Multiplayer Online and offline characters
Time online
Online time is shared for daylight and events, while character needs and timed effects also follow personal progress:
| Time system | Rate | Affects |
|---|---|---|
| Day and night | 1 game day per real hour. Midnight on the hour (UTC), dawn at :15, noon at :30, dusk at :45 | Light, moons, seasons, holidays, shop hours |
| World events | 1 game day per 2 real hours (Daggerfall's normal rate) | World events, raids, prices, shop shelves, daily caps, weather |
| Character time | Runs with the world while you play. Jumps ahead when you rest, travel, train or serve a sentence. Stops while you are away | Spells, diseases, hunger and sleep, rented rooms, loans, repairs, guild waits |
Shops and public services remain open around the clock online. Quest deadlines count played time, so resting or traveling does not consume them. A quest that only asks you to wait several days can resume after about two real minutes.
Daedric summoning can name a Prince directly rather than waiting for a festival date. Forced werewolf transformations last while the shared full moon is visible, about 30 real minutes. Returning after more than a world day restores food, water and rest needs.
Sources (20)
- src/systems/online/onlineLane.js
- src/net/online.js
- bible/06-Systems/Online-Arc.md
- bible/06-Systems/Realm-Arc.md
- server-account/src/realm.js
- server-account/src/saves.js
- src/systems/realmSaves.js
- src/systems/cloudSaves.js
- src/systems/online/onlineCheckpoint.js
- bible/06-Systems/Accounts-And-Cloud-Saves-Arc.md
- bible/01-Overview/Desktop-App.md
- server-account/src/accounts.js
- src/net/accountClient.js
- src/ui/accountFlow.js
- src/net/skyLaw.js
- src/systems/worldTick.js
- src/systems/buildingLocks.js
- bible/06-Systems/Online-Time-Arc.md
- bible/06-Systems/Lived-Time.md
- bible/06-Systems/Online-Waits.md
Last edited 27 Oct 2026. View history · What links here.