ESO Update 52 Patch Notes & Changes
This is my breakdown of the ESO Update 52 PTS patch notes. I put combat and build changes first, including the new AoE taunts, tank damage changes, class changes, item traits, and item sets.
I also found changes during PTS testing that aren't in the official notes. They're listed in the relevant sections and collected under Not in Patch Notes.
General Combat
AoE Taunts and Pulls
- Unstoppable and its morphs, Goading Smash, and Goading Vault now taunt up to 6 enemies who haven't been taunted recently when you activate them. You can taunt the same enemy again 7 seconds after it was last taunted.
- Tormentor now taunts every enemy it damages who hasn't been taunted recently, instead of only the first enemy hit.
- Inner Beast no longer taunts. It pulls up to 6 enemies to you instead.
Tank Damage Changes
ZOS is adding damage bonuses for tank builds through One Hand and Shield, Heavy Armor, Champion Points, and some item sets. They're listed under One Hand and Shield & Heavy Armor, Champion Points, and Item Sets.
Tanking is notoriously a daunting role in MMOs due to its increased pressure on the individual to hold a group together. Finding success as a tank revolves around controlling enemies, self-preservation, and in optimized encounters, doing both of those to the bare minimum while trying to cram as much utility and group support as possible. This creates a very difficult to master experience that is largely selfless, to the point where many players would rather avoid the role all together for many compounding reasons (difficulty to play solo, incredibly high social expectations, non-intuitive mastery growth, etc). The damage bonuses we'll be adding are not aimed at removing the higher skill cap experiences we see with many of these builds and behaviors but instead are aimed at trying to offer more than one way to play, and to make tanks feel like they can contribute more to the group other than buffs and debuffs. These are largely experimental, and very well may be reduced, changed, or evolved over time depending on your feedback, based on how these effects end up impacting the meta - as again, our goal is NOT to disrupt the high end, but instead offer more potential "fun" to players who prefer a more "Hero" focused experience that the tank role typically has associated with it. We want tanks to feel like they can shine in more overt and palpable ways - so this is an attempt at trying to give them something more. If we're lucky, this might also change some of the behaviors of "fake tanking" in public queues – by making the role potentially more universally successful and fun to play.
Fixes
- Break Free no longer gets delayed by getting stuck in the ability queue when you spam it after changing its keybind.
- Some bonus effects now update your character sheet stats properly when they apply.
Not in patch notes
- Inner Beast's range is 22 meters, down from 28, and it costs 3213 Stamina, up from 2295.
- Inner Fire and Inner Rage's Radiate synergy now says "and then" instead of "then". Wording only.
- Evil Hunter now says "increases your damage done with" Stamina costing Fighters Guild abilities, instead of "increases the damage of". Wording only.
- Onslaught's own hit is now guaranteed to Critically Strike. It still gives you 100% Critical Chance for 8 seconds when Battle Spirit is inactive.
- Combat Prayer's tooltip got a comma after Minor Resolve. Wording only.
Class Changes
Dragonknight
- World in Ruin damage bonuses increased to 10%, up from 7%. The notes say 6%, but it was 7%.
- Inexorable Descent now also makes your Landslide stack by 2 when it activates, up from 1.
- Earthspike Mantle and its morphs no longer have part of their arm spikes missing when you have a polymorph equipped.
Necromancer
- Frozen Colossus: the Update 51 changes are reverted. The cost is 175 Ultimate again, up from 150, and damage is about 12% lower.
- Frozen Colossus and its morphs now deal 75% more damage to monsters if the target already has Major Vulnerability. On a fresh target only the 2nd and 3rd hits get the bonus. If the target already had any Major Vulnerability, all 3 hits do.
- Pestilent Colossus now starts at 10% bonus damage and gains another 10% each hit, instead of starting at base damage and gaining 12.5% per hit. It's now one ability ID instead of 3 separate ones.
Nightblade
- Skill styles on Grim Focus and its morphs now color the passive glow to match the style.
Sorcerer
- Overload and its morphs now turn off if you try to light or heavy attack while you're under the cost requirement. Before, you could get stuck unable to light or heavy attack until you toggled it off yourself.
- The weapon passives Hasty Retreat and Hawk Eye now work while Overload is active.
- Conservation of Energy no longer dismounts you when it activates.
Templar
ZOS reworked Enduring Rays because it was causing new bugs under the hood, and changed several Templar skills along with it. ZOS calls these light versions of their bigger plans for the Templar refresh.
- Balanced Warrior now properly gives 75 Weapon and Spell Damage per Templar ability slotted. Before, the scaling didn't work for each Templar ability, and the character sheet showed it giving Weapon and Spell Damage for any ability slotted.
- Enduring Rays is reworked. It no longer increases the duration of Sun Fire, Solar Flare, Eclipse, and Nova by 1 or 2 seconds. Instead it now increases your Armor by 6600 while a Templar Ultimate is active. Rank 2 also raises your maximum effective Armor (the Armor cap) by 6600 while active. ZOS says most Templar effects were updated so they still benefit from a duration increase. Skills that got the 2 seconds added:
- Nova
- Solar Prison
- Solar Disturbance and its Major Maim
- Eclipse
- Unstable Core
- Living Dark
- Solar Flare's class ability damage bonus and Empower
- Dark Flare's class ability damage bonus, Empower and Major Defile
- Reflective Light's snare
- Solar Barrage is now a toggle that ticks every 3 seconds, instead of a 20-second effect that ticks every 2 seconds. Damage per tick is 65% higher. It costs 405 Magicka per tick instead of 2700 Magicka to activate.
- Sun Fire, Reflective Light and Vampire's Bane cost 3240, up from 2970. They now tick every 3 seconds instead of every 2 seconds, and deal 66.6% more damage per tick. Major Savagery from them now lasts 1 minute.
- Sun Fire and Reflective Light last 30 seconds, up from 20. Vampire's Bane lasts 45 seconds, up from 30, and 60 seconds against monsters.
- Backlash and its morphs last 12 seconds, up from 6, and 30 seconds against monsters. They now deal direct damage every 6 seconds while active, with the same formula based on your damage done to the target as before, and the calculation resets after each hit. The cost is 3240, up from 2160. They now deal one hit instead of an upfront hit plus an ending hit, so the first hit does about 10.67% more damage and combat logs show it as one effect. ZOS says this does less damage over the full duration than before, but saves global cooldowns to make up for it.
- Prism now activates from any Templar skill, not only Dawn's Wrath skills.
Not in patch notes
- Glacial Colossus applies Major Vulnerability for 12 seconds, down from 17. This isn't part of the Update 51 revert, it was already 17 seconds before Update 51, so it's a new nerf.
- Aspect of Terror, Mass Hysteria and Manifestation of Terror apply Major Cowardice for 13 seconds, up from 10.
- The notes say Backlash and its morphs cost 3240, but Power of the Light costs 2484 Stamina, up from 1337. Only Backlash and Purifying Light cost 3240.
- Purifying Light no longer heals every 2 seconds over 10 seconds after the burst. It heals you and nearby allies when its damage hits, once every 6 seconds.
One Hand and Shield & Heavy Armor
One Hand and Shield Stat Scaling
- Puncture, Low Slash, and their morphs now scale off the higher of your Weapon or Spell Damage plus Physical or Spell Resistance, instead of Weapon or Spell Damage plus Stamina or Magicka.
- Shield Charge, Power Bash, their morphs, and Shield Throw's damage from non-class scripts now scale off the higher of your Physical or Spell Resistance plus Magicka or Stamina, instead of Weapon or Spell Damage plus Magicka or Stamina.
One Hand and Shield Skills
- Defensive Posture and its morphs now scale off 15% of your Physical plus Spell Resistance, instead of 30% of your Max Health, and are capped at 50% of your Max Health.
- Defensive Stance now properly gives its Block Mitigation increase.
- Low Slash and Heroic Slash now hit in a 5 meter cone (100 degree arc) in front of you instead of a single targeted enemy, and you can cast them without a target. Their stat scaling is about 25% higher.
- Deep Slash stays single target with its original size. It now also applies a Bleed for 15 seconds that ticks 10 times and can apply enchantments or poisons.
- Heroic Slash now heals you for 10.33% of your Max Health and gives Minor Heroism when you cast it, instead of only giving Minor Heroism when it hits a target.
- Shield Charge's auto Block lasts 600ms, up from 500ms.
- Invasion now gains up to 50% more damage as well as stun duration, instead of only stun duration. Max stun duration is 4.5 seconds, down from 6.
- Reverberating Bash now stuns after 0.7 seconds instead of instantly. If the target is immune to Crowd Control, it takes the damage instead, rather than taking damage after the stun ends. It now also applies Major Maim for 15 seconds.
- Power Slam's passive slot effect is renamed to Focus, from Resentment. Focus stores up to 5 charges and reduces the cost of your next Power Slam by 75%, up from 50%. Charges are used and decay one at a time instead of all at once.
- Shield Discipline costs 100 Ultimate, down from 135, and lasts 10 seconds, up from 8.
Deadly Bash
Deadly Bash's damage increase is reworked. The Bash cost reduction stays the same.
- Old: increases the damage of Bash by 500.
- New: increases your damage done to monsters based on your Armor (Physical plus Spell Resistance) plus Max Health, divided by 4500 and rounded down. It only activates if your defensive stats are higher than your offensive stats.
- It activates if (Max Health + Physical Resistance + Spell Resistance) is greater than ((Weapon Damage + Spell Damage) × 57/10) + ((Weapon Critical + Spell Critical rating) × 226/100).
- ZOS's example: 35000 Max Health, 31000 Physical Resistance, and 32500 Spell Resistance gives 21% more damage done to monsters, as long as the defensive stats are higher than the offensive stats.
- ZOS says the formula is there to stop damage builds from building as tanks and getting sturdy while still doing a lot of damage.
Heavy Armor
- Juggernaut now also increases your damage done to monsters based on your Max Health plus Armor, with the same formula as Deadly Bash. It uses the same check, so it only activates if your defensive stats are higher than your offensive stats.
Not in patch notes
- Ransack now gives Minor Resolve, increasing your Armor by 2974 for 15 seconds, instead of Minor Protection.
- Low Slash, Deep Slash and Heroic Slash cost 3240 Stamina, up from 2970.
- Defensive Posture and Defensive Stance now say you only reflect while the shield holds. They and Absorb Missile also no longer say "harmful" or that the reflect or heal "can occur once per cast". All three still say it only works on the next direct damage projectile.
Champion Points
Warfare
- Cutting Defense now also increases your damage done to monsters based on your Max Health plus Armor, at half the efficiency of the Deadly Bash formula. It only activates if your defensive stats are higher than your offensive stats.
Not in patch notes
- Cutting Defense now says it hits attackers in melee range, instead of within 7 meters. Melee range is 7 meters, so this is wording only.
Werewolf
- Many passives no longer fail to apply when you buy them while in Werewolf form.
Item Traits
- Decisive max value increased to 68%, up from 55%.
- Precise max value increased to 7.4%, up from 7.2%.
- Charged max value reduced to 225%, down from 235%.
- Powered's tooltip no longer shows its effect as multiplicative. The effect is additive.
- Nirnhoned (weapon) max value increased to 20%, up from 15%.
- Infused (armor) max value increased to 40%, up from 25%.
- Impenetrable max value increased to 165, up from 127.
Item Sets
Proc Sets
These sets are now properly listed as proc sets. ZOS says they weren't listed before because of old limitations that would have stopped them from working at all, and those are now fixed.
- Bahraha's Curse damage
- Leeching Plate damage, which is also about 9% higher
- Scourge Harvester damage
- Vicecanon of Venom damage, which is also about 8.5% higher
- Crimson Twilight damage, which is also about 7.5% higher
- Song of Lamae, with about 16.6% more damage and a 0.5 second cooldown, down from 3 seconds
- Defending Warrior damage
- Overwhelming Surge damage
Arena Set Stat Lines
Many arena sets have new non-keystone stat lines that fit their keystone effects better.
- Archer's Mind: 2 piece is now Critical Chance, instead of Max Stamina.
- Elemental Succession: 2 and 4 piece are now Weapon and Spell Damage, instead of Max Magicka.
- Explosive Rebuke: 2 to 4 piece are now Physical Resistance, Spell Resistance, and Armor, instead of Max Stamina, Max Health, and Weapon and Spell Damage.
- Perfected Frenzied Momentum: now gives Weapon and Spell Damage, instead of Max Stamina.
- Glorious Defender: 4 piece is now Armor, instead of Weapon and Spell Damage.
- Hex Siphon: 2 piece is now Weapon and Spell Damage, instead of Max Magicka.
- Hunt Leader: 3 piece is now Max Magicka, instead of Max Stamina. 4 piece is now Max Health, instead of Weapon and Spell Damage.
- Para Bellum: 2 to 4 piece are now Weapon and Spell Damage, instead of Max Stamina, Max Health, and Max Stamina. The notes say Max Health, Stamina, and Health, which is wrong.
- Permafrost: 3 and 4 piece are now Armor and Health Recovery, instead of Max Magicka and Magicka Recovery.
- Pestilent Host: 3 piece is now Weapon and Spell Damage, instead of Max Stamina.
- Perfected Stinging Slashes: now gives Weapon and Spell Damage, instead of Critical Chance.
- Perfected Void Bash: now gives Armor, instead of Max Health.
- Winterborn: 2 and 3 piece are now Weapon and Spell Damage and Critical Chance, instead of Max Magicka and Magicka Recovery.
Arena Set Reworks
- Gallant Charge now also raises the block duration of Shield Charge and its morphs to 1 second. Its cost reduction after using Shield Charge is now 66% on any non-Ultimate One Hand and Shield skill, instead of 100% on non-Ultimate and Shield Charge One Hand and Shield skills. It still passively reduces the cost of Shield Charge.
- Glorious Defender is reworked:
- Old: bashing an enemy makes you dodge the next attack made against you within 10 seconds, and all further attacks for 1 second after activating, up to once every 13 seconds.
- New: dealing Bash damage gives you a stack of Glorious Defender, up to once every half second. At 5 stacks you consume them to gain a charge of Blade Turn, which deflects the next direct damage attack made against you within 10 seconds.
- Hunt Leader is reworked for builds with multiple pets. ZOS says this lowers the floor of the set but raises its max potential a lot.
- Old: when you deal damage, you mark an enemy for 10 seconds, and your pet damage heals you for 2433 Health and restores 1216 Stamina, once every 5 seconds.
- New: when you deal damage, you mark an enemy for 10 seconds, and your pet damage heals you for about 2% of your Max Health, Magicka, and Stamina, up to once per attack.
- Para Bellum is reworked:
- Old: when you deal damage you gain a damage shield that absorbs up to 8412 damage for 6 seconds, up to once every 6 seconds.
- New: increases your damage done by 5% while you have a damage shield active. When you deal damage, you gain a damage shield that scales off about 110% of your Weapon or Spell Damage for 30 seconds, up to once every 30 seconds. Leaving combat resets the cooldown of the shield.
- Radial Uppercut now also gives you a damage shield equal to 33% of the damage Uppercut deals, capped at 33% of your Max Health. The damage timing is fixed so it lines up better with the attack.
- Rampaging Slash now also increases the stat scaling of Low Slash by 14%.
Crafted Sets
- Twice-Born Star now remembers the Mundus Stone you applied to it. You can have it active on one bar and inactive on the other, and it re-activates the stored Mundus when you swap back. To change your base Mundus you need to unequip the set, and to change your Twice-Born Star Mundus you need the set active.
Dungeon Sets
- Knight-errant's Mail: 3 and 4 piece are now Armor, instead of Max Stamina and Weapon and Spell Damage. The keystone now increases damage done with One Hand and Shield abilities by up to 1268, instead of adding up to 450 Weapon and Spell Damage. The heal on activation is 2000, up from 1537.
Mythic Sets
Dov-rha Sabatons is reworked:
- Old: while Sprinting you gain a stack of Draconic Scales every 0.5 seconds, giving 660 Armor, up to 20 stacks. When you stop, you deal 1% of your Physical or Spell Resistance as Physical Damage per stack in an 8 meter shockwave (up to 20% of your Physical or Spell Resistance), gain a damage shield equal to the damage dealt, and keep your Draconic Scales for 10 seconds but can't gain new stacks. At 20 stacks the damage also stuns for 3 seconds. The damage scales off the higher of your Physical or Spell Resistance.
- New: increases the Movement Speed bonus of Sprint by 60%. While Sprinting, you gain a damage shield that absorbs up to 42% of your Physical or Spell Resistance every 5 seconds, and a stack of Draconic Scales every 0.5 seconds, giving 660 Armor per stack, up to 20 times. If you stop moving, you deal 42% of your Physical or Spell Resistance as Physical Damage around you and keep your stacks for 10 seconds, but can't gain new stacks for that time. At max stacks the damage stuns for 3 seconds.
These changes go out to Liforce, the developer who made this set in a bygone era. Heavily inspired by fun first and the fantasy of making an in game “Truck-kun”, it was his hope we could find some time to improve this set to live up to those goals, so we’re making the time to try and do the set justice in his honor, since he no longer can himself.
Our goals are simple – make this set more fun to use while respecting the realities of how you’re forced to change your gameplay around it. Asking you to Sprint for 10 seconds at a time is incredibly demanding and expensive (in opportunity costs) - and is largely unrealistic to achieve. Now the set will immediately grant a niche but powerful bonus, that is palpable just while equipped. Additionally, the defenses have been shifted to focus on helping you engage in a fight, rather than only rewarding a follow up, so you’ll be harder to kill while you're building up to the collision – making it feel like you can actually work towards the bigger pay off. Lastly, we’re changing how the damage is calculated, to be more effective upfront, while simultaneously offering more healthy and interesting balance between builds that can use it. If you’re a high Armor build, you’ll get a higher pay out for the damage shield and damage at baseline, while the Armor scaling will be less effective – but if you’re a low Armor build, the ramping Armor will be the focus. In the end, this iteration should be notably better for any build by a sizable margin – but has a healthy mix of bonuses that different builds can gain their own advantages from – which is the ultimate goal of our balance philosophy, even if we often struggle to get there.
- Gaze of Sithis now also increases your maximum effective Armor by 13200. ZOS notes that while this raises the Armor cap, it doesn't actually grant that amount of Armor.
We're making a relatively simple adjustment here by adding in the potential to go beyond your normal cap of Armor if you invest in it further, in hopes that the limitations can be offset by builds that wish to gain more passive defenses, while still ensuring there's a healthy cost involved.
- Lefthander's Aegis Belt now replaces Roll Dodge with a new ability instead of overriding how Roll Dodge works. Roll dodging with the set active still works the same for movement, Immobilize Immunity, and fatigue, but instead of the dodge effects you get the set's damage shield. The cost of this dodge ignores fatigue, though it still applies fatigue.
This is a mostly under the hood adjustment to utilize more performant tech that we introduced with the Werewolf crouch override effect, Prowl – where we can recontextualize the outcome of a core combat action, so it shares the same inputs while giving us more control over what all activates or interacts with it. This does have some cascading consequences, similarly to Prowl, where it will not interact with specific enhancements to the Roll Dodge ability or checks that reference the specific ID of Roll Dodge. For the most part however, we have updated many checks that look for “When you Roll Dodge” to also include this effect on things like item sets or passives.
Not in patch notes
- Hex Siphon's 5 piece now activates when you deal Bash damage instead of when you Bash an enemy, and the Magicka it restores when you interrupt scales off the higher of your Weapon or Spell Damage instead of being a flat amount.
- Defensive Position restores the smaller amount of Magicka when Defensive Posture's reflect or absorb effect is removed early, and the bigger amount when it lasts its full duration. Before, it depended on whether you reflected or absorbed a spell projectile.
- Destructive Mage's tooltip now says hitting an already marked enemy detonates the old mark and also puts a new one on them. Before, it detonated the mark instead of applying a new one. The 3 second cooldown is now on marking.
- Crimson Twilight now says it prevents you from concealing yourself while active, instead of revealing you.
- The 3 piece of these trial sets and their perfected versions now says you gain Minor Aegis "at all times", instead of just "Gain Minor Aegis": Automated Defense, Vestment of Olorime, Kyne's Wind, Vrol's Command, Saxhleel Champion, Pearlescent Ward, Pillager's Profit, Lucent Echoes, Xoryn's Masterpiece, Eternal Warrior, Twilight Remedy, Lunar Bastion, Inventor's Guard, Aegis of Galenwe, Eye of Nahviintaas, Claw of Yolnahkriin, Stone-Talker's Oath, Test of Resolve, Transformative Hope, Dolorous Arena and Recovery Convergence. Wording only.
- Mora Scribe's Thesis now says "up to 12% Critical Damage done" instead of "up to 12 Critical Damage done". Wording only.
PvP & Jerall Pass
Jerall Pass
- Jerall Pass is a new 3-sided open world Alliance PvP zone north of Cyrodiil, in the Jerall Mountains. It has one Keep, Fanthor Keep, and its resources for all three Alliances to fight over.
- It's a 40v40v40 zone at launch. ZOS will watch population, queue times, and server performance after launch, and may change the population later.
- It's permanently available from January 27, the start of Season 3. On PTS it's available right away.
- Organized PTS play sessions are on Oct. 27 at 2pm ET and Nov. 4 at 8pm ET, so the zone can hit the intended player cap. The dev team will play too.
- The zone has quest boards and on-ramping quests, plus Skyshards, fishing, and other activities.
- Beneath Fanthor Keep is a powerful ancient being that shows up in an underground cave a few times a day. You can defeat it or try to win it over to your side. The clues for winning it over are spread around Jerall Pass.
Jerall Marks
- Jerall Marks are a new currency. You earn them from repeatable quests from Bounty Boards and by killing named bosses in the zone.
- You spend them at two vendors: a new merchant called Specialty Procurements, and the Siege Merchant.
- Specialty Procurements sells past Veterancy rewards, plus Mythic Leads, Trial gear, and Dungeon gear. These offerings rotate periodically.
Jerall Marks Vendor
| Item | Jerall Marks |
|---|---|
| Torment's Cut Sword | 1,000 |
| Torment's Cut Axe | 1,000 |
| Torment's Cut Mace | 1,000 |
| Torment's Cut Staff | 1,000 |
| Torment's Cut Greatsword | 1,000 |
| Torment's Cut Maul | 1,000 |
| Torment's Cut Battle Axe | 1,000 |
| Torment's Cut Bow | 1,000 |
| Torment's Cut Dagger | 1,000 |
| Torment's Cut Shield | 1,000 |
| Fire's Torment Sword | 3,000 |
| Fire's Torment Axe | 3,000 |
| Fire's Torment Mace | 3,000 |
| Fire's Torment Staff | 3,000 |
| Fire's Torment Greatsword | 3,000 |
| Fire's Torment Maul | 3,000 |
| Fire's Torment Battle Axe | 3,000 |
| Fire's Torment Bow | 3,000 |
| Fire's Torment Dagger | 3,000 |
| Fire's Torment Shield | 3,000 |
| Brutal Mercenary Helm | 3,000 |
| Brutal Mercenary Pauldrons | 2,000 |
| Brutal Mercenary Cuirass | 3,000 |
| Brutal Mercenary Gauntlets | 2,000 |
| Brutal Mercenary Girdle | 2,000 |
| Brutal Mercenary Greaves | 3,000 |
| Brutal Mercenary Sabatons | 2,000 |
| Critical Charge, Vivid Purple | 4,000 |
| Power Bash, Molten Might | 6,000 |
| Jerall Offense Scroll: Attunement of the Pass | 100 |
| Jerall Offense Scroll: Endurance of the Pass | 100 |
| Jerall Offense Scroll: Keen Finesse | 100 |
| Jerall Offense Scroll: Soldier's Celerity | 100 |
| Jerall Offense Scroll: Fanthor's Fang | 100 |
| Jerall Offense Scroll: Steadfast Courage | 100 |
| Jerall Offense Scroll: Show of Force | 100 |
| Jerall Defense Scroll: Recovery of the Pass | 100 |
| Jerall Defense Scroll: Tenacity of the Pass | 100 |
| Jerall Defense Scroll: Protective Bulwark | 100 |
| Jerall Defense Scroll: Battle Bastion | 100 |
| Jerall Defense Scroll: Fanthor's Flow | 100 |
| Jerall Defense Scroll: Deft Dodge | 100 |
| Jerall Defense Scroll: Enhance Vigor | 100 |
| Pale Order's Golden BandLead | 1,000 |
| Order-Etched Gallery RailLead | 1,000 |
| Aurmine Ancestral SignetLead | 1,000 |
| Direnni Elegy LoopLead | 1,000 |
| Onyx Accent StonesLead | 1,000 |
| Snowy Sabre Cat Fur StripLead | 1,000 |
| Petrified Snow-CedarLead | 1,000 |
| Auri-El Metal CarvingsLead | 1,000 |
| Magicka-Imbued Metal PlatesLead | 1,000 |
| Glacial Metal RivetsLead | 1,000 |
| Curated Magicka Furnace Bag | 1,000 |
| Curated Draugr Hulk Bag | 1,000 |
| Curated Ice Furnace Bag | 1,000 |
| Curated Kyne's Wind Bag | 2,500 |
| Curated Yandir's Might Bag | 2,500 |
| Curated Vrol's Command Bag | 2,500 |
Scrolls
- New single-use scrolls are sold by the Specialty Procurements vendor at the Jerall Pass entry points. They give different buffs, but only one offense and one defense scroll can be active at a time, and they only work inside Jerall Pass.
- Each scroll lasts 2 hours and costs 100 Jerall Marks.
Offense Scrolls:
- Attunement of the Pass: 10% Max Magicka
- Endurance of the Pass: 10% Max Stamina
- Steadfast Courage: 215 Weapon and Spell Damage
- Keen Finesse: 6% Critical Chance
- Show of Force: 10% Critical Damage and Critical Healing
- Fanthor's Fang: 3300 Offensive Penetration
- Soldier's Celerity: 10% Movement Speed
Defense Scrolls:
- Tenacity of the Pass: 10% Max Health
- Recovery of the Pass: 15% Health, Magicka, and Stamina Recovery
- Protective Bulwark: 3300 Armor
- Battle Bastion: 848 Critical Resistance
- Enhance Vigor: 8% Healing Taken
- Deft Dodge: 10% dodge chance
- Fanthor's Flow: 20% lower core ability costs
Keep Upgrades
- Fanthor Keep and the resources in Jerall Pass can be upgraded to Rank 5. Ranks 3, 4, and 5 have upkeep again.
- To counter the decay, you can deposit Keep Supply Crates at the Keep Master. They come in Blacksmithing, Provisioning, and Woodworking variants.
- You get Keep Supply Crates by buying them from Siege Vendors at the entry points and at the resources in the zone, by crafting them at Blacksmithing, Provisioning, and Woodworking stations (buy the blueprints from Siege Vendors at the entry points first), or as a drop from named bosses in Jerall Pass.
Known Limitation
- Jerall Pass NPCs have no voice acting in Update 52. ZOS plans to add it in a future release.
Leaderboards and Scoring
- You no longer need to home a campaign to earn leaderboard and alliance placement rewards. You can get on the leaderboards and earn rewards in any campaign you play: Imperial City, Jerall Pass, or Cyrodiil. You still need Tier 1 or higher to qualify.
- Rewards are based on campaign length, and campaigns of similar length give similar rewards.
- Homing is only needed to become Emperor or Empress for your Alliance.
Veterancy
- The next season starts on January 19, when Update 52 goes live. It's themed after the northern regions of Tamriel.
- It has new weapon and armor motifs, two new ability styles, and new titles.
- Nowhere Keys are added to the reward track.
- The crafting, currency, and Vengeance perk rewards from the previous season keep the same cadence.
- The final repeatable reward boxes now have a mix of PvP items and crafting materials, including a chance at daily tokens like the Siege of Cyrodiil Merits with no daily cooldown, Cold Fire siege, and more.
- Fixed the keyboard preview keybind not working properly.
Battlegrounds
- Fixed a capitalization issue in the Defiler and Ravager medals.
- The Shieldwarden achievement descriptions now explain better how to earn the medal.
Cyrodiil Vengeance
- The Vengeance campaign resets when the next Veterancy season starts on January 19. The zone shuts down for a while and relaunches with all resources, keeps, and scrolls back to their default owners. Emperorship is cleared too.
- Bolster Efficacy no longer shows up under your Active Effects.
- Revenant's Sacrifice now gives 1206 Max Health, Max Magicka, and Max Stamina, up from 1206 Max Health and 1096 Max Magicka and Max Stamina.
Rimegales
- Rimegales are a new World Event in Eastmarch and the Rift, with ice storms and invading Rime Giants.
- Before the storm arrives, you build bonfires. Once it hits, the area gets Frigid Chill, a strong debuff that only the warmth of the big bonfires can reduce. Then you fight off the invaders to push the storm back.
- It's the first World Event that runs on a fixed server time across all instances of a zone. In the Rift, Rimegales start every hour on the hour (1pm, 2pm and so on). In Eastmarch they start on the half hour (12:30pm, 1:30pm and so on).
- While Rimegales are active, any active Dark Anchor despawns. Rimegales spawn at all three Dark Anchor locations at once, and Dark Anchors come back when the events end.
Housing
Furniture Streaming
- Furniture Streaming is a new feature that let ZOS raise the furnishing limits in Notable and Classic homes.
- It renders furnishings based on things like how close they are to you, how big they are, whether they have VFX, and whether they're NPCs, depending on your device's memory.
- On PC you won't see any visual change. On console some furniture streams in when you first enter a house. PS4 and Xbox One also stream more as you move around the house. This mostly shows up in fully decorated Manor homes.
- Streaming only affects how furnishings look. Collision is always there, so you won't fall through invisible floors, and interactable furniture like crafting stations and target dummies stays where it is.
New Limits for Classic Homes
- Traditional Furnishing slots: 300, up from 250 (600, up from 500 for ESO+)
- Special Furnishing slots: 5, up from 4 (10, up from 8 for ESO+)
- Collectible slots: 30, up from 25 (60, up from 50 for ESO+)
- Special Collectible slots: 5, up from 4 (10, up from 8 for ESO+)
New Limits for Notable Homes
- Traditional Furnishing slots: 700, up from 350 (1,400, up from 700 for ESO+)
- Special Furnishing slots: 10, up from 5 (20, up from 10 for ESO+)
- Collectible slots: 110, up from 55 (220, up from 110 for ESO+)
- Special Collectible slots: 10, up from 5 (20, up from 10 for ESO+)
Target Dummy Combat Cap
To support the higher limits, there's now a cap on how many target dummies you can be in combat with at once in a house. It doesn't limit how many target dummies you can place.
- Staple homes: 5 target dummies in combat at once
- Classic homes: 15 target dummies in combat at once
- Notable homes: 25 target dummies in combat at once
New Home: Shimmerfrost Vale
- Shimmerfrost Vale is a Notable home: a frozen vale that used to belong to a Nord frostbinder, with a house, a couple of open-air structures, and a frosty tunnel system. You can watch fish swimming under the ice.
- It's available to test on PTS now and can be bought later.
New Furnishings
66 new furnishing plans come from 8 sources:
- 22 from monsters, containers, and more across all of Tamriel
- 12 new structural plans from the Glenumbra Thieves Guild Daily Coffers and from chests in the Nowhere Vault
- 10 from Grocer vendors across all of Tamriel
- 7 from the Craglorn daily reward coffers: Yokudan Coffer of Merit, Yokudan Coffer of Humility, and Yokudan Coffer of Distinction
- 5 from alchemy vendors across all of Tamriel
- 4 from the Antiquity bonus loot in Alik'r Desert, Hew's Bane, Stros M'kai, Bangkorai, and Craglorn, when excavating antiquities of intermediate or higher difficulty
- 3 from the Antiquity bonus loot in Western Skyrim or The Reach, when excavating antiquities of intermediate or higher difficulty
- 3 from monsters, containers, and more in Stros M'kai, Alik'r Desert, Bangkorai, Craglorn, and Hew's Bane
38 new furnishings are sold by Home Goods Furnishing Vendors:
- 17 from Yatava in Rimmen (Northern Elsweyr) and Zadraska in Senchal (Southern Elsweyr)
- 15 from Rohzika in Daggerfall Covenant zones and in Abah's Landing in Hew's Bane
- 3 from Maladdiq in Aldmeri Dominion zones and in Haggler's Bluff in Orsinium
- 3 from Masela in Solitude in Western Skyrim
2 new achievement furnishings can be bought after completing their achievements, from Listens-to-Sea, the Achievement Furnisher, in Ebonheart Pact zones and in Abah's Landing in Hew's Bane.
Fixes
- You can now leave a house right away from the Party screen with the "Leave Instance" hotkey. It takes you back to your last safe location, which is usually where you entered the home from.
Known Issues
During PTS some interior doors in houses are broken and make you fall or clip into the ground when you exit through them. This is known to affect some doors in:
- The Fair Winds
- Domus Phrasticus
- Grand Gallery of Tamriel
- Serenity Falls Estate
- Buccaneer Bay
Player Experience Improvements
Minimap
- There's now a Minimap. You can turn it on in the Interface settings under Heads-Up Display, or turn it on and move it in Edit HUD (Beta) by selecting the Minimap element in the top left corner.
- Many Compass settings, like showing quest givers, now also affect the Minimap.
Companion Customization
You can now customize your companion with a lot more visuals. The new options are:
- Hats
- Hair Styles
- Head Markings
- Facial Hair
- Major Adornments
- Minor Adornments
- Body Markings
- Skins
- Companion helmets now show by default, and their helmet outfit styles can be customized along with their normal outfit options. To hide the helmet, use the Hide Helmet hat or outfit style.
- The companion collections menus now fully support favorite collectibles.
Scribing in the Armory
The Armory now remembers the scribed setup of any scribing abilities on your ability bars for that Armory slot. You can use the same scribed ability with different scripts on different Armory builds without going back to the Scholarium every time you load a build.
- When you load an Armory build, the scripts on the abilities slotted in it are set to what they were when you saved the build.
- Scribed abilities that aren't on an ability bar aren't saved or loaded, and stay however they were scribed before.
- Builds saved before Update 52 use whatever scripts you currently have scribed. For example, if you had Elemental Explosion scribed for shock damage in Update 51, every Armory build with Explosion on its bars shows shock damage when you log in to Update 52. To change one build to fire damage, load that build, scribe the ability, and save the build.
Guilds
- You can now reorder your guilds in the guild UI. The new order applies across the UI and to chat.
- Leaving a guild now has a stronger confirmation, so it's harder to leave by accident.
Dungeon Finder Timer
- The post-completion timer for dungeon finder runs is now 5 minutes, up from 2, so you have more time to turn in quests or backtrack before the dungeon shuts down.
Base Game Fixes
Exploration and Movement
- Slaughterfish now reduce your mounted swimming speed by 35%. This doesn't apply in Alliance War zones, Dungeons, or Trials.
- Jumping while sprinting now keeps your sprint speed instead of slowing you down to run speed. Landing still slows you down briefly to stop bunny hop jump chaining.
- Pickpocketing nobles no longer gives lower quality treasure slightly more often than it should.
Crafting and Economy
- Older Alchemy Master Writs that asked for impossible combinations now ask for new, possible ones.
- Added two retroactive achievements for learning all the traits of Clam Gall and Vile Coagulant.
- Name Change Tokens now accept different capitalization of your character's current name, so you no longer need two tokens just to change the capitalization.
- The Trade Bars description now makes it clearer where you can use them.
- You can preview dye stamps listed in the Crown Store and dye stamps bought from the Crown Store from your inventory.
Dungeons and Group Content
- The Scalecaller Peak achievement "Scalecaller Savior" can now be earned on Normal or Veteran, not only Veteran.
- Armory Assistants can now be used in the Infinite Archive, like in other untimed content.
Challenge Difficulty
- The Challenge Difficulty icon no longer shows on load screens for places that don't support challenge difficulty, like the Infinite Archive, Cyrodiil, or Group Dungeons.
- The Challenge Difficulty icon and information on the load screen now fade in and out properly, at the same time as the rest of the load screen.
- The keyboard UI challenge difficulty commit button wording is clearer, and the confirm button stays disabled until you pick a new difficulty.
Group Finder
- The Group Finder filter "Only show groups for my role" is now unchecked by default, so you can see groups you don't immediately qualify for. ZOS says it was checked by default to discourage bad behavior, but it was more annoying than useful given how fast players can switch builds to fill other roles.
- When you create a Group Finder listing, minimum role counts no longer count members who already left the group.
- "Auto Accept Requests" now auto-rejects applications for roles that are already filled if "Enforce Role Requirements" is selected.
- ZOS says these changes should greatly reduce or remove cases where you end up with a different group composition than you wanted.
UI
- Guild members with permission to edit guild mail no longer see mail for other ranks in their mail menu.
- Item stack quantities no longer desync when a stack isn't fully merged with another stack.
- Bound items now stack with each other properly when you get them.
- The Activity Finder menu no longer closes when you cancel a queue.
- Your current chat channel no longer resets when you change certain interface settings.
- The French and German virtual keyboards now show certain symbols in text fields (German: ₵, French: ₵ ¬).
- The Mundus stone interact dialog now accounts for the Twice-Born Star set effect.
- Fixed overlapping and misaligned text on the battleground scoreboard.
- The Golden Pursuits menu on keyboard UI now shows an indicator next to unseen Golden Pursuits.
- Rumors now show a center screen announcement when you uncover a hint.
- Small improvements and corrections to various maps around the world.
Gamepad UI
- The commit attribute points keybind while leveling up is renamed to "Continue".
- Going from the HUD to a Golden Pursuit now shows the preview keybind properly right away.
- When using the map, leaving a zone no longer centers the cursor on your map pin.
- Champion star tooltips no longer reset their scroll position when you change that star's points.
Other
- Luminous Recall of Anu's arrival animation now blends smoothly into the standing animation.
- Fixed various floating and clipping objects in the Nowhere Vault.
- The Shard of Writhing Bone fragment (Solstice) has a more unique icon.
- The Scaly Cloth Scraps for the Thrafey Debutante Gown (Blackwood) no longer call the gown a pet.
- You can invite people to Tales of Tribute matches through the group menu or friends menu.
Not in Patch Notes
All of these changes are also listed throughout the article in their relevant sections, but I'm also listing them here to keep track of them.
General Combat
- Inner Beast's range is 22 meters, down from 28, and it costs 3213 Stamina, up from 2295.
- Inner Fire and Inner Rage's Radiate synergy now says "and then" instead of "then". Wording only.
- Evil Hunter now says "increases your damage done with" Stamina costing Fighters Guild abilities, instead of "increases the damage of". Wording only.
- Onslaught's own hit is now guaranteed to Critically Strike. It still gives you 100% Critical Chance for 8 seconds when Battle Spirit is inactive.
- Combat Prayer's tooltip got a comma after Minor Resolve. Wording only.
Class Changes
- Glacial Colossus applies Major Vulnerability for 12 seconds, down from 17. This isn't part of the Update 51 revert, it was already 17 seconds before Update 51, so it's a new nerf.
- Aspect of Terror, Mass Hysteria and Manifestation of Terror apply Major Cowardice for 13 seconds, up from 10.
- The notes say Backlash and its morphs cost 3240, but Power of the Light costs 2484 Stamina, up from 1337. Only Backlash and Purifying Light cost 3240.
- Purifying Light no longer heals every 2 seconds over 10 seconds after the burst. It heals you and nearby allies when its damage hits, once every 6 seconds.
One Hand and Shield & Heavy Armor
- Ransack now gives Minor Resolve, increasing your Armor by 2974 for 15 seconds, instead of Minor Protection.
- Low Slash, Deep Slash and Heroic Slash cost 3240 Stamina, up from 2970.
- Defensive Posture and Defensive Stance now say you only reflect while the shield holds. They and Absorb Missile also no longer say "harmful" or that the reflect or heal "can occur once per cast". All three still say it only works on the next direct damage projectile.
Champion Points
- Cutting Defense now says it hits attackers in melee range, instead of within 7 meters. Melee range is 7 meters, so this is wording only.
Item Sets
- Hex Siphon's 5 piece now activates when you deal Bash damage instead of when you Bash an enemy, and the Magicka it restores when you interrupt scales off the higher of your Weapon or Spell Damage instead of being a flat amount.
- Defensive Position restores the smaller amount of Magicka when Defensive Posture's reflect or absorb effect is removed early, and the bigger amount when it lasts its full duration. Before, it depended on whether you reflected or absorbed a spell projectile.
- Destructive Mage's tooltip now says hitting an already marked enemy detonates the old mark and also puts a new one on them. Before, it detonated the mark instead of applying a new one. The 3 second cooldown is now on marking.
- Crimson Twilight now says it prevents you from concealing yourself while active, instead of revealing you.
- The 3 piece of these trial sets and their perfected versions now says you gain Minor Aegis "at all times", instead of just "Gain Minor Aegis": Automated Defense, Vestment of Olorime, Kyne's Wind, Vrol's Command, Saxhleel Champion, Pearlescent Ward, Pillager's Profit, Lucent Echoes, Xoryn's Masterpiece, Eternal Warrior, Twilight Remedy, Lunar Bastion, Inventor's Guard, Aegis of Galenwe, Eye of Nahviintaas, Claw of Yolnahkriin, Stone-Talker's Oath, Test of Resolve, Transformative Hope, Dolorous Arena and Recovery Convergence. Wording only.
- Mora Scribe's Thesis now says "up to 12% Critical Damage done" instead of "up to 12 Critical Damage done". Wording only.

The goal with re-evaluating this ethos is relatively simple, open up how accessible the tanking role is to more people. Targeting in ESO is notoriously tricky and solving those issues comes with a lot of caveats, potential disruption, and time to find solutions. While we aren't opposed to continue investigating targeting improvements, we also wanted to be more realistic about how the past and now are experienced – and how difficult it can be to do simple things like controlling enemies as a tank. As such, in light of a phrase you may have heard us mention sparringly, "no sacred camels", we're looking to add a few methods to overcome those friction points with select abilities. Our goal isn't to invalidate existing play patterns, so we're being very selective on sourcing these incredibly powerful effects to high opportunity cost areas. Unstoppable comes with a very palpable self snare, while Vault and Smash require weapons that aren't particularly useful to a standard tank build. Tormentor requires sacrificing significant power for yourself or your group by nature of being an item set. These are the types of effects we're hesitantly exploring to using – in efforts that they provide some value to players who want more tools to tank, without invalidating the reason to run more traditional skills.