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XP System ​

Level Curve ​

There are no changes to the amount of XP required for levels from the base game.

XP Per Kill ​

Base XP per kill is determined by your current level and difficulty of the enemy (CR):

  • Levels 1–10: 150 XP base
  • Levels 11+: 150 + (level × 10) XP base

The base amount is then multiplied by how difficult the enemy is relative to your level:

Enemy difficulty vs. your levelMultiplier
Much harder (+7 or more)2.5×
Harder (+1 to +6)Scaled up, 1.0× to 2.5×
Even match1.0×
Easier (−1 to −6)Scaled down toward 0×
Much easier (−7 or more)0× (no XP)

A minimum of 10 + (level × 2) XP is applied as long as the multiplier is above zero.

Creature Threat Level ​

Enemy names are colored based on their hit dice (HD), giving you a quick read on how dangerous a creature is relative to your level.

HD RangeName Color
1–5
6–10
11–20
21–30
31–40
Boss
Friendly

Per-Kill Cap ​

Each kill is capped at 400 + 200 × (level ÷ 35) XP (level counted up to 35), so a single ordinary kill can never award more than roughly 600 XP.

Champion Bonus ​

Champion creatures multiply the base XP reward by 1 + difficulty (2× or 3× depending on champion tier). Elite kills get a raised per-kill cap rather than no cap at all:

EnemyXP cap
Ordinary creature1× the cap
Champion2× the cap
Ultra champion2.5× the cap
Mini-boss2.5× the cap

Party Level Range ​

XP is only awarded if all party members in the same area are within 5 levels of each other. If the spread exceeds 5 levels, no XP is awarded for that area and a message is shown to all party members.

XP Debt ​

When you die and choose an option that costs XP, the loss cannot push you below your current level's floor. Instead, any XP that would drop you below the floor is converted to XP debt. Future XP gains are first applied to the debt before being added to your total. Your floating text shows the current debt and how much XP remains until next level.

Wyrdwood player reference.