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  <title>SkyrimScape changelog</title>
  <subtitle>Every update to SkyrimScape's live realm, newest first.</subtitle>
  <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html"/>
  <link rel="self" type="application/atom+xml" href="https://skyrimscape.com/changelog.xml"/>
  <id>https://skyrimscape.com/changelog.html</id>
  <updated>2026-10-11T15:04:00Z</updated>
  <author><name>SkyrimScape</name></author>
  <icon>https://skyrimscape.com/favicon.ico</icon>
  <entry>
    <title>Server and client update: Version 0.7.0b, 11 October 2026 at 15:04 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.7.0b"/>
    <id>https://skyrimscape.com/changelog.html#v0.7.0b</id>
    <published>2026-10-11T15:04:00Z</published>
    <updated>2026-10-11T15:04:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.7.0b. The realm restarted for this update and was down for under a minute. Close the game and start it again from the launcher: the changes below need the new client.&lt;/p&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Other players' spells and shouts show on your screen.&lt;/b&gt; A player casting Firebolt, Flames or any spell is shown with the spell in their hand, and its fire, frost or lightning flies on every screen. A shout is shouted, with its effect drawn.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Other players crouch when they sneak.&lt;/b&gt; A sneaking player was shown standing on everyone else's screen.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Another player's spell does not knock you about on your own screen.&lt;/b&gt; What it does to you is decided by the realm, as with their weapons.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Your own war paint and skin tone show on your own character.&lt;/b&gt; Other players saw them; your own screen showed the default face.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Three Dark Brotherhood targets can be found and killed.&lt;/b&gt; Ennodius Papius, Hern and Maluril appear for the player holding their contract, Maluril inside his dungeon too.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Server and client update: Version 0.7.0, 11 October 2026 at 07:01 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.7.0"/>
    <id>https://skyrimscape.com/changelog.html#v0.7.0</id>
    <published>2026-10-11T07:01:00Z</published>
    <updated>2026-10-11T07:01:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.7.0. The realm restarted for this update and was down for under a minute. The launcher downloads the new client the next time you start it. Close the game and start it again from the launcher: the party markers, the items quests place and the fix for the game's mouse pointer need the new client.&lt;/p&gt;
&lt;h3&gt;New&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Your party on the map.&lt;/b&gt; Every member of your party is marked on the world map and the local map with their name: blue for a member, green for the party's leader. A member inside a building or a dungeon you are not in is marked at its door.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Radiant jobs start the game's way.&lt;/b&gt; The Thieves Guild's jobs from Vex and Delvin, the Companions' jobs from Aela, Farkas, Skjor and Vilkas, and the town favours start with their target, house or mark filled in.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Items a quest places are in your world.&lt;/b&gt; The item a burglary job sends you to take is in the house it names, in your game only; taking it moves the job on and puts its loot in your pack.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Changed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Parties hold up to five players.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Items players drop stay for 4 hours.&lt;/b&gt; Each dropped item is its own item: the first player to pick it up has it, and nobody else can take it after that. An item dropped in a dungeon instance stays in that instance.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The game's mouse pointer is drawn above the SkyrimScape windows.&lt;/b&gt; It shows over the O menu and the trade and smith windows, not under them.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Townspeople left standing or turning in place.&lt;/b&gt; A townsperson could spin on the spot in an inn while the realm had them somewhere else at that hour. Every townsperson on your screen is now one the realm is running.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;"Proving Honor" (the Companions) starts.&lt;/b&gt; Its dungeon could not be found, so the quest never began.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Dark Brotherhood targets can be killed where they are.&lt;/b&gt; A contract target working at a market stall or in a mine, and the bride at the wedding in Solitude, could not be harmed by the player holding the contract. They can now, in that player's game only.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Server and client update: Version 0.6.9, 11 October 2026 at 00:11 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.6.9"/>
    <id>https://skyrimscape.com/changelog.html#v0.6.9</id>
    <published>2026-10-11T00:11:00Z</published>
    <updated>2026-10-11T00:11:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.6.9. The realm restarted for this update and was down for under a minute. The launcher downloads the new client the next time you start it. The previous client still connects, but it does not have the crash fix and the fight changes below: close the game and start it again from the launcher.&lt;/p&gt;
&lt;h3&gt;New&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Enemies speak in a fight.&lt;/b&gt; Bandits and other enemies shout as they attack, block, take a hit, fall, taunt you and flee, call out when they spot you or lose you, mutter while they search for you, and react when one of their side is killed. Every player near the fight hears the same line from the same enemy at the same moment.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Owners warn you in their own voice.&lt;/b&gt; Someone who finds you in their house after they have locked it for the night tells you to leave in their own words, twice, before they call the guards.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;People remember more of what you said to them.&lt;/b&gt; A greeting or remark someone has already made to you is not repeated as soon as you log back in, and people know you have spoken with them before.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Changed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Other players' attacks show sooner.&lt;/b&gt; Another player's swing starts on your screen a frame earlier, and their combos and blocks play as they do on their own screen more often.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemies dress and move the same for everyone.&lt;/b&gt; An enemy wears the same armour on every screen, walks and runs with the same stride, and people in town pick the same seat, task and idle on every player's screen.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A bounty contract's target can be found and killed.&lt;/b&gt; The bandit leader a bounty sends you after is where the quest says, and killing them completes the contract. A Dark Brotherhood contract's target dies in your own game and the contract moves on.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;People a quest sends with you wait for you.&lt;/b&gt; Someone a quest has walking beside you waits when you fall behind, and opens the doors on the way.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;A crash on open ground with animals nearby.&lt;/b&gt; The game could crash a moment after arriving in the wilds near wolves, elk or other animals. Fixed.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Server and client update: Version 0.6.8, 10 October 2026 at 15:43 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.6.8"/>
    <id>https://skyrimscape.com/changelog.html#v0.6.8</id>
    <published>2026-10-10T15:43:00Z</published>
    <updated>2026-10-10T15:43:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.6.8. The realm restarted for this update and was down for under a minute. This update needs the new client: the launcher downloads it the next time you start it, and the previous client can no longer connect until it has.&lt;/p&gt;
&lt;h3&gt;New&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;People remember your conversations.&lt;/b&gt; What you settle in a conversation stays settled after you log out: Idolaf Battle-Born no longer asks whether you are a Gray-Mane or a Battle-Born once you have answered, a line someone says only once is not said again, and a friendship a conversation starts is still there the next time you play.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Quest progress you have made counts in every conversation.&lt;/b&gt; Each time you logged in, only the step a quest was on was restored in your game, so lines and events that depend on an earlier step of a quest you had already done could be missing or wrong. Every step you have completed now counts.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Server and client update: Version 0.6.7, 10 October 2026 at 14:03 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.6.7"/>
    <id>https://skyrimscape.com/changelog.html#v0.6.7</id>
    <published>2026-10-10T14:03:00Z</published>
    <updated>2026-10-10T14:03:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.6.7. Versions are now numbered toward 1.0: the update before this one, released as 6.6.0, is 0.6.0, and the earlier entries below carry their new numbers. The realm restarted for this update and was down for under a minute. The launcher downloads the new client the next time you start it. The previous client still connects, but it does not have the dragon crash fix below: close the game and start it again from the launcher.&lt;/p&gt;
&lt;h3&gt;Changed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Enemies who lose sight of you keep looking for you.&lt;/b&gt; They follow where you went for a while and search the place they last saw you before they give up, as in the single-player game. An enemy fighting you in front of a fire or under the night sky no longer forgets you are there.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Blows stagger as they do in the single-player game.&lt;/b&gt; Whether an enemy staggers, and how hard, is decided once for everyone and plays at the same moment on every screen. Heavy-armoured bandit chiefs and dremora with the Tower of Strength perk stagger less; the Greybeards' Force Without Effort makes your power attacks stagger more.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Only people loyal to the owner report a theft they see.&lt;/b&gt; A stranger from another hold who watches you take something does not add to your bounty; the owner and the people of their hold do.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Riverwood's guards patrol the town.&lt;/b&gt; They walk their rounds through Riverwood instead of standing in one spot all day, and come to arrest a wanted player they see.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Jarl Balgruuf keeps his day.&lt;/b&gt; He sits on his throne, takes his meals and goes to bed at his own hours instead of standing beside the throne.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;A dragon near players no longer crashes the game.&lt;/b&gt; Every player whose game showed a flying dragon close by could crash at the same moment.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Bandits and other enemies fight the same way on every screen.&lt;/b&gt; Their attacks, blocks, combos and reactions play at the same moment for everyone watching, and their weapons stay drawn through a fight instead of going away and coming back.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemies chasing you across open ground stay on the ground.&lt;/b&gt; They no longer appear suddenly, slide through rocks or fall through the terrain, and they no longer jump to a new place when they catch on a corner.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Another player's combo plays out in full on your screen.&lt;/b&gt; Their chained attacks no longer stop partway through.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Shops open in the morning.&lt;/b&gt; The Riverwood Trader and other shops whose doors are locked overnight now open when the shopkeeper starts the day, instead of staying locked until someone picked the lock.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A guard who comes to arrest you can be talked to.&lt;/b&gt; The guard could arrive invisible on your screen, so the arrest could not start.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Guards stop chasing when they give up.&lt;/b&gt; A guard that had chased you far from its post no longer turns back and rejoins the fight over and over.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A Whiterun guard no longer jumps back to its post.&lt;/b&gt; It walks back instead of appearing there.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Hurt townsfolk show their health correctly.&lt;/b&gt; A townsperson who has been hurt no longer shows full health when you look at them.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Known issues&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;A townsperson's conversation starts over after you log in again.&lt;/b&gt; What you already talked about with a character is not remembered between sessions yet.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Server and client update: Version 0.6.0, 6 October 2026 at 20:53 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.6.0"/>
    <id>https://skyrimscape.com/changelog.html#v0.6.0</id>
    <published>2026-10-06T20:53:00Z</published>
    <updated>2026-10-10T13:23:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.6.0. The realm restarts for this update. Restart the game to get the client changes below; your character and your items are kept.&lt;/p&gt;
&lt;p class="corr"&gt;&lt;b&gt;Correction, 10 October 2026 at 13:23 UTC:&lt;/b&gt; this update is now numbered 0.6.0; it was released as 6.6.0. Versions count up toward 1.0.&lt;/p&gt;
&lt;h3&gt;Changed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Gear loses half as much durability.&lt;/b&gt; A weapon loses 0.25 points of durability with each blow it lands (was 0.5). Armour loses 0.125 points with each blow it takes (was 0.25). A death to an NPC, a fall or a trap outside a town or city costs 5% on every piece you are wearing (was 10%).&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;You can leave a building through a locked door.&lt;/b&gt; A lock keeps people out of a place. It no longer keeps a player inside. Before this, the back door of Belethor's General Goods in Whiterun put you back inside when you tried to leave.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Asking a shopkeeper what he has for sale closes the conversation as the shop opens.&lt;/b&gt; Before, the conversation stayed on screen over the shop. The shopkeeper now stays at his counter while the shop is open and after it closes.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A fine is paid only inside an arrest.&lt;/b&gt; A fine can only be paid to a guard who has you under arrest. A payment reported at any other time is refused, and the bounty stays.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A jailing only happens inside an arrest.&lt;/b&gt; A guard must have you under arrest for a sentence to start.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A guard keeps its weapon out for the whole of a fight.&lt;/b&gt; It no longer puts the weapon away and draws it again while it fights you.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Closing a guard's arrest dialogue without answering counts as resisting.&lt;/b&gt; The guard then fights you, and the game does not send you back to the same conversation.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Server and client update: Version 0.5.8, 4 October 2026 at 17:45 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.5.8"/>
    <id>https://skyrimscape.com/changelog.html#v6.5.8</id>
    <published>2026-10-04T17:45:00Z</published>
    <updated>2026-10-10T13:23:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.5.8. The realm restarted for this update and was down for a few minutes. The launcher downloads the new client the next time you start it. The previous client still connects, but it does not have the attack fix below: close the game and start it again from the launcher.&lt;/p&gt;
&lt;p class="corr"&gt;&lt;b&gt;Correction, 10 October 2026 at 13:23 UTC:&lt;/b&gt; this update is now numbered 0.5.8; it was released as 6.5.8. Versions count up toward 1.0.&lt;/p&gt;
&lt;h3&gt;Changed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Alvor's supplies are not theft while you are on his quest step.&lt;/b&gt; In the Helgen escape quest, Riverwood's Alvor answers "Do you have any supplies I could take?" with "Of course. Take what you need." What you take from his house on that step is yours: nothing is marked stolen and no townsperson counts it as a theft. Before this, each take from his house was judged a theft and added to your bounty. The rule ends when you move past that step. (&lt;a href="https://skyrimscape.com/compendium.html#chest-owners"&gt;Chests: whose they are&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Other players' voices are not played in your game.&lt;/b&gt; The voice lines a player's character speaks in a fight, including the pleas after a hit, were sent to every screen and repeated over and over. They are no longer sent.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A merchant who cannot pay for a sale says so.&lt;/b&gt; The message gives his gold and what the sale would have paid.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Everyone in a dungeon rolls for its boss.&lt;/b&gt; When a boss dies in a dungeon, every player in that dungeon rolls for its loot, whether they fought it or not. Outside a dungeon, the players who struck the boss or healed a fighter roll, as before.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;/looks opens the race menu for any character in the world.&lt;/b&gt; Closing the menu saves your looks. Race stays as your character has it; the menu can change your looks and your sex. Before this, /looks did nothing for a character that already had a sheet.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;A refused swing from another player is recovered.&lt;/b&gt; When another player's swing reached your screen and the game refused it, their next swings did not play either. The game's own animation state is now set to the one that takes the next swing, and the swing is played again. This is not yet confirmed on our test game, so report a player whose swings still do not show.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Every text box takes the keyboard while it is selected.&lt;/b&gt; The guild box and the other text boxes did not take typing. Only the chat line did; now each one does while it has the cursor.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Leveled enemies in a group fight on the server.&lt;/b&gt; A bandit, guard or other enemy whose level is scaled to you is run by the server, and the blows it takes and deals are the same on every screen that shows it.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A locked door stays locked for you when you unlock it only on your own screen.&lt;/b&gt; The server decides whether a door is locked for you. Walking through a door it has locked for you is refused, whatever your game shows.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A locked chest or box gives you nothing when you open it only on your own screen.&lt;/b&gt; Taking an item from it is refused until the server has unlocked it for you.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Known issues&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Another player's attack animations may still not play after their first swing.&lt;/b&gt; Their walking, drawing and sheathing do. We are measuring the change above.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Pickpocketing does not open its window.&lt;/b&gt; It is being worked on.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A townsperson's swing in a fight can look different on two screens.&lt;/b&gt; The server sets when it swings; the timing of the animation on each screen is still being measured.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Client update: Version 0.5.6, 3 October 2026 at 23:12 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.5.6"/>
    <id>https://skyrimscape.com/changelog.html#v6.5.6</id>
    <published>2026-10-03T23:12:00Z</published>
    <updated>2026-10-10T13:23:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.5.6. Restart the game to get it. Your character and your items are kept.&lt;/p&gt;
&lt;p class="corr"&gt;&lt;b&gt;Correction, 10 October 2026 at 13:23 UTC:&lt;/b&gt; this update is now numbered 0.5.6; it was released as 6.5.6. Versions count up toward 1.0.&lt;/p&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Other players and townsfolk no longer skip and teleport as they move.&lt;/b&gt; When the game would not give us control of another player's body, it was being placed at each new point instead of walked, so it jumped from spot to spot with no walking animation. It is now slid along the same path, and its own walk and run play.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The game no longer crashes while an item window is open.&lt;/b&gt; Storing an item in a trade, and dropping items that are then put back, could close the game. Your inventory is now left alone until the window is shut.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Your weapon no longer sheathes and draws again when you pick something up.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Duel is on the menu when you press E on a player.&lt;/b&gt; It sits beside Trade, Mute and Give an item; before this it was only on the name menu. A duel can be fought anywhere.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;On a fallen player, Cancel no longer opens the give-an-item window.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Fighting in a town or a party no longer trains Sneak or gives experience.&lt;/b&gt; A blow there does no damage, and it no longer counts toward Sneak either.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Arrows only reach as far as the game's own bows.&lt;/b&gt; An arrow from far beyond a bow's range no longer hits you.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The game no longer installs a 57 MB debug file into your Skyrim folder.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The message about missing Creation Club content now says how to fix it.&lt;/b&gt; It points to skyrimscape.com/creations.html, which has the steps for Steam's file check and for downloading the Anniversary content.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Known issues&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Another player's attack animations still do not play on your screen.&lt;/b&gt; Their walking, drawing and sheathing do. We have measured the cause down to the copy's animation graph refusing the swing and are still on it.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Pickpocketing does not open its window.&lt;/b&gt; &lt;code&gt;/looks&lt;/code&gt; does not open the character creator either. Both are being worked on.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Server and client update: Version 0.5.5, 3 October 2026 at 21:00 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.5.5"/>
    <id>https://skyrimscape.com/changelog.html#v6.5.5</id>
    <published>2026-10-03T21:00:00Z</published>
    <updated>2026-10-10T13:23:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.5.5. The realm restarted for this update, and the client is out now. Restart the game to get it. Your character and your items are kept.&lt;/p&gt;
&lt;p class="corr"&gt;&lt;b&gt;Correction, 10 October 2026 at 13:23 UTC:&lt;/b&gt; this update is now numbered 0.5.5; it was released as 6.5.5. Versions count up toward 1.0.&lt;/p&gt;
&lt;h3&gt;New&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;A Help tab in the chat window.&lt;/b&gt; The lists of commands from &lt;code&gt;/help&lt;/code&gt; go there, one short line per command under a heading, so General stays for talk. A window player's list names the window or the menu for each thing.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;code&gt;/looks&lt;/code&gt; opens the race menu.&lt;/b&gt; Close it to save how your character looks now. Race and sex stay as they were: a change of either in that menu is not kept.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A record of a freeze.&lt;/b&gt; If the game stops answering for five seconds, it saves a short record of where it was and sends it to us at your next login.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Changed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Killing anything that is not a player gives experience.&lt;/b&gt; Townsfolk, neutrals, animals and monsters all count, and so do kills your followers make. A higher-level target gives more experience than a lower-level one, and a unique gives more again. Kills give no perk points; perk points come from skills as before.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Levels come faster.&lt;/b&gt; A skill rank and a kill add five times the level progress they did. The perk points, attribute choices and trainer sessions a level brings are the same as before.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Fast travel to a place you have found is accepted.&lt;/b&gt; A location that has a discovered map marker in it can be reached by the map. Riverwood was refused before this.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Fast travel is refused during a fight.&lt;/b&gt; It is allowed again once the fight is over.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Known issues&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;The game can crash after you drop items and they are put back in your inventory.&lt;/b&gt; We are looking for the cause. Your crash report is sent at your next login, so the cause can be found from it.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Server update: Version 0.5.3, 3 October 2026 at 15:51 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.5.3"/>
    <id>https://skyrimscape.com/changelog.html#v6.5.3</id>
    <published>2026-10-03T15:51:00Z</published>
    <updated>2026-10-10T13:23:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.5.3. The realm restarted for this update. Your client needs the new version to show the changes to werewolf and vampire shapes and the townsfolk fix on your own screen; until it is out, the realm changes apply and the rest of the game plays as before.&lt;/p&gt;
&lt;p class="corr"&gt;&lt;b&gt;Correction, 10 October 2026 at 13:23 UTC:&lt;/b&gt; this update is now numbered 0.5.3; it was released as 6.5.3. Versions count up toward 1.0.&lt;/p&gt;
&lt;h3&gt;New&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;A magic effect that carries its own script now runs it on the server.&lt;/b&gt; The vampire disease's progression and the werewolf change are the first. Nothing applies them yet: a bite does not give the disease in this version, so this is a foundation for the transformations, not the transformations themselves.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Changed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;A werewolf's or vampire's shape now shows on every screen that can see you.&lt;/b&gt; It also shows to a player who comes into view while you are changed. It is not kept across a disconnect yet: a reconnect puts you back as yourself.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Dawnguard and Dragonborn perks that every character should have are given at login.&lt;/b&gt; Tame Dragon, Matching Set, Matching Set (Heavy Armor), Summoner and Smithing from Dragonborn, and the crossbow stagger spell and crafting perk from Dawnguard. These were missing from every character before this update.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Townsfolk and guards no longer freeze, walk into walls, or refuse to talk.&lt;/b&gt; Guards posted to the same spot share one schedule in the game, and each one's schedule was overwriting the others'. Each now keeps its own. A guard whose schedule is held by another still in the same spot falls back to the game's own behaviour until its turn comes.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Townsfolk no longer pop in and out or appear nameless as you walk toward them.&lt;/b&gt; Each one was being removed and placed again every time you crossed its edge of view, which left it without its name for a moment. The edge now holds it for three seconds before it goes, and a player you are close to stays in view the same way.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A party fighting several enemies at once in a dungeon could crash the game on entering the room.&lt;/b&gt; Several enemies appearing in the same instant could overwhelm the game's own loading, which is now spaced out.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Some guild and Daedric quests could stop partway, because the server did not know a few of the things their scripts ask for.&lt;/b&gt; Eight of those are now answered. Not every quest has been walked to its end yet, so some may still stop; report any that do.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Scripts that wait for you to be able to act now go on.&lt;/b&gt; The werewolf and vampire change read your controls as locked and never began; they now begin.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Server and client update: Version 0.5.2, 3 October 2026 at 05:01 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.5.2"/>
    <id>https://skyrimscape.com/changelog.html#v6.5.2</id>
    <published>2026-10-03T05:01:00Z</published>
    <updated>2026-10-10T13:23:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.5.2. The realm restarted for this update.&lt;/p&gt;
&lt;p class="corr"&gt;&lt;b&gt;Correction, 10 October 2026 at 13:23 UTC:&lt;/b&gt; this update is now numbered 0.5.2; it was released as 6.5.2. Versions count up toward 1.0.&lt;/p&gt;
&lt;h3&gt;Changed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;General chat now reaches every player on Ember, not only players in your hold.&lt;/b&gt; Trade already did.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The Standing Stones no longer grant anything.&lt;/b&gt; Your path, chosen at spawn, is Ember's progression: the Warrior, Mage, Thief and the other ten stones gave an effect of their own on top of it, so they are disabled. Activating one does nothing, and the effect is removed if your character already had one from before this change.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The path window now shows your race's own numbers.&lt;/b&gt; Every race's vanilla starting bonus to the skills of each path, which races get the largest one, and a one-line recommendation for your own race.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A potion's or spell's timed effect now survives a brief disconnect.&lt;/b&gt; A Fortify or Regenerate effect that was still running when you dropped keeps counting down and comes back if you reconnect before it runs out, the way a learned ability always has. Worn gear was never affected by this.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;A hostile creature or enemy no longer teleports or snaps toward you on a chase.&lt;/b&gt; A body the game itself stops animating smoothly (common in a crowd, or when it falls far behind on a chase) was being placed outright instead of walking or running to catch up. It now walks or runs like everything else.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A party fighting several enemies at once in a dungeon could crash the game on entering the room.&lt;/b&gt; Several enemies appearing in the same instant could overwhelm the game's own loading, which is now spaced out.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The launcher could get stuck saying your character was not a character id, and stay stuck.&lt;/b&gt; It remembered the character you last played, and if that record was written by an older launcher it could no longer be read, so Play failed. It then failed every time after, because the unreadable record was never cleared. The launcher now forgets a record it cannot read and uses your character list instead, so Play works and tells you it has done so.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Server and client update: Version 0.5.1, 2 October 2026 at 23:09 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.5.1"/>
    <id>https://skyrimscape.com/changelog.html#v6.5.1</id>
    <published>2026-10-02T23:09:00Z</published>
    <updated>2026-10-10T13:23:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.5.1. The realm restarted for this update. 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.&lt;/p&gt;
&lt;p class="corr"&gt;&lt;b&gt;Correction, 10 October 2026 at 13:23 UTC:&lt;/b&gt; this update is now numbered 0.5.1; it was released as 6.5.1. Versions count up toward 1.0.&lt;/p&gt;
&lt;h3&gt;New&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;A brewed potion does every effect its ingredients share, where the game has a potion of that combination.&lt;/b&gt; Skeever Tail, Hanging Moss and Hawk Feathers brew a Potion of Conflict at Alchemy 50, which fortifies both One-handed and Light Armor. Seven combinations are possible: Conflict, Escape, Keenshot, Larceny, Plunder, Well-being and the Potion of Blood. Any other set of ingredients brews the strongest single effect they share, as before.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The Alchemist perks and Fortify Alchemy gear make your potions stronger.&lt;/b&gt; Alchemist makes a potion 20% stronger per rank, up to twice as strong at the fifth. Physician adds 25% to a Restore Health, Magicka or Stamina potion and Benefactor 25% to any other beneficial one. A worn piece with Fortify Alchemy adds its own percentage: 25% is the strongest there is. Only worn gear counts: a potion never makes the next potion stronger.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemies now pick whom to fight by what you have done to them, not by who is closest.&lt;/b&gt; Every enemy keeps a tally for each player in its fight. Damage you deal to it counts for its full amount. Healing anyone it is fighting counts for half the health you restore, and that half is shared out over every enemy in the fight, so a healer is a target of the whole group and one heal does not pull a pack off whoever is holding it. An enemy stays on whoever it is fighting until another player's tally passes theirs by 10 per cent, or by 30 per cent for an enemy that fights at range, so a player who takes the hits can hold a group while the rest of the party works. A tally falls by 10 per cent a second once you have dealt no damage and done no healing in that fight for five seconds, and is dropped once it is spent, so a fight you walk away from is forgotten. An enemy that has no tally for anyone yet takes the nearest player, as before.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Changed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Being killed by another player now takes nothing from you.&lt;/b&gt; Ember is a softcore realm. Outside the towns and cities players can still fight and kill each other, but a kill by another player costs you nothing: no body for them to loot, no gold off your purse, no wear on your gear. You go down and you release or accept a revive, exactly as before. Dying to an enemy, a fall or a trap outside a town or city still wears the gear you are wearing, and still takes nothing else. Dying anywhere inside a town or city still costs nothing at all. A duel still costs nothing either way, and nobody dies in one.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Two potions of the same effect no longer add up.&lt;/b&gt; Drinking a Potion of Health and then a Potion of Plentiful Health gives you 40 points of health, not 60: the stronger one stands, and drinking a weaker one while a stronger is in force does nothing. This is how Skyrim works. &lt;b&gt;Worn gear and a potion still add together&lt;/b&gt;, and so do two worn pieces, which is also how Skyrim works: a cuirass with Fortify Health 20 and a Potion of Health 20 give you 40.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A fortify effect has a limit.&lt;/b&gt; Fortify Health, Magicka and Stamina each add at most 500 points however many sources you have; a Fortify Skill effect (Fortify One-handed, Fortify Destruction and the rest) at most 100 skill points, which is a whole skill's range; any percentage bonus to a skill at most 100%; and health, magicka or stamina regeneration at most 500%. Resistances were already limited to 85%. Nothing in normal play reaches these: the strongest single piece of gear or potion in the game is 100 points, 40% or 150% regeneration.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Being disarmed now takes the weapon out of your hands on your own screen.&lt;/b&gt; It always did on everyone else's: your own screen was the only one that still showed it. The weapon is in your pack, as it was, and it goes back into your hands by itself the moment the disarm wears off, so a 3-second disarm costs 3 seconds and no menu.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Shield Charge knocks what it catches to the ground, on every screen.&lt;/b&gt; Sprinting with your shield up still takes 4 health and 10 stamina off everything it catches; what it reaches now falls over and has to get up, the same fall at the same moment for every player watching, and it cannot be knocked down again until it is back on its feet. Giants and dragons are not touched by it at all, as in Skyrim.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemies no longer put their weapons away and draw them again while they run at you.&lt;/b&gt; A bandit, a wolf or any other enemy closing on you drew and sheathed its weapon about eight times a second for the whole approach, and settled only once it was in reach. It now draws once, when it decides to fight, and keeps its weapon out until the fight is over, which is what the game does. Measured on the realm: 21 draw-and-sheathe changes over a 900-unit approach before the fix, 1 after.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;An enemy no longer marches on the spot or stutters as it runs at you.&lt;/b&gt; It used to play a walking animation while standing still, and break its run for an instant five times a second; the same fault moved the walk and run state as well as the weapon.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;An enemy with its shield up keeps it up when it stops to let you past or gives up a chase.&lt;/b&gt; Its guard used to drop at that moment.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Quest items a quest puts in a chest are in the chest.&lt;/b&gt; The Shield of Ysgramor in Ysgramor's Tomb is one of 156 such items, and none of them was there. The item is yours alone: it appears for the character whose quest wants it, and another player opening the same chest does not see it. Taking it counts for your quest the same way taking one off a body does.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Lycanthropy and vampire lordship are your own, and the realm keeps them.&lt;/b&gt; Becoming a werewolf or taking Harkon's gift was the world's business rather than your character's, so the first character through used it up and nothing of it was saved. Your Beast Form power, the howl and its words, the disease immunity and the vampire's abilities are on your record, come back after you log out and after the realm restarts, and another character can take the same gift of their own.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Known issues&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Some quest items that a quest leaves lying in the world are still missing.&lt;/b&gt; About 90 of them: a book on a table, a piece left on the ground. Items a quest puts in a chest or on a body are there.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;You cannot catch vampirism from the disease.&lt;/b&gt; Harkon's gift works; Sanguinare Vampiris does not yet take hold.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A werewolf's and a vampire's own body is not drawn.&lt;/b&gt; The powers and the abilities are yours and are kept; the change of shape is not shown yet.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Hearthfire homesteads cannot be built.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Everything else from 6.5.0 still stands.&lt;/b&gt; Any known issue listed under 6.5.0 below and not named here is unchanged.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Server and client update: Version 0.5.0, 2 October 2026 at 04:28 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.5.0"/>
    <id>https://skyrimscape.com/changelog.html#v6.5.0</id>
    <published>2026-10-02T04:28:00Z</published>
    <updated>2026-10-10T13:23:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.5.0. The realm restarted for this update. The launcher updates itself and downloads the new client the next time you start it: close the game and start it again from the launcher, or you will not have the fixes below in full. This update holds the problems reported from playing 6.4.0, crafting stations anyone can use at any time, patterns and improved gear, and a character id you can quote.&lt;/p&gt;
&lt;p class="corr"&gt;&lt;b&gt;Correction, 10 October 2026 at 13:23 UTC:&lt;/b&gt; this update is now numbered 0.5.0; it was released as 6.5.0. Versions count up toward 1.0.&lt;/p&gt;
&lt;h3&gt;New&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;The realm runs the Anniversary Edition's content, and you can play with or without it.&lt;/b&gt; The world uses 30 Creation Club files. If your Skyrim has them all, their items, people, places and quests are there for you. If it does not, you play on the same realm, in the same world, beside players who do: the content from the files you are missing simply does not appear for you. Another player's Anniversary armour or weapon is drawn as the closest standard piece of the same kind, so they are never a blank; the fight is the same either way, because the realm decides the damage. People from content you do not have cannot see you, speak to you or attack you, and you cannot hit them. Places from it are shut for you, with a line naming what they come from. A chest, a merchant or a stall never lists something your game cannot show.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Anniversary items your character owns are kept whatever PC you play on.&lt;/b&gt; They stay in your inventory; a piece is taken off at a login on a PC that cannot show it, and you put it on again on a PC that can. An Anniversary item in a letter waits in the letter until you play on a PC that has that content, and is never lost or sent back. An Anniversary item cannot be traded to a player whose game does not have it, and the trade says whose game and which content. A character saved inside an Anniversary place is put at its entrance when you log in without that content.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The launcher tells you when Anniversary content is missing, and how to download it.&lt;/b&gt; It lists which of the realm's Creation files your Skyrim folder has and gives the steps: close SkyrimScape, start Skyrim Special Edition from Steam (there is a button for it), select Creations on the main menu, open Options and select "Download All Creations in my Library", wait for the downloads, quit Skyrim and start SkyrimScape. It checks again every time it starts. It never blocks Play, and it downloads nothing itself. If a file every copy of Skyrim has is missing, it says so instead and points you at Steam's "Verify integrity of game files".&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Nobody can block a crafting station.&lt;/b&gt; A forge, anvil, grindstone, workbench, smelter, tanning rack, alchemy lab, enchanter, cooking pot or any other crafting station opens for you whenever you use it, even while a townsperson or another player is working at it. Other players see you working there. Being attacked or committing a crime closes the crafting menu.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Glass, Ebony, Daedric and Dragon pieces need a pattern you find.&lt;/b&gt; A pattern is a book, named for the piece it teaches, for example "Pattern: Glass War Axe". Open it from your inventory to learn it and it is used up; if you already know it you keep the book to sell or trade, and a merchant pays for one by the value of the piece it teaches. The perk and the materials are still needed. The first player on the realm to read a Daedric or Dragon pattern is a realm first. (&lt;a href="https://skyrimscape.com/compendium.html#patterns"&gt;Patterns&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What kind of boss it is decides what it can give.&lt;/b&gt; A draugr crypt's boss can give an Ebony pattern and Stalhrim ore, a Dwemer ruin's a Glass pattern and Dwarven metal, a Daedric boss a Daedric pattern and a dragon lair's a Dragon pattern (both at level 30 and above). Bandit, Forsworn, giant, animal and other camps' bosses give rare materials only. No boss gives a pattern for a set Skyrim unlocks through its own quests. (&lt;a href="https://skyrimscape.com/compendium.html#boss-kinds"&gt;What each kind of boss gives&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Dragons, raids, main and Daedric quests, and a boss's chest in a place with no boss can give finds.&lt;/b&gt; A dragon has a 40% chance of dragon bone, dragon scales or a pattern; a cleared raid a 30% chance of a rare material; each main or Daedric quest you complete gives one roll, once, from level 10. (&lt;a href="https://skyrimscape.com/compendium.html#other-finds"&gt;Other finds&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Warlock, vampire and hagraven bosses can teach an enchantment.&lt;/b&gt; From level 18 their bosses have a 5% chance (6% from level 30) to teach you an enchantment you do not know yet, which you can then lay at an arcane enchanter. (&lt;a href="https://skyrimscape.com/compendium.html#boss-kinds"&gt;What each kind of boss gives&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Healing someone who fights a boss gives you a roll of your own when it dies.&lt;/b&gt; It counts the way landing a blow does. (&lt;a href="https://skyrimscape.com/compendium.html#boss-finds"&gt;Boss finds&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A Daedric artifact a quest gives you is bound to you.&lt;/b&gt; Dawnbreaker, the Ebony Mail, Mehrunes' Razor and the other 21 cannot be sold, traded, given or dropped. (&lt;a href="https://skyrimscape.com/compendium.html#loot-trades"&gt;Trades, bound items and stolen goods&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Unique weapons and armour are taken once per character and bound to you.&lt;/b&gt; The Bow of the Hunt, Goldbrand, Ahzidal's armour and about 120 more one-of-a-kind pieces, and the Daedric artifacts, are bound when you pick them up or take them from a chest or a body. Each member of a party can take their own in the party's copy of a dungeon; a second one is refused. (&lt;a href="https://skyrimscape.com/compendium.html#uniques"&gt;Unique items&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Every Block perk works.&lt;/b&gt; Deflect Arrows stops an arrow outright while your shield is up. Elemental Protection halves fire, frost and shock damage while it is up. Power Bash lets you bash with a power attack, which hits three times as hard as an ordinary bash. Block Runner lets you move at full speed with your shield up. Shield Charge, while you sprint with your shield up, takes 4 health and 10 stamina off everyone and everything you reach and knocks them down. Quick Reflexes does not slow time here, because the world is shared: instead a power attack still counts as blocked for 0.95 seconds after you lower your guard. Shield Wall and Deadly Bash already worked.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Disarming Bash takes the weapon out of an opponent's hands.&lt;/b&gt; A power bash with the perk has a 50% chance to disarm. Nothing is dropped on the ground: the weapons and shield go into their owner's own pack, so nothing can be lost or stolen. A disarmed character cannot put a weapon or a shield in their hands at all until it wears off, no blow of theirs with one counts, and they are told how long; fists and spells still work. &lt;b&gt;Against another player a disarm lasts 3 seconds&lt;/b&gt;, and each disarm of the same player within 18 seconds of the last lasts half as long as the one before (3 seconds, then 1.5, then 0.75, then it stops working), going back to the full 3 once 18 seconds pass without one. The attacker cannot disarm the same target again for 20 seconds, and nobody can disarm you for 10 seconds after a disarm ends. An enemy is disarmed for 30 seconds, every time.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Changed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;The world map pauses your own game while it is open.&lt;/b&gt; It does what Skyrim's does without the mod. Everyone else carries on while you read it, and your game catches up when you close it. The Skills screen, the Level Up screen, lockpicking and reading a book already worked this way.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Every character now has a character id instead of a player number.&lt;/b&gt; It is 36 characters of letters, numbers and dashes, it names one character and never any other, and it does not change. The launcher shows it on the Characters screen and in Settings, the game shows it on the Help tab of the social window (key O), and your account page on skyrimscape.com shows it under Your character. Each has a Copy button. The old numbers are gone from all of them.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Quote your character id when you report a problem or ask the moderators about a character.&lt;/b&gt; A name is not enough: a name can be changed, and a name you delete can be taken by somebody else later. Moderators can act on the whole id or on its first eight characters.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Playing without an account keeps working the same way.&lt;/b&gt; The launcher mints a character id on this PC and shows it; enter that id on another PC and you keep playing as the same character, as the number used to do.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;If the character you picked has been deleted, the launcher says so instead of playing somebody else.&lt;/b&gt; It clears the choice and one more press of Play starts your first character on that realm, or pick one on the Characters screen.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The realms are listed in the bar down the left-hand side of the launcher, and nowhere else.&lt;/b&gt; The list comes from the server, so a realm added or taken out of service appears or goes without a launcher update, and a realm that is down is still listed and marked offline. Clicking a realm selects it everywhere: your characters on it, and the realm Play joins. Past eight realms the list gains a search box and counts what it is showing.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The bottom of that bar shows the realm you have selected and how long it takes your computer to reach it.&lt;/b&gt; It is rechecked every 15 seconds and whenever you switch realm. It reads "Not answering", with a Retry button, when the realm does not reply. Before this it timed the address the launcher was published with rather than the realm you had chosen.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A launcher that cannot fetch the list of realms shows the last list it saw.&lt;/b&gt; It says so, with when that list was fetched, instead of an empty bar.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A critical hit does the same multiplier for every character.&lt;/b&gt; It no longer grows with your skill, your path or the weapon in your hands: what those build is &lt;b&gt;how often&lt;/b&gt; one lands. A single blow can no longer take a wolf or a bandit out on its own the way it could before. Your chance and your multiplier are both on the Sheet tab of the social window (key O), with every line that makes up the chance.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemies in a dungeon have more health the more of your group are inside it.&lt;/b&gt; At every difficulty, Normal included. On your own they have the health Skyrim gives them. It counts as each enemy is made, so an enemy already standing keeps the health it has: someone joining or leaving changes the rooms you have not opened yet, not the one you are fighting in. Outside a dungeon nothing changes with your group.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Townsfolk look at the same player on every screen.&lt;/b&gt; A shopkeeper who watches customers, such as Lucan Valerius in the Riverwood Trader, watches the first player who came in until that player leaves the shop, and every player sees him watching that player. A townsperson looks at the player it talks to or greets, and at the townsperson it talks with, the same on every screen.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Townsfolk sit down and get up at the same moment on every screen.&lt;/b&gt; A townsperson who gets up from a chair, a bench, a workbench or a counter stands up with the game's own animation for that piece, at the same moment for every player, and walks off from where they stood up. A greeting said as a townsperson arrives is heard as they arrive on your screen.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Townsfolk sit in the same seat on every screen, and walk to it the way the game does.&lt;/b&gt; A townsperson takes one named seat of a bench or a table, approaches it from a side the game allows, and no two townspeople take the same seat. A townsperson standing about a town stands at the same spot on every screen.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Shopkeepers in the Riverwood Trader are in the same place on every screen.&lt;/b&gt; Lucan and Camilla Valerius walk, lean on the counter and sit within a few units of each other on every player's screen, and face the same way.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The sawmill workers load and saw their logs in step on every screen.&lt;/b&gt; Hod at the Riverwood sawmill loads a log onto the saw, pulls the lever and starts again, and every player sees him doing the same thing at the same moment. Before this each player's game decided for itself when he loaded and when he sawed.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Irileth leads the guards out to the Western Watchtower in "Dragon Rising".&lt;/b&gt; When the Jarl sends her, she walks out of Dragonsreach, through Whiterun and out of the main gate to the tower, and the quest moves on to stage 48 when she gets there. She does this in your own copy of the quest: you and the members of your party who are at the same stage see her go, everyone else sees her at her usual post in Dragonsreach, and nobody else's game is changed by your quest. Any townsperson a quest of yours sends somewhere now works this way.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Improving a weapon at a grindstone or armour at an armour table is kept.&lt;/b&gt; The tier follows Skyrim's rules (your Smithing, the material's smithing perk, Fortify Smithing) and the piece keeps it when you log out, trade it or sell it; an improved weapon deals more damage and improved armour gives more armour rating. An enchanted piece needs the Arcane Blacksmith perk. The piece shows its tier in your inventory, for example "Iron Armor (Superior)". Before this, an improvement vanished at the next login. (&lt;a href="https://skyrimscape.com/compendium.html#tempering"&gt;Improving weapons and armour&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The skill bar at a forge, grindstone, armour table, alchemy lab or enchanter shows your skill as it is.&lt;/b&gt; After a skill increase it showed the wrong level and progress until you left the station and sat down to craft again, and Skyrim could announce a Smithing increase you had not earned. The bar now shows your level, the next level and your progress after every item, without closing the menu. (&lt;a href="https://skyrimscape.com/compendium.html#crafting"&gt;Crafting&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What a conversation gives you stays, and what it costs is charged once.&lt;/b&gt; Gold, items and spells handed over in a conversation used to be taken back within a second, and gold you paid came back.&lt;ul&gt;&lt;li&gt;Faralda at the College of Winterhold takes her 30 gold and teaches you the spell her test asks for. The spell is still yours the next time you start the game, and the gold is still gone.&lt;/li&gt;&lt;li&gt;A carriage takes its fare when you sit in the back: 20 gold to a hold's city, 50 to a village.&lt;/li&gt;&lt;li&gt;A reward an NPC hands you in conversation is yours, and a spell a quest teaches you stays.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A Thane's pardon is free.&lt;/b&gt; Once you are Thane of a hold, telling one of its guards so clears your bounty there once, for no gold. The whole fine used to be taken. The title is kept the next time you start the game.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The Thieves Guild's payoff costs half the bounty.&lt;/b&gt; The whole fine used to be taken.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Persuading or intimidating someone raises Speech.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;You are no longer dropped and logged back in over and over.&lt;/b&gt; A session could be cut every few seconds for as long as you played: one was cut 36 times in 36 minutes. Each time, your game went straight back in, your bodies and other players took ten seconds or more to come back, and you were put where you were last saved rather than where you were standing. Connections now hold on networks that cut the old ones, and a session that is cut waits longer each time before trying again instead of hammering away at it.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Your character keeps its face, its race and its sheet when you log out and back in.&lt;/b&gt; If you left the game during the opening, your next login asked you to make a new character and you came back as a default Nord, and every login after that did the same. Nothing is thrown away now until a new character has replaced it.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Leaving a building no longer throws you into the sky or pulls you straight back inside.&lt;/b&gt; Whiterun's Hall of the Dead was the worst of it: once you had been put inside, stepping out of the front door dropped you into the air over empty ground outside the city, you fell, you were put back inside, and it happened again every time you tried to leave. Doors, stairs and the steps down into a crypt are all safe now.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A fall through the world puts you back in the room you fell in.&lt;/b&gt; Not in the room you had just left.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Wild animals that stand in one place have a name over them, a health bar and the health they should have.&lt;/b&gt; Wolves, sabre cats, mudcrabs, skeevers, snow bears, spriggans and boars in some spots had nothing drawn over them, and a single dagger blow or a punch killed one. They are the same as every other enemy now: every player nearby sees the same animal in the same place doing the same thing, and a blow takes off what the weapon and your skill say.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;No run of quest messages when you log in.&lt;/b&gt; Your journal is put back as you left it at every login, and the game used to announce every quest again while that happened: "Quest Added", "Quest Updated" and objectives for quests you finished days ago. Those messages are not shown any more. A quest you move forward while playing still announces itself as it always has, and your journal reads the same.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The mouse cursor works in the repair, salvage, training and spellmaking windows.&lt;/b&gt; Opening Repairs and salvage, Trainer services or Spellmaking from a conversation left the cursor stuck where it was, so nothing in the window could be clicked until Esc closed it. The cursor moves and clicks in every window of ours now, however the window was opened, and the cursor key is still G and Left Alt is still Sprint.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The world map shows its markers again, and it no longer flickers.&lt;/b&gt; Towns, mines, towers, the place you are standing in and its label are drawn on it, the map is lit as Skyrim's own is, and it holds still instead of flashing between a bright map and a dark one. The local map indoors does the same.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Muting a player from the Players list no longer puts a number on screen.&lt;/b&gt; It said "Muted 4" when the player you muted was not in sight; it names them, or says "Muted that player" when it cannot.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A character the account system has not named is no longer called after an account number.&lt;/b&gt; Such a character is named from its own character id.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;More of another player's attacks and combos play on your screen the way they played on theirs.&lt;/b&gt; A swing, a power attack, a bash, a block and a bow draw are shown with the weapon they were made with and the swing that was made, left hand and right. Before this, another player's body on your screen chose its own animation for each attack, so a two-swing or three-swing combo often showed as one swing, as the wrong swing, or as nothing at all. It is better, not perfect: see Known issues.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Known issues&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;A bribe costs nothing.&lt;/b&gt; The gold comes back after the conversation.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;In a party, only the member who talks gets what a conversation gives.&lt;/b&gt; Party members get the quest's progress as before.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;If your character comes back with the wrong body, you are told so.&lt;/b&gt; Your appearance is put on as the game starts, and if that does not happen the body stays wrong for the rest of the session. You get the line "Your appearance did not load: the body on screen is not your character. Close the game and start it again from the launcher." Restarting the game fixes it. Report it if you see that line, and say which character.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;In a party, the Dragonstone can fail to drop for the member who needs it.&lt;/b&gt; This happens when another member, who has not started Bleak Falls Barrow, lands the killing blow. Let the member who needs it land the last blow.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Some guild and Daedric quests stop partway.&lt;/b&gt; They wait where a person has to go somewhere for the quest to move on.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A quest that asks you to kill a named townsperson cannot be finished.&lt;/b&gt; This includes the Dark Brotherhood's contracts. (&lt;a href="https://skyrimscape.com/compendium.html#world"&gt;The world&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Winning a brawl pays no bet.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Radiant quests, such as a Jarl's bounty or a favour, cannot be finished.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Some quest items are missing.&lt;/b&gt; One is the Shield of Ysgramor in its chest in Ysgramor's Tomb.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Lycanthropy, vampirism and Hearthfire homesteads are not kept from one login to the next.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Dragon souls from dragons that attack at random are not kept.&lt;/b&gt; The souls of the dragons in the main quest are.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;An improved weapon or piece of armour shows without its tier in a merchant's list or a chest.&lt;/b&gt; It keeps its tier and its price, and shows the tier again in your inventory.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A pattern's page is blank.&lt;/b&gt; Its name says which piece it teaches, and the chat says so when you read it.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Anniversary Edition content is not shown in a game without the Anniversary upgrade.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;An inn's room cannot be rented, so an inn's beds cannot be used for rest.&lt;/b&gt; A bed in your own house, or one nobody owns, rests you. (&lt;a href="https://skyrimscape.com/compendium.html#sleep"&gt;Time, waiting and sleeping&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Skyrim shows "You cannot sleep in this location." when you use a bed.&lt;/b&gt; The rest is applied anyway: the chat line and your Active Effects show it.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Another player's combos may look out of step on your screen.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Another player's equipped arrows are not shown.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Wards do not stop spells from creatures and NPCs.&lt;/b&gt; Their spells still hurt you through a held ward; the ward's armour counts against them.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemy archers and mages fight in melee or with their fists.&lt;/b&gt; They do not shoot or cast.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Some of another player's attacks can still look out of step on your screen.&lt;/b&gt; A fast combo may show a swing late or miss one out. It happens less often than it did.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;When you are disarmed, the weapon stays drawn on your own screen.&lt;/b&gt; You cannot swing it, block with it or put it away and draw another while disarmed, and other players see it leave your hands; it is only your own screen that still shows it.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Server and client update: Version 0.4.0, 30 September 2026 at 01:07 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#v0.4.0"/>
    <id>https://skyrimscape.com/changelog.html#v6.4.0</id>
    <published>2026-09-30T01:07:00Z</published>
    <updated>2026-10-10T13:23:00Z</updated>
    <content type="html">&lt;p&gt;SkyrimScape is version 0.4.0. The realm restarted for this update. 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.&lt;/p&gt;
&lt;p class="corr"&gt;&lt;b&gt;Correction, 10 October 2026 at 13:23 UTC:&lt;/b&gt; this update is now numbered 0.4.0; it was released as 6.4.0. Versions count up toward 1.0.&lt;/p&gt;
&lt;h3&gt;New&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;SkyrimScape has a version number: 6.4.0.&lt;/b&gt; The launcher shows it in its title bar and in Settings, and the last line of the Help tab of the social window (key O) shows it. Give it when you report a problem.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Townspeople are in the same place and do the same thing on every player's screen.&lt;/b&gt; They take the same steps at the same time, use the same seat, counter or workbench and face the same way. In the Riverwood Trader, Lucan and Camilla Valerius walk, lean on the counter and sit in the same places on every screen.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Townspeople look at the same player on every screen.&lt;/b&gt; A shopkeeper who watches customers, such as Lucan Valerius, watches the first player who came in until that player leaves the shop, and every player sees him watching that player. A townsperson looks at the player it talks to or greets, and at the townsperson it talks with, the same on every screen.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Doors, gates, levers and bridges are the same for everyone.&lt;/b&gt; When a player opens a door or pulls a lever, every player nearby sees it move, and anyone who arrives later finds it that way until the place resets (ten in-game days, or when a dungeon copy resets). (&lt;a href="https://skyrimscape.com/compendium.html#doors"&gt;The world&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A closed door or gate stops enemies.&lt;/b&gt; They cannot hit you through it, and they cannot walk through it. People open unlocked doors to reach you, and locked ones only with the key; animals and most creatures cannot open doors. Your blows do not pass through a closed door or gate either.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;In a dungeon, your group's copy has its own doors, gates, levers and locks.&lt;/b&gt; Another group's copy of the same dungeon is not changed by yours.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemies notice you as in Skyrim.&lt;/b&gt; Light, distance, movement and your Sneak skill decide whether you are seen. An enemy that has not noticed you does not come for you, one that loses you searches where it last saw you and then gives up, and a guard comes for your bounty once they notice you. The Sneak eye shows how close you are to being seen, and sneaking where someone could see you raises Sneak.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A crime needs a witness.&lt;/b&gt; A theft, a trespass or a murder is reported only when a townsperson there sees or hears it. A sleeping townsperson sees nothing but can still hear you. (&lt;a href="https://skyrimscape.com/compendium.html#crime"&gt;Crime&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Your words of power, shouts and dragon souls are saved with your character.&lt;/b&gt; Before this, they were gone every time you logged in again, and the Greybeards' trials could not be done after a login. (&lt;a href="https://skyrimscape.com/compendium.html#story"&gt;Your story&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The map markers a quest shows you stay on your map.&lt;/b&gt; The Western Watchtower in "Dragon Rising" and the places later quests point you to were gone from the map after a login.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;General chat reaches the players in your hold, and a new Trade tab reaches everyone.&lt;/b&gt; The line where you type names your hold, for example General (Whiterun Hold), and the chat tells you when you cross into another hold. Trade is for buying, selling and finding a group: type on the chat window's Trade tab, or use &lt;code&gt;/trade&lt;/code&gt; or &lt;code&gt;/lfg&lt;/code&gt;, once every 10 seconds. (&lt;a href="https://skyrimscape.com/compendium.html#chat-voice"&gt;Chat and voice&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;You can see who is talking.&lt;/b&gt; A speaker mark shows above a player's name while they talk. A player you muted shows none. (&lt;a href="https://skyrimscape.com/compendium.html#chat-voice"&gt;Chat and voice&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A bed rests you, with no time passing.&lt;/b&gt; Press E on a bed you may use for Skyrim's Rested (skills improve 5% faster for 8 hours), Well Rested in your own house (10%), or Lover's Comfort with your spouse in the same place (15%). The effect shows in your Active Effects and lasts through a logout. Sleeping and waiting stay off. (&lt;a href="https://skyrimscape.com/compendium.html#sleep"&gt;Time, waiting and sleeping&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Trespassing is a crime.&lt;/b&gt; If you stay in a house after its owners close it for the night, you are told to leave, warned once more 5 seconds later, and 5 seconds after that given a 5 gold bounty with that hold. Leaving before the last warning costs nothing, and inns never close. (&lt;a href="https://skyrimscape.com/compendium.html#crime"&gt;Crime&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Two members of one party can duel each other.&lt;/b&gt; Outside a duel, party members still do each other no harm.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Report a player reaches the moderators.&lt;/b&gt; A report you send from the Help tab (key O) goes to the moderation team on the official Discord, and the Help tab says so when it is sent. The player you report is not told.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Moderators can act in the game.&lt;/b&gt; A moderator can remove a player from the realm, mute a player for up to 7 days, or ban a player for up to 7 days. While you are muted, nobody receives your chat, whispers, party and guild lines, letters or voice; you can still report a player and send feedback. A muted or banned player is told the reason and when it ends, in UTC. (&lt;a href="https://skyrimscape.com/compendium.html#chat-voice"&gt;Chat and voice&lt;/a&gt;)&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Changed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Players cannot harm the named townspeople or the guards, and the townspeople and guards do not harm players.&lt;/b&gt; Weapons, spells and shouts pass through them, and they still talk, trade and stand in your way. A guard who comes to arrest you or fights you over a bounty can still be fought, by you alone. Bandits, creatures and the people Skyrim makes hostile are fought as before. (&lt;a href="https://skyrimscape.com/compendium.html#townsfolk-ghosts"&gt;NPCs&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A brawl a townsperson agrees to in their own dialogue is a fistfight between the two of you.&lt;/b&gt; Whoever falls loses and nobody dies, and there is no bounty for the fists. Using a weapon or a spell ends the brawl and counts as an assault (40 gold). (&lt;a href="https://skyrimscape.com/compendium.html#townsfolk-ghosts"&gt;NPCs&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A merchant's gold is yours alone, as in your own game.&lt;/b&gt; What you sell is paid from the gold that merchant has for you, and other players' sales do not spend it. It is back to the merchant's full amount 48 game hours (2.4 hours) after it was last full. The merchant's stock is still one for everyone. (&lt;a href="https://skyrimscape.com/compendium.html#loot-merchants"&gt;Merchants&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The chests, barrels, plants, ore veins and items lying in the world are your own copy.&lt;/b&gt; What another player takes is still there for you, and what you take is gone for you until the place resets (240 game hours, 12 hours). In a dungeon your party shares one copy. (&lt;a href="https://skyrimscape.com/compendium.html#chests"&gt;Chests&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What players drop is gone when the place resets.&lt;/b&gt; That is 240 game hours, except in your own home. At most 100 dropped items lie in one place; past that a drop is refused, the item stays in your pack and the chat says so. (&lt;a href="https://skyrimscape.com/compendium.html#world"&gt;The world&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Riverwood has no Whiterun guards until you have spoken to Jarl Balgruuf.&lt;/b&gt; As in Skyrim, he sends them when you tell him about Helgen. Before this, they stood in Riverwood from the start. (&lt;a href="https://skyrimscape.com/compendium.html#story"&gt;Your story&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;High Hrothgar's doors open for you when the Greybeards summon you, and for your party.&lt;/b&gt; Before this, the first player summoned opened them for everyone on the realm, and they locked again for everyone twelve real hours later.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Delphine's secret door opens for you and your party.&lt;/b&gt; In the Sleeping Giant Inn, it opens when she shows it to you in "A Blade in the Dark". Before this, the first player to reach that point opened it for everyone.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Random dragon attacks stay on for everyone during "A Blade in the Dark".&lt;/b&gt; Before this, one player partway through that quest turned them off for the whole realm.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemies fight with the best weapon and shield they carry, and hit as hard as their skill with that weapon says.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemies' blows land when their swing connects, and each attack takes as long as its animation.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemies choose among their own attacks: power attacks, forward lunges, combos, blocks and shield bashes.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemies' armour protects them from your blows.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A blow between two players is Skyrim's own.&lt;/b&gt; The weapon, skill and perks of the one who strikes and the armour, block and perks of the one struck decide it, as they would against an NPC.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Armour protects as Skyrim rates it, piece by piece.&lt;/b&gt; Each piece counts with your armour skill and the perks that apply to that piece, such as Juggernaut on heavy pieces and Well Fitted on a matched set, against enemies' blows as well as players'.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Your block counts against enemies and other players.&lt;/b&gt; A shield blocks more than a weapon, Block and its perks raise it, and a power attack breaks through more of it. Blocking a blow costs stamina only when the blow would have hurt you, so it costs nothing in a city or against a party member.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A power attack costs Skyrim's stamina.&lt;/b&gt; It is twice 20 plus your weapon's weight, 58 with an iron sword.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A bash is Skyrim's bash.&lt;/b&gt; Its damage comes from your shield's armour or your weapon's damage and your Block skill. A bash costs 35 stamina and a power bash 55, a power bash needs the Power Bash perk, and Deadly Bash makes it five times as strong.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Your fists hit as your race's do.&lt;/b&gt; A Khajiit or an Argonian punches for 10, the other races for 4.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Your race's abilities work.&lt;/b&gt; A Breton resists a quarter of magic, a Dunmer half of fire, a Nord half of frost, a Redguard or a Bosmer half of poison, and an Altmer has 50 more magicka.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Magic Resistance protects you.&lt;/b&gt; It comes from your gear, potions and race, up to 85%.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enchanted gear that fortifies a skill works.&lt;/b&gt; A weapon skill's enchantment makes your blows harder, a school of magic's makes its spells cheaper, and Haggling gives you better prices.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Sneak attacks on other players count, as they do on enemies.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The critical perks (Bladesman, Deep Wounds, Critical Shot, Critical Charge) add to your critical strikes.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Spells with extra damage for some targets apply it only to them.&lt;/b&gt; Disintegrate on a nearly dead target, Bane of the Undead on the undead.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Augmented Flames, Augmented Frost and Augmented Shock strengthen your spells of their element.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Shouts hurt other players and enemies.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A fallen enemy lies in the same place for every player.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The combat log says when a blow was a sneak attack, a power attack or a bash, blocked, or a critical.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A follower who runs out of health gets up after 20 seconds, as in Skyrim.&lt;/b&gt; It was 15.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Skills rise from what raises them in Skyrim.&lt;/b&gt; A spell raises its school when it takes effect, and a healing spell by the health it restores, so none at full health; Illusion rises too. Smithing rises from what you make at a forge; cooking, smelting, tanning and building raise nothing, and a staff made at the staff enchanter raises Enchanting. Enchanting and disenchanting raise Enchanting as much as they do in Skyrim, much less than before.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Every potion Skyrim hands out can be brewed.&lt;/b&gt; Cure Disease and Cure Poison are among them.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Food and potions that restore over time do so.&lt;/b&gt; Vegetable Soup restores health over time; it added 1 to your maximum health.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Repairs and salvage use the piece's own forge materials.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A merchant who trades in more than one place trades in each at its own hours.&lt;/b&gt; Adrianne Avenicci sells from her forge by day.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Chests and items Skyrim never refills stay as you left them.&lt;/b&gt; Items Skyrim sets out from the start of the game are there to take.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Interiors that show the sky show the weather Skyrim gives them.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Escaping from the jail in Markarth adds no escape fine to your bounty.&lt;/b&gt; It adds none in Skyrim either.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A blacksmith's repairs and a court wizard's spellmaking are buttons beside the conversation.&lt;/b&gt; Talk to them and press Repairs and salvage or Spellmaking; the conversation stays open until you do. Before this, their windows opened over the conversation and hid its topics. (&lt;a href="https://skyrimscape.com/compendium.html#screens"&gt;The interface&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Hold G for the mouse cursor. Left Alt sprints again.&lt;/b&gt; Holding Left Alt, Skyrim's sprint key, used to show the cursor and stop your character. Another key can be chosen with a &lt;code&gt;cursor_key = H&lt;/code&gt; line (or any letter) in SkyrimScape.ini, in the game's Data, SKSE, Plugins folder. (&lt;a href="https://skyrimscape.com/compendium.html#screens"&gt;The interface&lt;/a&gt;)&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;"Before the Storm" can be finished.&lt;/b&gt; Jarl Balgruuf gives his reward after his second conversation, and "Bleak Falls Barrow" begins.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;"The Way of the Voice" can be finished.&lt;/b&gt; The Greybeards give their lessons, and "The Horn of Jurgen Windcaller" completes with it.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;"Dragon Rising" continues at the Western Watchtower.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Conversations the Jarl and the Greybeards have during their quests play to the end.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The Dragonstone is never lost.&lt;/b&gt; If the Bleak Falls Barrow boss's body disappears before you take it, it is put in your inventory; in a party it drops whoever lands the killing blow; and if it was lost while you were away, the boss is there again for you with the Dragonstone.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Arvel the Swift carries the Golden Claw.&lt;/b&gt; It can be taken from his body.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A quest scene that was playing when you logged out plays again when you log in, and one that had finished does not.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Mirmulnir stays dead after you log in again.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemies were made for the level of the highest-level player online, wherever that player was.&lt;/b&gt; A new character met wolves, bandits and draugr made for the realm's strongest player, in the wilds and in their own dungeon, and the guards and the townspeople whose level grows with the player were the same. They are now made for the players who meet them: your own level when you are alone, the highest level among the players near when several of you are, and in a dungeon the highest level your group had when each of you first entered it, within the level range Skyrim gives the place. (&lt;a href="https://skyrimscape.com/compendium.html#dungeons"&gt;Dungeons&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Vigilants of Stendarr, hunters and other travellers no longer attack you on sight.&lt;/b&gt; As in Skyrim, they fight their own enemies and leave you alone; attack one and it fights back. The same holds for the Dawnguard, the war camps' soldiers, the adventurers on the roads and sailors. (&lt;a href="https://skyrimscape.com/compendium.html#world"&gt;The world&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;People Skyrim places dead are dead.&lt;/b&gt; Ilas-Tei on the northern coast, the woodcutter by Pinewood Grove and the bodies in places like Alftand and the Twilight Sepulcher were standing alive; they are corpses where the game put them. (&lt;a href="https://skyrimscape.com/compendium.html#world"&gt;The world&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Whiterun's main gate stays open once the guard lets you in.&lt;/b&gt; Giving him the news from Helgen, persuading him or paying him opened the gate for a moment and then locked it again, so Whiterun could not be entered through its main gate. Now the gate opens and stays open, for everyone: once any guard has let a player in, the gate is open for every player. (&lt;a href="https://skyrimscape.com/compendium.html#world"&gt;The world&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Walking back into the cave you start beside no longer replays the dragon's flight over Helgen.&lt;/b&gt; A new character who turned back into the cave saw the dragon fly over again and got "Follow Hadvar" in the journal until the next login.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A door or lever you used could go back by itself a few seconds later.&lt;/b&gt; A door you left open could also be closed when you came back.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Simple locks with no key, such as the cages in Helgen Keep, could not be picked.&lt;/b&gt; Picking one locked it again.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Arriving somewhere could open a lock screen you did not ask for.&lt;/b&gt; If another player had tried a locked door there, everyone who came in after them got that door's lock screen. It no longer happens.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Being moved by the realm could put you inside a building, inside rock or under the ground.&lt;/b&gt; Rising at a graveyard, /unstuck, going to your guild hall, being taken to jail and logging in put you on the ground. A character that was saved under the ground logs in standing on it.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Falling through the world is caught.&lt;/b&gt; If you fall through the ground, you are put back where you last stood and told so in chat.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A long fall off a cliff could put you back in the air where it began.&lt;/b&gt; Falls are left alone, and you land where you fall.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Another player could appear to fall through the floor on your screen after arriving next to you.&lt;/b&gt; They stay on the floor where they stand.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Another player moved by the realm could be seen walking to where they were put.&lt;/b&gt; Sometimes it was through a wall. They appear at the new place at once.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Wards protect you from other players' spells.&lt;/b&gt; While you hold a ward, a spell from the front is taken off its points (Lesser Ward 40, Steadfast Ward 60, Greater Ward 80) and does no damage. A spell stronger than what is left, or one from behind, breaks the ward and still does no damage; cast the ward again to raise a new one. With Ward Absorb, a quarter of each spell your ward stops comes back as magicka.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Golden Touch, Imperial Luck, Prowler's Profit and Treasure Hunter add to what you find.&lt;/b&gt; A body or a chest holds the extra your perks give, as your own find: only you see it and take it, and a find you leave in a body goes with the body. Before this, these perks added nothing. (&lt;a href="https://skyrimscape.com/compendium.html#bodies"&gt;Bodies&lt;/a&gt;)&lt;ul&gt;&lt;li&gt;Golden Touch: 2 to 10 more gold in a bandit, draugr, Falmer, Forsworn, giant, dragon or riekling, and 2 to 10 or 20 to 100 more in many chests.&lt;/li&gt;&lt;li&gt;Imperial Luck: 2 to 10 more gold in the same bodies and in many chests, for every character once they have left Helgen, as in Skyrim.&lt;/li&gt;&lt;li&gt;Prowler's Profit: more gems in a dragon, a giant, a wealthy townsperson and many chests.&lt;/li&gt;&lt;li&gt;Treasure Hunter: a treasure chest's special weapon or armour piece 15 times in 100, instead of 10.&lt;/li&gt;&lt;li&gt;In a fight, the player who lands the killing blow gets what their perks add, and so does each member of their party who struck the enemy.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Loot: turns on the Party tab works.&lt;/b&gt; Each body your party kills is one member's to loot first, in turn, starting with the leader; the others can take from it once that member has taken something, or after 60 seconds. (&lt;a href="https://skyrimscape.com/compendium.html#parties"&gt;Parties&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Other players no longer sit down in chairs or at cooking pots on your screen.&lt;/b&gt; Their swings, blocks and bashes show indoors: in a shop, every swing another player made was missing from your screen.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemies no longer sit down in the middle of a fight or wander off on one player's screen.&lt;/b&gt; An enemy in a chair stands up to fight, and enemies stand in the same place on every player's screen.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Every player sees an enemy holding the same weapon.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Another player's character on your screen only does what that player does.&lt;/b&gt; It no longer fights back on its own when you strike it.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;An enemy's follow-up swing always shows, and another player's swings no longer show an extra one.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A weapon bash without a shield deals the damage the game gives it.&lt;/b&gt; That is about three times what it did.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Other players see your war paint and dirt.&lt;/b&gt; The Sheet tab and the compendium said they did not; war paint and dirt are part of the face other players see, with your skin colour and the rest of your appearance. (&lt;a href="https://skyrimscape.com/compendium.html#looks"&gt;Your appearance&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Creation Club items, people and places are the right ones in every player's game.&lt;/b&gt; In a game without the Anniversary upgrade, or with other Creation Club content than the realm's, some of them came out as other objects or not at all, and Creation Club perks such as Rare Curios' Poisoned were taken away at login. Everything from Creation Club content your game has appears and works; what comes from content your game does not have does not appear for you, and the chat says which content that is when you log in.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Other players see the face you made in the race menu.&lt;/b&gt; This includes when your game has other Creation Club content than the realm's. Before this they saw your race's default face.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Survival Mode stays off.&lt;/b&gt; It does not ask at each login and cannot be turned on while you play here, since hunger, cold and fatigue are not part of the realm.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Known issues&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;In a party, the Dragonstone can fail to drop for the member who needs it.&lt;/b&gt; This happens when another member, who has not started Bleak Falls Barrow, lands the killing blow. Let the member who needs it land the last blow.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Gold, items and spells that change hands in a conversation are put back.&lt;/b&gt; A reward handed to you in a conversation vanishes, and gold a conversation takes comes back. Faralda's spell for the College of Winterhold's test, a carriage's fare and a guard's pardon for a Thane are among them.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Some guild and Daedric quests stop partway.&lt;/b&gt; They wait where a person has to go somewhere for the quest to move on.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A quest that asks you to kill a named townsperson cannot be finished.&lt;/b&gt; This includes the Dark Brotherhood's contracts. (&lt;a href="https://skyrimscape.com/compendium.html#world"&gt;The world&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Winning a brawl pays no bet.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Irileth does not lead the guards to the Western Watchtower.&lt;/b&gt; "Dragon Rising" continues at the tower without her.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Radiant quests, such as a Jarl's bounty or a favour, cannot be finished.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Some quest items are missing.&lt;/b&gt; One is the Shield of Ysgramor in its chest in Ysgramor's Tomb.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Lycanthropy, vampirism and Hearthfire homesteads are not kept from one login to the next.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Dragon souls from dragons that attack at random are not kept.&lt;/b&gt; The souls of the dragons in the main quest are.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;An improvement made at a grindstone or a workbench does not last.&lt;/b&gt; The piece shows Fine or better in your inventory and fights at its old numbers.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A crafting station another player is using cannot be used until they leave it.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Anniversary Edition content is not shown in a game without the Anniversary upgrade.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;An inn's room cannot be rented, so an inn's beds cannot be used for rest.&lt;/b&gt; A bed in your own house, or one nobody owns, rests you. (&lt;a href="https://skyrimscape.com/compendium.html#sleep"&gt;Time, waiting and sleeping&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Skyrim shows "You cannot sleep in this location." when you use a bed.&lt;/b&gt; The rest is applied anyway: the chat line and your Active Effects show it.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Another player's combos may look out of step on your screen.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Another player's equipped arrows are not shown.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Wards do not stop spells from creatures and NPCs.&lt;/b&gt; Their spells still hurt you through a held ward; the ward's armour counts against them.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Enemy archers and mages fight in melee or with their fists.&lt;/b&gt; They do not shoot or cast.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>Server and client update: 29 September 2026 at 00:40 UTC</title>
    <link rel="alternate" type="text/html" href="https://skyrimscape.com/changelog.html#2026-09-29-0040"/>
    <id>https://skyrimscape.com/changelog.html#2026-09-29-0040</id>
    <published>2026-09-29T00:40:00Z</published>
    <updated>2026-09-29T00:40:00Z</updated>
    <content type="html">&lt;p&gt;The realm restarted at 00:40 UTC and was down for 1 minute; the new client followed at 00:52 UTC. The launcher downloads it the next time you start it, and the previous client cannot connect: close the game and start it again from the launcher.&lt;/p&gt;
&lt;h3&gt;New&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Dungeons have three difficulties: Normal, Hard and Elite.&lt;/b&gt; A player alone, or a party's leader, chooses one outside dungeons on the new Instances tab of the social window (press O). Hard and Elite take their numbers from Skyrim's Expert and Master settings: enemies' blows do 1.5 or 2 times the damage to you and yours do 0.75 or 0.5 times to them, a second enemy stands at 30% or 60% of the places a leveled enemy stands, enemies are 10 or 20 levels higher within the level range of the place, and the pattern chances from bosses are 1.5 or 2 times. Nobody in a party can change it while a member is inside a dungeon. (&lt;a href="https://skyrimscape.com/compendium.html#difficulty"&gt;Difficulty&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Killing a dungeon boss locks you out of it on that difficulty for 720 game hours (36 real hours).&lt;/b&gt; Everyone in your group who is inside when it dies, and everyone whose blow landed on it, is locked out; while everyone entering is locked out, the boss stays dead in their copies at that difficulty. The Instances tab lists your lockouts and your party members', each counting down. (&lt;a href="https://skyrimscape.com/compendium.html#lockouts"&gt;Lockouts&lt;/a&gt;, &lt;a href="https://skyrimscape.com/compendium.html#instances-tab"&gt;The Instances tab&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A boss can give you a find of your own: a rare material or a pattern.&lt;/b&gt; Every character whose blow landed on a boss gets one roll. At boss level 1 to 17 it is 85% nothing and 15% a rare material; at 18 to 29, 75% nothing, 22% a rare material and 3% a Glass or Ebony pattern; from 30, 70% nothing, 24% a rare material, 5% a Glass or Ebony pattern and 1% a Daedric or Dragon pattern. The first character on the realm to find the pattern of a Daedric or Dragon piece is a realm first. (&lt;a href="https://skyrimscape.com/compendium.html#boss-finds"&gt;Boss finds&lt;/a&gt;, &lt;a href="https://skyrimscape.com/compendium.html#patterns"&gt;Patterns&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Glass, Ebony, Daedric and Dragon gear is made at a forge, never found whole.&lt;/b&gt; Where Skyrim's lists would put one of these pieces in a body or a chest, it holds half the piece's forge materials instead, and merchants do not stock them. Making one takes its smithing perk and its pattern. A character who holds the Glass, Ebony, Daedric or Dragon smithing perk when this update arrives knows every pattern of that perk's pieces, so nobody loses what they can make today. (&lt;a href="https://skyrimscape.com/compendium.html#top-tiers"&gt;Glass, Ebony, Daedric and Dragon gear&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Bodies hold their death items.&lt;/b&gt; 2,826 of the game's 6,800 NPC records name one: a dragon leaves Dragon Bone and Dragon Scales, a Dremora a Daedra Heart. (&lt;a href="https://skyrimscape.com/compendium.html#bodies"&gt;Bodies&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A party leader can share their home's chests with the party.&lt;/b&gt; Press O, open the Party tab and its Home chests page, and press Share my home's chests with the party. Party members inside your home can then take from and put things in its chests, and the page lists the last 20 items they took or put in, with who and when. Sharing is off until you turn it on, and it turns off by itself when someone joins the party, when the leader changes and when the party ends. Your stash is never shared. (&lt;a href="https://skyrimscape.com/compendium.html#home-sharing"&gt;Parties&lt;/a&gt;)&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Changed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Taking from a chest in a dungeon is never theft.&lt;/b&gt; Nor is taking from a chest Skyrim gives the player (Breezehome's two, Delphine's chest in the Sleeping Giant), from a chest of people who fight you outside the towns and cities (the smugglers at the Icerunner, a hagraven's cabin), or from a chest of a faction you belong to. Items lying in those places follow the same rules. Before this, taking from any chest that Skyrim's data gives an owner was theft. (&lt;a href="https://skyrimscape.com/compendium.html#chest-owners"&gt;Chests: whose they are&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Your home's chests open only for you.&lt;/b&gt; Party members who come in with you find them empty unless you share them. Before this, a party member inside your home could open them.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Feedback can be sent once every 8 hours.&lt;/b&gt; The limit is for your account, all your characters together. The Help tab counts down the time left, and a message you cannot send yet stays in the box. It was one message every 20 seconds.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Townspeople, guards, bandits and creatures walk around you.&lt;/b&gt; They go round you when you stand in their way, wait while you cross their path, stop short of you where they are going and step aside when you walk into them, and an enemy chasing you stops at you. Before this, they walked through you.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The repair and spellmaking windows open only for the blacksmith or court wizard you talk to.&lt;/b&gt; Before this, talking to anyone near Alvor's forge opened his repair window over the conversation.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Merchants no longer restock Glass, Ebony, Daedric and Dragon pieces.&lt;/b&gt; A piece already in a merchant's stock can be bought, and it does not come back.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fixed&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Townspeople no longer draw a weapon on you in their house.&lt;/b&gt; In a house while it is private, the owners tell you to leave and call the guards, and stay out of a fight.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Fixed a way to see what another player's stash, a guild's bank or a guild hall's chests hold.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The Board's Firsts page names the piece of a pattern first.&lt;/b&gt; It showed a number.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Typed commands name the right menus.&lt;/b&gt; Duel and Invite to party are on a player's name menu (click their name on the Players tab or in the chat), and a stall's prices are set by browsing your own stall on the Market tab.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The Sheet tab says that other players see your skin tone.&lt;/b&gt; It said they did not.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Shock spells do the damage Skyrim gives them.&lt;/b&gt; Every shock spell did 200 more damage than Skyrim gives it: Sparks did 208 instead of 8, Lightning Bolt 225 instead of 25, Thunderbolt 260 instead of 60.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Holding a ward no longer gives stamina.&lt;/b&gt; A ward added 40 to 80 stamina a second (see Known issues).&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Walking out of jail no longer takes your bounty from your gold.&lt;/b&gt; Leaving a jail through its door could take your whole bounty from your purse at once, with no guard speaking to you. Now a guard has to reach you, and you choose to pay, go to jail or resist.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;The repair window no longer freezes the game when it opens.&lt;/b&gt; With many worn pieces the game could stop for up to 15 seconds the first time the window opened.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Repair and Salvage in the repair window work on the piece in that row.&lt;/b&gt; With several worn pieces of the same name, another one of them could be repaired or taken apart instead.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Other players stop where they stop.&lt;/b&gt; When another player stopped walking, you could see them slide on a step past the spot and then walk back to it.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Known issues&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;A chest in a dungeon, or of people who fight you outside the towns, can say Steal.&lt;/b&gt; Taking from it is not theft: nothing is marked stolen and nobody reports it.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Talking to a blacksmith who does not also train opens the repair window over the conversation.&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;War paint and dirt may not show on other players.&lt;/b&gt; Their faces, hair and skin tone show as they made them.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Loot is free for all, whatever the party's loot setting.&lt;/b&gt; The first to take an item from a body has it.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;A looter's perks do not add to bodies.&lt;/b&gt; Golden Touch, Imperial Luck and Prowler's Profit add nothing to what a body holds.&lt;/li&gt;
&lt;/ul&gt;</content>
  </entry>
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