Experience

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 , 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,Lv _ {CHAR}andLv _ {FOE}are the level of each character and enemy respectively. EXP _ {FOE}is the enemy's base experience value, as listed when they are analyzed. Bonus is the tactical bonus resulting from Battle evaluation introduced in , further increasing the experience gained.
Games	Formula	Minimum 	Maximum
 	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}	1 	9999
 	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}EXP _ {FINAL} = EXP _ {BASE} \times Bonus	1 (before bonus) 	9999 (after bonus)
 	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}EXP _ {FINAL} = EXP _ {BASE} \times Bonus	10% ofEXP _ {FOE} (before bonus)	200% ofEXP _ {FOE} (before bonus)
, 	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}EXP _ {FINAL} = EXP _ {BASE} \times Bonus	1 (before bonus) 	200% ofEXP _ {FOE} (before bonus)
== Leveling Up ==
Experience is displayed using two fields, an EXP value listing the current total, and a NEXT value. In , NEXT indicates the total experience required for the next level, while starting from , NEXT indicates the remaining experience required for the next level.
Games	Formula 	Maximum Level
 	EXP _ {TOTAL} = 10 \times Lv ^ 2 	: 49
 	EXP _ {TOTAL} = 10 \times Lv ^ 2 	: 99
 	EXP _ {TOTAL} = 10 \times Lv ^ 2 	: 149
 	EXP _ {TOTAL} = 10 \times (Lv - 3) ^ 2 + 300 \times (Lv - 3)This formula for Crossbell requires the minimum level to be 3 for all characters, otherwise you would get nonsensical values.	: 50
 	EXP _ {TOTAL} = 10 \times (Lv - 3) ^ 2 + 300 \times (Lv - 3)This formula for Crossbell requires the minimum level to be 3 for all characters, otherwise you would get nonsensical values.	: 120
, 	EXP _ {TOTAL} = 100 \times Lv ^ 2 + 300 \times Lv 	: 99
, 	EXP _ {TOTAL} = 100 \times Lv ^ 2 + 300 \times Lv 	: 200
, 	EXP _ {TOTAL} = 100 \times Lv ^ 2 + 300 \times Lv 	: 99
, 	EXP _ {TOTAL} = 100 \times Lv ^ 2 + 300 \times Lv 	: 200
, 	EXP _ {TOTAL} = 100 \times Lv ^ 2 + 300 \times Lv 	: 250
== Stat Growths ==
Leveling up increases the character's statistics, with each character having a unique set of growths. In and , the stat growths themselves with levels, meaning each level provides a larger increase than the previous. Starting from characters have a flat growth per level. Each character's stat growths can be seen in their respective page.
== Similar Mechanics ==
=== Master Quartz ===
Introduced in , 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 ===
Used in and , 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.
Category:Mechanics