Thus, expect high XP yield if you kill an enemy that is much stronger than you but expect low or even zero XP yield if you kill one that is much weaker.
But in IWD2 (D&D 3.0) experience points for kills are calculated based on your level in comparison to enemy level. For example, that Cold Wight yields 1,400 XP whether you kill it at first level or twentieth level. In IWD, you would get flat experience point rewards for killing something, regardless of your level (AD&D 2.0 ruleset). FEEL FREE TO SKIP THE REST OF THIS SECTION.įirst up, the Challenge Rating system. I actually don't know what those terms mean? Note: YOU DON'T NEED TO UNDERSTAND THE FOLLOWING TECHNICAL EXPLANATIONS IN ORDER TO SUCCEED IN A SOLO SORCERER RUN. This walkthrough will not be employing such strategies, but feel free to do so. ◦ Do I need to employ exploits such as level-up-delaying, muling and farming in order to succeed in a solo Sorcerer run? While such strategies can certainly optimize your power progression (though not by much), there is no need to exploit the Challenge Rating system or rest-spam to provoke spawns. For veterans, it can become so easy that it becomes boring and utterly meaningless. For newbies, soloing can become an exercise in excruciating frustration.