Experience

At the end of each night, heroes earn experience that allows them to level up and get stronger each night.

## Experience Pool

Each night has a constant pool of experience and each enemy has an experience value. For a given night, enemies are added until the total sum of enemy experience values equals the experience pool for that night. Weaker enemies are worth less experience, while stronger enemies are worth more.

At the end of the night, at the reward screen, this constant pool is divided evenly between all surviving heroes.

Additionally, heroes earn **bonus experience** based on the kills they have made that night. This bonus experience equals 1/3th of the experience value of the monsters they killed. Killing stronger monsters thus gives more bonus experience.

At most, you are able to get earn 133% of the experience pool of a given night if your heroes got the kill credit on every single enemy.

## **Kill Credit**

* Enemies killed by **other enemies** will not give any kill credit.
	+ This includes boomers, so heroes do not get kill credit for enemies that die as the result of a boomer death explosion when they kill a Boomer, resulting in the loss of experience.
* Kill credit for **poison** will always go to the hero who applied the poison. If multiple heroes applied poison, it is the specific poison tick that kills the enemy that earns the kill credit.
	+ *For example, if hero A applies 120 poison, followed by hero B applying 40 poison, then an enemy with 120 or less hp will get killed by hero A. An enemy health between 121 and 160 will give kill credit to hero B.* *In that same situation, if hero B applies his poison before hero A, an enemy with 40 health or less would give kill credit to hero B and an enemy with health between 41 and 160 would give kill credit to hero A.*
* Enemies killed by **defensive structures** do not give kill credit, meaning you don't get bonus experience from those enemies.
	+ Exception for the perk 'Defensive Training'

### **Defensive Training**

The perk ‘Defensive Training’ will give a hero the experience as if the hero got the kill credit. This actually stacks over multiple heroes and allows you to go over the theoretical cap of 133% experience pool per night.

*For example, a night where 10 enemies show up, each worth 9 experience. This means the experience pool is 90 experience and the most you could earn is 120 experience.*

*If you have 4 heroes who all 4 have ‘defensive training’ and you let all enemies get killed by ballista’s, catapults or traps, you’d get an experience total of 210 for that night.*

Once you have more than 1 hero with the ‘defensive training’ perk, it might be worth trying to let your defensive structures finish of enemies.

## **Modifiers**

### Experience modifier

The experience modifier is applied to the total experience the hero earned that night. This includes bonus experience and bonus experience from the ‘defensive training’ perk.

### Enemy modifier

Modifiers that change how many enemies appear in a night, do not change the total experience that can be earned in a night. Instead, it changes the experience values for enemies.

“Lower the amount of enemies per night by 20%” would increase the experience value for each enemy by 25%.

*For example, take an experience pool of 80 with enemies having the experience value of 8. This would mean there will be 10 enemies normally. With the above modifier, each enemy would have an experience value of 10. Meaning, there will be 8 enemies. Which is 20% less enemies.*

## Sources

This has been confirmed by @Zedd, one of the community managers of the Ishtar Games Discord.