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kiseki
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'''Experience''' in the ''Trails'' series, often abbreviated as '''EXP''', is a basic character stat, similar to many other RPGs, that indicates the character's progress toward a '''level up'''. It is frequently listed alongside HP, CP, and EP, but unlike those stats, cannot be decreased.
'''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.


== Display ==
== 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.


In {{g|Sora}}, the experience state is displayed using two fields, an '''EXP''' value listing the current total, and a '''NEXT''' value listing the total required for the next level.
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|Zero}} and all following games, the '''NEXT''' value lists the remaining amount required for the next level. To get the total required, you must add the two numbers.
In {{g|Sen IV||1}}, reserve members will earn 95% of the active party's experience.


== Total experience formula ==
{| class="article-table" width=100%
 
!Games
All ''Trails'' series games use a formula to determine the required total experience for a level. Below, <math>Lv</math> is the '''level''' one would reach with the resultant <math>EXP _ {TOTAL}</math>.
 
{| class="article-table"
!Formula
!Formula
!Games
!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 _ {TOTAL} = 10 \times Lv ^ 2</math>
|{{g|Sen I II||1}}
|{{g|Sora}}
|<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 _ {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|Sen III||1}}
|{{g|Crossbell}}
|<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 _ {TOTAL} = 100 \times Lv ^ 2 + 300 \times Lv</math>
|{{g|Sen IV||1}}, {{g|Hajimari||1}}
|{{g|Sen}}
|<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)
|}
|}
<references group="note" />


== Experience gain formula ==
== 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.


At the end of a battle, ''Trails'' series games use a formula to determine how much experience to award. The games individually calculate the value for each non-K.O.'d character in battle or in support positions at the end of a victory. Starting in {{g|Zero}}, [[tactical bonus]]es are applied on the final value.
{| class="article-table" width=100%
 
!Games
Below, <math>Lv _ {CHAR}</math> and <math>Lv _ {FOE}</math> are the level of each enemy defeated and each character. <math>EXP _ {FOE}</math> is the experience value, as listed when they are analyzed.
 
{| class="article-table"
!Formula
!Formula
!Games
!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
|-
|-
|<math>EXP _ {GAIN} = \begin{cases}
|{{g|Sora SC||1}}: 99
      Lv _ {FOE} > Lv _ {CHAR}, & \text{repeatedly} \lfloor EXP _ {FOE} * 1.25 \rfloor \text{until equal} \\
      Lv _ {FOE} = Lv _ {CHAR}, & EXP _ {FOE} \\
      Lv _ {FOE} < Lv _ {CHAR}, & \text{repeatedly} \lfloor EXP _ {FOE} * 0.5 \rfloor \text{until equal}
    \end{cases}</math>
|{{g|Crossbell}}
|}
 
== Master quartz ==
 
{{Main|Master quartz}}
 
Introduced in {{g|Ao}}, [[master quartz]] have individual experience bars and their levels improve the stats and effects they apply to the character that equips them. Experience totals required for each level in each game are shown here.
 
{| class="article-table" style="text-align:right"
!Level
!Ao
!Sen I
!Sen II
!Sen III
!Sen IV
|-
|-
|1
|{{g|Sora 3rd||1}}: 149
|0
|0
|0
|0
|0
|-
|-
|2
|rowspan="2"|{{g|Crossbell||1}}
|1,100
|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>
|1,300
|{{g|Zero||1}}: 50
|7,200
|?
|?
|-
|-
|3
|{{g|Ao||1}}: 120
|2,500
|7,500
|23,000
|5,600
|?
|-
|-
|4
|rowspan="5"|{{g|Sen||1}}, {{g|Hajimari||1}}
|4,100
|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>
|15,000
|{{g|Sen I||1}}: 99
|49,000
|9,600
|?
|-
|-
|5
|{{g|Sen II||1}}: 200
|6,900
|30,000
|90,000
|14,000
|71,980
|-
|-
|6
|{{g|Sen III||1}}: 99
|&mdash;
|&mdash;
|&mdash;
|19,000
|?
|-
|-
|7
|{{g|Sen IV||1}}: 200
|&mdash;
|&mdash;
|&mdash;
|25,000
|120,700
|-
|-
|8
|{{g|Hajimari||1}}: 250
|&mdash;
|&mdash;
|&mdash;
|&mdash;
|149,380
|-
|-
|9
|rowspan="2"|{{g|Kuro I II||1}}
|&mdash;
|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>
|&mdash;
|{{g|Kuro||1}}: 99
|&mdash;
|&mdash;
|?
|-
|-
|10
|{{g|Kuro II||1}}: 150
|&mdash;
|&mdash;
|&mdash;
|&mdash;
|215,380
|}
|}
<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 levels ==
=== 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.
Introduced in {{g|Sen I}}, [[link level]]s have individual experience values between pairs of characters, and dictate what link abilities are available between them.
{{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>
<math>EXP _ {FINAL} = EXP _ {BASE} \times Bonus</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>
<math>EXP _ {FINAL} = EXP _ {BASE} \times Bonus</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>
<math>EXP _ {FINAL} = EXP _ {BASE} \times Bonus</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>
<math>EXP _ {FINAL} = EXP _ {BASE} \times Bonus</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>
<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 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
  1. This formula for Crossbell requires the minimum level to be 3 for all characters, otherwise you would get nonsensical values.
  2. 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.
  3. 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.