LOL - give it up already, kids; you both have the last word, and you both win.

Randomly, I'm reminded of the two rather pervy chaps I encountered in the mine tower in Ego Draconis many levels before I should've done. That was annoying, and I almost threw my computer out the window in irritation, but it was such a sense of achievement when I eventually pwned them.
Ha, I also remember feeling like that in Divinity II - it's all about that satisfying "sense of achievement" for me as well. Good times - at least since I restrained myself from actually chucking the computer

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No, not in the sense you're thinking. There's just a finite amount of XP opportunities.
That's good - I was thinking there was a hard level cap for some reason, but apparently it's just a soft "cap" the player will reach after all XP opportunities are exhausted in the game. As I mentioned elsewhere, I can't stand actual max level caps, at least when the player hits them before all main/optional game content is explored. I want my party to be able to keep developing and earning/experimenting with new skills/abilities/strategies throughout the game, not 2/3 of the way through. Not to knock Spiderweb here (the old Exiles and Avernums - especially Avernum 3! - are some seriously addictive classic RPG goodness), but when Jeff Vogel switched to this hard level cap garbage in Avadon (with 10+ hours of the game still left to play after hitting the cap), he lost a longtime fan. Yeah, yeah, I know why devs use these - to enforce "balance" by ensuring every player is at the exact same level at the end boss - but that's just lazy game design. I need freedom and variety, or it ain't an RPG.
OK, now I need to take my own advice - level scaling isn't happening in D:OS, and neither are hard level caps, so why keep yammering on about it? Peace!