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Knergy (토론 | 기여)님의 2026년 7월 29일 (수) 23:35 판 (Knergy님이 Experience 문서를 경험치 문서로 이동했습니다: Localize title to glossary Korean)
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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.