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Gaining Levels[edit]



Unlike in Morrowind and Oblivion, attribute bonuses gained at level-up have been simplified, eliminating the need to "budget" one's skillups in effort to achieve maximum attribute increase. Most content is still leveled (primarily enemy gear), and some players may choose their perks and attribute increases unwisely, so it is still possible to create a character too weak to keep up. However, if you have installed the Dragonborn add-on, you can expend dragon souls to reset perks. See the Leveling Decisions section below for details.





Level and Skill XP Formulae[edit]


Level XP[edit]

The formula for character leveling is as follows:

Character XP gained = Skill level acquired * fXPPerSkillRank

Skyrim Game Setting variable: fXPPerSkillRank (default =1)



Or if using the Skyrim Creation Kit Game Setting values:

(fXPLevelUpBase)+(Current Char. Level * fXPLevelUpMult)







Skill XP[edit]

The skill XP needed for the next skill level is almost proportional to the square of the current skill level:[verification needed — see talk page]

Cost(level) = Skill Improve Mult * (level-1)1.95 + Skill Improve Offset, Cost(0) = 0

As a result, the cumulative skill experience needed to reach a skill level X from a starting skill level Y is:

Cumulative(level) = Cost(level) + Cumulative(level-1), Cumulative(0) = 0
Cumulative(level) = Skill Improve Mult * (level-1)1.95 + Skill Improve Offset + Cumulative(level-1), Cumulative(0) = 0
Cumulative XP from Y to X = Cumulative(X) - Cumulative(Y)

For example, if you want to level Lockpicking (Skill Improve Mult 0.25, Skill Improve Offset 300) from level 15 to 16:

 0.25 * 151.95 + 300 = 349.1267420446517

Same, from 15 to 20:

Cumulative(15) = 4725.765429072633
Cumulative(20) = 6541.309853552898
Cumulative(20)-Cumulative(15) = 1815.5444244802648

Using a skill grants skill XP according to[verification needed — additional verification needed]:


The Skill Improve Mult, Skill Improve Offset, Skill Use Mult, and Skill Use Offset variables can be found under Actor Values for each skill independently. The 1.95 Power variable can be found in the Game Settings variables under fSkillUseCurve and applies globally to all of the skills. Additionally, the base XP granted by specific actions is different for each skill and uses additional multipliers stored in the Game Settings variables. The XP granted by using a skill probably makes use of the console command AdvSkill. This console command requires 2 additional arguments, the skill to which the granted XP should apply and the amount of given XP. The amount of given XP is then multiplied by the Skill Use Multiplier of the selected skill and the result is then added to the Skill Use Offset of the selected skill. For example, if the game wants to award 50 XP to the Lockpicking skill (Skill Use Mult 45 and Skill Use Offset 10), it might use this command:

player.AdvSkill Lockpicking 50

So, sticking with our example of Lockpicking, you would need to break 86 picks to level Lockpicking from 15 to 20: 1815.5444244802648/(45*(.25)+10) = 85 and change, meaning you'd need the 86th pick broken to level up. For comparison, you would need to successfully pick 19, 13, 8, 5, and 4 locks of each lock difficulty to do the same thing.

In addition to different skills using different values for both calculating experience needed per level and experience gained per use relative to some base, different skills work differently in terms of how leveling up the skill also speeds up the base. For example, all three crafting skills let you make more expensive things as you level, and gain more experience from more expensive things; by contrast, Speech always uses the base value of an item, so using better speech to sell an item for more money does not gain you more experience.

The Skill XP variables are given in the following table; the required XP from lvl 15 to 100 might not be 100% accurate (decimals): [verification needed — this table needs to verified by additional people]

Alteration 3 0 2 0 528804.0234
  • Base Magicka Cost of the Spell.
  • Additional multipliers may apply.
Conjuration 2.1 0 2 0 528804.0234
  • Base Magicka Cost of the Spell.
  • Additional multipliers may apply.
Destruction 1.35 0 2 0 528804.0234
  • Base Magicka Cost of the Spell.
  • Damage inflicted
  • Additional multipliers may apply.
Illusion 4.6 0 2 0 528804.0234
  • Base Magicka Cost of the Spell.
  • Additional multipliers may apply.
Restoration 2 0 2 0 528804.0234
  • 1 base XP damage healed by healing spells.
  • Additional multipliers may apply.
Enchanting 900 0 1 170 278852.0117
  • 1 base XP per item enchanted.
  • Additional multipliers may apply.
One-Handed 6.3 0 2 0 528804.0234
  • Base Weapon Damage
  • Additional multipliers may apply.
Two-Handed 5.95 0 2 0 528804.0234
  • Base Weapon Damage
  • Additional multipliers may apply.
Archery (Marksman) 9.3 0 2 0 528804.0234
  • Base Weapon Damage of the Bow
  • Additional multipliers may apply.
Block 8.1 0 2 0 528804.0234
  • 1 base XP per raw damage blocked.
  • 5 base XP for a shield bash.
  • Additional multipliers may apply.
Smithing 1 0 0.25 300 91600.5029
  • Additional multipliers may apply.
  • Note that in the original Skyrim.esm the skill use multiplier is 160.
Heavy Armor 3.8 0 2 0 528804.0234
  • 1 base XP per raw damage received.
  • Additional multipliers may apply.
Light Armor 4 0 2 0 528804.0234
  • 1 base XP per raw damage received.
  • Additional multipliers may apply.
Pickpocket 8.1 0 0.25 250 87350.5029
  • 1 base XP per gold value stolen.
  • Additional multipliers may apply.
Lockpicking 45 10 0.25 300 91600.5029
  • 0.25 base XP for a broken pick.
  • Additional multipliers may apply.
Sneak 11.25 0 0.5 120 142401.0059
  • 2.5 base XP for becoming hidden within ~45 feet.
  • 0.625 base XP per second hidden within ~45 feet.
  • 30 base XP for a melee sneak attack.
  • 2.5 base XP for a ranged sneak attack.
  • Additional multipliers may apply.
Alchemy 0.75 0 1.6 65 428568.2188
  • 1 base XP per gold value created.
  • 1 additional base XP for each successfully created potion.
Speech 0.36 0 2 0 528804.0234
  • 1 base XP per gold used in transactions.
  • 75 * Speech level base XP for passing Speech checks.
  • Additional multipliers may apply.


Leveling Decisions[edit]

You are notified when you are eligible to level up. When you accept the new level—which updates to the highest level you have currently earned—your character is fully healed, regaining any Health, Magicka, and Stamina that was depleted. You can choose whether to do this immediately, or whether to use the level-up strategically to take maximum advantage of the healing bonuses. In addition, in the standard game, you can level up anywhere; unlike in Oblivion or Morrowind, sleeping is not necessary. However, with Survival Mode enabled, sleep is once more required. 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 four levels since you last chose to level up, you will gain all four of those levels the next time you open the skills tab.

  • It is possible, though quite tricky to raise one level at a time when you have more levels "banked". Immediately (as in almost simultaneously), once you confirm your level up attribute bonus, you need to press the exit button (B on Xbox, O on PS). It may take a few tries each time you try it as the window of opportunity is very very small. However, you won't be able to add any perks until you have cleared all "banked" levels.







Maximum Level[edit]




Effects of Leveling[edit]





Leveling Exploits[edit]

Essential Combat[edit]

All NPCs tagged as Essential can be used as effective training dummies for combat skills. The best ones to use are those that will not report you for assault, such as Hadvar or Ralof during Unbound, or any of the Greybeards. However, even these examples may sometimes report you, though giving you zero bounty crimes that cannot be cleared, but causing problems with guards and crime-fighting citizens. Committing a crime with a bounty attached and paying it off should clear any zero bounty crimes.

Infinite Leveling in Helgen[edit]

There are multiple opportunities to infinitely level some of your skills during the opening quest, but it is quite easy to break the game by over-leveling. The game-breaking comes because the enemies you face will be far too hard to kill, and can kill you very easily. If you decide to use one of these methods and have a high starting level make sure at least one of your combat skills is leveled appropriately so you can cope in the much more dangerous Skyrim you have created. It is also recommended that you focus your attribute bonuses on health in order to better survive while you find some suitable armor. None of the methods here are unique, but the opportunity at such an early stage is worthy of mention.

The first opportunity to level is during your escape inside the burned-out tavern. In the corner facing the area where Alduin lands in front of Hadvar and Haming you can crouch and hide to level up your Sneak skill. This corner can be tricky to use as you will randomly be spotted by Alduin, and this method is rather slow. This is also the first and only way to level any skill before entering the keep.

Once inside the keep and hands are untied you can use magic. Your range of spells is rather limited and at this point you can only use flames to level at a rate quicker than painfully slowly, but your companion will not move until you arm yourself with a weapon, so you can take as long as you want and burn him to level your Destruction. You can also wait until after the torture room where you can pick up some clothing with magic bonuses and attack your companion at every chance you get.

The next opportunities depend on who you side with (see below). The last opportunity during the quest comes with the bear at the end of the escape tunnel. At this point you are given a bow and some arrows. You can shoot your companion with these and any other arrows you have collected to get some free levels in Archery, but you cannot recover the arrows in order to continually boost your levels. However, you can level your One-handed, Two-handed, Destruction, and Sneak (in conjunction with One-handed) infinitely by attacking your companion (Sneak is leveled by crouching and attacking with either a One-handed weapon or bow). As long as you don't attract the attention of the bear and subsequently kill it your companion will remain by the cart. A final chance comes with the bear. As long as you stay within range without it detecting you your skill will rise.

Siding with Hadvar

The unique opportunity comes with the friendly Torturer, as long as he survives the fight in the room. You will need to use one of the iron daggers found here as the Torturer is not essential and can die, however he will not turn on you unless you make three quick attacks on him. Equip one of the daggers and then start sneak-attacking him with normal attacks (not power attacks). This levels up both Sneak and One-handed and can be done to level 100 at this point as long as you take no perks affecting damage by the dagger.

You can start to level Pickpocketing here too. Find the few coins in the room and then reverse-pickpocket the coins onto the Torturer. Take the coins back and then place them in his inventory again, and repeat. While this can be done with any other item it is very difficult. You can easily gain a few levels but more than that will take a long time as experience is based on the value of the item(s) moved.

Siding with Ralof

The unique opportunity comes in the kitchen before the Torturer. You must kill the heavily armored Imperial soldier and loot the key from her body before Ralof gets it (you may wish to make a save before entering, in case he gets it). If you obtain the key Ralof will move to the locked door and wait for you to open it. Until you open it you are free to use him to train your Destruction, One-handed, and Sneak skills.

Trainer Pickpocketing[edit]

Train using a skill trainer and then pickpocket your gold back.




Trainer Followers[edit]



Trainer Bartering[edit]

There are many trainers who also sell merchandise - such as the College of Winterhold, for instance. Without the Merchant perk, trainer-merchants will only buy items of a similar type they sell. For instance, trainers at the College of Winterhold, will normally only buy or sell spells, clothing (not armor), jewellery, books, gems and staves. Once you have access to an enchanting table, it is fairly inexpensive to enchant jewelry with Waterbreathing for a good profit. Similarly, general merchants, armorers and fences will buy an iron dagger enchanted with Damage Stamina which sell for a good profit at low levels, whereas Banish enchanted items weapons sell for very high profit. Simply make several items like these, ask the trainer to train you as normal, and then ask what they have for sale and get your gold back by selling them the enchanted daggers. You may need to have the Merchant perk in Speech; most trainers will not normally buy weapons. At higher levels of skill training, this can also help you to train Speech.

Oghma Infinium[edit]


  4. Store the Oghma Infinium on the bookshelf.
  5. Leave the book shelf menu.
  6. Activate the Oghma Infinium on the book shelf.
  7. Select (Do Not Read).
  8. Take the book off the shelf


Out of Balance[edit]


100% Magicka Reduction[edit]


    • For even quicker leveling in Alteration, use Telekinesis to carry an object (preferably one of low value such as a tankard or a plate), then fast travel while still holding it. The farther the distance traveled, the higher the skill will increase. The item will be dropped where you fast travel from.
  • For increasing Illusion, Muffle is consistently great at all levels, while Harmony is better at higher levels, but in limited circumstances.
  • For increasing Conjuration, enter combat with anything and repeatedly cast the highest cost Conjure weapon spell you can (doing this when detected by an enemy that cannot reach you allows you to choose when to stop the exploit, and a weapon is better than a creature as they will try to kill the enemy). You can also use Soul Trap spell on a dead body continuously to quickly advance in Conjuration.
    • For grinding character levels after already maxing Conjuration at least once, resetting it to 15 and summoning any Thrall mid-combat earns a huge amount of experience, especially at low Conjuration levels. This requires a good set of enchanted gear to counter the high mana cost but can be used to gain character levels extremely quickly.
  • For increasing Destruction, just repeatedly blast away at people and creatures with your most magicka-expensive spell in that school. This can be combined with the Essential Combat exploit, as normal enemies will always eventually die.

Fortify Restoration, Alchemy and Smithing Boosting Enchantments[edit]


You can also use this to exploit the above exploit more easily. With a boosted enchantment skill you can make a single item with more than 100% reduction in spell cost instead of needing four, or add an obscene amount of fortify magicka (e.g. 1m points) so that cost is practically irrelevant.

A boost of the Smithing skill can be achieved the same way: after crafting the Fortify Enchanting potion, put a Smithing enchantment on a piece of gear. Improving a piece of armor or weapon will also boost Smithing from 15 to 100 if you have 4-5 pieces of the tempering material.

Giving one such improved weapon to someone and then goading them into attacking you will level any armor skills to 100 (provided of course that you are wearing some light or heavy armor in the first place). It will also almost certainly kill you, unless you are wearing armor that has been given a high powered Fortify Health enchantment. This trick can also level the block skill to 100 instantly, by blocking when they attack you.

Selling the obscenely expensive items produced by this process can be used to level Speech.

Invisible Titan[edit]

If you complete enough of the College of Winterhold quests you gain increased magicka regeneration while standing in the campus. Equipping Invisibility on both hands with no perks in Illusion you will find that you can indefinitely cast the spells over and over and can level up the skill forever. As you can make the skill legendary as many times as you want, each time you hit level 100 simply make it legendary and start over again. Through this you can level up fairly quickly without any risk, bounties, or costs.

Gaining Skill XP[edit]



Achievements related to leveling are:
