
Note the drastic difference between NPCs and the PC: for the PC, each level takes more skill ranks than the level before did, while NPCs gain a linear (aside from rounding errors) number of skill points per level. Where Total Skill Points = (Level-1)*8 an NPC's skill points at level 1 are 15 (a game-wide constant) base, then modified by its race. Unlike with Attributes, an NPC is capable of "losing" or "gaining" skill points due to rounding a skill gains skill points in accordance with: This Skill Points = round(Total Skill Points * (This Skill Weight / Sum of Skill Weights)) However, on NPCs with a fixed low level, the displayed skills are adjusted taking into account racial skill bonuses, with only skills greater than 25 being shown. In the "Primary Skills" summary on individual NPC pages, skills with values of 3 or greater are normally emphasized in bold face, skills with a value of 2 are shown in normal font, and skills with a value of 1 or 0 are not listed. Magicka is assigned 23 points ((70-23)/2, rounded down): Magicka +23.Health is assigned 23 points (70/3, rounded down), then adds 35: Health +58.
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A beggar at level 8 (70 attribute points, plus 35 mandatory health points) calculates as follows: A beggar has weights 1, 1, 1 - all equal.This means there is a weighting bias in favor of Stamina over Magicka and Magicka over Health, because Stamina is intrinsically chosen last and gets anything the others lost due to rounding, but Health gets 1/3 of each level's attribute points before assignment. Any remaining points go to the last attribute.Repeat for the next-highest result, remembering to use the ratio of only the two remaining attributes.In the event of a tie, choose Health over Magicka or Stamina, and Magicka over Stamina.Calculate the result for the attribute with the highest weight, rounded down, and subtract that from the total.Calculate the total number of points available (10 * (level - 1)).Attribute points are actually assigned as follows: The game ensures attribute points are not lost or gained due to rounding, but it is easy for an NPC's number of attribute points to not be an integer multiple of a weight (for example, Imperial Soldiers have a Stamina weight of 7, but can be level 37).
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Typically, these mismatches are less obviously unintentional, particularly when an NPC lacks any equipment, but still sometimes leads to followers carrying weapons they do not know how to use. Because perks are manually assigned to an NPC independently of its level or class (and hence independently of its skill expertise and attributes), mismatches exist this is particularly noticeable among followers.Ĭlass and perks are also not automatically tied to equipment or spells in any way, leading to the same mismatches while the aforementioned Thug and Highwayman share the same leveled lists for equipment, and their level is used to determine what they have, these lists were assigned manually, not by the class (or race).

For example, a Bandit Thug and a Bandit Highwayman are fundamentally the same NPC at levels 9 and 14, respectively (they are both members of the Bandit Archer class, below), but the former has the Extra Damage 1.5 perk, while the latter has Extra Damage 2.

This is one of the reasons leveled lists exist. Unlike the PC, there is no intrinsic mechanism for an NPC to gain perks as they level a stock leveled NPC has the same perks at any level. Note that 5 points per gained level are always added to Health, in addition to any health points from the shared set of 10 attribute points this means NPCs gain 15 attributes per level, in addition to approximately 8 skill points per level (see below). These weights determine how many of 8 skill points and 10 attribute points per level are added to each value. The numbers in the table are the weights assigned by the classes to each skill and each attribute (empty cells have a weight of zero).
