Quest & Content Improvements for New Players
As part of an ongoing initiative to improve the initial experience of the early game and make it less overwhelming with “endless quest pin spam”, we’ve revised
many quests in major cities to show up later along your leveling path so as not to misdirect the unwary. The changes made include, but are not necessarily limited to, the following broad categories listed below. As always, each location may have its own special requirements (such as cities that need to be saved and/or zone story quests that need to be completed). Please note that if you acquire the quests any other way (such as being shared, or through the Crown Store for a prologue, etc.) then you should be able to continue them normally.
- The Prophet and other Base Game main quest bestowers will now only appear in Chapter and DLC cities after you are at least level 5 and have completed the first quest in the respective Zone Story.
- Story quests (not “join the guild” quests) offered by the Fighters and Mages Guild will now only be visible to players level 5 or above.
- Reworked Fighters Guild bestowals in all zones so that Bera Moorsmith does not chase you down anymore, instead waiting patiently by the guild entrance to flag you down.
- Thieves Guild and Dark Brotherhood vector quests now require you to be at least level 5. These quests are still available at any level within their respective zones.
- A Room to Spare (Housing Introductory quest) flyers are now only visible to players level 6 or higher. The quest is now also more consistently available across appropriate locations.
- Sorinne Gerard no longer yells at you to learn how to play Tribute in places outside of High Isle before you reach at least level 6.
- Availability of crafting certification quests has been standardized at level 6 in most locations.
- Bestowers for delve, world event, and world boss daily quests will now only be visible to players level 7 or above (or if they are shared with you, as noted above).
- Bolgrul, the Undaunted daily questgiver, will now only be visible to players level 7 or above.
- Daily quest bestowers from the Fighters and Mages Guild will now only be visible to players level 7 or above.
- Bestowers for Battleground and Undaunted introductory quests are now only visible to players level 10 or above.
- Bestowers for zone vectoring quests (such as Craglorn) will now only be visible to players level 15 and above.
- Bestowers for prologue quests will now only be visible to players level 15 and above.
- Bestowers for Trial introductory quests will now only be available to players level 50 and above in cities; you can still get them in the trials themselves at any point.
Navigator Quest Pins
As part of this update, we’ve introduced a new system that utilizes the navigator service NPCs in Tamriel’s major cities so tracked quests (either actively tracked or not-currently-tracked) indicate if any links will take you to locations where you have quests. This manifests as the “door” pin that is typically used for transit between spaces, which is now present over the navigator NPC if they have a suitable link to your destination. While in conversation with them, their conversation line options will also have “door” pins next to them indicating that is the dialogue option you should select to reach your quest location.
Update to Event Tickets
We have introduced a new safety rail for Event Tickets that come from looted sources (and only looted, as quest-ones already have a warning involved when you go to turn them in).
- When you complete an action which would have dropped Event Tickets while at or near the Event Ticket currency cap (and not on daily cooldown) you will now receive a message letting you know you could have gotten Event Tickets from this source but did not have enough room to loot them.
- Once you spend enough Event Tickets to properly loot additional tickets, you will be able to loot them from the next event-appropriate source.
- If you fail to loot your Event Tickets at all (because you forgot, because you crashed, or because an asteroid hit your hometown and you managed to survive but lost internet) you will not automatically be put on the daily reset. You may attempt additional dungeons, kill bosses, or whatever the event-appropriate activity is until you completely loot your Event Tickets for that day.
- You can still only receive Event Tickets once per day.
- This behavior is currently in place for Undaunted Celebration and Witches Festival, and will roll out to other appropriate events over time.
New Cyrodiil Monster Masks
Three new Cyrodiil Monster Masks are being released in this update. The masks and shoulders can be purchased from the Elite Gear Vendor in three new containers for 50k AP each, and Style Pages can be purchased from the War Researcher Vendor as individual pages for 150k AP each.
- Jerall Mountains Warchief
- 1 – Adds 129 Weapon and Spell Damage
- 2 – Dealing damage applies a stack of Malady to your enemy, reducing Healing Taken by 1% for 5 seconds, up to 35 stacks. You can apply a stack once every 0.5 seconds. Applying Malady gives you a stack of Contagion, reducing Healing Taken by 1% for 5 seconds, up to 15 stacks. You can only gain a stack once every 1 second.
- Nibenay Bay Battlereeve
- 1 – Adds 424 Critical Resistance
- 2 – When you are forcefully moved via a Pull, Knockback, or Teleport ability, gain a damage shield that absorbs up to 15112 damage for 6 seconds. This damage shield is not affected by Battle Spirit. This effect can occur once every 14 seconds. While you do not have the damage shield from this set, reduce your damage taken from Players by 5%.
- Colovian Highlands General
- 1 – Adds 1487 Offensive Penetration
- 2 – When you kill a Player, gain a stack of Blood Debt for 0.5 seconds. When Blood Debt expires, you and up to 5 Group members within 28 meters of you gain 15 Ultimate per stack of Blood Debt.
New PvP Face & Body Markings
We’ve also added a new PvP Face and Body Mark Set: the Unfeathered Battle markings. This requires 100,000 AP to purchase and 50 Gladiator Proofs to combine.
PvP Death Notifications
We’ve added a new death notification feature to Cyrodiil, Imperial City and Battlegrounds to give more details about combat and deaths.
- This new chat feature will alert you to who defeated whom, around what area the death occurred, and show alliance ranks of those in the battle.
- In Cyrodiil and Imperial City specifically, you will also get more information on “crossed swords” showing who’s currently winning in that particular fight.
- “Crossed sword” indicators are displayed when there have been 3 or more kills in an area within a short period of time, and last for 30 seconds after their initial creation if no more deaths occur.
- While in Battlegrounds, this messaging will be truncated slightly as the area which a death occurred isn’t necessary.
- These notifications can be toggled on and off in the Social settings.
Improved Imperial City Treasure Scamp Loot
Scamps located in the Imperial City sewers will appear less frequently but offer significantly increased rewards!
- Cunning Scamps will now reward a greatly increased quantity of Tel Var Stones.
- Note: This reward is NOT multiplied by the Imperial City Tel Var multiplier.
- Trove Scamps will now drop a tradeable piece of Imperial City Gear in addition to their previous rewards. Item Sets that can be dropped include:
- Black Rose
- Galerion’s Revenge
- Imperial Physique
- Meritorious Service
- Phoenix
- Powerful Assault
- Reactive Armor
- Shield Breaker
- Thews of the Harbinger
- Vicecanon of Venom
- In conjunction with this change, we are also lowering the number of scamps required to kill for the following achievements:
- Trove Scamp Slayer has been reduced from 15 kills to 5 kills
- Trove Scamp Exterminator has been reduced from 100 kills to 10 kills
- Cunning Scamp Slayer has been reduced from 15 kills to 5 kills
- Cunning Scamp Exterminator has been reduced from 100 kills to 10 kills
New & Updated Achievements
In this update, we’ve added new achievements for some existing content. If you have accomplished these already, they will be awarded automatically upon first log in.
- Completing a Mythic will now grant an achievement, and there are also meta-achievements for completing all the Mythics in a given zone.
- Getting a respective class to level 10 and to level 50 will trigger an achievement.
- Antiquities that require you to find multiple fragments will now have an achievement associated with them.
- Fencing 20,000 gold worth of items at a given outlaw’s refuge will now trigger an associated achievement.
- Dungeon collectible fragments are now usable. Using all the necessary items will trigger the associated achievement and award the collectible.
- There is a new achievement when you max out your Excavation and Scrying skill lines for Antiquities.
- Adjusted the point value for several achievements or edited their text to better communicate how to trigger the achievements.
- Lowered the count for many achievements which includes the following:
- Imperial City treasure and Tel Var scamps
- The medals awarded for certain chaos ball and relic PvP achievements
- Jee-Lar’s dailies
- Several Orsinium achievements
Updates to Item Set Sourcing
In order to make it easier to find and obtain various item sets, we have fixed, adjusted, and otherwise cleaned up some item set sourcing, detailed below:
- Cyrodiil
- Rewards for the Worthy will continue to have the newest item sets.
- As new sets continue to get added, older sets will be removed from the Rewards of the Worthy and added into other sources including Cyrodiil delves, dolmens, board missions, daily quests, town merchants and elite gear vendors.
- Town Daily Quest and Town Merchants will be divided by Light, Medium and Heavy. With the exception of Cheydinhal and Chorrol/Weynon Priory, these daily quest reward coffers can reward any set.
- All PvP sets are available as individual containers on both Town Merchants and Elite Gear Vendors.
- Town Merchants have a discount price of 12k AP
- Elite Gear Vendors have a higher price of 20k AP
- All PvP item sets will now drop from Cyrodiil delves, dolmens and board missions.
- Delves will drop waist and feet item sets
- Dolmens will drop jewelry
- Board Missions will drop all other armor pieces.
- Bounty and Scout missions will award armor pieces from a new container.
- Battle and Warfront missions will reward weapon slot pieces from a new container.
- Any discrepancies in drop rates based on item slots have been brought up to current standards. This means rather than having a significantly higher chance of getting jewelry drops from sources, you will now have an equal chance of getting any piece of gear. This standard will be maintained for item sets going forward.
- Craglorn Trials
- In order to fix a number of item set curation issues in the Craglorn Trials, we have adjusted the locations of some item sets. The “shared set pool” will now be broken up and each Trial will now drop 4 sets. The breakdown is outlined below:
- Aetherian Archive
- Defending Warrior
- Healing Mage
- Infallible Mage
- Quick Serpent
- Hel Ra Citadel
- Berserking Warrior
- Destructive Mage
- Eternal Warrior
- Poisonous Serpent
- Sanctum Ophidia
- Immortal Warrior
- Twice-Fanged Serpent
- Vicious Serpent
- Wise Mage
- To fix a discrepancy in Item Slot sourcing, Varlariel in Aetherian Archive will now drop Head, Chest, Shoulders and Leg set pieces; the two Atronachs will drop Hands, Waist and Feet set pieces.
- Completing a Craglorn Trial on Normal difficulty will award blue-quality gear, while completing a Trial on Veteran difficulty will award purple-quality gear, with jewelry potentially being gold.
- Hew’s Bane
- Delves in Hew’s Bane will now drop Hands, Waist and Feet set pieces in all weights.
- World Bosses in Hew’s Bane will now drop Head, Chest, Leg, and Shoulder set pieces in all weights, in addition to Jewelry and Weapons.
- Chests and monsters in the overland will drop sets in all slots and weights.
- Daily Delve and World Boss Quest Coffers can award sets in all slots in all weights.
- Added reward coffers with a Hew’s Bane Item Set drop to the following quests:
- Memories of Youth
- The Lost Pearls
- The Sailor’s Pipe
- Thrall Cove
- Thieves Guild Heist containers will drop sets in all slots and all weights.
- Gold Coast
- Delves in the Gold Coast will drop Hands, Waist and Feet set pieces in all weights, including Flanking Strategist and Hide of Morihaus.
- World Bosses in the Gold Coast will drop Head, Chest, Leg, and Shoulder set pieces in all weights, in addition to Jewelry and Weapons, including Flanking Strategist and Hide of Morihaus.
- Chests and monsters in the overland will drop sets in all slots and weights.
- Daily Delve and World Boss Quest Coffers will continue to award sets in all slots and all weights.
- Dark Brotherhood Sacrament Containers will continue to award sets in all slots and all weights for Sithis’ Touch.
- Remains-Silent will continue to award all slots in all weights for Sithis’ Touch.
Stacking of Identical Crown Store Items
We’ve made some changes to how certain Crown Store items appear in your inventory, which will allow for items that appeared to be the same (but came from different sources) to be stacked.
- Select the “Stack All Items” keybind from the UI if you have some affected items to reclaim inventory space.
- Items from Daily Login Rewards will now stack with their associated Crown Store items.
- Note: This does not affect items that can be exchanged for gems, which are denoted with a gem icon.
Unifying Unsellable Items
We’ve made changes to certain items to allow for better understanding surrounding what can and cannot be sold. These changes should make the experience of selling items significantly more consistent and clearer.
- Any item that is listed as 0 gold in your inventory cannot be sold.
- Certain items that were previously listed as 0 gold in your inventory but could still be sold to merchants will now be valued at 1 gold. Items impacted by this change include:
- Weapons and armor picked up directly from clickable items throughout the environment
- Certain crafting materials
- Low level provisioning food and drink
- Lockpicks
- Items found in the tutorial
New Furnishings
In this update, we’re providing you with some new furnishing offerings, including:
- 29 new Structural furnishing plans, which can be acquired via the Necrom Reward Coffer, obtainable by completing the Telvanni Peninsula World Boss or Delve Daily Quests.
- 7 new Master Writ furnishing plans, detailed below.
Master Writ Vendor Offering Adjustments
- We have introduced seven new Master Writ furnishing plans on Rolis Hlaalu, which can be individually purchased for 125 Writ Vouchers each:
- Blueprint: Necrom Cart, Funerary
- Design: Indoril Chandelier, Vine-Covered
- Diagram: Dwarven Door, Bronze
- Formula: Telvanni Lantern, Luminous Mushroom
- Pattern: Dark Elf Tent, Multiroom
- Praxis: Necrom Crematory, Furnace
- Sketch: Mirror of the Weaver
- The previous seven Master Writ furnishing plans on Rolis Hlaalu, which were introduced in the Scribes of Fate DLC, have been moved to Faustina Curio (Rolis Hlaalu’s assistant) for discounted individual purchase at 100 Writ Vouchers each if you have completed the “Unsurpassed Crafter” Achievement.
- Blueprint: Druidic Bridge, Living
- Design: Druidic Oven, Stone
- Diagram: Statue, Bronze Tentacle
- Formula: Druidic Throne, Y’ffre’s Bloom
- Pattern: Mage Tapestry, Aurbic Phoenix
- Praxis: Stone, Lava-Etched
- Sketch: Resonance Crystal, Cerulean
- The previous seven Master Writ furnishing plans that were on Faustina Curio, which were mostly High Isle in style, have been collected into a new item called the “High Isle Furnishing Folio”. This can be purchased from Faustina if you have the Unsurpassed Crafter Achievement, for 700 Writ Vouchers. This new folio contains the following items:
- Blueprint: High Isle Caravel, Miniature
- Design: Shark Jaw, Massive
- Diagram: High Isle Beacon, Unlit
- Formula: Potted Trees, Stonelore Dogwood
- Pattern: High Isle Tapestry, Seaside Tourney
- Praxis: High Isle Hearth, Tilework
- Sketch: High Isle Hourglass, Gold
- Faustina Curio now offers a new item, the “Galen Mixed Furnisher’s Document” which contains any of our Blue or Purple Quality recipes from Galen available for 30 Writ Vouchers, provided either the “Agent for Arabelle” or “Mornard Mercenary” Achievements have been completed.
Placing Furnishings from Inventory
You will now be able to place furnishings directly from your Inventory and from the collections screen while in your house.
Furnishing Preview Placement
There is now a Preview Placement option available when previewing items from the Purchase tab of the Housing Editor so you can see exactly what a new furnishing will look like in your home.
Suppressing Companions in Favor of Assistants
When you have a Companion out and you summon an Assistant, your Companion will automatically be re-summoned when your Assistant is un-summoned.
New Endeavor Activity Types
We are introducing multiple new Endeavor types in Update 39, all of which may now show up in your daily and weekly Endeavor activities, offering you new ways to earn Seals of Endeavor.
Antiquity Skill Line Crown Store Unlock
Fully completing the Excavation and Scrying skill lines on one character now unlocks the ability to purchase those skill lines on other characters.
- You must maximize both the Excavation and Scrying skill lines before this new product is available for purchase.
- Purchase of this product will unlock both the Excavation and Scrying skill lines, if not already unlocked, and advance both skill lines to their maximum rank on the character that purchases it.
- This new offering will be located under “Upgrades -> Skill Lines” in the Crown Store.


General
- When stamina is drained to zero and when using Gamepad Mode, your character may briefly twitch rapidly when attempting to attack.

As mentioned earlier this year, we’ve taken a change in approach with this update where we’re taking more time for polish and quality of life improvements during this time of year. This means that the focus of changes this time around are aimed at polishing experiences within combat systems and fixing bugs with existing things, as well as beginning to integrate some new fancy technology we obtained from creating the Arcanist class. We have some targeted balance adjustments too, of course, but the list is quite short compared to other updates and is not indicative of everything we’d like to tune and tweak. With that being said, let’s talk about what the major changes are focused on.
In this update, the major focus outside of the stated bug fixing is polishing weapon passives to help better define and diversify those choices when making your build. Weapons are traditionally seen as tools that push your class advantages or make up for some of their disadvantages, and we’ve noticed based on feedback and metrics on their engagement that they’ve been falling short of that. In aims to improve this experience, we’ve taken some specific passives and adjusted them to target some pain points on how you can build or play around them. These changes are focused on our more offensive weapons since Restoration Staff and One Hand and Shield are in a relatively solid place.
Aside from this pass on weapon passives, we’ve also started to roll in some back-end reworks that utilize the fancy new “While this ability is slotted on either bar” functionality that the Arcanist added with the Tome-Bearer’s Inspiration ability. We’re not planning to use this everywhere we have passive bonuses for ability slotting, but we did immediately see an opportunity to drastically improve the flow and user experience on Grim Focus and Bound Armaments. These abilities will now no longer require you to activate them to be eligible to begin generating stacks with Light or Heavy Attacks, as they’ll now build stacks any time the ability is slotted on either bar. This removes the need for the “dead cast” to activate them – removing the buff management portion of the ability – while also removing those frustrating moments when you activated them too early, wasting a global cooldown. We’re very excited for Nightblades and Sorcerers to get their hands on these changes!
Of course, as mentioned earlier, you can still expect some minor tweaks and changes to abilities and item sets for balance or bug fixing, but this covers most of the work in this update. We’ve done a lot of back-end improvements to many Area of Effect-generating item sets – swapping them over to the Area of Effect improvements we started working on almost two years ago – but we won’t bore you with those details since they shouldn’t impact how you use them! Safe journeys and we look forward to seeing you in Tamriel!

General
- Fixed an issue that could cause pet health bars to not appear.
- Updated the visibility of the highlight effect that Crux spending abilities have when at 3 Crux, to make them stand out more.
- Bonuses that increase your damage done to monsters will now also apply their effects to proc based damage.
- While grouped, you can no longer leave an instanced area while in combat.
- Fixed an issue where targets hit by displacement effects while stealthed or invisible could fail to be revealed in some cases.
- Fixed an issue that prevented Break Free from properly granting Crowd Control immunity after the original Crowd Control was removed.
- Fixed an issue where some visual effects could play erroneously after coming out of stealth while dueling.
- Fixed an issue where the final hit of channeled Heavy Attacks (Lightning and Restoration) were not considered channeled attacks, despite totally being channeled attacks.
Arcanist
- Herald of the Tome
- Abyssal Impact: Fixed an issue where this ability and its morphs did not cause you to unsheathe your weapons on cast.
- Fatecarver:
- Fixed an issue where this ability and its morphs could fail to return as a channeled or Damage over Time effect in some cases.
- Fixed an issue where this ability and its morphs did not properly interact with interrupts between the lock out duration and immunity behavior, after being affected by an interrupt.
- Curative Runeforms
- Fixed an issue where this skill line leveled faster than other skill lines.
- Apocryphal Gate
- Passage Between Worlds (morph): Fixed an issue where the synergy from this morph failed to act as casting a synergy for many item sets and other proc based events.
- Remedy Cascade:
- Fixed an issue where the aim assist feature for the Stamina versions of this ability and its morphs would attempt to lock onto enemies rather than allies. Stamina builds confirmed rebels?
- Fixed an issue where this ability and its morphs did not properly interact with Interrupt’s lock out behavior and immunities.
Dragonknight
- Ardent Flame
- Combustion: Reduced the damage bonus this passive provides to Burning and Poisoned status effects to 12/33%, down from 25/50%.
Draconic Power
- Dragon Blood
- Green Dragon Blood (morph):
- This morph now also adds a small Heal over Time, lasting 5 seconds and scaling off your Max Health (~3% per tick).
- This morph no longer increases in duration of effects by 1 second for every rank, but rather ranks up the healing done of the healing over time.
-
- Dragon Leap: Fixed an issue where this ability could be cast on swimming targets, resulting in some extreme tomfoolery.
Necromancer
- Grave Lord
- Frozen Colossus:
- Reduced the cost of this Ultimate and its morphs to 175, down from 225.
- Increased the damage per hit of all versions by approximately 11%.
- Pestilent Colossus (morph): This morph now also always guarantees the Diseased status effect on each hit.
- Glacial Colossus: This morph now also extends the duration of Major Vulnerability to 17 seconds per hit, up from 12.
Bone Tyrant
- Bitter Harvest
- Deaden Pain (morph): This morph now also increases the duration of the effects it grants to 4 seconds per corpse consumed, up from 2.
Nightblade
- Assassination
- Death Stroke
- Incapacitating Strike (morph): Fixed a VERY old and very annoying bug where the special version of this Ultimate could fail to be activated in some cases where your Ultimate cost was being affected by bonuses or penalties that changed the original 120 Ultimate cost requirement for the Stun. The tooltip, animations, and ability cast will now always update their cost and activation phases when you meet their augmented cost values.
- Grim Focus:
- This ability and its morphs no longer need to be activated to generate stacks, as they will now generate stacks any time you meet their original requirements simply with the ability slotted on either bar.
- Increased the cost of the special activate to 1890, up from 1350, to make up for the fact that you no longer need to activate the buff portion of these abilities.
- These abilities now all use consistent naming and icons, rather than having separate names for the active versus stacking portions.
- Updated the tooltips to mention that fully charged Heavy Attacks grant double stacks.
- These abilities will now highlight on your ability bar when you are at full stacks, rather than becoming a different icon.
- Relentless Focus (morph):
- This morph now increases the amount of Weapon and Spell Damage each stack grants to 80 at rank IV, rather than increasing the duration of the buff, since the buff no longer has a duration.
- This morph now costs 1377, rather than 1148.
- Shadow
- Shadow Cloak: This ability and the Shadowy Disguise morph now also grant Major Savagery and Prophecy for slotting on either bar, to help them offer more functionality outside of PvP and to ensure the abilities still offer something when they are being countered.
- Dark Cloak (morph): This morph now swaps the Major Savagery and Prophecy to Minor Protection for slotting on either bar, rather than granting it for 10 seconds after casting the ability.
- Veiled Strike
- Surprise Attack: Reduced the cooldown of the guaranteed Critical Strike on this morph to 3 seconds, down from 4.
- Concealed Weapon: This morph now grants Major Berserk for 7-10 seconds based on rank, rather than a unique 7-10% damage done when meeting its conditions.
Sorcerer
- Daedric Summoning
- Bound Armor:
- This ability and its morphs now grant their passive bonuses on both bars while slotted, rather than only the bar they are actively slotted on.
- This ability and the Bound Aegis morph now passively grant their Minor Protection while slotted, rather than for a duration after casting.
- Increased the base Max Magicka granted to 8% at rank IV of the base ability, rather than having each morph rank up to 8% separately.
- Bound Armaments (morph):
- This ability no longer needs to be activated to be eligible to generate Bound Weapons, and instead will generate a Bound Weapon whenever you Light or Heavy Attack with the ability slotted on either bar.
- The ability activation now requires you to have at least 1 Bound Weapon active and additionally highlights when you have all 4 Bound Weapons active, for improved clarity.
- Fully charged Heavy Attacks now also grant two Bound Weapons, rather than 1.
- Fixed an issue where you could generate Bound Weapons while using Mend Wounds or its morphs.
- Storm Calling
- Overload:
- Fixed an issue where this Ultimate and its morphs would not remove their toggle when you no longer had the cost necessary to activate a Light or Heavy Attack from them.
- Fixed an issue where this Ultimate and its morphs’ Light and Heavy Attacks did not properly interact with Bound Armaments’ stacking behavior. The Light Attacks now always grant 1 stack, and the Heavy Attacks will now always grant 1 stack every tick.
Templar
- Dawn’s Wrath
- Backlash: Fixed an issue where this ability and morphs’ visual effects did not fade when the caster died, despite the effect ending.
Warden
- Animal Companions
- Swarm
- Growing Swarm (morph): Fixed an issue where this morph would remove itself when the caster died, unlike the other two versions of the ability.
- Green Balance
- Living Vines: Fixed an issue where this ability and its morphs’ cast could return as Area of Effect abilities.
Weapon
- Bow
- Long Shots:
- This passive now increases your damage done by 2/5% against enemies within 15 meters of you and increases your Critical Chance by 657/1314 against enemies that are further than 15 meters from you, rather than increasing your damage done with Bow attacks by 6/12% based on how far away you are.
- Renamed this passive to “Vinedusk Training” to accurately adjust its implications to its new functionality, with a flavorful lore twist.
Destruction Staff
- Ancient Knowledge
- Flame Staff: This passive now increases your damage done with Status Effects and Damage over Time effects by 6/12%, rather than increasing your single target damage by 5/10%.
- Lightning Staff: This passive now increases your damage done with direct damage and channeled effects by 6/12%, rather than increasing your area of effect damage by 5/10%.
- Penetrating Magic: This passive now causes your Destruction Staff attacks to ignore 1487/2974 Spell Resistance, rather than 5/10% of the target’s Spell Resistance.