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 Reverie, 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,andare the level of each character and enemy respectively. is the enemy's base experience value, as listed when they are analyzed. is the tactical bonus resulting from Battle evaluation introduced in Zero, further increasing the experience gained.
Games | Formula | Minimum | Maximum |
---|---|---|---|
Sky FC, SC, and the 3rd | 1 | 9999 | |
Zero and to Azure | 1 (before bonus) | 9999 (after bonus) | |
Cold Steel I and II | 10% of (before bonus) | 200% of (before bonus) | |
Cold Steel III and IV, Reverie | 1 (before bonus) | 200% of (before bonus) |
Leveling Up[]
Experience is displayed using two fields, an EXP value listing the current total, and a NEXT value. In Sky FC, SC, and the 3rd, NEXT indicates the total experience required for the next level, while starting from Zero, NEXT indicates the remaining experience required for the next level.
Games | Formula | Maximum Level |
---|---|---|
Sky FC, SC, and the 3rd | Sky FC: 49 | |
Sky SC: 99 | ||
Sky the 3rd: 149 | ||
Zero and to Azure | [note 1] | Zero: 50 |
Azure: 120 | ||
Cold Steel I, II, III, and IV, Reverie | Cold Steel: 99 | |
Cold Steel II: 200 | ||
Cold Steel III: 99 | ||
Cold Steel IV: 200 | ||
Reverie: 250 |
- ↑ This formula for Crossbell requires the minimum level to be 3 for all characters, otherwise you would get nonsensical values.
Stat Growths[]
Leveling up increases the character's statistics, with each character having a unique set of growths. In Sky FC, SC, and the 3rd and Zero and to Azure, the stat growths themselves with levels, meaning each level provides a larger increase than the previous. Starting from Cold Steel 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 Azure, 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 Cold Steel I, II, III, and IV and Reverie, 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.
Game Mechanics
| |
---|---|
Basic | Action Time Battle - Craft - Experience - Fishing - Orbal art - Orbment - Septium - Zemurian Ore |
Trails in the Sky FC, SC, and the 3rd | Combat Mechanics - Status Effects | Chain Craft - Memory Doors - Monument - Recluse Cube - Remote Ability |
Trails from Zero and to Azure | Combat Mechanics - Status Effects | Battle Evaluation - Bonding - Burst - Combo Craft - Master Quartz - Support Craft |
Trails of Cold Steel I and II | Combat Mechanics - Status Effects | Combat Link - Weapon Types - EX Orb - Mech Battles - Overdrive - Reverie Corridor |
Trails of Cold Steel III and IV | Combat Mechanics - Status Effects | Brave Order - Break |
Trails into Reverie | Combat Mechanics - Status Effects | United Front - True Reverie Corridor |
Trails through Daybreak | Combat Mechanics - Status Effects | SCLM - S-Boost - Holo Core - Arts Plugin - Grendel Battles - Action Mode - Shard Skill |