Experience: Difference between revisions

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→‎Sources of experience: discovering new locations is the only source of xp that scales with the main character level
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(→‎Sources of experience: discovering new locations is the only source of xp that scales with the main character level)
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There are 4 sources of experience in the game:
There are 4 sources of experience in the game:
* defeating enemies
* defeating characters
* discovering new [[List of locations|locations]]
* discovering new [[List of locations|locations]]
* completing [[quests]] and quest steps
* completing [[quests]] and quest steps
* succeeding [[Backgrounds|background]] goals (which also grants [[inspiration]]s)
* succeeding [[Backgrounds|background]] goals (which also grants [[inspiration]]s)


In many occurrences during the game, the player has the possibility to side with a [[Non-player characters|NPC]] 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 NPC. 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).
In many occurrences during the game, the player has the possibility to side with a character 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 character. 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).


The amount of experience rewarded by defeating an enemy, 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 combats logs.
Discovering new 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.


=== Defeating enemies ===
The amount of experience rewarded by defeating a character, 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 combats logs.


The amount of experience obtained by defeating an enemy is determined by:
=== Defeating characters ===
# the enemy level (see below for an exception)
 
# the reward category assigned to the enemy
The amount of experience obtained by defeating a character is determined by:
# the character level (see below for an exception)
# the reward category assigned to the character


There are 7 reward categories, which are assigned internally by the game and are not visible anywhere in the user interface. From less to most rewarding:
There are 7 reward categories, 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. "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.
Defeating "Zero" and "Civilian" characters grants respectively 0 and 1 experience at any level. "Pack" characters are the next weakest category and will provide much less experience than "Boss" characters. For example, [[Nere]] is a level 5 "Elite" character, so defeating him rewards 90 experience. His minions are level 5 "Combatant" characters, so defeating them rewards 75 experience each. Characters of level 13 and above will provide as much experience as a level 12 character.


If the enemy level is lower than the area level, then the game uses the area level instead of the enemy level 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.
If the defeated character level is lower than the area level, then the game uses the area level instead of the character level to choose the reward. For example, when defeating a level 1 "Combatant" [[Goblin]] character 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 an enemy 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 enemy level, visible in the Examine window or while hovering the enemy. The area level is not provided in the user interface either.
Examining a character 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 character level, visible in the Examine window or while hovering the character. 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:
The experience granted by each level and each reward category is described in the following table:
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|510
|510
|800
|800
|1120
|1,120
|-
|-
|12+
|12+
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|400
|400
|640
|640
|1000
|1,000
|1400
|1,400
|}
|}


Defeating an enemy 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 enemies. 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 NPC they interacted with, as well as the experience for all the nearby NPCs 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" enemies, 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.
Defeating a character 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 characters. 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 character they interacted with, as well as the experience for all the nearby characters 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 [[Non-player characters|NPC]]s in the room join the fight. Killing them grants 75 each, since they are level 5 "Combatant" characters, 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 new locations ===
=== Discovering new locations ===
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|150
|150
|240
|240
|1000
|1,000
|-
|-
|6
|6
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|180
|180
|280
|280
|1100
|1,100
|-
|-
|7
|7
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|210
|210
|300
|300
|1200
|1,200
|-
|-
|8
|8
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|275
|275
|370
|370
|1500
|1,500
|-
|-
|9
|9
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|400
|400
|530
|530
|2000
|2,000
|-
|-
|10
|10
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|500
|500
|660
|660
|2400
|2,400
|-
|-
|11
|11
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|630
|630
|850
|850
|3400
|3,400
|-
|-
|12
|12
|420
|420
|780
|780
|1000
|1,000
|5000
|5,000
|}
|}


=== Completing quests and quest steps ===
=== 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 quests journal. By clicking on a quest on the left side, the current step in progression and all the completed steps for this quest are listed on the right side. The amount of experience granted by a step is not visible in the user interface until the step is completed.
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 quests journal. By clicking on a quest on the left side, the current step in progression and all the completed steps for this quest are listed on the right side. The amount of experience granted by a step is not visible in the user interface until the step is completed. While a step might not be required to complete a quest, it still can grant some experience, usually a small amount.


The amount of experience obtained by completing a quest step is determined by:
The amount of experience obtained by completing a step is determined by:
# the level of the area that triggers the completion
# the level of the area that triggers the completion
# the reward category assigned to the quest step
# the reward category assigned to the step


There are 11 reward categories, which are assigned internally by the game and are not visible anywhere in the user interface. From less to most rewarding:
There are 11 reward categories, 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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There is actually a 12th category, "BackgroundGoal", but as its name suggests, it is not assigned to completing quests but to succeeding background goals.
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:
The experience granted by each level and each reward category is described in the following table:
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|640
|640
|640
|640
|1000
|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 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:
The following table shows how many times each reward category is used in the game:
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|23
|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:
# 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 assigned internally and 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:
{| class="wikitable"
!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:
{| class="wikitable"
!
!Level 1
!Level 2
!Level 3
!Level 4
!Level 5
!Level 6
!Level 7
!Level 8
!Level 9
!Level 10
!Level 11
!Level 12
|-
! scope="row" style="text-align:center;font-weight:700" | Background<br/>goals
|0
|2
|8
|1
|63
|65
|40
|8
|54
|92
|57
|3
|}
Succeeding background goals also grant [[inspiration]]s.


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

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