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{{Game|KH1|FM1|COM|REC|KH2|FM2|358|RCO|BBS|FMB|DDD|DHD|AFP|KH3|3RM}}
{{Game|KH1|FM1|COM|REC|KH2|FM2|358|RCO|BBS|FMB|DDD|DHD|AFP|KH3|3RM}}
{{Images|Experience in KHRe:CoM}}
{{cleanup|Add "Hints and Tips" for ''CoM'', ''Coded'', ''0.2'', and ''KH3''.}}
{{cleanup|Add "Hints and Tips" for ''CoM'', ''Coded'', ''0.2'', and ''KH3''.}}
'''Experience''', or''' EXP''', are obtainable reward points as part of a vital, in-game system by which certain characters can progress through the game via level up. The system has a set number after each level up which has to be completely depleted to zero in order to progress to the next level. The set number can slowly be depleted after defeating enemies, and different enemies provide different amounts of experience once they are defeated. The set number increases after each level up, therefore making it harder to reach the next level. [[Tech Points]] are also obtainable reward points and work like experience points but are awarded when the player uses various techniques in battle, like deflecting blows or exploiting enemy weaknesses.
'''Experience''', or''' EXP''', are obtainable reward points as part of a vital, in-game system by which certain characters can progress through the game via level up. The system has a set number after each level up which has to be completely depleted to zero in order to progress to the next level. The set number can slowly be depleted after defeating enemies, and different enemies provide different amounts of experience once they are defeated. The set number increases after each level up, therefore making it harder to reach the next level. [[Tech Points]] are also obtainable reward points and work like experience points but are awarded when the player uses various techniques in battle, like deflecting blows or exploiting enemy weaknesses.


==Mechanics==
==Mechanics==
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]], 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.


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, but 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.
<gallery>
<gallery>
File:EXP Gem (small) KHRECOM.png|A blue experience prize in the shape of an octahedron. Grants a small amount of EXP.
File:EXP Gem (small) KHRECOM.png|A blue experience prize in the shape of an octahedrons. Grants a small amount of EXP.
File:EXP Gem (large) KHRECOM.png|A red experience prize in the shape of a diamond jewel. Grants a large amount of EXP.
File:EXP Gem (large) KHRECOM.png|A red experience prize in the shape of a diamond jewel. Grants a large amount of EXP.
File:EXP Gem (Pearl) KHRECOM.png|An experience prize in the shape of a silver pearl. Grants a very large amount of EXP.
File:EXP Gem (Pearl) KHRECOM.png|An experience prize in the shape of a silver pearl. Grants a very large amount of EXP.
</gallery>
</gallery>
 
{{Section-stub}}<!--Tech Points, EXP Walker, Drive/Summon EXP, Bonus EXP (bosses in KH2), Moogle EXP, Command EXP, Spirit EXP, Affinity (on this page?)-->
In ''Kingdom Hearts II'', there are multiple EXP levels that increase independently from the standard party levels and Bonus Levels. [[Drive Form]]s level up based on certain factors such as landing hits, collecting Drive Orb prizes, and defeating a certain type of enemy. [[Summon]]s gain one experience point based on when the Summon Gauge drops a level.
 
In ''Kingdom Hearts Birth by Sleep'', {{c|Deck Command|KHBBS}}s gain experience in the form of '''Command Points''', or '''CP'''. Each command has a max level, and leveling up commands allows them to be used in [[Command Meld]]ing with each other to gain access to more commands. The [[Double CP]] ability increases the CP gained per enemy. Using a [[Secret Gem]] during Command Meld allows the resulting command to reach max level. {{c|Finish Command|KHBBS}}s use a similar system to Drive Forms, though the exact requirements for each finisher in the protagonist's finish tree depends on certain requirements and which finisher is equipped.
 
In ''Kingdom Hearts 3D: Dream Drop Distance'', Spirit [[Dream Eater]]s gain experience independently from Sora and Riku, and are unaffected by [[EXP Zero]]. Spirits gain experience by defeating enemies or playing with [[Training Toy]]s. Spirits also have an Affinity that maxes out at 9 and increases by a similar method, but defeating enemies will always add one Affinity experience point per enemy defeated.
{{sec-stub}}<!--Tech Points, EXP Walker, Drive/Summon EXP, Bonus EXP (bosses in KH2), Moogle EXP, Command EXP, Spirit EXP, Affinity (on this page?)-->


==Strategy==
==Strategy==
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In ''{{c|Kingdom Hearts|game}}'', leveling up can be done easily by juggling [[Rare Truffle]]s; they drop large amounts of experience after 100 juggles, which equate to around 5050 EXP points.
In ''{{c|Kingdom Hearts|game}}'', leveling up can be done easily by juggling [[Rare Truffle]]s; they drop large amounts of experience after 100 juggles, which equate to around 5050 EXP points.


For those without the patience to juggle Truffles, quick leveling can be done via repeating Seeds 10-1 in the Hades Cup repeatedly until the player reaches level 70, at which point they can easily complete the Time Trial for the Hades Cup. Doing so allows Sora to "choose" whom to fight. Repeatedly defeating the [[Rock Titan]] is another good way to gain experience, as it awards 4000 Experience, and about 100 Technique, or Tech, experience per defeat.  
For those without the patience to juggle Truffles, quick leveling can be done via repeating Seeds 10-1 in the Hades Cup repeatedly until the player reaches level 70, at which point they can easily complete the Time Trial for the Hades Cup. Doing so allows Sora to "choose" who you wish to fight. Repeatedly defeating the [[Rock Titan]] is another good way to gain experience, as it awards 4000 Experience, and about 100 Technique, or Tech, experience per defeat.  


For those who haven't completed the Time Trial and don't have access to the "choose" feature, repeated [[Ice Titan]] conquering is also decent, and actually better if the player doesn't care about what level their companions are, or if they have Strength under 55. The Technique experience gained from the Ice Titan is almost equal to the amount received for defeating it, although the fight takes a little longer and is harder for some. It's excellent for leveling Sora up by himself.
For those who haven't completed the Time Trial and don't have access to the "choose" feature, repeated [[Ice Titan]] conquering is also decent, and actually better if the player doesn't care about what level their companions are, or if they have Strength under 55. The Technique experience gained from the Ice Titan is almost equal to the amount received for defeating it, although the fight takes a little longer and is harder for some. It's excellent for leveling Sora up by himself.
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Outside the Coliseum, in [[Olympus Coliseum]], is a good place to gain experience points. Walk towards the other end of the entrance and one [[Air Soldier]], one [[Invisible]], and two [[Wizard]]s will spawn. After defeating them, more will appear. By defeating the multiple swarms of enemies, the player will gain around 8000 to 9000 experience points. Equipping [[Oathkeeper]] is recommended, due to its LV1 Clock Ability; [[Undo]], which will protect the player from the Wizards', Air Soldier', and Invisible' status effect-based attacks and its LV4 Clock Ability [[EXP Boost]]; which provide an addition boost in experience points.
Outside the Coliseum, in [[Olympus Coliseum]], is a good place to gain experience points. Walk towards the other end of the entrance and one [[Air Soldier]], one [[Invisible]], and two [[Wizard]]s will spawn. After defeating them, more will appear. By defeating the multiple swarms of enemies, the player will gain around 8000 to 9000 experience points. Equipping [[Oathkeeper]] is recommended, due to its LV1 Clock Ability; [[Undo]], which will protect the player from the Wizards', Air Soldier', and Invisible' status effect-based attacks and its LV4 Clock Ability [[EXP Boost]]; which provide an addition boost in experience points.


The best place to gain experience toward the end of the game is in [[Castle Oblivion]]. The [[Zero/One]] Keyblade is recommended for its clock abilities [[Attack Upgrade]], [[All Critical]], [[Heavy Blade]], and [[Targeting Scope]], with [[Mega Flare]] as the Finish command and a few [[Magnega]]. After destroying a few Blox to build up the Clock Gauge, speak to [[Hercules]] to face off against endless waves of [[Shadow]]s for 30 seconds. Just attacking should be enough to one-shot all of them, with Mega Flare being used to wipe out the rest. After the Clock Gauge resets, use Magnega and other commands to build the gauge up and keep the cycle going. This method should easily defeat 50. Following this fight, Data-Sora will face a [[Large Body]] and a few Wizards which are made easy with Heavy Blade, and All Critical. After that, a few Shadows will appear. To find the right one, Magnega or Mega Flare should be used. Finally, [[Angel Star]]s, Wizards, and Invisibles will appear, which again can be defeated easily with Magnega and Mega Flare. This method will earn 50,000 experience in under a minute.
The best place to gain experience toward the end of the game is in [[Castle Oblivion]]. Equip the [[Zero/One]] for it's clock abilities [[Attack Upgrade]], [[All Critical]], [[Heavy Blade]], and [[Targeting Scope]]. You'll also want to attach [[Mega Flare]] as the Finish command, and equip a few [[Magnega]]. Run around breaking the Blox to build up your Clock Gauge then talk to [[Hercules]]. You'll face off against endless waves of [[Shadow]] for 30 seconds, by just attacking you should be able to one-shot all of them and use Mega Flare to wipe out the rest. After your Clock Gauge resets, use your Magnega and other commands to build up your gauge and keep the cycle going. You should be able to easily defeat 50 with this method. You'll have to face a [[Large Body]] and a few Wizards after this fight which are made easy with Heavy Blade, and All Critical. After that you'll encounter a few Shadowz and have to find the right one. You can speed this up by using either a Magnega or Mega Flare. Finally you'll face off against [[Angel Star]], Wizards, and Invisible which again can be defeated easily with Magnega and Mega Flare. By doing this you can earn over 50,000 experience in under a minute.


===''Kingdom Hearts 3D: Dream Drop Distance''===
===''Kingdom Hearts 3D: Dream Drop Distance''===
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===''Kingdom Hearts III''===
===''Kingdom Hearts III''===
In ''Kingdom Hearts III'', the [[Battlegate]]s, particularly [[Battlegate 0]] at the [[Keyblade Graveyard]], [[Battlegate 1]] at [[Olympus]], and [[Battlegate 9]] at [[Arendelle]], are a good way to gain experience in the postgame. It is recommended to consume [[Cuisine]] that can grant the party the [[EXP Incentive]] ability to increase their EXP revenue. The party should repeatedly enter the Battlegates and defeat the enemies there in whatever method they choose. Crowd-control techniques such as [[Shotlock]]s, especially [[Infinity Circle]], [[Aeroga]] into [[Thundaga]] (which can potentially trigger the [[Aeroza]] and/or [[Thundaza]] [[Situation Command]]s), or [[Link Summon]]s like [[King's Flare]] are excellent choices for this task.
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==Other appearances==
===''Kingdom Hearts II''===
[[Item synthesis|Synthesising items]] grants experience to the moogle, which increases the moogle's level. Leveling up grants perks, such as the ability to use modifier materials, halving the materials required for synthesis, and unlocking new items in Free Development.


== See also ==
== See also ==
*[[Tech Points]]
*[[Tech Points]]
{{Mechanics}}
[[Category:Game elements]]
[[Category:Game elements]]

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