Work out each attribute's ×1–×5 multiplier from the skill increases you have banked, see which three attributes to pick, how many increases bought nothing, and what the level adds to Health, Fatigue, Magicka and carry capacity. OpenMW 0.51.0 settings.
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Attribute points gained
+10
Maximum at any level-up: +15
Attributes to pick
Strength ×5 · Endurance ×3 · Agility ×2
Three different attributes, best multipliers first
Eligible to level up. Carried over to the next level: 1
Multipliers from OpenMW 0.51.0, vanilla Morrowind settings: the ×1–×5 ladder is NpcStats::getLevelupAttributeMultiplier reading iLevelUp01Mult–iLevelUp10Mult, and iLevelupTotal is 10. Ties go to Endurance first — its Health gain is the only permanent one — and to Luck next, because Luck governs no skill and can never carry a multiplier. Skill progress itself is a replaceable Lua interface in OpenMW, so a leveling mod changes what feeds these counters.
What this level buys
Health
+4.3
Max Fatigue
+10
Max Magicka
0
Carry capacity
225 (+25)
Movement speed
80% at 66.7% load
Your attributes this level
Attribute
Ten-notch track
Increases
Multiplier
Points if picked
Governed skills
Strength
||||||||||
10
×5
+5
Acrobatics, Armorer, Axe, Blunt Weapon, Long Blade
Intelligence
··········
0
×1
+1
Alchemy, Conjuration, Enchant, Security
Willpower
||········
2
×2
+2
Alteration, Destruction, Mysticism, Restoration
Agility
||||······
4
×2
+2
Block, Light Armor, Marksman, Sneak
Speed
··········
0
×1
+1
Athletics, Hand-to-hand, Short Blade, Unarmored
Endurance
|||||||···
7
×3
+3
Heavy Armor, Medium Armor, Spear
Personality
··········
0
×1
+1
Illusion, Mercantile, Speechcraft
Luck
··········
0
×1
+1
none
The multiplier ladder
Skill increases
Multiplier
Game setting
none
×1
—
1–4
×2
iLevelUp01Mult – iLevelUp04Mult
5–7
×3
iLevelUp05Mult – iLevelUp07Mult
8–9
×4
iLevelUp08Mult – iLevelUp09Mult
10 or more
×5
iLevelUp10Mult
How this level-up is computed
Skill increases governed by — Strength: 10 → ×5 (iLevelUp10Mult)
Skill increases governed by — Endurance: 7 → ×3 (iLevelUp07Mult)
Skill increases governed by — Agility: 4 → ×2 (iLevelUp04Mult)
Points: 5 + 3 + 2 = +10 of a possible +15. Increases that bought nothing: 7 of 23.
Health: fLevelUpHealthEndMult 0.1 × min(100, 40 + 3) = +4.3 — Endurance is counted after this level's increase.
On level-up iLevelupTotal (10) is subtracted from your major/minor progress and floored at 0, and the per-attribute counters are cleared — anything not taken now is gone. An attribute increase is clamped at 100 and the surplus is lost.
Morrowind level-up calculator. Attribute multipliers, wasted increases, and what the level buys.
A Morrowind level-up calculator turns the skill increases you banked into each attribute's ×1–×5 multiplier and picks the three worth the most points. It also counts the increases that bought nothing and prices the level in Health, Fatigue, Magicka, carry capacity and movement speed.
What the level-up screen is deciding before you open it
A Morrowind level-up lets you raise three attributes, and each of the three is worth between +1 and +5 depending on how many skill increases governed by that attribute you banked since your last level. So one level is worth anywhere from +3 to +15 attribute points, and which end you land on was settled before you ever slept — by which skills happened to go up.
The consequence that matters is that the counters are single-use. When you rest and take the level, OpenMW subtracts `iLevelupTotal` from your major/minor progress, floors it at zero, and then clears the per-attribute counters outright (`NpcStats::levelUp` in `npcstats.cpp`, at tag `openmw-0.51.0`). Eleven increases banked in Agility when Agility is not one of your three picks are eleven increases that bought nothing, and there is no way to spend them next level. That is the number this page puts on the third card: 7 of 23 in the served state, with the surplus named per attribute.
The ladder comes straight out of the game's own settings. `NpcStats::getLevelupAttributeMultiplier` (`npcstats.cpp:254-266`) returns 1 when an attribute's counter is empty, otherwise it builds the name `iLevelUp{min(10, n):02}Mult` and reads that game setting out of the loaded content files. With Morrowind's own defaults — the values OpenMW-CS writes into a fresh file — `iLevelUp01Mult` through `iLevelUp04Mult` are 2, `iLevelUp05Mult` through `iLevelUp07Mult` are 3, `iLevelUp08Mult` and `iLevelUp09Mult` are 4, and `iLevelUp10Mult` is 5. Three picks against a top rung of 5 is where the +15 ceiling comes from, and `min(10, n)` is why a twelfth increase in one attribute is worth exactly nothing.
This page adds the other half of the question: what the level pays out. Health is `fLevelUpHealthEndMult` (0.1) times your Endurance after this level's increase, so the same +10 level pays +4.3 Health at Endurance 40 and +10.0 at Endurance 97. Max Fatigue is the sum of Strength, Willpower, Agility and Endurance, so a ×5 in Speed adds nothing to it. Max Magicka is `fPCbaseMagickaMult` (1.0) times the Intelligence gain. Carry capacity is `fEncumbranceStrMult` (5.0) times Strength, so a Strength pick moves 200 units of capacity to 225 and drops a 150-unit load from 75% to 66.7% — which is 2.5 points of movement speed back, since movement is `1 − fEncumberedMoveEffect × load`.
Most of what ranks for this question explains the ladder without computing anything. UESP's `Morrowind:Level` is the community reference for it and states all five rungs exactly as the settings do. The publisher's own support page, help.bethesda.net answer 17421, offers one worked example instead: "If your character increased their long blade and medium armor skill 5 times each during that level, there would be a 5x multiplier beside Strength and Endurance." Five increases is `iLevelUp05Mult`, which is 3, not 5. TheGamer's beginner guide to skills and attributes says only that "a multiplier ranging between 1x to 5x notates just how much an attribute is increasing each level" and never prints the thresholds. West Games' Morrowind character planner is a real calculator with sliders, and it opens with "Morrowind levels add 3 attribute points" — true only of the worst level you can have — models no multiplier at all, and computes Magicka at "2x Int", which is Oblivion's rule; Morrowind's `fPCbaseMagickaMult` is 1.0. Its "5x Str" carry weight is right.
The closest thing to a real competitor is VirusAlex's Morrowind Leveling Tracker, a browser tool published through a Steam guide. It has the ladder right, and it is a different product: race, birthsign, class and a full level-by-level history you maintain across a playthrough. It reports no Health, Fatigue, Magicka or carry-weight consequence, and names no game settings. This page is the ten-second version — one level, no state to keep, with the settings behind every figure printed on screen.
How the ×1–×5 ladder is fed, and why misc skills are the free half
Two counters run in parallel between levels, they are fed by different things, and most of the confusion around Morrowind leveling comes from treating them as one.
Counter one is the level bar, the `x/10` beside Level in the Stats menu. Only major and minor skill increases move it, each by `iLevelupMajorMult` or `iLevelupMinorMult` — both 1 in vanilla. Ten of them and you can level on your next hour of sleep.
Counter two is per attribute, and it is fed by every skill increase, misc included. In OpenMW 0.51.0 the default handler is `files/data-mw/scripts/omw/playerskillhandlers.lua`, and its `getSkillLevelUpOptions` initializes level progress at 0 and only overwrites it for a skill found in the class's minor or major list. A miscellaneous skill adds one to the attribute counter, never zero: it still hands back `iLevelupMiscMultAttriubte`, which is 1. (The misspelling is Bethesda's, in the game's own setting name, and OpenMW reproduces it faithfully.)
A miscellaneous skill increase therefore adds 0 to the level bar and 1 to the attribute counter. That asymmetry is the whole mechanism behind "efficient leveling": you need exactly ten major/minor increases to earn the level, and you can stack another twenty misc increases on top of them without bringing the level any closer. A level can only put thirty of them to use — three picks times ten — and that same number is this calculator's per-field maximum; the engine itself caps nothing.
The map from skill to attribute is fixed data, and the distribution is lopsided. Strength governs 5 skills (Acrobatics, Armorer, Axe, Blunt Weapon, Long Blade). Intelligence, Willpower, Agility and Speed govern 4 each. Endurance and Personality govern only 3 — Endurance is Heavy Armor, Medium Armor and Spear, so a ×5 there means ten increases spread across three skills. And Luck governs none of the 27, which is why its row in the table sits at ×1 in every state and why there is no Luck field to fill in: the counter has nothing that can raise it. Luck is still selectable in the game for a flat +1, which makes it a useful third pick when nothing else has banked an increase.
Three picks, and they have to be distinct. The limit is not a game setting — `sMaxCoins = 3` is a compile-time constant in OpenMW's level-up dialog — and clicking an attribute you have already chosen removes it rather than doubling it. So the best possible level is three separate attributes at ten or more increases each: +5, +5, +5.
The bar rolls over; the attribute counters do not. `levelUp()` subtracts 10 from your progress and floors the result at zero, so arriving at the level with 13/10 leaves you at 3/10 afterwards. The very next statement clears `mSkillIncreases`, so the increases that produced your multipliers are gone whether you used them or not. Those two facts sit one line apart in the engine and pull in opposite directions when you plan a level.
Progress points needed for the next point in a skill
Skill now
Major ×0.75
Minor ×1.00
Misc ×1.25
Misc, specialized
5
4.50
6.00
7.50
6.00
10
8.25
11.00
13.75
11.00
20
15.75
21.00
26.25
21.00
30
23.25
31.00
38.75
31.00
45
34.50
46.00
57.50
46.00
60
45.75
61.00
76.25
61.00
75
57.00
76.00
95.00
76.00
99
75.00
100.00
125.00
100.00
Every equation on the page, with the setting behind it
na = Skill increases banked for attribute a since your last level — major, minor and miscellaneous alike
ma = That attribute's multiplier this level. 1 with nothing banked, otherwise the game setting iLevelUp01Mult through iLevelUp10Mult
M = The lookup itself: the ten multiplier settings, 2 for the first four rungs, 3 for the next three, 4 for the next two, 5 at the top
t = The threshold of a rung — the fewest increases that reach it. 0 for ×1, 1 for ×2, 5 for ×3, 8 for ×4, 10 for ×5
P = Attribute points the level grants: the three highest multipliers added together, so 3 at worst and 15 at best
W = Increases that bought nothing — everything banked, less the threshold each picked attribute needed
ΔH = Health the level adds. fLevelUpHealthEndMult is 0.1, and the Endurance it reads is the value after this level's increase
C = Carry capacity after the level. fEncumbranceStrMult is 5.0 and it multiplies your modified Strength, so a Fortify Strength effect counts in game
ℓ = Normalized encumbrance: what you carry divided by capacity. 1.0 is exactly full
v = Movement speed as a fraction of unencumbered. fEncumberedMoveEffect is 0.3, and the cliff to zero is strictly above 1.0
The multiplier is a table lookup rather than arithmetic. Nothing is halved and nothing is averaged: `min(10, n)` clamps the lookup, so 10 increases and 30 increases resolve to the same `iLevelUp10Mult` and the same +5.
None of the pages named above computes the waste figure. Total increases are fixed by what you did; the variable is how much of that total the three picks needed. An attribute picked at ×3 needed 5, so banking 7 in it wastes 2 — and an attribute not picked at all wastes everything it banked. Add those up and you get the third card.
One consequence is easy to miss, and it is why the tie-break on this page is a stated choice instead of an optimization. Two attributes on the same rung are worth the same points and the same waste, because they share a threshold. This calculator's own test suite checks it by brute force against all 56 ways of choosing three of eight attributes, on every one of the 330 distinct multiplier shapes the 78,125 rung states produce, plus 4,000 seeded states across the full 0–30 domain. The derived gains are where the difference lives: swap Endurance out for Willpower at the same rung and points, waste and Fatigue are all identical while Health drops from +4.5 to +4.0. This page therefore breaks ties toward Endurance first — its Health is the only gain a level makes permanent — and toward Luck next, because Luck can never carry a multiplier anyway.
The derived figures are each one line. Health, from `NpcStats::levelUp`, is
ΔH=0.1×min(100,E+ΔE)
and the Endurance in it is post-increase, which is why picking Endurance pays twice. It is not rounded: Endurance 43 gives exactly +4.3, Endurance 41 gives +4.1, and the underlying value keeps its decimal even though the Stats menu shows Health as a whole number.
Capacity and the load penalty come from `npc.cpp`. `Npc::getCapacity` (`npc.cpp:1057-1065`) is `getAttribute(Strength).getModified() * fEncumbranceStrMult`, and the walk-speed path (`npc.cpp:1428-1434`) multiplies by `1 − fEncumberedMoveEffect × normalizedEncumbrance`. The cliff is a strict comparison — `if (normalizedEncumbrance > 1.0f) moveSpeed = 0.0f`, at `npc.cpp:936-937` — so at exactly 100% load you still move, at 70%. One unit more and you do not move at all.
Two encumbrance branches in OpenMW are deliberate departures from Morrowind, and the engine says so in its own comments (`Class::getNormalizedEncumbrance`, `class.cpp:484-495`): carrying nothing returns 0 rather than treating 0/0 as full, and non-zero weight against zero capacity returns `1 + 1e-6` because "Morrowind uses 1, but this means that for zero capacity, normalized encumbrance cannot be used to detect overencumbrance". Both are reproduced here rather than smoothed away, which is why Strength 0 with something in your pack reads as unable to move.
One formula is deliberately absent from the tool, and this is the place for it. The progress a skill needs for its next point is
R=(skill+1)×fclass×fspec
where `f_class` is `fMajorSkillBonus` 0.75, `fMinorSkillBonus` 1.0 or `fMiscSkillBonus` 1.25, and `f_spec` is `fSpecialSkillBonus` 0.8 when the skill's specialization matches your class's. The requirement is exact — the table above is that expression evaluated. Converting it into a number of uses is not, because OpenMW changed the comparison between releases with no changelog entry: 0.48 compared the truncated progress against the truncated requirement, 0.51 stores progress normalized and compares it against 1. At a requirement of 34.5 with one point per use, one of those ticks the skill over on the 34th use and the other on the 35th, and which matches vanilla Morrowind is not established. That is why this page gives you the requirement and no use count, and why the tool has no field for it.
A pleasant consequence of the two factors multiplying: a miscellaneous skill inside your specialization costs 1.25 × 0.8 = 1.0, exactly what a minor skill outside your specialization costs. Picking a specialization that covers the skills you intend to farm makes the misc half of an efficient level as cheap as the major/minor half.
Filling in the eight counters from the Stats menu
Everything you need is on one screen in game. Open the Stats menu and read your skills, then fill in the form from top to bottom.
1. For each of the seven attributes, count the skill increases since your last level and type the total. Strength skill increases covers Acrobatics, Armorer, Axe, Blunt Weapon and Long Blade; Endurance skill increases covers Heavy Armor, Medium Armor and Spear; and so on. Any skill counts, whether it went up from use, from a trainer or from a book. The table below the results lists the governed skills per attribute if you want to check one.
2. Type your level bar into Major/minor increases toward level — the `x/10` figure. It is legal to go above 10; that is the state you are in when you can already sleep and are deciding whether to train first.
3. Below the results, fill in Strength now, Endurance now and Weight carried from the same menu and your inventory. Those three feed the derived block and nothing else, so leaving them at their defaults still gives you a correct multiplier answer.
Four cards answer at once. The first is the attribute points the level grants, signed, with the ceiling of +15 underneath and a copy button beside it. The second names the three attributes and their multipliers, best first — `Strength ×5 · Endurance ×3 · Agility ×2` in the served state. The third is the waste count as `7 of 23`, with the surplus named per attribute: `Agility 3 · Willpower 2 · Endurance 2`. The fourth is your level bar, `11 / 10`, and says whether you are eligible and how much progress carries over. That third card keeps the same warning tone at every value, `0 of 30` included: the color never tracks the number.
What this level buys sits below, with five figures: Health, Max Fatigue, Max Magicka, Carry capacity as `225 (+25)`, and Movement speed as `80% at 66.7% load`. Max Magicka reads a plain `0` when Intelligence is not among the picks, because there is no such thing as gaining +0 of something.
Your attributes this level is the table to read if you disagree with the picks. Eight rows, one per attribute, with the three picked ones highlighted. Each row carries a ten-notch track — `||||||||||` at ten, `|||||||···` at seven, `··········` at zero, and a trailing `+` once you go past ten — so the shape of a wasteful level is visible before you read a single number. On a phone the table keeps Attribute, the track and Multiplier and drops the other three columns entirely until the panel is wider — the increases count and the Points column cost you nothing there, because the track already encodes the count and Points restates the Multiplier. Governed skills is the one that genuinely goes — on a narrow panel the full attribute-to-skill mapping lives only in the sections above.
The multiplier ladder is the second table, and it never drops a column: five rungs, the multiplier each grants, and the game settings behind them. How this level-up is computed is collapsed underneath and prints the substitution with your own numbers, one line per pick plus the sum, the Health line, the capacity line and the reset rule. Open it when you want to check the arithmetic or paste it into a reply.
The address bar follows the form, so you can link a level. Note that only the fields you changed travel: `?strengthIncreases=8` carries that one counter and the recipient's other ten resolve to the defaults on this page, not to yours. Change what matters and copy the whole URL if you need the full state to survive.
When to fill this in, and when it is too late
There is exactly one point in a playthrough where this arithmetic is actionable: your bar reads 10/10 or more, you are standing next to a bed, and you have not slept yet. Until you rest, every counter keeps filling. After you rest, all seven are zero and whatever they held is spent or gone.
Two states at that moment are worth acting on. If the waste count is large, some of those increases are sitting in attributes you are not going to pick, and nothing can be done about them this level — but the card's surplus list shows you which skills to stop using before the next level. If the waste count is small and one attribute sits at 9, you are one skill increase short of a whole rung: a trainer, a couple of Armorer repairs or ten minutes of Acrobatics turns a +4 into a +5 that becomes unreachable the moment you sleep.
The ladder makes one plan obvious: play normally, and once an attribute's counter shows 9, spend a few trainer lessons on skills it governs before you rest. Filling this form at that point is how you find out which skills, for the character you have.
Worked levels, from the calculator's own numbers
The served state — an ordinary +10 level with 7 increases thrown away
Ten increases in Strength-governed skills, seven in Endurance, four in Agility, two in Willpower, nothing else, and a bar reading 11/10. The picks are Strength ×5 · Endurance ×3 · Agility ×2 for +10 of 15.
The waste comes to 7 of 23. Strength needed 10 for its ×5 and banked exactly 10, so it wastes nothing. Endurance needed 5 for its ×3 and banked 7, wasting 2. Agility needed 1 for its ×2 and banked 4, wasting 3. Willpower banked 2 and is not picked, so all 2 are gone. 23 − (10 + 5 + 1) = 7.
With Strength and Endurance both at 40 the level pays +4.3 Health (0.1 × 43, counting the Endurance you just gained), +10 Max Fatigue (the +5 Strength, +3 Endurance and +2 Agility all feed it), 0 Max Magicka, and capacity 225 (+25). Carrying 150 units, that capacity change drops your load from 75% to 66.7% and lifts movement from 77.5% to 80%. The bar leaves 1 point of progress carried into the next level.
This is the shape of a level played without planning, and it is not a bad one: +10 of a possible 15 with no trainer trip. Steam's "Tips for efficient leveling?" thread makes the same point from the other side — you can play normally early on and still reach optimal attributes later, once you have the money to buy training.
The perfect level — three attributes at exactly ten
Set Strength, Endurance and Speed to 10 each and everything else to 0. The picks are Endurance ×5 · Strength ×5 · Speed ×5 for +15 of 15, and the waste card reads 0 of 30.
Thirty increases is all a single level can put to use — three picks times ten, and each field's maximum on this form: ten of them major or minor to earn the level, the other twenty miscellaneous ones that do not touch the bar. Every notch on all three tracks is lit and none of them spills past ten.
At Strength 40 and Endurance 40 it buys +4.5 Health, +10 Max Fatigue — Speed contributes nothing to Fatigue, only Strength, Willpower, Agility and Endurance do — 0 Max Magicka, and capacity 225 (+25). Fifteen points of attributes, and five of them bought no derived stat at all. The three attributes you take decide more than the size of the number on the first card.
The 5/5/1 route — two attributes at ten plus Luck
Ten in Strength-governed skills, ten in Endurance-governed skills, nothing else. The picks are Endurance ×5 · Strength ×5 · Luck ×1 for +11 of 15, and the waste card again reads 0 of 20.
That is a real strategy with a name — Steam's "Tips for efficient leveling?" thread puts it as "you'll be getting 11 per level if you go the 2 Attribute Max + Luck or 5/5/1 route" — and it exists because Luck is the one attribute you can only ever raise one point at a time. Spending the third pick on Luck at every level is the practical route to Luck 100: from a favored-attribute start of 50 that lands at level 51, and ten levels later from an unfavored start.
Eleven points against a possible fifteen, with nothing wasted, is a better level than fifteen points with ten increases thrown away. The points card and the waste card measure different things; read them together.
Four attributes at ten — the trap that still reads +15
Strength, Endurance, Speed and Agility at 10 each. The picks are Endurance ×5 · Strength ×5 · Agility ×5, still +15 of 15 — and the waste card jumps to 10 of 40, with the surplus naming Speed 10.
One attribute has to sit out, and everything it banked goes with it. This is the case the third card exists for: the headline number is identical to the perfect level above, and ten skill increases are gone.
The extreme version is all seven counters at 30, which the engine tests pin: picks Endurance, Strength and Intelligence, +15, and 180 of 210 increases wasted, with the surplus listing 30, 30, 30, 30, 20, 20, 20. There is no way for a level to be worth more than +15, so every increase past the third attribute's tenth is on the floor.
Sleeping with nothing banked — the +3 level
Every counter at 0. You still level, and you still take three attributes: the picks come out Endurance ×1 · Luck ×1 · Strength ×1 for +3 of 15, with 0 wasted, because nothing was banked to waste.
At Endurance 40 the level pays +4.1 Health — 0.1 × 41, since Endurance goes to 41 first — +2 Max Fatigue, 0 Max Magicka, and capacity 205 (+5). It is a legal level and a bad one.
You reach this state by taking a level on ten major or minor increases that all belong to attributes you did not want, or by spreading them so thinly across seven attributes that none of them reached rung two. Ten increases in one attribute is +5; ten increases spread one apiece across ten skills governed by seven different attributes is +6 at the very best.
The load cliff — 150, 220, 225 and 250 against capacity 225
The served state ends the level at Strength 45, so capacity is 5 × 45 = 225. Movement is `1 − 0.3 × load`, and the zero is a strict comparison rather than a rounded one:
Carrying
Load
Movement speed
0
0%
100%
150
66.7%
80%
220
97.8%
70.7%
225
100%
70%
226
100.4%
Cannot move
250
111.1%
Cannot move
At exactly 100% you keep 70% of your speed. One unit over and `getMaxSpeed` and `getJump` both return zero, so you stop dead instead of slowing further. The whole penalty band between empty and full is 30 percentage points, so traveling at 97% capacity still moves you at 70.7% — and one unit past full moves you not at all.
One more edge, and it is the one OpenMW documents as a deliberate deviation: set Strength now to 0 with the picks landing elsewhere and capacity is 0. Carrying anything at all then reads Cannot move, because the engine returns a normalized encumbrance of 1 + 1e-6 rather than 1 so that zero capacity is detectable as over-encumbrance. Carrying nothing at that same Strength 0 reads 100% movement, from the other branch of the same function.
Nine claims about Morrowind leveling that are wrong
"Five increases gives you a ×5." Five increases is `iLevelUp05Mult`, which is 3. The rungs are 1–4 for ×2, 5–7 for ×3, 8–9 for ×4 and ten or more for ×5, and there is no ×5 below ten. The worked example on the publisher's own support page — help.bethesda.net answer 17421 — makes exactly this mistake with Long Blade and Medium Armor at five each.
"Trained skills don't count toward the multiplier." The same support page says the multiplier "only applies to skills that increased through use, not through training that was purchased". Nothing in the handler distinguishes them: it fires when a skill's level goes up, whatever raised it, so ten trained increases in one miscellaneous skill produce the same ×5 as ten earned ones. UESP's own wording for the multiplier is that it counts "increases of Major, Minor, and miscellaneous skills", with no exception for how the increase happened.
"Once the bar hits 10/10, extra increases stop counting." An answer in the Steam discussion "Leveling attribute multipliers" states that "skills trained after levelup was reached don't count for attribute multipliers but do count for main level increase". The counters are only cleared inside `levelUp()`, which runs when you rest, so everything you bank between 10/10 and sleeping still raises your multipliers. This calculator's served state is that exact situation: bar at 11/10, 23 increases banked, and all of them counted.
"Miscellaneous skills don't matter for leveling." Two things are true at once: a misc increase does not move the level bar, and it does feed the attribute counter. TheGamer's guide has the first half — "Miscellaneous skills … will not" add to the skill points required to level up — and never mentions the second, which is the entire basis of efficient leveling.
"The level bar doesn't roll over." It does. `levelUp()` subtracts `iLevelupTotal` and floors at zero, so 13/10 becomes 3/10. The per-attribute counters are the half that does not carry, cleared on the next line of the same function. UESP's `Morrowind:Level` contradicted itself on this for a while: in the Wayback capture of August 15, 2025 (`20250815225642`) the paragraph opened with the count "will not roll over to the next level" and then stated that "your progress will show as 15/10 before the level up, and then 5/10 afterwards". UESP has since dropped the "not", and the sentence that survived is what the engine does.
"More increases in one attribute is always better." `min(10, n)` caps the lookup, so the eleventh, twelfth and thirtieth increase in one attribute are all worth zero. Thirteen in Personality is a ×5 and three wasted increases, and the ten-notch track shows it as a full row with a `+` hanging off the end.
"Endurance can wait — Health catches up later." It never does. Health is granted at the level from the Endurance you have at that moment, and raising Endurance afterwards does not retroactively add the Health you would have had. Ten levels taken at Endurance 40 instead of Endurance 60 is 20 Health you cannot recover, which is why Endurance is the tie-break on this page and why the Health figure is the accented one.
"A Morrowind level is three attribute points." West Games' Morrowind character planner says "Morrowind levels add 3 attribute points" and "Each level gives 3 attribute points". That is the floor, not the value: the range is +3 to +15, and the whole point of the multiplier system is that where you land inside it is up to you.
"Any ×5 is worth the same." For attribute points it is: a ×5 is +5 wherever it lands. Max Fatigue is the exception, because it sums only Strength, Willpower, Agility and Endurance — set Speed, Personality and Intelligence to 10 each and the calculator returns +15 attribute points with Max Fatigue reading a flat 0 beside them.
Getting a better level out of the same playthrough
Read the third card before you sleep, not after. The waste count is the only number on the page you can still act on. Once you rest, the seven counters are zero and the answer is history.
The cheap positions are 4, 7 and 9 — one increase each. The rung thresholds are 0, 1, 5, 8 and 10, so an attribute sitting one short of a threshold buys a whole point for a single increase: 4 goes ×2 → ×3, 7 goes ×3 → ×4, 9 goes ×4 → ×5. An untouched attribute at 0 is the same deal for its first increase, ×1 → ×2. An attribute at 8, by contrast, costs two increases for the same +1, and 9 → 10 is the last rung there is. Six increases on top of 4 do reach ×5, but that is three extra points rather than one — and any governed skill buys them, since a miscellaneous increase costs nothing off the level bar.
Take Endurance first when the multipliers tie. Points and waste are identical for two attributes on the same rung, so the tie is free; Health is not. The same tied level pays +4.5 Health with Endurance among the picks and +4.0 without it, and Health granted at a level is permanent.
Use Luck as the third pick when no third attribute has banked a single increase. The moment one has even one, that attribute is the better pick on both axes: ×2 instead of ×1 is a point more, and its threshold of 1 trims the waste. With everything besides the two tens at zero, +5/+5/+1 with nothing wasted is the best the level can pay — and Luck is the one attribute that can never be raised any faster than one point per level.
Match your specialization to the skills you plan to farm. `fSpecialSkillBonus` is 0.8, so a miscellaneous skill inside your specialization costs 1.0 per point — the same as a minor skill outside it. That turns the twenty free misc increases in a perfect level from a grind into a plan.
Check the movement figure after the Strength pick, not before. A ×5 in Strength is 25 more units of capacity, and at a 150-unit load that is 75% down to 66.7% and 2.5 points of speed back. If you are hovering near full, one Strength pick is the difference between 70% speed and not moving.
Don't chase +5/+5/+5 if the cost is an hour of jumping. The served state — +5/+3/+2 for +10 — is what an unplanned level looks like, and +10 of a possible 15 with no trainer trip is a fair trade. Reach for the perfect level when a trainer is already in front of you.
Open the collapsed panel when you want to argue about it. It prints the substitution with your own numbers, including the game setting behind each pick: `Skill increases governed by — Strength: 10 → ×5 (iLevelUp10Mult)`. The copy button on the first card takes the points figure; the address bar carries the fields you changed.
What this calculator refuses to compute, and why
Every exclusion below is a decision, and each one marks where a claim on this page stops.
The 100 cap is not modeled in the pick logic. Doing it properly needs all eight of your current attribute values, which is eight more fields on a page that has to render inside a 320-pixel frame. The calculator therefore clamps the two bases it does know — Strength and Endurance — inside the derived figures, and leaves the multiplier picks base-blind. At Strength 96 it will still report ×5 and count those 5 points, while capacity gains only the 4 that fit. OpenMW's level-up dialog displays `min(multiplier, 100 − base)` and clamps again when applied; in the Steam discussion titled "Can't seem to get any attribute multipliers on level up with 95 attribute", players describe unpatched vanilla dropping the multiplier altogether when it would push past 100, and name the Morrowind Code Patch as the fix. Above 95, read the points total as the ladder's answer and not the dialog's.
There is no "uses to next skill point" figure. The requirement is exact and the table above prints it; the number of swings is not, because the comparison changed between OpenMW 0.48 and 0.51 with nothing in the changelog. Publishing a use count would mean picking one of two answers that differ by a single swing, with no evidence for which matches the original game.
It models unmodded OpenMW at tag 0.51.0. Skill progression is a documented, versioned Lua interface, and mods replace it wholesale. modding-openmw.com describes NCGDMW Lua Edition as "a 'Natural Grow' leveling mod, where your attributes grow automatically as your skills increase" — no level-up screen and no multipliers at all — and records that it has since been split into Natural Character Growth and Skill Evolution. Improved Vanilla Leveling and Levelling Just Happens rework the same system from other directions. With any of them running, the counters this page reads are not the counters your game keeps. Nothing here applies to a modded progression except the encumbrance and Health arithmetic.
Jail is engine-dependent, so it is not modeled either. Vanilla Morrowind counts jail-induced Security and Sneak increases toward the level bar when those skills are major or minor; OpenMW did not until 0.49 — its issue #8399, "Morrowind counts jail skill increases for security and sneak as progress towards the next level if they were major/minor", reported exactly that — and counts them from 0.50.0 on, so the 0.51.0 modeled here does too. Type the increases you can see in the Stats menu rather than reasoning about where they came from.
Movement is reported as a fraction, never in units per second. An absolute walking speed depends on your race's weight, which the engine applies as a scale factor, so a units-per-second figure would be wrong for most characters. The relative penalty is exact for all of them.
Capacity uses the Strength you type. In game, `getCapacity` reads the modified attribute, so a Fortify Strength effect or a Burden curse changes it. The page has one field, so enter the value you actually have while the effect is up if you want the number that matters.
Luck has no input, because no skill is governed by Luck and its counter cannot leave zero. It keeps a table row, permanently at ×1, so the reason is visible instead of looking like an omission.
And it is one level, not a playthrough. There is no history, no race, no birthsign and no class: those decide which skills are major, minor and specialized, and therefore what a level costs you — but not what this level pays. For the playthrough-long version, a tracker you maintain is the right shape of tool, and this one is not that.
Each attribute gets a multiplier based on how many skill increases governed by it you banked since your last level. No increases gives ×1, 1–4 gives ×2, 5–7 gives ×3, 8–9 gives ×4, and ten or more gives ×5. You pick three attributes at level-up, so a level is worth +3 at worst and +15 at best.
How many skill increases do I need for a 5x multiplier?
Ten, in skills governed by that attribute. Nine gives ×4 and eleven still gives ×5, because the lookup clamps at ten. Any skill counts — major, minor or miscellaneous — and it does not matter whether it went up from use, from a trainer or from a book.
Do miscellaneous skills count toward the level-up multiplier?
Yes, and that is the mechanic behind efficient leveling. A miscellaneous skill increase adds nothing to the 10/10 level bar and one to the attribute counter, so you can stack misc increases on top of the ten major or minor ones the level requires. A level can put at most thirty increases to use — ten major or minor to earn it plus twenty free ones — and the same number caps each field on this calculator. Anything past that still banks; it just buys nothing more.
Do skills bought from a trainer count toward the multiplier?
Yes. The publisher's support page says otherwise — that the multiplier applies only to skills raised through use — but the skill-level-up handler fires whatever raised the skill, so ten trained increases in one attribute's skills are a ×5 like any other ten. UESP counts increases of major, minor and miscellaneous skills without qualifying how they happened.
What happens to skill increases after my bar reaches 10/10?
They keep counting toward your multipliers. The per-attribute counters are only cleared inside the level-up itself, which happens when you rest — so anything you train between hitting 10/10 and sleeping still raises what the level pays.
Does the 10/10 level progress roll over to the next level?
The progress does; the attribute counters do not. OpenMW subtracts iLevelupTotal from your progress and floors it at zero, so 13/10 becomes 3/10 after the level. On the very next line it clears the per-attribute skill-increase counts, so those never carry.
How much Health does a level up give in Morrowind?
Ten percent of your Endurance, counted after this level's Endurance increase, with no rounding. Endurance 43 gives exactly +4.3 Health and Endurance 100 gives +10.0. It is not retroactive: raising Endurance later does not add the Health you would have earned at earlier levels, which is why raising it early beats raising it high.
Why does Luck never get a multiplier?
Because no skill is governed by Luck. All 27 skills map to the other seven attributes — Strength gets 5, Endurance and Personality get 3 each, the rest get 4 — so Luck's counter has nothing that can raise it. It stays at ×1 and can still be picked for a flat +1, which makes it a sensible third choice as long as no other attribute has banked even a single increase.
Is 5/5/5 leveling worth the effort in Morrowind?
It depends on how you get there. Reaching +15 with three attributes at exactly ten increases wastes nothing, and getting there without trainers means grinding skills like Alchemy, Security and Sneak that are awkward to raise on purpose. Steam's "Tips for efficient leveling?" thread carries a warning about the far end of it: one poster there found that a build optimized this way made the game trivially easy and removed the reason to quest. Morrowind's enemies are also mostly fixed-level rather than scaled to you, so the pressure that made this mandatory in Oblivion is not there, and a +10 level costs nothing to take.
What is the most attribute points one level can give?
Fifteen. You choose three attributes and the top rung is ×5, so 5 + 5 + 5 = 15. The three picks must be distinct — clicking an attribute twice in the level-up dialog deselects it — and the limit of three is a compile-time constant in OpenMW rather than a game setting a mod can edit.
Does an attribute at 96 still get its full 5x multiplier?
Not in practice, and this calculator does not model it. Its picks are blind to your current attribute values, so it will report ×5 at Strength 96 and count all 5 points, while the derived figures clamp Strength at 100. In game, OpenMW's dialog shows the lesser of the multiplier and the room you have left, and players in Steam's thread about attributes stuck at 95 report unpatched vanilla dropping the multiplier altogether when it would push past 100. Near the cap, raise the attribute with a smaller multiplier and finish it later with a +1.
How much can I carry, and how much does a level add?
Five units per point of Strength — fEncumbranceStrMult is 5.0 — so Strength 45 carries 225. A ×5 Strength pick is therefore 25 more units of capacity. Movement is 1 − 0.3 × load, so at 150 of 225 you move at 80%, at exactly 225 you still move at 70%, and one unit over that you cannot move at all.
Is this Morrowind calculator free to use?
Yes, and nothing is held back. All four cards, both reference tables, the derived-stat block and the collapsed working panel render on the first load, with no account and no limits. It also works as an embeddable widget if you want it inside a guide of your own.
How accurate is it compared with the game?
Every constant comes out of OpenMW at tag openmw-0.51.0 rather than off a wiki: the ten iLevelUp multipliers, iLevelupTotal, fLevelUpHealthEndMult, fEncumbranceStrMult, fEncumberedMoveEffect and fPCbaseMagickaMult, all at the values OpenMW-CS writes for a new content file, which are Morrowind's own defaults. The ladder is the same one UESP publishes. Out of scope, and stated on the page: the 100 cap inside the pick logic, any modded progression, and any figure counting how many uses a skill needs.
Can I link a specific level in a forum reply?
Yes. The address bar tracks the form, so copying the URL sends the level you are looking at. One caveat: only fields you changed are written, so a hand-built link like ?strengthIncreases=8 carries that single counter and the other ten open at this page's defaults rather than yours. Copy the whole address after you have filled the form in.
Does this work if I use a leveling mod like NCGDMW?
No, and it is the first thing to check before trusting a number. Skill progression in OpenMW is a replaceable Lua interface, and the mods use it: NCGDMW Lua Edition grows your attributes automatically as your skills rise instead of at a level-up screen, and Natural Character Growth, Skill Evolution, Improved Vanilla Leveling and Levelling Just Happens all rework the same system. With any of them running, the counters this page reads are not the ones your game keeps. The Health, Fatigue, Magicka and carry-capacity arithmetic still holds, because those come from attributes rather than from progression.
What is the maximum level in Morrowind?
Level 78 without exploits. Five major skills starting at 30 and five minor skills starting at 15 leave 350 plus 425 skill increases before they all hit 100, and 775 increases at ten per level is 77.5 levels of progress. UESP puts the ceiling at 83 once the +50 available from skill books is counted. Reaching either requires never wasting a major or minor increase, which is a stricter plan than any playthrough needs.