Every time you level a skill you earn the level you earned in XP to level.

**Skill level earned = XP gained toward next level**

*Example: You just earned level 26 in Smithing. This will give you 26 points of XP toward your next level.*

The number of XP to level for a specific level is equal to the following:

**25x(Current Level - 1)+100 = XP to level**

*Example: You are level 32 trying to level to 33.*

*25x(32-1)+100= 875 XP required*

*This would mean that you would require 875 XP from leveling skills to reach level 33. One thing to remember is you will probably almost never start a level at 0 XP because of XP earned from the last level. This means that while 875 XP would be required it will take slightly less than that to actually level.*

Just a notice... I did not come up with this information but as far as I can tell it seems exactly correct. I found the information here:

Leveling information

Note: I am using the term XP arbitrarily seeing as there is not any place within the game (that I am aware of) that actually refers to XP.

Note 2: I think the difficulty with leveling over 50 is that 50 is not very far from being half way to earning the Max number of Skill levels earned. I think the number 50 was probably just a rough estimate (being a "nicer" number than say 53 or something like that). Also, considering if a player would normally focus on less than half of the skills than after maxing some you would begin leveling lower level skills around this point. This would amplify the perceived needed skill levels to level because you would be gaining less XP toward your next level from these lower level skills. All of these things combined would mean that to a player the perceived XP to level would seem higher. This perception could be offset a bit leveling all of the skills evenly while progressing through the game. Though... it is still only perception really and it could have other implications like some of your skills being to weak for the current progression point that the enemies are at.

As for leveling skills my guess it is probably the same type of linear increase for XP to level but that information would be much more difficult to derive. Now... if there were only a console command that would spit out these values.

Edit: **MORE TESTING**

Since this was not marked as an answer and rightly so... I decided to do some testing... actually reversing the entire calculation using my skill levels to which... in theory... should give me exactly what level and how far I am to the next level. Though I have no way of knowing exactly what percent I am to the next level... judging from how far the bar is... it seems exactly correct.

To get the the Total XP required to reach a level I came up with this additional formula (which I simplified as much as i could):

(n-2)(n-1)(12.5)+100(n-1)=Total XP to Level

n = Level

Also, to get the Base XP you start with in the game (because skill levels do not start at 0) I came up with the value 2815.

So... to test with your own character... calculate the acquired XP from every skill. Add them all together. Subtract the starting value (because this xp did not get earned and did not count toward level 2 (from starting at level 1).

(Skill XP Total - Base XP)

Calculate the amount of XP that was required to get to your current level... then calculate the next level. Your current XP value should fall between these 2 values. You can also easily calculate the percentage you are to the next level using what you have and compare your calculation to an approximation by looking at your bar in game. Just for notes I will also post my scrap notes from my calculations when I did it for my character.

1 skill at 25 325xp x 1 = 325xp

5 skills at 20 210xp x 5 = 1050xp

12 skills at 15 120xp x 12 = 1440xp

Base XP 2815

16 = 16x17x0.5 = 136

34 = 34x35x0.5 = 595

47 = 47x48x0.5 = 1128

20 = 20x21x0.5 = 210

30 = 30x31x0.5 = 465

16 = 16x17x0.5 = 136

100 = 100x101x0.5 = 5050

22 = 22x23x0.5 = 253

100 = 100x101x0.5 = 5050

100 = 100x101x0.5 = 5050

84 = 84x85x0.5 = 3570

19 = 19x20x0.5 = 190

18 = 18x19x0.5 = 171

74 = 74x75x0.5 = 2775

29 = 29x30x0.5 = 435

16 = 16x17x0.5 = 136

17 = 17x18x0.5 = 153

41 = 41x42x0.5 = 861

26364 total xp

26364-2815 = 23,549 Actual earned XP

(n-2)(n-1)(12.5)+100(n-1)=Total XP to Level

level 41 = 23500xp

level 42 = 24600xp

Another way to compute this :
When you try to estimate how many XP you earned from a skill you just need to add each skill level above the starting skill level :
Exemple :
A skill started at 15 and now is 18 so :

18+17+16 = 51xp

So now if we consider that we have a skill at N level we have :
1+2+3...+N xp
but we need to substract the "starting skill xp"
1+2+3...+15 xp = 120xp
if we consider S the starting skill level we obtain :
(1+2+3...+N) - (1+2+3...+S)

Now we know a math formula that will help us :
Add the N firsts integers is equivalent to
(1+2+3...+N) = (N+1)+((N-1)+2)+((N-2)+3)... = (N+1)*(N/2)

so we can replace the approximation formula (n-2)(n-1)(12.5)+100(n-1) by (N+1)*(N/2)-(S+1)*(S/2) which is the exact formula
where N is current skill level and S is starting skill level.

They don't expire, I've done the same thing: hold onto skill points for several levels (currently, I have 5 unspent points).

If you haven't spent them, it sounds like you might've hit a bug. While there's a chance it might mark you a cheater (disputed), you can use the following console command to get back your skill points:

```
player.addperk <perk ID>
```

Where `<perk ID>`

is replaced with the code for the perk you wanted to spend your points on. The UESP Wiki contains a list of these codes.

But before doing that, I'd double check your perk trees and make sure you didn't accidentally spend them.

## Best Answer

Not all perks in a tree is worthy of investment. For example, with a little bit of time and looking up an ingredients table online, you can mimic the benefits of the three experimenter perks under alchemy.

My rule of thumb for all the characters I've made so far is not to aim for the end goal of 80 perks, but try to 'complete' the build at around 50 perks, and then use the other 30 for padding for interesting looking perks and skills.

Here is how I break it down, using my sneaky archer assassin as an example:

Total perks: 54

I will have maximum crafting effectiveness via alchemy + enchanting feedback loop, which allows me to craft a set of leather armor with maximum armor rating and a steel dagger that can easily 1 shot anything in a sneak attack. Also, the nightingale bow (which I plan to use) does not require the ebony smithing perk, which is a nice bonus.

If you want to use a different bow, spend 3-4 more perks into smithing, but you'll be done by level 60 rather than level 80, which is much easier to do.

Afterwards, the filler perks will go towards thing such as magika regeneration (restoration tree), spell resistance (alteration), etc.