This is an archive of past Skyrim talk:Leveling discussions. Do not edit the contents of this page, except for maintenance such as updating links. |
Skill XP Formulae
Can someone add an explanation of what the 'k' values mean? It's really unclear what '20/63' means for One-Handed, for example. The same goes for 'C' in the non-combat section.
Also, why is the 1.95 formatted as supercript? If this is a straight multiplication, it shoul be simply written:
- <math> (k x 1.95) + C </math>
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- <math> 1.95k + C </math>
EpF 12:13, 23 March 2012 (UTC)
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- k is a constant. C is a constant. 1.95 is formatted as a superscript because it is the exponentiation of x to 1.95 (i. e. almost sqaured). The formula
- describes how much "Skill XP" you need to get to the next level for each skill (as it says on the preceding line). The constants are different for
- every skill (except C for combat and magic skills), while the exponent is the same for every skill, as you can see in the following tables.
- It's hard to make it any clearer. Except the name "Skill XP", IMHO. What XP?
- If you don't get it, may I suggest you read up on math, e. g. <http://en.wikipedia.org/wiki/Exponentiation>. HTH. -- MartinS 94.255.233.233 22:08, 23 March 2012 (UTC)
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- The skills section is much clearer now (not sure if that was you). However, I'm still not clear on the 'x 1.95' part. What does 'x' represent? Also, I'm pretty sure that exponents have to be whole numbers, and that Wikipedia article states: "The exponent says how many copies of the base are multiplied together" - does this mean that 'x' is multiplied by itself 1.95 times? -- EpF 19:14, 24 March 2012 (UTC)
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- (No that wasn't me. I looks like it was Evil4Zerggin.) From a mathematic point of view it's worse. Anyway, x is obviously the level. Although that
- could/should be made more clear in the article.
- You didn't read the whole wikipedia article. E. g. the "Real powers" section explains that the exponent can be any real number (actually it can
- be any number). One example is 1/2, which is the square root, which you likely have heard about. -- MartinS 94.255.233.233 21:39, 24 March 2012 (UTC)
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Testing
- Flames gave no experience when I set the damage to 0. Therefore it appears Destruction XP is based on damage, not Magicka use. --Evil4Zerggin 01:00, 4 April 2012 (UTC)
- Enchanting XP is a flat amount per item enchanted. --Evil4Zerggin 04:34, 4 April 2012 (UTC)
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- player.advskill sneak <SmallValue> does not increase the progress bar important (Lockpicking is the only skill, where I noticed a Skill Use Offset - Value (compare to my remarks around '20111231' in this discussion section))
- Alteration and Conjuration doesn't have the same values as Heavy Armor. I compared with my old table presented here before and made new tests, so I changed Skill Use Mult. Maybe the correction has to be elsewhere.
- Confirming that Smithing changed by a factor of 160. So Skill Use Mult = 1 is correct. In which patch was this changed? (Snej) — Unsigned comment by 84.190.79.83 (talk) at 15:44 on 22 April 2012
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- It looks like I forgot to load Update.esm when I put down the Alteration and Conjuration numbers. Your numbers are correct. As for Smithing, it changed in 1.5, when they changed the XP gain from being a flat value per item to being based on the item's gold value. --Evil4Zerggin 01:20, 23 April 2012 (UTC)
- BTW if you want to look in the Creation Kit the values can be found in the Character -> Actor Values... menu. --Evil4Zerggin 01:22, 23 April 2012 (UTC)
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- I'm having trouble reconciling the formulas shown with actual in-game results. I tested with alchemy since it is quite straight forward to test. I created a default "prisoner" by coc qasmoke at the menu screen. Then when the game started, I coc to whiterunarcadiascauldron, added 100 blue mountain flowers and 100 butterfly wings. It took 34 creations of restore health to advance from level 15 to level 16. According to the listed formula, (1.6 * 151.95 + 65), 379.4111 should be the xp needed to advance to level 16. In another different load, I manually advanced alchemy with the console bit by bit until I was able to determine the points needed to level. By this method, it took 505.8816 advances to increase. The skilluse formula, creating those 34 potions netted 357 xp (.75 * (34*14)).
- 357 != 379.4111 != 505.8816. Anyone care to help me figure out why the discrepencies? Either the formulas are wrong, calculated differently for each skill, or there is some other in-game factor(s) I'm not taking into consideraton. — Unsigned comment by A.ellis (talk • contribs) at 16:13 on 21 May 2012
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- XP gain only happens when the spell is used effectively. When the damage is set to 0, its usage is not considered effective. Base Magicka Cost of Lighning Rune is 323. When you cast it, your XP for Destruction is not increased. When it is triggered and explodes on the enemy/enemies. You gain 323 XP. Base Magicka Cost of Incinerate is 298. If you miss, you gain 0 XP. If you hit and damage your opponent, you gain 298 magicka. If you cast a Dual Cast Incinerate and damage your opponent more, you still gain only 298 magicka. Abacus707 (talk) 17:08, 26 November 2012 (GMT)
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(←) In response to 21 May 2012|A.ellis I think every potion created has a base XP of 1, unadjusted by the base cost of the results. This result is added to the potion XP granted. In this way 34 potions give (0,75*(34*(14+1)) = 382,5 XP. While 33 potions would give 371,25 XP, meaning you don't level up just by a small margin. Addittionally using the skilladvance console command results in XP given factored in by the SKILL USE MULTIPLIER, being 0,75 in this case. Creating a potion actually uses this console command to grant the XP to you, as such the used console command is affected by the variables. In this case 505.8816 advances would result in exactly: 379,4112 XP, which means you "overshoot" the level mark by 0,0001 XP. Resulting in level up. This also explains why enchanting is so easy to level with low variables when using the skilladvance console command to grant XP, because the skill use multiplier is 900 for Enchanting. Which means granting 1 XP with the console command results in giving 900 XP to the player. 193.190.253.150 20:47, 1 July 2013 (GMT)
Enchanting Skill Experience
It's mentioned on the page that the Enchanting skill gains experience when enchanting or disenchanting an item, but I've noticed that you also gain some experience when recharging weapons with soul gems. —Vinifera7 16:48, 17 April 2012 (UTC)
- Good catch. There's a Game Setting "fSkillUsageRechargeMult" with default value 0.00002, which I assume is what controls it. Probably multiplied by the soul value (Grand = 3000) to get the result. --Evil4Zerggin 04:46, 20 April 2012 (UTC)
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- Bah, I should have copy-pasted. I got the calculation of XP right at least (assuming my assumption is correct). --Evil4Zerggin 04:23, 21 April 2012 (UTC)
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places that are leveled
I know a locations level is set when you visit it the first time. Now is this the first time I enter the place, or when I first discover the place? — Unsigned comment by 68.238.152.79 (talk) at 22:11 on 24 April 2012
Faster Leveling?
According to a note here, it sounds like some skills level faster when the game is set to lower difficulties. Is this true? If so, does it affect only some skills, or does it apply to all? eshetalk 14:29, 10 May 2012 (UTC)
- That link refer to the destruction skill, which xp is gained based on the damage dealt; in easier difficulty (Skyrim:Combat#Difficulty_Level) the player do multiplied damage, so leveling should be faster. The armor skills instead should level faster on higher difficulty, when the player takes more damage. --Lopippo 11:42, 31 May 2012 (UTC)
Level of dungeon is NOT locked forever.
Here is what the creationkit.com says in its tutorial "Encounter Zones & Level scaling":
Once a location has been visited, however, that location is now locked at that level. The area will reset after 30 in game days at which point it will re-level to the player when they next visit. This allows us to have the game scale somewhat to the player's current abilities, while keeping areas you've recently visited feeling the same level of difficulty.
So the info - places that you enter early in the game will always contain relatively weak enemies - is wrong. Someone can test it to see if Bethesda is right. If the level doesn't reset after 30 in-game days, it could be a bug that need to be reported to them. — Unsigned comment by 175.143.164.199 (talk) at 18:57 on 22 May 2012
- My experience has been that outside random encounter zones reset to the players level while inside and fixed outside encounters become locked except the BOSS. For instance; there are two random encounter zones, one between Whitewatch Tower and Halted Stream Comp and another between Halted Stream Camp and Silent Moons Camp. (Note: It seems you must start at Whitewach Tower for the first one...not sure.) Early in the game low level mages or bandits were encountered. As the player level increased the mages became higher level and then vampires and later Mistwalker and even Volkihar started showing up. Bandits encounters started at lower level bandits then increased to Bandit Thugs and Marauders.
- Meanwhile, both camps inside bandits stayed at low levels except the Boss who increased in difficulty and armor/weapons. The outside bandits at Halted Stream Camp never reappear but the ones at Silent Moons Camp do and they stayed fixed except the Boss at the forge who started using spells when encountered at player level 30.
- I've not tested other types of dungeons, Falmer for instance. Philbert 03:02, 27 May 2012 (UTC)
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- the ZoneLevel does definitely not reset/recalculate (at least not after 30 days), i just verified this with a savegame parser. but i suppose it's still possible that respawns are based on some combination of your current level and the ZoneLevel. — Unsigned comment by Stevenslater (talk • contribs) at 18:55 on 9 June 2012
Saving "levelups" for later
Note that when you do choose to level, you will be raised to the highest level earned through skill progression; so if you have progressed 4 levels since the you last chose to level up you will gain all 4 of those levels the next time you open the skills tab. In such a circumstance you must level up four times (choosing four attribute buffs); you cannot back out of the level-up screen until you level up completely.
So, in vanilla there's no way to save level ups, but are there any mods that "fix" this? --189.10.47.100 14:57, 30 May 2012 (UTC)
- Actually it is possible to use your level ups one at a time. After choosing your attribute really quickly back out of the menu. You'll now have only used one level up. The window of opportunity is very small however so it's a good idea to save before attempting it. You also don't get an opportunity to use the perk point you earned until you use all your level ups.--Valadez 19:01, 9 June 2012 (UTC)
Levelling is irritating beyond belief!
I cannot level up at all! Not on anything! Then, when I do reach a point where I level up, I am sent back to the beginning of the game with Ralof and Lokir and Ulfric Stormcloak in a cart. I REALLY need help!!!!!!! — Unsigned comment by 86.147.125.131 (talk) at 10:38 on 9 June 2012
- Something's wrong with your game. Try starting a new game or reinstalling entirely. If those fail, you may have to take your CD back or redownload. Most people can't avoid leveling early in the game, not the other way around. Also, at no point should you ever be brought back to the cart once you've left it. – Robin Hood↝talk 20:04, 9 June 2012 (UTC)
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- When you level up it starts a new game? Christ, that's probably the most radical glitch I've ever heard of. --DaedalusMachina 09:31, 8 July 2012 (UTC)
Level Scaling: Current or Earned?
When a location is scaled to your level, does the game engine use your current level or the earned level (if you have banked unused level-ups)? Shiva7663 02:13, 20 June 2012 (UTC)
- It's not 100% clear, but looking around the Creation Kit wiki, it sounds like it would be current level. – Robin Hood↝talk 03:33, 20 June 2012 (UTC)
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- I can confirm this. There are many players who stay permanently in level 1 to take advantage of this fact. --Abacus707 00:05, 1 August 2012 (UTC)
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- Thanks for the confirmation! – Robin Hood↝talk 03:21, 1 August 2012 (UTC)
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Skill XP table values question
Pardon my ignorance/lack of knowledge, but what exactly do the columns "Skill Use Mult", "Skill Use Offset", "Skill Improve Mult" and "Skill Improve Offset" refer to and what do they mean? If others wonder this, perhaps a few words describing their signifcance should be made present.--Arpaleggia 12:46, 24 June 2012 (UTC)
- Mult is shorthand for Multiplier, Offset is the modification done after you've used the multiplier. For example, let's say something is (Skill Level x3 - Chari Level). The x3 is the Mult, the - Chari Level is the offset. VycDarkshadow (talk) 02:56, 15 October 2012 (GMT)
Refinement of the definition of "Raw Damage"
According to my testing, I have come up with refinement to the definition of "Raw Damage"
Weapons: Raw Damage = Base Damage of the Weapon. XP gain only depends on the Base Damage of the weapon. That is, the XP gain does not improve if you smith your weapon. XP gain does not improve if you wear Fortify One-Handed enchantments. XP gain does not improve if you drink a Potion of Fortify One-Handed.
Destruction Spell: Raw Damage = Base Damage of the Spell. XP gain only depends on the spell type. XP gain does not improve with Fortify Destruction potions or taking damage enhancing perks.
--Abacus707 14:49, 26 July 2012 (UTC)
Skill XP vs Difficulty
- Moved from article: Note: Setting the game difficulty to master will result in faster skill increases and faster leveling.
To my knowledge, this is not true, or at least not directly. Setting the game difficulty to master makes it harder to kill monsters, therefore you usually need more of the same skills in order to kill them, and so in that sense, they level faster. I don't believe skill XP is actually affected by difficulty, however, so non-combat skills would level at exactly the same rate they always have. – Robin Hood↝talk 06:10, 12 August 2012 (UTC)
- It seems the lower the better, you do way more damage, more buffs.--Br3admax 06:14, 12 August 2012 (UTC)
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- Skills such as Light Armor and Heavy Armor will level faster on higher difficulties, as you take more damage. However, damage-dealing perks will increase slower due to you dealing less damage, and therefore not leveling the skill as quickly. Depends on if you're hitting, or getting hit, more often. VycDarkshadow (talk) 02:56, 15 October 2012 (GMT)
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- Magic skills will tend to increase faster on higher difficulty levels, as their XP is based on casting cost, not on damage done, so having to cast Flames longer, or Oakflesh more times, or Healing longer, will level up Destruction, Alteration and Restoration faster. Illusion doesn't vary much by difficulty level, although it tends to become more useful at the higher difficulty levels because opponents are more difficult, so being able to avoid them or get them to fight each other is very helpful, and Conjuration is in the same boat as Illusion - it's more useful at the higher difficulty levels, so you tend to cast it more, but it doesn't level any faster per se (unless you constantly conjure something every time one of your summoned creatures expires/is killed). --Morrolan (talk) 03:14, 14 April 2013 (GMT)
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- According to the skill xp table (and from my experience) this is true for all combat skills, since gains are mostly tied to base weapon damage, which is not affected by the difficulty setting. Raising it makes enemies take more hits, but you gain the same xp per hit, so you get more xp per enemy. I'm not sure about armor skills, though, but I think they're also unaffected, meaning you don't get more xp from the same hit on higher dfficulties - Santaranger (talk) 10:26, 14 April 2013 (GMT)
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- So far I tend to agree. I've never played below Expert though; initially starting Skyrim I played at Master, then that seemed too hard when I was just starting out, and I played at Expert for a while then went back. Now I'm on Legendary though, and in general levelling on Legendary seems to be about the same as Master although combat is much harder. On the higher difficulties it seems you tend to level combat skills faster relative to non-combat skills; my Speech/Lockpicking/etc. levelling is slowing down as it's taking me longer to get through dungeons to sell stuff and pick locks, while my Destruction/One-Handed/etc. levelling is staying at about the same rate (relative to real time) but those skills are definitely going up faster relative to the non-combat skills than they were before. Still, there are caveats; it's just about impossible to fight dragons on Legendary without a follower, which means that you don't get as much combat skill levelling as you would otherwise because the follower is doing damage too. --Morrolan (talk) 02:03, 15 April 2013 (GMT)
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(←) I think we should avoid any statements about leveling a skill "faster" being added to articles. There are a lot of factors that will affect how "fast" you level a skill, most of which don't belong on the wiki. If changing the difficulty level affects the XP gained for a task, whether it be successfully picking a lock, striking an enemy with a weapon, or selling an item, that's what we should document. Indirectly causing increased XP gain due to forcing you to perform a task more often to achieve something is not appropriate for our articles, IMO. --Xyzzy Talk 02:22, 15 April 2013 (GMT)
- Yeah, I agree with Xyzzy here. I think Santaranger and I were just trying to explain why people would think that higher difficulty means more XP (which it actually does in Fallout 3, and in a few other games). This kind of discussion belongs in a detailed discussion of strategy, though, not really in a short how-to-power-game which is what this page is. --Morrolan (talk) 12:18, 15 April 2013 (GMT)
Does the "alternative method" really work?
I've tried using the "alternative" method for the Oghma Infinium glitch, where I use a container instead of a bookshelf. When I choose a path, I can keep the book, but it won't let me choose a path again. I don't have any patches in the game, so I know that can't be the problem. So please, verify that this will actually work.70.178.227.220 23:21, 18 September 2012 (GMT)
- tried this a few times with different storage containers, does not work, even with no patches. — Unsigned comment by 75.81.14.25 (talk) at 15:26 on 2 June 2013
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- I've completely removed all the DLCs and patches (I'm on the Xbox), in order to glitch up at level 81 with the Oghma Infinium in order to slay a Legendary Dragon. I can confirm that, even so, the exploit DOES NOT WORK if applied to containers; instead, it did work with the bookshelf. I am deleting the faulty method from the page. --82.61.90.84 19:48, 30 July 2013 (GMT)
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Question i'm sure everyone's wondering...
Does anyone know how many points it actually takes to get from 1 to 81? I know i can do the "1 to 2, 2 to 3", etc, but i REALLY lack the motivation to do so. This info could also be useful for the Leveling page itself, imo. VycDarkshadow (talk) 03:00, 15 October 2012 (GMT)
- Or at least, since you don't need all skills at 100 to get to 81, if you get every skill but one to 81, what does that last skill have to be to hit 81? Answers to either or both questions would be great. VycDarkshadow (talk) 03:02, 15 October 2012 (GMT)
- Did some math, got the answers. 87,000 EXP gets you from 1 to 81. With all skills at 100, you're at 88085. You can get all to 100, and leave one skill at 89, to get to level 81. — Unsigned comment by VycDarkshadow (talk • contribs) at 01:23 on 21 October 2012
Leveling up one level at a time - moved from article
However, there is a way to prevent this. When given the choice whether to increase Stamina, Magicka or Health, a box will appear saying 'Ok' or 'Cancel'. If you select 'Ok' and then quickly hit the 'back' button, you should exit the screen still able to level up (if timed right). This is great for leveling up with trainers. Note that you should save before attempting this because it can go wrong.
Should this be in the article? It seems more like an exploit. --Xyzzy Talk 04:54, 17 October 2012 (GMT)
Question on high and low skills
The article says: "Further, increasing the levels of your skills is the only way you are able to increase your character XP. However, leveling up low-level skills offers only a low amount of character XP toward your next level, while leveling up high-level skills offers more. "
How is it determined what a low-level skill is. Is it absolute (0-25 very low; 25-50 low, etc.) Is it relative to your highest skill, or to your character's level?.
Thanks --Greg (talk) 11:36, 10 December 2012 (GMT)
- If I remember correctly its not quite like you're imagining it. The amount of XP you earn towards each character level is given by the level you have levelled that skill to. If you level a skill to level 20, it will give you 20 XP towards character levelling. Level it to 21 will give you 21 XP towards your character level. Hence lower levelled skills give less XP towards your character levels than higher levelled skills. If you level up your level 81 skill to level 82 it is going to get you to your next level faster than levelling your level 15 skill to level 16, so what the article says is true, but its not an actual division between high, mid and low levelled skills like you're imagining it to be -- Anonymous 00:47 14 December 2012 {AEST} — Unsigned comment by 58.161.97.69 (talk) at 13:49 on 13 December 2012
Question about armor?
So if your are leveling up your heavy armor in a easier setting would it be wiser to not put points into the skill tree to take more raw damage. Or does increasing the percentage not change the raw damage that you receive meaning that you will still level up as fast if you still apllied the skill points to the tree. — Unsigned comment by 216.69.46.40 (talk) at 18:03 on 24 January 2013
- In reply, the experience you gain in Heavy Armor is related to Base Armor Ratings. It don't know whether increasing the difficulty gives a greater return in experience but I do know that wearing the highest rated armor you have yields a greater return than a lesser armor smithed to the same rating. E.g. Dragon Armor or Daedric Armor gives more experience than Steel or Iron, even if the Steel or Iron have been smithed to an equivalent or superior level.
- --SodiumHyena (talk) 08:15, 10 March 2013 (GMT)
Destruction leveling glitch
Whilst trying to level up my Restoration by jumping in a blacksmith forge to damage my Health, I somehow started to slowly level up my Destruction as well. Can anybody else confirm this, or have any ideas as to why this is? --Lady Azura (talk) 16:54, 27 January 2013 (GMT)
- Strange but true. It has a very minimal impact at mid to high levels, but it is noted on the Destruction page. Silence is GoldenBreak the Silence 03:58, 30 January 2013 (GMT)
Patch 1.9
Here are some calculations for anyone interested in levelling their character beyond level 81 with patch 1.9.
XP gain is calculated by accruing XP equal to the level of the Skill you reach, i.e. One-Handed goes up to skill level 30 and you gain 30 XP.
Levelling from one level to the next requires (Level + 3) x 25 XP, i.e. you are level 10, you need (10 + 3) x 25 = 325 XP to reach level 11.
A character with all 18 skills fully developed to skill level 100 will have accrued 88,085 XP. If you were to make all the characters' skills 1st Legendary, each skill will become 15. Developing all your skills back to 100 will net 88,740 XP; assuming racial bonuses are ignored. A character with all 18 skills developed to 1st legendary will therefore have accrued 176,825 XP and will have reached Level 116. Because each character level requires more and more XP, fewer level-ups are available for the same(-ish) amount of work. Subsequently, 2nd Legendary on all skills will get you to level 143, 3rd Legendary to 165, 4th to 185, 5th to 203, 6th to 220, 7th to 235, and 8th to 250.
If you wanted to get every perk in the game, you would need to make a skill Legendary no fewer than 147 times to achieve it, earning 812,795 XP along the way.
--SodiumHyena (talk) 13:54, 9 March 2013 (GMT)SodiumHyena
Leveling exploit - moved from article
*Leveling Destruction and Restoration Schools:
Using this glitch, you can level up your Destruction and Restoration School quickly and simultaneously! You will need Frostbite and Healing Hands spells. First, activate the Mage Stone in the Guardian Stones for the blessing. Then get the quest Out Of Balance with Drevis Neloren, equip the Tuning Gloves and then save. After saving, clean the focal point, you should receive a recovery bonus, go to your Active Effects list. It appears as "Fortify Magicka". Selecting it reveals it as "Drain Magicka, +25 Fortify Magicka for 2 hours". If you do not receive this bonus, re-load the game and try again until you do. Now, travel to a giant camp, e.g. Bleakwind Basin, preferably alone. Lure a Giant west until you can hide under the lower part of the bridge nearby; the Giant will still try to get closer but can't reach you. Now put Healing Hand in one hand, and Frostbite in the other and cast both at the same time. As you heal 10 points per second and damage 8 points per second, you will never kill the Giant and will receive a steady XP gain in Restoration and Destruction very fast!
I moved this from the article because it is very similar to other extremely-specific leveling methods I have seen reverted from other articles. I think these sections should be limited to more generalized methods of leveling to prevent everyone from adding their own pet methods to articles. Thoughts? --Xyzzy Talk 17:39, 10 April 2013 (GMT)
How many maxed skills to level 50?
Theoretically, if you were to work SOLEY on a certain number of skills from their base value to 100, how many skills would you need to max in order to get to level 50? Obviously level 81 requires every skill to be at 100, but since 50 is the intended soft level cap, I'm curious. — Unsigned comment by 98.233.229.115 (talk) at 09:14 on 29 April 2013
- With Legendary skills this all changes and the softcap of 50 is ridiculously easy. - Killerchronic (talk) 18:51, 5 May 2013 (GMT)
- I added a couple of formulae to the page to help with this kind of question. It's true that with Legendary Skills getting to 50 is easy, but I think many players would like to strategize their build without powergaming. Using one of the formulae I added, going from 1 to 50 requires 12.5 * 502 + 62.5 * 50 - 75 = 34,300 XP. Given that leveling a skill from 15 to 100 yields 4930 XP, leveling 7 such skills will give you just slightly over 34,300 XP (210 XP over, in fact, which means you can level one of the skills to only 98 and the other 6 to 100). However, in leveling a character you are far more likely to focus on the skills for which you receive a racial bonus. There are 6 of these skills -- 5 with a +5 bonus and 1 with a +10 bonus. Taking these 6 skills to 100 changes the XP gain a bit. If you level these 6 to 100 and an additional skill (which starts at skill level 15) also to 100, your net XP from these 7 skills is 33,855. This is 445 XP short of Character Level 50. To make up this difference you would need to level an 8th skill from 15 to 34.--Mnemnify (talk) 23:01, 25 May 2013 (GMT)
Legendary Skills perks
When you say that when making a skill legendary its perks are returned, does that mean the perk points are returned to you and you can immediately redistribute them, or do you need to level up again to get those perks back? Norowane (talk) 06:57, 4 May 2013 (GMT)
Enchanting calculations after patch 1.9
I've done some very rough testing of the enchanting skill leveling post-1.9. It seems that it now takes about 1000th of the XP as listed on this page. I disenchanted 91,651 (about 229 XP) worth of items and got rewarded with a level 60 enchanting and 8 levels. Some experimenting with the advskill command suggests that a total of ~310 XP sets enchanting up to 100, with 16 levels to the player... Please someone tell me where I made my mistake? - croc -
I just found an old copy of skyrim 1.7. It seems to react the same way to advskill command, so this quirk seems to go back at least as far as patch 1.7.
- croc - — Unsigned comment by Croc (talk • contribs) at 11:17 on 4 May 2013
Conjuration Leveling
With Patch 1.9 on XBox it appears that spam casting Atronach spells does not award XP for each cast. Casting an Atronach Spell once then spam casting Bound Sword with Both hands does seem to award XP each time the respective spells are cast. Has anyone else noticed this? — Unsigned comment by MyBreton (talk • contribs) at 17:12 on 18 May 2013
- I can confirm on PC with latest patches that each casting of Conjure Flame Atronach still gives you XP. Could this be specific to Xbox ? --Xyzzy Talk 17:24, 18 May 2013 (GMT)
- You are correct. I just tested it out and you do get XP for each cast. What just I realized is that you will level faster when the perk level for the related spell is unlocked unless you have the 100% magicka school reduction enchants. If you cast a valid Conjuration spell that is a higher level than the highest related skill perk you will gain XP more slowly because you'll have to wait for your magicka to recharge. If you have 400 magicka and cast Conjure Dremora Lord and do not have the related Expert Level perk unlocked then you will get half the amount of XP per 400 magicka as casting Conjure Familiar with the Novice Perk unlocked.
- On a related note casting an Atronach once then two handed casting Bound Sword will take away some of the tedium of power leveling so you don't have to run away from an enemy since your pet will tank for you allowing you to two handed cast Bound Sword in relative safety while your pet engages in combat.MyBreton (talk) 18:03, 18 May 2013 (GMT)
Destruction Leveling
I just read the Destruction article and couldn't believe that xp gain was influenced by difficulty setting, so I've been running some tests on my level 1 character. I've emptied my mana bar casting flames on Ralof, on Novice and on Legendary difficulties. While I gained about half a level from 20 to 21 on Novice, the XP bar barely moved on Legendary. Since the cost of spells is not affected by the difficulty level, I came to the conclusion that the XP gain for Destruction spells is dominated by the actual damage dealt, rather than base magicka cost of the spell Santaranger (talk) 16:38, 13 June 2013 (GMT)
- Further testing has revealed that XP gain maxes out at Adept, so bonus damage of Apprentice and Novice (x1.5, x2) does not give any bonus XP, but the higher difficulty damage penalties (0.75, x0.5, x0.25) also give equivalent XP penalties. Santaranger (talk) 16:59, 13 June 2013 (GMT)
- From my own experience, Destruction EXP is given based on both actual damage dealt and base cost. Shock Rune yields much more EXP than Chain Lightning despite both are AOE spells, have estimately equal power, skill usage mult of 1 and Chain Lightning being an adept while Shock Rune being an apprentice. Shock Rune's higher base cost is the only explanation I found.117.4.10.218 13:12, 25 June 2013 (GMT)
Light and Heavy Armour leveling, Need Dragonborn Expansion.
First you will need the Dragonborn expansion and you will need to complete the quest New Source of Stalrim and go ahead and get rid of the Thalmor there. Go back to this area later and Old Salty, a respwanable named Mudcrab, will spawn along with an assortment of other mudcrabs. Go ahead and gather Old Salty and the other Mudcrabs and gather them just right of the Ebony Ore Vein there. The mudcrabs will push you into the wall and continue to pound you into oblivion. Even with he Restoration enchantment glitch and high rating armour, you will level really fast to 100 with these crabs, faster and safer than any enemy and the wall keeps you from moving, provided there are three of them in different positions hitting you. I found this on accident. --67.168.37.164 03:15, 21 June 2013 (GMT)
- We have chosen not to include these extremely specific leveling methods in the articles, as they would quickly overwhelm the page if we did, as everybody would add their favorites. --Xyzzy Talk 03:53, 21 June 2013 (GMT)
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