The epic Gates of Oblivion adventure continues with new challenging dungeons that set up the events of the Deadlands DLC. Two new 4-player dungeons await players with powerful new item sets that can be earned. Many new changes are also being added to the base game with Update 31.
Waking Flame is coming soon via ESO Plus™ Membership or the Crown Store on August 23rd for PC/Mac and Stadia and September 8th for Xbox and PlayStation.
New Sets
ESO’s Waking Flame DLC brings two brand new dungeons: Red Petal Bastion and The Dread Cellar. With these new dungeons come a plethora of powerful new sets! All new sets can be found below.
Red Petal Bastion Sets
Prior Thierric – Monster Set
(1 item) Adds 129 Weapon Damage, Adds 129 Spell Damage
(2 items) Dealing direct damage with an area of effect ability creates a 6 meter shadowy whirlwind below your enemy for 7 seconds. Enemies within the whirlwind take 297 Physical Damage each second and increase their damage taken from your area of effect abilities by 5%. This effect can occur once every 15 seconds.
Silver Rose Vigil – Heavy
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 1206 Maximum Health
(4 items) Adds 1096 Maximum Stamina
(5 items) Blocking an attack grants you a stack of Realmshaper for 15 seconds, gaining up to 1 stack every 0.5 seconds. When you reach 3 stacks, you consume them and launch necrotic energy at your attacker, dealing 3226 Magic Damage and applying Major Maim for 12 seconds, reducing their damage done by 10%. Once you fire the necrotic energy, you cannot gain additional stacks of Realmshapper for 12 seconds. Damage scales off of Maximum Health.
Grisly Gourmet – Medium
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 129 Weapon Damage and Spell Damage
(4 items) Adds 1487 Offensive Penetration
(5 items) Adds 526 Maximum Stamina, Dealing Light Attack damage grants you a stack of Baker’s Delight for 5 seconds. When you gain 3 stacks, you create a Sweetroll next to your target for 5 seconds. If you or an ally touches the Sweetroll, both you and your ally gain one of the following effects: -Restore 1593 Health, Magicka and Stamina -Gain Empower for 10 seconds -Gain Major Force for 10 seconds This effect can occur once every 2 seconds.
Thundercaller – Light
(2 items) Adds 1487 Offensive Penetration
(3 items) Adds 129 Weapon Damage and Spell Damage
(4 items) Adds 129 Weapon Damage and Spell Damage
(5 items) Dealing damage with a fully-charged Heavy Attack calls a bolt of lightning at your target, dealing 1875 Shock Damage and leaving a 4 meter lightning crater at their location for 6 seconds, dealing 393 Shock Damage per second to enemies touching the crater. This effect can occur once every 12 seconds and scales off of the higher of your Weapon or Spell Damage.
The Dread Cellar Sets
Magma Incarnate – Monster Set
(1 item) Adds 129 Magicka Recovery, Adds 129 Stamina Recovery
(2 items) When you heal yourself or a group member with a single target heal ability, grant the lowest Health group member within 28 meters Minor Courage and Minor Resolve, increasing their Weapon Damage and Spell Damage by 215 and Armor by 2974 for 10 seconds. Daedric Energy will then bounce to a nearby group member within 8 meters, up to 3 times, applying Minor Courage and Minor Resolve for 10 seconds. This effect can occur once every 15 seconds.
Crimson Oath’s Rive
(2 items) Adds 1487 Armor
(3 items) Adds 1206 Maximum Health
(4 items) Adds 1487 Armor
(5 items) When you use an ability that applies a Major or Minor buff to yourself or an ally, send out a wave of energy that reduces the Armor of nearby enemies within 12 meters by 3541 for 15 seconds. This effect can occur once every 12 seconds, and will only occur if an enemy is within range.
Rush Of Agony
(2 items) Adds 129 Stamina Recovery
(3 items) Adds 129 Weapon Damage and Spell Damage
(4 items) Adds 1487 Offensive Penetration
(5 items) When you deal direct damage with a Blink, Charge, Leap, Teleport, or Pull ability, pull enemies within 10 meters to you. After 2 seconds, deal 1790 Physical Damage to all enemies within 7 meters. This effect can occur once every 8 seconds and scales off the higher of your Weapon or Spell Damage. The pull will not apply Crowd Control Immunity to a target.
Scorion’s Feast
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 129 Magicka Recovery
(4 items) Adds 129 Weapon Damage and Spell Damage
(5 items) When you deal damage with a fully-charged Heavy Attack, you gain an Imbued Aura for 10 seconds, granting you and up to 3 other group members 307 Magicka and Stamina Recovery. This effect can occur once every 20 seconds. If you deal damage with a fully-charged Heavy Attack with an Imbued Aura active, consume it and gain an Overflow Aura for 10 seconds, granting you and up to 3 other group members 307 Weapon Damage and Spell Damage.
New PVP Sets
These new sets will be available from Rewards for the Worthy starting in Update 31.
Dark Convergence – Light
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 1487 Offensive Penetration
(4 items) Adds 129 Weapon Damage and Spell Damage
(5 items) Casting abilities that leave an effect on the ground will create an area that applies a 30% snare and pulls enemies every 2 seconds after a 1 second delay, and stun them for 1 second. After 4 seconds, the area deals 1092 Magic Damage to all enemies in the area, and 2185 Magic Damage to enemies within 3 meters of the center, increasing by 10% for each target. This effect can occur once every 20 seconds and scales off the higher of your Weapon or Spell Damage.
Plaguebreaker – Medium
(2 items) Adds 1487 Offensive Penetration
(3 items) Adds 129 Weapon Damage and Spell Damage
(4 items) Adds 129 Weapon Damage and Spell Damage
(5 items) Dealing direct damage to an enemy turns them into a Plague Carrier for 10 seconds, dealing 2068 Disease Damage over the duration. If the plague is removed early, it explodes, infecting enemies within 8 meters of the carrier dealing 2075 Disease Damage. The explosion deals an additional 10% damage per enemy hit. This effect can occur once every 10 seconds and scales off of the higher of your Weapon or Spell Damage.
Hrothgar’s Chill – Heavy
(2 items) Adds 1206 Maximum Health
(3 items) Adds 1487 Armor
(4 items) Adds 1487 Offensive Penetration
(5 items) Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical Resistance and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Reworked Sets
Many other sets got reworked for Update 31 including Pelinal’s Aptitude, Crusader, Pillar Of Nirn, Sunderflame, Selene, Velidreth, and Roar Of Alkosh. The changes to Pelinal are especially important if you enjoy playing hybrid builds in The Elder Scrolls Online. I reviewed the changes to Pelinal in the video below.
Important Skill Changes
The Waking Flame DLC is also bringing about many important changes to class, weapon, armor and guild skills. A full list is given below or you watch the video to learn more!
General Changes
The following passives and player abilities now grant hybrid stats to help improve their viability and accessibility to off-meta builds:
Agility: Now grants equal Weapon and Spell Damage.
Balanced Warrior:
Now grants 660/1320 Armor, rather than 1320/2640 Spell Resistance.
Now grants equal Weapon and Spell Damage values.
Brutal Carange’s bonus: Now grants equal Weapon and Spell Damage values.
Concentration: Now grants equal Offensive Penetration.
Dexterity: Now increases Critical Damage and Healing Done per piece worn, up to 2% at the final rank, rather than Weapon Critical (as Prodigy now grants Weapon Critical as well)
Flawless Dawnbreaker’s bonus: Now grants equal Weapon and Spell Damage values.
Prodigy: Now grants equal Critical Chance.
Savage Strength: Now grants equal Weapon and Spell Damage values.
Scaled Armor: Now grants 825/1650 Armor rather than 1320/3300 Spell Resistance.
Slayer: Now grants equal Weapon and Spell Damage values.
Adjusted many player abilities to no longer attempt to remove Stealth or Invisibility when they should not. This is also expanded to any Damage over Time effect, rather than only single target Damage over Time effects, as we want the removal and denial of Stealth and Invisibility to be more active rather than passive.
This means that the only player abilities that should remove stealth are Area of Effect Direct Damage, Stuns, Fears, or Immobilizes, as well as Reveals. Attacks made with Detection potions active may still damage the target but will not strip their Stealth or Invisibility.
Class Skill Changes
Necromancer – Flame Skull: The bonus damage from this ability and morphs’ third cast has now been built into their damage coefficients, rather than as a bonus modifier effect. This will clean up some calculation errors that result in less damage than intended when stacking multiple bonuses.
Templar – Backlash: This ability and its morphs now retain 50% of the damage you dealt to the target, up from 20%, to help be more reliable in Player versus Player encounters. The final explosion now scales off your Spell or Weapon Damage depending on the morph, rather than Magicka or Stamina.
Warden – Accelerated Growth: This passive now grants Major Mending for 2/4 seconds on proc, up from 1.5/3 seconds.
Warden – Frozen Gate: This ability and its morphs’ traps now last 15 seconds, rather than 30 seconds.
Weapon Skill Changes
Destruction Staff
Ancient Knowledge:
This passive now better discerns what is an Area of Effect attack and what isn’t with its bonus damage based on your staff type.
Increased the bonuses of both the Inferno and Lightning Staff types to 5/10%, up from 4/8% to help better match the power of Twin Blade and Blunt or Heavy Weapons grant.
Destructive Touch:
This ability and its morphs now guarantee their respective element type’s status effect on hit.
Increased the cost to 2970, up from 2700 to incorporate the added auxiliary effect.
Increased the range to 15 meters from 14 meters for better consistency since Destructive Clench was already 15 meters.
The Frost Touch and Reach versions of this ability now deal 80% more damage on its initial hit to make them equal to other ranged spammable damage attacks to give love to those Frost DPS out there.
Elemental Force: This passive now properly states it affects all Status Effect chances, rather than only Elemental Status Effects.
Force Shock: This ability and its morphs can now once again be reflected. Once upon a time, a special rule was made for these abilities to not be, as it interacted poorly with charged based reflect skills such as ye old Reflective Scales, which have been clipped. Therefore, this behavior is irrelevant and inconsistent.
Elemental Susceptibility (morph): This morph now persists indefinitely, until the target leaves combat or dies, rather than lasting 20 seconds and refreshing whenever they take damage from you.
Dual Wield
Flurry
Bloodthirst (morph): This morph now heals for up to 33% of the damage done per hit, rather than up to 63% of the final hit’s damage done. This will result in slightly more healing effectiveness and more responsive healing as well.
Restoration Staff
Absorb:
This passive now procs on any successful block, rather than only against spells, which was already a half truth as it procced on plenty of non-spells as well.
Increased the restore to 300/600 Magicka on proc, up from 288/540.
This passive now has a 250ms internal cooldown.
Essence Drain:
Increased the duration of Major Mending from this passive to 2/4 seconds, up from 1.5/3 seconds.
This passive now heals a friendly target within 12 meters of the enemy you Heavy Attacked, up from 6 meters.
Increased the healing done to 25/50% of the damage done, up from 15/30%.
Two Handed
Cleave:
This ability and the Carve morph now apply a damage shield on you when cast equal to the scaling coefficients of the initial hit (note it does not grant a shield based on damage done).
Increased the cost of all versions to 3510, up from 3240.
Adjusted the area of all versions to hit in a 300-degree arc with a 5 meter radius, rather than a 140 degree arc with a 7 meter radius, to better line up with the attacks’ visual appearances and help make it more clear which attacks should land and which should not.
Brawler (morph): Increased the base size of this morph’s damage shield by approximately 7% to ensure it matches the others.
Carve: The bleed from this morph can now stack up to 3 times. Blood for the blood god.
Guild Skill Changes
Fighters Guild
Expert Hunter:
This ability and the Camouflaged Hunter morph now reveal hidden enemies within 8 meters of you, up from 6 meters.
All versions of this ability now check for hidden enemies every 500ms, instead of once every second, for more responsive catching of those slippery targets.
All versions of this ability now prevent stealth and invisibility for 4 seconds, up from 3 seconds.
The hidden passive from this ability and its morphs, Sense Evil, now only highlight player Werewolves and Vampires rather than any Undead, Daedra, or Werewolf creature. This change was done to better represent the targets your Skilled Tracker bonus works agains
Skilled Tracker: This passive now increases your damage with Fighters Guild abilities by 10% and an additional 10% against player Werewolves and Vampires, rather than increasing your damage done with Fighters Guild abilities by 20% against any Undead, Daedra, or Werewolf.
Trap Beast: This ability and its morph’s traps now last for 15 seconds after their delay, rather than 1 minute.
Mages Guild
Fire Rune: This ability and its morph’s traps now last for 15 seconds after their delay, rather than 30 seconds.
Magelight:
This ability and the Inner Light morph now reveal hidden enemies within 8 meters of you, up from 6 meters.
All versions of this ability now check for hidden enemies every 500ms, instead of every second, for more responsive catching of those slippery targets.
All versions of this ability now prevent stealth and invisibility for 4 seconds, up from 3 seconds.
Psijic Order
Deliberation: This passive no longer grants Major Protection, and instead applies a unique 30% unique damage mitigation to get this passive’s power back to where it was meant to be.
Imbue Weapon
Crushing Weapon (morph): This morph now applies Major Breach to the target hit for 6 seconds, rather than healing for 25% of the damage caused, to help ensure the thing being crushed wasn’t your dreams.
Undaunted
Inner Fire:
This ability and morphs will now only apply their unique visuals if the synergy successfully applied to the target.
Fixed an issue where Inner Fire and Rage were placing an extra negative effect on targets.
Inner Beast (morph): Increased this morph’s damage taken bonus on the target to 12% at base, up from 2%, to better enable the very few bruiser-tanks out there that were utilizing this skill. This was later changed to 10% maximum damage taken.
Alliance War Skill Changes
Support
Revealing Flare:
This ability and its morphs now prevent stealth and invisibility for 4 seconds, up from 3 seconds.
This ability and its morphs now passively grant Major Protection while slotted to ensure they do not feel lackluster to slot when not actively trying to deny stealth or invisibility, similarly to Magelight or Expert Hunter granting Major buffs.
Champion Point System Updates
Several Updates were made to the CP 2.0 system including the addition of 3 new sub-constellations in the Fitness tree. The major changes are listed below as well as explained in the following video.
Fitness Tree
Wind Chaser sub constellation: focused on movement speed and Sprinting.
Celerity: Increases Movement Speed by 2% per stage, 5 stages, 10 points per stage
Thrill of the Hunt: Whenever you kill an enemy you gain Major Expedition for 3 seconds per stage, 2 stages, 25 points per stage
Refreshing Stride: You gain 100 Health and Magicka Recovery per stage while sprinting, 5 stages, 10 points per stage
Survivor’s Spite sub constellation: focused on pushing back and fighting against the odds.
Sustained by Suffering: Increases your Health, Magicka, and Stamina Recovery by 30 per stage while under the effects of a negative effect, 5 stages, 10 points per stage
Pain’s Refuge: Reduces your damage taken by 1% per negative effect on you up to a maximum of 20%, 1 stage, 50 points
Relentlessness: Gain Major Protection for 3 seconds after being Stunned or Feared, 1 stage, 50 points
Walking Fortress sub constellation: focused on Block and Damage Shields.
Bracing Anchor: Increases Block Mitigation by 4% per stage but lowers your movement speed by 16% at all stages, 5 stages, 10 points per stage
Ward Master: Reduces your damage taken by 2% while blocking with a Damage Shield active, 5 stages, 10 points per stage
Soothing Shield: When you successfully block an attack, you have a 15% chance to restore 147 Health per stage, 5 stages, 10 points per stage
Ironclad: Renamed this passive to Fortified to prevent confusion for legacy players, as the original Ironclad has made its return in Warfare.
Warfare Tree
Ironclad: This Champion star makes its return as a slottable star, reducing damage taken from direct damage attacks by 2% per stage, 5 stages, 10 points per stage.
For a complete list of all Updated Champion Points for The Elder Scrolls Online head over to our Reworked CP Guide.
Hack loves gaming content, particularly Traditional RPG’s, Action RPG’s and MMO’s. Go check out his YouTube Channel for even more builds and guides on popular series like the Elder Scrolls, Fallout and Cyberpunk and make sure to check out his Twitter for updates on what content is coming next!
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About Hack The Minotaur


Hack The Minotaur (HTM) is a professional Gaming Blogger and Youtube Creator with decades of experience in Gaming. Hack is the owner of HackTheMinotaur.com – a gaming site for helpful character builds and guides for some of the biggest video game franchises in the world.
Hack loves gaming content, particularly Traditional RPG’s, Action RPG’s and MMO’s. Go check out his YouTube Channel for even more builds and guides on popular series like the Elder Scrolls and Starfield, and make sure to check out his Twitter for updates on what content is coming next!