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In most games of the series, the experience gained from each defeated enemy is the product of a base value unique to the enemy type, a value based on the scenario's "Battle Level", and any modifiers on the player character, such as those granted by [[EXP Boost]], [[Hi-EXP Boost]], [[Experience Boost]], [[Double EXP]], [[EXP Incentive]], the [[EXP Necklace]], the [[EXP Earring]], the [[EXP Ring]], or the [[EXP Bracelet]]. Upon acquiring experience, a counter appears on the HUD displaying the amount earned from the battle, as well as the experience required to reach the next [[Level]]; generally, the amount gained from a specific enemy will also appear over that enemy as they fade away. ''[[Kingdom Hearts II]]'' introduces [[Bonus Level]]s, which increase after clearing scripted events and earn the party stat boosts, equipment slots, or new abilities. The recurring [[EXP Walker]] ability allows the user to gain one experience point per step walked.
In most games of the series, the experience gained from each defeated enemy is the product of a base value unique to the enemy type, a value based on the scenario's "Battle Level", and any modifiers on the player character, such as those granted by [[EXP Boost]], [[Hi-EXP Boost]], [[Experience Boost]], [[Double EXP]], [[EXP Incentive]], the [[EXP Necklace]], the [[EXP Earring]], the [[EXP Ring]], or the [[EXP Bracelet]]. Upon acquiring experience, a counter appears on the HUD displaying the amount earned from the battle, as well as the experience required to reach the next [[Level]]; generally, the amount gained from a specific enemy will also appear over that enemy as they fade away. ''[[Kingdom Hearts II]]'' introduces [[Bonus Level]]s, which increase after clearing scripted events and earn the party stat boosts, equipment slots, or new abilities. The recurring [[EXP Walker]] ability allows the user to gain one experience point per step walked.


In ''Kingdom Hearts'', during the [[Dive to the Heart]], Sora's answers to the questions posed by [[Tidus]], [[Selphie]], and [[Wakka]] can influence the rate at which he gains experience. If his answers lead to dawn, he rapidly gains experience early on, but the rate slows down as he reaches later levels. Midday options mean the rate he gains experience, regardless of level, will be a consistent pace. Night options mean early levels take more experience than usual, but at later levels he levels up faster.
In ''Kingdom Hearts'', there are only two effective Battle Levels, distinct from those used to depict the average difficulty of the scenario: before Kairi's rescue, and after it. Instead of being a product of an enemy's individual value and the scenario's battle level, each type of enemy has two individual experience values. The values used before Kairi's rescue are generally staggered to provide increasingly rewarding battles as the player makes their way towards [[Hollow Bastion]], while the values used after her rescue are more equalized, to make battles in each world approximately as rewarding as in any other.{{fact}}<!--see talk page -- was Bradygames correct?-->
 
There are only two effective Battle Levels, distinct from those used to depict the average difficulty of the scenario: before Kairi's rescue, and after it. Instead of being a product of an enemy's individual value and the scenario's battle level, each type of enemy has two individual experience values. The values used before Kairi's rescue are generally staggered to provide increasingly rewarding battles as the player makes their way towards [[Hollow Bastion]], while the values used after her rescue are more equalized, to make battles in each world approximately as rewarding as in any other.{{fact}}<!--see talk page -- was Bradygames correct?-->


In ''Kingdom Hearts Chain of Memories'', the system is halfway between the original system and those used in later games. Each enemy has an individual experience value for each floor of [[Castle Oblivion]] that it can appear on, with more experience being rewarded as the player makes it farther to the end of the game.<!--can we confirm that experience doesn't stay proportional floor to floor?--> Furthermore, experience is not directly awarded to the player character upon an enemy's defeat; instead, they drop [[Experience Prize]]s, similar to [[HP Prize]]s in other games, which the player character must pick up in order to acquire. These prizes fade away if left on the field, making it possible to miss them. They come in various shapes and sizes, each type and size giving a set amount of EXP. In ''Kingdom Hearts Re:Chain of Memories'', however, the size of the EXP prizes are the same no matter how much EXP they give, and any prizes still on the field when the battle ends are automatically picked up.
In ''Kingdom Hearts Chain of Memories'', the system is halfway between the original system and those used in later games. Each enemy has an individual experience value for each floor of [[Castle Oblivion]] that it can appear on, with more experience being rewarded as the player makes it farther to the end of the game.<!--can we confirm that experience doesn't stay proportional floor to floor?--> Furthermore, experience is not directly awarded to the player character upon an enemy's defeat; instead, they drop [[Experience Prize]]s, similar to [[HP Prize]]s in other games, which the player character must pick up in order to acquire. These prizes fade away if left on the field, making it possible to miss them. They come in various shapes and sizes, each type and size giving a set amount of EXP. In ''Kingdom Hearts Re:Chain of Memories'', however, the size of the EXP prizes are the same no matter how much EXP they give, and any prizes still on the field when the battle ends are automatically picked up.

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