DragonQuest
Guide to Experience Points

Table of Contents

Introduction

This document discusses the Experience Point system for DragonQuest, and specifically as it is used in the Alusia campaign. It is not meant to apply to any other situations.

The Alusia campaign uses the DragonQuest version 2.19 rules, unless otherwise noted below. All numeric references are to the relevant sections of the DragonQuest rules unless otherwise noted.

Gaining Experience Points

For a detailed explanation of how Experience Points are earned, see DQ section 160.

How to gain experience points

In general, Experience Points are gained in one of two ways:

  1. By adventuring; that is, by playing DragonQuest in a campaign. Every gaming session (or every 2–3 hours, for longer sessions) results in one award of Experience Points. See below for details on adventure awards.
  2. By practicing when not on adventure. See below.

Character levels

Adventure and practice awards are based on character level. Each ability (weapon, spell, ritual, Skill, etc.) is individually Ranked; a character level is based on how many Ranked abilities are at a given level or higher. There are three character levels:

Adventuring Experience Point awards

Characters gain Experience Points awards on adventure per the following table:

If the party...
Proficiency Level Fails Succeeds
Mercenary 600 1200
Adventurer 1200 2400
Hero 1600 3200

Practice awards

While not adventuring or engaging in other activity (such as practicing in order to spend Experience Points), a character may practice various abilities. The Experience Points earned per day depends on the character level:

Proficiency Level EP/Day
Mercenary 15
Adventurer 30
Hero 50

Spending Experience Points

Under most circumstances, going up a Rank in an Ability means expending Experience Points, time (for practice), and money (to hire a teacher). See DQ section 161 for details.

The following table summarizes the Experience Point, time and money expenditures to gain one Rank in an Ability:

Ability EP Time Money
FT 2500 None None
EN 5000/2500 None None
PC 1000/750 None None
Other char. 5000 None None
Weapon See DQ 161.8 (2 x Rank) weeks (Rank2 x 10) sp
Relearn Spell/Ritual (General) None 1 week 100 sp
Learn Spell/Ritual (Special) None N/2 Weeks (200 x N) sp
Learn Counterspell None 1 week 2000 sp
Gain Rank in Spell/Ritual See spell/ritual (Rank) days None
Learn new Skill See DQ 161.8 8 weeks Varies
Advance in Skill See DQ 161.8 (Rank) weeks Varies

In the above table:

Important: Remember that all Experience Point costs are multiplied by the Racial Experience Multipler for the character race, and may be changed by other racial factors as well. For example, learning the Ranger skill at Rank 0 would take different amounts of Experience Points and time:

Also note that you can spend time learning or improving up to two (2) Ranked abilities at a time. You might learn Healer while studying to gain a rank in Spell of Mage Wind, or practice with two weapons, for example.

Tips for beginners

  1. Perception (PC) is an often-overlooked characteristic. It is used in virtually any ability check involving noticing details, and used heavily by many skills, including Merchant, Ranger, Spy, and Thief. Furthermore, thanks to house rules, you can increase Perception at any time and by any amount, provided you have the Experience Points for it.
  2. It's a good idea to increase Rank in a number of Rankable abilities up to Rank 4, so that you can advance to Adventurer level and double your Experience Point awards. A number of weapons skills are fairly inexpensive (in terms of Experience Points) to advance in, as is Horsemanship.

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