Guide:Experience rewards from Rescue the Gnome

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Author: User:TitanstringEnjoyer

This has been extracted from Rescue the Gnome and moved to a "user guide" without my name and permission.

Here I'm adding a few additional notes:

This guide explains the different outcomes in term of experience gains during the Rescue the Gnome quest. It's one of the very old quests that was already available at the launch of Early Access on October 6, 2020 (for context, the game was fully released on August 3, 2023), which might explain a few "quirks" when resolving the quest peacefully.

Also, this quest has some steps that are still in the files but never happen during a walkthrough:

  • One of these steps rewarded 15 XP for stopping the windmill and unlocked the next step: "Untie the gnome - Now that the windmill has stopped spinning, we should be able to untie the gnome.", which unlocked the completion of the quest for 45 XP as of today. So the quest itself (not counting defeating the goblins) used to reward 70 + 15 + 45 XP and nowadays it rewards only 70 + 45 XP.
  • Another two of these steps were two possible endings for this quest: One where the party invited Barcus at the campsite (this now happens later in the game), and one where the party didn't. Both options rewarded as much XP as the current single ending (45 XP).



Experience rewards[edit section | visual editor]

The group of goblins includes:

Attacking and defeating all of Fezzerk's group gives 210 XP (50 + 20 + 20 + 120).

Instead, the party can convince Fezzerk and his group to leave. As per the usual rules (see Experience), solving the encounter peacefully should give the same amount of XP than defeating it, so 210 XP. Then killing them afterwards should give 0 XP. It is however a rare case (the only one?) where the game does not include all the enemies XP when solving the encounter peacefully: Fezzerk and the two Goblin Devouts are excluded, so solving the encounter peacefully gives only 120 XP instead of 210 XP. However, if the party kills the two Goblin Devouts and Fezzerk after solving the encounter peacefully (by going into Turn-based mode just before the group leaves and attacking them), the party gets the missing 90 XP (50 + 20 + 20), so a total of 210 XP as if they effectively killed everyone. Note that, after killing Fezzerk, the remaining enemies flee on their next turn, so the party must kill the two Goblin Devouts first, then Fezzerk, in that order. All the other enemies can be ignored since they are worth 0 XP (the party already got their 120 XP from solving the encounter peacefully).

Solving the encounter peacefully also completes a quest step of "Stop the windmill" worth 70 XP ("It took some convincing, but the goblins left. If we want to help the gnome, we'll have to stop the windmill").

So the best outcome is to first resolve the encounter peacefully (70 + 120 XP) then kill the Goblin Devouts and Fezzerk (90 XP) for a total of 280 XP.

To sum up, the three possible outcomes are:

  • 210 XP for attacking and defeating all of Fezzerk's group.
  • 190 XP for convincing Fezzerk and his group to leave (i.e. solving the encounter peacefully).
  • 280 XP for convincing Fezzerk and his group to leave (i.e. solving the encounter peacefully) then attacking and defeating the two Goblin Devouts and Fezzerk.

Once the encounter is solved, the party can stop the windmill and free Barcus Wroot Barcus Wroot to complete the quest and gain 45 XP.