Research:Stats and Levelling

HP
Initial HP

At every level-up

Magicka points
Every time intelligence or magicka multiplier is modified

Fatigue
Every time a base stat is modified

Encumbrance
Every time strength is modified

Comments
Resting allows all actors in the game to recover. There is a bug with interrupted sleep; the code only spawns the first creature it finds in the levelled list, as well as calculating the number of creatures incorrectly. interruptingCreatures should be 1 + roll iNumberCreatures, and that number of creatures should be spawned.

PC skill progress
When player receive point in the skill:

Levelling up
On level-up PC get 3 points to redistribute, bonus will be this:

where $$ is value of attribute counter

Skill increases
Based on research on leveling of the Alchemy skill (ref: http://openmw.org/forum/viewtopic.php?f=2&t=853)

level_progress = the progress factor through a level (from 0 to 1).

level = current level of the skill.

skill_gain_factor = skill gain factor(s) that come from the skill records.
 * For alchemy only "Potion creation" (default value: 2.00) is used.
 * For other skills, please add alphabetically.

skill_type_GMST = value of the GMST corresponding skill type:
 * Major skill: GMST fMajorSkillBonus (default: 0.75)
 * Minor skill: GMST fMinorSkillBonus (default: 1.00)
 * Misc skill: GMST fMiscSkillBonus (default: 1.25)

specialisation_bonus = value of fSpecialSkillBonus (default: 0.80) when the Player has the same specialization as the skill or 1.00 if not.

On using player->setSkill

 * Experiments on Alchemy showed that using player->setAlchemy did change the alchemy level, but not the skill progress. Therefore, when lowering the alchemy level, the skill progress will be recalculated for that level en give a higher progress. When increasing the alchemy level, the reverse will happen, resulting in a lower skill progress.
 * To reset the progress, level first to the next level and then use player->setSkill to the target level.