![]() 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. Night options mean early levels take more experience than usual, but at later levels he levels up faster. Midday options mean the rate he gains experience, regardless of level, will be a consistent pace. If his answers lead to dawn, he rapidly gains experience early on, but the rate slows down as he reaches later levels. 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. The recurring EXP Walker ability allows the user to gain one experience point per step walked. Kingdom Hearts II introduces Bonus Levels, which increase after clearing scripted events and earn the party stat boosts, equipment slots, or new abilities. 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 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. ![]() ![]() 2.9 Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage.2.8 Kingdom Hearts 3D: Dream Drop Distance.2.3 Kingdom Hearts Re:Chain of Memories. ![]()
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