15 October 2026 at 22:39 UTC
The realm restarted at 22:39 UTC and was down for under a minute. The launcher downloads the new client the next time you start it, and the previous client cannot connect: close the game and start it again from the launcher.
New
- The O window. Press
Ofor the Players, Party, Guild, Sheet, Stats, Mail, Help and Instances tabs, andOorEscto close it. (The O window) - Typed chat, in channels.
Enteropens the chat line. A line with no command reaches the players in your area;/pyour party,/gyour guild,/tellone player, and/tradethe whole realm, one line every 10 seconds. (Chat and voice) - Your character is kept on the realm. Level, experience, attributes, skills, spells, items, gold and quests are the realm's, and the game is set to them at every login, on any PC. (What the realm keeps)
- Levels and points. Kills give experience: 10 plus 15 for each of the enemy's levels, twice as much at level 10 and below, up to the level cap of 20. Each level gives 3 attribute points and 5 skill points to spend on the Sheet tab. (Levels, points and skills)
- The townspeople keep one day for everyone. Every player sees each townsperson and guard in the same place doing the same thing, and one you talk to, trade with or train with stops and faces you. (Townspeople)
- Quests run on the realm. Each character has one story, kept with the character. What your quests do to a person is yours alone. (Quests)
- Merchants have one stock for the whole realm. Prices are Oblivion's; a line that runs short is filled again 12 real hours later (24 for an enchanted item or one worth 500 gold or more), and what players sold leaves after 48 real hours unbought. Each character has their own purse at each merchant. (Merchants)
- Trainers, spell sellers, smiths and enchanters offer their services. The prices are Oblivion's; a training session costs 10 gold for each point the skill has, 5 sessions a level. (Training, spells, repair and recharge)
- Crime and guards. Theft, assault and murder bring a bounty when someone sees them; a guard offers the fine, jail for 5 real minutes, or a fight. (Crime and guards)
- Bodies hold what they carried. Every player sees the same contents, and what lies in the world or in a container is gone for everyone once someone takes it. (Bodies and what lies around)
- Raising a fallen player by hand. Anyone can: 60 seconds at the body, and the fallen player accepts or declines. (By hand)
- Trading, giving, mail and friends. A trade window from another player's menu; an item handed to the player next to you; letters with gold and up to 8 stacks, online or not; a friends list of up to 100. (Playing with others)
- Guilds can be founded. Found one on the Guild tab of the O window. (Guilds)
- Dungeons and Oblivion's planes are your own. Each party, or each player alone, gets its own copy, with foes at the level of the highest player inside. Choose Normal, Hard or Elite on the Instances tab of the O window; a boss you kill stays dead for you for a day. (Dungeons)
- The open world's danger is by region. Creatures are level 3 in the Heartlands and up to 17 in the mountains, whatever your level. (Creatures and enemies)
- Player against player, softcore. Outside the cities you can fight other players; a death to a player costs you nothing. Not inside a dungeon: that is your own party's copy, and nobody else is in it. (Player against player)
- Where is and Send feedback. Find a townsperson by name on the Players tab, and tell us what you meet from the Help tab. (The O window)
- Spells of your own. At an altar of the Arcane University, shape the effects you know into a spell: up to four effects, each once per range, priced as Oblivion prices it. Ten at a time, and they follow your character. (Spells of your own)
- Alchemy is a profession. Learn recipes, make them, and climb from Novice to Master; each rank teaches every recipe up to it, and the recipes above your rank are listed so you can see what you are working towards. 174 recipes, all of them Oblivion's own potions from Oblivion's own ingredients. A potion you make carries your name and your skill, and can be sold, mailed, traded and stashed - which the game's own mixing menu, now closed on the realm, could never do. (Alchemy)
- Other players' fights show on your screen. Their swings, blocks, casts and jumps play, and their arrows and spell bolts fly. So do the arrows and bolts of the realm's archers and mages. (Other players)
- The whole game's quests run on the realm. Every quest's scripts are carried out by the realm, each character's story their own: the Dark Brotherhood's visit after a sleep, the Thieves Guild's watchful marks, Mephala's feud, the doppelganger of the main quest.
- NPCs remember you. A line said only once is said once, a topic you have heard shows as heard, and how much an NPC likes you - and who has talked to you - is kept from one session to the next.
- What you drop lies four hours, then is gone. A spot holds up to 100 dropped items.
- Herbs are picked through the realm. A picked plant stays picked until it grows back, even after you log out.
Changed
- Arkay's Mercy is learned in play. At a Hall of the Dead,
/learn resurrectionwith Restoration 75, 25 raises by hand given and 5,000 gold. The casting takes 30 seconds and raises the fallen with half their health, magicka and fatigue. It was taught by the realm's staff, cast in 6 seconds and raised with 30% health. (Arkay's Mercy) - Blows and spells do what Oblivion's own rules make them do. This holds for players and enemies alike, and a stagger or a knockdown plays the same on every screen. (Creatures and enemies)
- There is no sleeping or waiting. The world's time belongs to everyone. A bed still restores you, once a day. Vampirism advances with the world's time.
- Your pack is what the realm says it is. An item spawned at the console disappears; an arrow fired, a lockpick broken or a scroll read is gone; anything else that vanishes comes back.