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'''Experience''' | '''Experience''', often abbreviated as '''EXP''', is the measure of a character's progress, leading to their '''level'''. Characters improve their statistics and unlock new personal [[craft]]s as their level increases. | ||
== | == Gaining Experience == | ||
The only way to obtain experience is by winning battles, except in {{g|Hajimari||1}}, where experience boosting items can be obtained. Each enemy defeated grants a base amount of experience to each character that isn't knocked down at the moment of defeat, which is modified by the difference between their level and the enemy's. | |||
Below,<math>Lv _ {CHAR}</math>and<math>Lv _ {FOE}</math>are the level of each character and enemy respectively. <math>EXP _ {FOE}</math>is the enemy's base experience value, as listed when they are analyzed. <math>Bonus</math> is the tactical bonus resulting from [[Battle evaluation]] introduced in {{g|Zero||1}}, further increasing the experience gained up to 9.9 times. | |||
In {{g| | In {{g|Sen IV||1}}, reserve members will earn 95% of the active party's experience. | ||
{| class="article-table" width=100% | |||
!Games | |||
{| class="article-table" | |||
!Formula | !Formula | ||
! | !Minimum | ||
!Maximum | |||
|- | |||
|{{g|Sky||1}} | |||
|<math>EXP = \begin{cases} | |||
Lv _ {FOE} > Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 1.25 \rfloor \text{for each level of difference} \\ | |||
Lv _ {FOE} = Lv _ {CHAR}, & EXP _ {FOE} \\ | |||
Lv _ {FOE} < Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 0.5 \rfloor \text{for each level of difference} | |||
\end{cases}</math> | |||
|1 | |||
|9999 | |||
|- | |||
|{{g|Crossbell||1}} | |||
|<math>EXP _ {BASE} = \begin{cases} | |||
Lv _ {FOE} > Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 1.25 \rfloor \text{for each level of difference} \\ | |||
Lv _ {FOE} = Lv _ {CHAR}, & EXP _ {FOE} \\ | |||
Lv _ {FOE} < Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 0.5 \rfloor \text{for each level of difference} | |||
\end{cases}</math><br><math>EXP _ {FINAL} = EXP _ {BASE} \times Bonus</math> | |||
|1 (before bonus) | |||
|9999 (after bonus) | |||
|- | |- | ||
|<math>EXP _ { | |{{g|Sen I II||1}} | ||
|{{ | |<math>EXP _ {BASE} = \begin{cases} | ||
Lv _ {FOE} > Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 1.1 \rfloor \text{for each level of difference} \\ | |||
Lv _ {FOE} = Lv _ {CHAR}, & EXP _ {FOE} \\ | |||
Lv _ {FOE} < Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 0.8 \rfloor \text{for each level of difference} | |||
\end{cases}</math><br><math>EXP _ {FINAL} = EXP _ {BASE} \times Bonus</math> | |||
|10% of<math>EXP _ {FOE}</math> (before bonus) | |||
|200% of<math>EXP _ {FOE}</math> (before bonus) | |||
|- | |- | ||
|<math>EXP _ { | |{{g|Sen III||1}} | ||
|{ | |<math>EXP _ {BASE} = \begin{cases} | ||
Lv _ {FOE} > Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 1.1 \rfloor \text{for each level of difference} \\ | |||
Lv _ {FOE} = Lv _ {CHAR}, & EXP _ {FOE} \\ | |||
Lv _ {FOE} < Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 0.8 \rfloor \text{for each level of difference} | |||
\end{cases}</math><br><math>EXP _ {FINAL} = EXP _ {BASE} \times Bonus</math> | |||
|1 (before bonus) | |||
|200% of<math>EXP _ {FOE}</math> (before bonus) | |||
|- | |- | ||
|<math>EXP _ { | |{{g|Sen IV||1}}, {{g|Hajimari||1}} | ||
|{{g| | |<math>EXP _ {BASE} = \begin{cases} | ||
Lv _ {FOE} > Lv _ {CHAR}, & \lceil EXP _ {FOE} * [1 + 0.1 * (Lv _ {FOE} - Lv _ {CHAR})] \rceil \\ | |||
Lv _ {FOE} = Lv _ {CHAR}, & EXP _ {FOE} \\ | |||
Lv _ {FOE} < Lv _ {CHAR}, & \lceil EXP _ {FOE} * [1 - 0.2 * (Lv _ {CHAR} > Lv _ {FOE})] \rceil \\ | |||
\end{cases}</math><br><math>EXP _ {FINAL} = EXP _ {BASE} \times Bonus</math> | |||
|10% of<math>EXP _ {FOE}</math> (before bonus) | |||
|200% of<math>EXP _ {FOE}</math> (before bonus) | |||
|- | |||
|{{g|Kuro I II||1}} | |||
|<math>EXP _ {BASE} = \begin{cases} | |||
Lv _ {FOE} > Lv _ {CHAR}, & \lfloor EXP _ {FOE} * [1 + 0.2 * (Lv _ {FOE} - Lv _ {CHAR})] \rfloor \\ | |||
Lv _ {FOE} = Lv _ {CHAR}, & EXP _ {FOE} \\ | |||
Lv _ {FOE} < Lv _ {CHAR}, & \lfloor EXP _ {FOE} * [1 - 0.3 * (Lv _ {CHAR} > Lv _ {FOE})] \rfloor \\ | |||
\end{cases}</math><br><math>EXP _ {FINAL} = EXP _ {BASE} \times Bonus</math> | |||
|10% of<math>EXP _ {FOE}</math> (before bonus) | |||
|200% of<math>EXP _ {FOE}</math> (before bonus) | |||
|} | |} | ||
== | == Leveling Up == | ||
Experience is displayed using two fields, an '''EXP''' value listing the current total, and a '''NEXT''' value. In {{g|Sora||1}}, '''NEXT''' indicates the total experience required for the next level, while starting from {{g|Zero||1}}, '''NEXT''' indicates the remaining experience required for the next level. | |||
{| class="article-table" width=100% | |||
!Games | |||
{| class="article-table" | |||
!Formula | !Formula | ||
! | !Maximum Level | ||
|- | |||
|rowspan="3"|{{g|Sora||1}} | |||
|rowspan="3" style="text-align:center"|<math>EXP _ {TOTAL} = 10 \times Lv ^ 2</math> | |||
|{{g|Sora FC||1}}: 49 | |||
|- | |- | ||
|{{g|Sora SC||1}}: 99 | |||
|{{g| | |||
|- | |- | ||
| | |{{g|Sora 3rd||1}}: 149 | ||
| | |||
| | |||
| | |||
|- | |- | ||
|2 | |rowspan="2"|{{g|Crossbell||1}} | ||
|1 | |rowspan="2" style="text-align:center""|<math>EXP _ {TOTAL} = 10 \times (Lv - 3) ^ 2 + 300 \times (Lv - 3)</math><ref group="note">This formula for Crossbell requires the minimum level to be 3 for all characters, otherwise you would get nonsensical values.</ref> | ||
| | |{{g|Zero||1}}: 50 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | |{{g|Ao||1}}: 120 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | |rowspan="5"|{{g|Sen||1}}, {{g|Hajimari||1}} | ||
| | |rowspan="5" style="text-align:center""|<math>EXP _ {TOTAL} = 100 \times Lv ^ 2 + 300 \times Lv</math><ref group="note">In {{g|Sen I II||1}}, certain characters may require 2% more or 2% less EXP (<math>EXP _ {TOTAL} \times 0.02\ rounded\ down\ to\ the\ nearest\ 10</math>) than the one calculated from this formula.</ref> | ||
| | |{{g|Sen I||1}}: 99 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | |{{g|Sen II||1}}: 200 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | |{{g|Sen III||1}}: 99 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | |{{g|Sen IV||1}}: 200 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | |{{g|Hajimari||1}}: 250 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | |rowspan="2"|{{g|Kuro I II||1}} | ||
| | |rowspan="2" style="text-align:center""|<math>EXP _ {TOTAL} = 100 \times Lv ^ 2 + 300 \times Lv</math><ref group="note">Certain characters may require 1-2% more or 1-2% less EXP than the one calculated from this formula.</ref> | ||
| | |{{g|Kuro||1}}: 99 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | |{{g|Kuro II||1}}: 150 | ||
| | |||
| | |||
| | |||
|} | |} | ||
<references group="note" /> | |||
== Stat Growths == | |||
Leveling up increases the character's statistics, with each character having a unique set of growths. In {{g|Sora||1}} and {{g|Crossbell||1}}, the stat growths themselves with levels, meaning each level provides a larger increase than the previous. Starting from {{g|Sen I||1}} characters have a flat growth per level. Each character's stat growths can be seen in their respective page. | |||
== Similar Mechanics == | |||
=== Master Quartz === | |||
{{Main|Master quartz}} | |||
Introduced in {{g|Ao||1}}, [[master quartz]] are special quartz that level up with use. They gain experience proportional to the experience gained by their user, improving their stats and unlocking effects. | |||
== Link | === Link Level === | ||
{{Main|Link level}} | {{Main|Link level}} | ||
Used in {{g|Sen||1}} and {{g|Hajimari||1}}, [[link level]]s determine the teamwork between pairs of characters. They gain a flat amount of experience for each battle won, increasing if the pair were linked at the end of it, and unlocking link abilities. | |||
{{Nav Mechanics}} | |||
[[Category:Mechanics]] | [[Category:Mechanics]] | ||
2026년 7월 29일 (수) 22:44 판
Experience, often abbreviated as EXP, is the measure of a character's progress, leading to their level. Characters improve their statistics and unlock new personal crafts as their level increases.
Gaining Experience
The only way to obtain experience is by winning battles, except in 시작의 궤적, where experience boosting items can be obtained. Each enemy defeated grants a base amount of experience to each character that isn't knocked down at the moment of defeat, which is modified by the difference between their level and the enemy's.
Below,<math>Lv _ {CHAR}</math>and<math>Lv _ {FOE}</math>are the level of each character and enemy respectively. <math>EXP _ {FOE}</math>is the enemy's base experience value, as listed when they are analyzed. <math>Bonus</math> is the tactical bonus resulting from Battle evaluation introduced in 제로의 궤적, further increasing the experience gained up to 9.9 times.
In 섬의 궤적 IV, reserve members will earn 95% of the active party's experience.
| Games | Formula | Minimum | Maximum |
|---|---|---|---|
| 하늘의 궤적 FC, SC, and the 3rd | <math>EXP = \begin{cases}
Lv _ {FOE} > Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 1.25 \rfloor \text{for each level of difference} \\
Lv _ {FOE} = Lv _ {CHAR}, & EXP _ {FOE} \\
Lv _ {FOE} < Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 0.5 \rfloor \text{for each level of difference}
\end{cases}</math>
|
1 | 9999 |
| 제로의 궤적 and 벽의 궤적 | <math>EXP _ {BASE} = \begin{cases}
Lv _ {FOE} > Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 1.25 \rfloor \text{for each level of difference} \\
Lv _ {FOE} = Lv _ {CHAR}, & EXP _ {FOE} \\
Lv _ {FOE} < Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 0.5 \rfloor \text{for each level of difference}
\end{cases}</math>
|
1 (before bonus) | 9999 (after bonus) |
| 섬의 궤적 I and II | <math>EXP _ {BASE} = \begin{cases}
Lv _ {FOE} > Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 1.1 \rfloor \text{for each level of difference} \\
Lv _ {FOE} = Lv _ {CHAR}, & EXP _ {FOE} \\
Lv _ {FOE} < Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 0.8 \rfloor \text{for each level of difference}
\end{cases}</math>
|
10% of<math>EXP _ {FOE}</math> (before bonus) | 200% of<math>EXP _ {FOE}</math> (before bonus) |
| 섬의 궤적 III | <math>EXP _ {BASE} = \begin{cases}
Lv _ {FOE} > Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 1.1 \rfloor \text{for each level of difference} \\
Lv _ {FOE} = Lv _ {CHAR}, & EXP _ {FOE} \\
Lv _ {FOE} < Lv _ {CHAR}, & \lfloor EXP _ {FOE} * 0.8 \rfloor \text{for each level of difference}
\end{cases}</math>
|
1 (before bonus) | 200% of<math>EXP _ {FOE}</math> (before bonus) |
| 섬의 궤적 IV, 시작의 궤적 | <math>EXP _ {BASE} = \begin{cases}
Lv _ {FOE} > Lv _ {CHAR}, & \lceil EXP _ {FOE} * [1 + 0.1 * (Lv _ {FOE} - Lv _ {CHAR})] \rceil \\
Lv _ {FOE} = Lv _ {CHAR}, & EXP _ {FOE} \\
Lv _ {FOE} < Lv _ {CHAR}, & \lceil EXP _ {FOE} * [1 - 0.2 * (Lv _ {CHAR} > Lv _ {FOE})] \rceil \\
\end{cases}</math>
|
10% of<math>EXP _ {FOE}</math> (before bonus) | 200% of<math>EXP _ {FOE}</math> (before bonus) |
| 여의 궤적 I and II | <math>EXP _ {BASE} = \begin{cases}
Lv _ {FOE} > Lv _ {CHAR}, & \lfloor EXP _ {FOE} * [1 + 0.2 * (Lv _ {FOE} - Lv _ {CHAR})] \rfloor \\
Lv _ {FOE} = Lv _ {CHAR}, & EXP _ {FOE} \\
Lv _ {FOE} < Lv _ {CHAR}, & \lfloor EXP _ {FOE} * [1 - 0.3 * (Lv _ {CHAR} > Lv _ {FOE})] \rfloor \\
\end{cases}</math>
|
10% of<math>EXP _ {FOE}</math> (before bonus) | 200% of<math>EXP _ {FOE}</math> (before bonus) |
Leveling Up
Experience is displayed using two fields, an EXP value listing the current total, and a NEXT value. In 하늘의 궤적 FC, SC, and the 3rd, NEXT indicates the total experience required for the next level, while starting from 제로의 궤적, NEXT indicates the remaining experience required for the next level.
| Games | Formula | Maximum Level |
|---|---|---|
| 하늘의 궤적 FC, SC, and the 3rd | <math>EXP _ {TOTAL} = 10 \times Lv ^ 2</math> | 하늘의 궤적 FC: 49 |
| 하늘의 궤적 SC: 99 | ||
| 하늘의 궤적 the 3rd: 149 | ||
| 제로의 궤적 and 벽의 궤적 | <math>EXP _ {TOTAL} = 10 \times (Lv - 3) ^ 2 + 300 \times (Lv - 3)</math>[note 1] | 제로의 궤적: 50 |
| 벽의 궤적: 120 | ||
| 섬의 궤적 I, II, III, and IV, 시작의 궤적 | <math>EXP _ {TOTAL} = 100 \times Lv ^ 2 + 300 \times Lv</math>[note 2] | 섬의 궤적: 99 |
| 섬의 궤적 II: 200 | ||
| 섬의 궤적 III: 99 | ||
| 섬의 궤적 IV: 200 | ||
| 시작의 궤적: 250 | ||
| 여의 궤적 I and II | <math>EXP _ {TOTAL} = 100 \times Lv ^ 2 + 300 \times Lv</math>[note 3] | 여의 궤적: 99 |
| 여의 궤적 II: 150 |
- ↑ This formula for Crossbell requires the minimum level to be 3 for all characters, otherwise you would get nonsensical values.
- ↑ In 섬의 궤적 I and II, certain characters may require 2% more or 2% less EXP (<math>EXP _ {TOTAL} \times 0.02\ rounded\ down\ to\ the\ nearest\ 10</math>) than the one calculated from this formula.
- ↑ Certain characters may require 1-2% more or 1-2% less EXP than the one calculated from this formula.
Stat Growths
Leveling up increases the character's statistics, with each character having a unique set of growths. In 하늘의 궤적 FC, SC, and the 3rd and 제로의 궤적 and 벽의 궤적, the stat growths themselves with levels, meaning each level provides a larger increase than the previous. Starting from 섬의 궤적 characters have a flat growth per level. Each character's stat growths can be seen in their respective page.
Similar Mechanics
Master Quartz
- Main article: Master quartz
Introduced in 벽의 궤적, master quartz are special quartz that level up with use. They gain experience proportional to the experience gained by their user, improving their stats and unlocking effects.
Link Level
- Main article: Link level
Used in 섬의 궤적 I, II, III, and IV and 시작의 궤적, link levels determine the teamwork between pairs of characters. They gain a flat amount of experience for each battle won, increasing if the pair were linked at the end of it, and unlocking link abilities.
Game Mechanics
| |
|---|---|
| Basic | Action Time Battle - Combat Mechanics - Craft - Experience - Fishing - Orbal art - Orbment - Septium - Status Effects - Zemurian Ore |
| 영웅전설 하늘의 궤적 FC, SC, and the 3rd |
Combat Mechanics - Status Effects | Chain Craft - Memory Doors - Monument - Recluse Cube - Remote Ability |
| 영웅전설 제로의 궤적 and 벽의 궤적 |
Combat Mechanics - Status Effects | Battle Evaluation - Bonding - Burst - Combo Craft - Master Quartz - Support Craft |
| 영웅전설 섬의 궤적 I and II |
Combat Mechanics - Status Effects | Combat Link - Weapon Types - EX Orb - Mech Battles - Overdrive - Reverie Corridor |
| 영웅전설 섬의 궤적 III and IV |
Combat Mechanics - Status Effects | Brave Order - Break |
| 영웅전설 시작의 궤적 |
Combat Mechanics - Status Effects | United Front - True Reverie Corridor |
| 영웅전설 여의 궤적, 여의 궤적 II, and 계의 궤적 |
Combat Mechanics - Status Effects | SCLM - S-Boost - Holo Core - Arts Plugin - Grendel Battles - Action Mode - Shard Skill |