Experience: Difference between revisions

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{{Under construction}}
{{Under construction}}


'''Experience''' is a central game mechanic in ''Baldur's Gate 3''.
'''Experience''' (commonly abbreviated '''exp.''' or '''xp''') is a central game mechanic in ''Baldur's Gate 3''.


{{TOC}}
{{TOC}}
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=== Defeating enemies ===
=== Defeating enemies ===


The amount of experience obtained by defeating an enemy is determined by the enemy level and its category of reward.
The amount of experience obtained by defeating an enemy is determined by the enemy level (see below for an exception) and its category of reward.


There are 7 categories of reward, which are assigned internally by the game and are not visible anywhere in the user interface. From less to most rewarding:
There are 7 categories of reward, which are assigned internally by the game and are not visible anywhere in the user interface. From less to most rewarding:
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* Boss
* Boss


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


Examining an enemy doesn't provide its category of reward, preventing the player to determine the precise amount of experience it will reward. However, the player can approximate it using the enemy level, visible in the Examine window or while hovering the enemy.
If the level of the enemy is lower than the level of the area, then the game uses the level of the area instead of the level of the enemy to choose the reward. For example, when defeating a level 1 [[Goblin]] in the level 3 [[Blighted Village]], the game will grant the experience for a level 3 "Combatant", i.e. 20 experience instead of 10.
 
Examining an enemy doesn't provide its category of reward, preventing the player to determine the precise amount of experience it will reward. However, the player can approximate it using the enemy level, visible in the Examine window or while hovering the enemy. The level of the areas is not provided in the user interface.


The experience granted by each level and each categories of reward is described in the following table:
The experience granted by each level and each categories of reward is described in the following table:
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Defeating an enemy can reward no experience if the player already resolved the encounter without fighting. For example, if the player peacefully talks their way out of an encounter, they will gain the same experience as if they had killed the enemies. Killing them afterwards will not earn the player any more experience. This is to prevent the player to double up on experience.
Defeating an enemy can reward no experience if the player already resolved the encounter without fighting. For example, if the player peacefully talks their way out of an encounter, they will gain the same experience as if they had killed the enemies. Killing them afterwards will not earn the player any more experience. This is to prevent the player to double up on experience.
=== Discovering new locations ===
The amount of experience obtained by discovering new locations (internally referenced as "Exploration Reward") is determined by the area level (see below for an exception) and its category of reward.
There are 4 categories of reward, which are assigned internally by the game and 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 level of the areas is assigned internally and is not visible anywhere in the user interface.
If the level of the area is lower than the level of the player's main character, then the game uses the level of the main character instead of the level of the area 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 or below, 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.
The experience granted by each level and each categories of reward is described in the following table:
{| class="wikitable"
!
! colspan="4" | Categories of reward
|-
!Level
!Small
!Medium
!Big
!LevelBoost
|-
|1
|5
|10
|15
|100
|-
|2
|10
|20
|30
|200
|-
|3
|30
|60
|90
|300
|-
|4
|40
|75
|130
|500
|-
|5
|80
|150
|240
|1000
|-
|6
|95
|180
|280
|1100
|-
|7
|115
|210
|300
|1200
|-
|8
|150
|275
|370
|1500
|-
|9
|210
|400
|530
|2000
|-
|10
|260
|500
|660
|2400
|-
|11
|330
|630
|850
|3400
|-
|12
|420
|780
|1000
|5000
|}


[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]

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