07. Leveling & Character Sheet

Updated 2 days ago

Leveling & Character Sheet

How leveling works

Every character has a character level from 1 to 12. It is separate from Valheim's skill levels, which work as normal.

  • You start at level 1.
  • You gain +1 level for each boss or miniboss you help defeat.
  • There are 11 qualifying fights (7 bosses and 4 minibosses), so beating all of them takes you to exactly level 12, the maximum.
  • Order doesn't matter. Your level is always 1 plus the number of different qualifying fights you have credit for.
  • Since 1.3.4 a server can use experience instead: see Experience leveling below.

Qualifying fights

Fight Type
Eikthyr Boss
The Elder Boss
Bonemass Boss
Moder Boss
Yagluth Boss
The Queen Boss
Fader Boss
Brenna Miniboss (Hildir's quest)
Geirrhafa Miniboss (Hildir's quest)
Zil & Thungr Miniboss (Hildir's quest)
Lord Reto Miniboss (Ashlands)

Earning credit

You get the level when the boss dies if either of these is true:

  • You landed at least one hit on it during the fight. There is no minimum damage, and you don't need the killing blow.
  • You were within 60 m of it when it died.

This works the same in single player and in multiplayer: every player who qualifies gets the level, not just the host. A level-up message shows when you gain it.

  • Dead at the time? If you hit the boss but were dead when it died, you get the level when you respawn.
  • Zil & Thungr: the credit comes from the shaman, so hit the shaman or be within 60 m when it dies.
  • Each fight counts once per character. Killing the same boss again gives no extra level.
  • Credit belongs to the character, not the world. Your level follows your character into any world. A new character starts at level 1 even in a world where the bosses are already dead. To catch up, summon the boss again and help defeat it.
  • Level-ups take effect immediately. New spells and features become available without relogging.

Experience leveling (1.3.4, optional)

Set [Leveling] Progression = Experience (server setting; the default is Bosses) and levels come from experience points instead, using the 2014 rulebook's XP table (300 XP for level 2, up to 100,000 for level 12).

  • Every kill gives XP for the biome it happened in. Tougher creatures (more health than usual for that biome) and starred creatures give more. Inside a Realm Forge place, the place's level decides which biome it counts as.
  • Each biome has a soft level cap, the level boss progression would give you by the time you're done there:
Biome Soft cap XP for a normal kill
Meadows 2 10
Black Forest 4 25
Swamp, Ocean 5 50
Mountains 7 90
Plains 9 150
Mistlands 10 250
Ashlands, Deep North 12 400
  • At or past a biome's cap, its kills give a tenth of the XP, and less for every level over. You can still grind past it, very slowly.
  • Fighting above your level pays: a biome whose cap is two or more levels above you gives up to double XP.
  • Bosses still matter: the first time you help kill a boss you get half a level's worth of XP (a third for a miniboss), never capped.
  • Party play: the killing blow earns the XP, and party members within 50 m get the same amount. A companion's kill counts for its owner.
  • Switching an existing character to Experience starts them at the XP for the level they already have, so nobody loses a level.
  • fef xp shows your XP, what you need for the next level and what kills are worth where you're standing. The character sheet shows your XP too.
  • Settings: [Leveling] ExperienceRate (1 = normal, 2 = twice as fast) and ExperiencePartyShare. DMs can hand out XP with fef xp give <player> <amount>.

Admin levels and reward books (1.2.6)

Server admins can raise or lower a character's level with fef level, and hand out reward books with fef token:

  • Tome of Advancement: reading it raises you one level (up to 12).
  • Codex of Hidden Talents: one extra feat pick.
  • Manuals and tomes (Gainful Exercise, Quickness of Action, Bodily Health, Clear Thought, Understanding, Leadership and Influence): +2 to one ability score and to its maximum, up to 30.

These add to the levels you earn from bosses, and boss kills keep counting. Since 1.2.7 the Codex and the manuals and tomes also drop from monsters very rarely (see Monsters & Magic Items). See Console Commands.

What each level gives you

Feat picks

Level Feat picks available
1 1
4 2
8 3
12 4

Spend picks on the Feats tab of the character sheet.

Spells

Your class decides when you can cast each spell level:

Class Cantrips 1st 2nd 3rd 4th 5th 6th
Bard, Cleric, Druid, Sorcerer, Warlock, Wizard L1 L1 L3 L5 L7 L9 L11
Runesmith L1 L1 L5 L9 - - -
Paladin, Ranger - L2 L5 L9 - - -
Barbarian, Fighter, Monk, Rogue - - - - - - -

Classes without a spell list still get spells from their race, subclass or feats. Racial spells unlock at their own levels (for example, the Fairy gets Faerie Fire at level 3 and Enlarge/Reduce at level 5). The Spells tab tells you exactly when and how you will learn each spell.

Subclass

Cleric, Sorcerer and Warlock pick a subclass at level 1, Druid and Wizard at level 2, and every other class at level 3. Some subclasses add spells at later levels.

Stronger abilities

Many damage and healing numbers from spells, race abilities, class abilities and subclass features grow by 6% per level above 1 (so 66% more at level 12). Many spell durations scale the same way. The Races, Classes and Spells pages mark which numbers scale. Some features change at specific levels, for example:

  • Warlock's Eldritch Blast fires more beams at levels 4, 8 and 12.
  • Magic Missile fires more darts at levels 5 and 9.
  • Sorcerers gain Dragon Wings and can fly at level 12.

See the Classes, Races and Spells pages for the details.

The character sheet

Press L to open or close the character sheet. You can also open it from the character sheet tab button in the inventory screen, next to the vanilla tabs. It has five tabs.

Closing the inventory closes the character sheet too. When you open it again, it starts on the Character tab with nothing selected.

Character tab

A summary of your character:

  • Level (for example Level 3 / 12).
  • Feat picks used and available.
  • Spell tier unlocked, out of 6. This follows the full-caster schedule in the table above. Your class decides which spells you actually know.
  • Race with a description of its traits and abilities.
  • Class with a description of its abilities, plus your subclass and when it unlocks.
  • Feats you have taken. A feat you no longer meet the prerequisite for is marked inactive, with the reason.
  • Spells known: every spell you can cast right now.

Before you have picked a race, class or feat, this tab tells you to visit the Race tab.

Feats tab

  • Every feat in alphabetical order, over two pages (< Prev / Next >). The title bar shows the page, for example Feats - Page 1/2. Feats you have are highlighted.
  • The status line shows Feat picks: X/Y used.
  • Hover over a feat to see its description and prerequisite, and whether you meet it.
  • Click a feat to select it, then click Take This Feat to spend a pick. The button only works if you have a free pick, meet the prerequisite and don't already have the feat.

Spells tab

  • Every spell in the mod, one page per level: Cantrips, Ritual spells, then Level 1 spells, Level 2 spells and so on, each in alphabetical order. A level that needs more than one page is split (Cantrips Page 1, Cantrips Page 2). The page name shows in the title bar; use < Prev and Next > to change page.
  • Spells you know are highlighted green.
  • Hover over or click a spell to see:
    • its painted icon
    • whether you know it, when you will unlock it and from what (your class, race, subclass or a feat), or that it isn't available to you
    • every class, race, subclass and feat that grants it
    • a description of what it does
    • its recast cooldown
    • whether it is on or off in your spell list
  • Toggle on/off: select a spell you know and click Toggle on/off. A spell that is off shows (off) after its name, is skipped when you cycle with O and doesn't appear in the spell list on your screen. Click the button again to turn it back on. Your choices are saved with your character. Spells cast with a race ability key (such as the Fairy's Druidcraft on H) aren't in the O/P list, so the button doesn't affect them.
  • Spells can't be cast while wild shaped. Most targeted, area and healing spells use no Eitr and start no cooldown if there's nothing for them to affect.

Race tab

  • A grid of every race in alphabetical order, including Human. Your current race is highlighted.
  • The text box shows your current race's traits. Hover over or click another race to preview it.
  • Change Race sets your race. The first pick is free; after that the button says Already chosen and you need a trader's Reset Race, Class & Feats.

Class tab

  • A grid of all 13 classes in alphabetical order. Your current class is highlighted.
  • The text box shows your current class's abilities and your subclass. Hover over or click another class to preview it.
  • Change Class sets your class. Like race, the first pick is free and then locked until a trader reset.
  • Choose Subclass opens the Subclass tab.

Subclass tab (1.3.2)

  • Your class's subclasses. Your current one is highlighted in green.
  • The text box tells you when your class picks its subclass, shows your current subclass, and describes whichever one you hover over or click.
  • Choose Subclass picks the one you clicked. The first pick is free and then locked until a trader reset.
  • The trader's Choose Subclass button and the subclass console command open the subclass window instead, which closes with Esc or its X.