This page explains in detail the mechanics related to character level and experience (EXP) gain. Note that some content, namely the combat experience gain section, may require additional investigation or expansion where noted.
The following table presents the experience required for each level, up to the level cap of 40. Currently, this table applies identically to every character in the game, regardless of rarity. This also includes nameless enemy units encountered in Story Maps and the Training Tower.
The experience required for any particular level can be computed as follows:
- ⌊ (1.1)level - 2 × 100 ⌋
Characters can gain experience in the following ways:
- dealing damage to enemy units
- healing friendly units
- using shards and/or crystals
If a character is dead at the end of a battle, any experience it had gained during that battle is lost. Experienced gained through combat (damage and healing) can be increased up to a maximum of 100% through castle upgrades.
The primary means of obtaining experience is through fighting enemies in battles. Experience is granted to allied units immediately after combat, if they survive. Enemy units do not gain experience.
The amount of experience gained in this way is unaffected by whether an allied unit or an enemy unit initiates combat. Additionally, combat experience is unaffected by the amount of damage dealt. However, if no damage is dealt to the enemy, no experience is gained.
The main factor for determining the amount of experience awarded from combat is the level difference between the allied unit and enemy unit (LVLenemy - LVLallied). The base values of EXP, as they relate to level difference, are presented in the table below:
|Level difference||Base EXP|
* Needs confirmation
After 2 attacks on the same enemy, every subsequent attack accumulates a dropoff equal to 25% of the base value is applied (rounded down?). This is to say that the 3rd attack will grant 75% of the base EXP, the 4th 50%, and so on to a minimum of 0%. If the enemy unit is defeated in combat, the amount of experience is multiplied by 10 and all dropoff is ignored.
If a special skill is triggered during combat, any experience received is increased by 50%. For example, landing the killing blow on an enemy unit 2 levels higher than your allied unit, using an attack that triggers Growing Flame, will award 195 EXP.
The amount of experience gained in any single combat cannot exceed the EXP required for the next level. For example, a level 10 character can gain a maximum of 259 EXP (the amount of EXP required to get from lv. 11 to lv. 12). Because of this, it is impossible to gain more than one level at a time.
In addition to gaining experience through damage, heroes are able to gain experience through healing their allies with a staff. Use of other assist skills will not grant any experience. This experience gain has a base value of 30 EXP, regardless of the caster/target level, the tier of the healing ability used, or the amount healed. Similarly to damage abilities, the amount of EXP gained will be increased by 50% of the base value if a special skill is triggered during the action.
After 4 heals in a battle, each subsequent heal will be affected by a cumulative dropoff equal to 20% the base value. This is to say that the 5th heal will grant 24 EXP, the 6th heal 18 EXP, and so on to a minimum of 0 EXP. This dropoff will occur regardless of heal target and the current round, and is completely independent of the damage EXP dropoff. Effectively, this means that a single unit will be able to gain EXP up to 8 times per battle for a total of 180 EXP (or more with Specials).
- Main article: Shards
It is possible to level up units without taking them into battle using shards and crystals. This can be done in the "Allies" → "Level Up" menu, where shards and crystals can be redeemed for experience at a 1:1 ratio. Experience gained in this way is identical to that gained in combat and will not adversely affect the unit's stats in any way.
Shards are used to level a character to Lv. 20 while crystals are used for Lv. 21 and above. Shards and crystals are available in a variety of colors corresponding to the colors available to characters. Each shard or crystal can only be used to level up characters of the corresponding color. Universal (yellow) shards and crystals are also available, which can be used to level up characters of any color. Color-specific shards are consumed before universal shards if both are available.
Note that shards and crystals are NOT affected by the castle bonus, and will always provide one experience per shard/crystal.