Experience
This page is about the character trait. For the defunct card, see the article Experience card. For the potion, see the article Potion of experience.
Experience (XP) is earned when defeating monsters; stronger monsters are worth more. Gaining XP increases your experience level, and grants skill levels.
Contents
Uses
XP has the following effects:
- Increases your experience level.
- Increases your skill levels.
- Reduces drain and cures temporary mutations.
- Reduces the cooldown for miscellaneous evocables and certain types of abilities.
Note that curing drain, curing temporary mutations, or reducing the cooldown of items will not reduce your overall XP gain; you will gain the same XP level and skill levels regardless of the amount of drain, etc. you may have.
Experience Level
When you have gained enough XP, your character rises to the next experience level, receiving the following benefits:
- Total hit points.
- Total magic points.
- Total number of spells that can be memorised.
- The maximum spell level that can be learned (no character can memorize a spell whose level is higher than their own).
- Stats. At level 3 and every six levels thereafter, most characters may add 2 points to their strength, intelligence, or dexterity, as they choose. Demigods get 4 stat points every third level. Also, most characters gain additional stat bonuses every few levels (which stats increase and how often depends on their species).
- Willpower. Characters gain points of will at each level, the number depending on their race.
- Characters of certain races will gain special abilities (see Maturity below).
Every character starts at experience level 1 with no XP, reflecting a total lack of knowledge of the Dungeon. The maximum level is 27, but characters who have reached this can still use XP to improve their final score and their skills.
Different species require proportionally more or less experience to gain experience levels, as shown in the in-game documentation:
| At | Ba | Co | DE | Dg | Ds | Dj | Dr | Fe | Fo | Gr | Gn | Hu | Ko | Mf | Mi | MD | Mu | Na | Op | On | Po | Re | Sp | Te | Tr | VS |
| -1 | 0 | 0 | -1 | -2 | -1 | 1 | -1 | -1 | 1 | 0 | 0 | 0 | 1 | 0 | -1 | -1 | -1 | 0 | 0 | 0 | 0 | -1 | -1 | 0 | -1 | 0 |
Note that a higher score translates into faster levelings; Djinn, Formicids and Kobolds level the fastest (with an experience aptitude of 1), while Demigods level the slowest (with an experience aptitude of -2).
Experience Required
The following table assumes an experience aptitude of 0:
| Level | XP | Diff. | Increase in diff. |
|---|---|---|---|
| 1 | 0 | 0 | 0 |
| 2 | 10 | 10 | 10 |
| 3 | 30 | 20 | 10 |
| 4 | 70 | 40 | 20 |
| 5 | 140 | 70 | 30 |
| 6 | 270 | 130 | 60 |
| 7 | 520 | 250 | 120 |
| 8 | 1010 | 490 | 240 |
| 9 | 1980 | 970 | 480 |
| 10 | 3910 | 1930 | 960 |
| 11 | 7760 | 3850 | 1920 |
| 12 | 15450 | 7690 | 3840 |
| 13 | 29000 | 13550 | 5860 |
| 14 | 48500 | 19500 | 5950 |
| 15 | 74000 | 25500 | 6000 |
| 16 | 105500 | 31500 | 6000 |
| 17 | 143000 | 37500 | 6000 |
| 18 | 186500 | 43500 | 6000 |
| 19 | 236000 | 49500 | 6000 |
| 20 | 291500 | 55500 | 6000 |
| 21 | 353000 | 61500 | 6000 |
| 22 | 420500 | 67500 | 6000 |
| 23 | 494000 | 73500 | 6000 |
| 24 | 573500 | 79500 | 6000 |
| 25 | 659000 | 85500 | 6000 |
| 26 | 750500 | 91500 | 6000 |
| 27 | 848000 | 97500 | 6000 |
Maturity
Certain species 'mature' as they gain experience, gaining special bonuses or abilities:
- Nagas, Draconians, and Gargoyles gain AC.
- Draconians become adults and gain a color at level 7. Some colors also gain further benefits at level 14.
- Nagas gain the ability to constrict foes at level 13.
- Gargoyles
- Felids gain extra lives every 2 XL, and also gain thicker fur at levels 6 and 12, increasing their AC and giving them cold resistance (rC+) at level 12.
- Demonspawn acquire more of their demonic ancestry as they level up. This comes in the form of mutations, and Demonspawn can acquire special mutations unavailable to other species.
- Djinn gain spells every 2 levels.
- Tengu gain the ability to fly and an EV bonus at level 7.
- Mummies gain their second bonus to Necromancy spell power at level 13.
- Vine Stalkers upgrade from Fangs 2 to Fangs 3 at level 8.
- Barachim upgrade from Strong Legs 1 to Strong Legs 2 at level 13.
- Coglins can invent a gizmo at level 14.
- Revenants gain the Enkindle ability at level 3, and gain memories through XP gain.
- Poltegerists gain the Cacophony ability at level 13, which recharges with XP gain.
Skill Experience
See also: Skill point
On top of contributing to your character level, any XP gain also contributes to your skill levels. There are two methods available to control distribution: automatic or manual. In automatic mode, every time you gain experience, it is distributed between all the skills which you have used lately, with the most commonly used ones getting proportionally bigger shares. On top of that, you can set skills to "Disabled" (they receive no XP), "Enabled" (no change), or "Focused" (the skill gets a guaranteed share of the XP on top of what it receives through practice).
Alternatively, there is manual mode. Here, XP is divided into equal shares between all skills. Again, you can set skills to be Disabled for no growth or Focused for double ordinary growth.
The maximum level for each skill is 27, but many skills suffer from diminishing returns, so it may not be worth raising a skill to the maximum.
History
- Prior to 0.32, Beogh's orcs could steal up to 50% of XP from the player depending on how much damage they did to a monster compared to how much damage the player dealt.
- Prior to 0.28, all allies took a share of your XP. You would gain a single stat point every 3 levels. Player-frenzied monsters also did not give XP. Also, the experience cost of high-level skills was higher. Late-game monsters provided more XP.
- Prior to 0.13, draining reduced the player's experience level, and most high level monsters gave much more experience points when killed.
- In version 0.9, new skills (before they reached level 1) had to be actively used (casting a spell, hitting something, etc.) to start applying experience to it. Once the skill had reached 1.0, it could thenceforth be disabled or focused manually.
- In version 0.8 and earlier, skill experience was dumped into an "experience pool" until assigned to a skill. This was done in small increments by repeatedly performing actions relating to the skill. This led to the custom of "victory dancing" after fights to guarantee the XP went to the desired skill. Skills could be "disabled" to reduce their growth to 25% of normal.