coming to combat. Are you looking forward to the changes coming in ESO‘s Update 17? Let us know on Twitter @TESOnline and Facebook!

If you’re interested in some of the new systems coming with Update 17, check out this feature article.

Update 17 will arrive as a free base-game patch alongside the Dragon Bones DLC game pack on PC/Mac February 12 and PlayStation®4 and Xbox One February 27.

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Dragon Bones – Fang Lair Preview

Something stirs within the ancient halls of Fang Lair. Something thought long dead. Something monstrous. Explore the first dungeon in Dragon Bones, The Elder Scrolls Online’s next DLC game pack, and uncover the terrifying machinations of the necromancer Orryn the Black!

An Old Foe Reborn

The powerful necromancer Orryn the Black has discovered the long-abandoned Dwarven ruins of Fang Lair. The cunning mage seeks neither treasure nor fame, but an ancient legacy lost for centuries. Deep within the halls of the ancient city lay the bones of the great dragon Thurvokun, who claimed the site as his own millennia ago. Should Orryn’s nefarious plan succeed, he will gain control of a powerful and dangerous creature: a reanimated undead dragon!

“Fang Lair is a location people haven’t seen since The Elder Scrolls: Arena,” says Mike Finnigan, the game’s Dungeon Lead. “However, in that game, players saw it in a very different light. In The Elder Scrolls Online, we wanted to expand upon the lore behind it, and we thought this was a chance to really flesh out its story.”

The depths of Fang Lair contain a massive underground complex for you to explore. While seasoned dungeon delvers might expect to find all manner of automatons defending the ruins, Thurvokun’s initial occupation and Orryn’s subsequent discovery have cleared out any remnants of the ancient Dwarven machines. Now, the site is home to the dark necromancers known as the Blackmarrow and their unnatural conjurations.

Fang Lair’s long-forgotten caverns

The moment you step into the underground city, you’ll see the sprawling complex in its entirety.

“With Fang Lair, we wanted to try some new techniques for world building,” explains Finnigan. “We really liked the idea of knowing where you’re going in the dungeon, so very early on you can see everything within the cavern, and you get to go to these locations as you make your way through.”

These new techniques enabled the team to do away with mid-dungeon load screens, and any doors you encounter within Fang Lair simply open, allowing you to enjoy a seamless adventure from start to finish.

The Dead Stand Against You

Reaching Orryn the Black is no easy task, as Fang Lair harbors a host of challenging minions and bosses designed to push you and your fellow explorers to your limits. You might have dealt with the undead before during your adventures in Tamriel, but the Blackmarrow are truly masters of the dark arts and should not be underestimated.

“When exploring Fang Lair, the Revivifier necromancers can be a real pain if you let them live for too long,” warns Finnigan. “They can increase the damage of any surrounding undead, threatening to quickly overwhelm your group.”

But it’s not just endless hordes of undead that stand in your way. The dungeon also boasts some fearsome bosses to challenge your group, including vicious reanimated creatures, powerful Liches, and insidious specters.

Prepare to face the dead!

When designing the dungeon’s many challenges, the goal was to create the kind of difficulty curve that players have come to expect from our dungeon DLC game packs.

“With Dragon Bones, we are aiming for a level of difficulty similar to the dungeons found in Horns of the Reach,” says Finnigan. “It’s challenging, and there’s a lot of stuff to deal with and learn, but you can get through it without feeling frustrated.”

All these challenges and travails eventually lead to a final confrontation with Orryn the Black and his greatest achievement – the reanimated bone dragon Thurvokun! The master necromancer is a threat in his own right, but when coupled with this undead monstrosity, the two become a challenge unlike anything you’ve faced before.

Bone Dragon concept

“In the final boss battle against Orryn and Thurvokun, target priority and awareness is very important,” says Finnigan. “There’s a lot happening in this fight, and some things need to be dealt with quicker than others.”

In Fang Lair, you’ll need to learn from and adapt to everything the ancient ruin throws at you, lest you join the dead! 

Reap All-New Rewards

The halls of Fang Lair might appear daunting to even the most experienced dungeon explorer, but those valiant enough to brave the ancient city will find the rewards are well worth the risks.

Worm Wizard personality

These rewards include the Worm Wizard personality, earned by completing the Fang Lair Challenger achievement; unique Trophies and Busts for completing the dungeon on both Normal and Veteran mode; and the Renegade Dragon Priest Mask, earned by simply entering the dungeon.

And yes, should you complete Fang Lair, you’ll be rewarded with the head of a bone dragon to mount in your home!

Fang Lair also rewards brave adventurers with a selection of powerful new item sets that drop from all bosses, including the Trappings of Invigoration set (pictured below) that can give Stamina characters a much-needed boost to their sustain.

Trappings of Invigoration (Legendary CP160)

Finally, if you complete this new dungeon in Veteran difficulty you’ll earn the Thurvokun monster helm, part of a new monster set that creates pools on the ground that reduce enemy damage and restore Health when you take damage–perfect for adventurers who like to stand toe-to-toe with the enemy!

Stop the Necromancers

The Blackmarrow have taken control of the long-forgotten halls of Fang Lair, and they stand poised to create an army of undead the likes of which Tamriel has never seen. Will you battle your way through the ancient Dwarven ruin, put a stop to their plans, and face off against their leader, the devious necromancer Orryn the Black? Let us know on Twitter @ TESOnline and Facebook!

The Dragon Bones DLC game pack arrives this February and will be available free for ESO Plus members and for purchase from the in-game Crown Store.

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Dragon Bones DLC: New Dungeons, Item Sets & Collectibles

Fang Lair and Scalecaller Peak are 4-Player Dungeons which can be reached via Bangkorai and Stormhaven respectively.

  • Fang Lair’s entrance is in northern Bangkorai, north of the Troll’s Toothpick delve.
  • Scaelcaller Peak’s entrance is in North-Eastern Stormhaven, north of Wind Keep Wayshrine.

Both Dungeons include a Normal version in addition to a challenging Veteran version. You can obtain unique item sets, including two new Undaunted Monster Mask sets, only available within the Dungeons.

Fang Lair

Fang Lair was once a large Dwemer mine. Their glory however was laid low by the Dragon Thurvokun centuries ago. The Dragon used the Dwarven halls as its lair for uncountless years, so much so that the original name of the mine was lost and it became simply known as, Fang Lair. Thurvokun eventually passed but great power remained in the Dwemer halls. Adventurers from all corners of Tamriel sought to plumb the depths of Fang Lair to steal the treasures for themselves and all met ruin. Now, Orryn the Black, a particularly powerful necromancer, and his followers have come to enact a ritual with which to raise the ancient Dragon and unleash it upon Nirn.

 

 

Scalecaller Peak

Scalecaller was an ancient Dragon Priest dedicated to the dragon, Thorvukun. When she was living, her power was immense and her reign seemed unchecked. That is, until she was betrayed by her followers and the link between her and her dragon was severed. Her cult spread to the winds to avoid persecution but still maintained vigil for their fallen lord. Now, the time has come and the descendants of the Cult of Scalecaller have the means to bring the ancient Dragon Priest back to life.

 

 

 

New Homes

A number of new homes are available to test during this PTS update.

Coldharbour Surreal Estate

 

This overlooked acreage atop a floating plateau in Molag Bal’s Oblivion realm of Coldharbour is available to be developed however you like. It’s a secluded location, very quiet and private, even scenic in its own austere way.

This home has no furnished version, and is intended to be a blank slate for you to build as your imagination sees fit.

Princely Dawnlight Palace

 

Prince Hubalajad, in one of his wilder flights of extravagance, had a second palace built solely to better catch the light of the morning sun. It’s a magnificent estate that truly makes one feel like a monarch.

The Erstwhile Sanctuary

 

Built into the foundations of Kvatch itself, this ancient complex was abandoned by the Dark Brotherhood after a subterranean collapse tumbled one wall of the Speaker’s bedchamber into a massive natural cavern.

 

 

New Collectibles

Renegade Dragon Priest Mask: Travel to Fang Lair or Scalecaller Peak to unlock this imposing hat (note: this is the reward for owning the Dragon Bones DLC game pack).

  • Trophy, Thurvokun: Defeat Thurvokun in Fang Lair to take this skeletal dragon head home.
  • Bust, Thurvokun: Defeat Fang Lair on Veteran difficulty to earn this bronze bust of Thurvokun.
  • Trophy, Scalecaller: Defeat Zaan in Scalecaller Peak to unlock Zaan’s mounted head for display in your home.
  • Bust, Scalecaller: Defeat Scalecaller Peak on Veteran difficulty to earn a bust of this ancient Dragon Priest.
  • Blackmarrow Necromancer Skin: Complete the “Scalecaller Peak Challenger” achievement to earn the right to bear these uncanny sigils.
  • Worm Wizard: Unlock this sinister Personality by completing the “Fang Lair Challenger” achievement.

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Dragon Bones Patch Notes Part 3: Combat & Gameplay Updates

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General

  • Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
    We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.

Cast Time & Interrupts

We’ve updated the rules for interrupting cast time abilities to provide a better opportunity for you to successfully cast them, and clear counterplay for enemies to interrupt them. Reducing the Movement Speed penalty allows you to more easily position yourself while casting, and makes those abilities more fluid with the fast pace of combat. Allowing crowd control immunity to also grant interrupt immunity removes the gameplay loop of trying to cast an ability and having it be interrupted repeatedly. The 3 second lockout period gives you a chance to capitalize on a crucial interrupt without allowing the enemy to simply immediately recast the ability you just interrupted.

Rebalanced and globally updated all cast time and channeled abilities, along with the ruleset for interrupting those abilities.

  • Reduced the Movement Speed penalty while casting or channeling an ability to a 25% penalty from 50%.
    • Melee cast time and channeled abilities (Uppercut, Puncturing Strikes, etc.) and some ranged abilities (Rapid Fire) are still exceptions to this rule and allow you to move at full speed.
  • When an ability is interrupted, it is now put on a 3-second cooldown where it cannot be used.
    • Melee cast time and channeled abilities (Uppercut, Puncturing Strikes, etc.), Ultimate abilities (Soul Strike, Rite of Passage, etc.), and Heavy Attacks are still exceptions to this rule and cannot be interrupted.
  • When a cast time or channeled ability is interrupted, you will be staggered, stunned, and set Off Balance. After the stun ends, you gain crowd control immunity.
  • Crowd control immunity now grants immunity to all interrupt effects. After a cast time or channeled ability is interrupted, you will be immune to any future interrupts until crowd control immunity wears off.
    • This rule only applies to players. Monsters are still exceptions to this rule, and can be interrupted at any time.
  • You will now see the red “interruptible” telegraph on enemy player characters if they are casting or channeling an interruptible ability, and are not crowd control immune.

Synergies

The global changes to synergies will result in them being more responsive and more rewarding to use. We’ve updated and fixed numerous bugs for obtaining the synergy prompt, and took synergies off the global cooldown so that you can immediately use them as soon as you see that prompt. Synergies now all have a distinct visual effect to clearly communicate where and when a synergy is available. Finally, many synergies were significantly buffed to ensure that it always feels worth it to use them, which you can read more about below.
  • Removed Synergies from the global cooldown, and they can now be activated while using other abilities.
  • Synergies now have a shared one second cooldown with other synergies.

    As synergies are now off the global cooldown, this change was necessary to prevent “synergy bombs” where players could activate multiple synergies in the same second.
  • Increased the cooldown for each individual synergy to 30 seconds from 20 seconds.

    With synergies being off the global cooldown, this change was implemented to reduce the amount of potential synergy spam you can receive.
  • Synergies now display a unique, prominent visual effect indicating if a synergy is available and can be used by your character.
    • This visual effect will be hidden if you are on cooldown for that particular synergy, or are otherwise unable to use synergies.
  • Updated the tooltips for Synergy abilities to better describe their effects, and the name of the synergy is now highlighted in the tooltip.
  • Synergies will now grant the synergy prompt to the three closest allies to the center of the synergy, up from only one ally. If one ally uses the synergy, the prompt will be removed for the other two allies.
    • The Purify, Hidden Refresh, Blood Funnel, and Blood Feast synergies are exceptions to this rule – the prompt is given to all allies in the area that meet the conditions of the synergy, and the prompt will not be removed for all other allies if one ally uses it.
  • Fixed an issue where numerous synergies were granting the synergy prompt to the furthest ally instead of the closest, and were granting the synergy prompt to pets and NPCs instead of players.
  • Fixed an issue where you could have multiple synergy prompts on you at a time, causing the prompt to fluctuate back and forth between the competing synergies.
  • Fixed an issue where the Supernova, Gravity Crush, and Hidden Refresh synergies had a Magicka cost.
  • Some individual synergies have received additional fine-tuning and rebalancing:
    • Blood Altar
      • Increased the radius of the Minor Lifesteal debuff applied by this ability and its morphs to 28 meters from 8 meters.
        • Slightly adjusted the visual effects due to the radius increase.
      • The Minor Lifesteal debuff applied by this ability and its morphs will no longer aggro monsters.
    • Blood Funnel and Blood Feast (Blood Altar & morphs)
      • Increased the radius of the prompt to 28 meters.
    • Bone Wall and Spinal Surge (Bone Shield & morphs)
      • The prompt will now be available up to 6 seconds after Bone Shield is cast, even if the Bone Shield caster’s damage shield is removed.
      • Grants a damage shield for 100% of your Max Health for 6 seconds, instead of 60% of your Max Health for 10 seconds.

        We’ve shortened the duration of this damage shield to match the duration of all other damage shields in the game, but increased the value of the shield to compensate.
    • If an ally uses the synergy and applies the damage shield to you, you will now also be placed on cooldown for that synergy.
    • The Spinal Surge synergy from the Bone Surge morph now grants Major Vitality instead of Minor Vitality.
  • Combustion and Healing Combustion (Necrotic Orb & morphs)
    • Fixed an issue where using the synergy would not explode the closest orb to you.
  • Frozen Retreat (Frozen Retreat)
    • Also grants Major Expedition for 8 seconds after teleporting.
    • Renamed to “Icy Escape”.
  • Hidden Refresh (Consuming Darkness & morphs)
    • The prompt is now visible to allies under 70% health, up from 50% health.
    • Increased the Movement Speed bonus to 70% from 50%.
    • The Movement Speed bonus and heal over time are now separate components from the invisibility bonus, and will remain on your character for 4 seconds regardless if the invisibility is broken or not.
  • Impale (Dark Talons & morphs)
    • Now only damages enemies held within the talons, instead of all enemies around you.
    • Increased the damage done by approximately 25%.
    • Renamed to “Ignite”.
      Since this synergy now specifically hits enemies held within the talons, we’ve increased the damage it deals to compensate.
  • Radiate (Inner Fire & morphs)
    • The prompt is now only visible to allies positioned further than 18 meters away from the taunted enemy.
  • Spawn Broodlings, Black Widows, and Arachnophobia (Trapping Webs & morphs)
    • The prompt is now only visible to allies positioned further than 18 meters away from the webbed enemy.

      We’ve changed some synergies, such as Spawn Broodlings or Radiate, to only be available to ranged players. This balances the amount of synergies available to both melee and ranged players.
      • The prompt will now be available against all enemies within the webs, even if they cannot be snared.
        • This means that the prompt will be available against boss or flying enemies.
      • The spiders summoned now inherit your damage done bonuses, such as Major and Minor Berserk or the Mighty Champion passive.
      • Fixed an issue where the spiders summoned would throttle their attacks against the same target. They will now use their bite attack as quickly as they are able to (approximately every 1.5 seconds).
    • Summon Storm Atronach
      • The Atronach summoned by this ability and its morphs now inherit your damage done bonuses, such as Major and Minor Berserk or the Elemental Expert Champion passive. The Atronach now also uses the highest of your Magicka or Stamina-based stats, instead of using an average of your Magicka and Stamina-based stats. This will result in higher damage done for Magicka or Stamina builds, but may result in less damage done for hybrid builds.
      • The Atronach summoned by this ability and the Summon Charged Atronach morph now last for 18/19/20/21 seconds, up from 15/16/17/18 seconds.

Block Costs

  • Decreased the base cost of Block to 1730 from 2160.
  • Jewelry enchantments that reduce the cost of Block are now subtracted from this base cost first, then percentage reductions to the cost of Block are applied. This means stacking Jewelry enchantments and block cost reduction passives will now be less effective than before.
  • Ancient Knowledge (Destruction Staff passive) now reduces the cost of Block by 18/36%, up from 15/30%.
The changes to Block’s costs are meant to reduce the extreme differences between builds that specialize in blocking and ones that do not. We’ve lowered the base cost of Block to ensure that all builds can have an easier time blocking attacks without being completely drained of Stamina. We’ve also changed Block cost jewelry enchantments to work similarly to Magicka or Stamina cost reduction jewelry enchantments. Builds utilizing those enchantments (and other reductions to Block cost) were too effective at keeping block up. Finally, we’ve buffed Ancient Knowledge so that it is comparable to the Fortress passive, which brings the gap between traditional Sword and Shield tanking and Frost Staff tanking closer.

Heavy Attacks & Off Balance

  • Using a Heavy Attack against an Off Balance enemy will now only consume the Off Balance debuff if the enemy is successfully stunned.
    • This means that using a Heavy Attack against an Off Balance boss enemy will not consume the Off Balance effect, as bosses are immune to crowd control effects.
    • This new behavior also applies to the Power Lash ability. You can use Power Lash on an enemy until the Off Balance effect expires or is consumed.
  • Using a Heavy Attack against an Off Balance enemy player character will now stun them, in the same way that it stuns monsters.
    • This new behavior also applies to the Power Lash ability. You can use Power Lash to stun enemy Players.
  • Using a fully-charged Heavy Attack against an Off Balance enemy will now restore double the amount of resources.
  • Boss enemies can only be set Off Balance once every 15 to 20 seconds. After the first Off Balance debuff ends on a boss enemy, they will be immune to subsequent Off Balance debuffs until this immunity duration is over.
  • The Off Balance visual effects are now larger and more prominent if the enemy has a larger model size.
  • Your ground-based area of effect abilities will now persist after you leave combat, rather than being removed immediately.
We’ve changed the way the Off Balance debuff works in Dungeon and Trial situations so there is more consistency for all groups in how this debuff is applied and used. Heavy Attacks (and abilities such as Flame Lash) no longer immediately consume the Off Balance debuff against bosses so you don’t penalize your group for capitalizing on an Off Balance opportunity. We’ve also significantly increased the resources you receive when you Heavy Attack an Off Balance enemy, so builds that have sustain issues now have a clear window of time to fill their Magicka and Stamina bars back up. Finally, bosses are now immune to the Off Balance debuff for a short period of time. This makes heavy attack usage more strategic as there is a limited amount of time during the fight when its usage is optimal.

Nightblade

  • Assassination
    • Teleport Strike: Decreased the damage dealt by this ability and its morphs by approximately 13%.

      We’ve decreased the damage values on numerous gap closer abilities – not just Teleport Strike, but other charge abilities such as Critical Charge or Focused Charge as well. Gap closers in ESO have no cooldown and can hit for extreme amounts of damage, so there is very little opportunity cost in forcing your enemies to use them. Decreasing their damage ensures that ranged players utilizing movement and terrain to maintain their distance are better rewarded for that advantage.

Templar

  • Aedric Spear
    • Focused Charge: Decreased the damage dealt by this ability and its morphs by approximately 18%.
    • Puncturing Strikes: Refactored the damage done by this ability and its morphs so it works more intuitively with damage taken bonuses on the enemy. Previously, Puncturing Strike’s bonus damage to the closest enemy would be additive with damage taken bonuses, such as Minor Vulnerability.
      • Note: This will result in increased damage on targets with Minor Vulnerability.

Weapon

  • Two Handed
    • Critical Charge: Decreased the damage dealt by this ability and its morphs by approximately 11%.
    • Critical Rush (Critical Charge morph): Decreased the damage bonus based on distance traveled granted by this morph to 40% from 68%.
    • Stampede (Critical Charge morph): Decreased the duration of the snare applied by this morph to 4 seconds from 8 seconds.
  • One Hand and Shield
    • Shield Charge: Decreased the damage dealt by this ability and its morphs by approximately 20%.

World

  • Werewolf
    • Pounce: Decreased the damage dealt by this ability and its morphs by approximately 16%.

Alliance War

  • Assault
    • Magicka Detonation: Reduced the cast time of this ability and the Inevitable Detonation morph to 1.5 seconds from 1.8 seconds.

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General

 

  • Fixed an issue where the stun animation from a Sneak attack was showing on the enemy before your weapon or attack visually hit them.

Nightblade

  • Shadow
    • Veiled Strike: Fixed an issue where this ability and its morphs would still stun and set an enemy Off Balance even if they could detect you with detection potions.

Templar

  • Dawn’s Wrath
    • Backlash: Fixed an issue where multiple Templars using this ability and its morphs against the same target would not deal the full amount of intended damage.
    • Radiant Oppression (Radiant Destruction morph): Fixed an issue where the execute bonus damage and Magicka bonus damage from this morph were not multiplicative with each other. This fix will result in higher damage done with this morph.

Armor

  • Heavy Armor
    • Unstoppable (Immovable morph): Fixed an issue where this morph was increasing the duration of the skill by a lower amount than intended for each piece of Heavy Armor worn.

Alliance War

  • Assault
    • Rapid Maneuvers: Fixed an issue where the buff from this ability and its morphs would be removed if you used Shadow Cloak near monsters or NPCs.

Racial

  • Imperial Skills
    • Red Diamond: Fixed an issue where this passive ability would display a generic icon in your buff trackers when it triggered.

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General

  • Fixed an issue where numerous class abilities were not interacting correctly with the Overwhelming Surge or Innate Axiom Item Sets.

Item Sets

  • Soulshine: Fixed an issue where this item set’s bonus was not applying to the Solar Barrage morph.
  • Storm Knight’s Plate: Fixed an issue where this item set’s 2 and 3-piece bonuses were granting a lower amount of Spell Resistance than intended.

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Dragon Bones Patch Notes Part 2: Fixes & Improvements

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General

  • Fixed a number of animation memory issues causing some NPCs to blink in and out of existence.
  • Factotum bards no longer run away like other dynamic humanoids, what with their flappy flailing arms and all. 

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General

  • Rubble piles and switches found throughout Clockwork City will now make appropriate noises.

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Monster Abilities

  • Kagouti Fabricant: Stamp no longer appears to impact targets that dodge or otherwise avoid the attack.

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General

  • Fixed a number of VO/text mismatches within quests, typos, and spelling issues in the quest tracker.
  • The NPC Virurarie will no longer appear in two places.
  • The Precursor has learned his lefts and rights—installing his right leg no longer causes his left leg to appear, and vice versa. (It turns out your left hand is the one that makes an “L” shape if you hold it with your palm facing out. Handy, right?)

Quests

  • Brass Fortress Dailies: Razgurug will now offer you the Alchemy daily again when it comes up in the rotation.
  • Deepening Shadows:
    • Gascone’s VO over the loudspeaker will now be more audible while inside the Ventral Terminus.
    • Gascone no longer appears to have a full health bar if you decide to shank him.
    • Luciana’s arm will no longer clip into her body while talking to her during this quest.
  • Of Knives and Long Shadows: Fixed a handful of issues with Lilatha’s VO that should or should not have appropriate echo effects, depending on the circumstance.
  • Tasty Tongue Varnish: Maurice Ouren no longer tries to lean against nothing.
  • Where Shadows Lie: Fixed an issue where the map and compass icons would direct you to the wrong direction.

 

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Figure

  • Fixed a visible seam appearing on the top of the skull of the Mazzatun Staff.

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Monsters

  • Fixed an issue where some non-humanoid or boss-difficulty monsters could be killed using the Blade of Woe.

 

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Dungeons

  • Bloodroot Forge
    • Fixed an issue where you would occasionally not receive loot after defeating the Earthgore Amalgam exceptionally quickly.

 

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Crafting Motifs

  • The chance of obtaining a Xivkyn Motif chapter from a Daedric Cache in Imperial City is now dependent on your Tel Var Stone multiplier: the more Stones you carry, the more likely you are to obtain a Xivkyn Motif chapter. If you have a full 4x Tel Var Stone multiplier, you are guaranteed to receive a chapter.

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General

  • Adjusted the tooltips on Key Fragments found in the Imperial City to improve clarity.

 

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Battlegrounds

  • Battlegrounds are once again No-CP for all levels.
  • Decreased the respawn timer for player character to 20 seconds from 30 seconds for Chaosball in Ald Carac.
  • Increased the Alliance Point rewards for your team’s placement in Battlegrounds. This equates to the following:
    • 100% increase in AP if your team comes in first place, or a new total of 12,000 AP
    • 175% increase in AP if your team comes in second place, or a new total of 11,000 AP
    • 400% increase in AP if your team comes in third place, or a new total of 10,000 AP

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Animation

  • Pilgrims that you rescue from attacking Cliff Striders will no longer stay cowering forever.
  • Telvanni elevator animations will now display properly during the quest Reclaiming Vos.

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General

  • Fixed a number of edge cases where audio wasn’t playing properly for certain monsters and player abilities.
  • Polished the audio for many of the abilities.
  • 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.
  • Fixed a number mismatched or erroneous text/voice-over pairings throughout the game.
  • Improved and, in some cases, added new audio for a number of quests.

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Warden, Balance Changes

  • Green Balance
    • Healing Seed: Reduced the cost of this ability and its morphs by approximately 28%.

Warden, Bug Fixes

  • Animal Companions
    • Swarm: Fixed an issue where this ability and its morphs were not being considered damage over time effects for various passive bonuses or procs.

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Eidetic Memory

  • “Sadrith Mora Tax Records” are now visible, along with the other post-quest versions of tax records in Vivec City.
  • “Pierced Note” will now be visible after completion of the quest Family Reunion.

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Quests

  • Enslaved by Love: Fixed an issue where grouped players could accidentally block one another during the collection of Star Shells.
  • Of Faith and Family: You will no longer be able to mouse over an NPC named “Rockfall.”
  • Ritual of Knowledge: Events in Ashalmawia will now respawn appropriately, and not too soon for those not on the relevant content.

 

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Animation

  • Fixed an issue where several lights approaching Pariah’s Pinnacle would not flicker the way flames should.

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Maelstrom Arena

  • The Spiderkith Captain and Spiderkith Elite Enervator will once again cast the ability Lightning Grasp. 

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Quests

  • Draugr Dilemma: Fixed an issue where Narsis Dren was not consistently starting his scene in the treasure vault.

 

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Eidetic Memory

  • The book “In Defense of Prince Hubalajad”, by Lady Cinnabar of Taneth, can now be found in Leaping Frog Sundries in Abah’s Landing.

Maw of Lorkhaj

  • Fixed an issue where some weapons from Maw of Lorkhaj item sets (Twilight Remedy, Moondancer, Lunar Bastion, and Roar of Alkosh) were not properly displaying their special, purple visual effects, and were instead display the effects for their enchantment.

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Quests

  • A Flawless Plan: You will no longer speak to Zeira’s kneecaps after collecting Tall Papa’s Ashes.
  • Shell Game: The compass pin to meet Walks-Softly in the family quarters is now in a better location.
  • The Long Game: Improved the directions leading you through No Shira Citadel on the quest step “Escape the Iron Wheel Headquarters.”

 

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General

  • Increased the length of time Ayleid well buffs last in Cyrodiil to 30 minutes from 10 minutes.

Itemization

  • Imperial NPCs in Cyrodiil now have a chance to drop keep repair kits and other consumables.

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General

  • Fixed an issue that would cause larger player characters to not appear in high resolution until you got very close to them.

Animation

  • Fixed an issue where monsters using a light attack would cause the enemy to look away from you.
  • Your active Personality will no longer stop working after interacting with harvest nodes.

Figure

  • Fixed the available dye slots for the following items:
    • Yokudan Style Heavy Armor Helm
    • The Morrowind Slave Pants & Slave Shirt
  • Fixed an issue where the elbow pads on Heavy Armor hands were not displaying correctly in the Celestial Style on medium graphics settings.
  • The item icon and in-game appearance for Khajiit style Shadowhide Bracers is now visually consistent.

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Monsters

  • Fixed several issues where monster abilities could cause game objects to be moved outside valid locations.

Monster Abilities

  • Daedroth
    • Improved the timing of various Daedroth attacks to better match their effects.
    • All telegraphs from Ground Tremor now correspond to their effective radius.
    • The interrupt telegraph from Ground Tremor has been made more conspicuous.
    • Ground Tremor no longer allows the Daedroth to turn while casting, and can now be cast while silent.
    • Ground Tremor now interfaces correctly with tutorials.
    • Limited the frequency with which Ground Tremor could damage a player running parallel to its path.
  • Nightblade
    • Teleport Strike now appears correctly, and can also now be cast while silent.
    • Approaching a Nightblade NPC no longer cancels a Teleport Strike in progress.

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Alchemy

  • Fixed an issue resulting in some long-duration poisons having no difference between their two-reagent and three-reagent durations. Three-reagent durations are now consistently longer.

Blacksmithing

  • Fixed an issue where there were two different “Diagram: Dwarven Pipeline Cap, Sealed” plans that appeared identical, but could not stack. One of these will continue to drop, while the other has been banished to the darkness forever more, never to be seen again.

Crafting Motifs

  • With the release of the Outfit System, we’ve adjusted the drop rates for a number of Crafting Motifs to help ensure certain impressive or prestigious Motifs retain a degree of rarity. In most cases, this reduction is marginal. This change affects the following Crafting Motifs:
    • Aldmeri Dominion
    • Ancient Elf
    • Assassins League
    • Barbaric
    • Celestial
    • Daedric
    • Daggerfall Covenant
    • Dro-m’Athra
    • Ebonheart Pact
    • Mercenary
    • Minotaur
    • Outlaw
    • Primal
    • Ra Gada
  • The Glass Motif can now be purchased from Rolis Hlaalu, the Mastercraft Mediator with Writ Vouchers.
    • Glass Motif Fragments no longer drop from Crafting Writ reward containers.
    • If you have Glass Motif Fragments in your inventory, the Merethic Restorative Resin can still be found in the wares of Mystic vendors the world over for the same price as before (10,000g).
  • Fixed an issue where certain style books and style chapters could be deleted without the “DESTROY” prompt.

Consumables

  • The “Spring-Loaded Infusion” drink now correctly increases your maximum Stamina, as originally intended.

Transmutation

  • Rewards for the Worthy mails now only grant a guaranteed Transmutation Geode once per day per account.
    • Previously, they would give a guaranteed Transmutation Geode once per day per character.
    • The chance to get Transmutation Geodes from additional mails is unchanged.
  • Fixed an issue that caused the quest “Taking the Undaunted Pledge” to unintentionally award a Transmutation Geode in addition to its normal rewards.
  • Fixed a rare issue where excess Transmute Crystals could be lost when your ESO Plus membership expired.

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Art

  • Fixed the Winter Broadrim Hats so that they no longer clip with certain hairstyles.

Collectibles

  • The Witch Knight Charger now has a default nickname: “Knightmare”. If you’ve already set a nickname for this mount, you will need to reapply the nickname.
  • Fixed an issue where the Wild Hunt Transform memento was only lasting 15 seconds. It now lasts 3 glorious minutes.
  • Fixed an issue that prevented other players from seeing the full splendor of your Wild Hunt Transform memento.

Consumables

  • “Gold Coast Swift Survivor Elixirs” and “Gold Coast Survivor Elixirs” now correctly provide immunity to interrupts for the duration of the Unstoppable effect.

Personalities

  • Footsteps will now be heard correctly when using the Duchess personality.
  • The arms on female characters will no longer rise up gradually when using the Brassy Assassin personality.

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Dungeons

  • City of Ash II
    • Xivilai Fulminator and Xivilai Boltaic will once again cast the ability Lightning Grasp. 

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General

  • Monster Mask and Shoulder pieces will now display their item style as “Undaunted”. This style cannot be crafted, and serves only to categorize Monster Mask and Shoulders. For now…

Collectibles

  • As we’re now granting all players a free Sorrel Horse at Level 10 via the new Level-Up Advisor system, we’ve removed the Sorrel Horse from the wares of Stablemasters throughout Tamriel.
  • Fixed an issue that allowed Mementos to be used while mounted, which caused a number of visual issues.

Eidetic Memory

  • Fixed an issue that could prevent the lore library from correctly displaying certain book collections. This was a display issue only, and none of your eidetic memories have actually been lost.
  • “Adainaz’s Journal” will now be available in Darkshade Caverns II, as originally intended.
  • “Letter to Sonya” is now visible after completion of the quest Torn Asunder.
  • Multiple books in the Lion’s Den and Halls of the Dead will now be easier to read and interact with (and won’t show up as “Giant Warning” everywhere under the sun).

Survey Reports

  • Survey Reports now display additional text to indicate their purpose and value.

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Homes

  • The loft space of the Exorcised Coven Cottage is no longer blocked off, and is now accessible.
  • Filled in a small gap between two walls in an interior corner of Mournoth Keep.
  • Fixed an issue where some rocks in Pariah’s Pinnacle would appear to change the amount of snow cover as you approached them.
  • Made a number of small improvements to the invisible collision boundaries in Daggerfall Overlook.
  • The trim around the main door to the Orbservatory Prior no longer appears to float slightly.

Furnishings

  • Updated the “Hagraven Cauldron, Rough Stone” furnishing. It is now called “Hagraven Cauldron, Ritual”, and can be lit to produce bright green flames. This furnishing can be found in the “Enchanted Lights” category of the Housing Editor.
  • Several furnishings that were previously only in pre-furnished homes can now be purchased for crowns in the Housing Editor.
  • Adjusted the size description of several furnishings to improve consistency.
  • Fixed an issue where certain tuffets could not be sat upon once placed in your home.
  • Fixed an issue where some non-combat pets had inaccurate nameplates when placed as a furnishing.
  • The icon for the “Fabrication Sphere, Inactive” and “Apparatus, Boiler” furnishings now better matches their appearance.
  • Fixed an issue where there were two carpets with the name “Imperial Carpet, Dibella”. There is now an “Imperial Carpet, Gilded Dibella” and an “Imperial Carpet, Verdant Dibella”.
  • The “Saplings, Fragile Autumn Birch” furnishing is no longer sold from the Housing Editor, and has been replaced with the identical “Saplings, Marsh Cluster”.
    • This is to resolve an issue where the “Saplings, Marsh Cluster” and “Saplings, Fragile Autumn Birch” furnishings were visually identical, but acquired in different ways.

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Auridon

  • Ensuring Security: Improved the visual interactions with all crates, barrels, sacks, and cargo containers associated with this quest.

Bangkorai

  • Crypt of the Exiles:
    • A certain wandering ghost will no longer wander and get stuck on tombs.
    • A pack of skeevers deep in the complex will no longer force characters into the wall.
  • Trials and Tribulations: All monsters associated with this quest will now scale appropriately to your level instead of being incredibly weaksauce.

Craglorn

  • Dawn of the Exalted Viper: Kelmen Locke is no longer hanging around in the Star-Gazer Observatory after he should be extremely very ultra-dead.
  • Rkundzelft: Fixed an issue where going through a particular door would put you immediately in beat down range of a bunch of Dwarven spiders.
  • The Time-Lost Warrior: Titus Valerius is no longer hanging out at the Observatory during and after the quest.

Fighters Guild

  • Will of the Council: Jofnir’s head will no longer appear cut off near the end of the quest while you’re speaking with him.
  • The Earth Forge: The map after you complete this quest will now display appropriately.

Grahtwood

  • Scars Never Fade: Slightly adjusted the scene between No-Fingers, Slim-Jah, and Uta-Tei so you hear audio during a certain tragic moment.
  • The Unquiet Dead: It is now easier to interact with the altars to reinforce the Inner Sanctum.

Khenarthi’s Roost

  • The Perils of Diplomacy: You can once again use the inkwell and blank paper to forge a letter from Zali.

Main Quest

  • Foundry of Woe: Monsters in this instance now properly have a chance to drop loot.
  • Soul Shriven in Coldharbour: You will no longer receive a TRACKER GOAL TEXT error when logging into the Wailing Prison for the first time after creating a new character, or doing the tutorial with a post-Morrowind character.

Stonefalls

  • You will no longer be directed throughout interiors of Davon’s Watch via a maddening tangle of non-Euclidian nightmares, sending you through non-existent doors outside of time and space.

Stros M’kai

  • Innocent Scoundrel:
    • The interaction camera with Jakarn will no longer get hung up on the bars when he’s in his cell.
    • You will no longer be able to charge through cell doors in The Grave to kill rats, or get knocked through them by NPCs.

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General

  • A message will now appear next to the Attributes section of the Character screen when you have unspent Attribute Points.
  • Fixed an issue that would cause UI elements to load in slowly when first loading into the game.
  • The load screen art will now be consistent to the zone you’re loading into.
  • Fixed some inconsistencies with how numbers display across all languages.
  • Fixed a number of entries that were lacking icons in the lore library.
  • Moved the “Quest Giver Icons” option to the interface menu from the nameplates menu.
  • Fixed several issues that could occur when attempting to purchase a home while your character was jumping.

Addons

  • Addons will now only know about attacks that target you after they hit you in PvP areas.
    Developer Comments:

    Spoiler
  •  

Collectibles

  • Assistants no longer appear active in your UI after being disabled by traveling to a new zone.

Crafting

  • Bound recipes will now display as bound.
  • When improving a Bind-on-Pickup Tradable item, the preview tooltip will now communicate that the item will become bound to you.
  • The Creation tab at Crafting Stations will now remember the level you have selected, rather than the number of materials. This is to prevent accidentally crafting the wrong level gear when switching between slots that require different material amounts, such as Helmet and Pants.

Gamepad Mode

  • Fixed an issue where Guest Campaign information was being inaccurately shown in the Campaign menu while not in the campaign. The information will now accurately display while in a Cyrodiil campaign.
  • Fixed an issue where items in the Deconstruct menu would not sort correctly.
  • Fixed an issue in the Crown Store UI where you could attempt to preview a home the same way other products are previewed (instead of being sent directly to the home).
  • Fixed an issue where large quest area markers on the map could display incorrectly.

Gameplay

  • Health costs on ability tooltips will now be colored red, to match the paradigm used for Stamina and Magicka costs.

Guilds & Guild Features

  • Reverted the recent change to the visibility of Guild Bank items. Guild members will now be able to see the items in a Guild Bank again, even if they aren’t able to withdraw them.
    • Note: Viewing Gold is still controlled by the guild rank permission.
  • Fixed an issue where being demoted while viewing a Guild bank could change the Guild bank you were looking at.

Tutorials & Tooltips

  • Fixed an issue where linked achievement tooltips could display improperly.

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