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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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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).
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).
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.


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 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.
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=== 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. While a quest step might not be required to complete a quest, it still can grant some experience, usually a small amount.
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 quest step 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 quest step grants 30 experience.
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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There are also 2,728 quest steps without reward category. They effectively grant 0 experience on completion.
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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