Skyrim talk:Leveling

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Skill XP[edit]

The skill XP needed for the next skill level is almost proportional to the square of the skill level

Is the skill level in this equation current or next level? 193.190.253.150 says it's current level. --Xyzzy Talk 00:24, 2 July 2013 (GMT)

I editted it yesterday to say current level, which makes sense in my excel sheet and in theory. I will test this right now in-game. I will also test some other things, this will probably result in me updating the table beneath this with all the skills and their corresponding multipliers and off-set. I am currently working on my mod to change the XP formulas and lvling parts of the game in great detail, aka managing every skill and it's scources of XP myself with the according variables. It's funny to see btw that Smithing, lockpicking, pickpocketing, and sneak require much less of the total xp to lvl from 15 to 100 compared to most of the other skills. Ofcourse each skill has it's own modifiers but still... Additionally I have a question, how to see the current progress of your skills in the console in-game? E.g. how can I see how much XP an actor has for a given skill. I thought the Getav(info) "Nameofskill"SkillAdvance would give this value (following this page Skill Advance). But it always returns 0.00 for me for all of the skills of the player and NPCs, regardless of skill progress or skill level. If I set this variable to something big (such as 50000) nothing happens either, no level-up or skill progress. The game does, however, register this value (it returns the set value, e.g. 50000, if you use getavinfo). Which variable is the one I am seeking? And I must note that all other ActorValues return normally (such as health, magicka, stamina, skill-levels themselves, unarmeddmg etc.) Unclejack (talk) 16:40, 2 July 2013 (GMT)
I will update the Skill XP page with my current data, I will also update the table beneath it. To anwser your orginal question, it is current level, I tested this by using the player.advskill console command. I also tested all multipliers/offset data in the Creation kit with Skyrim 1.9.3.2 Legendary edition and all DLCs files and update.esm. Next to that I also changed the calculation example for the Alchemy skill level up from level 15 to 20. It does however use a not so nice recursive formula and it is impossible to give a general formula for all skills to level from a specific level to a desired level. First of most skills use a different multiplier and offset (resulting in different formula's) and secondly the recursive formula's are almost impossible to convert to a direct descriptive relationship (at least for me that is, how to convert a power 1,95 anyway?). I don't really know if we should keep the example at all. Finally to summarize the results for the different skills in the table, the creation kit values are spot on and 100% correct, I will update the table and maybe somebody else should verify the results. Unclejack (talk) 23:40, 2 July 2013 (GMT)
Just to confirm, you don't have any mods at all right? Not even USKP or anything? Jeancey (talk) 00:27, 3 July 2013 (GMT)
No the things loading are: Skyrim.esm, (Update.esm not in the list, but in the Creation Kit?), Hearthfires.esm, Dawnguard.esm, Dragonborn.esm. I have the winrar file for SKSE and the SkyUI (wanting to install that, but I am currently level 2 and installed the legendary edition 6* days ago). The excel file can be found here: [1] it's probably a bit messy. — Unsigned comment by Unclejack (talkcontribs) at 01:12 on 3 July 2013‎
As long as there are no mods at all, that's fine. If there are any mods, it could affect the values, even slightly. Jeancey (talk) 03:53, 3 July 2013 (GMT)

Overtraining[edit]

About the note at the bottom of the Gaining Levels section:

  • I think "start training" should be "train".
  • The example is theoretical because it starts at Illusion level 1 and you can have no Illusion level less than 15. It would be better to use an example that one can verify in the game, such as "If you start from scratch, train Illusion from level 15 to 46 and then level up, your character level would be 6."
  • A calculation is missing and if I make a calculation based on the section "Level and Skill XP Formulae", I come to a different result: Illusion 1 to 44 gives 2 + 3 + ... 43 + 44 XP = 21*46+23 XP = 989 XP. Character level 2 starts at 100 XP, 3 at 225 XP, 4 at 375, 5 at 550, 6 at 750, 7 at 975 XP and 8 at 1,225 XP. The 989 XP would be character level 7 (not 6).
  • I suggest to make a separate (sub)section "Overtraining".

Curious man (talk) 05:33, 21 September 2013 (GMT)

Skill Experience[edit]

So, this page has a lot of numbers and is a bit confusing... I just want to make sure I am understanding it correctly. Heavy Armor, for example, should reward 3.8 experience per point of damage you take, meaning you just need to take 139,160 damage to get it to Level: 100? Jahkayhla (talk) 23:57, 16 November 2013 (GMT)

From what I understand, the number 3.8 is a multiplier applied to whatever value is given to you from being hit, which is a factor of the damage you take, before any reduction goes into effect. So if you take a hit for 100, then you multiply that value by the skills multiplier, 3.8 in this case, and get 380 exp. Additional modifiers may apply as stated. --Cyan Ian (talk) 13:32, 4 April 2015 (GMT)

Reaching Level 252[edit]

Picture of the test

As in the main page mentioned all skills has to be over legendary level 9 to reach that level for gaining maximum perk points. Well I tested that by setting 16 skills only to legendary level 8 and 1 skill to legendary level 9 and at last setting one legendary skill to 10.

I haven't used the console instead I trained my charakter with some mods and some super trainers which were able to raise the skills of my char to 100 instead of 90. So that seems to be a legit test.

I am sorry to just provide a picture of the german version of Skyrim. But since there is no difference in the source code (just in strings) the result should be the same. The Dude (talk) 08:24, 1 December 2013 (GMT)

I'm not sure what you are trying to say. Are you confirming the info in the article or challenging it? --Xyzzy Talk 16:45, 1 December 2013 (GMT)
Well I just wanted to say that it is not absolutely accurate since it is possible to reach level 252 before every skill is over legendary level 9. But actually that's six of one and half a dozen of another. The way to reach that high amount of legendary levels on the skills and train that far in a legit way is still as protracted as said in the article by getting a high amount of XP. I have no idea how much gaming time it will cost but surely a lot. The Dude (talk) 20:13, 1 December 2013 (GMT)

Need New Language for Armor Raw Attack Damage[edit]

The language used for armor leveling is a little vague. Using "1 base XP per raw damage received" leaves some room for interpretation.

Can we use something like this instead? "1 base XP per enemy raw attack rating"

"Damage received" could be interpreted as the amount of player health that must be damaged in order to gain XP.

MyBreton (talk) 20:33, 22 February 2014 (GMT)

Enchanting XP gain[edit]

In the table, it says you gain 1 point of enchanting XP for every "400 enchantment gold value of items disenchanted."

What does that even MEAN?! That doesn't even make any sense from a GRAMMATICAL standpoint, let alone a logical one! Is that even English?70.178.160.32 13:45, 24 February 2014 (GMT)

You may want to reread the warning on your talk page and take a bit more polite tone, though I see your point. Feel free to edit the article and reword it in a way that seems more correct and accurate to you. --Xyzzy Talk 04:47, 25 February 2014 (GMT)

i think it means 1 xp for each 400 gold your disenchanted item is worth

I think the xp earned is related to to value an enchantment adds to an item. Say you get a hold of a daedric warhammer with the highest level banish enchant( worth 8069 total) and want to disenchant it so you can put banish on iron daggers. The warhammer alone is worth 4000, making the value added by the enchantment 4069. If you get 1 xp for every 400 gold worth of enchantment added, you should get 10 xp from disenchanting said item.Jtenorj (talk) 10:16, 7 March 2017 (UTC)

Level Related Pages[edit]

I went to the leveling page to get an idea of what to expect at each level as I'm planning some new characters. However, many aspects of leveling don't have an entry here, a link or in some cases not even a passing mention. I'm talking about level related creature spawns (both in dungeons and out- the Oblivion section listed the specific type of encounter zone you went through travelling the roads and what level corresponded to what creature, which was really helpful). On top of that It would be nice to know quest reward, generic reward, weapon/armor materials spawned and world interactions related by level. There really should be a chart for each pc level "at a glance" as it were. As it stands now, you have to go digging for several different pages. Just my two cents, anyway. 174.71.1.108 21:37, 9 February 2016 (UTC)

Leveled Item "wrap-around" after 81[edit]

I was wondering if anyone knew if the leveled lists ever wrap around a certain point after 81? I'm currently playing a character around lvl 180 and when I get leveled loot, its often say a long bow instead of a ebony bow, and merchants carry far more steel and iron than even glass, and there's no ebony, daedric, or dragoin gear. Just wondering because I know in oblivion with attributes if you leveled up too much the effect would wrap back around and start over. 32.213.36.188 16:03, 2 July 2016 (UTC)

Outdated page, exploits fixed by USKP / USSEP[edit]

You cannot take back gold paid to Faendal for archery training, as it does not appear after paying him for his services. I would hazard a guess that other "exploits" discussed on this page have been fixed, but I am unable to devote the time to going through them on a one-by-one basis. 108.233.128.200 15:05, 25 February 2019 (UTC)

Switch Helgen Exploit[edit]

Using the ability to summon chestfuls of arrows via amiibo on Switch, one can level Archery to considerable levels before leaving the cave at Helgen. The player can accumulate a large sum of arrows by scanning amiibo from the Zelda series, change the date in the console settings menu, and then summon another day’s worth of chests. — Unsigned comment by HylianTom (talkcontribs) at 10:30 on 14 December 2019