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A portrait showing the '+' icon

As you adventure through the game world, your actions can earn you experience points (XP) reflecting your newly gained experience, knowledge, and training. Experience points are awarded to the whole party, not specific characters, but is adjusted on a per-character basis. When any character's experience points reach a certain threshold, a golden "+" in the left upper corner of character portrait will inform you that this character is ready to level up. Clicking the "+" takes you through the level-up process.

Level advancement[]

As you level up, the amount of experience required to advance to the next level increases. Across both games the differential required is 1000 XP times the current level number. The experience needed for a level is calculated with (level - 1) * level * 500.

Level: 1         2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Total XP required: 0 1,000 3,000 6,000 10,000 15,000 21,000 28,000 36,000 45,000 55,000 66,000 78,000 91,000 105,000 120,000 136,000 153,000 171,000 190,000

In Pillars of Eternity, the maximum level is 12. It is possible (and advisable) to reach this level by the end of Act 3, for the main character and all companions (or actually much earlier if you play alone or with a reduced number of companions and join the others after you have reached the highest level).

In Pillars of Eternity II: Deadfire, the level cap is 20.

Creatures and NPCs have maximum level of 30.

Sources of experience[]

Notable sources of experience are:

  • Completing quests - It is the most effective way to level up your character and your companions. Following the main quest line will only earn a moderate amount of XP. If you're looking towards developing your character to max level with a large party of six, you'll need to undertake optional side quests.
  • Stronghold adventures for your idle companions (Pillars of Eternity only)
  • Bounties - you can get a fairly big amount of experience by collecting bounties.
  • Exploring and interacting with the world - You'll receive experience upon discovering new locations (Areas, and some buildings and caves) and by interacting with the various objects found within (disarming traps, opening chests, etc.).
  • Completing scripted interactions and encounters.
  • Updating bestiary entries - you receive small amount of experience for discover the strengths and weaknesses of the various creatures you battle.

Apart from the above, no experience is earned for killing anything! The only other advantages gained from combat are clearing the area, earning money, and finding random loot. Part of the reason for this design decision is to reward players who invest in the Stealth stat and avoid combat by sneaking by their enemies.

All experience is granted to the entire party on a per-character basis, and is subject to bonuses in the form of experience modifiers. When experience gain is shown in the party, it is often the sum of experience that was gained for all party members, including bonuses (with some exceptions).

Other details[]

  • Companions you have acquired, but left in the stronghold, gain 75% of incoming experience including bonuses. For example, if the party was awarded 100 XP each, all absent party members receive 75 XP.
  • Combined with the party-size bonus, your companions can potentially receive more experience if you run with fewer members in the party. This is a plus side for toughing it out with fewer party members.
    • For example if a party of 6 receives 100 XP each (no party size bonus), resulting in a total of 600 XP granted to present party members. An absent party member will receive 75 XP making it 675 XP in total.
    • However if a solo party receives 100 XP, a bonus of +50% is applied, resulting in a total of 150 XP granted to present party members. All absent party members will receive 112.5 XP (truncated), resulting in a total of 822 XP granted.
  • When you meet a new companion and join him/her to your party, he/she will receive the same amount of xp as the player has at that moment. So it seems to be favourable to not meet with a companion as long as you are not planning to use him/her in your party, but rather add him/her as late as possible.

Experience modifiers[]

These modifiers are applied to all experience, on a per-character basis.

Party size bonus[]

A party-size bonus is applied to all experience gained, which gives more experience the fewer characters there are in the party.

In Pillars of Eternity, a bonus of +10% experience is granted per missing party member under 6. The multiplier is calculated with the formula: 0.1 * (6 - numPartyMembers), however if the player character is level 1 - this changes to 0.05 (+5%).

(If player is level 1)
Party size Bonus XP
6 -
5 +5%
4 +10%
3 +15%
2 +20%
1 +25%
(If player is > level 1)
Party size Bonus XP
6 -
5 +10%
4 +20%
3 +30%
2 +40%
1 +50%

In Pillars of Eternity II: Deadfire, a bonus of +25% experience is granted per missing party member under 5. The multiplier is calculated with the formula: 0.25 * (5 - numPartyMembers).

Pillars of Eternity II: Deadfire
Party size Bonus XP
5 -
4 +25%
3 +50%
2 +75%
1 +100%

Player–companion level adjusted experience[]

Note: Pillars of Eternity II: Deadfire only

The amount of experience given to each party member is adjusted individually based on the difference between the player and the companion's level (this adjustment is not applied to the player). This is done so that underleveled companions have a chance to catch up with the player's level. The adjustment multiplier is calculated with:

((playerLevel - companionLevel) * 0.2) + 1

For example, if the player's level is 7, and the companion's is 5, the companion will be granted an additional 40% experience.

Note that the difference between levels is limited to a range of -5 to 5.

Level difference Adjustment
0 -
±1 ±20%
±2 ±40%
±3 ±60%
±4 ±80%
±5 (and beyond) ±100%

Quest experience[]

All quests grant a fixed and predetermined amount of experience to each party member (prior to bonuses). Each time the party completes a quest objective, a weighted portion of the total quest experience is granted. This total experience is divided (usually equally, though some objectives are weighted differently) between all objectives, as well as a final "end state" objective. So if a quest has 4 objectives, the experience is split into 5 portions - one for each objective and one marking the completion of the quest.

On quest completion, the "end state" objective experience is granted, plus whatever experience remains from the total (typically consisting of the fractional remainders that accumulate if the total XP cannot be divided into whole numbers for each objective), meaning the end state will often grant a few more points of experience compared to objectives with a weight of 1. Ultimately, if there are objectives that have not been completed, the party will be granted experience equal to the value of these remaining objectives. As such, the amount of objectives completed does not influence the amount of experience granted throughout the quest.

  • Skipping objectives or completing more objectives via alternate routes does not yield more experience.
  • Completing a quest with a "good" outcome versus a "bad" outcome does not change the experience granted.
  • Failing a quest does not grant experience.

Pillars of Eternity[]

Each quest in Pillars of Eternity has two factors that are used to determine the total quest experience.

  • An experience type an its value quest weight (Minor - 1, Normal - 2, Major - 3) which is used to weight how much of the total experience will be granted when objectives are completed.
  • An experience level, based on the average character level for the quest. This determines what experience pool this quest will award experience from, and therefore the total amount of experience granted.

These values are plugged into the following table:

Experience data table
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
Experience pool 1500 3000 4050 5400 6750 8100 9500 10800 12100 13500 14800 500 750 1000 0 0 2400 4500 6000 3300 0 2400 5700 0 4000 2100 3600 5000 1350 3600 6300 810
Stronghold turn pool 4 10 15 15 15 20 20 20 20 20 20 2 2 3 0 0 8 10 10 10 0 8 8 0 6 6 10 10 10 8 8 2
Quest count 3 7 11 12 13 13 10 11 13 1 3 2 1 1 0 0 3 5 6 3 0 2 2 0 4 2 3 4 1 2 2 0
Quest total weight 12 21 25 30 39 37 30 32 37 3 9 2 1 3 0 0 9 17 18 10 0 6 4 0 10 6 10 12 3 4 6 0

The total experience granted for a quest, given the values experiencePool and questTotalWeight of the appropriate experience level above:

experiencePool / questTotalWeight * questWeight

The experience granted for an objective is:

totalExperience / totalObjectiveWeight * objectiveWeight

Where the totalObjectiveWeight is the sum of the objective weights, plus one for the end state.

An example of experience granted in the quest Nest Egg

The quest Nest Egg has an experience level of 4, an experience type of Minor (quest weight of 1). Its total experience is:

5400 / 30 * 1 = 180

In this instance the first objective has a weight of 2, the other two objectives have a weight of 1, and the end state counts as 1, resulting in a total weight of 5. The experience granted for the first objective is:

180 / 5 * 2 = 72

And the second:

180 / 5 * 1 = 36

On completion of the quest, 1 portion of the experience is granted, plus the sum of experience granted from the remaining objectives that have not been completed. In this case, the third objective (granting 36 experience) has not been completed, so the completion XP would be

36 (end state xp) + 36 (remaining xp) = 72

Altogether the experience granted should sum up to 180, regardless of the number of objectives completed

72 (obj 1) + 36 (obj 2) + 72 (completion) = 180
Stronghold turns

On top of experience, Pillars of Eternity grants stronghold turns when fulfilling quest objectives and completing quests. This is calculated in the exact same way as above, replacing experiencePool with strongholdTurnPool and totalExperience with totalStrongholdTurns.

The amount of stronghold turns gained are tracked with a decimal (floating point) value, but are only given as an integer value. As an example, if you accrue 0.25 stronghold turns per objective, you'll only actually get a stronghold turn after 4 objectives are completed. This accruement is tracked separately for each quest experience level, meaning getting 0.5 ST for a level 3 quest, and 0.5 ST for a level 4 quest will NOT advance the stronghold turn, but getting 2x 0.5 ST for any level 3 quest(s) will.

Stronghold turns do not receive bonuses.

Pillars of Eternity II: Deadfire[]

In Pillars of Eternity II: Deadfire, the total quest experience is explicitly defined and predetermined. It then has two fixed multipliers applied to it - a per quest multiplier (always 1), and a global multiplier of 1.35. In addition, the party receives a number of experience multipliers each time they receive experience - though this is not unique to quests.

Quests that do not have this "predetermined" amount instead calculate the granted XP using the quest's level and weighting - though currently there are very few quests that need to do this. For all quests that do not, there is no correlation between the quest's "XP level", "XP type" and the amount of experience gained. These values and any code that references them only exist as remnants from how experience was calculated in Pillars of Eternity.

The only quests that calculate their XP amount with their experience level and type are:

Objective experience[]

Note: This section primarily references Pillars of Eternity II: Deadfire, but the calculations are identical for Pillars of Eternity

Upon completion of a quest objective, the exact amount of experience gained is calculated using:

  • totalObjectiveWeight - The sum of the experience weights of all objectives in the quest, plus one for the end state. Most experience weights are 1, so this is commonly just the amount of objectives in the quest plus one.
  • objectiveWeight - The experience weight of the completed objective in question, which is used as a multiplier for the objective experience.
  • experienceAmount - The amount of experience granted by the quest in total. In Pillars of Eternity II: Deadfire, this refers to the ExperienceAmount in "global.gamedatabundle", and is shown on the wiki page as "Experience amount" (remember that this is then multiplied by a global "QuestXPMultiplier" of 1.35.)

The objective experience is then:

xp = (experienceAmount / totalObjectiveWeight) * objectiveWeight
If a quest has 4 objectives with an experience weight of 1, completing any objective would grant a 1/5 of the total quest experience. Using the above formula, and a total quest experience of 1000 (including QuestXPMultiplier), each objective would grant a base 200 XP.
If one of the objectives has a higher weighting, it is granted more "portions" of objective experience, and the experience granted to other objectives is reduced to make up for the fact. Using the same example of 1000 total quest experience, and a weight of 3 for one of the objectives, the singular weighted objective would grant 428.5... XP (3 portions), and the others (and end state) would grant 142.8... XP each.

Upon quest completion, the end state XP is granted, and each party member will have earned the experienceAmount, not counting any bonuses, which are applied on every experience gain.

Bestiary experience[]

When a creature is killed, the party receives experience not necessarily based on the kill itself, but based on the information that is (potentially) gained about the creature as a result of the kill.

Each type of creature has a "kills to master", the amount of kills required to reveal all the information for a creature in the in-game bestiary. In addition, each type of stat (e.g. Might, Accuracy, etc) has a value representing the proportion of the kills-to-master the party has to get before that stat is shown. These values can be overridden for some bestiary entries (though this is actually never done), and the defaults are as follows:

Percentage of total kills required to reveal bestiary stat
Stat Reveal kills (of total)
Might, Special Damage Types, Special DR, Race -100% (always shown)
Kills, Name, Picture, Level, Description 0%
Damage Types, Base DR 20%
Defenses (Deflection, Fortitude, Reflex, Will) 30%
Accuracy 40%
Dexterity, Resolve, Intellect, Constitution, Perception 50%
Health, Endurance, Stamina 60%
Primary/Secondary Damage 70%
Abilities 100%

Every bestiary entry has an experience multiplier, which is multiplied by the global experience multiplier of 36 XP to determine how much XP is awarded in total per character for unlocking all information about the creature.

When a creature is killed, if the amount of kills is such that it would reveal new information about the creature, a portion of the total experience is granted. This means that not every kill will yield experience, only those that push the percentage of kills required over the threshold to reveal more information (as per the table above).

The amount of experience granted varies, and is generally one portion of total the amount of times that any amount new information is revealed. This might seem overly convoluted (and it is), and may be tricky to visualize, so take for example an instance where a creature has 8 kills to master, such as a Skeletal Rogue:

Skeletal Rogue bestiary unlocks
  • Kill 1 (12.5%) → "0%" stats revealed (kills, name, picture, etc) + XP granted
  • Kill 2 (25.0%) → "20%" stats revealed (damage types, base dr, etc.) + XP granted
  • Kill 3 (37.5%) → "30%" stats revealed + XP granted
  • Kill 4 (50.0%) → "40%" and "50%" stats revealed + XP granted
  • Kill 5 (62.5%) → "60%" stats revealed + XP granted
  • Kill 6 (75.0%) → "70%" stats revealed + XP granted
  • Kill 7 (87.5%) → No stats revealed
  • Kill 8 (100%)  → "100%" stats revealed + Remaining XP granted

The amount of times where any amount of new stats are revealed is 7 times, as kill 4 reveals the stats for both "40%" and "50%" (as per the above table). This means that 1/7th of the total XP is granted each time a threshold is crossed - in this instance 25 XP, given that the total amount of XP granted is 180 (BestiaryXp * ExperienceMultiplier) 36 * 5.

Keep in mind that only one portion is granted regardless of the amount of thresholds that are crossed in a kill, with the exception of the final kill, which grants the same amount plus the remainder of the experience. When the party has fulfilled all of the "kills to master", killing that creature will no longer yield experience.

Also note that experience shown in the "Bestiary Progress" log message does not include bonuses, and that the total is across all characters, while the "Party gained..." log message includes bonuses and is the sum of experience gained by all characters. The percentage shown in "Bestiary Progress" is not numCreatureKills / killsToMaster (which is what stat reveals are based on), but instead the percentage of thresholds that have been crossed over the amount of thresholds.

The following table outlines the XP gained across all bestiary entries.

Bestiary experience table[]

Creature Category Kills to master XP multiplier Total XP Kill thresholds XP per XP last
Adragan Delemgan 4 9 324 All 81 -
Animat Animat 18 4 144 1, 4, 6, 8, 9, 11, 13, 18 18 -
Adra Animat Animat 10 9 324 1, 2, 3, 4, 5, 6, 7, 10 40 44
Antelope Antelope 1 5 180 1 180 -
Elder Antelope Antelope 1 9 324 1 324 -
Bear Bear 2 5 180 All 90 -
Elder Bear Bear 2 9 324 All 162 -
Adra Beetle Beetle 6 8 288 All 48 -
Stone Beetle Beetle 9 5 180 1, 2, 3, 4, 5, 6, 7, 9 22 26
Wood Beetle Beetle 12 3 108 1, 3, 4, 5, 6, 8, 9, 12 13 17
Earth Blight Earth Blight 5 6 216 All 43 44
Flame Blight Flame Blight 3 6 216 All 72 -
Rain Blight Rain Blight 8 6 216 1, 2, 3, 4, 5, 6, 8 30 36
Wind Blight Wind Blight 5 6 216 All 43 44
Greater Earth Blight Earth Blight 2 9 324 All 162 -
Greater Flame Blight Flame Blight 3 9 324 All 108 -
Greater Rain Blight Rain Blight 5 9 324 All 64 68
Greater Wind Blight Wind Blight 3 9 324 All 108 -
Boar Boar 2 5 180 All 90 -
Elder Boar Boar 1 9 324 1 324 -
Cean Gŵla Cean Gwla 11 9 324 1, 3, 4, 5, 6, 7, 8, 11 40 44
Dank Spore Spore 3 4 144 All 48 -
Giant Dank Spore Spore 1 8 288 1 288 -
Dargul Gul 23 6 216 1, 5, 7, 10, 12, 14, 17, 23 27 -
Death Guard Death Guard 1 10 360 1 360 -
Delemgan Delemgan 1 6 216 1 216 -
Disease Pudding Ooze 3 9 324 All 108 -
Adra Dragon Dragon 1 15 540 1 540 -
Sky Dragon Dragon 1 13 468 1 468 -
Drake Drake 4 6 216 All 54 -
Shadow Drake Drake 1 8 288 1 288 -
Young Drake Drake 3 4 144 All 48 -
Fampyr Fampyr 8 8 288 1, 2, 3, 4, 5, 6, 8 41 42
Flesh Construct Construct 7 5 180 1, 2, 3, 4, 5, 7 30 -
Forest Lurker Lurker 14 7 252 1, 3, 5, 6, 7, 9, 10, 14 31 35
Gul Gul 18 3 108 1, 4, 6, 8, 9, 11, 13, 18 13 17
Lion Lion 4 5 180 All 45 -
Elder Lion Lion 3 9 324 All 108 -
Mênpŵgra Delemgan 3 9 324 All 108 -
Ogre Ogre 7 6 216 1, 2, 3, 4, 5, 7 36 -
Ogre Matron Ogre 2 9 324 All 162 -
Ogre Druid Ogre 2 8 288 All 144 -
Black Ooze Ooze 12 4 144 1, 3, 4, 5, 6, 8, 9, 12 18 -
Greater Black Ooze Ooze 1 6 216 1 216 -
Lesser Black Ooze Ooze 13 2 72 1, 3, 4, 6, 7, 8, 10, 13 9 -
Phantom Shadow 8 3 108 1, 2, 3, 4, 5, 6, 8 15 18
Pŵgra Delemgan 10 6 216 1, 2, 3, 4, 5, 6, 7, 10 27 -
Revenant Revenant 18 1 36 1, 4, 6, 8, 9, 11, 13, 18 4 8
Shade Shadow 27 5 180 1, 6, 9, 11, 14, 17, 19, 27 22 26
Shadow Shadow 17 1 36 1, 4, 6, 7, 9, 11, 12, 17 4 8
Skeletal Fighter Skeleton 11 5 180 1, 3, 4, 5, 6, 7, 8, 11 22 26
Skeletal Ranger Skeleton 9 5 180 1, 2, 3, 4, 5, 6, 7, 9 22 26
Skeletal Rogue Skeleton 8 5 180 1, 2, 3, 4, 5, 6, 8 25 30
Skeletal Wizard Skeleton 8 5 180 1, 2, 3, 4, 5, 6, 8 25 30
Human Skeleton Skeleton 17 1 36 1, 4, 6, 7, 9, 11, 12, 17 4 8
Skuldr Skuldr 2 3 108 All 54 -
Skuldr King Skuldr 1 5 180 1 180 -
Spectre Shadow 30 7 252 1, 6, 9, 12, 15, 18, 21, 30 31 35
Crystal Eater Spider 12 8 288 1, 3, 4, 5, 6, 8, 9, 12 36 -
Ivory Spinner Spider 9 4 144 1, 2, 3, 4, 5, 6, 7, 9 18 -
Spear Spider Spider 4 2 72 All 18 -
Widowmaker Spider 5 6 216 All 43 44
Crystal Eater Spiderling Spider 18 5 180 1, 4, 6, 8, 9, 11, 13, 18 22 26
Ivory Spiderling Spider 8 2 72 1, 2, 3, 4, 5, 6, 8 10 12
Spear Spiderling Spider 9 1 36 1, 2, 3, 4, 5, 6, 7, 9 4 8
Widowmaker Spiderling Spider 18 4 144 1, 4, 6, 8, 9, 11, 13, 18 18 -
Sporeling Spore 10 3 108 1, 2, 3, 4, 5, 6, 7, 10 13 17
Stelgaer Stelgaer 21 5 180 1, 5, 7, 9, 11, 13, 15, 21 22 26
Elder Stelgaer Stelgaer 3 9 324 All 108 -
Stag Stag 3 5 180 All 60 -
Elder Stag Stag 3 9 324 All 108 -
Swamp Lurker Lurker 2 5 180 All 90 -
Swamp Slime Ooze 4 8 288 All 72 -
Swamp Spore Spore 4 8 288 All 72 -
Troll Troll 10 5 180 1, 2, 3, 4, 5, 6, 7, 10 22 26
Forest Troll Troll 5 3 108 All 21 24
Vithrack Vithrack 10 9 324 1, 2, 3, 4, 5, 6, 7, 10 40 44
Wicht Wicht 17 1 36 1, 4, 6, 7, 9, 11, 12, 17 4 8
Will-O'-Wisp Wisp 9 3 108 1, 2, 3, 4, 5, 6, 7, 9 13 17
Wolf Wolf 8 5 180 1, 2, 3, 4, 5, 6, 8 25 30
Elder Wolf Wolf 3 9 324 All 108 -
Wurm Drake 11 2 72 1, 3, 4, 5, 6, 7, 8, 11 9 -
Xaurip Xaurip 10 1 36 1, 2, 3, 4, 5, 6, 7, 10 4 8
Xaurip Champion Xaurip 11 5 180 1, 3, 4, 5, 6, 7, 8, 11 22 26
Xaurip Priest Xaurip 11 3 108 1, 3, 4, 5, 6, 7, 8, 11 13 17
Xaurip Skirmisher Xaurip 15 4 144 1, 3, 5, 6, 8, 9, 11, 15 18 -
Battery Defender Battery Guard 9 7 252 1, 2, 3, 4, 5, 6, 7, 9 31 35
Battery Priest Battery Guard 1 7 252 1 252 -
Battery Shieldwall Battery Guard 6 7 252 All 42 -
Battery Siren Cean Gwla 3 11 396 All 132 -
Ice Beetle Beetle 5 6 216 All 43 44
Bitter Spirit Wisp 15 5 180 1, 3, 5, 6, 8, 9, 11, 15 22 26
Ice Blight Ice Blight 13 6 216 1, 3, 4, 6, 7, 8, 10, 13 27 -
Greater Ice Blight Ice Blight 3 9 324 All 108 -
Forge Guardian Battery Guard 4 9 324 All 81 -
Lagufaeth Lagufaeth 22 8 288 1, 5, 7, 9, 11, 14, 16, 22 36 -
Lagufaeth Redfin Lagufaeth 8 11 396 1, 2, 3, 4, 5, 6, 8 56 60
Crag Ogre Cannoneer Crag Ogre 11 5 180 1, 3, 4, 5, 6, 7, 8, 11 22 26
Crag Ogre Chanter Crag Ogre 7 6 216 1, 2, 3, 4, 5, 7 36 -
Crag Ogre Crag Ogre 16 4 144 1, 4, 5, 7, 8, 10, 12, 16 18 -
Frost Ooze Ooze 4 6 216 All 54 -
Ice Troll Troll 5 8 288 All 57 60
Winter Wolf Wolf 11 5 180 1, 3, 4, 5, 6, 7, 8, 11 22 26
Wraith Shadow 6 8 288 All 48 -
Algul Gul 5 14 504 All 100 104
Unstable Construct Construct 12 9 324 1, 3, 4, 5, 6, 8, 9, 12 40 44
Animated Weapon Animated Weapon 3 13 468 All 156 -
Lich Lich 1 15 540 1 540 -
Steelspine Magus Skeleton 3 13 468 All 156 -
Void Seer Skeleton 4 13 468 All 117 -
Alpine Dragon Dragon 1 17 612 1 612 -
Lagufaeth Broodmother Lagufaeth 2 13 468 All 234 -
Lagufaeth Sidewinder Lagufaeth 4 10 360 All 90 -
Lagufaeth Barbarian Lagufaeth 1 12 432 1 432 -
Small Earth Blight Earth Blight 1 2 72 1 72 -
Small Flame Blight Flame Blight 5 2 72 All 14 16
Small Rain Blight Rain Blight 4 2 72 All 18 -
Small Wind Blight Wind Blight 5 2 72 All 14 16
Young Bear Bear 1 1 36 1 36 -
Young Lion Lion 1 1 36 1 36 -
Young Stag Stag 1 1 36 1 36 -
Young Antelope Antelope 1 1 36 1 36 -
Young Boar Boar 2 1 36 All 18 -
Cail The Silent Drake 1 10 360 1 360 -
Young Wolf Wolf 3 1 36 All 12 -
Oernos Bear 1 8 288 1 288 -
Forge Knight Animat 4 6 216 All 54 -
Rotting Flesh Construct Construct 2 9 324 All 162 -
Baelsyr Shadow 1 10 360 1 360 -
Spirit of Od Nua Shadow 1 12 432 1 432 -
Skeletal Wizard Skeleton 1 9 324 1 324 -
Skuldr Whelp Skuldr 4 1 36 All 9 -
Spider Queen Spider 1 6 216 1 216 -
Vithrack Exarch Vithrack 3 11 396 All 132 -
Young Ice Beetle Beetle 7 4 144 1, 2, 3, 4, 5, 7 24 -
Ancient Death Guard Death Guard 3 15 540 All 180 -
Lesser Frost Ooze Ooze 6 4 144 All 24 -
Eyeless Hammer Eyeless 12 4 144 1, 3, 4, 5, 6, 8, 9, 12 18 -
Eyeless Stonepiercer Eyeless 12 2 72 1, 3, 4, 5, 6, 8, 9, 12 9 -
Kraken Kraken 1 12 432 1 432 -
Turisulfus Dragon 1 19 684 1 684 -
Gafonercos Dragon 1 19 684 1 684 -
Moon Spider Spider 5 10 360 All 72 -
Vithrack Brute Vithrack 3 12 432 All 144 -
Vithrack Luminary Vithrack 3 12 432 All 144 -
War Dog Wolf 2 10 360 All 180 -
Young Skuldrak Skuldr 9 1 36 1, 2, 3, 4, 5, 6, 7, 9 4 8
Skuldrak Skuldr 11 3 108 1, 3, 4, 5, 6, 7, 8, 11 13 17
Skuldrak Screecher Skuldr 10 2 72 1, 2, 3, 4, 5, 6, 7, 10 9 -
Bog Bat Skuldr 15 2 72 1, 3, 5, 6, 8, 9, 11, 15 9 -
Bog Lurker Lurker 2 15 540 All 270 -
Lesser Peatsucker Ooze Ooze 4 14 504 All 126 -
Greater Peatsucker Ooze Ooze 1 16 576 1 576 -
Radiant Spore Spore 1 15 540 1 540 -
Radiant Sporeling Spore 4 10 360 All 90 -
Young Snow Bear Bear 2 8 288 All 144 -
Xaurip Blighter Xaurip 1 12 432 1 432 -
Xaurip Forager Xaurip 2 11 396 All 198 -
Xaurip Trollmaster Xaurip 1 12 432 1 432 -
Lagufaeth Cipher Lagufaeth 1 12 432 1 432 -
Ancient Wraith Shadow 1 15 540 1 540 -
Magma Blight Flame Blight 1 12 432 1 432 -
Snow Bear Bear 2 8 288 All 144 -

Exploration experience[]

The party receives a small amount of experience upon exploring new locations. This includes when first entering an area, fog-revealing points of interest, and discovering areas of the world map (Deadfire only).

In Pillars of Eternity, each character gains 10 xp upon entering a new area, and 25 xp when fog-revealing points of interest in an area (yellow markers shown on the map screen).

In Pillars of Eternity II: Deadfire, each character gains 5 * ExpectedPlayerLevel upon exploring a new area, as well as when fog-revealing points of interest (although this is rarely done).

On the world map, discovering larger and more notable areas (such as Karatapu Channel and Kua o Rikuhu Islands) will also grant the party a substantial amount of experience. When this occurs, the name of the location and the experience granted is shown in a large font at the bottom of the screen.

Mechanics experience[]

Picking a lock or disarming a trap with Mechanics will give the party an amount of experience relative to the difficulty level required to do so.

Pillars of Eternity[]

In Pillars of Eternity, the experience gained per party member is simply:

5 * difficulty

The combat log shows the experience gained by the party in total, without bonuses.

Pillars of Eternity II: Deadfire[]

In Pillars of Eternity II: Deadfire, experience is calculated using the following:

Difficulty 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Experience 15 30 45 60 75 90 105 120 135 150 165 180 195 210 225 240 255 270 285 0

The experience above is divided evenly between by the amount of party members, and then gains a fixed +5 experience:

(TrapLockExperience / NumPartyMembers) + 5

It is then granted to each party member where it is subject other experience modifiers such as party size bonus and player–companion level adjustments (see below).

As an example:

  • If a solo party picks a difficulty 10 lock, the character will gain 155 (150 / 1) + 5 experience, plus a +100% party size bonus, resulting in 310 experience granted.
  • If a party with two characters picks a difficulty 5 lock, each party member will gain 42.5 (75 / 2) + 5 experience, plus a +75% party size bonus, resulting in 74 experience granted each.
  • If a party with five characters picks a difficulty 8 lock, each party member will gain 29 (120 / 5) + 5 experience, and do not get a party size bonus, resulting in 29 experience granted each.

Note that the experience prior to other bonuses is rounded to the nearest integer. If the decimal portion is exactly 0.5, it is rounded to the nearest even number (0.5 → 0, 1.5 → 2, 2.5 → 2).

The party only gains experience from the first 10 locks or traps of each difficulty level. After this, no further experience is gained from picking locks or disarming traps of that difficulty level.

Click expand to show more details
In reality, the calculations are needlessly complicated. Each trap/lock difficulty level has a pool of experience associated with it, called TrapLockExperiencePool.
Difficulty 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
TrapLockExperiencePool 30 60 90 120 150 180 210 240 270 300 330 360 390 420 450 480 510 540 570 0

The experience given to each party member (before individual adjustment is):

((TrapLockExperiencePool * 1) / 10 * 5.0) / NumPartyMembers) + 5

The value 1 is a base multiplier, 10 is the TrapLockXPIncrements, and 5 is a fixed amount of experience added for every trap and lock. They are globally defined and do not change.

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