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In Daggerfall, character development is based on a leveling system that is directly affected by the skills mechanic.

Leveling [ edit ]

Leveling [ edit ]

Level is determined by the following equation:

L = floor((S − S 0 + 28)/15) S = the sum of the three Primary Skills, the two highest Major Skills, and the highest Minor Skill S 0 = the value above when you create a new character. Note that the skills may be different.

The game will check if you can level up every time your skill improves. Once the level calculated using the equation above is higher than character's current level, you will level up.

Leveling Rewards [ edit ]

The following is awarded each time a character gains a level:

Between 4 and 6 Attribute points

Increased maximum Hitpoints

Maximum Level Cap [ edit ]

If you are extremely patient and plan very carefully, you can achieve a maximum level of 32. In order to do so, you must reroll your skills during character creation until all of your Primary, Major, and Minor skills start at or very close to their minimum possible values of 28, 18, and 13, respectively, then distribute your bonus skill points evenly across these skills; reroll until your final resulting S 0 value reaches 148 or lower (with the minimum possible S 0 value being 145). You should then raise all of your Primary, two of your Major, and one of your Minor skills to 100 during gameplay, which will only be possible if you circumvent the skill limit which usually caps all skills except one to 95; this may be achieved by enchanting an item to boost your "mastered" skill beyond 100, as noted on the Skills page. As reaching level 2 only requires two skill level increases, this will result in a final character level of 32.

Skills [ edit ]

Skill Mechanics [ edit ]

All Skills have an individual 6 hour cooldown period (in-game time) that affects when it can be increased again. Skill increases occur after resting, loitering, or fast-travel.

A Skill can be increased in the following ways:

Using a skill a certain amount of times

The Skill Advancement for Class setting affects this The level, or percentage value, of the Skill also affects this. Uses required increase with skill levels that are a multiple of 15 (i.e. when a Skill reaches 15%, 30%, 45%, 60%, 75%, and 90%)

Paying a Skill Trainer

When a Skill reaches 51%, this option is no longer available.

Spells [ edit ]

Cheap Spells [ edit ]

The following is a list of the cheapest spells to create in each school. Spell cost may vary depending on character level and proficiency in each school of magic. As noted on the Magic and Spells page, the minimum amount of spell points a spell may consume when cast is 5.

Cheapest spell for each school of magic School Spell Alteration Jumping or Water Breathing Destruction Minimal Damage Health Spell Illusion Light Mysticism Open Restoration Free Action Thaumaturgy Water Walking

To minimize spell cost, adjust the per level value to look like this:

1-1 + 1-1 per 2 levels

Spells that are x to x+1, where x is an odd number, will cost the same as an x-x spell. This applies to all variable fields. At low levels, this makes very little difference, but at higher levels it can be a significant advantage.

Conserving Spell Points [ edit ]

Spells and items that Absorb Magic can be used to gain free spell casts.

Access the Mages Guild Spell Maker (must be a member) and create a spell with the Soul Trap or Damage effect as 'area around target' with '1-1 + 1-1 per 2/level' magnitude. Add two more effects from two other schools of magic. Cast the spell near a wall or at your feet in order to absorb and regain the spell points used to cast the spell

The resulting spell might look something like these:

Example 1

Damage 1-1 + 1-1 per 2 levels (area around target) Light 1-1 + 1-1 per 2 levels Free Action 1-1 + 1-1 per 2 levels

Example 2

Soul Trap 1-1 + 1-1 per 2 levels (area around target) Water Walking 1-1 + 1-1 per 2 levels Water Breathing 1-1 + 1-1 per 2 levels





Creating spells with multiple effects can also be used to increase skills without having to spend spell points. However, this method will only train the skill associated with the first spell effect.

Create a spell with multiple effects, such as:

Water walking

Water breathing

Damage health Cast the spell, but do not select a target. Spell points will decrease (as Thaumaturgy, Alteration, and Destruction skills are used), but because Damage health awaits a target, the spell is not fully triggered. Cancel the spell (press e). This returns all spell points since the entire spell was not fully cast. Repeat steps 2 and 3 indefinitely (pressing q to quick-cast the last spell cast). Rest.

Skill Trainers [ edit ]

The following is a list of guilds that have skill trainers associated with each specific skill.

Notes [ edit ]

Save before resting and leveling up. Reload if less than 6 bonus points and/or maximum HP/level are awarded. This maximizes the benefits of leveling to get the most out of a character.

The larger the range of possible HP/level, the less likely it is that both that maximum and the 6 bonus attribute points are gained. The attribute points are usually much more important, so how many reloads of that save game are worth the trouble to gain the maximum in both attributes and HP is an issue best left to the player.

Practice skills everywhere. Run in towns, sneak in dungeons, climb city walls, deplete spell points before resting, etc.

Create low-cost practice spells. Casting a Restoration spell with a cost of 5 will increase the Restoration skill by the same amount as casting a Restoration spell with a cost of 50.

Take advantage of Skill Trainers in guilds. Each training session is roughly equal to 15 uses of a skill and can increase skills up to 51%. The cost of training is 100 * Character Level, so it is more cost-effective to train at lower levels. Skill Trainers of guilds you aren't a member charge 400 * Character Level instead.