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Question: SOD XP Farming Locations

Can anyone can suggest good places to farm XP in SOD?

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  • MiridorMiridor Member Posts: 92
    At the Coast Way Crossing, go to level 2 of the dwarven dig site. In the room with the pillars you can keep on summoning the mephits. Drink a potion of absorption to gain 100% electrical resistance and chuck away at the lightning mephits with no risk involved. They are 420 xp each and five or six, I believe, are summoned at a time.
  • GrimjackMVGrimjackMV Member Posts: 151
    Miridor said:

    At the Coast Way Crossing, go to level 2 of the dwarven dig site. In the room with the pillars you can keep on summoning the mephits. Drink a potion of absorption to gain 100% electrical resistance and chuck away at the lightning mephits with no risk involved. They are 420 xp each and five or six, I believe, are summoned at a time.

    Thanks for the tip @Miridor!
  • billbiscobillbisco Member Posts: 364
    Any other good farming locations?
  • sarevok57sarevok57 Member Posts: 6,006
    im not sure if its completely necessary to farm XP in SoD, unless you are on purposely missing out on a lot of the content i was able to hit the XP cap before the end of the game, in fact i believe i still had several hours of gameplay left before i hit the XP cap
  • billbiscobillbisco Member Posts: 364
    Sometimes I just feel like grinding especially for new multiplayer or Dual Class party members who need a reliable way to boost xp to enjoy the rest of the game before its over.

    Excess XP transfers over to bg2ee as well so nothing is lost.
  • HempzHempz Member Posts: 15
    Miridor wrote: »
    ... chuck away at the lightning mephits with no risk involved. They are 420 xp each and five or six, I believe, are summoned at a time.

    They are not summoned at a time but when you click the wrong pillar.
    Why chuck this mephits when you can just endlessly spawn them into Cloudkill to see them instantly die? >:)
  • OcelotOcelot Member Posts: 13
    In the underground river area towards the end of the game you can rest in the south near that evil druids lair and it will spawn 4000 do Dark Treants.
  • AhotnikAhotnik Member Posts: 1
    edited October 2024
    In Chapter 9, there is a random enocunter (one of the four while travelling) , where two hill giants are attacking a child dragon. If you rest there, 80% chance that 4-6 hill giants will attack. Each one is 3000 XP. So, usually it is 15000 XP per fight, much more than doppelgangers in Durlag's tower. But yes, you can not come back there once you leave. And on low levels you could have some trouble. And resting is also troublesome. You need at least -8 AC to tank them more or less. better -12. But it is more that possible to grind there up to 3 million (with xp remover) if you really want to.
  • JumbotronJumbotron Member Posts: 13
    Hi,
    Ahotnik wrote: »
    In Chapter 9, there is a random enocunter (one of the four while travelling) , where two hill giants are attacking a child dragon. If you rest there, 80% chance that 4-6 hill giants will attack. Each one is 3000 XP. So, usually it is 15000 XP per fight, much more than doppelgangers in Durlag's tower. But yes, you can not come back there once you leave. And on low levels you could have some trouble. And resting is also troublesome. You need at least -8 AC to tank them more or less. better -12. But it is more that possible to grind there up to 3 million (with xp remover) if you really want to.

    I can't reproduce that in v2.6.6.0 of the game with a solo run. It is the version from GOG, with few of the most popular mods installed, and from those only the Tweaks Anthology can change the game's mechanics. Resting in the area with my solo protagonist triggers a high probability of one, and only one hill giant spawning. I suppose that the configuration of my party is what is effecting that behavior.
  • jmerryjmerry Member Posts: 3,904
    Jumbotron wrote: »
    Resting in the area with my solo protagonist triggers a high probability of one, and only one hill giant spawning. I suppose that the configuration of my party is what is effecting that behavior.

    Rest spawns, like conventional spawn points, scale with the size and level of the party. So they're pretty wimpy when you only have a single character.
    That encounter: Creature BDGIANHI, difficulty = 2, maximum spawned creatures = 3.
    To determine how many creatures spawn, sum up the levels of all party members (About 10 for your solo character) and multiply by the difficulty to get a target power level (~20). Now add in instances of the creature until either the target number is reached or the spawn cap is. A hill giant has power level 45 (that's the field in the creature file that player characters use for XP), so one giant will be enough for your solo character. A full party will likely reach the cap of three giants. Four or more is not possible in the current (2.6) version of the game.
  • JumbotronJumbotron Member Posts: 13
    jmerry wrote: »
    Jumbotron wrote: »
    Resting in the area with my solo protagonist triggers a high probability of one, and only one hill giant spawning. I suppose that the configuration of my party is what is effecting that behavior.

    Rest spawns, like conventional spawn points, scale with the size and level of the party. So they're pretty wimpy when you only have a single character.
    That encounter: Creature BDGIANHI, difficulty = 2, maximum spawned creatures = 3.
    To determine how many creatures spawn, sum up the levels of all party members (About 10 for your solo character) and multiply by the difficulty to get a target power level (~20). Now add in instances of the creature until either the target number is reached or the spawn cap is. A hill giant has power level 45 (that's the field in the creature file that player characters use for XP), so one giant will be enough for your solo character. A full party will likely reach the cap of three giants. Four or more is not possible in the current (2.6) version of the game.

    I see. Thanks for the explanation. :)
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