After some trial/error and math I think I've worked out how the XP rewards work:

Act & Gain must both be specified to reward XP.
Act is the quest level (i.e. expected character level), between 1 - 19
Gain is how hard/involved the quest is, between 1 - 10

The XP rewarded is a % of the amount of XP to progress from the expected level (as set in Act) to the next level. Gain of 1 = 1.5% of needed XP, gain of 10 (the highest possible) is 15%.

So, act 1, gain 1 = 30 XP (1.5% of the 2000XP needed for level 2). Act 1, gain 10 = 300 XP (15% of 2000). Act 2, gain 1 = 90 XP (1.5% of the 6000XP needed to get from 1 to 2), etc.

Weird feature: if you use gain 11 you get MILLIONS of negative XP, but if you go to gain 12-20 it gives negative XP roughly corresponding to 1-10. The main campaign never does this, so it may just be an unintended side-effect of their calculation algorithm.

BTW - each time I changed quest_prototypes.lsx I had to completely reload my module for it to read it, reloading level or building story had no effect. Does anyone know if there's a way to get the editor to re-read the lsx/lsb files?

Last edited by svansted; 15/09/14 08:29 AM.