YOUR COMPANION, FROM THE HOLD TO THE HORIZON

STAGE · Creating your character

Attributes and skills

Available from the start

What each of the eight attributes does online, how skills improve with use, and how your skills raise your level.

The eight attributes

AttributeWhat it does online
StrengthDamage with weapons and fists: +1 for every 10 points above 50 (−1 per 10 below); carrying capacity (1.5 kg per point); part of your fatigue pool
IntelligenceSpell points: Intelligence times your class's spell-point multiplier
WillpowerResisting spells: every 10 points add 1 to your saving throw
AgilityHitting what you swing at: +1 to hit for every 4 points you have above your target's Agility (and −1 per 4 below)
EnduranceHealth gained each level: adds (Endurance ÷ 10) − 5 to each roll; part of your fatigue pool; health recovered while resting
PersonalityHow people react when you talk to them; part of shop prices, with Mercantile
SpeedHow fast you move and how fast your weapon swings; also +1 to hit for every 8 points above your target's Speed
Luck+1 to hit for every 10 points above your target's Luck; a target with high Luck is harder to hit; part of your critical-hit chance

Your fatigue pool is Strength plus Endurance; your carrying capacity is one and a half times your Strength in kilograms. Your starting health is 25 plus your class's health per level.

Skills

There are 35 skills. Every character has all of them; your class decides which start high (see The creation screens).

GroupSkills
WeaponsShort Blade, Long Blade, Hand-to-Hand, Axe, Blunt Weapon, Archery, Critical Strike
MagicDestruction, Restoration, Illusion, Alteration, Thaumaturgy, Mysticism
StealthStealth, Backstabbing, Lockpicking, Pickpocket
MovementRunning, Jumping, Climbing, Swimming, Dodging
PeopleEtiquette, Streetwise, Mercantile, Medical
LanguagesOrcish, Harpy, Giantish, Dragonish, Nymph, Daedric, Spriggan, Centaurian, Impish

Skills improve by doing the thing: swinging a weapon, casting a spell of that school, sneaking, trading, talking, running. Languages improve when you speak with creatures of that kind (or fight them).

How quickly a skill improves

Each improvement needs a number of uses that grows with:

  • the skill's current value (high skills need more uses);

  • the skill's own rate (some skills are naturally slow: Running and the languages need many uses, Medical and Critical Strike quite a few);

  • your class's advancement multiplier (see Custom classes);

  • your character level (about 4% more per level).

Skills don't rise the moment you've done enough. They are checked when at least six game hours have passed since the last check, typically when you rest or travel. The enhanced character sheet shows how close each skill is.

Levelling up

Your level is worked out from a skill sum: your three primary skills, plus your major skills except the lowest, plus your highest minor skill. Each time that sum rises about 15 points above where you started, you gain a level.

When you level up online:

  • you get 5 attribute points to place (offline Daggerfall Unity rolls 4 to 6);

  • you gain health: a roll based on your class's health per level, plus your Endurance bonus, at least 1;

  • the health floor applies: your maximum health is never lower than what an average roll at every level would have given, at your current permanent Endurance. Raising Endurance later lifts the floor for past levels too.

Next

Sources & checked facts
  • src/systems/statMods.js: liveStat (0-100 clamp, maximum modifiers), maxFatigue (FATIGUE_MULTIPLIER)

  • src/combat/formulas.js: maxEncumbrance (Strength × 1.5), spellPointsFor, magicResist (Willpower ÷ 10)

  • src/combat/pcaao.js (forced on online): pcaaoDamageModifier ((Strength − 50) ÷ 10), pcaaoStatDiffsToHit (Luck ÷ 10, Agility ÷ 4, Speed ÷ 8 differences; target Luck above 50), PCAAO_HIT_CHANCE_MIN/MAX (3-97)

  • src/systems/online/onlineLane.js: ONLINE_ROOM_MOD_KEYS, ONLINE_WHOLE_MODS (pcaao forced on, whole)

  • src/combat/combatStats.js: criticalModel (Luck)

  • src/systems/chargen.js: rollMaxHealthLevel1 (25 + health per level), hitPointsModifier, hitPointsPerLevelUp, SPELL_POINT_MULTIPLIERS

  • src/systems/rest/rest.js: healthPerRestStep (Endurance and Medical)

  • src/systems/talk/talkTopics.js: reaction (Personality ÷ 5); src/systems/shopStock.js: calculateTradePrice

  • src/player/motor.js and src/combat/weapon/weaponRig.js: Speed in movement and swing timing

  • src/systems/skills.js: SKILLS, tallySkill, levelUpSkillSum

  • src/systems/advancement.js: SKILL_ADVANCEMENT_MULTIPLIER, skillUsesForAdvancement, SKILL_RAISE_CHECK_INTERVAL (360 game minutes), calculatePlayerLevel (every 15 points), bonusPoolFor

  • src/systems/levelEven.js: ONLINE_BONUS_POOL (5), evenHpFloor

  • Research note: handbook/research/C3.md

Facts used on this page

  • Minimum hit chance: 3 %
    src/combat/pcaao.js · PCAAO_HIT_CHANCE_MIN
  • Maximum hit chance: 97 %
    src/combat/pcaao.js · PCAAO_HIT_CHANCE_MAX
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