Update 46 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/676209
Maintenance for the week of April 14:
· [COMPLETE] Xbox: NA and EU megaservers for maintenance – April 16, 6:00AM EDT (10:00 UTC) - 9:00AM EDT (13:00 UTC)
· [COMPLETE] PlayStation®: NA and EU megaservers for maintenance – April 16, 6:00AM EDT (10:00 UTC) - 9:00AM EDT (13:00 UTC)

PTS Patch Notes v11.0.0

ZOS_Kevin
ZOS_Kevin
Community Manager
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Welcome to The Elder Scrolls Online v11.0.0 and our latest content release, Seasons of the Worm Cult, Part 1! In Seasons of the Worm Cult, Part 1, your journey brings you to the island of Solstice, where an old threat rises once more: the Worm Cult.

Picking up where the base game's Main Story left off, you’ll join the newly formed Stirk Fellowship and venture to Western Solstice to uncover the dark truths behind the Worm Cult's latest schemes. Alongside allies from past adventures, you'll face new challenges and relentless adversaries determined to stop you at every turn. At the heart of the island, the ominous Writhing Wall looms—a necrotic barrier sealing off Eastern Solstice.

But this is only the beginning. As the Seasons of the Worm unfold throughout the year, new areas of Solstice will become accessible. With each release, you’ll peel back the layers of mystery and uncover the cult’s horrifying plans. Are you willing to dig deep and discover what it will take to stop them—no matter the cost?
In Seasons of the Worm Cult, Part 1, you can look forward to a variety of new things to collect including new adornments, item sets, Mythic items, mounts, outfits, pets, etc. In addition, the new 12-player trial, Ossein Cage, will be available for those brave enough to take on the challenge.

For Base Game, we have the newly announced Subclassing system available for all to try. We can’t wait to see what custom builds you all come up with. In addition to subclassing, we have a good chunk of combat and item changes, along with bug fixes. These changes are meant to complement the addition of subclassing. We have many quality-of-life features coming to base game as well. From Hero’s Return, PC UI updates, Stackable Master Writs, prepping for console addons and more, base game has quite a bit to improve the overall experience as we are entering ESO’s 11th year!

All PC NA characters have been copied this week, otherwise there are three templates for you to utilize. Additionally, all PTS accounts have access to Seasons of the Worm Cult, Part 1 and its features, regardless of having pre-purchased Content Pass (though we hope you have!) We look forward to reading through your feedback on the new systems and features in this update, which is approximately 4.16GB in size. Thanks and enjoy!

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  • Overview
  • New Features / Updates / Big Changes
    • Seasons of the Worm Cult
      • New Zone! Solstice
      • New Trial! Ossein Cage
      • Achievements
      • Item Sets
        • Overland
        • Crafted
        • Trial
        • Mythic
        • Collectibles
    • Base Game
      • Furnishing Vault
      • Hero’s Return
      • Map Improvements
      • Unknown Master Writs
      • Housing UI ‘Retrieve To’ Functionality
      • UI Modernization Update
      • Console Add-ons
      • Subclassing
      • Housing
  • Template Information
  • Known Issues
  • Combat & Gameplay
    • Combat Introduction
    • Combat & Abilities
    • Scribing
    • Itemization & Item Sets
    • Companions
  • Fixes & Improvements
    • Blackwood
      • Monsters & NPCs
      • Quests & Zones
    • Dragon Bones
      • Dungeons & Group Content
    • Elsweyr
      • Quests & Zones
    • High Isle
      • Quests & Zones
    • Murkmire
      • Monsters & NPCs
      • Quests & Zones
    • Summerset
      • Quests & Zones
    • Base Game
      • Main Quest Harborage Rework
      • Additional Controller Customizations
      • Alliance War & PvP
      • Art & Animation
      • Audio
      • Crafting & Economy
      • Crown Store & Crown Crates
      • Events & Celebrations
      • Exploration & Itemization
      • Infinite Archive
      • Housing
      • Miscellaneous
      • Monsters & NPCs
      • Quests & Zones
      • UI
Edited by ZOS_Kevin on April 14, 2025 6:25PM
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    new_features_updates_big_changes.jpg
    Seasons of the Worm Cult
    New Zone: Solstice
    Prepare to embark on a journey to the mysterious island of Solstice—a long-forgotten land watched over by the elves of House Corelanya and the Tide-Water and Stone-Nest tribes of Argonians who call it home. Nestled off the southern coast of Black Marsh, Solstice is a haven for those seeking refuge from a treacherous past, where a group of diverse races have come together to forge a new life.
    The island is a tapestry of cultures and history, marked by ancient Argonian ruins, towering Altmer spires, reed-built beach houses, and shimmering caves lined with colorful bismuth. But the era of peace has come to an end.
    The necromantic Worm Cult has returned, using Solstice as their new stronghold. They’ve erected a towering, writhing wall of trapped souls, splitting the island in two. In response, the Stirk Fellowship—a coalition of mages, fighters, and Alliance soldiers from the mainland—has arrived to uncover the true horror of the cult’s ambitions, as long-forgotten foes stir once more.

    To begin your adventures in Solstice, you can choose from among the following:
    • Create a new character or select a pre-existing character to seek out Skordo the Knife in Mournhold (Deshaan), Elden Root (Grahtwood), or Wayrest (Stormhaven).
    • Use the navigators in Mournhold (Deshaan), Elden Root (Grahtwood), or Wayrest (Stormhaven) to travel to Sunport, or jump to a friend that's already in the zone.
    • Choose one of the Character Templates available and begin your adventures just outside the city of Sunport.

    After you arrive on Solstice, Midconjuror Mirmal will greet you and give an update of the situation on the island involving the Worm Cult. Join up with old friends and allies to work with the Stirk Fellowship to uncover the dark and horrifying secrets of the Worm Cult's plans.

    In addition to the Zone Story, Western Solstice includes the following activities:
    • Five full-length Objectives that explore the histories and people of Solstice Island.
    • Three delves, each with its own Skyshard and delve boss.
    • A New Public Dungeon: Deetra Grotto, a series of caves in the mountain pass of the island that deal with the Writhing Wall’s unique effects.
    • Three world bosses throughout Western Solstice.
    • Ossein Cage, a new 12-player trial.
    • A new set crafting location.
    • Many additional quests and discoverable activities.

    New Trial: Ossein Cage
    Mannimarco had many vaults with hidden artifacts and objects of power. Ossein Cage is one such vault, located deep within Coldharbour. Within it is where a powerful object, the Dolorous Cista, is kept. The object is said to magnify the powers of those strong enough to use it, and malevolent forces aim to retrieve it. With the Worm Cults resurgence, the Fighter’s Guild now finds it imperative they destroy the Dolorous Cista before it can be used. The secret attack, or so they thought, on Ossein Cage by the Fighter’s Guild was met with disaster and now they need your help destroying the Dolorous Cista.
    • Ossein Cage is a 12-player Trial in southern Solstice.
    • The Trial includes a Normal version in addition to a challenging Veteran Version.
    • There are unique item sets within the trial including Perfected versions only found in veteran difficulty.
    • Unique Achievement awards are available for completing the Dungeons:
      • Unique Skin
      • Unique Mount
      • Several Titles
      • Unique housing items
    • PTS NOTE: Hard Modes for each of the Boss Encounters can be activated in any order to facilitate testing. This is strictly for testing purposes on PTS and will not be the case when Solstice goes live, it will follow the normal paradigm of needing to complete each Hard Mode in order.

    Achievements
    There are 113 new achievements available in this update, with seven new titles and two new dyes.

    Titles
    • The title “of the Second Era” is obtained from completing the “Class Master of the Second Era” achievement.
    • The title “Champion of the Stirk Fellowship” is obtained from completing the “Hero of Western Solstice” achievement.
    • The title “Carnage Incarnate” is obtained from completing the “Ossein Cage Vanquisher” achievement.
    • The title “The Agonizer” is obtained from completing the “Ossein Cage Conqueror” achievement.
    • The title “Cista Breaker” is obtained from completing the “Worth the Pain” achievement from Veteran Ossein Cage.
    • The title “Misery’s Master” is obtained from completing the “Lord of Suffering” achievement from Veteran Ossein Cage.
    • The title “Indomitable” is obtained from completing the “Served Suffering” achievement from Veteran Ossein Cage, in one run.
    Dyes
    • The dye “Shell-Tide Green” is obtained from completing the “Hero of Western Solstice” achievement.
    • The dye “Dolorous Indigo” is obtained from completing the “Ossein Cage Vanquisher” achievement.

    Item Sets
    Overland
    Light - Three Queens Wellspring
    • 2 – Adds Maximum Magicka
    • 3 – Adds Maximum Magicka
    • 4 – Adds Maximum Magicka
    • 5 – Adds 1 Magicka Recovery for every 100 Max Magicka you have.
    Medium - Death-Dancer
    • 2 – Adds Maximum Stamina
    • 3 – Adds Critical Chance
    • 4 – Adds Stamina Recovery
    • 5 – Adds Critical Chance while you have 50% or more Stamina. Reduce the cost of your Core Combat abilities while you have less than 50% of your Stamina.
    Heavy - Full Belly Barricade
    • 2 – Adds Maximum Health
    • 3 – Adds Maximum Stamina
    • 4 – Adds Maximum Stamina
    • 5 – While you have a food buff active, your Block Mitigation is increased and block cost is reduced.

    Crafted
    Tide-Born Wildstalker
    • 2 – Adds Weapon and Spell Damage
    • 3 – Adds Critical Chance
    • 4 – Adds Offensive Penetration
    • 5 – Increase your direct damage done to monsters.

    Trial
    Light – Harmony in Chaos
    • 2 – Adds Weapon and Spell Damage
    • 3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    • 4 – Adds Weapon and Spell Damage
    • 5 – Adds Weapon and Spell Damage (Perfected Only)
    • 5 – While in combat, activating a synergy grants you a stack of Harmonized for 10 seconds, up to 5 stacks max. You can gain 1 stack every 0.5 seconds. Increase your Weapon and Spell Damage per stack of Harmonized.
    Light – Recovery Convergence
    • 2 – Adds Healing Done
    • 3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    • 4 – Adds Maximum Magicka
    • 5 – Adds Healing Done (Perfected Only)
    • While in combat, overhealing done is converted into stored energy on you for 20 seconds. After overhealing 100000 Health, your energy maxes out, granting you the Covergence Release synergy. When you activate this synergy, restore Stamina and Magicka to yourself and group members within 28 meters of you. After activating Convergence Release, you cannot store overhealing for 30 seconds.
    Medium – Kazpian's Cruel Signet
    • 2 – Adds Weapon and Spell Damage
    • 3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
    • 4 – Adds Offensive Penetration
    • 5 – Adds Weapon and Spell Damage (Perfected Only)
    • 5 – On dealing area direct damage, place a Sword above one enemy. You cannot place a Sword on an enemy who already has one from you. After 6 seconds, the Sword falls, dealing Physical Damage. This damage cannot critically strike and scales off the higher of your Weapon or Spell Damage. This effect deals an additional 33% damage for each additional Sword you have on other enemies.
    Heavy – Dolorous Arena
    • 2 – Adds Maximum Health
    • 3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    • 4 – Adds Armor
    • 5 – Adds Maximum Stamina (Perfected Only)
    • 5 – While bracing, create a distortion barrier around yourself. You gain Armor and enemies within the barrier have their Armor reduced for 2 seconds. Both effects occur every 2 seconds and can each stack up to 3 times.

    Mythic
    Medium Shoulder – Rakkhat's Voidmantle
    • 1 – Reduce the damage of your Light Attacks by 50%. Dealing damage with a Light Attack restores Magicka or Stamina, depending on your equipped weapon type. Gain additional resources when damaging an Off Balanced enemy and less resources when damaging a blocking enemy.
      Increase the damage of your Heavy Attacks by 50%. Heavy Attacks no longer restore resources.

    Light Shoes - Mad God’s Dancing Shoes
    • 1 – While in combat, roll dodging creates a random effect. This effect can occur once every 3 seconds. Effects:
      • Create a cheese wheel under an enemy within 15 meters that deals Magic Damage to enemies in 3 meters after 1 second.
      • Deal Physical Damage to enemies facing you after 1.5 seconds.
      • Deal Magic Damage to the nearest enemy.
      • Gain Major Expedition for 4.5 seconds.
      • Restore Stamina.
      • Reduce the cost of your next non-Ultimate ability.
      • Gain Ultimate.
    Ring – Monomyth Reforged
    • 1 – While in combat and on your Primary Weapon gain Major Force, Minor Berserk, and Minor Vulnerability.
    While in combat and on your Secondary Weapon gain Major Protection, Minor Vitality, and Minor Timidity.


    Collectibles
    Adornments
    • The Solstice Bismuth Tiara is acquired by completing the quest "The Writhing Wall" in Solstice.
    Markings
    • Dominion Gold, Covenant Blue, and Pact Red War Face Tattoos are available to purchase from the appropriate alliance war researcher in Cyrodiil for 250,000 alliance points.
    Mementos
    • The Red Revelry Bottle is acquired by completing the quest "The Regent of Sunport" in Solstice.
    • The Ghastly Glowstalk is acquired by completing the quest "The Grotto Curative" in Deetra Grotto.
    Mounts
    • The Hearts Grief Welwa is acquired by completing the "Worth the Pain" Achievement.
    Outfits
    • The Chaplain of the Worm Armor Pack is acquired piece by piece completing assorted Solstice-related achievements.
    Pets
    • The Solstice Sloth is acquired by completing the quest "The Gift of Death" in Solstice.
    Skin
    • The Retribution of Titans skin is acquired by completing the “Ossein Cage Conqueror” achievement.
    Edited by ZOS_Kevin on April 14, 2025 7:04PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    eyrsxx9xg1da.jpg
    Base Game
    Furnishing Vault
    The Furnishing Vault is a highly requested quality-of-life feature for dedicated Housing players. This new collectible allows ESO Plus subscribers to store up to 500 unique furnishing items, each of which can be stacked into the thousands. For example – if you have 1,000 of the same chair, they will all stack within one of the 500 available Furnishing Vault slots and leave 499 available slots for other unique stacks of furnishings.
    Furnishings stored within the vault are accessible from all owned homes throughout Tamriel. Whether placed in a home or accessed directly via the Housing Editor, the Furnishing Vault makes it easy to manage your furnishing collection and decorate across multiple homes.
    Once unlocked from the ESO Plus tab in the Crown Store, the vault becomes available as both a placeable collectible furnishing in-home and an integrated option within the Housing Editor. No matter which of your homes you're decorating, you'll have quick and convenient access to stored items.
    The following furnishings cannot be stored within the vault:
    • Gemmable furnishings
    • Stolen furnishings
    • Grandmaster Crafting Stations

    Hero’s Return
    ESO is a very large game where you can do a lot of things. However, with all those things to choose from, it can be difficult to know where to start when you come back to Tamriel after being away for a while.
    Introducing Hero’s Return!
    Hero’s Return is a new experience for players who have not visited Tamriel in some time. However for PTS, we’ve temporarily opened this up to everyone, regardless of how long it’s been since you last played.

    This feature has three key parts:
    1. The Hero’s Return Adventure
      When you return to Tamriel, you will be invited to join Vanus Galerion in quelling a new threat. While fighting through this short instance and dealing with the dangers within, you will also be reminded of some key components of ESO combat. Completing this adventure grants you a selection of consumables and other items to help get you back on your feet quickly.
    2. The Welcome Back Screen and Rewards
      When you return to Tamriel you'll be greeted by a new screen (that temporarily replaces the announcement screen) and a special set of login rewards. Among other rewards, these include a new Hero’s Return Experience Scroll that also removes wayshrine costs for a short time, and a Wayshrine Navigation Chart that can be used to reveal any unexplored wayshrines in the zone where you choose to use it.
    3. The Hero’s Return Golden Pursuit
      Tamriel is full of ways to play, and to remind you of those options we have introduced the Hero’s Return Golden Pursuit. While adventuring through this Golden Pursuit you will have the chance to be refreshed on important locations, services, and activities within Tamriel, all while earning a variety of helpful rewards along the way.

    Map Improvements
    The team continues to work on quality-of-life improvements for the in-game map. Update 46 brings another small but targeted batch of enhancements to the in-game map, aimed at making the exploration of Tamriel more intuitive.
    • Clearer tooltips and improved mouseover behavior to help you better understand which quests icons belong to what.
    • Improved quest visibility on the Tamriel level of the map.
    • Updated the "quest area" color for better contrast when areas of exploration are highlighted on the map as an objective.
    • Made the "Show on Map" feature in the Journal more noticeable as you take on quests.
    New players should also benefit from a more prominent introduction to the map in the early hours of their adventure and added guidance during fast travel moments, like a better tutorial of the Wayshrine system.

    Unknown Master Writs
    Now when you obtain a master writ, they will start in an unopened envelope called “Unknown [crafting] Writ" where [crafting] is the name of the crafting skill. These unknown writs will stack. Opening one will reveal a master writ.
    In addition, master writs have been renamed from “Sealed Master Writ” to simply “Master [crafting] Writ”.

    Housing UI ‘Retrieve To’ Functionality
    To streamline the decorating process for your Homes, the team has added ‘Retrieve To’ functionality within the Housing Editor. This feature will allow you to indicate where you would like furnishings to be sent when they are being retrieved, be it to your Inventory, a Storage Coffer, the Bank, or even the new Furnishing Vault. Items will no longer have to pass through your Inventory before being stored in another location.
    • This new UI is in the bottom left of the Housing Editor’s Retrieval tab, visible as a drop-down selection.
    • All available storage locations will be shown in the drop-down. If you do not have access to certain locations, they will appear in red text.
    • If you undo the placement of a furnishing item, it will be sent back to whichever location you placed it from.

    UI Modernization Update
    The keyboard UI has received an overhaul to the look and feel of all elements and menus. The goal is to provide an updated, modern experience. Note that general functionality has not been changed.

    Console Add-ons
    In preparation for add-on support coming to ESO on consoles shortly after the launch of Update 46 in June, we would like to invite all console add-on developers to begin uploading your add-ons to our new uploader tool, starting the week of April 21. This tool will provide information on how add-on publishing works. If you are looking for information on how to write an add-on for ESO, what’s in the API, what libraries exist, etc., we encourage you to check out the resources on the ESO Forum or at the amazing dev addon community over at ESOUI.

    A few additional notes:
    • The week of June 23, shortly after the Update 46 console launch on June 18, players will be able to download add-ons from within the in-game UI on next-gen consoles (Xbox Series X/S and PlayStation 5). This feature will not be available on last-gen consoles, nor on PC/Mac. (No downtime or game reload will be required.)
    • The ESO team cannot assist with add-on related issues that players run into. It is up to add-on developers to fix any issues with their add-ons. We do not moderate, review, approve, QA, or guarantee ESO add-ons in any way. If an add-on is vulgar, offensive, or otherwise violates our Terms of Service, we encourage players to report them from within the game. (You may view our add-on EULA here.)
    • Lastly, please be aware that add-ons for ESO are UI add-ons only. They are not like add-ons for some single-player games where you may change your character models or build/modify zones, quests, weapons, etc.

    Subclassing
    Welcome to Subclassing in ESO! This exciting new feature grants you the power to use Abilities from other class skill lines!
    • There is a small quest to unlock this new feature! Check the Crown Store for your Subclassing quest!
    • When selecting skill lines through subclassing, you can get up to two other skill lines from other classes. You cannot get two skill lines from one other class.
      • Example: You cannot be a Dragonknight and have two Templar skill lines. You could have one of the following:
        • Be a Dragonknight with one Templar skill line and another class skill line.
        • Be a Dragonknight with two Dragonknight skill lines and one Templar skill line.
      • To have two Templar skill lines and a Dragonknight skill line, you will have to be a Templar to have those 2 Templar Skill lines.
    • Subclassed Skill lines share progression across your entire account!
    • Subclassing will work with Armory Builds!
    • Introduction of a new champion star: Disicipline Artisan on the green champion star which increases the amount of experience gained for active skill lines and abilities.

    Additional Callouts for Subclassing:
    • Abilities/skill lines are leveled slower.
    • Abilities/passives need two skill points to purchase.
    • Abilities are now locked on character level and skill line rank.

    We look forward to all your feedback about combinations of your skill lines as well as experiencing the system as a whole!

    New Homes!
    The zone of Solstice welcomes its new visitors with the ability to earn two new homes!
    The Sleepy Sloth
    • Named after an amusing incident with Solstice's sloths, this airy room provides travelers and adventurers alike with a quiet space to recuperate. It can even accommodate your favorite arboreal friends!
    • This inn room is earned by completing the “Room to Spare” quest in Solstice’s The Sleepy Sloth Inn and Pub or it can be purchased for 3,000 gold if you’ve already completed that quest elsewhere.
    Bismuth Steam Baths
    • Once a relaxing getaway for Corelanyan nobles, this elegant retreat features an outdoor pool along the shore, indoor steam baths, and spacious facilities that allow even the most battle-worn adventurer to treat themselves.
    • This home will be available to purchase for gold upon completion of the “Solstice Grand Adventurer” achievement. It can also be purchased for Crowns.
    Crown Exclusive - Theater of the Ancestors
    • An entertainer's delight! Plays, recitals, and more once filled the stage in this Ayleid theater—all dedicated to Merid-Nunda, the Bright One. Tucked away in the Colored Rooms, this opulent venue awaits its next riveting performance and adoring patrons.
    • This home will be available for purchase on the Crown Store at a later date, but is currently available to test on the PTS.

    New Furnishings!
    In this update, you will be able to acquire a variety of new furnishings to decorate your homes with.
    • 13 new achievement furnishings are being added and can be unlocked or purchased after completing the prerequisite achievements.
      • 9 achievement furnishings that can be purchased from Sabione Adrard in Sunport.
      • 2 can be purchased from achievement furnishers in your alliance zones.
      • 2 new trophy and bust furnishings can be earned from completing the Ossein Cage trial on normal and veteran difficulties.
    • 9 new furnishings can be earned from antiquity leads in solstice including a new music box!
    • 24 can be purchased from Mahei-Jekka, Home Goods Furnisher vendor, in Sunport.
    • 77 new furnishing plans are being sourced in 3 locations.
      • 68 can be found across the Solstice zone.
      • 5 can be found in Solstice’s Antiquity bonus loot when excavating antiquities of intermediate or higher difficulty.
      • 4 can be found in Algae-Laden Sunport Packs which can be fished up in Solstice.
    • 47 can be collected from a variety of unique sources in Solstice.
      • 14 can be earned from pickpocketing citizens across Solstice.
      • 12 furnishings can be found in Algae-Laden Sunport Packs.
      • 11 can be found in the Solstice treasure map chests.
      • 8 can be collected from Alchemy and Clothier resource nodes in Solstice.
      • 2 can be mined from Blacksmithing and Jewelry resource nodes in Solstice.

    Champion Points- Craft Tree Adjustment
    The following Champion Craft Tree stars have been adjusted in their cost. Players who have had points spent over these thresholds will have them automatically refunded to you or increased in stage of the bonus.
    • Warmount 120 → 75 points
    • Gifted Rider 100 → 50 points
    • Master Gatherer 75 → 50 points
    • Cutpurse’s Art 75 → 25 points
    • Wanderer 75 → 50 points
    • Liquid Efficiency 75 → 50 points
    • Soul Reservoir 33 points to unlock → 30
    Edited by ZOS_Kevin on April 16, 2025 5:17PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    template-information.png
    There are three templates for you to choose from on PTS. One is the standard max level/champion point template with all the new item sets, collectibles and so forth. There is a subclassing template which will start you in front of the subclassing NPC, with similar bells and whistles to the max level template. There is also a mid-level template for those who prefer a more standard experience without all the additional accoutrements.
    • For the max and mid-level templates, you start in Solstice. For the Subclassing template, you start in Evermore in Bangkorai.
    • There is a Subclassing quest that all templates must pick up to begin.
    • While new item sets and other unlocks are currently available; motifs, style items, rare fish, and the like will be added in a future update.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    known_issues.jpg
    Art & Animation
    • Attack Animations
      • A few audio and visual effects may be missing or mistimed.
      • Some abilities contain extraneous movement, particularly in the extremities (hands, tails, weapons, feet, etc.) that looks like twitching or shaking.
      • Casting Crystal Shard and Crystal Fragmentation while unarmed results in issues. Sheathing while casting these abilities is also results in issues.
      • Hit reactions: Under certain circumstances, hit reactions may appear to be extremely exaggerated.
      • 2-handed and Bow: Ability animations ending can sometimes pull the off-hand away from the weapon briefly and snap back.
      • Casting while running diagonally: Character can be pointing up to 45 degrees away from the target. This is most obvious with beam attacks. This is a more exaggerated version of an issue that's always been a problem. The final fix should keep you facing your target.
      • A small number of furniture items do not have textures loading in. Currently they appear as solid black furniture items.
    General
    • Solstice Treasure Maps and Survey Reports are currently not dropping.
    Hero’s Return
    • It is currently possible to interrupt the initial Soul Shriven in Coldharbour tutorial by beginning the Hero's Return adventure early. This will be fixed in a future PTS patch.
      For the first week of PTS, you will need to claim all of the milestone rewards before the Hero’s Return Golden Pursuit will advance to the next campaign.
    UI
    • Menu tab icons will be updated in a future PTS cycle.
    Subclassing
    • We have reports of players encountering problems with the Subclassing PTS template. We have identified the issue and placed a bug in to get this resolved. Players are not granted the level 50 achievement and could get locked trying to start Subclassing. It is recommended that you use the max level template to avoid getting locked out. We do have a bug in for this to get this resolved.
    Edited by ZOS_Kevin on April 14, 2025 8:14PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    combat_&_gameplay.jpg
    Combat Introduction
    Greetings! This year marks ESO’s 11th anniversary, and this update marks that special occasion with a very exciting feature - Subclassing!
    This feature allows any of your pre-existing or future characters to potentially learn and advance skill lines that would normally be exclusive to a specific class, which has significantly altered the general gameplay philosophy of ability design and balance. As such, you can expect this patch to be chock-full of adjustments to functionality, numbers, and so on regarding abilities and sets.

    As exciting as this is, it’s also a little scary – as it introduces a brave new world by allowing our characters to do things that weren’t necessarily always intended or thought of when they were first made. This update is focused on realizing the full vision for your character and allowing for more player skill customization to truly play your way. Much like the traditional Elder Scrolls experience, you’ll be able to make your own custom class effectively by mixing and matching these skill lines to create unique experiences.

    As such, we’re shifting much of our focus on the balance end to look at skill lines as a modular toolkit that offers a handful of strengths and gameplay advantages, while trying to better compare them to other skill lines that focus on specific gameplay elements or roles.
    Many abilities were originally designed to be “outliers”, to enable a class to stand toe to toe with others in certain aspects. These abilities are getting adjusted, now that things aren’t always as simple as say, comparing Dragonknight versus Necromancer. This patch focuses on trying to bring into line many of those abilities, while also reinforcing the core themes of a skill line. We want to reiterate this is very much a first stab at this new way to explore and exist in Tamriel. We will be looking at your feedback not only to guide adjustments during this update cycle, but future update cycles as well.

    We’re very much looking forward to seeing how you plan on augmenting your characters and playstyles, the new antics you can achieve, and your overall feedback on gameplay and balance – so please make sure to participate in the official forums and other feedback avenues! Thanks for joining us on this journey, and we look forward to seeing you in Tamriel! Happy Natch Potes reading.

    combat-and-abilities.png
    General
    • Updated the rules and behaviors for reaching the combat pet limit. Previously, reaching 10 summons or corpses of summons would outright prevent the summoning of further pets, regardless of their source or type. This was most likely experienced in cases on a Necromancer where you had a high amount of corpse generating abilities, such as Banner Bearer, Grave Grasp, and Sacrificial Bones – where once you had enough summons and corpses active, your abilities would simply stop functioning (we saw this arise in reports mostly where Blighted Blastbones would fail to activate). With subclassing in mind, we’ve had to go back to this experience and flesh it out, since it is far more likely to reach that cap – as well as introduce a new hard cap in PvP environments, where these experiences could create highly problematic gameplay experiences on lower spec hardware.
      • While in a PvE zone, the limitation of 10 pets will remain as is.
      • While in a PvP zone, the limitation will now be 5.
      • When attempting to create a new summon, the oldest summon active will now despawn itself to make room.
        • The exception to this rule are as follows;
          • Permanent and Ultimate-sourced summons cannot be replaced by other summons. If you attempt to summon at the cap when only permanent or unique summons are present, the attempted summon will instead fail.
          • Non-permanent or unique summons, such as the Betty Netch or corpses directly summoned from Necromantic abilities (like Flame Skull or Bone Armor), can be replaced, but will never attempt to replace an active summons such as Skeletal Mage or Summon Shade.
          • Non-combat pets do not influence the cap.
          • Companions count towards the limit but cannot be replaced under any circumstance.
      • To combat the likelihood of experiencing the cap, we’ve made some adjustments to the lifespan of the most egregious contenders, summoned corpses.
        • Sacrificial Bone’s and its morph’s corpses now persist for 5 seconds, down from 6.
        • The Signature Script, Class Mastery, when paired with Necromancer will now create a corpse that lasts for 5 seconds, down from 10.
        • Ghostly Embrace and morph’s created corpse on the 3rd area now persists for 5 seconds, down from 10.
    • The following abilities now actively suppress Sneaking and Invisibility from their caster while active:
      • Scorch and its morphs
      • Bone Goliath and morphs
      • Frozen Gate and morphs
      • All variants of Banner Bearer
    • The following abilities now actively remove Sneaking and Invisibility from their caster when they tick:
      • Magma Armor and morphs
      • Radial Sweep and morphs
      • Sleet Storm and morphs
      • Eye of the Storm (morph of Elemental Storm)
      • Panacea and morphs
      • Cauterize (morph of Inferno)
      • Spirit Mender and morphs
    • The following abilities now properly remove Sneaking and Invisibility from their caster when they successfully hit a target:
      • Lightning Form and morphs
      • Solar Barrage (morph of Solar Flare)
      • Arctic Blast (morph of Arctic Wind)
      • Blade Cloak and morphs
      • Tome-Bearer's Inspiration
      • Inferno and Flames of Oblivion
    • Fixed an issue where many passive sources of Major and Minor effects were not properly categorized as a “proc”, allowing them to trigger recursive behaviors.
    • Sources of cost reduction that grant a flat amount (namely jewelry enchantments) will no longer work with abilities that drain their cost multiple times over their activation, such as Sated Fury or Ash Cloud.

    Skill Lines
    • Core Combat Abilities
      • Crouch: When successfully transitioning from Detected to Hidden after Crouching, the effect state "Sneak" is now visible on your effect bar. Additionally, Sneak can be hovered over in the Character Sheet to read what the effect does, rather using the Help tab and searching for what it does. This is one of the few times that improved visibility isn't a detriment to your sneaking about.
    • Dragonknight
      • Ardent Flame
        • Combustion: This passive now increases the damage from Burning and Poisoned by 16/33% and restores 211/423 Magicka and Stamina when they are applied, down from 20/40% and 500/1000.
        • Warmth: This passive now causes direct damage from Ardent Flame abilities to increase the damage an enemy takes from your damage over time attacks by 3/6% and reduce their Movement Speed by 15/30%, instead of only reducing their Movement Speed.
      • Draconic Power
        • Dragon Leap: This ability and its morphs will now grant a very minor grace period of its Crowd Control Immunity after reaching their target. This is to correct some very rare cases where some CC abilities such as Rune of Eldritch Horror could cause the Ultimates to lock you in place right as you landed on an enemy, causing the damage and knock back to become desynced until the stun ended. These abilities always have granted CC immunity while leaping, but previously it was removed immediately upon reaching your target, whilst now it will persist for ~100ms afterwards to ensure the ability properly completes.
        • Burning Heart: This passive now increases your healing received while a Draconic Power ability is active by 4/9%, down from 6/12%.
        • Scaled Armor: This passive now increases your Physical and Spell Resistance by 1487/2974, up from 825/1650.
        • Elder Dragon: This passive now increases your Health Recovery by 161/323 per Draconic Ability slotted, up from 129/258.
      • Earthen Heart
        • Stonefist
          • Stone Giant: This morph’s stacks will now properly be removed when using the ability.
        • Magma Armor: This Ultimate and Magma Shell now also disable Ultimate generation while they are active. Additionally, these Ultimates are no longer removed when clicking their effect in the character sheet.
        • Battle Roar: This passive now restores 18/37 Health, Magicka, and Stamina per Ultimate spent, down from 25/50.
    • Templar
      • Aedric Spear
        • Puncturing Strikes: This ability and its morphs now deal damage to the 6 closest enemies, rather than having no target. These abilities no longer deal normal damage to the closest enemy and then deal lesser damage to other enemies hit. They now deal full damage to all targets hit (up to the new cap of 6). Each enemy is snared, rather than only the first.

          [Developer Comment]
          With subclassing now in place, we're placing a target cap on this ability in efforts to prevent it from becoming too dominant. To make sure the skill is still viable, we're removing the reduced damage against the other nearby enemies hit, so it still stands out as a unique and powerful skill that serves a purpose – focusing on immense cleave damage.
    • Puncturing Sweeps: Reduced the healing done by this morph to 25% of the damage done, down from 33%. This will result in less healing against one enemy, while being almost the same against 2, and increasing greatly at 3+ enemies. Note that the heal from this morph was always capped at 6 enemies hit, so that part remains unchanged.
    • Biting Jabs: This morph now has an increased chance per hit (10% per enemy, rather than 3%) to apply Sundered, rather than increasing the damage of the lesser hit, as it now deals full damage to all targets.
    • Burning Light: This passive now scales off 25/50% of your Weapon or Spell Damage, rather than 21/42% of your Weapon or Spell Damage and 2/4% of your Max Magicka or Stamina. Increased the status effect chance per hit to 10%, up from 3%.
    • Spear Wall: This passive now grants Minor Berserk and Protection for 6 seconds after activating an Aedric Spear ability, rather than only Minor Protection.
    • Piercing Spear: Buffed this passive's increase to Critical Damage and damage done to blocking players to 6/12%, up from 5/10%.
    • Spear Shards: Increased the damage of the residual damage over time effect from this ability and the Luminous Shards morph by ~23% to make up for the 1 second delay this ability has.
      • Luminous Shards: This morph now also allows the caster to be eligible for their own synergy.
      • Blazing Spear: Decreased the damage from the initial hit of this morph by ~23%. Increased the residual damage over time effect by ~53%. This will result in a ~10% damage increase for the entire ability, if enemies remain inside the area for the full duration.
    • Dawn’s Wrath
      • Backlash: The final hit of this ability and its morphs no longer miss some enemies.
      • Radiant Destruction: Increased the time this ability can be channeled to 4.8 seconds, up from 1.8 seconds, to reduce the need to constantly activate the skill. This ability and its morphs now cost 1157 Magicka per tick, rather than having an upfront cost of 2950 - to ensure it drains resources closer to other execute abilities, while still remaining cheaper than others since it's far more restrictive. Increased the damage per tick of this ability and its morphs by ~12%. Adjusted the execute scaling to now start at 30% Health and gaining up to 500% bonus damage, rather than starting at 50% Health and gaining up to 480% bonus damage. This ability and its morphs are now dodgeable, in efforts to help prevent it from being a complete death sentence at low health in PvP areas.

        [Developer Comment]
        Now that subclassing is here, we're adjusting some numbers and functionality on this execute to give it more defined strengths and weaknesses in hopes that it doesn't eclipse other execute options. The higher commitment time and cost per tick should ensure it has slightly more risks with channeling it. The base damage is increasing for cleaner math, while the execute scaling is being adjusted so it doesn't outright beat other executes, while retaining the power fantasy of melting very low health enemies. Lastly, we're making this execute dodgeable as an exception, to improve some of the counterplay in PvP.
    • Radiant Glory: This morph now reduces the base cost to 771 per tick (33% cheaper), rather than restoring a small chunk of Magicka per tick based on missing Health. Increased the healing done to 20% of the damage done per tick, up from 17%.
    • Radiant Oppression: This morph now causes the execute scaling to begin at 39% Health, rather than increasing the execute scaling bonus damage by 20%.
    • Restoring Light
      • Healing Ritual: This ability and its morphs no longer ignore line of sight.
      • Mending: This passive now increases all of your healing done up to 13% based on your target's missing health, rather than only increasing your Restoring Light ability's healing done up to 12% based on their missing health.
      • Light Weaver: This passive now causes you to automatically block all attacks at no cost for 2 seconds when you start any channel or cast time ability, up to once every 30/15 seconds. This passive no longer grants 16500/33000 Armor while channeling Rite of Passage. This passive will not attempt to activate if you already have a form of automatic Block active, such as Shield Wall.

        [Developer Comment]
        We're swapping this passive's defensive function from a highly niche and ineffective armor bonus while using the Ultimate of this skill line, to a far more useful and unique defensive bonus. This works with any channeled or cast time ability (including Heavy Attacks!) in hopes it becomes more interesting for defensive builds. The Light protects!
    • Nightblade
      • Assassination
        • Master Assassin: This passive now increases your Critical Chance by 4.4/8.8% against enemies you flank, rather than increasing your Offensive Penetration by 1487/2974 against enemies you flank. This passive no longer extends the duration of stun from Sneak.

          [Developer Comment]
          We're changing the reward for flanking enemies to something less difficult to build around, as Penetration tends to be a stat that is most helpful when it is consistent. The bonus is now a % chance effect, helping it feel more like an additional reward you want to get when you can, rather than a flat power increase that creates the sensation you're losing power when conditions are not met.
    • Pressure Points: Increased the Critical Chance rating from this passive to 1.25/2.5% per Assassination ability slotted, up from 1/2% per ability.
    • Grim Focus: This ability and its morphs can now stack up to 10 times, rather than up to 5. Decreased the Weapon and Spell Damage granted per stack by 25% on all abilities now that their maximum stack count has increased. More specifically, Weapon and Spell Damage is reduced to 45 for Grim Focus and Merciless Resolve, down from 60 per stack, and reduced to 60 for Relentless Focus down from 80. These abilities now no longer permanently glow while slotted, and instead only glow while you have 1 or more stacks of the ability. This means the glow will remain if stacks remain unspent – but can be easily solved by using the ability or simply reslotting it to remove the stacks. The days of endless permaglow are over.

      [Developer Comment]
      We're allowing for over-generating stacks for this ability, so missing activation on the final stack don’t severely reduce the effectiveness of this ability - which adds up over the course of the fight. Now it allows for more wiggle room, letting you chamber up to 2 shots if you reach max stacks - which also allows for more creative use as well. As such, we're reducing the passive power of this ability slightly when using the ability similarly as before - where you fire a shot every 5-6 seconds, while increasing the passive power if you wait to use it back-to-back. This should also allow for the ability to fit into more play styles, especially for Heavy Attack builds that lost a stack of this ability every time they reached the cap.
    • Shadow
      • Dark Vigor: Increased the Max Health from this passive to 2/5% per Shadow ability slotted, up from 2/3% per ability.
    • Siphoning
      • Catalyst: Increased the amount of Ultimate this passive grants to 15/30 when consuming a potion, up from 10/20.
      • Magicka Flood: This passive now increases your Max Magicka and Stamina by 3/6% when you have a Siphoning ability slotted, rather than increasing your Max Magicka by 4/8% when you have a Siphoning ability slotted.
      • Soul Siphoner: Reduced the rank 1 of this passive to 1% Healing Done per Siphoning ability slotted, down from 2%.
    • Sorcerer
      • Daedric Summoning
        • General Skill Line: We’re removing the separation of a pet vs no pet build in this skill line now that sub-classing is here. Those who do not wish to interact with the pet gameplay can now replace this skill line as a whole. Many abilities in this skill line have been adjusted with this in mind.
        • Conjured Ward and morphs: Conjured Ward and Hardened Ward no longer heal the you if you do not have any pets active.
          • Regenerative Ward now heals you for ~5% of your Max Health or Max Magicka if you have a pet active.
        • Daedric Prey: This ability now increases the damage your Sorcerer pets deal to the target by 50%, instead of increasing the damage all of your pets deal to the target by 45%.
          [Developer Comment]
          With subclassing here, we've had to adjust this ability to prevent it from becoming egregiously overpowered when paired with the maximum use case of pets. We've gone forward with a model that largely retains the power where it already lies, where it buffs Sorcerer's pets - but slightly limited it where it will no longer work with proc based pets or other class pets.
    • Rebate: This passive now restores 185/371 Magicka or Stamina when a non-Ultimate Daedric Summong ability ends, up from 150/300.
    • Daedric Protection: This passive now reduces your damage taken by 2/5% while a Daedric Summoning ability is active, instead of increasing your Health and Stamina Recovery by 10/20% while a Daedric Summoning ability is slotted. The recovery bonuses have been merged into the Storm Calling skill line instead.
    • Expert Summoner: This passive now increases your Max Health, Magicka, and Stamina by 2/5% if you have permanent pet active, instead of increasing your health Max Health by 5/10% if you have a permanent pet active, and Max Magicka and Stamina by 5/10% if you do not have a permanent pet active.
    • Bound Armor
      • Bound Armaments: This ability now stacks up to 8 times, up from 4, so that it is less punishing and has a flexible fit into the Crystal Weapon rotation. Activating the ability will still only shoot up to 4 of the bound daggers at a time. Reduced the damage per bound dagger by 10%.
        [Developer Comment]
        With subclassing here, we've had to adjust this ability to prevent it from becoming egregiously overpowered when paired with the maximum use case of pets. We've gone forward with a model that largely retains the power where it already lies, where it buffs Sorcerer's pets - but slightly limited it where it will no longer work with proc based pets or other class pets.
    • Dark Magic
      • Crystal Shard
        • Crystal Fragments: This ability's passive slot function now persists through bar swap, allowing casts from both bars to potentially trigger the instant cast version.

          [Developer Comment]
          We've lagged a bit behind on updating this morph to persist through bar swap out of concern for making Sorcerer that much more powerful in PvP areas where they are not really hurting. With subclassing here, however, the idea of "classic" classes being too overpowered is less of a concern for the new world of truly specialized builds. This morph can be given a little bit extra love to help the skill line have more value for damage dealers, as it lacks other very potent damage producing abilities.
    • Persistence: This passive now reduces the cost of your next Health, Magicka, or Stamina ability after blocking by 9/18%, up from 7/15%.
    • Storm Calling
      • Lightning Form
        • Hurricane: The final damage tick of this morph no longer loses the ramping damage bonus.
      • Mages' Fury: This ability and its morphs now last for 2 seconds, down from 4.

        [Developer Comment]
        We're tuning down the grace period of the infamous "auto execute" ability both in anticipation for subclassing and to tone down the Sorcerer's ability to easily secure kills, especially when they themselves aren't the ones always earning it. Since the class has been given plenty of other effective increases to their kit over the years, we're much more confident in this iteration of the ability to ensure it still feels significantly different and unique to other executes, while being a bit less effective at being a guaranteed death sentence.
    • Capacitor: This passive now increases your Health, Magicka, and Stamina Recovery by 70/141, instead of by 5/10%.
    • Expert Mage: This passive now increases your Weapon and Spell Damage by 54/108 per Sorcerer ability slotted, instead of by 1/2% per Sorcerer ability slotted.
    [/list]
    • Warden
      • Animal Companions
        • Bond with Nature: Increased the healing from this passive to 765/1530, up from 630/1260.
        • Flourish: Increased the Magicka and Stamina Recovery granted from this passive to 10/20%, up from 6/12%.
        • Advanced Species: Increased the Critical Damage granted from this passive to 2/5% per Animal Companion ability slotted, up from 2/4%.
      • Green Balance
        • Nature's Gift: Increased the Magicka or Stamina restored from this passive to 138/277, up from 125/250.
        • Emerald Moss: Increased the healing done by Green Balance abilities to 2/5% per Green Balance ability slotted, up from 1/2%.
        • Lotus Flower: Decreased the healing done from fully-charged Heavy Attacks from this ability and its morphs to be 2.3 times stronger than the Light Attack value, rather than 3 times stronger, resulting in a ~23% healing reduction.
      • Winter’s Embrace
        • Glacial Storm
          • Northern Storm: Reduced the damage per tick of this ultimate by 33.33% (repeating of course). Now grants 2% damage done per stack, rather than 50 Weapon and Spell Damage. Increased the duration of the stacks to 12 seconds per application, up from 5 - resulting in a total duration of 20 seconds, up from 13.

            [Developer Comment]
            We're lowering the damage per tick of this Ultimate to reduce how powerful it is in PvP situations, while simultaneously building more potential power into its residual effects, so it remains dangerous and impactful with less burst damage potential from the ability itself.

    • Frozen Gate: Update this ability and its morphs to be more performant on the server, while also making sure they pull eligible targets more responsively.
      • Frozen Retreat: This morph’s synergy should no longer remove itself if multiple areas were stacked in the same spot.
    • Glacial Presence: This passive now increases your chances of applying the Chilled status effect by 125/250%, up from 100/200%. Adjusted the scaling of the damage done bonus to 10.55% of the higher of your Weapon or Spell Damage, rather than 10% of your Weapon or Spell Damage and 1% of your Max Magicka or Stamina.
    • Frozen Armor: Increased the Armor granted from this passive to 620/1240 per Winter's Embrace ability slotted, up from 445/990.
    • Icy Aura: This passive now causes attackers in melee range to receive a stack of Winter's Bite for 1.5/3 seconds, up to 5 stacks max. Attackers at 5 stacks are afflicted with Major Maim for 1.5/3 seconds. This passive no longer reduces the effectiveness of snares against you by 7/15%.
    • Piercing Cold: This passive now increases your Frost Damage by 5/10% and the amount of damage you can block by 4/8% permanently. This changes from the previous effect where whenever you deal Frost Damage you gain Piercing Cold for 6 seconds which increases the amount of damage you can block by 6/12% if your Max Health is above 30,000, or increased your damage done by 4/8% if you did not.

      [Developer Comment]
      We're simplifying this passive to be less of the if/or case now that subclassing is here, making this less disruptive to use but more specialized to the frosty ones out there.
    • Necromancer
      • Grave Lord
        • Flame Skull: This ability and its morphs will now generate a corpse on their 3rd cast, near where the targeted enemy was.
          • Venom Skull: The corpse generation for this effect has a 3 second cooldown to mitigate how easy it is to reach the summon/corpse limit.
        • Sacrificial Bones:
          • Grave Lord’s Sacrifice: This morph no longer causes your Flame Skull to generate a corpse, as the base ability now does that.
        • Death Knell: This passive now increases your Critical Chance by 10/20% against targets under 33% Health if you have a Grave Lord ability slotted, rather than granting 5/10% Critical Chance per Grave Lord ability slotted against enemies under 25% Health.
        • Reusable Parts: This passive now reduces the cost of your next Necromantic summon by 33/66%, up from 25/50%.
        • Dismember: This passive now grants 1635/3271 Offensive Penetration when a Grave Lord ability is active, up from 750/1500.
      • Bone Tyrant
        • Bone Armor: This ability and its morphs will no longer create an un-consumable corpse if you were not in combat when the abilities ended. This also applies if the ability were recast with at least half of their duration passing. If you are not in combat when meeting its requirements, they will not generate. Note that actual summoned creatures (such as Skeletal Mage) that die while not in combat will continue to generate a visual corpse that cannot be consumed.
        • Grave Grasp
          • Empowering Grasp: This morph now improves the Minor Maim to Major Maim against enemies, rather than increasing your summoned creature's damage by 1000.

            [Developer Comment]
            This morph has always struggled to find an impactful place for the buff effect, mainly due to how your Necromantic summons tend to stick to your far sides, making the aiming mini game feel more frustrating than satisfying. Additionally, with sub-classing here, this effect would've needed extreme simplification and reduction to prevent it from creating problematic combinations – especially since the skill line does not have any pets to summon. We're simply moving forward with a morph that further improves the core functionality for tanks, since that's the focus of the skill line as a whole.
    • Health Avarice: This passive now increases your Healing Taken by 1/3% per Bone Tyrant ability slotted, up from 1/2%.
    • Last Gasp: This passive now increases your Max Health by 1206/2412, up from 625/1250.
    • Living Death
      • Curative Curse: This passive now increases your Healing Done by 6/12% while a negative effect is active on you, up from 4/8%.
      • Near-Death Experience: This passive now increases your Critical Chance with healing based on your targets' missing Health by up to 6/12%, down from 10/20%.
      • Undead Confederate: This passive now increases your Health, Magicka, and Stamina Recovery by 77/155 while a Necromantic pet is active, down from 100/200.
    • Arcanist
      • Herald of the Tome
        • Fatecarver: Increased the cost of this ability and its morphs by 40%. Increased the damage of this ability and its morphs by ~8%. These abilities can now hit a maximum of 6 targets, rather than having no target cap.
        • Splintered Secrets: This passive now increases your Offensive Penetration per Herald of the Tome ability slotted by 620/1240, up from 495/991.
        • Harnessed Quintessence: This passive now increases your Weapon and Spell Damage by 142/284 when you are restored Magicka or Stamina, instead of by 2/5%.
      • Curative Runeforms
        • Arcanist’s Domain: This ability and its morphs' Minor Buff effects now properly adhere to the standard 6 target cap.
          • Reconstructive Domain: The healing from this morph will now sort and apply the heal to the lowest Health targets in the area, rather than having no sort and simply applying to the first 6 targets that entered the area.
        • Healing Tides: This passive now increases the Healing Done per Crux by 2/4%, up from 1/3% per Crux.
        • Hideous Clarity: This passive now restores both Magicka and Stamina, instead of just the highest of your max resources.
      • Soldier of Apocrypha
        • Aegis of the Unseen: This passive now increases your armor by 1636/3271 while you have a Soldier of Apocrypha ability active, up from 990/1980.
        • Wellspring of the Abyss: This passive now increases your Health, Magicka, and Stamina Recovery by 40/81 for each Soldier of Apocrypha ability slotted, down from 64/129.
    • Weapons
      • Dual Wield
        • Hidden Blade
          • Shrouded Daggers: The bounced daggers from this ability now come from the target they bounced off of.
      • Restoration Staff
        • Blessing of Protection: This ability and its morphs no longer cause unnecessary server strain. Additionally, the buff effects granted from these abilities no longer bypass line of sight.
    • World
      • Soul Magic
        • Soul Strike
          • Shatter Soul: The explosion damage from this Ultimate is now considered channeled or direct damage in all cases.
    • Alliance War
      • Assault
        • Magicka Detonation: The damage and visual effects from this ability and its morphs are now in-sync with one another.
    Edited by ZOS_Kevin on April 14, 2025 4:45PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    dqiv2r7kbd3s.png
    General
    • Whenever a Scribed ability receives major changes in behavior or balance, that ability will be reset to its base form and will require reselection of the Scripts you would like to combine. During this process, 3 Luminous Ink will be granted to each character who previously had selected the changed Scribed ability.
    [Developer Comment]
    Due to how Scribed abilities are made under the hood, when they receive larger adjustments, we need to go through a process called "versioning" which effectively states which "version" of the ability is being addressed. When your character logs in and has a Scribed ability already made, their version of the ability will be matched to the server's version. When a mismatch occurs, a re-specification will activate, and the Scribed ability will enter its unspecified state. Since selecting scripts comes at a resource cost, we're making sure that cost will always be refunded, so you do not lose resources in the process.

    Grimoires
    • Ulfsild's Contingency:
      • Increased the cost of all damaging versions of this ability to 3780, up from 3510.
      • Increased the cost of the damage shield and healing version of this ability to 4860, up from 3510, as they were missing the 50% cost increase that healing & shielding abilities are meant to have.
      • Fixed an issue where the healing and damage shield versions of this ability were not properly treated as damage shield and healing abilities for many passive interactions, such as Intricate Runeforms. For these fixes to properly apply to existing variants of this Grimoire, your selections of Focus, Signature, and Affix scripts have been reset for Ulfsild's Contingency, and will need to be reapplied to be cast again. This will also require you to re-save over Armory load outs that used any version of Ulfsild's Contingency.

        [Developer Comment]
        Ulfsild's Contingency has found its way into many load outs, offering powerful abilities that can happen simultaneously with other ability casts - making it fantastic for adding burst damage or turning the tide of combat with a big shield or heal. When we originally made this ability, we were worried about how it would fit into many builds, as the notion of "chambering" abilities is more complex and skill reliant than other straightforward activations. So we set things like cost to be much easier to utilize in hopes of making the ability more accessible. However, we created a case where the 2 defensive options of this Grimoire became incredibly dense at a relatively cheap cost, allowing it to be cast and maintained much more than other abilities. As such, we're moving this closer to the costs of other straightforward abilities. It still has some unique advantages for its unique use requirements. In addition to this, since these relatively simple adjustments needed a large refactor of how the ability was built under the hood, we're resetting selections of scripts so that the changes are properly respected on the server.
    • Banner Bearer: Updated the cost for this grimoire to 459 Magicka and Stamina every 2 seconds for all Focus script except Immobilize, which is now 720 Stamina and Health, rather than reducing your Health, Magicka, and Stamina Recovery by 45% for all scripts except Immobilize, which reduced by 50%.

      [Developer Comment]
      We're adjusting the cost for this Grimoire to be easier to understand and work with, as well as using a cost that is far less lopsided with how effective it can be with certain build types.

    Scripts
    • Focus Scripts
      • Bleed: Some scribed abilities using this Focus now properly interact with sets such as Dro’Zakar’s Claws or Dragon’s Appetite.
    • Signature Scripts
      • Class Mastery + Nightblade: The activation conditions for this script now properly line up with its tooltip. Updated the tooltips to be more clear on which condition would occur.
    Edited by ZOS_Kevin on April 15, 2025 7:24PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    itemization-and-item-sets.png
    Consumables
    • Many issues related to consumables have been addressed:
      • Food and drink active effects now correctly list the amount of resources being applied in the character screen.
      • Ravage Health potions no longer display a duration even with 3 ranks of Snakeblood.
      • Minor protection 3 trait match for crafted poisons was now calculating duration correctly.
      • Three match Vulnerability poisons are now longer in duration than two reagent matched poisons.
      • Resource bars no longer reset to their original size while reloading or zoning with certain food or drinks active.
      • Entrapment potions now count as a potion in intended cases.
      • Updated the tooltip to Potion Boost jewelry enchantments to specify they only increases the duration of beneficial potion effects.
      • Hindering potions can now be used while you are immune to snares or immobilizes.
      • Poisons with stuns now correctly fire against crowd-control immune targets as one of the effects.
      • Updated several potions that were missing tooltips on their effects.
      • Princess Delight is now correctly named when shown in Active Effects while active.
      • Potions that had the Hindering trait applied can now be activated while you are immune to snares or immobilizes.
    Item Sets
    • Arena Sets
      • Footman’s Fortune: This set now increases the amount of damage you block by 14%, up from 8%.
    • Crafted Sets
      • Highland Sentinel: Losing stacks from this set no longer forces you to dismount. Additionally, stacks removal now works as intended.
    • Dungeon Sets
      • Azureblight: This set now requires 20 additional stacks of Blight Seed for each group member wearing this set.

        [Developer Comment]
        Outside of Azure's recent adjustments to scaling damage and effectiveness in certain areas, we're making a pass to reduce the potency of this set when it is worn by multiple wearers in the group. With enough people the set still produces enough damage in single target situations to outclass most other sets in the game. Rather than creating a universal nerf for the set, we're trying a highly specific correction, only reducing the power in situations we're seeing the problem.
    • Noxious Boulder:
      • Fixed an issue where the boulder would not hit any enemies if an enemy managed to dodge it.
      • The damage of the boulder itself can now be blocked.
      • When the boulder first hits an enemy, the initial damage will now hit all enemies within 6 meters of the initial impact, rather than only that target it collided with.
    • Monster Masks
      • Glorgoloch the Destroyer: Losing stacks from this set now longer forces you to dismount. Stacks now get removed as intended.
      • Infernal Guardian: This set’s damage proc can no longer remove area of effect abilities.
      • Zoal the Ever-Wakeful: This set no longer procs when the Slippery Champion Node is activated.
      • Slimecraw: Separated this set's 1 piece Critical Chance into the 2 piece, so it is no longer stronger than other 1 piece sets that grant the bonus.
    • Mythic Items
      • Syrabane's Ward: This set now only activates while actively Bracing, rather than any form of Bracing. This means the set will no longer activate from automatic forms of Bracing such as the new Lightweaver or Shield Wall and its morphs.
      • Rourken Steamguards: This set now only activates off actively Bracing, rather than any form of Bracing. This means the set will no longer activate from automatic forms of Bracing such as the new Lightweaver or Shield Wall and its morphs.
    • Overland Sets
      • Mad Tinkerer: This set’s Verminous Fabricant is no longer a summoned entity with AI and instead is a visual effect that completes the attack immediately. This change was done to reduce the likelihood of the creature getting stuck in a repetitive loop or attempting to roll towards a target it could not reach, which wasted its proc. This also means it will no longer count as a summon for interactions with other effects.
    • PvP Sets
      • Sentry: Attacking a target that was detected with this set active will not miss.
    • Trial Sets
      • Slivers of the Null Arca: Increased the damage of this set by ~8%. Reduced the cooldown after it activates to 4 seconds, down from 5.
      • Kyne's Wind: This set now triggers off Overhealing yourself or a group member, rather than when you apply a Major Buff to yourself or a group member.

        [Developer Comment]
        The original trigger condition for this set introduced many strange cases where the area of effect the set spawned would not consistently appear under the target you applied the Major Buff to. After investigating a fix we found a case where the area would still constantly appear under yourself rather than group members, since you are the first target to receive most Major Buffs when applying them in area of effect abilities. As such, to try and ensure the effects of this set goes to the people who need them most (your group members), we've adjusted the trigger condition to be more natural and straightforward.
    Edited by ZOS_Kevin on April 15, 2025 7:32PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    companions.png
    General
    • Tanlorin will comment more consistently when picking a locked door.
    • Off Balance sourced from Companions will no longer apply to targets already affected by Off Balance.
    • Zerith’var’s corpse-targeting effects cannot damage neutral entities nearby. They will also no longer bypass the “Prevent Attacking Innocents” setting.
    • Companions will now always be visible while at an outfit station. Judging your outfit choices.
    Edited by ZOS_Kevin on April 14, 2025 3:20PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
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  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
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    monsters-and-npcs.png
    • Zenithar’s Abbey: Your health no longer desyncs when hit by Ra'back the Trap Master's Quick Shot ability during invisibility phases.
    • Ghemvas the Harbinger: Revived solo player no longer need to leave and reenter area to reactivate the boss.

    quests_&_zones.png
    • Quest pins into and out of Leyawiin now display accurately.
    • Shrine of Nocturnal: The quest now properly progresses past the point you are asked to follow Giovanni Corvus.
    Edited by ZOS_Kevin on April 14, 2025 3:23PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
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  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    x8vj0wlusjw5.jpg
    dungeons_&_group_content.png
    • Scalecaller Peak
      • Zaan the Scalecaller
        • The Corrupted Leimenid’s Corruption ability will no longer damage you outside of the telegraphed location.
    Edited by ZOS_Kevin on April 14, 2025 3:23PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
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  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
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    quests_&_zones.png
    General
    • Removed a duplicate safebox that could sometimes spawn “underneath” the one in the bank of Rimmen.
    Edited by ZOS_Kevin on April 14, 2025 3:24PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
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  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    y8qlmxoi2sq5.jpg
    quests_&_zones.png
    • People of Import: Wayshrining out of Castle Navire no longer causes quest steps within the castle to lose their map and compass pins.
    • Fixed several locations where you could become trapped between branches and rocks.
    • Containers and furniture within Valente Manor should now be lootable.
    Edited by ZOS_Kevin on April 14, 2025 3:25PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
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    monsters-and-npcs.png
    World Bosses
    • Walks-Like-Thunder now has a proper health bar displayed in the UI.

    quests_&_zones.png
    • Whispers in the Woods: During the Etra of the Many Spears boss encounter. Voriplasmic Corpse adds cannot be targeted before emerging.
    Edited by ZOS_Kevin on April 14, 2025 3:25PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
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    quests_&_zones.png
    General
    • Aicessar once again properly spawns in Alinor to offer the Fighters Guild invitation.
    Edited by ZOS_Kevin on April 14, 2025 3:26PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
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  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    3qqibkgnb8et.jpg
    Main Quest Harborage Rework
    To mitigate some of the server impact created by the solo instances used in the Harborage for the base game Main Quest, we have retooled all Harborage spaces to no longer be solo instances. Each “layer” of the new world is still your own and you will not see any other players in your space. The scenes with the Prophet and other attendant NPCs have been rebuilt using more modern theater technology and were generally improved upon from an animation and scripting standpoint.

    If you already completed the Main Quest, you won’t need to do it again on that character. This is largely a functionality and streamlining upgrade for the tech behind the scenes.

    Note the other world spaces you visit beyond the Harborage (The Foundry of Woe, Castle of the Worm, etc.) are still solo instances and were not changed by virtue of this work. Some general scripting was improved in those worlds though, including (but not limited to) the following:
    • The Sigil Stone encounters in Valley of Blades were redesigned to be more polished and less “exploitable” by simply running up and touching the stones to avoid having to fight things.
    • Timing improvements on various scenes in instances throughout the entire Main Quest.
    • Ongoing difficulty and ability rebalancing for various encounters. This is generally an increase in difficulty for the listed encounters, with the intent of keeping up with the general increase of baseline player power over the lifetime of ESO:
      • Mannimarco
      • The Titan in the Valley of Blades
      • The Risen Saints in the Valley of Blades
      • Balefire the Implacable Guardian in Heart’s Grief
      • Molag Bal
    Furthermore, all Main Quest rewards were completely revamped. Each quest will continue to grant you the relevant skill point, but now also awards a set of gear appropriate for your level to help newer players as they progress through the story. Additionally, we have added a new furnishing for completing the God of Schemes Questline, the Molag Bal Plaque.
    • If you have already completed God of Schemes and do not go through this questline again, you can find the furnishing for purchase from a Global Achievement Furnishing Vendor in the alliance capital cities.
    • In cases where your skill lines are tied for highest, there is a priority system in place to ensure you only get one of a given set of rewards. Given the potential number of combinations of this, a list would be exhaustively huge, but *generally* it leans towards lighter armor and two-handed weapons as the “fallback.”

    Additional Controller Customizations
    To improve controller accessibility, the team has made some additional controller settings available to allow further customization of controller usage. These new customizations can be found in the Settings menu, and are as follows:
    Camera
    • Invert Mouse X Axis (on Keyboard and Mouse)
    • Invert X (on Controller)
    Gameplay
    • Right Stick Inner Deadzone
      • How far thumbstick needs to be pushed to register input.
    • Right Stick Outer Deadzone
      • How far thumbstick needs to be pushed to register the maximum input.
    • Left Stick Inner Deadzone
      • How far thumbstick needs to be pushed to register input.
    • Left Stick Outer Deadzone
      • How far thumbstick needs to be pushed to register the maximum input.
    • Trigger Deadzone
      • How far triggers need to be pushed to register as a press.
    • Reset Gamepad Deadzones
      • Resets all the above settings to default.

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    General
    • Jumping between zones can no longer increase the amount of Tel Var stones in a sack.
    • Tel Var stones from Daily Login Rewards and Golden Pursuits can now be claimed in an active Battleground.
    Itemization
    • Siege Merchants will now sell “Bound Tri-Restoration Potions” for 1,000 AP each.
    Vengeance Campaign
    • Added Weapon, Assault, and Support Skill lines. These maintain the same scrutiny to minimize server performance impact, similar to Class Abilities. Some functionality has changed on abilities to maintain this level of attention to server performance impact.
    • Added a new pop up when you enter Vengeance explaining the ruleset.

    art_&_animation.png
    • Combat Animation Memory Reduction
    As part of our ongoing efforts to modernize ESO and improve performance, we revamped player combat to use an additive animation system. Basically, this removes a lot of redundant animation info, creating smaller file sizes that use less memory and drive space. This will allow us to create future content that loads quicker and allows more animations to be played at once, even on computers with modest specs.

    For this task, the animation visuals are virtually indistinguishable from the existing game. The exception are light and heavy melee weapon attacks, which received some minor updates.

    First thing worth mentioning, there were no gameplay changes to light attack weaving or animation cancelling. It still works exactly as it has before. However, light attack animations now strike the target much quicker. This doesn't prevent you from weaving the next attack, but it tries to get to the point of impact quicker, to better match what is happening on the server and give you more accurate visual feedback.

    Second, apart from the faster light attacks mentioned above, striking a target with a melee weapon should remain unchanged. However, missing a target with your melee weapon no longer makes you lose your footing and focus on the enemy. This is just a visual change, but it will hopefully make player characters look more skilled when they swing a weapon at nothing (often one of the first things players do).

    audio.png
    General
    • Skeleton Polymorph
      • There was an issue where if you chose Voice B for your character and equipped this polymorph, it would play the wrong voice. We have made some updates, and all voice choices should now be correct and consistent.

    crafting_&_economy.png
    General
    • Unearthed many buried or misplaced harvest nodes in Khenarthi’s Roost, Bal Foyen, Bleakrock Isle, Stros M’kai, and Betnikh following the recent visual revamps. Happy harvesting!

    crown_store_&_crown_crates.png
    Mounts
    • When riding certain mounts, there was a bug that caused a constant clicking sound. This was replaced with the correct jingle sound. Here are a list of mounts fixed by this change:
      • Azure Blight Wild Hunt Steed
      • Bloodroot Wild Hunt Senche
      • Cursebound Bear
      • Cursebound Sabre Cat
      • Cursebound Sabre Cat Prowler
      • Gloomspore Bear
      • Gloomspore Camel
      • Gloomspore Horse
      • Gloomspore Senche
      • Gloomspore Wolf
      • Nighthaunt Gloomspore Senche
      • Sadrith Mora Spore Steed
      • Silver Nimbus Wolf
      • Wild Hunt Bear
      • Wild Hunt Camel
      • Wild Hunt Horse
      • Wild Hunt Horse
      • Wild Hunt Senche
      • Wild Hunt Wolf
      • Winterborn Wild Hunt Wolf

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    General
    • Updated the display settings of the Old Orsinium weapon style pieces so they are no longer hidden when locked/unobtained.
    Jester’s Festival
    • Updated the name of the Sword-to-the-Head Runebox to match the adornment name Jester's Deadly Headband.

    exploration_&_itemization.png
    General
    • Excavated a buried treasure chest in the Corpse Garden of Deshaan.
    Achievements
    • Fixed the “Commemorative Safebox Looter” achievement. Progress is now properly tracked, and the achievement is completable.
    Infinite Archive
    • Itemization
      • When opening the daily coffer reward from the Infinite Archive and receiving the Item Set container, the contents of this container are now curated. You will now receive a class item set piece that you currently do not have, following standard curation rules.
      • When you find drops in the Infinite Archive, there is now an opportunity to get multiple collectibles rather than just one at a time.

    housing.png
    Homes
    • The “Rosewine Retreat” inn room is now purchasable after completing the housing intro quest.
    Furnishings
    • Certain mounts placed in Houses no longer randomly push you when being placed.
    • Renamed the "Furniture" Collectible category to "Furnishing" to match the "Furnishing" Item category.
    • The "Vines, Lush Ivy" furnishing where should no longer clip too deeply into walls when you used Align on it.
    • The "Vines, Curtain Ivy" furnishing now properly aligns to walls as intended.
    • Corrected the descriptions for the furnishings “Brazier of the Fire Drakes” and “Chained Skull” to reference the correct Battleground factions.

    miscellaneous.png
    General
    • Fixed many issues across the game with erroneous quest compass and map pin locations.
    • Fixed another batch of clipping/floating objects, creatures, books, and harvest nodes across the game.
    • Fixed another batch of typos in books and dialogue across the game.
    • Fixed another batch of strange interaction cameras with various NPCs and objects throughout the game.
    • In graphics settings, when using HDR you will no longer see incorrect resolution options. HDR has always required the game to match your device’s native resolution.
    • Optimizations have been made to the Occlusion Culling system. If you choose to enable this setting, it will now use less CPU resources.
    Preview
    • The preview camera now keeps a consistent height while switching between product previews.
    • Previewing a staff displays the correct stance.
    Endeavors & Golden Pursuits
    • Endeavors and Golden Pursuits activities asking you to improve items and claim Daily Login Rewards will now specify the required number in the text.
    • Golden Pursuits and Endeavors activities that ask you to slay Delve bosses will now increment only once regardless of how many players participated in the fight.
    • Golden Pursuits that require you to craft items will now progress by the amount of the resulting number of crafted items when crafting multiple items at once. Having a passive crafting ability that gives you extra items will now also count towards progress.

    monsters-and-npcs.png
    Craglorn
    • Unstable Familiar and its morphs can now properly attack the Focus Crystal in the Anomaly encounters.
    Stros M’kai
    • Removed a Sea Drake from inside a fixture who was unable to be attacked.

    quests_&_zones.png
    Alik’r Desert
    • Lost City of the Na-Totambu: Paldeen no longer gets the trigger to run to the monument before you are properly on the quest.
    Auridon
    • Lizard Racing: This quest is no longer repeatable, awards less gold and less experience than before, as there is little required activity involved.
    Bal Foyen
    • Zeren in Peril: Slaying the Covenant soldiers after pulling them far away from their portals no longer fails to advance the associated step.
    Khenarthi’s Roost
    • A Pinch of Sugar: Players in Werewolf form are now able to use Thunderbug Eggs to destroy rat nests during the quest.
    • The Perils of Diplomacy: You can now collect the moon sugar from the servant’s clothing.
    Reaper’s March
    • Troll Arena: This quest is no longer repeatable, awards less gold and less experience than before, as there is little required activity involved.
    Shadowfen
    • Riches Beyond Measure: You will now see a quest pin over the Crown of Ascension when approaching it.
    • The Fangs of Sithis: You can now survive the traps in Sunscale Ruins when drinking the correct potions.
    Stormhaven
    • The big fire pit in the center of Pariah Abbey no longer deals fire damage to you while standing near it.
    Stros M’kai
    • Like Moths to a Candle: Crafty Lerisa no longer leaves Helane's cabin by walking straight through the door.
    Tutorials
    • To provide a more consistent initial experience, characters that were previously in the older Isle of Balfiera tutorial zone will find themselves in The Wailing Prison tutorial instead.

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    General
    • Sending a chat message in the group channel while not grouped now displays an error message.
    • The quest pins on the Tamriel map now update appropriately when changing the tracked quest.
    • Added an audible sound for when you remove your group listing from the group finder.
    • Fixed an issue where the preview keybind in the Crown Store was erroneously not disabled while focusing a textbox.
    • Added an indicator that displays in various menus next to items that can be learned or collected.
    • Equipment comparison tooltips should no longer overlap when claiming a level-up reward.
    • Updated the text shown in various UIs when you have no mundus buff equipped.
    • Pending guild applications will now appear in a scenario where the applicant applied while you were offline.
    • Fixed UI error that could occur by quickly pressing the leave guild button immediately after leaving the guild.
    • The Housing Editor history should no longer cover tutorials.
    • You no longer crash when viewing a book with screen narration enabled.
    Gamepad UI
    • The gamepad addon manager will no longer prompt you to reload the UI upon leaving the EULA acceptance dialogue.
    • The Map will no longer focus on hidden pins on the map in gamepad UI.
    • While on the console splash screen (Press A to Start) your audio settings are working as intended.
    • You no longer crash when viewing a book with screen narration enabled.
    • The search bar no longer gets selected by default when navigating into the Scribing section of the Skills menu.
    • Adjusted the position of the "Preview" keybind in inventory.
    • The Mundus tooltip now displays as intended.
    Quest Updates
    • Ambition's End: Updated several markers to more accurately guide you in each step of the quest.
    • Of Knives and Long Shadows: Updated a quest marker on the optional quest step “Talk to Wenridil” to more accurately guide you to the correct location.
    • What the Heart Wants: Added a map pin to the quest step “Go to the Pools.”
    • A Gulf of Time: The compass and map quest icons are now in sync.
    • Pursuit of Freedom: Using a wayshrine part way through quest completion no longer causes a map icon issue.
    • Deadly Investigations: The map quest pin properly displays regardless of the map zoom level.
    • Dream-Walk Into Darkness: The map now displays the correct quest pin location.
    Addon Development
    • Added support for the PCDependsOn and ConsoleDependsOn fields in addon manifests
    • You can now use Lua functions to jump to group members while interacting with a wayshrine.
    • Removed the utf8.char function from Lua as it's not currently supported.
    Edited by ZOS_Kevin on April 14, 2025 4:53PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Updated to add additional notes on Subclassing and add a known issue for subclassing.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Hi all! Made some quick additions for some missing patch notes. We added the following:
    • Update to some changes with the Green Champion Points tree
    • Addition of Slimecraw change.
    • Addition to Banner Bearer change.

    Thanks to everyone who let us know about the missing notes. Appreciate it!
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Hi all! One more update made to the patch notes. The addon uploader tool link for console addons will be updated next week, the week of April 21. We have updated the patch notes to reflect this.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
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