Stats or Attributes in Elder Scrolls Online can be a little hard to understand sometimes. Descriptions aren't always overly clear and sometimes it is difficult to calculate what increasing one stat will actually do for your character and your skills. Jan 30, 2020 Magicka Templar Solo PVE Build - NOVA SHIELD - The BEST Solo Build for the Elder Scrolls Online - Duration: 28:37. Hack The Minotaur Recommended for you. Nov 29, 2016 The 'death ray' that can knock out drones from more than a mile away: Rifle uses radio waves to kill UAVs. The 'DroneGun' blocks drones from flying and can also jam their GPS.
Name & Icon | Level of Item | Glyph Effect | Materials Needed | ||||
---|---|---|---|---|---|---|---|
Normal | Fine | Superior | Epic | Legendary | |||
Trifling Glyph of Weapon Damage | 1 - 10 | 14 | 15 | 16 | 17 | 18 | Jora + Okori |
Inferior Glyph of Weapon Damage | 5 - 15 | 16 | 17 | 19 | 20 | 21 | Porade + Okori |
Petty Glyph of Weapon Damage | 10 - 20 | 19 | 20 | 22 | 23 | 25 | Jera + Okori |
Slight Glyph of Weapon Damage | 15 - 25 | 22 | 23 | 25 | 27 | 29 | Jejora + Okori |
Minor Glyph of Weapon Damage | 20 - 30 | 26 | 27 | 29 | 31 | 33 | Odra + Okori |
Lesser Glyph of Weapon Damage | 25 - 35 | 30 | 31 | 34 | 36 | 38 | Pojora + Okori |
Moderate Glyph of Weapon Damage | 30 - 40 | 34 | 36 | 39 | 41 | 44 | Edora + Okori |
Average Glyph of Weapon Damage | 35 - 45 | 39 | 41 | 45 | 47 | 51 | Jaera + Okori |
Strong Glyph of Weapon Damage | 40 - 50 | 45 | 47 | 51 | 54 | 59 | Pora + Okori |
Major Glyph of Weapon Damage | Champion 10-30 | 52 | 54 | 59 | 62 | 67 | Denara + Okori |
Greater Glyph of Weapon Damage | Champion 30-50 | 59 | 63 | 68 | 71 | 77 | Rera + Okori |
Grand Glyph of Weapon Damage | Champion 50-70 | 68 | 72 | 78 | 82 | 89 | Derado + Okori |
Splendid Glyph of Weapon Damage | Champion 70-100 | 78 | 82 | 89 | 94 | 101 | Rekura + Okori |
Monumental Glyph of Weapon Damage | Champion 100-150 | 102 | 108 | 117 | 123 | 133 | Kura + Okori |
Superb Glyph of Weapon Damage | Champion 150 | 117 | 123 | 133 | 140 | 152 | Rejera + Okori |
Truly Superb Glyph of Weapon Damage | Champion 160 | 134 | 141 | 153 | 160 | 174 | Repora + Okori |
Glyphs |
Glyph of Absorb Health ♦ Glyph of Absorb Magicka ♦ Glyph of Absorb Stamina ♦ Glyph of Crushing ♦ Glyph of Decrease Health ♦ Glyph of Decrease Physical Harm ♦ Glyph of Decrease Spell Harm ♦ Glyph of Disease Resist ♦ Glyph of Flame Resist ♦ Glyph of Foulness ♦ Glyph of Frost ♦ Glyph of Frost Resist ♦ Glyph of Hardening ♦ Glyph of Health ♦ Glyph of Health Regen ♦ Glyph of Increase Magical Harm ♦ Glyph of Increase Physical Harm ♦ Glyph of Magicka ♦ Glyph of Magicka Regen ♦ Glyph of Poison ♦ Glyph of Poison Resist ♦ Glyph of Potion Boost ♦ Glyph of Potion Speed ♦ Glyph of Prismatic Defense ♦ Glyph of Prismatic Onslaught ♦ Glyph of Reduce Feat Cost ♦ Glyph of Reduce Spell Cost ♦ Glyph of Shielding ♦ Glyph of Shock ♦ Glyph of Shock Resist ♦ Glyph of Stamina ♦ Glyph of Stamina Recovery ♦ Glyph of Weakening |
Stats or Attributes in Elder Scrolls Online can be a little hard to understand sometimes. Descriptions aren't always overly clear and sometimes it is difficult to calculate what increasing one stat will actually do for your character and your skills. Below are the in game descriptions of each Attribute and there will be further explanations of these below. These Stats have changed drastically in Patch 1.6. The information below has been changed to reflect this patch.
Please see the Effects page for a list of buffs and debuffs that can be applied to your chracter.
Please see Battle Leveled status for understanding how One Tamriel affects leveling.
If you want to see a detailed beginner's guide, please see this article, or watch the video below:
ESO Attributes
Upon leveling your character you will be awarded 1 Attribute point. You will have received a total of 64 Attribute points by the time you reach Champion 160. These can be spent in Magicka, Health or Stamina. As of Patch 1.6, Soft Caps have been removed and Overcharge no longer exists.
Magicka | Determines how many Magicka abilities you can cast and how effective those abilities are. Magicka recovers over time. That recovery is reduced during combat. Staff Weapon Damage is based on Magicka. |
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Health | Determines the amount of damage you can take in combat and how much Healing you can receive. Health recovers over time. That recovery is reduced during combat. |
Stamina | Determines how many Stamina abilities you can use and how effective those abilities will be. Sprint, Bash, Sneak, Roll Dodge and Break Free all consume stamina. Stamina recovers over time. That recovery is reduced during combat. Sword, shield, axe, mace, bow and dagger Weapon Damage is based on your Stamina. |
Maximum Magicka | Affects how many Magicka abilities you can cast and how effective those abilities will be. Stave Weapon damage is based on your Maximum Magicka. |
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Maximum Health | Affects the amount of Damage you can take before dying |
Maximum Stamina | Affects how many Stamina abilities you can use and how effective those abilities will be. Sword, shield, axe, mace, bow and dagger Weapon Damage is based on your Maximum Stamina. |
Spell Damage | Affects how much Damage or Healing your Magicka-based abilities and weapons cause. |
Spell Critical | Gives your Magicka-based abilities and weapons a chance to do Critical Damage |
Spell Resistance | Decreases the amount of Damage you take from Magical Attacks |
Magicka Regeneration | When in combat, you recover [x] Magicka every two seconds. |
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Health Regeneration | When in combat, you recover [x] Health every two seconds |
Stamina Regeneration | When in combat, you recover [x] Stamina every two seconds |
Weapon Damage | Affects how much Damage or Healing your Stamina-based abilities and weapons cause. |
Weapon Critical | Gives your Physical Attacks a chance to do Critical Damage |
Physical Resistance | Decreases the amount of Damage you take from Physical Attacks. |
Maximum Magicka - Spending a point in Magicka will increase your Maximum Magicka by 111. This will allow you to cast more magicka-based abilities. These abilities have their damage/healing increased by a small amount. This Attribute increases by 20 per level whether you put a point into it or not.
- NOTE: Increasing Magicka will increase the damage/healing of ANY skill that requires Magicka to use: Weapon, Class, Guild or otherwise.
Maximum Health - Spending a point in Health will increase your Maximum Health by 122. This Attribute increases by 156 per level whether you put a point into it or not.
Maximum Stamina - Spending a point in Stamina will increase your Maximum Stamina by 111. This will allow you to use more Stamina-based abilities. These abilities will have their damage/healing increased by a small amount. This Attribute increases by 20 per level whether you put a point into it or not.
- NOTE: Increasing Stamina will increase the damage/healing of ANY skill that requires Stamina to use: Weapon, Guild, Armor or otherwise.
- Magicka Regeneration - This is the rate your Magicka regenerates while in combat.
- Health Regeneration - This is the rate your Health regenerates while in combat.
- Stamina Regeneration - This is the rate your Stamina regenerates while in combat.
Spell Damage - This Attribute increases damage/healing done by spells. Spells are ANY skills that use Magicka. This Attribute goes up 1.5 per level.
Spell Critical - This Attribute increases the chance of your spells to do critical damage/healing. Each player has a base Spell Critical of 10%. The amount required to increase your Spell Critical increases in number as you level. Flat +4% are not factored into this and act separately.
- NOTE: Critical Hits do 50% increased Damage or Healing
Spell Resistance - This is your resistance to any damage that is Magic, Fire, Frost, Shock etc.
- NOTE: Poison and Bleeding are Physical Damage.
- Spell Resistance is provided by Armor on a 1 to 1 basis.
Weapon Damage - This attribute effects the amount of damage you do with ANY skills that use Stamina.
Weapon Critical - This Attribute increases the chance of your stamina-based abilities to deal critical damage/healing. Each player has a base Weapon Critical of 10%. The amount required to increase your Weapon Critical increases in number as you level. Flat +4% are not factored into this and act separately.
Physical Resistance - This Attribute reduces the damage taken from any Physical Damage source.
- NOTE: Poison and Bleeding are Physical Damage.
- NOTE: Each point of armor you have will also grant 1 point of Spell Resistance
- NOTE: A piece of Light Armor grants 1/4th of the mitigation of an equivalent piece of Heavy Armor.
- NOTE: A piece of Medium Armor grants 3/4th of the mitigation of Heavy Armor.
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Critical Resistance - 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 VR 14s this number is 3200.