Reclaim a powerful Daedric artifact and save the Scribes of Mora from a dangerous usurper in Scrivener’s Hall.
Part of the Shadow Over Morrowind adventure, Scrivener’s Hall is one of the two all-new dungeons included in the Scribes of Fate DLC, arriving on PC/Mac on March 13 and on Xbox and PlayStation consoles March 28.
A Change in Leadership
Since their founding, the Scribes of Mora have dedicated their lives in secret to the Lord of Knowledge, Hermaeus Mora. However, the Scribes’ long-time leader Keshargo was recently ousted by the upstart Valinna, who has other, more sinister plans for the cult.
“The Scribes of Mora were a passive organization dedicated to mapping the Daedric planes,” explains Mike Finnigan, ESO’s Encounters Lead. “Their primary goal was seeking information and gathering knowledge as befits followers of Hermaeus Mora. However, Valinna's goal is to transform the Scribes into a militant force of devout zealots.” Explore the library of the Scribes of Mora
“In order to achieve her goals, she knows she needs to locate the Itinerant Staff, the traditional symbol of power for the Scribes, which has the ability to instantly return the wielder to Scrivener's Hall,” explains Finnigan. “Keshargo knows where the staff is hidden, but he is not talking.”
To reclaim the title of “Magnastylus,” Keshargo must retrieve the Itinerant Staff himself before Valinna can find it. He’ll need your help sneaking into the Scrivener’s Hall, battling back Valinna’s devout followers, and returning the Scribes of Mora to their original purpose.
Empowered by Mora
The Scribes of Mora might have been a peaceful order in the past, but under Valinna’s twisted leadership, they have become fearsome battlemages, capable of wielding dangerous spells and controlling massive magical constructs.
“The Scribes of Mora being dedicated followers of Hermaeus Mora is an obvious connection to the larger Shadow Over Morrowind story,” explains Finnigan. “And as a result of their devotion, you will see monsters within the dungeon using powerful Arcanist abilities.” Face cultists empowered by Hermaeus Mora
“As a group dedicated to traveling through Daedric planes, players can also expect to encounter some different realms of Oblivion,” says Finnigan. “Some will seem familiar, such as the Deadlands, but players will also get to explore the Spiral Skein, the Daedric Plane of Mephala, too.”
As you make your way to the Itinerant Staff and venture between realms, in addition to the Scribes, you’ll need to contend with bloodthirsty Dremora and hulking Daedric monsters, such as one of the dungeon’s bosses, Ozezan. The monstrous Ozezan the Inferno
“All of the dungeon’s bosses have unique mechanics that players haven't seen before,” says Finnigan. “But I think Ozezan the Inferno is worth highlighting as we have not used an Infernium in a dungeon before. Monster placement is key in this battle, and it will test players’ positioning to ensure the boss doesn’t fill the entire space with lava.”
Ultimately, you and your allies must help Keshargo finally confront Valinna herself, empowered by an unknown force, and stop her before the Scribes of Mora are forever damned. As part of the Shadow Over Morrowind adventure, what you uncover in Scrivener’s Hall will lead directly into the story to come, and this might not be the last time you encounter the Itinerant Staff.
Gifts of Knowledge (and Power)
Should you help Keshargo reclaim the mantle of leadership, you’ll unlock a mysterious collection of collectibles and items, some unique to Scrivener’s Hall. This includes the Iterative Onyx Glyphic memento (for completing the dungeon on Veteran difficulty), the Sextant emote (for completing optional content in both dungeons), and the Lost emote (earned simply by entering one of the two new dungeons).
In addition to the above, Scrivener’s Hall also drops three unique gear sets and a new monster set. This includes the Runecarver’s Blaze light set, which can help boost the damage you do with your damage over time abilities. “Runecarver's Blaze adds even more fuel to your fire,” explains Nadav Pechthold, the Combat Designer behind the dungeon's item sets. “Lay on multiple damage over time abilities and watch your enemies light up every time one of them hits that three-second tick.”
With these arcane new item sets and collectibles, Scrivener’s Hall allows you to claim Hermaeus Mora’s boons for yourself.
Save the Scribes
The Scribes of Mora’s new leader has set them upon a destructive path, and Keshargo needs your help returning the Daedric cult to their original purpose. Are you ready to travel between realms and claim the Itinerant Staff? Tell us if you’re excited to delve into Scrivener’s Hall when the Scribes of Fate DLC launches this month via Twitter, Instagram, or Facebook.
The Elder Scrolls Online: Scribes of Fate and Update 37 arrives on March 13 for PC/Mac, and on March 28 for Xbox and PlayStation consoles.
Ffidyll is back and ready to shamrock n’ roll for the kick off of Cloverspell! The Seasonal Monster is thrilled to make its debut on Faerie Island, and there’s no doubt that it’s the cutest clover in the patch! Don’t forget - Ffidyll’s sensitive snout is superb at sniffing out slews of silver and gold, so your Monsters will surely be counting their lucky charms when Ffidyll joins the party!
New Seasonal Island Skin: Cloverspell
Faerie Island is turning green! In celebration of Cloverspell, the beloved Magical Island has turned into a shamrock’n’ good time! You can now purchase this cheerful and festive Seasonal Island Skin for a limited time! There’s no doubt you’ll be greening from ear to ear. Who knows what you’ll find at the bottom of that rainbow’s pot of gold…
NEW Obstacles-Decorations: Cloverspell
With a new Seasonal Event comes new Obstacle-Decorations! You’ll feel luckier than a four-leaf clover with Cloverspell’s newest additions. These “Treefoils” can only grow around the time of the vernal equinox, and once the Event is over, the fallen timber is transformed into Ffidyll’s new fiddle! The rocks, on the other hand, are a little trickier… it seems that the magic derived from the air during Cloverspell enchants some sleepy trolls and gnomes which like to move the rocks to various places on the Island! Some believe that these beings are the life of the paddy.
NEW: Dipsters on Faerie Island
Dippity-do, they’re coming for you! Dipsters have officially joined the Faerie Island chorus! Be sure to check out how these ground-dwelling Monsters add quite the enchanting and Faerie-ful sound to the Magical Island’s tune.
NEW: Cold Island Conundrum
The Cold Island CONUNDRUM is here, along with optimizations and improvements to the Colossal Conundra feature! The Coloss-Eye is now available for free from the beginning, and once placed on your island, will operate as your base of operations for collecting puzzle pieces and rewards! As more pieces are collected, the obelisk will be restored bit by bit to its full potential. Additionally, we've rebalanced the daily rewards to include helpful BOOSTS tied to the Conundrum's island. You can view which Boosts are active in the Info menu of that island.
NEW Monster: Tuskski
Amber Island Wave 13 brings back some familiar faces, but also some new ones! Meet Tuskski, the chilled-out, laid back Quint who proudly offers its services to other Island Monsters as a private snow maker! Tuskski enjoys spending its time on the snow-covered mountains, uprooting snow and trees to keep its back nice and chilly. It also enjoys speeding down snowy hills to participate in “ten pine bowling,” a favorite pastime of the mammoth-sized Monster.
NEW Monster: Rare Edamimi
You may have noticed that the Rare Edamimi is quite the radical departure from the appearance and attitude of its Common relative. These Rare Monsters are often referred to as “Gloomy Blooms,” as they don a bit of cynicism and can be snide at times. But, we assure you, the Rare Edamimi will grow on you - especially through their dance moves.
In This Update
Ffidyll on Faerie Island NEW Seasonal Island Skin NEW Obstacles-Decorations NEW Dipsters on Faerie Island NEW Cold Island Conundrum NEW Monster: Tuskski NEW Monster: Rare Edamimi
Updated Unity game engine to a newer and more stable version, this should eliminate some weird Unity engine related bugs. The game has no longer have the little Unity settings menu at the start. Controls, Graphics, Resolution, Screen options are now in-game. Check the Graphics and Controls settings in-game because it's probably reseted to a low graphics setting.
Bugfixes
fix - Weird Poloska suspension issues fix - Front wheels are now less likely to get under the ground when jumping with a car fix - Cheating scandal at the drag race has been eliminated fix - Vomit colored green on Rus-310 has been changed fix - Weapon empty after reloading load game fix - Some furniture had wrong size and rotation (your fridge will be on its side when you load game) fix - Drag race AI should no longer say "loser" even when the player won fix - Wheel spin sound being too sensitive fix - Items not loading their correct values fix - Fixed some engine overheating issue fix - Slippery car seats fix - Some settings button didn't worked after reload
New
added - Controls settings are now in-game added - Graphics quality and resolution setting are now in-game added - Physics lock system (can be disabled in settings) added - Furniture shop to Lupova added - Komsodrinsk to Sterlikin traffic with military police patrol added - 2 new quest, one in Lupova and one in Saversk added - Betting race event in Saversk added - Arm wrestling event in Sterlikin added - Small car trailer (it's experimental, if it works well I will add more trailers) added - New TV show at Magyarfalu pub added - New opponent at the salt flat drag race event with pink slip added - New drivable vehicle added - AI cars now stop if other AI car is in front of them added - Separatist toll to the shortcut region added - Truck AI to traffic added - Coffee and vodka shot now spawns an empty cup after being consumed added - 2 new food item added - Repairkit and toolbox holder to Rus and Zakmat added - Day of the week to date system added - Shops, bars and event are now only open and held in certain days added - Thirst and hunger no longer kills the player instantly added - Explosion now kills animals and sets off other explosives added - Sterlikin player house is now rentable added - AI cars now repair themselves when they respawn added - Sleeping now removes drunkenness and drug effects
Changed
changed - Police now only fines player if the player is nearby (no longer getting fined 5km away from the crime scene) changed - Salt flat road is more smooth now changed - Reworked date system again changed - Komsodrinsk drug guys have random position now changed - Made fuel tank cap more visible changed - Made restocking and income from factories weekly changed - Fatigue now increases quicker
Other
Optimization has been made Physics Lock will only lock small items and furniture, heavy items such as pallets, rocks are not locked so you still have to be careful when hauling those, also it doesn't work on animals.
These were in previous hotfixes:
fix - Vehicles sinking into ground fix - Health regen too fast fix - Player lost health when entering car fix - Air rifle bb levitating when cranking the pipe fix - Sometimes guns got jammed and only fire one shot fix - Missing sound for gasoline canister and barrel explosion fix - Items falling through the table and couch at the smugglers camp when player is far fix - Player can grab and open hood through window and fences fix - Health UI didn't work correctly changed - Animals at quest locations no longer respawn after a load game fix - Bullet holes becoming a portal to another dimension fix - Scope de-attached and stuck in inventory after load game added - Peaceful mode fix - Ability to use number 5 to change into fifth gear on a 4 gear car when it has a 5 gear engine installed (it was only able with the up arrow) fix - Changing a 5 speed engine into a 4 speed engine with gear lever left in fifth gear caused a crash fix - Lootable/sellable general goods boxes had wrong name in the inventory panel fix - Poloska RL suspension condition went down way too fast changed - Rusty and Used engines now show their real performance values in there names (it was factory values before) fix - Player dies again after load game fix - Some vehicle parts color resets after load game fix - Player can interact with items trough window fix - Garbage bin deletes player as well if he jumps in fix - Removed some colliders from Zakmat front, makes the truck less likely to crash into ground fix - Police patrol missing sound and effect changed - Nerfed knifes changed - Buffed guns a little bit changed - Buffed animal attack/turn time
Dear Community! Before you develop sprawling cities on this untouched land, take a moment to look at the large open fields. Waving grass dances to the wind and a variety of trees change colours through the seasons. This may be a small detail but nature surrounding your city will be the most beautiful backdrop.
We’re aiming to create a complex palette of colours in which the cities will be the main focus. The lush plant life will bring out the best of the buildings’ colours. We’ve already talked about a wide variety of trees, so it’s time to mention the tiniest of plants. The base layer of the greenery cake is the grass. It may not seem like a lot, but it will be key to the seasons changing.
Masks in Unreal Engine allow us to place thousands of small tufts of grass all over the map. This will also allow for ease of access, so we can change and tweak colours depending on the time of year. Seasons will visually indicate the gameplay changes. Harsh winters will stop food production and increase the amount of fuel our citizens need. So observe nature to prepare for the upcoming hardships.
Let us know how you are planning to incorporate natural beauty into your cities. Will you have spaces for rabbits and ducks to relax and frolic around? Remember that including trees and green spaces is key to creating balance and making people happy. Can’t wait to hear about your dream cities. See you soon! The Devs
It’s been more than five years since we released EVERSPACE! What a ride it’s been… and we’re not done yet: EVERSPACE 2 v1.0 launches in just a few weeks on April 6, 2023, and the adventures in the DMZ of Cluster 34 will continue beyond the launch of this sequel. Make sure to follow us on Twitter, Facebook, and to join our Discord for the latest! Definitely check out our major news about the imminent v1.0 release and the story trailer if you haven’t already:
Now to speak about EVERSPACE specifically, we’re lowering the price of the game to $19.99 USD, €19.99, £16.99 and adjusting regional pricing globally to best reflect this change. With EVERSPACE 2 on the horizon, we’d like to give more pilots the opportunity to pick up the first instalment of the series at an affordable price even when the game is not discounted.
Despite this price drop, in some cases EVERSPACE will be more expensive in a few regions as we examine both Steam’s recommended price adjustments and regional currency changes over the past year. Part of this is due to people taking advantage of extremely low prices in other regions via VPN. We understand it’s a way to get a game darn cheap, but this practice has become a significant issue for developers and publishers on Steam including ourselves.
All these changes will go into effect on March 17 at 10am PT/1pm ET/6pm CET. :)
That’s all for now! We’ve got a deadline to hit on EVERSPACE 2, so back to work. Thanks for sticking with us for so long!
Hey fellow adventures! It has been a while since our last update and this is the best time to introduce the new Crimson Dawn in-game changes. In update #4 we once again focused on improving the game balance and optimization to bring you the most comfortable and enjoyable experience.
The new balancing changes, affect not only the current classes but also weapon power. We have also reworked the progression system by reducing the total amount of resources required for upgrades and by speeding up the time needed for the unlocks.
We have changed the last mission on each of the three maps a bit. Now, at the end of your run, you will encounter a challenging boss fight with unique special abilities.
👾 Map Bosses 👾
There are now special bosses to fight as the last mission of our 3 maps: Wasteland, Mystic Meadows, and Town of Madness. These bosses will use special attacks which you will have to avoid, and each one will be more difficult than the previous one:
The Wasteland map is guarded by the Mud Devil
On the Mystic Meadows you will fight the Shrouded Spirit
The Crimson Servitor reigns over the Town of Madness
You will have to challenge these bosses in a specific order. Thus to unlock the Mystic Meadows' boss, the Wasteland boss must be defeated at first. After beating the last boss in the Town of Madness, you will see the end game credits. Thank you for playing our game! 😁
🔥 Change Log 🔥
Progression changes
We've reevaluated the way we had locked several weapons and artefacts before, and decided to have most of them unlocked from the start for a smoother and more enjoyable experience
All weapons will now be unlocked in the Blacksmith from the start, except for Roots, Wolf, Musket, and Mace. Dagger, Axe and Meteor will be unlocked by getting a Trickster, Huskar or Sorcerer in the tavern.
All artefacts will now be unlocked and can be found in chests from the start
The needed Blacksmith levels unlocks reduced for the Wasteland map, so you can upgrade weapons faster
The Druid character and Wolf weapon can now be unlocked earlier
New Wasteland unlocks:
Mission 1: Mission List, Market, Blacksmith up to level 3, Wasteland boss
Mission 2: Blacksmith up to level 5
Mission 3: Mystic Meadows map
Mission 5: Defeat the Wasteland boss to unlock the Mystic Meadows boss
New Mystic Meadows unlocks:
Mission 2: Druid character (buying the Druid will also unlock the Roots weapon)
Mission 3: Wolf weapon
Mission 4: Town of Madness map
Mission 5: Defeat the Mystic Meadows boss to unlock the Town of Madness boss
New Final Town of Madness unlocks:
Mission 2: Witch Hunter character (buying the Witch Hunter will also unlock the Musket weapon)
Mission 3: Mace weapon
Map Missions
Several map missions was adjusted, since the overall play experience has also changed with the 5th mission now being a boss fight.
Wasteland
Mission 2 changed from "Slay 300 monsters" to "Slay 400 monsters"
Mission 3 changed from "Survive for 300 seconds" to "Survive for 500 seconds"
Town of Madness
Mission 1 changed from "Survive for 150 seconds" to "Survive for 300 seconds"
Mission 3 changed from "Survive for 300 seconds" to "Survive for 500 seconds"
Monster Changes
Wasteland
Overall amount of monsters reduced to make the experience easier, especially in the beginning
Mystic Meadows
Overall amount of monsters reduced to make the experience easier
Town of Madness
Overall amount of monsters reduced to make the experience easier
Rebalanced all spawn patterns
Slightly increased the HP of the Mission 2 and Mission 4 bosses
Slightly reduced the HP of many normal monsters
Blacksmith Upgrade Costs
Upgrade costs for all weapons were reevaluated and rebalanced, the overall costs were reduced by about half
The costs were streamlined so all weapons cost the same amount of materials in total
The type of materials used were adjusted so you need roughly the same amount of each material to upgrade all weapons
Dagger second material was changed from "Star Metal" to "Old Pages"
Meteor first material was changed from "Living Wood" to "Star Metal"
Character Skill Costs
Costs for character skills were reduced by more than half
The total costs for Sorceress, Huskarl, and Trickster are now the same
The total costs for Druid, and Witch Hunter are now the same, and slightly higher than the three default characters
Chests
Slightly increased the chance to get a new weapon
Level Up
Increased the chance to get an upgrade for a weapon you have
Increased the chance to get a new weapon
Level curve has been adjusted, with level up costs being reduced for levels after 40
Weapons & Classes
Arrow
Base projectiles increased from 1 to 2
Base penetration increased from 1 to 2
Blacksmith upgrade projectiles reduced
Dagger
Base damage increased from 3 to 8
Base cooldown reduced from 0,6 to 0,5
Base throwing arc reduced from 40 to 10, now way more accurate
Blacksmith level 2 damage bonus increased from 2 to 3
Blacksmith level 3 projectile bonus increased from 1 to 2
Blacksmith upgrades damage and projectiles increased
Trickster skill damage increased
Hammer
Base damage increased from 6 to 8
Blacksmith level 1 damage bonus increased from 5 to 6
Blacksmith upgrades damage increased
Lightning
Base cooldown reduced from 1,3 to 1,1
Blacksmith level 1 damage bonus increased from 3 to 4
Blacksmith level 3 cooldown bonus increased from -20% to -30%
Blacksmith upgrades cooldown bonus and damage increased
Ray
Base cooldown increased from 1,5 to 1,6
Blacksmith level 1 duration bonus decreased from 25 to 20
Blacksmith upgrades distance, cooldown, and damage decreased
Sorceress skill cooldown and damage reduced
Artefacts
Ice Trail
Increased the time the ice remains on the ground from 10s to 15s
To all the incredible women in the world, shine on, not just today but every single day. Happy Women's Day!
Join our Discord to leave your feedback
You can discuss your experience with the game and report bugs on our Discord server: https://discord.gg/N4Arfz7UqH We will keep reading your feedback and do our best to provide you with hotfixes and new content as soon as possible.
We hope you will continue to enjoy and support Crimson Dawn! Sincerely, Purple Lake Team