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Revision as of 02:40, 15 June 2024

Xp-icon.png
Experience (commonly abbreviated exp. or xp) is a unit of measurement used to quantify the player characters' progression through the game. Characters start at 0 experience and can gain up to 100,000 experience, which is the experience required to reach level 12. Experience is rewarded for defeating creatures, discovering locations, completing quests and succeeding background goals. When the characters receive enough experience, they level up, improving their statistics and allowing the player to further specialize their characters.

Characters experience

The experience bar inside the Inventory window
The bar once the character is ready to level up

All characters start at 0 experience and gain levels when they receive enough experience. After gaining 100,000 experience, they reach level 12 and no further experience is gained.

The experience cumulated at each level and the experience required to reach the next level is described in the following table:

Level Cumulative exp. Exp. for next level
1 0 300
2 300 600
3 900 1,800
4 2,700 3,800
5 6,500 6,500
6 13,000 8,000
7 21,000 9,000
8 30,000 12,000
9 42,000 14,000
10 56,000 20,000
11 76,000 24,000
12 100,000 N/A

When gaining experience, it is usually earned by all the companions who have joined the player, whether they are in the active party or at the campsite. The only exception is when a character is succeeding a background goal, in which case only that character earns the experience.

If the player's main character has more experience than one or more party members, the player can remove them from the party and add them back, their experience will now be equal to the main character.

Sources of experience

The game will briefly show the amount of experience gained over the heads of the party members. It will also show if the characters are ready to level up
The amount of experience gained can be consulted in the Combat Log window

There are 4 sources of experience in the game:

In many occurrences during the game, the player has the possibility to side with a creature for the purpose of succeeding a quest, then kill them afterwards. In doing so they effectively gain the experience from succeeding the quest and the experience from defeating the creature. For example, the player can side with Nere for the purpose of succeeding Free True Soul Nere, then kill him and his minions afterwards to obtain the maximum of experience as possible (in addition of obtaining both the quest rewards and his items).

Discovering locations is the only source of experience that scales with the main character level. As a result, the amount of experience granted for visiting an area will be different from one player to another, depending of when each player visits the area for the first time.

The amount of experience rewarded by defeating a creature, discovering a location or completing a quest is not visible in the user interface until the task is completed. Once completed, the amount of experience gained will briefly appear on screen, as well as in the Combat Log.

Defeating creatures

The amount of experience obtained by defeating a creature is determined by:

  1. the creature level (see below for an exception)
  2. the reward category assigned to the creature

There are 7 reward categories, which are are not visible anywhere in the user interface. From less to most rewarding:

  • Zero
  • Civilian
  • Pack
  • Combatant
  • Elite
  • Miniboss
  • Boss

Defeating "Zero" and "Civilian" creatures grants respectively 0 and 1 experience at any level. "Pack" creatures are the next weakest category and will provide much less experience than "Boss" creatures. For example, Nere is a level 5 "Elite" creature, so defeating him rewards 90 experience. His minions are level 5 "Combatant" creatures, so defeating them rewards 75 experience each. Creatures of level 13 and above will provide as much experience as a level 12 creature.

If the creature level is lower than the area level, then the game uses the area level instead of the creature level to choose the reward. For example, when defeating a level 1 "Combatant" Goblin creature in the level 3 Blighted Village area, the game will use the area level and grant the experience rewarded by a level 3 "Combatant", so 20 experience.

Examining a creature doesn't provide its reward category, preventing the player to determine the precise amount of experience it will reward. However, the player can approximate it using the creature level, visible in the Examine window or while hovering the creature. The area level is not provided in the user interface either.

The experience granted by each level and each reward category is described in the following table:

Experience versus level for each reward category
Reward categories
Level Zero Civilian Pack Combatant Elite Miniboss Boss
1 0 1 3 10 15 20 30
2 0 1 5 15 25 40 75
3 0 1 10 20 40 50 100
4 0 1 20 40 75 100 150
5 0 1 40 75 90 150 250
6 0 1 50 90 150 230 320
7 0 1 60 110 180 280 400
8 0 1 75 140 220 350 500
9 0 1 110 200 315 500 700
10 0 1 135 250 400 640 875
11 0 1 170 320 510 800 1,120
12+ 0 1 210 400 640 1,000 1,400

The category "Zero" is actually the most used category in the game, it is assigned to 82 creatures.

The following table shows how many times each reward category is used in the game:

Zero Civilian Pack Combatant Elite Miniboss Boss
Creatures 82 21 36 47 26 15 12

Defeating a creature can reward no experience if the player already resolved the encounter without fighting. For instance, if the player peacefully talks their way out of an encounter, they will gain the same experience as if they had killed the creatures. Killing them afterwards will not earn the player any more experience. This is to prevent the player to double up on experience. When resolving the encounter peacefully, the player gets the experience for the creature they interacted with, as well as the experience for all the nearby creatures who would normally join the fight if the player decided to attack. For example, when entering the Crèche Y'llek and attacking Far'aag, the 3 other NPCs in the room join the fight. Killing them grants 75 each, since they are level 5 "Combatant" creatures, for a total of 300 experience. Instead of attacking, the player can talk with Far'aag to avoid a fight, in which case they are granted 300 experience too. Killing the 4 NPCs afterwards grants 0 experience.

Discovering locations

The amount of experience obtained by discovering locations (internally referenced as "Exploration Reward") is determined by:

  1. the area level (see below for an exception)
  2. the reward category assigned to the area

There are 4 reward categories, which are not visible anywhere in the user interface. From less to most rewarding:

  • Small
  • Medium
  • Big
  • LevelBoost (which is not actually assigned to any area)

Similarly, the area level is not visible anywhere in the user interface.

If the area level is lower than the main character level, then the game uses the main character level instead of the area level to choose the reward. For example, when discovering Crèche Y'llek, which is a level 5 "Big" area, if the main character is level 5, it will grant 240 experience; if the main character is level 6, it will grant 280 experience; and if the main character is level 7, it will grant 300 experience.

Experience versus level for each reward category

The experience granted by each level and each reward category is described in the following table:

Reward categories
Level Small Medium Big LevelBoost
1 5 10 15 100
2 10 20 30 200
3 30 60 90 300
4 40 75 120 500
5 80 150 240 1,000
6 95 180 280 1,100
7 115 210 300 1,200
8 150 275 370 1,500
9 210 400 530 2,000
10 260 500 660 2,400
11 330 630 850 3,400
12 420 780 1,000 5,000

The category "LevelBoost" is actually never used in the game, and the category "Small" is the most used one, it is assigned to 39 areas.

The following table shows how many times each reward category is used in the game:

Small Medium Big LevelBoost
Areas 39 15 11 0

Completing quests and quest steps

The quests on themselves don't grant experience on completion, but their steps do. All the quests are divided into steps (internally referenced as "QuestStep") and each step has its own experience reward. The steps are shown in the user interface, inside the Quest Journal. By clicking on a quest on the left side, all the completed steps for this quest are listed on the right side. The amount of experience obtained for a step is not visible in the Journal. While a step might not be required to complete a quest, it still can grant some experience, usually a small amount.

The quest Find the Blood of Lathander and 3 of its completed steps, in the Quest Journal window
Experience versus level for each reward category

The amount of experience obtained by completing a step is determined by:

  1. the level of the area that triggers the completion
  2. the reward category assigned to the step

There are 11 reward categories, which are not visible anywhere in the user interface. From less to most rewarding:

  • CombatCloseBooster
  • CombatCloseMajor
  • ProgressBooster
  • ProgressMajor
  • CloseBoosterEasy
  • CombatCloseMain
  • CloseBoosterHard
  • ProgressMain
  • CloseMajor
  • BypassedCombatMedium
  • CloseMain

There is actually a 12th category, "BackgroundGoal", but as its name suggests, it is not assigned to completing quests but to succeeding background goals.

For example, in the quest Find the Blood of Lathander occurring in Act One, one of the steps is "We learned that a powerful holy relic, the Blood of Lathander, could be somewhere nearby. We should keep an eye out for it as we explore the monastery.". Its reward category is "ProgressMajor" and its completion triggers inside the Rosymorn Monastery, which is a level 5 area. So completing this step grants 30 experience.

The experience granted by each level and each reward category is described in the following table:

Reward categories
Level Combat
Close
Booster
Combat
Close
Major
Progress
Booster
Progress
Major
Close
Booster
Easy
Combat
Close
Main
Close
Booster
Hard
Progress
Main
Close
Major
Bypassed
Combat
Medium
Close
Main
1 5 5 5 5 5 15 5 5 20 30 50
2 5 10 10 10 10 30 15 10 30 50 50
3 5 10 15 15 15 30 35 30 45 70 75
4 5 10 20 20 25 30 50 60 60 100 100
5 10 20 30 30 35 60 80 120 120 200 200
6 10 25 35 35 40 70 95 145 145 240 240
7 10 30 45 45 50 80 115 175 175 290 290
8 10 35 55 55 65 110 145 225 225 360 360
9 10 40 65 65 90 160 200 320 320 525 525
10 10 45 75 75 110 200 250 400 400 400 650
11 10 50 85 85 140 250 320 500 500 500 840
12 10 60 95 95 175 300 400 640 640 640 1,000

The category "CombatCloseMain" is actually never used in the game, and the category "ProgressBooster" is the most used one, it is assigned to 240 quest steps.

The following table shows how many times each reward category is used in the game:

Combat
Close
Booster
Combat
Close
Major
Progress
Booster
Progress
Major
Close
Booster
Easy
Combat
Close
Main
Close
Booster
Hard
Progress
Main
Close
Major
Bypassed
Combat
Medium
Close
Main
Quest
steps
2 4 240 121 114 0 63 51 167 9 23

There are also 2,728 quest steps without reward category. They effectively grant 0 experience on completion.

Succeeding background goals

The amount of experience obtained by succeeding a background goal is determined by:

  1. the reward level assigned to the background goal

The level is related to the story progression, so goals that trigger later into the game usually have a higher level than goals that trigger at the beginning of the game. The level is not visible anywhere in the user interface For example, the goal "Honing the Darkness" for the background Acolyte is a level 6 background goal, so it grants 60 experience.

The experience granted by each level is described in the following table:

Experience versus level
Level Reward
1 15
2 20
3 25
4 30
5 50
6 60
7 75
8 95
9 135
10 170
11 220
12 275

The level 1 is actually never used in the game, and the level 10 is the most used one, it is assigned to 92 background goals.

The following table shows how many times each level is used in the game:

Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level 10 Level 11 Level 12
Background
goals
0 2 8 1 63 65 40 8 54 92 57 3

Succeeding background goals also grant inspirations.