STAGE · Creating your character
Beginner online builds
Draft — Draft: checked against the game source, not yet read through end to endAvailable from the startThree safe starting archetypes and the decisions that matter under online combat and levelling.
This page is further along your path. Read ahead if you’re curious; you can return when you reach this stage.
What is different online
Online combat is not classic Daggerfall's formulas. The room forces PCAAO for everyone (onlineLane.js ONLINE_ROOM_MOD_KEYS.pcaao), and PCAAO changes the parts a build leans on:
To-hit is bounded. A roll lands between 3% and 97%, so no build becomes unhittable or unable to miss. Weapon skill, enemy armour and fatigue decide where in that band you sit.
Strength adds flat damage. PCAAO's damage modifier is one point per ten Strength above 50, doubled for two-handed weapons. That makes Strength a real damage stat without making it the whole build.
Low health is a bonus, not a plan. Adrenaline Rush gives +8 to hit (+12 improved) while you are below one sixth of maximum health. It rewards a losing fight; do not build around staying there.
Armour reads in pieces. A blocking shield is checked first, then the struck body part's armour, then natural resistance, and blunt and edged attacks read different reduction rows. Wearing a full suit matters more than one heavy piece.
Online levels are fixed. Online uses the classic leveling system only, and each level gives a fixed pool of attribute points (
levelEven.jsONLINE_BONUS_POOL) with a Health floor tied to Endurance. A low Health roll cannot leave you below that floor, so Endurance is never wasted. See Levelling online later.
Two more systems shape the build from above:
Firmament caps. One weapon-family damage channel is capped together at +30%, and the whole blow is capped at +50%. A build that feeds one channel reaches the cap; a build that spreads across three reaches none of them. See The Firmament later.
Threat grows. After character level 10 and Renown 15, foes gain health and damage, so a build is never finished at creation; gear and stars have to keep up. See The hero's threat later.
Three beginner-safe archetypes
These are starting shapes, not a ranking. Each has a clear resource loop and a clear weakness.
The weapon-and-shield fighter
A weapon skill in your primary or major tier, the heaviest armour your class allows, and a shield. Its loop is Health and fatigue: you close, trade blows, block the telegraphed ones and rest. It teaches the combat system without a second resource bar.
Safe because: every ready-made class can fight from level 1 (Classes), and gear upgrades improve it directly.
Weakness: no ranged answer and no built-in heal unless you take Restoration, potions or a temple service. Archers and casters can kite it.
Decisions that matter: which weapon family (one, not three), whether to raise Endurance early for the Health floor, and whether your class forbids the metal you want to wear.
The destruction caster
Destruction in a primary or major tier, Willpower and Intelligence for spell points and casting, and a backup weapon for the moments magic runs dry. Its loop is magicka: range, burst, then recover.
Safe because: range avoids the melee damage race, and Destruction is a straightforward damage skill.
Weakness: magicka is a second resource to manage, and a silenced or drained caster is a common death. A caster needs a fallback attack and a way to restore spell points.
Decisions that matter: one spell school rather than several, a weapon skill you will actually train as backup, and enough Endurance that a missed fight does not end the character.
The stealth archer or thief
Archery, Stealth and Lockpicking, light armour and a short blade for when the fight closes. Its loop is positioning: hit from range or from stealth, avoid the fight, and use doors and distance.
Safe because: you choose most fights, and Lockpicking and Stealth pay outside combat as well.
Weakness: dungeons force close fights, and a missed opening shot leaves a lightly armoured character in melee. It rewards patience more than reflexes.
Decisions that matter: Archery as the damage channel, one melee fallback, and whether to spend a major tier on Stealth or Lockpicking.
Decision rules
Pick a damage skill your class trains from level 1. Every ready-made class was revised online so it can fight from the first level; a custom class should keep at least one weapon or Destruction skill in a primary or major slot.
Choose one defence and commit. Armour and a shield, range and avoidance, or a heal source — a little of each is worse than one done properly.
Decide your healing before level 5. Restoration, Alchemy and potions, or paid temple services. A build with no heal spends its gold on cures instead.
Read the fatigue cost of your plan. Techniques and heavy swings cost fatigue, and an exhausted character cannot land blows; a build that needs two techniques back to back needs the fatigue to pay for them.
Check custom-class restrictions first. A forbidden weapon, armour type or material can rule out the loot you will actually find, and there is no general undo. See Choices that are hard to undo.
Plan the mastery slots. You can master two primary, two major and one minor skill, permanently. A build that needs three primary masteries does not fit.
Do not rely on Adrenaline Rush. It is a bonus below one sixth Health; a build that needs it is a build that is dying.
Common mistakes
Spreading damage across weapon families. The Firmament caps one channel, so a second family adds little until the first is full.
Taking a custom-class disadvantage for the points and meeting it every fight. A forbidden material is not a difficulty setting; it is a loot filter.
Dumping every point into one attribute. Attributes feed different formulas; check Attributes and skills before committing the pool.
Ignoring the Health floor. Endurance raises the floor retroactively, so early Endurance is not wasted even if your Health roll was good.
Planning past the online caps. The build stops at the channel caps, not at the last star in the tree.
Next
Sources & checked facts
src/combat/pcaao.js:PCAAO_HIT_CHANCE_MIN,PCAAO_HIT_CHANCE_MAX,pcaaoDamageModifier,pcaaoAdrenalineRushToHit,pcaaoArmorDamageReductionWithWeapon,pcaaoArmorDamageReductionWithUnarmed,pcaaoPercentageReductionCalculationWithWeaponsrc/systems/online/onlineLane.js:ONLINE_ROOM_MOD_KEYS.pcaao(forced online)src/systems/levelEven.js:ONLINE_BONUS_POOL,evenHpFloor;src/systems/chargenSession.js: online classic levelingsrc/net/firmament/firmamentLaw.js:STAT_DEFS,BLOW_CAP,BLOW_TOTAL_CAPsrc/systems/heroThreat.js:HERO_THREATsrc/systems/masterSkills.js: mastery slots and permanence;src/net/professionLaw.js:PROF_RANK_MAXsrc/systems/customClass.js,src/systems/specialAdvantages.js: forbidden materials and advantagesHandbook: Classes, Custom classes, Hard to undo, Fighting later, Weapon techniques later
Design records:
docs/23-playing-online.md"How power works online";docs/29-build-systems.mdResearch:
handbook/research/C1.md,handbook/research/P1.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