YOUR COMPANION, FROM THE HOLD TO THE HORIZON

STAGE · Finding your feet

Levelling online

Draft — Draft: checked against the game source, not yet read through end to endAvailable from the start

How skills, levels, attribute points and the health floor work online.

How a skill becomes a level

The game tallies eligible skill use and periodically checks whether a skill can rise. The check runs after more than 360 minutes (six game hours) of game time. The number of uses needed depends on the skill, its current value, your class's advancement multiplier, and your character level. Stronger custom classes need more uses; higher skills and character levels also raise the cost. The Growth panel shows your skill and level progress.

Character level follows a weighted skill sum: all primary skills, all major skills except the lowest, and the highest minor skill count. Every 15 points of eligible progress advances the calculated level. When a level is owed, open the level-up screen to apply it; each visit applies one level.

The health floor

Your online maximum Health is kept at or above the value your class would have at your current level using average health rolls and your current permanent Endurance. A low roll can still affect the health added at a level, but it cannot leave your maximum below that floor. Raising Endurance can lift the floor retroactively.

This is an online layer; it does not rewrite your saved offline health rolls. For the other effects of attributes and the actions that train individual skills, see Attributes and skills.

Common mistakes

  • Expecting every use to raise a skill. Uses accumulate until the skill's check is ready; the ticker is not a per-action progress bar.

  • Treating character level and Renown as one ladder. Character level comes from skill progress. Renown is a separate online track.

Next

Sources & checked facts
  • src/systems/online/onlineLane.js: online lane policy; ONLINE_WHOLE_MODS (oblivion-remaster-leveling keeps Enabled player-owned, but online characters use the port's online levelling lane)

  • src/systems/oblivionLeveling.js: newCharacterLevelingSystem

  • src/systems/advancement.js: SKILL_RAISE_CHECK_INTERVAL, skillUsesForAdvancement, calculatePlayerLevel, raiseSkills, checkForLevelUp, applyLevelUp

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

  • src/systems/levelEven.js: ONLINE_BONUS_POOL, evenHpFloor

  • Research note: handbook/research/C3.md; handbook/research/M.md

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