General
- Weapon swapping can now be activated while sprinting.
- You will no longer regenerate stamina while blocking.
- Reduced the cost of class stamina abilities by 20% so they are equivalent to weapon abilities.
- Standardized the chance an ability has to apply a secondary effect, such as burning, chilled, or concussed. These chances are:
- Weapon enchants 20%
- Standard ability 10%
- Area of effect abilities 5%
- Damage over time abilities 3%
- Area of effect damage over time abilities 1%
- Experience gained from killing other player characters now uses the same diminishing rules as Alliance Point gain: killing the same player character twice within 30 seconds will provide 0 XP and 0 AP.
- The cost of each roll dodge will increase by 33% after your first roll dodge.
- You will no longer become briefly stunned when attempting to mount in an area where it is not allowed.
- Fixed an issue where some abilities would not be removed when the caster died.
- Fixed an issue where the Major Breach and Major Fracture debuffs were not reducing their respective attributes by the same values. You will see minor updates to tooltips based on which value was being referenced.
- Increased the Minor Main debuff duration on concussed targets to 6 seconds from 4 seconds.
- Fixed an issue where you wouldn’t unsheathe your weapons after using certain abilities.
- Clarified several ability and Champion tooltips and buff icons.
- Fixed a variety of incorrect or missing icons that would appear on the Death Recap screen and active effect notifications.
- Fixed several abilities that were not dealing full damage to the 6 closest targets.
- Fixed an issue where the character UI would show an incorrect critical strike value when Magelight and Inferno were active at the same time. You will always only get 10% critical strike.
- You will now be consistently offered to skip the tutorial when creating an additional new character.
- Ability visual effects will now more consistently display when seeing a new ability for the first time.
- Updated the icons used for Light and Heavy attacks.
- Fixed an issue where swapping from a bow to another weapon after logging in would cause the weapon to briefly appear at your feet.
- Changing your equipped weapons while an ability is displaying visual effects (such as Siphoning Strikes) will now force the effects to reset.
- Fixed an issue that was causing the Frost vulnerability to not proc if the target was immune to snares.
- Poison will now scale off of Weaopn Power or Spell Power.
- Using charge abilities no longer causes you to drop through the terrain or fixtures.
- You will now be less likely to target dead enemies when using abilities such as Devour.
- Fixed an issue where weapon enchantments could proc when you interacted with objects in the world.
- Added a damage bonus to concussion effects that scales to your Weapon Power or Spell Power, whichever is higher.
- Added a damage bonus to chilled effects that scales off your Weapon Power or Spell Power, whichever is higher.
- Fixed an issue where fire-vulnerable monsters occasionally wouldn’t take damage when hit with multiple fire-damaging attacks.
- Adjusted the effects that can proc when using elemental spells and weapon enchants against targets vulnerable to those elements:
- Damage vulnerabilities will now either use Weapon or Spell Damage, whichever is higher. Previously, it was only using Spell Damage.
- Crowd Control effects caused by vulnerable abilities now trigger CC immunity.
- Vulnerable monsters can now have a base status effect applied to them, in addition to the vulnerability effect (for example, fire-vulnerable monsters can now have burning applied to them).
- The bonus for procing a vulnerability effect against a monster has been standardized across all elements. The monster will take additional damage, and then been stunned for 3 seconds. This effect has a 5 second cooldown.
- The abilities Molten Whip and Veiled Strike can now be avoided by roll dodging.
- Taunt immunity will no longer be triggered if only one player character is taunting the monster.
Dragonknight
Earthen Heart
Battle Roar (passive): Adjusted the scaling for combat resources to be based off of that resource instead of the maximum Magicka for all of them.
Igneous Weapons: Increased the bonus duration to 2 seconds from 1 second.
Magma Armor: This ability’s buff will now follow the standard rules for area of effect maximum targets.
Molten Armaments: This ability now only grants its bonus to fully-charged heavy attacks, and now displays a fire-impact graphical effect when you hit a target at less than 50% health with a fully-charged heavy attack.
Molten Weapons: This ability will now only grant a bonus for fully-charged heavy attacks instead of partially-charged attacks.
Obsidian Shard (Stonefist morph): This ability now applies a direct heal to an ally near the target.
Obsidian Shield: This ability and its morphs no longer cause targets to automatically unsheathe their weapons.
Shattering Rocks (Petrify morph): Fixed an issue where Rank III of Shattering Rocks cost slightly more than other Ranks.
Stone Giant (Stonefist morph): Reduced the cost of the ability by approximately 20%.
Stonefist: Increased the range of this ability to 20 meters.
Ardent Flame
Molten Whip and Flame Lash (Lava Whip morphs) will no longer set targets off-balance when the ability misses.
Flame Lash (Lava Whip morph): Instead of a direct heal, this ability will now reduce the amount health by 25% and apply a heal over 3 ticks. We also increased the damage versus off-balance by 25%.
Shifting Standard (Dragonknight Standard morph): Fixed an issue where this ability’s synergy had no cooldown. We also fixed an issue where Ranks II-IV were doing less damage after moving the Standard.
Draconic Power
Dragon Leap: Fixed an issue where the wings for this ability would occasionally not spawn if the ability was used after roll dodging. We also fixed an issue where using this ability after hitting an enemy with Petrify would cause issues with the animation.
Volatile Armor (Spiked Armor morph): Fixed an issue where Ranks II-IV of this ability were dealing physical damage instead of fire damage.
Nightblade
Assassination
Double Take (Blur morph): You will now move as fast with Double Take while stealthed as you do when under the effects of Rapid Maneuver.
Executioner (passive): Fixed an issue where this passive was only granting 3 ticks of regeneration instead of 4 ticks.
Grim Focus: The bow on Assassin's Will is now easier to see in first-person view, and can now be activated after 4 light attacks instead of 7.
Lotus Fan (Teleport Strike morph): Increased the initial hit damage for this ability.
Mirage (Blur morph): Added Minor Ward (Spell Resistance) to this ability.
Incapacitating Strike (Death Stroke morph): The stun from Incapacitating Strike will now properly grant CC immunity.
Mark Target: The heal from this ability and its morphs can now critically strike.
Teleport Strike:
Increased the stun duration for this ability to 2 seconds
Fixed an issue that was causing the stun to not grant monsters CC immunity.
Fixed an issue where canceling this ability mid-cast would cause weird visual issues.
Siphoning
Agony: Adjusted the visual effects for this ability to reduce the impact on performance when the ability is recast multiple times.
Drain Power: Increased the damage of this ability by approximately 20%.
Malefic Wreath (Agony morph):
- The damage from this ability now properly hits targets closest to the stunned target first, starting with the stunned target.
- Fixed an issue with the visual effects ending before the duration of the ability was fully complete.
- Increased the damage bonus from 2% per second to 5% per second.
Siphoning Strikes:
- This ability is no longer a toggle.
- Removed the Power and Spell Power debuff; your attacks now do full damage.
- This ability no longer restores a percentage of your Magicka or Stamina. Instead, it restores a fixed amount per hit.
- You will no longer build up extra visual effects on your weapon when this ability is cast multiple times.
- Soul Tether: This ability will no longer apply the tether effects to unaffected enemies.
Shadow
- Bolstering Darkness (Consuming Darkness morph): Fixed an issue where this ability’s synergy was healing for slightly less than intended. We also updated the tooltip to reflect that the synergy grants Major Expedition for 4 seconds.
- Refreshing Path (Path of Darkness morph): The heal over time from this ability will now "stick" to your target, and will continue to affect them for 3 seconds after leaving the path.
- Refreshing Shadows (passive): Adjusted this ability from 15/30% Stamina recovery to 7/15% Stamina, Health and Magicka recovery.
- Shadow Cloak: You can no longer be hit by single target attacks while this ability is active. You also can no longer avoid infamy from lockpicking by using this ability.
- Shadow Image (Summon Shade morph): An impact sound will now play when the ranged attacks from this ability hit a target.
- Summon Shade: The impacts from this ability now line up with the animations.
- Surprise Attack (Veiled Strike morph): Updated the tooltips to reflect that attacking a target applies Major Fracture, regardless if you are stealthed or not when you cast the ability.
- Veiled Strike: Fixed an issue where the stun animation wasn’t displaying for the full duration.
Sorcerer
Daedric Summoning
- Sorcerer pets now benefit from critical strike buffs added to the caster after they are summoned.
- All Sorcerer pets now have the correct area of effect damage reduction. Previously, some reductions were not applying in combat.
- Sorcerer pets now take 50% less damage from other player characters (this does not stack with their area of effect reduction as noted above).
- Removed the Tail Clip ability from the Restoring Twilight.
- Conjured Ward: This ability and its morphs will now properly increase in effectiveness as it ranks up.
- Daedric Prey (Daedric Curse morph): This ability now increases the damage done by your pets by 55% instead of 20%.
- Empowered Ward (Conjured Ward morph): Reduced the cost of this ability by 8.5%. This ability also no longer increases the damage done by your summoned pets, and will instead grant Minor Mending, which increases healing done while the ward is active.
- Hardened Ward (Conjured Ward morph): This ability will now properly play its visual effects if cast multiple times in a short period.
- Winged Twilight: The Restoring Twilight's Minor Intellect can now only be granted to up to 6 allies.
Storm Calling
- Summoned Storm Atronachs now prefer to demolish the closest target.
- Ball Lightning (Bolt Escape morph): Reduced the duration of the orbs from this ability to 1.5 seconds from 6.5 seconds.
- Bolt Escape: This ability no longer reduces out-of-combat Magicka recovery after casting. We have also increased the cost for Bolt Escape by 50%, which stacks with each cast within four seconds.
- Boundless Storm (Lightning Form morph): Fixed an issue with the visual effects associated with the Major Expedition buff lasting more than its 6 second duration.
- Endless Fury (Mages’ Fury morph): Fixed an issue where this ability could explode multiple times.
- Energy Overload (Overload morph): Increased the amount of Magicka returned to you by 300%. This ability also now scales more appropriately with Veteran Ranks.
- Lightning Form: Fixed an issue if you cast this ability or its morphs several times, the effects on the caster would fall off before the duration was complete.
Mages' Fury: Increased the execute damage by 10%.
Overload: The light attack effects are now much larger!
Surge:
- Increased the duration of this ability by 50%.
- Reduced the cost of this ability by 24%.
- The healing from this ability no longer procs off damage over time effects.
- Reduced the cooldown on the healing proc to 100 milliseconds from 250 milliseconds.
- Thundering Presence (Lightning Form morph): This ability is now a Stamina morph.
Dark Magic
Dark Deal (Dark Exchange morph): Increased the amount of stamina restored by this ability by 50%.
Dark Exchange:
- Added a new animation that better supports your movement during combat.
- This ability now has a cast time; you can move at normal speed while casting.
- This ability now initially costs Stamina, but restores Magicka and Health.
- Encase: Increased the range of this ability to 18 meters from 15 meters.
Templar
Restoring Light
- Channeled Focus (Rune Focus morph): Fixed an issue with this ability where Major Ward was not wearing off properly after leaving the circle.
- Cleansing Ritual: Removed the two second delay from this ability so it will reliably gain the benefits from Focused Healing.
- Focused Healing: This passive will now apply to the secondary heals from Breath of Life.
- Honor the Dead (Rushed Ceremony morph):
- This ability now begins restoring Magicka instantly instead of waiting 2 seconds. This will make the morph more useful when casting the ability in rapid succession.
- Targets below 75% health will now trigger the Magicka regeneration for the caster, instead of targets below 50% health.
Repentance (Restoring Aura morph):
- The heal from this ability will now receive a bonus from Focused Healing, and will also benefit from the Mending Passive ability.
- Repentance will also scale identically whether you have more Magicka or Stamina.
- Rushed Ceremony: The animation for this ability is now faster, resulting in the heal occurring sooner after the button is pressed. This ability will also no longer heal friendly critters. You’re on your own, deer!
- Dawn’s Wrath
- Eclipse: All ranks of Eclipse now have the area of effect time bomb from Unstable Core. More than one caster can apply time bombs, so two casters could each apply a time bomb.
Power of the Light (Backlash morph): This ability now grants Minor Breach.
Purifying Light (Backlash morph): The healing pool for this ability now attaches to the target instead of sticking to the ground, and will now leave a healing effect if the target is killed before Purifying Light expires.
Radiant Destruction: Fixed an issue where this ability’s visual effects would persist if the first tick of damage killed your target.
Radiant Oppression (Radiant Destruction morph): Reduced the damage bonus from 40% to 20%. We also fixed an issue where the bonus damage wouldn’t always apply on the first tick.
Reflective Light (Sun Fire morph): Fixed an issue where this ability was not always hitting the targeted enemy.
Sun Fire: Increased the travel speed of this ability.
Unstable Core (Eclipse morph): This ability now deals approximately 40% more damage.
Aedric Spear
Blazing Shield (Sun Shield morph): This ability will now always explode upon re-casting it.
Piercing Javelin: Increased this ability’s damage by 10%.
Weapon
Two Handed
- Fixed an issue where two-handed weapons would sometimes have their weapon impacts desynced from their swings.
- Cleave: The bleed effects will no long apply before the attack animation hits the target. We also fixed an issue where too many bleeding effects were displaying when using Cleave on multiple targets.
- Follow Up (passive): This passive now requires fully-charged heavy attacks. This ability’s bonus will no longer give a bonus to, or be removed by, a weapon proc or ticking effect.
- Momentum: Increased the cost of this ability by approximately 35%.
- Uppercut (Wrecking Blow morph): The visual effects for this ability will now display for Ranks II-IV.
One Hand and Shield
- Absorb Magic (Defensive Posture morph): Significantly increased the maximum amount of damage prevented from this ability. We also fixed an issue where the heal from this ability could trigger from non-spell projectiles if you had multiple damage shields active.
- Defensive Stance (Defensive Posture morph): Fixed an issue if you had a damage shield, you were not getting stunned by the reflected attack from this ability.
Dual Wield
- Blade Cloak: Fixed an issue where this ability wasn’t dealing enough damage when it increased in rank.
- Flying Blade (Hidden Blade morph): Slightly reduced the damage for this ability.
- Hidden Blade: This ability now grants the Major Brutality buff. We also slightly decreased the base damage.
- Shrouded Daggers (Hidden Blade morph): This ability now bounces to two additional targets for half the damage instead of a cone attack.
- Whirling Blades (Whirlwind morph): This ability now applies Major Endurance instead of giving Stamina. We also reduced the cost of this ability by approximately 15%.
Bow
- Increased the overall damage from Bow light attacks by 16%.
- Arrows are now easier to see while they’re traveling to your knee.
- Fixed an issue where your arrows would occasionally not appear after weapon swapping.
- Fixed an issue where arrows would not always leave bows when using light attacks.
- Fixed an issue where repeatedly using light attacks would occasionally cause two arrows to fire at once.
- Fixed an issue where after weapon swapping to a bow, the visuals and audio for arrows would not play until you fired at least one arrow.
- Hasty Retreat (passive): This passive now grants the Major Expedition buff for 1 second/2 seconds instead of a 30% movement speed bonus.
- Volley: Increased the duration of this ability to 8 seconds from 6 seconds. Volley and its morphs also now correctly use the Weapon Critical stat when making critical strike checks, and correctly check against Physical Resistance for mitigation instead of Spell Resistance.
Destruction Staff
Destructive Touch
- Frost Touch and its morphs will no longer apply a half-second stun to the target.
- Normalized the projectile’s travel speeds.
- Clarified the tooltips for this ability.
Flame Touch: This ability will now knock back your enemy instead of stunning them.
Shock Touch: Removed the area of effect damage, and added a 2.5 second stun. The impact effects have been updated to reflect these changes.
Elemental Blockade (Wall of Elements morph): Increased the duration to 8 seconds.
Elemental Force (passive)
- Changed this ability’s bonus to be multiplicative instead of additive.
- Increased the bonuses received from this passive to 50% and 100%.
- Updated the tooltip wording so it no longer mentions “spells”; this passive has always increased the chance for all attacks (including weapon enchants).
Flame Clench (Destructive Touch morph)
- Removed the stun from this ability.
- Added an increased damage over time damage.
- Heavy Attack: Reduced the damage of Fire and Frost heavy staff attacks by 3.84%; this will make the damage per second consistent with other weapons.
Shock Clench (Destructive Touch morph)
- Added an area of effect damage that applies near the target.
Shock Reach (Destructive Touch morph)
- Removed the area of effect damage from this ability, and added a 2.5 second stun. The impact effects have been updated to reflect these changes.
Tri Focus (passive):
- The Lightning Staff bonus attack now hits up to 6 targets instead of 2 targets.
- Heavy Frost attacks now grant a damage shield for 4/8% of your maximum health.
- Heavy Shock attacks now deal 50/100% of the final pulse damage to nearby enemies with a maximum of 6 targets, using a radius falloff.
- Reduced the heavy attack bonus from heavy fire attacks to 12% from 15%.
Wall of Elements
- Increased the base duration of this ability to 6 seconds from 4 seconds.
- Fixed an issue where this ability didn’t have a target cap.
- Wall of Fire: This ability will now deal 20% more damage against burning targets.
- Wall of Frost: Chilled enemies will now be immobilized for 4 seconds.
Restoration Staff
- Force Siphon: The heal and visual effects from this ability can no longer be dodged.
- Mutagen (Regeneration morph): Fixed an issue where the extra heal for allies below 20% health was only applying on the initial cast.
Guild
Mages Guild
- Magelight: Clarified the tooltip for this ability to indicate that only your available Magicka for casting spells is reduced by 5%. Your maximum Magicka value remains the same; your Magicka bar will simply only recover to 95% instead of 100%. We also fixed an issue so Magelight will now always visually appear in all areas.
- Might of the Guild (passive): This passive no longer triggers when activating Magelight.
- Shooting Star (Meteor morph): Fixed and issue where this ability would not grant Ultimate if the target was killed.
Fighters Guild
- Camouflaged Hunter (Expert Hunter morph): This ability’s bonus damage from stealth now scales off weapon damage/critical.
- Expert Hunter:
- This ability is no longer multiplied by the stealth critical damage bonus if it is used before entering stealth, it will now behave consistently if used before or after entering stealth.
- The effects to sense evil have been moved to the torso area, with a larger version included for Titans.
- Increased the internal cooldown for procs to 2.5 seconds from 1.5 seconds.
- Lightweight Trap Beast (Trap Beast morph): Updated the casting animation for this ability.
- Silver Bolts: Fixed an issue where arrows would be missing after repeatedly using this ability.
- Silver Leash (Silver Bolts morph): Increased the pull damage for this ability by 33%.
- Trap Beast:
- This ability now grants the Minor Force buff which increases Critical Damage by 12%.
- Reduced the arming time to 1.5 seconds from 3 seconds.
- Increased the ability’s duration to 60 seconds from 30 seconds.
- Turn Undead (Circle of Protection morph): This ability will now function like other fears in the game where it places a crowd control immunity on the target after the fear ends.
Undaunted
- Bone Shield: Fixed an issue where the player character that activated the synergy would occasionally not get a damage shield, and other allies would instead. The ability synergy now has a unique icon as well.
- Necrotic Orb: Fixed an issue with this ability and its morphs that was allowing multiple player characters to use the synergy of a single orb. Now, only one synergy can be activated for each orb. This ability can now also travel further over hilly terrain.
- Tangling Webs (Trapping Webs morph): Fixed an issue where the fear from this ability was not granting CC immunity.Trapping Webs: Increased the damage of this ability by 33%, and increased the travel speed of this ability’s projectile. The graphical effects from this ability will now only last for the duration of the effect.
Alliance War
Assault
Caltrops: This ability is no longer considered a melee attack, and it will not trigger the Redguard passive ability Adrenaline Rush. Caltrops now sorts targets based on the center of the attack, rather than the distance from the caster.
Continuous Attack (passive): This passive now grants Spell Damage in addition to Weapon Damage.
Magicka Detonation: This ability now adds bonus damage for the amount of targets hit by it with 5% per target, up to a maximum of 25%.
Proximity Detonation (Magicka Detonation morph): This ability is now an instant cast. We also increased the detonation time to 8 seconds, and reduced the damage by 28% to compensate.
Rapid Maneuvers: Fixed an issue which was causing this ability to trigger the Mountain's Blessing passive.
Sturdy Horn (War Horn morph): Fixed an issue where Rank III of this ability was not applying bonus Magicka.
Vigor: Relocated this ability to Rank 5 in the Assault tree, from Rank 10.
Support
- Guard: Relocated this ability to Rank 5 in the Support tree, from Rank 10
- Propelling Shield (Siege Shield morph): Fixed an issue where this ability wasn't increasing the snipe range bonus in Cyrodiil.
- Revealing Flare: Increased the travel speed of this ability’s projectile, and reduced the cost of the ability by approximately 15%.
- Scorching Flare (Revealing Flare morph): Increased the damage of this ability by 125%.
World
Werewolf
- You can now safely press the button for the werewolf ultimate repeatedly without fear of immediately reverting back to normal again.
- Removed Stamina Regeneration from Lycanthropy; it now requires Werewolf Transformation to be slotted in your ability bar.
- Reduced the poison damage you receive while in Werewolf form to 25% from 40%.
- Fixed an issue which was allowing Negate Magic to pull Werewolves out of Werewolf Form.
- Fixed an issue where heavy attacks would play twice before striking your target while in werewolf form.
- You can no longer fish or use the dye station while in werewolf form.
- Devour: This ability can no longer target a destroyed Aura of Protection totem.
- Infectious Claws (Claws of Anguish morph): Fixed an issue where the healing debuff was stacking with other healing debuffs.
- Savage Strength (passive): This passive will no longer will be removed when your character is killed.
- Vampire
- Reduced the fire damage you receive to 25% from 40%.
- Drain Essence: This ability now restores 10% of your health every second, and stuns your target on activation. It can be used on CC-immune targets, and can be used all the time (it no longer activates the Feed debuff).
- Supernatural Recovery (passive): This passive now only works while any Vampire ability is slotted in your ability bar.
Racial
All passives which increase Health, Magicka or Stamina regeneration now provide full benefit regardless of whether you are in or out of combat. Previously, these only applied while in combat.
Argonian
Amphibious: Increased the bonus Health, Magicka and Stamina restore upon consuming a potion to 2/5/8% from 2/4/6%.
High Elf
Spellcharge: Increased the Magicka regeneration from this passive to 4/8/12% from 3/6/9%.
Khajiit
Removed the Robust passive, and replaced it with Robust Constitution. This will increase your Health regeneration by 6/13/20% and Stamina regeneration by 3/6/10%.
Carnage: Increased the Critical Strike bonus to 2/5/8% from 2/4/6%.
Nord
Resist Frost: Increased the maximum Health bonus to 2/4/6% from 1/2/3%.
Orc
Swift: Renamed this passive to Swift Warrior. Swift Warrior will no longer increase Charge attacks, but will instead increase all Melee Weapon attack damage by 2/3/4%.
Wood Elf
Resist Affliction: Increased the maximum Stamina to 2/4/6% from 1/2/3%.
Champion System
- Fixed an issue where the Champion System tooltips weren't correctly including the pending points in other stars within the constellation.
The Atronach
- Riposte: The visual effects from this passive will now play properly.
The Lord
- Field Physician: Fixed an issue where the damage shield from this passive wouldn’t trigger.
The Shadow
- Elusive: Fixed an issue where putting points into this passive were making the tooltips for snare, fear, and disorient abilities display a shorter duration than intended.
- Shadowstrike: This passive can now only occur once every 5 seconds.
The Steed
- Invigorating Bash: The heal from this passive can now crit.
- Reinforced: Fixed an issue where the damage shield from this passive could show a higher value on the health bar than intended.
Mounts
- You now have the option to hide the visuals from mount upgrades. This can be found in Gameplay Settings.
- Fixed an issue that was causing some mount upgrade visuals to disappear when additional upgrades were obtained.
- Improved the messaging you see when you attempt to use a stable without owning a mount.
- Mounts will now display proper visual effects over surfaces like snow.
- Added a slight cooldown when you get on your mount.
- Fixed an issue where you could get stuck in a sprint while mounted or after dismounting.
- You will no longer be dismounted when spending Champion Points.
Mundus Stones
- Apprentice: This Mundus Stone now grants Spell Power instead of Spell Penetration.
- Ritual: Increased the healing bonus from this Mundus Stone to 10% from 5%.
- Serpent: This Mundus Stone now increases your stamina regeneration instead of health regeneration.
- Shadow: Increased the critical damage bonus from this Mundus Stone to 12% from 10%.
- Warrior: This Mundus Stone now has more Weapon Damage.
Monsters
- Mages, skirmishers, and tanks have all been tweaked to have less dramatic variation. In general, mages will have less damage and more health, while tanks will have less health and more damage. This means the average fight length and amount of incoming damage will be more balanced, while retaining the thematic differences between monster types.
- All mage monsters now have more health, and output less damage.
- All tank monsters now have high spell and physical resistance.
- All mages now have low physical resistance, but high spell resistance.
- All skirmishers now have average physical and spell resistance.
- On average, delve bosses now have more health.
- Monsters throughout the game have had their faction abilities updated; you will now see these abilities more often in combat, and some abilities have had their effects adjusted to increase their impact in a fight.
- Bandit traps now persist for long periods of time, creating more danger as the fight goes on.
- Daedric Arches now summon Banekin to charge at enemies and explode until the arch is destroyed.
- The Necromancer’s self-sacrifice now summons a ghost instead of a soul shriven, and they no longer sacrifice themselves at full health.
- Soldiers of the Covenant, Pact, and Dominion (in PVE zones) now use a Warhorn ability to rally and empower their allies in combat.
- Undead now have a chance to create an area of desecrated ground when killed, dealing damage over time to their enemies and healing undead allies.
- Vampires who drain health now heal nearby allies.
- Charging monsters now blend more smoothly into their stun animation when they fail to strike their target.
- Fixed an issue where monsters would try to shield bash you if you were out of range.
- Increased the Spell and Armor Resistance from dungeon monsters to 18% from 9%.
- Monsters no longer walk toward you when they try to run away at close range, or near high terrain.
Monsters that burrow can no longer be targeted while burrowing; this affects the following monsters:
- Duneracer
- Duneripper
- Ice Wraith
- Kwama Scrib
- Mudcrab
To better support first-person combat, large monsters will now stand further away from you when combat begins, and have had their ability ranges adjusted to reflect their new positioning. The monsters affected by this change include:
- Bone Colossus
- Bull Netch
- Daedroth
- Dwarven Centurion
- Flesh Atronach
- Frost Atronach
- Gargoyle
- Giant
- Mammoth
- Mantikora
- Storm Atronach
- Troll
- Titan
- Wamasu
- Watcher
- Bone Colossi found in Underpall Cave and Lipsand Tarn have had their difficulty reduced to the appropriate level.
- The "Hag Camp" group boss encounter has had its difficulty adjusted to be more in line with other group boss encounters.
- Damage from slaughterfish will now increase over time. Be careful out there!
- Combat followers will now rejoin you in combat after falling to one knee.
- Monster animations will no longer hitch periodically when engaged in a group.
- Fixed an issue where monsters would not aggro you properly at Dark Fissures.
- Adjusted the collision on some rocks to prevent flying monsters from getting stuck.
Monster Abilities
Alit
Lacerate now has a bleed icon in the death recap screen.
Assassin
Soul Tether can no longer be dodged.
Assassin Beetle
Acid Blood no longer deals damage outside of its visible radius.
Bear
Crushing Swipe now has a shorter cooldown.
Roar now has a shorter cooldown.
Savage Blows now animates properly.
Berserker
Agony will now affect you if you’re blocking, and ends the moment you take damage.
Agony now applies damage over time when broken.
Agony now has a slightly longer range.
Blood Craze now correctly plays impact effects on its second hit.
Durzog
Adjusted the range of all durzog abilities to better reflect their appearance.
Dwarven Sphere
Darts will now disappear after impact.
Dwarven Spider
Dwarven constructs affected by Overcharge no longer damage their allies when destroyed.
Fear Mage
Aspect of Terror no longer causes you to spin in place before fleeing in terror.
Fire Mage
The red fire circle from Fire Rune will now appear, but won’t start dealing damage for a half second to give you time to react.
Fire Mage
Fire Rune now properly activates both areas of effect if the caster is stunned after a successful cast.
Foot Soldier
Foot Soldiers no longer use Step Back more than once every 30 seconds.
Frost Mage
Winter’s Reach no longer travels over unintended areas.
Ice Barrier now correctly absorbs Fire Staff and Bow heavy attacks.
Gargoyle
Double Swipe can now be cast while the Gargoyle is moving.
Giant
Sweep now correctly hits targets in front of the giant, not the giant’s target.
Obliterate no longer stuns you when you successfully dodge it.
Giant Bat
Giant Bats will no longer flap in place when killed, and will instead fall to the ground.
Draining Bite now stops dealing damage when interrupted.
Giant Spider
Poison Spray no longer continues to produce sound effects after it is interrupted.
Harpy
Wind Gust can now be dodged.
Bolt now displays lightning effects when blocked.
Harvester
Feast orbs no longer appear before projectiles reach their destinations. This does not affect time available to attack the orbs before they reach the Harvester.
Ice Wraith
Blood on the Water effects now more closely match the charge telegraph.
Ice Wraiths are no longer targetable when they begins casting the Shard Burst ability and begin to burrow.
Imp
Flame Ray can no longer miss or be dodged.
Kagouti
Chomp damage has been increased to 25%.
Lich
Defiled Ground can now be dispelled by Negate Magic.
Soul Cage can now be dispelled by Negate Magic.
Lurchers
Adjusted the spawn locations for Lurchers in Jackdaw Cove in Bangkorai.
Mammoth
Mammoths no longer turn to look at their adversaries while stomping them mercilessly into the ground.
Mantikora
You will no longer be able to run through the Manikora’s body while you are fighting him.
Nereid
The cooldown for Hurricane has been increased.
Water Geyser can now be dispelled by Negate Magic.
Friendly nereids now have facial animations when you are talking to them.
Hurricane no longer ends prematurely when all targets exit its effective radius.
Nightblade
Veiled Strike can no longer be interrupted.
Pet Ranger
Roll Dodge now correctly allows the pet ranger to dodge attacks.
Senche
The Claw attack strike is now animating properly and much more visible so you can see it coming, and not just take damage.
Shalk
Fire Bite now correctly deals damage over time.
Shaman
Shamans now stay near their Aura of Protection and attempt to stay near it for the duration of the fight.
While near an Aura of Protection, shamans now gain a bonus to ranged attacks.
Skeleton Swarm (Craglorn)
Attack now deals appropriate physical damage.
Spriggan
Summoned animals are now named for their species, not “Spriggan’s Beast.”
Spriggans will now back up to buff animal allies more frequently.
Storm Atronach
Impending Storm will now be easier to see, regardless of time of day and terrain.
Storm Bound no longer allows the Storm Atronach to move while casting.
Storm Bound can no longer be dodged.
Storm Mage
Shock now has a cast time.
Shock now displays lightning effects when blocked.
Strangler
Grapple no longer targets recently grappled player characters.
Stranglers that are interrupted now properly play a stun animation.
Thief
Stab is now easier to block.
Thundermaul
Thunder Hammer effects now match its effective radius.
Titan
Wing Gust no longer grants CC immunity.
Wing Gust now properly deducts your stamina when blocked.
Watcher
Shockwave now affects all targets in its radius.
Doom’s Truth Gaze no longer clips through the Watcher if you run behind it while the ability is being cast.
Werewolf
Adjusted the range of werewolf abilities to better reflect their appearance.
Devour now displays an interruptable telegraph.
Wisp
Dying Blast now damages anyone in its radius.
Xivilai
Xivilai’s Servant will now despawn if the caster is killed.