In Elder Scrolls Online, a player's Level is used to determine which gear and consumables a player may use. It is also the level of their racial skill line, which determines which racial passives may be unlocked. Other skill lines are not tied to player level.
Each level that a player gains allows them to allocate an attribute point to their magicka, health or stamina.
- Levels that are a multiple of 5 grant two Attribute Points
- Levels that are a multiple of 10 grant three Attribute Points
- Placing a point in magicka or stamina raises the maximum of that attribute by 111
- Placing a point in health raises the maximum health by 121
Players also gain skill points when leveling up equal to the number of Attribute Points, which they can use to unlock a new skill or morph an existing one. Skill points may be earned by finding skyshards, fighting in the Alliance War or completing quests as well.
Players can attain a maximum level of 50. Upon reaching the maximum level, players unlock Veteran content and receive 10 points into the Champion system. Gaining Champion Points allows players to equip more powerful gear and use more powerful consumables, up to the Champion Progression Cap of 160. Characters will no longer receive attribute points and skill points to allocate, but each assigned Champion Point will increase maximum health, magicka or stamina by a small percentage.
Players gain experience from a variety of sources. Killing enemies and helping others kill enemies (including by healing them) give experience so long as you deal at least 3% of the enemy's maximum health in damage (or heal at least 3% of the ally's health[verification needed]). Completing quests, discovering new locations and completing their Objectives, picking locks, and completing World Events also grant experience. Experience goes towards increasing your character level, as well as increasing your rank in most of the skill lines. However, certain skill lines are not advanced by gaining experience:
- Crafting skill lines are advanced by accumulating inspiration from crafting activities.
- Guild skill lines are advanced by increasing your reputation with that faction.
- Alliance War skill lines are advanced by earning alliance points within Cyrodiil.
- World skill lines each have their own advancement criteria.
Each quest grants a certain amount of experience depending on your level, which is then passed through a multiplier based on the quest's length and difficulty, which is defined internally per quest:
Difficulty XP Gain Multiplier Very Easy Very Low 0.1 Easy Low 0.75 Standard Standard 1 Hard High 1.5 Very Hard Very High 2.25
For example, all dungeon quests are set as "Very Hard", so reward 2.25× the standard XP for a quest at that level. Similarly, experience granted by completion of location Objectives is also passed through a modifier, but most of these are set as "Standard". A summary of standard rewards per level can be found below. A full table of all values can be seen at ESO XP. Quests will only show the XP Gain category without a value, since the value is dependent on your level.
Note that the most experience you can get at once is 10% of the amount required to level up;[verification needed — see] therefore, a Very Hard quest may not always reward the full amount of XP. For example, at Level 30, a quest which should reward 5505 XP will only reward 4808 XP, as 48,080 is the XP requirement to reach Level 31.
A number of in-game features provide a percentage bonus to any XP earned:
- Alliance War Keep bonus — 5–15% XP buff (applies only to monster and player-character kills)
- Crown Experience Scroll — 50% XP buff (does not stack with Psijic Ambrosia)
- ESO Plus — 10% XP buff
- Grouping buff — 10% XP buff
- Psijic Ambrosia — 50% XP buff (does not stack with Crown Experience Scroll)
- Rings of Mara buff — 10% XP buff
- Training Trait XP buff — Varies depending on how many and which pieces have the trait (applies only to XP from kills)
It is currently possible to stack XP buffs for a total possible increase of 85% (additive) for most types of content. As mentioned above, there is a cap in place that prevents any event (a quest completion, a monster kill, etc.) from granting more than 10% of your total level value.
In addition to these, overland Cyrodiil (excluding Delves and Imperial City) has a flat-rate boost of 25%. This applies to the experience gained from monsters, players, and quests.
for Next Player Level
for Player Level
For a full breakdown of XP reward values, see ESO XP§Table of Values.
- Prior to Update 10, reaching Level 50 granted players Veteran Rank 1, and progressing in Veteran Ranks rather than Champion Points allowed players to equip more powerful gear and use more powerful consumables. Each Veteran Rank granted additional attribute points and skill points to allocate, instead of certain levels between 1 and 50 granting two or three.
- Prior to the One Tamriel update, a player's level determined which enemies would allow a player to gain experience, loot and ultimate charge. Enemies that were more than five levels below player level did not grant experience or give any non-crafting loot.
Deprecated Quest Levels
Prior to One Tamriel, most quests had their own level, defined by which zone they were located in, and each quest granted the respective XP for that level. Quests listed in your Journal were colored based on their recommended level with respect to your character level. This did not affect the XP reward; rather, it was a representation of the relative difficulty and reward. Quests completed above their recommended level always rewarded the appropriate level XP. For example, a Level 30 "Hard" quest would display in yellow at Level 30, and rewarded 3670 XP, while the same quest was displayed in gray at Level 40, but still rewarded 3670 XP, a lower relative reward than you would get for a Level 40 "Hard" quest. However, completing a quest below the recommended level caused the reward to cap at 5 levels above; for example, completing a Level 47 quest at Level 40 would only result in a Level 45 reward.
The following table lists the colors and associated level ranges, and the internal name of that difficulty class. The difficulty names should not be taken literally; while red is classed "Impossible", someone with an appropriate character setup may still be able to do the content.
Color Level Range Difficulty Gray −6 or less Trivial Green −5 to −3 Easy Yellow −2 to +3 Appropriate Orange +4 to +7 Difficult Red +8 or greater Impossible
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