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Experience: Difference between revisions

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'''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 meaning 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 meaning 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.


==Variants==
==Mechanics==
In ''[[Kingdom Hearts (game)|Kingdom Hearts]]'', the overall number of experience really depends on what type of enemy it is and at what point through the game they are defeated, i.e. battle level. The battle level shows how strong the enemies in the selected world are (denoted with colored stars beside the world name during world selection) and hence more experience points are obtained once they are defeated. As characters progress through the level table they will be rewarded with boost in [[HP]] or MP and learn new abilities. After a main point in the game, i.e. [[Kairi]]'s rescue, all enemies become stronger, and therefore reward the player with more experience upon their defeat. When an enemy is defeated, the amount of experience earned briefly appears in the air around where the enemy was defeated.
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.


Experience in ''[[Kingdom Hearts: Chain of Memories]]'' is acquired in a different manner. While acquired by beating enemies, it instead takes a physical appearance as gem-like objects that are produced when a foe is beaten. These scatter around the arena until Sora picks them up or they fade away. While this makes it possible to miss experience points, it is handy for players attempting a "low level" or "challenge" run who may want to avoid leveling for their own reasons. In ''[[Kingdom Hearts Re:Chain of Memories]]'', all remaining experience on the field is automatically gathered once the last enemy is slain. Upon collecting experience, a counter appears displaying the amount earned, followed by the amount remaining until the next level.
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?-->


In ''[[Kingdom Hearts II]]'' and beyond, experience is once again obtained after defeating enemies. The overall amount obtained varies accordingly in relation to the battle level. However, unlike in ''Kingdom Hearts'', experience points are not obtained after defeating bosses; instead, bonuses to [[HP]] and [[MP]], new spells and spell upgrades, abilities, and item slots are obtained. Furthermore, there are also newer sub-counterparts to the battle level system, such as [[Moogle]] level ups (for item synthesis), [[Drive Form]] level ups, and [[Summon]] level ups. These sub-counterparts have their own ways of gaining experience for level up. In ''Kingdom Hearts II'', gaining experience is more difficult, due to the fact that experience can not be obtained after defeating bosses or in the [[Underdrome]] tournaments. Upon gaining experience, the amount remaining until the next level appears on-screen, though only in ''Kingdom Hearts II Final Mix'' do enemies also the amount of experience they give out upon being defeated.
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.
{{Section-stub}}<!--Tech Points, EXP Walker, Drive/Summon EXP, Bonus EXP (bosses in KH2), Moogle EXP, Command EXP, Spirit EXP, Affinity (on this page?)-->


==Hints and tips==
==Hints and tips==

Revision as of 19:57, 12 February 2015

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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 meaning 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

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, 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.[citation needed]

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. Furthermore, experience is not directly awarded to the player character upon an enemy's defeat; instead, they drop Experience Prizes, similar to HP Prizes 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. Template:Section-stub

Hints and tips

Kingdom Hearts

  • In Kingdom Hearts, leveling up can be done easily by juggling Rare Truffles; they drop large amounts of experience after 100 juggles, which equate to around 5050 EXP points.
  • For those without the patience and/or skill 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.

Kingdom Hearts: Chain of Memories

Kingdom Hearts Re:Chain of Memories

  • In Kingdom Hearts Re:Chain of Memories, best location to gain experience for is Destiny Islands, using a Deck made of Mushu and Fire card. The player needs to have obtain the Mega Flare Sleight. Upon entering a battle, immediately stack a Mushu and 2 Fire card in order to create Mega Flare. After defeating them with Mega Flare, a new horde of enemies will appear. After defeating swarms of enemies, the player will gain around 2000 experience per battle. Using a 'Teeming Darkness' room card is recommend due to the increase of Heartless within the room.

Kingdom Hearts II

  • Another excellent place to level is to go to through the Castle That Never Was with Experience Boost and the Gull Wing Keyblade equipped, while using a high-level Drive Form. The player should turn off Donald's Donald Cure ability and allow himself to get hit until the HP bar is flashing red. The experience gained will be from 1500-3000 points per Nobody. It should be noted that this method is risky if Sora is not at a high level.

Kingdom Hearts 358/2 Days

Kingdom Hearts Birth by Sleep

  • The best location to gain experience for all three characters is the Reactor in Radiant Garden, using a Command Deck with four Mega Flare Commands. The player needs to have the ability EXP Chance activated and his/hers health must be below 25%. The player should also take off every Treasure Magnet ability the player has equipped, and go to center of the Reactor. Unversed will spawn at this point. After defeating them with Mega Flare, a new horde of Unversed will appear. After defeating multiple swarms of Unversed, the player will gain around 1600 experience points. Equipping a Keyblade that has a high magic stat is recommended, such as the Brightcrest for Aqua, No Name, Pixie Petal, or Ultima Weapon.
  • A location for Ventus and Aqua to gain experience is the Launch Deck in Deep Space. The player should make sure that the Mickey Dimension Link has its second emblem, as it provides Double EXP. The player must exit from the Machinery Bay Access save point and walk forward until enemies appear, then summon the Mickey D-Link right away and defeat the Unversed. After defeating the multiple swarms of Unversed, the player will gain around 2000 and 3000 experience points.
  • Another strategy is to meld the EXP Walker ability and fight Unversed, while at the same time walking and avoiding using Movement Commands, such as Cartwheel, Slide, etc. This will make the player receive the optimum amount of experience in an average battle. The player can also use it with EXP Chance to allow a larger EXP revenue.

Kingdom Hearts Re:coded

  • In Kingdom Hearts Re:coded 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 Wizards 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.

Kingdom Hearts Dream Drop Distance

  • With EXP boost equipped, got to outside the tower in Symphony of Sorcery. Use Sacrifice until your HP bar is beeping. Then, use Meteor and Mega Flare to take out the Dream Eaters quickly. Go back inside the tower, and then back outside so the Dream Eaters can respawn. If your HP goes up past the alarm zone again, use Sacrifice again. You need health in the alarm zone and avoid having Spirits that have Cure spells so that EXP boost will work.

See also