OVERVIEW
Welcome to The Elder Scrolls Online v1.6, our sixth and largest major content update thus far! We have many significant new features in store for you.
In this update, we’ve added the first phase of the Justice System. This will allow you to commit criminal actions throughout Tamriel such as theft, burglary, pickpocketing and murdering NPCs. We’ve also implemented the third phase of the Champion System, which introduces Champion Points and an entirely new UI where you can use these points to unlock passive abilities. We encourage you to check out the details below to learn how both these systems will work.
Accompanying the Champion System are gameplay improvements, fixes, and rebalancing. This will alter the way you’ve previously played as every ability has been amended in some fashion, differences in armor are more pronounced, critical attack and defense are handled differently, and the scale of numbers across the board has changed.
You will also notice that there is a new notification when you first log into the PTS asking which country you’re playing the game in. If you’re in a non-PEGI country, you will go straight to the game. If you’re in a PEGI country, there will be new legal text explaining that the rating for the game has changed, and you will need to either accept or decline this change to continue.
Additional new features include the highly-anticipated Provisioning revamp, plus the new Collections UI, improved combat animations, and changes to the Trials Leaderboards. In addition, we have tons of fixes and improvements to all other aspects of the game. We look forward to reading your feedback about everything!
BIG CHANGES / UPDATES / NEW FEATURES
Justice System
- Justice has come to Tamriel! The Justice System includes a number of new and exciting features that you can read more about below.
- Theft
- You may now steal from the citizens of Tamriel. You can choose to steal any owned item, just as you would any un-owned item.
- A red “steal” prompt appears over any owned item to ensure you know the difference.
- You can make theft more personal by sneaking up behind citizens and picking their pockets. When you get within range, a prompt will appear letting you know if you are in position and how difficult it will be to successfully pickpocket.
- Breaking and Entering
- Certain homes are now owned. These houses will have locked doors with prompts displaying the names of their respective homeowners.
- Interacting with these doors will allow you to attempt to pick the lock.
- Safeboxes
- There are high-value safeboxes scattered throughout the world. These tend to be closely watched, but the reward for successfully pilfering them is great.
- Assault and Murder
- You can now directly attack and kill most citizens of Tamriel. Once you have committed murder, you will be able to loot items from the victim’s corpse.
- Note that you may not get an item from a murdered NPC every time.
- Citizen Reactions
- Citizens of Tamriel will now react to your unlawful actions. Their reactions vary depending on their individual personalities, but keep in mind that stealing from a citizen may end up getting you more than you bargained for.
- Consequences
- Unlawful actions have repercussions if witnessed. The stealth eye conveys whether or not you are hidden from view. If you are hidden, your crimes will have no repercussions.
- If you commit a crime and are witnessed, you will gain a Bounty, which is displayed in the Bounty Meter at the bottom right hand side of the screen. Once you gain a Bounty, guards will pursue or attack you, and citizens may refuse to speak with you.
- Guards will attempt to extract justice from you whenever you have a Bounty. The level of Bounty determines their level of aggression. The segments of the Bounty Meter directly correlate with these levels.
- At the first level, “Disreputable”, guards will generally leave you alone unless you walk right up to them.
- At the second level, “Notorious”, guards will pursue you and enlist the help of other guards to catch you and extract your Bounty.
- At the final level, “Fugitive”, they only want to kill you. If you are at the “Fugitive” level you must either wait for your Bounty to decay naturally or find a Fence if you wish to pay off your Bounty.
- When a guard kills you, they will confiscate any stolen items and deduct gold from your bounty. Note that gold will never be taken from your bank.
- Crouching/Stealth
- Small improvements were made to stealth. The word "hidden" now always appears underneath the eye reticule while you're undetected. Previously, the eye being partially open could indicate that you were going into or coming out of a hidden state, but now you'll always know for sure when no one sees you.
- Benefits
- The most direct benefits from theft come from the items you steal. These items are marked as stolen in your inventory and have various restrictions – specifically, you cannot bank, trade, or sell these items except to a Fence.
- There is a new criminal skill line in the “World” category, dubbed “Legerdemain”, whose components are improved by fencing items, successfully pickpocketing, and successfully lockpicking. Increasing these skills will markedly increase your ability to live beneath the law.
- You can only sell stolen items to a Fence. Fences are located in Outlaws Refuges, which can be found behind marked doors in large cities. Outlaws Refuge entrances appear on the city map using the Outlaw icon (a splayed trident.)
- Fences can also launder items if you find something you wish to keep. Once an item is laundered, it is no longer marked as stolen and cannot be confiscated by the guards.
- Note that there is a daily transaction limit with Fences, as they don’t want to generate too much unwanted attention from the authorities.
Champion System
- The Champion System is a new progression and development system that is designed to allow even more choice in how you build your high-level characters.
- The Champion System is available once you have one Veteran Rank 1 character on your account,and provides significant enhancements to character development while you are progressing through Veteran Ranks.
- Champion Points are account wide. When one Veteran Rank character on an account earns a Champion Point, every character on the account will receive a point to use, regardless of level.
- Only Veteran Rank characters can earn points to be spent in the Champion System, but all characters on your account can spend those points individually.
- The account-wide pool of points is not shared across characters. Each character on the account has their own unique pool that can be spent in a way that’s tailored to that specific character.
- Champion Points are earned by gaining experience; any Veteran Rank character can earn Champion Points by doing anything in the game that generates experience.
- This includes questing, exploring dungeons, conquering Cyrodiil, braving the challenges of Trials and Dragonstar Arena, clearing delves in search of loot, or just randomly killing monsters for fun and profit.
- A new mechanic, Enlightenment, has also been introduced to the game.
- Enlightenment slowly accumulates on your account at a fixed rate, regardless of the character you are playing, as long as your account has at least one Veteran Rank character.
- Anything that normally awards experience will also give you bonus experience as long as you have not used up your Enlightenment.
- This only applies towards Champion Point progression.
- This bonus experience does not apply towards increasing your level, Veteran Rank, or improving any weapon skills.
- As experience is earned and bonus Champion experience is applied, your Enlightenment will get used up. Once there is no more Enlightenment left, experience earned will count towards Champion point progression at the normal rate.
- Champion Points can be spent in nine different constellations that are arranged into three groups: the Warrior, the Mage, and the Thief.
- Each point that is unlocked will be for one of those three groups.
- A point that is earned in the Warrior can only be spent in one of the three constellations that serve the Warrior. The same goes for the Mage and the Thief.
- Every point that you can spend in a constellation will rotate with each earned point.
- For example, if the last point earned was in the Thief, then the next point will be in the Mage, and the next in the Warrior, then the circle will begin again.
- While there are many abilities in each of the three constellation groups, the groups each have a general theme.
- Points spent in the Warrior will improve your health and overall defensive capabilities.
- Points spent in the Thief will improve your stamina and provide an array of useful utility bonuses.
- Points spent in the Mage will enhance Magicka and provide bonuses to offense and damage dealing.
- A maximum of 100 points can be spent per star in each constellation.
- The first point in each star will grant the largest bonus, and each subsequent point in that star will offer a slightly smaller bonus.
- More powerful passive bonuses unlock once 10 points, 30 points, 75 points, and 120 points have been spent in a constellation. In all, there are 36 of these unlockable bonuses that you can earn over time. These bonus include some of the most powerful enhancements available via the Champion System, including:
- Determination: Gain a damage shield when using a potion.
- War Mount: Mounts do not lose stamina when you are not in combat.
- Arcane Well: Killing an enemy causes them to explode and grant magicka to nearby allies.
- Last Stand: Earn more Ultimate when below 20% health.
- Any Veteran Rank character that logs in after the system goes live will get 5 Champion Points added to the account for each full Veteran Rank that character has achieved.
- Partial credit will be given for XP earned within a Veteran Rank. This is based on a fraction of the total XP contained within the level. One Veteran Rank is currently 1,000,000XP, so the conversion system will grant you one Champion Point for every 200,000XP within a Veteran Rank.
- For example, if you are Veteran Rank 12 and have 800,000XP progress towards Veteran Rank 13, you will receive 59 Champion Points after the system goes live.
- EXTREMELY IMPORTANT: Only the conversion system will use 200,000XP for one Champion Point the day the system goes live in Update 6. This is not what it will take to earn a Champion Point while playing normally once the Champion System is live.
- It is possible that a Veteran Rank 1 character may not have earned 200,000XP into Veteran Rank 1. In this case, you will not receive a Champion Point after the system goes live.
- Champion Points are shared across all characters as the system is account wide, but for the conversion of XP to Champion Points, no more than 70 Champion Points will be given to an account.
- A VR14 character can receive up to 70 Champion Points depending on how much XP into VR14 they are, but 70 is the maximum the conversion system will give out for the account.
- If you have multiple Veteran Rank characters, you will receive credit for each Veteran Rank upon logging into each character (provided the account has not reached 70 Champion Points given out in the conversion).
- Only currently existing characters created before Update 6 goes live are eligible to claim points from the conversion pool. Once they are claimed, they will move into an account-wide Champion pool that all characters can use. You must have at least one Veteran Rank character in order to receive Champion Points from this conversion pool to your account.
- The 70 Champion Points from the conversion pool will never get more points added to it - only subtracted. If there’s a situation where you don’t use up all 70 points once the system is live, they will never be used since this only applies to characters you have preceding Update 6.
- Partial credit will be given for XP earned within a Veteran Rank. This is based on a fraction of the total XP contained within the level. One Veteran Rank is currently 1,000,000XP, so the conversion system will grant you one Champion Point for every 200,000XP within a Veteran Rank.
Game Rebalance
- With the introduction of the Champion System, the basic attributes that make up characters and monsters have been altered. For the most part, these values work the same way they always have, but now have different values and scales.
- As an example, Health, Magicka and Stamina each perform the same way they did previously:
- Health keeps you alive
- Stamina allows you to block, sneak, dodge and use weapon feats
- Magicka allows you to cast spells.
- We updated the ratios on all stats. Items and stats now give 10% more health than magicka and stamina, when they previously gave 50% more.
- For example, instead of 20 health per level and 15 health per stat pick, you now get 156 health per level and 122 health per stat pick.
- As an example, Health, Magicka and Stamina each perform the same way they did previously:
- There are a few stats that now work slightly different:
- Armor: The amount of mitigation provided by Armor has changed.
- A piece of Light Armor grants 1/4th of the mitigation of an equivalent piece of Heavy Armor.
- A piece of Medium Armor grants 3/4th of the mitigation of Heavy Armor.
- Spell Resistance: Instead of having a base amount of Spell Resistance that grows as you level, Spell Resistance is now provided by Armor on a 1 to 1 basis.
- For example, if a piece of gear gives you 2000 Armor, it also gives 2000 Spell Resistance.
- Passive skills in both the Light Armor and Heavy Armor skill lines will modify this ratio.
- Critical Strike/Spell Critical: Previously, each 10 points of these attributes would give a 1% chance to cause a Critical Hit to their target. This is no longer true and has changed.
- The amount of Critical Strike/Spell Critical required to get a 1% increased chance to cause a critical hit now increases per level.
- Precise Weapons that have a lower Required Level than the player character than owns it will provide less actual benefit.
- A Critical Hit still does 50% greater damage unless modified.
- You will now have a base Critical Hit chance of 10%.
- Critical Resistance: This attribute no longer reduces the chance to be hit by a Critical hit.
- Critical Resistance now reduces the bonus damage caused by a Critical hit, and with enough, can reduce the bonus damage to 0.
- The amount of Critical Resistance required to completely eliminate the unmodified bonus damage from a Critical hit is 50 * (your Character Level + your Veteran Rank number).
- For example, a VR14 would be 50 * (50 + 14).
- As part of the overall rebalance, a certain amount of power in each area was reserved for the Champion System. Completely maxing out any one stat will not only require a lot of work finding or crafting the perfect gear, it will also require a significant investment into a certain star or constellation in the Champion System.
- Armor: The amount of mitigation provided by Armor has changed.
Other Major Gameplay Changes
- Synergy abilities now scale off your highest stats that are either stamina or magicka based.
- Ultimates and Synergy abilities now always scale of your highest Critical Strike stat instead of just your Spell Critical Strike.
- Abilities that cost magicka will now always scale off your magicka, spell damage, and spell critical strike stats.
- Abilities that cost stamina will now always scale off your stamina, weapon damage, and weapon critical strike stats.
- Removed diminishing returns from the game.
- Rewrote many of the tooltips for combat abilities to increase clarity and add flavor.
- Removed hard caps on the number of targets that can be affected by area of effect abilities.
- AoE abilities can now hit up to 60 targets; the first 6 will take 100% damage, the next 24 targets will take 50% damage, and the last 30 targets will take 25% damage.
- Abilities that apply a secondary effect, such as Caltrops, will only snare the 6 targets who take full damage.
- Adjusted how Ultimate generation is gained to make it more even across different classes and builds:
- When you damage an enemy with a light or heavy attack, you will receive a buff that grants three Ultimate per second for eight seconds.
- This buff is refreshed with each light or heavy attack.
- If you heal an ally that has the Ultimate gain buff, you will also receive the Ultimate gain buff for eight seconds.
- This only works if the ally being healed was not at full health prior to the heal.
- Abilities that previously gave Ultimate will now provide the Minor Heroism buff that will give you additional Ultimate over time.
- When you damage an enemy with a light or heavy attack, you will receive a buff that grants three Ultimate per second for eight seconds.
- Standardized most of the buffs and debuffs that were applied by abilities.
- For each buff, there is a Major (larger benefit) and a Minor (smaller benefit) type.
- In order to make the new, standardized buffs as impactful as possible, these buffs are no longer able to stack with each other. Buffs of different types can all be active at once, but not two of the same buff.
- For example, you can be affected by both Major Evasion and Major Empower, but not by two separate Major Evasion buffs.
- Below are the new standardized buffs and their impacts:
- Armor buffs
- Minor Resolve: Small increase to physical resistance.
- Major Resolve: Larger increase to physical resistance.
- Reduce Armor debuffs
- Minor Fracture: Small decrease to target’s physical resistance.
- Major Fracture: Larger increase to the target’s physical resistance.
- Spell Resistance buffs
- Minor Ward: Small increase to spell resist.
- Major Ward: Larger increase to spell resist.
- Reduce Spell Resistance debuffs
- Minor Breach: Small decrease to target’s spell resist.
- Major Breach: Larger decrease to target’s spell resist.
- Damage Taken buffs
- Minor Protection: Reduces damage taken by 8%
- Major Protection: Reduces damage taken by 30%
- Dodge buffs
- Minor Evasion: Increases dodge chance by 5%
- Major Evasion: Increases dodge chance by 20%
- Reduce Damage debuffs
- Minor Maim: Reduces target’s damage dealt by 15%
- Major Maim: Reduces target’s damage dealt by 30%
- Damage on Next Attack buff
- Major Empower: Increases damage of next attack by 20%
- Weapon Damage buffs
- Minor Brutality: Increases weapon damage by 5%
- Major Brutality: Increases weapon damage by 20%
- Spell Damage buffs
- Minor Sorcery: Increases spell damage by 5%
- Major Sorcery: Increases spell damage by 20%
- Critical Damage buffs
- Minor Force: Increases critical damage amounts by 15%
- Major Force: Increases critical damage amounts by 40%
- Weapon Critical Chance buffs
- Minor Savagery: Increases weapon critical chance by 3%
- Major Savagery: Increases weapon critical chance by 10%
- Spell Critical Chance buffs
- Minor Prophecy: Increases spell critical chance by 3%
- Major Prophecy: Increases spell critical chance by 10%
- Healing Done buffs
- Minor Mending: Increases healing done by 8%
- Major Mending: Increases healing done by 30%
- Healing Taken buffs
- Minor Vitality: Increases healing taken by 8%
- Major Vitality: Increases healing taken by 30%
- Reduce Healing Taken debuffs
- Minor Defile: Reduces target’s healing taken by 15%
- Major Defile: Reduces target’s healing taken by 40%
- Reduce Max Health debuffs
- Minor Mangle: reduces target’s max health by 10%
- Major Mangle: reduces target’s max health by 40%
- Health Recovery buffs
- Minor Fortitude: increases health recovery by 10%
- Major Fortitude: increases health recovery by 30%
- Magicka Recovery buffs
- Minor Intellect: Increases magicka recovery by 10%
- Major Intellect: Increases magicka recovery by 30%
- Stamina Recovery buffs
- Minor Endurance: Increases stamina recovery by 10%
- Major Endurance: Increases stamina recovery by 30%
- Movement Speed buffs
- Minor Expedition: Increases movement speed by 10%
- Major Expedition: Increases movement speed by 40%
- Ultimate Gain
- Minor Heroism: Increases Ultimate gain by 1
- Major Heroism: Increases Ultimate gain by 3
- Armor buffs
Animation Updates
- We have updated and polished all player character animations in both first- and third-person animations, which includes the following:
- More natural postures and improved timing to combat animations.
- Improved movement animations to look better overall and significantly reduce foot slip while walking or running.
- Improved stealth animations.
- Slightly quicker light and heavy attacks, block, and interrupt animations.
- Smoother blending between attacks and abilities, particularly those that get interrupted.
- Light and heavy melee attacks will provide clearer feedback whether they hit or missed.
- Unique combat stance for Lightning, Restoration, and Fire/Frost staff types.
- Magical weapons will not persist longer than the ability that creates them. Similarly, equipped weapons and shields will always be visible when they can be used again.
- Female characters using 2-handed weapons or a bow will no longer have their arms stick to their weapons oddly when blocking or otherwise interrupting an existing animation.
Provisioning Revamp
- All provisioned items and provisioning ingredients, including those already in your inventory, will have automatically been converted to the new Provisioning system. Some ingredients from the old system are no longer used, but can be sold for exactly the purchase price of fresh ingredients.
- No items or known recipes should have been lost, but please let us know if you find otherwise.
- The new system no longer uses tiered or Alliance specific ingredients, and instead relies on various combinations of base materials.
- This reduces potential impact on your bags and banks from provisioning ingredients by up to two-thirds.
- Recipes for both cooking and brewing have been broken up into seven books each, following more specific lines of product.
- Each of these represents meals following a general theme of ingredient and buff type.
- As before, these can be collapsed or expanded within the UI.
- With foods now organized both by buff type and internal to each book by level, it is much easier to quickly find a specific type of food or drink you wish to prepare.
- There are now many new recipes in the world, including Veteran Rank 10 food and drink which was previously not available.
- With the reduced pool of ingredients, at any given time a provisioner should be able to produce a worthy food of nearly any level, with nearly any on-hand ingredients.
- Drink buffs have been reassessed to render them viable when compared to food buffs.
- Stale foods formerly found throughout the world are far less common, as the people of Tamriel now have discovered how iceboxes and larders properly work.
- Stale, cloudy, murky, flat, congealed, and cold foods will no longer appear plated for presentation as meals. Items picked up, purchased, or stolen are simply lower-quality versions of recipe-crafted consumables.
- This should help with inventory concerns in some cases, as looted food is no longer inventory-competitive with purchased food.
- Food made with the following ingredients will give you an increase:
- Meat will increase your health
- Fruit will increase your magicka
- Vegetables will increase your stamina
- Drinks made with the following ingredients will help you regenerate stats:
- Alcohol regenerates your health
- Tea regenerates your magicka
- Tonics regenerate your stamina
- There are also food and drink additives, which simply add additional variety to the recipes and do not have a mechanical impact on buffs.
- Recipes involving a single type (not counting additives) are green quality and produce green quality food.
- Recipes involving two types (not counting additives) are blue quality and produce blue quality food.
- Recipes involving all three types of base ingredients for are purple quality and produce purple quality food.
- Ingredients can be acquired from a number of sources:
- Interactable objects in the world
- Lootable objects have been updated to provide ingredients they actually represent. For example, when searching a basket of apples, you will find an apple. In searching a bin of corn, you will find corn.
- Additionally, any pie on a plate can be taken, as can any bowl of stew or bottle of juice, alcohol, or tea. This will result in a white-quality version of crafted foods, which can be consumed for a beneficial buff, but will provide less benefit than a crafted version.
- Closed interactable containers (crates, barrels, etc.)
- Vendors
- Grocers will sell non-rare provisioning ingredients.
- Chefs will sell non-rare cooking-centric provisioning ingredients, as well as individual one-bonus white versions of crafted food.
- Brewers will sell all non-rare drinking-centric provisioning ingredients, as well as individual one-bonus white version of crafted drink.
- Crafting Writ rewards
- Hireling Packages
- The provisioning hireling delivers much larger volumes of ingredient than before.
- Fishing
- You will be able to use any non-trophy fish to skin them and acquire fish meat.
- Critters
- We are still working on finalizing this, but essentially killing a cow or chicken or deer will give you meat, which you can use to make food.
- Interactable objects in the world
Collection System
- Update 6 includes a new collection system which organizes certain types of items, offloading them from your inventory entirely and making them available to all characters on your account. These include the following:
- Vanity Pets
- Mounts
- Costumes
- Note: This does not include disguises at this time.
- You can browse these categories that show both acquired and yet to be attained items, as well as how they may be obtained.
- You may activate a costume, vanity pet, or even mount at any time directly from the collection window, though restrictions on mount locations still apply.
- You may also hotkey most collection items for convenience.
- As a result of this new feature, some underlying systems like mounts have changed.
- Previously, each mount was associated with a specific set of statistics, which often led to you needing to choose between your preferred mount appearance or a mechanical benefit. Now, you are free to choose any acquired mount you like without compromising statistics.
- Instead of feeding specific mounts at stables, you will now take riding lessons at stables that will increase your capability with any mount you ride.
- You will also be able to gain maximum speed, stamina and capacity increases via these lessons over time.
- The highest upgrade each player character has achieved with their mounts will be transferred into progress on your riding skills.
- If you have three different mounts with 50 points of upgrades in speed, stamina, and capacity respectively, you will have those same benefits with your riding skill.
- Additionally, every different mount on existing accounts will be transferred into the Collection system, which is available on all your characters. If there is a specific type of mount that you haven't yet acquired, they will still be available at the stable.
- All current items in your inventory that apply to the collection system will be automatically converted into the new system with no action needed. Any new collectible gained will unlock the collection entry with no inventory interaction needed.
- We have extensive plans to expand this system in the future with additional categories and functionality, so this is just the beginning!
Crown Store
- With Update 6, we are introducing the Crown Store: an in-game store where you can buy customization and convenience items. To access the Crown Store, log into the game and press “,”.
- Note: The Crown Store is not available from the character select screen.
- Once this system goes live, you will be granted an initial set of crowns just for owning the game, and will also be able to purchase crowns from The Elder Scrolls Online store. However, for the purpose of testing on the PTS, everyone has been granted 5500 crowns to be spent as desired. This will be reset once the system is live.
- While you can purchase crowns on the web, the items in the store are only available to purchase in-game.
- Once the system is live, the Imperial Edition Upgrade bundle and the Explorer’s Pack that are currently available on the web will be moved to the Crown Store for purchase.
- While you can purchase crowns on the web, the items in the store are only available to purchase in-game.
- The Crown Store will sell customization and convenience items. You can use the items in the store to save some time, as well as customize your look with exotic pets, costumes, and mounts.
- Items within the Crown Store can be previewed by hovering over the target item and pressing R.
- To purchase an item, hover your mouse over the desired item and press E. You will need to confirm the purchase at the subsequent window.
- Upon confirmation, crowns will be removed from your account and the item will be made accessible to you.
- Items purchased from the Crown Store are non-refundable.
- Once the Crown Store is available, there will be a variety of offerings for you to purchase:
- Pets
- Pets cannot be traded or sold to others.
- Mounts
- Mounts cannot be traded or sold to others.
- Costumes
- Once purchased, costumes will become available in the Collections UI for all characters on your account to access.
- Costumes will only alter your appearance; your stats will remain unchanged.
- Some special costumes, called polymorphs, will also be available. These are costumes that change your entire appearance, including your character’s model.
- Costumes cannot be traded or sold to others.
- Consumables
- Consumables are items managed in your inventory that can be used in the same manner as current consumables. They can be right clicked, double-clicked, or loaded into a quick slot.
- Crown Store Consumables cannot be traded or sold to others, and cannot be deleted without confirmation. They can, however, be moved to other characters on your account via the account bank.
- Crown Store Consumables are designed to be an easily-accessible way to minimize down time. They are not designed to give anyone an unfair combat advantage.
- Specific Crown Store Consumables are as follows:
- Crown Repair Kits: These kits allow you to repair all currently-equipped items with a single use.
- Crown Potions: These can be used at any level, and the strength is equivalent to your level. These are slightly better than potions that are dropped from monsters or purchased from a vendor, but never better than a crafted potion.
- Crown Soul Gem: These can be used at any level on another player character of any level. When used to charge a weapon enchant, the enchantment becomes fully charged.
- Bundles
- Bundles are a collection of offerings through a single purchase.
- The bundle will have each offering represented as an icon allowing you to preview it by hovering your mouse over the icon.
- Pets
- When attempting to purchase a bundle containing something you already own, you will be warned and prompted for confirmation, but are not prevented from purchasing the bundle.
Trial Leaderboard Changes
- We have changed the way in which we calculate and present leaderboards within Trials and Dragonstar Arena, and are now using a point-based system. Due to this change, once Update 6 goes live we will be resetting all Trial leaderboards.
- We have reduced the penalty for losing lives within the Trial or Arena. It still matters, but not nearly as much as it did previously.
- There are several things that award points within Trials and Dragonstar Arena. The breakdown is as follows:
- Monsters: Each monster within a Trial (with few exceptions) will award points when they are killed. The point total varies based on the difficulty of the monster, though you will want to kill all of the monsters within a Trial to get all of the points.
- Difficult Mode: Boss fights within Trials on difficult mode will give a very large chunk of points. You will most likely want to run difficult mode as the points awarded for this can tip the scales directly in your favor.
- Arena Completion: Each arena within Dragonstar Arena is worth a certain amount of points.
- After all the points are achieved within a Trial or Dragonstar Arena, you will be awarded a point bonus based on completion time.
- Your leaderboard score will include your points plus your time bonus.
Updated Tutorial
- The entire tutorial in the Wailing Prison has been revised:
- If you were previously in the Wailing Prison with the quest Soul Shiven in Coldharbour, the quest will now be reset.
- If you already completed this quest, you will not be affected.
- Lyris will now guide you through much more of the Wailing Prison than before.
- Basic combat skills are covered in more detail in the beginning of the tutorial.
- You will now start with a two handed sword.
- However, there are now more weapons (and armor!) to find in the Towers of Eyes and in the Undercroft!
- You can now try your hand at lockpicking in the tutorial so you can learn the mechanics more easily.
- The Sentinels must now be vanquished using stealth.
- The Undercroft has been improved to be more fun to navigate.
- The Child of Bones will now give you a better reward. Don’t forget to loot!
- If you were previously in the Wailing Prison with the quest Soul Shiven in Coldharbour, the quest will now be reset.