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Game updates

The latest releases of DFO Online, with their patch notes, and the pages each one may have made out of date.

The wiki checks for a new release every hour and rebuilds itself when one comes out; it last did so on 2026-10-28 23:24 UTC. A page is marked "Possibly out of date" when a release changes game code the page lists in its sources.

Pages to check

4444 of 5164 pages cite game code that has changed since they were last checked.

Releases

Update 0.0.476 28 Oct 2026

Long journeys past the Iliac Bay

  • GREEDY-BEYOND and FAR-RINGS: far routes past the Bay found, and planned without the halt
  • FAR-RINGS follow-up: OW-TOWN-RING's host pin moved with its line (main's deploy red)

Update 0.0.474 28 Oct 2026

Fewer freezes after you log in

  • After you logged in, the game stopped for 10 to 15 seconds on some computers. We repaired this problem.
  • Before this change, the game prepared all of its effect shaders at the same time. Another shader then waited for all of them.
  • Now the game prepares these shaders one at a time.
  • The auras of other players can appear some seconds after the players appear.

Update 0.0.473 28 Oct 2026

Town ground

  • The ground at the edge of a town in the Iliac Bay has fewer steep slopes now.
  • Next to a high hill, the ground at the edge of a town does not go down into a pit.

Update 0.0.472 28 Oct 2026

City gates, yards and saved locations

  • At a city gate in the Iliac Bay, the boards and the carriage stay at the gate that has a road.
  • A yard near a tower of a city wall stays in its first location now.
  • More yards in the Iliac Bay stay in their first location. This includes the stable of Knightsgate and the shipyards of Wayrest and Penwall Derry.
  • Most yards in towns out of the Iliac Bay stay in their first location now.
  • A camp, an anchor or a dropped item near a town in the Iliac Bay stays on the new ground.

Update 0.0.471 28 Oct 2026

Travel to places past the Iliac Bay

Market item card and Soul Cake weight

  • MARKET-LOOK and CAKE-WEIGHT: a market piece looked at before it is bought; the Soul Cake weighs nothing
  • OW-PLACE-WALK: a press on a place past the Bay walks to the place

Update 0.0.469 28 Oct 2026

Ships and ports past the Bay

  • SEA-SQUARE and COAST-PORT: ships past the Bay make port, voyages keep off the coast, coastal cities are ports

Update 0.0.468 28 Oct 2026

The peoples of Tamriel

  • Each province past the Iliac Bay now has its own people. Most persons in Skyrim are Nords. Most persons in Morrowind are Dark Elves. Most persons in Cyrodiil are Imperials.
  • Each province also has some persons from its neighbours. For example, Morrowind has Imperial soldiers and traders, and Valenwood has Khajiit.
  • Some areas have a different people. Most persons in the Reach are Reachmen, who are of Breton blood. Reaper's March has many Khajiit. Gideon has many Imperials, and Leyawiin has many Argonians and Khajiit.
  • Persons in the street, residents, keepers, port crews, guards and enemies all use these rules. Each person has a name from their own people.
  • In the Iliac Bay, the people do not change.
  • Inside buildings, more persons now show a body of the correct race. Before, many of them were Nords. This correction is also in the Iliac Bay.
  • When an enemy kills you and comes back as a revenant, it now keeps its race.
  • The crew of a ship now keeps its race. Before, their race changed with your location.
  • In multiplayer, all players now see the same race for one enemy.
  • A spouse now has the same race in the world and on the Family tab.
  • Some persons past the Iliac Bay have a new name and race after this update. A courtship that you started keeps its name and race.

Update 0.0.467 28 Oct 2026

Vulkan screen fix

  • In the Windows app with the Vulkan graphics backend, the world behind the Inventory was upside down.
  • To correct this, the windows do not blur the world behind them on Vulkan. The windows keep their dark color.
  • Direct3D 11 and the browser keep the blur.

Update 0.0.466 28 Oct 2026

Town ground and city walls

  • The ground at the edge of a town in the Iliac Bay has no high cliffs, holes or pits now.
  • A town near the sea goes down to the water on a slope. Piers and docks meet the shore.
  • Crops in the fields of a town stand on the ground. They do not float above the sea.
  • The walls of a city do not flicker near their towers and gates now. This includes the gate of Riften.
  • The walls of the cities in the Iliac Bay have no doors in them now.
  • The parts of a wall do not go through each other where the wall turns.
  • Each road to a walled city in the Iliac Bay goes to a gate. A street that goes to the wall has a gate now.
  • Most of these yards stay in the same location. A yard moves to a new location only if a road or a wall is on it now.

Update 0.0.464 28 Oct 2026

Travel past the Iliac Bay

Houses in Cyrodiil and on the isles

  • You can buy a house in all of Cyrodiil, also in the open country.
  • You can buy a house in a town on an isle of the Eltheric Ocean.

Update 0.0.462 28 Oct 2026

Houses in the Imperial City

  • You can now buy a house in the Imperial City.

Update 0.0.461 28 Oct 2026

Player fights, online saves, yards and a faster start

More ways to pay in the shop

  • In the open zone in Cyrodiil, in a duel and in a siege, a hit from a player now removes your own health. Your health bar shows it.
  • Damage from a player is a part of your health. A strong character and a weak character take the same part from the same hit.
  • You cannot heal for 30 seconds after a player hits you. You cannot heal during a duel or a siege. Health that you get from a potion or a spell in that time does not stay.
  • After a monster fight in the zone, potions and heal spells work as before.
  • Health that a player removes does not return by itself after 30 seconds.
  • If you lose a duel, you have 1 health at the end. The duel does not heal you.
  • In a siege, you return with full health at your wave.
  • A death in the zone could remove the items from your pack and show no remains. Now the remains stay in the world after your death, where you fell.
  • Your killer can put your remains on the ground after you go. These remains now show your name, not "Traveller". Your screen and the map show them as your remains. Your killer's screen does not show them as Your remains.
  • If your game lost its link to the social service, a death in the zone did not take items from your pack. Your killer took them into your remains, but you kept them too. Now your pack loses the items that go into your remains.
  • When you closed or reloaded the game online, your character did not save. Progress since the last automatic save was lost, and an item you equipped could go from its slot. The game now keeps that save, and you get it back when you join again.
  • If the realm did not get your guild reputation from a session, the next device now keeps that reputation. Before, it was lost.
  • If the realm does not get your guild reputation during a session, the game tells you.
  • If the realm does not take a save for 5 minutes, the game tells you. It also tells you when the game cannot save, for example during a duel.
  • When another device takes your online seat, the game saves your character immediately.
  • You can recover progress that a device kept but the realm did not get. Use the character's tile at the Online door. The progress becomes a new offline character.
  • When you change devices and leave the app open, the game no longer sets a save aside.
  • A town's yards no longer fill up. Every home can put 60 decorations in its yard, also in a busy town.
  • Yard decorations near you appear first. The game now gets only the changes near you, not the full town each minute.
  • When a player changes a yard, other players near it see the change in a few seconds.
  • The game asks for yard decorations less often when nothing changes nearby.
  • The game now draws the decorations in other players' yards in groups. This gives a higher frame rate in large cities with many decorated homes.
  • On October 25, items could go from a chest in your online home after you made a shared chest private again. They now come back into that chest when you next go into your home. The game tells you how many came back.
  • A chest that you shared and then made private again no longer loses items that went from it before.
  • An older version of the game shows no yard decorations of other players. Reload the page, or start the desktop app again, to update.
  • A tutorial page or a message can open over a window. This is true for the spellbook, the inventory, the chronicle, the shop windows and the tavern. It is also true for a player trade, the pause menu, the character sheet and the level-up screen. Now the page or the message gets your Enter and Escape.
  • With Morrowind's data attached, the Face step of a new character said that the portraits "could not be loaded" while the game drew them. Now the note shows only when the game cannot draw a portrait. The game starts to draw the faces when you choose your name.
  • The first launch after an update no longer freezes for half a minute while the game prepares its graphics. The work now runs in the background while the world loads.
  • The first seconds of play no longer stop while effects such as weapon glows and foe warnings get ready.
  • On a slower or busy computer, the volumetric clouds no longer stop the first launch. The sky shows its simpler clouds for those seconds, and the full clouds replace them when they are ready.
  • The game now keeps some results from your first launch. These are the town ground, the ship models and pictures, the shipyard and lighthouse sites, and the map of Tamriel. On later launches, the pauses when you start in Daggerfall are shorter.
  • The pictures of your character's body now load in the background. The game does not stop for them.
  • The first launch is a little slower, because the game saves these results. They use approximately 9 MB of storage.
  • The game now prepares the snow around you in the background. When you ride or fly fast over winter ground, the frame rate is more stable.
  • Foes use a map of the trees, crates and other objects that they hide behind. This map now uses approximately one third of its old memory, and foes find their line of sight faster. The objects that stop sight and missiles do not change.
  • The Windows desktop app has a new setting in Settings > Graphics > Display: Graphics backend, Direct3D 11 (the default) or Vulkan. The new setting starts to work the next time the app starts.
  • On many graphics cards, Vulkan prepares the graphics of the game much faster. With Vulkan, the first launch after an update does not freeze for a long time. In play it is a little slower than Direct3D 11.
  • Wait For Screen Refresh stays on while Vulkan is your choice. When it was off, the game froze when you changed the size of the window.
  • If Vulkan cannot start on your graphics card, the app tells you and starts again on Direct3D 11. It tries Vulkan again after a graphics driver update, or after an app update that has a new graphics engine.
  • The Windows desktop app now continues to load the world when you minimize its window or put another window over it. Before, the load stopped until you looked at the game again.

Update 0.0.457 28 Oct 2026

The Eternal cape

Houses in the Imperial City

  • Imperial City houses for sale, priced by their ground (IC-HOMES)
  • ETERNAL-FIT: the Eternal cape hangs behind a sprite's flat card, as the wings do

Update 0.0.455 28 Oct 2026

Overworld towns past the Iliac Bay

  • Overworld towns past the Bay, known as the Bay's are (OW-BEYOND-KNOWN)

Update 0.0.454 28 Oct 2026

Teleports to the cities of Cyrodiil

  • Teleports into and out of Cyrodiil's cities (WILD-CITY-PORT); the acct206 note's numbers

Update 0.0.453 28 Oct 2026

Tamriel past the Iliac Bay

  • Travel through the Imperial City at x60 no longer stutters. The city's next districts are made ahead of you, on background workers.
  • Wagons, stables and joineries no longer stand at random places in the city. Each district has its stable, its wagon yard and its joinery outside its gate in the city wall.
  • The old Daggerfall town blocks are gone from the Imperial City. Each district is the city's own streets and buildings.
  • Every door you can open now shows its name when you look at it. A house with no name of its own shows "Residence", as in Daggerfall.
  • The city's stairs are now built stone stairs, with landings and rails. You walk up them. You do not jump.
  • The inside of a building in the Imperial City now matches its outside: its size, its storeys, its windows and the wall with its door. Each kind of building has its own furniture.
  • Stables, wagon yards and joineries now stand at the edge of a town, beside a road or a gate, in every town of the world.
  • Small towns no longer have loose wooden boards or stone slabs on the ground. No yard, fence or woodpile stands on a road.
  • A walled town's gates now stand where its roads come in.
  • Every gate of a walled city now has a road. The road comes from the road around the town, through the gate, to the streets of the town. Where a street of the town goes out of a gate, the road follows that street.
  • A road now goes through the middle of a gate, not beside it under the gate's tower.
  • Past the Iliac Bay, a city gate now opens onto a street of the town where one is near. It does not open onto a row of houses.
  • Trees and plants now stand on the ground, never above it, and they no longer shine.
  • Road travel now keeps to the roads. You leave the road only near the start and the end of your journey, or where no road joins two places.
  • Your party now walks on the road as it is drawn, round each bend.
  • The edge of a road now blends into the ground beside it.
  • Rivers wider than a ford now have bridges: stone for roads and timber for tracks. You can walk and ride across them, and the map shows them. The Niben below Lake Rumare is a sea, so you cross it by ship.
  • The coast is now blended. Water, sand, grass and stone meet on soft, uneven lines, not on the square edges of the tiles.
  • Where the deep sea is cut out of the coast, the shore now ends on an uneven line, not on square steps.
  • The Classic look keeps the tiles of Daggerfall.
  • Moored ships no longer stand inside a town's walls or on its piers. Solitude's ships now lie at its docks, outside the walls.
  • Every port past the Iliac Bay now has its moored ships, Lillandril among them.
  • After a party journey that cannot finish, you go back to the helm of your ship. Your sails now stay up, and your ship moves.
  • If your party leader goes to land that your game does not show, you now arrive at the nearest place that it shows. Before, you went back to the helm of your ship.
  • A ship that stays behind after a party journey now stays at her own place on the map. You no longer hear her from far away.
  • The provinces now have mountains, and Red Mountain stands as a volcano on Vvardenfell.
  • The strange canyons are gone.
  • The far view no longer shows trees or shapes above the horizon.
  • The great trees of Falinesti and Mournhold are finished. The Graht-Oak has its roots, its boughs and its crown. Mournhold's plaza has its rows of trees.
  • Bounty boards past the Iliac Bay now post the week's named beast too.
  • The provinces past the Iliac Bay now have places: the cities, towns and lairs of Arena, with the name and the people of each province.
  • Coastal cities are ports, with countryside and dungeons between the cities.
  • The land rises and falls as a heightmap of Tamriel shows it. Red Mountain on Vvardenfell is the highest ground. The next highest ground is in Skyrim, at more than 3,100 m, and in the Jerall Mountains. Black Marsh is low.
  • Each region has its own small landforms, for example hills, ridges, mesas, dunes, karst or marsh hummocks. Terraces, gullies and outcrops break the slopes.
  • The coasts and the borders of the provinces past the Bay are now smooth curves, on the ground and on the maps. The ground rises gently from the shore.
  • Cyrodiil now has ten rivers, for example the Corbolo and the White Rose, and three lakes: Arrius, Poppad and Canulus.
  • The seas round the rest of Tamriel now have a real seabed, as the Iliac Bay has. It goes down from the sand at each beach into the deep water. You can see the bottom through the clear water. Lake Rumare and the Niben have the same type of bed.
  • Towns outside the Iliac Bay now stand level with the land around them. A town is not in a deep hole or on a high step.
  • In Skyrim and in all cold land outside the Iliac Bay, the snow is now deep in winter. You leave tracks in it, and roads have snow banks.
  • Caravans outside the Iliac Bay now meet the animals and monsters of their own province.

Update 0.0.452 28 Oct 2026

Each party has its own Shattered Hour

  • Each party its own Shattered Hour in the Abyss Dungeon (SD-PARTY; relay world275)

Update 0.0.451 28 Oct 2026

Imbue and Reforge

  • PRESS-FLAT: Imbue and Reforge roll lines with no lean

Update 0.0.450 28 Oct 2026

Level bar, level fix and mastery speed

  • Level bar in sheet points, owed levels at the join, mastery ladder 1.5/2/4 (LEVEL-RAW, LEVEL-OWED, LADDER-CUT; relay world274)

Update 0.0.449 27 Oct 2026

Level bar, level 45 and weapon gear

  • Level bar in skill points, level 45 top at 800, weapon gear adds (LEVEL-BAR, LEVEL-TOP, GEAR-ADDS)

Update 0.0.448 27 Oct 2026

Mentor Mode

  • You are a mentor only when a lower-level party member is near you. A party member in a different place has no effect on you.
  • A party member must be near you for 3 seconds before Mentor Mode starts. Mentor Mode stops 30 seconds after that member goes away.
  • If you leave the party, Mentor Mode stops immediately.
  • Mentor Mode does not change during a fight. It changes when the fight ends, or after 30 seconds.
  • Mentor Mode starts only when the party member is at least 5 levels below you. Your level must also be at least 1.5 times their level.
  • A mentor now fights 3 levels above the party member, or a quarter above their level. The game uses the higher of the two.
  • The enemies of a mentor now cause a maximum of 2 times their usual damage. Before, the maximum was 5 times.
  • Your Firmament combat stars, your specializations and your skills above 100 now work when you are a mentor. They work at a lower percentage.
  • Your Firmament craft and trade stars work at full strength when you are a mentor.

Update 0.0.447 27 Oct 2026

Level 45 cap and weapon damage

  • Staff event spawns and play as boss; online level cap 45 (LEVEL-45, acct204); weapon damage from gear (WEAPON-GEAR)

Update 0.0.446 27 Oct 2026

Crafting, ships, gear, the wardrobe and the hunt

Fixes from your private reports

  • A new Crafting page is in the menu, next to the Professions page.
  • When you stand at a station, the Professions key opens the Crafting page at that station.
  • Each station shows your rank in its craft, a bar to the next rank, and your experience.
  • The Professions page shows a bar for each profession.
  • The Professions page shows each task that gives experience, and how much each task gives at your rank.
  • The game now records which first-time bonuses you received. Each pattern shows First-time bonus or Made before.
  • The Professions page shows how many first-time bonuses you received. It also shows the bonuses that you can get at your rank.
  • A craft at its limit shows no first-time bonuses, because they give no experience.
  • The anvil, the workbench, the loom and the Provisioning fire have three filters: All, Can make now and First-time bonus.
  • Craft x N makes the same item up to 10 times. It stops when you do not have the materials or the gold.
  • The help text for each craft is shorter and easier to read.
  • A character at rank 100 in Smithing, Building or Outfitting can make one Master's work each day.
  • A Master's work is a Legendary item. You choose its three lines. The game sets the value of each line in the Legendary range.
  • One line at most can be an effect. A Master's work has no Legendary power.
  • It uses the materials of the recipe, the fee of the station, 2 Heartwood, 3 Pearls and 10 Arcane Essence.
  • The item maker does not accept Legendary items.
  • Each port has two to four boats that catch fish each day. The boats go out to sea in the morning and come back in the evening.
  • There are two new ship classes: Fishing Skiff and Fishing Smack.
  • A ship that you book for a passage now sails to the quay of its port.
  • If a ship that does not move blocks the quay for 40 seconds, you go ashore as before. If a ship that moves blocks the quay, your ship waits for 2 minutes at most.
  • On a fast ship, the land ahead now loads in time.
  • Aldbrugh now has a quay.
  • Online, one character at a time can hire each recruit at a crew hall. The crew hall does not show the recruits that other characters hired today.
  • The members of your party who are aboard your ship now cross the Veil with you. They pay no fare.
  • New content does not make your gear old. No item line goes above the top of the Legendary range. No new rarity comes above Gilded.
  • Each type of damage bonus now has a limit. The bonuses from sigils, sets, Legendary items and other powers also have one limit together.
  • Damage reductions have the same two types of limit. No gear that you have now goes above these limits.
  • Spells keep their own limits.
  • A set piece below the highest stage that you wore its set at gets three times the sigil XP. This stops when the piece is at that stage.
  • The set card shows 3x XP next to the piece that holds the set back.
  • Each armor piece, shield and weapon that you hold adds its appearance to your collection.
  • A Clothing Store, an Armorer and a Weaponsmith have a Wardrobe. It gives an item that you wear an appearance that you collected from an item of the same type.
  • An appearance costs gold. To remove an appearance costs no gold.
  • An appearance does not change the strength of the item. Other players see the appearance.
  • The Wardrobe shows your character with the appearance before you pay.
  • The Collections page has a new Appearances part.
  • Online, each bounty that you complete adds to your hunter rank. There are six ranks, from Unblooded to Huntmaster.
  • At the rank Stalker and higher, each bounty board shows a named beast each week. A named beast is an elite enemy with two boss traits.
  • A named beast gives the gold of three bounty groups and a Mounted Trophy. You can put a Mounted Trophy on a wall of your home.
  • The Trophy Hunter choice in Hunting now works. A clean pelt of a beast of grade 5 or 6 gives a Mounted Trophy.

Update 0.0.444 27 Oct 2026

The title screen is the main menu

Courtship, three primary masteries, level 45, and fixes from feature feedback

Item links in chat

  • The intro title screen is now the main menu. The map of Tamriel and the DFO Online logo stay on the screen.
  • Online and Offline are on the title screen, below the logo. Tap to continue is removed.
  • When you select Offline, Continue, New Game, Load Game and Test Room show below the logo.
  • Skip intro and the Escape key go to the title screen.
  • If Skip start video is on, the game opens on the title screen.
  • The music volume decreases when you push the first button on the menu.
  • The Worn label in the item list of the chat is larger.
  • If Project Legacy is on, townspeople have four new options under Tell me about: Pay a compliment, Give a gift (50 gold), Hug and Kiss.
  • A gift costs 50 gold.
  • You can use each option one time each day for each person.
  • If you load a save, an option does not give the same courtship progress two times.
  • Each option shows what it changed, for example "(Regard +2, now +14. Courtship +4, now 41 of 100.)". The change includes the effect of your tone.
  • The game now shows your courtship progress.
  • A hug is possible when the person thinks of you as a friend, or when you court the person.
  • A kiss is possible when your courtship is at 34 or more, or when you are engaged or married.
  • If it is too soon, the person tells you what is necessary. You do not lose gold or regard.
  • If you talk, pay a compliment and give a gift each day, you can make a friend in approximately three days of play. With talk only, it takes approximately twelve days.
  • You can take a courtship to a proposal in approximately four days.
  • You can now master all three primary skills: 3 primary, 2 major and 1 minor.
  • If you mastered two primary skills before, you keep them. You also get the third slot.
  • The highest character level is now 45. This limit is the same for each level system that you can select.
  • With the classic level system, you get the last levels when your mastered skills go above 100.
  • A character that is already above level 45 keeps its level.
  • The Level box on the character sheet shows when you are at the highest level.
  • Jewellery now gets Hand-to-Hand and Critical Strike skill lines as frequently as the other skills that it prefers.
  • Before, each of these two skills was on approximately 1 skill line in 230.
  • Pieces that you make with this version of the game get the new skill lines. Pieces that you made before keep their lines.
  • Players with an old version of the game can see different skill lines on new pieces until they get the new version.
  • The ships of other players do not block or push your ship outside PvP waters. This includes all of the Sethrakul fight.
  • Your own ships still collide with your ship.
  • You can still walk on the decks of their ships.
  • When a different ship goes through your ship, it does not push you off your deck. It also does not move you away on its deck.
  • In PvP waters (the Eltheric Ocean past Veilhaven), ships collide as before.
  • If ships overlap when you sail into PvP waters, they can move apart.
  • We removed the "bumpers" that pushed ships apart in the Sethrakul fight.
  • We fixed a problem: some new online characters did not get the letter from Princess Morgiah or the other royal letters.
  • When one of these characters plays again, the main quest repairs itself. Then the letters come as usual.
  • The letter from Princess Morgiah comes at level 3 or higher.
  • The repair also works if your character did not meet Lady Brisienna.

Update 0.0.441 27 Oct 2026

Ship rams return

  • You can ram ships again. Sail into the side of a ship at speed.
  • A ram causes damage to the hull of the ship that you hit. Your ship also has some damage from the ram.
  • A ram cannot sink a ship. Rams decrease the hull of a ship until it surrenders. Then you can board it.
  • A ram into the side of a ship causes more damage than a ram into its bow or its stern.
  • More speed toward the ship causes more damage, up to a limit. A storm does not make a ram stronger.
  • If your ship only touches the side of a ship as it sails past, that is not a ram.
  • A small boat causes less damage to a large ship than a large ship causes.
  • If the hull of your ship is low, your ram is weaker. A wrecked ship cannot ram.
  • A ram does not lock the two ships together. You can board a ship only after it surrenders.
  • You cannot ram a lawful ship that is at peace with you. Your ship only touches it, and you do not commit piracy.
  • If you fire on a lawful ship first, you can ram it. That ram is piracy, as a cannon shot is.
  • The Large Galley has a ram on its bow again. Its ram causes two times the damage. The galley has less damage from its own ram.
  • An enemy galley can ram your ship. It rams only the ship that it fights.
  • A ram from a galley cannot sink your ship. If you use Brace, your ship has only half of the damage.

Update 0.0.440 27 Oct 2026

Morrowind body tweaks and an over-the-shoulder camera

  • Over the Shoulder is a new camera option for the Morrowind body in third person. It is in Settings > Camera, with the values Off, Right and Left.
  • The camera is behind your shoulder. Your head does not cover the crosshair.
  • When you hold a weapon or a spell, the camera moves above your head, in the center. Your arrows and spells go to the crosshair.
  • The option is off by default. Eye Of The Beholder keeps its own camera settings.
  • Two-handed thrust: your hands do not go through your back before the thrust. You hold the blade in front of your hip, and then you thrust it forward.
  • Two-handed weapons: your arms do not go through your body. This is correct for the guard and for all attacks with a two-handed weapon, a staff or a spear. You hold the weapon in front of your body, and your hands move before the blade.
  • One-handed weapons: when you run, you hold the weapon low at your side. The blade points forward. Your wrist is straight, and the blade does not point to the side.
  • Bow, crossbow and thrown weapons: when you pull the weapon back, your upper body turns with your aim. The weapon points to where you look, not up.

Update 0.0.439 27 Oct 2026

Selling from your pack

  • On the Market, you sell a piece from your pack from pictures, not from a list of names. Each piece shows its icon, its name in the color of its rarity, and its wear.
  • Select a piece to see it before you list it. The card shows its damage, armor, hands, material, condition, weight and magic, as your inventory shows them. You do not have to open your pack first.
  • Find a piece by its name. You can also show only one kind of piece, one rarity or one material.
  • Pieces that you cannot sell on the market are in a closed list, Not for the market. Each piece in this list shows the reason.
  • The form does not select a piece for you. Select the piece that you want to sell. Select it again to remove the selection.
  • From your pack, From the Stores, A crafted piece and An auction (Masterworks) are now buttons. Before, they were in a list.
  • For online characters, the form opens on your pack if your pack has a piece that you can sell. The form keeps the last kind that you used until you close the game.
  • The Goods view has a new Sell from your pack button. It opens the form on your pack.
  • Crafted pieces, Masterworks for an auction and Put up a piece from your pack at your home trader use the same pictures.
  • The list of pieces keeps its position when you select a piece at the bottom of the list.
  • The window does not lose your clicks while the pictures of the pieces load.
  • A double-click on a piece selects it.

Update 0.0.438 27 Oct 2026

Armor types

  • Each piece of armor now shows its type: Leather, Chain or Plate.
  • The type shows on the item card, in the loot and trader panels, in the two trade windows and on the questline reward card.
  • The type is the same type that the class armor limits use. A class that cannot use plate armor cannot use an item that shows Plate.
  • Leather armor gives Agility and Speed bonuses more often. It also gives more carry weight, Poison resistance and Frost resistance.
  • Chain armor gives resistance bonuses two times as often. It gives more Magic, Fire and Frost resistance, and less Shock resistance.
  • Plate armor gives an armor bonus more often. It also gives more Strength, Endurance and carry weight bonuses.
  • Skill bonuses are the same for all three armor types.
  • All bonuses can still occur on all armor types. The size of each bonus does not change.
  • A Reforge on armor uses the same frequencies.
  • Armor that you have now does not change. This includes armor that you made with a craft skill.
  • Merchants now pay 50% less for Daedric weapons, armor and shields.
  • The price to buy a Daedric item from a shop does not change.
  • A gem in a Daedric item sells at its full value.

Update 0.0.437 27 Oct 2026

Woven cloth earns its first-time bonus

  • Cloth that you weave or spin at the Loom now gives the first-time bonus. This is true for Root Tendrils and furs from all sources: gathered, looted or bought.
  • Cloth from a guild member also gives the bonus.
  • Cloth that you buy with silver from the Weavers or on the Market does not give the bonus. The game counts each bolt of this cloth that you buy. That number of the next bolts that you use give no bonus.
  • A piece that you make from cloth bought with silver does not use the first-time bonus of that piece. Make the piece again from cloth that you weave to receive the bonus. This is also true for pieces that you made before this update.
  • Before you push Craft, the Loom shows the number of bolts bought with silver that you must use first.

Update 0.0.436 26 Oct 2026

The Imperial City Intro

Lockpicking, resource highlights and gathering fixes

Archery and Thunderlock

  • The intro is re-shot over the Imperial City: dawn over Lake Rumare with the White-Gold Tower's windows still lit, the clouds breaking, a sweep over the Tower and around the districts, a dive past the Arena, then a long climb until all of Tamriel lies below - its provinces, borders, rivers and cities
  • A narrator sets the scene in five lines, in every language the game speaks.
  • The intro's music is back the way it played before recent changes.
  • The DFO Online logo now sits centred on the intro, the main menu and the website.
  • Picking a lock is now something you do, not a dice roll. In Steal mode, a locked front door, dungeon door, chest or crate opens a lock of pin tumblers (Grab mode works on chests and crates too). Lift each pin to the shear line and set them in the lock's own order. Harder locks have more pins, and so
  • A door inside a building that a Lock spell sealed can be picked too.
  • Your Lockpicking skill decides how forgiving each pin is, and your Agility widens or narrows it. A slip drops a pin, and a careless lift can snap your pick.
  • Auto attempt rolls your chance the old way. A failed roll snaps a pick. Leave walks away and costs nothing.
  • Works with keyboard, mouse, gamepad and touch. On a gamepad the d-pad picks the pin, A lifts and sets, X is the Auto attempt, and the prompt bar says so. On a phone the window fits the screen, even turned on its side.
  • The lock window wears your Enhanced Plus colors and the DFO Grimoire, like every other window, and uses the classic look on the classic skin.
  • With Gentle work on, only the Auto attempt is offered, and the window says so.
  • Magically held dungeon doors still need magic.
  • New item: Lockpick. You need one to pick a lock, and a pick that snaps is gone. Every General Store and Pawn Shop keeps a stack.
  • Classes that train Lockpicking start with five, and existing characters of those classes get five once. Thieves, burglars and other rogues often carry a few.
  • New setting under Settings → Gameplay → Climbing & gathering: Resource highlights. Choose Glint (today's sparkle on herbs, veins and trees), Outline (a colored outline round each herb, vein, tree and other gathering spot, back by request and easy to see day or night), or Both. Hunting bodies keep th
  • Materials headed for your bag are no longer lost when the server's reply goes missing and you switch characters or devices before it retries.
  • Gathering that runs past midnight UTC now stops cleanly instead of wearing your tool for nothing, and says why. A Motherlode strike stops the same way when its lode sinks.
  • The choice list at a node (herbs or the Basket, skin or search) works again after you die with it open.
  • Rain now makes the Sickle's steady hand harder, as the profession always said.
  • Intelligence and Agility now set the Fishing-Net's tug window as well as the haul: wider when they are high, narrower when they are low.
  • Other players' gathering is now heard stroke for stroke on high-refresh screens.
  • A school's extra fish counts on your first 40 schools of the day, however many plain hauls came first.
  • Motherlodes can only be struck once they have risen.
  • The gathering highlights no longer leak graphics memory when they fail to load. A shader fault that could show on some graphics drivers is fixed.

Update 0.0.432 26 Oct 2026

Boarding without ramming

  • Ships can no longer ram. Driving your bow into another ship, or a galley driving its bow into yours, does no damage and no longer locks the two ships together.
  • When an enemy ship strikes its colours, E: board now appears as soon as you are within boarding range, at any speed. You no longer have to slow down or heave to first.
  • When you board, the grapples pull the other ship alongside yours. Your sails come in and your ship slows to a stop during the pull. The other ship is pulled around your hull, never through it, and ends up right beside yours wherever you stop, the two hulls side by side.
  • Pirates who board you are pulled alongside the same way.
  • The two ramming stars now extend your grapple reach. Iron Beak is renamed Long Lines (+15% grapple reach), and Grappling Irons gives +25% grapple reach and one extra boarder. Stars you already took stay taken.

Update 0.0.430 26 Oct 2026

Crafting writs accept any ingredients

Enchant your Rare gear

  • Potions, dishes and Repair Kits you make yourself now fill crafting writs whatever they were made from, including looted ingredients and ingredients bought with gold at a shop. Before, those brews earned experience but didn't count toward writs.
  • Potions you brewed before this update count too.
  • Bought or found bottles still don't count, and neither do pieces you sold and bought back. A potion still has to be brewed at an alchemy station (an Alchemist's, a Mages Guild hall or your own home).
  • Rare weapons, armour, jewellery and clothing, found or crafted as Masterworks, can now be enchanted at the Item Maker. Before, the maker refused every Rare because of the enchantment it already carries.
  • That enchantment, and a curse's drawback if the piece has one, stays on the item, is shown at the top of the maker's lists, and uses none of the item's enchantment points.
  • Identify a found Rare first. Masterworks come identified.
  • Legendary items still can't be enchanted.
  • A Masterwork you made and then enchanted now says why it can't be listed on the market: trade it, or sell it at a counter. It used to tell you to list it as a crafted piece, which you couldn't do.

Update 0.0.428 26 Oct 2026

Crafting writs and quest dungeons

  • A crafting writ's card now tells you when the potions you brewed today, or the dishes and kits in your pack, were made with looted or gold-bought ingredients. Those never fill a writ. Before, the card just said "0 brewed by you".
  • With nothing to explain, the card now asks you to brew at an alchemy station. A potion maker anywhere else, such as a temple's, doesn't count.
  • When one of your quests leads to a dungeon that the shared world builds smaller, the door now lists your instance first and Public last. The smaller shared build lacks parts of the dungeon, for example the hall at the top of the Masoleum of Darkivaron's lift, and none of a quest's targets stand in i

Update 0.0.427 26 Oct 2026

The Nirnroot Sage

  • Nirnroot Sage - a new title, drawn in a nirnroot's leaf green into its glow into the pale of smoke.
  • Its glyph - a glowing nirnroot beside his name (and on the account card and in Collections).
  • Sage's Smoke - a new aura: smoke billows up around you, nirnroots circle your waist, and small green runes glow in a ring around your feet. The smoke never clouds your own first-person view.

Update 0.0.426 26 Oct 2026

Quieter decks

  • The deck no longer plays its own one-off sounds at sea: waves slapping the hull, creaking timbers and ropes, flapping sails and spray over the bow are gone. You still hear the sea, the wind in the rigging, the gulls near land and the ship's bell.

Update 0.0.425 26 Oct 2026

A new logo

The Sky-Ketch, reworded

The Sky-Ketch, repaired

  • The Sky-Ketch's messages, its tracker and its map card are shorter and plainer. The ship is "it" now, never "she".
  • All 25 languages are updated to match.
  • The Sky-Ketch questline's letters and conversations are rewritten in plainer words. The story is the same.
  • Rourken Thunder and The Ketch That Never Lands are tightened. The Ketch That Never Lands no longer says the ship stays for a day and a half. It stays seven hours, every ten hours.
  • The Sky-Ketch's three Discord announcements are reworded.
  • You can board the Sky-Ketch again. She shows over Daggerfall and her anchor-lift takes you up.
  • A fall from her wakes you in the fields at a quarter of your health. Dying aboard after a fall works as it should.
  • If you fall off the bridge when a section of its outer ring drops away, you are caught and set back on the bridge. Before, you could land trapped inside her hull.
  • The voyage tracker shows the Boarding Watch's fourth and fifth waves. It no longer says "The Watch is waiting" during them.
  • Healing before the bridge now counts. Your health is reported to the ship for the whole voyage.
  • Crews aboard when she weighs anchor now have 45 minutes to finish, up from 20.
  • A Tonal Warden fight is lost only after the bridge has been empty for two minutes, up from thirty seconds. A solo player who falls has time to climb back, and a crewmate can still be raised.
  • Constructs' health no longer drops when crewmates step off the ship.
  • Sentries no longer back off out over the bow's nets, no longer stand two to a post, and now shoot when you chase them.
  • Spiders walk around the hold's cradles, coils, sockets and lift tower.
  • Climbing over the main top's net onto the engine house roof no longer skips the Sailwalk. You are set back on the main top.
  • Landing on the invisible ceiling over the waist no longer drains your health to 1. You are set back where you came from.
  • The Rotten Rigging's gust blows only over the Sailwalk. It no longer pushes you on the aft deck or sounds through the Warden fight.
  • Closed a gap in the side of the waist by the bridge.
  • The engine's flywheel no longer cuts through a socket.
  • The Sky-Ketch's constructs now show a health bar when you strike them. So do the Oblivion gate's legion, the Elite Breach's enemies and the Shattered Hour's Echoes.
  • The constructs' Pellet limit now counts per voyage. Reloading no longer resets it.
  • The Hammer Wardens, the Watch-Captain and the Tonal Warden always drop their Pellets. Before, the limit was often used up before you reached them.
  • Constructs the ship removes by itself no longer drop Pellets.
  • Pellet piles lie where the construct fell and can always be picked up.

Update 0.0.421 26 Oct 2026

Thunderlock placement

  • The Thunderlock sits in a new place in first person: a little smaller, lower, and further in from the corner.

Update 0.0.420 26 Oct 2026

Firmament birthsign panel

Crash reports

Message boxes over shop windows

Escort portraits on phones

  • The Firmament's summary panel now names your birthsign when it was accepted somewhere else (another window, tab or device), instead of saying "No birthsign chosen".
  • When the graphics process itself crashes, crash.log now records the moment the graphics were lost in that crash's own entry, and marks when they came back. A minute with no stutter now reads hitch=0.
  • A tutorial page or message that appears over a shop counter, the Identify window or another full-screen window can now be clicked away. Before, only a key would close it, and the click went to the window underneath.
  • Casting Identify without enough magicka now says "You do not have enough spell points left." in a message over the Identify window. Before, the line went to the HUD, which is hidden while the window is open, so nothing appeared.
  • While a message stands over a shop counter, Enter and Escape answer the message. Before, Enter ran the counter's action again and Escape closed the counter.
  • On a phone, an escort's portrait no longer sits under the touch controls in the top-left corner. It now starts just below them.

Update 0.0.419 26 Oct 2026

Seven field fixes from #bug-reports

  • Reforging a piece no longer resets a name you gave it at the Item Maker. A crafted piece keeps its own name too: a Masterwork stays "Saber's Silver Ring", and a crafted jewel keeps its metal and gem. Crafted pieces whose names an earlier reforge had changed get their own names back the next time you
  • Discarding changes in the decorator no longer puts items you had taken out of a chest back into it. That left you holding two of each, and both copies were realm-locked. Discard also no longer deletes items you had just stored, or a decoration of yours that you set down and picked up again.
  • A chest you have just placed keeps its contents when you change who may use it.
  • If your items were realm-locked this way, staff can now remove the extra copies and unlock the ones you keep.
  • The Daedra's Heart: once you take the coven's heart off a daedra, it stays in your pack even if you then hurt a different kind of daedra. Elyzabyth takes it.
  • The journal no longer marks the heart as taken until you actually carry the coven's own heart. The same is fixed for three other quests that ask you to take an item off a monster.
  • In the inventory, a quest's item now says "quest item" on its row and names its quest on its card, so you can tell it from an ordinary one.
  • Wagons, caravans and horses no longer get caught on shop signs. Only a sign's post stops you now; arrows and clicks still meet the board.
  • Walking into a split-rail fence no longer leaves you stuck on top of its rail. Monsters don't get stuck on fences either.
  • With Protect Bystanders on, a swing during a fight no longer kills travellers or caravan folk on the road by accident, so you won't come out of a fight against bandits or assassins wanted for murder.
  • Online, a fight on a party member near you now counts as a fight for Protect Bystanders.
  • A hostile traveller killed by someone else is no longer counted as your murder.
  • Sparkles on gathering trees now cover the whole tree and grow with it. Big trees show more and larger sparkles, so a Logging tree is easier to spot. Herbs, ore and other nodes look the same.
  • The Broker now tells you plainly when you already bought a piece today. Each piece can be bought once a day, and dismantling it does not let you buy it again.
  • Dismantling a ware now names its set, so two pieces with the same name can be told apart.

Update 0.0.418 26 Oct 2026

Oblivion Gate Courts

  • A busy Oblivion Gate night now splits into courts of fifty fighters, each with its own Warden, kill, rewards and damage chart. Up to sixteen courts can burn in one night.
  • You are placed automatically. When a court is full, the next player is sent to the next one, and your party is kept together in the same court.
  • You fight in one court a night. Leave and come back, and you return to the court you started in.
  • One court's kill no longer collapses the gate. It stays standing for the other courts until the seal, and collapses once every court that had fighters has won, or at the deadline.
  • Each court's kill is announced in chat ("…has fallen in court 3 of Dagon's Breach…"). Discord gets one post for the whole night, saying how many courts won.
  • Two players arriving at a new court at the same moment no longer end up in two separate fights.
  • You can no longer be sent to a court whose Warden has just fallen.
  • The "it collapses at midnight" line no longer appears just before the gate collapses.
  • Moving between courts is quicker.

Older releases are on GitHub.