Oblivion:Game Mechanics: Difference between revisions

From PRCLive 100% Speedrun Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 10: Line 10:


Although now partially obsoleted by the [[Oblivion:Class Reset|Class Reset]] glitch, figuring out how to reach the highest player level with and without DLC was optimized further than other sources originally claimed.
Although now partially obsoleted by the [[Oblivion:Class Reset|Class Reset]] glitch, figuring out how to reach the highest player level with and without DLC was optimized further than other sources originally claimed.
==Fast Travel Time==
''Full Article: [[Oblivion:Fast Travel|Fast Travel]]''
Research is being done to determine exactly how fast travel time is calculated by the game when it simulates a fast travel. Many factors such as player speed, location distance, spell effect durations, etc. need to be examined to figure out how this works.

Revision as of 02:23, 13 January 2022

Not to be confused with Glitches, Game Mechanics are intended aspects of gameplay that can be exploited using intended user actions. The end result of exploiting these mechanics likely was not intended in some cases.

Spell Stacking

Full Article: Spell Stacking

Spell Stacking is a mechanic where the player can use Weakness to Magic to recursively boost the magnitude of spells with negative effects on subsequent spell casts, including Weakness to Magic itself. This allows for casting spells with incredibly large magnitudes relatively easily, enabling the player to reach absurdly high stat values.

Attribute Allocation/Max Character Level

Full Article: Attribute Allocation

Although now partially obsoleted by the Class Reset glitch, figuring out how to reach the highest player level with and without DLC was optimized further than other sources originally claimed.

Fast Travel Time

Full Article: Fast Travel

Research is being done to determine exactly how fast travel time is calculated by the game when it simulates a fast travel. Many factors such as player speed, location distance, spell effect durations, etc. need to be examined to figure out how this works.