History Main / LeakedExperience

10th Sep '16 1:26:36 PM Diask
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Many games adjust the level of a newly recruited character to match that of the lead character, in an attempt to make that character immediately useful. In other situations, it is the responsibility of the player to level them up, usually putting them in dangerous fights but protected by the stronger characters to level quickly. This strategy is known as "[[{{Munchkin}} twinking]]", "babysitting" or "piggybacking", and is frequently used in online games to get new characters to your level so you can play fairly together. Games which do not take this trope into consideration may end up with a player leveling his first character to the maximum level through {{Level Grinding}}, and then all subsequent characters will join up also at maximum level, saving a lot of time gaining experience for side characters.

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Many games adjust the level of a newly recruited character to match that of the lead character, in an attempt to make that character immediately useful. In other situations, it is the responsibility of the player to level them up, usually putting them in dangerous fights but protected by the stronger characters to level quickly. This strategy is known as "[[{{Munchkin}} twinking]]", "{{twinking}}", "babysitting" or "piggybacking", and is frequently used in online games to get new characters to your level so you can play fairly together. Games which do not take this trope into consideration may end up with a player leveling his first character to the maximum level through {{Level Grinding}}, and then all subsequent characters will join up also at maximum level, saving a lot of time gaining experience for side characters.



* ''VideoGame/CastlevaniaPortraitOfRuin'', the only game where you control a pair of characters together. [[BlackMagicianGirl Charlotte]] and [[WhipItGood Jonathan]], in addition to sharing Life and {{Mana}} meters, level in tandem, whether both of them are there or not.

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* In ''VideoGame/CastlevaniaPortraitOfRuin'', the only ''Castlevania'' game where you control a pair of characters together. together, [[BlackMagicianGirl Charlotte]] and [[WhipItGood Jonathan]], in addition to sharing Life and {{Mana}} meters, level in tandem, whether both of them are there or not.



** The entire ''Franchise/MassEffect'' series has only one character level for the entire player squad, meaning that any characters you decide to use later or haven't used while you gained levels merely need to have their talents chosen. Also, all squad members act as if they've been with you all along, talking about events as though they were present at the time, even though they clearly were not--having your entire party around would really have helped in a lot of situations.

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** The entire ''Franchise/MassEffect'' series has only one character level for the entire player squad, meaning that any characters you decide to use later or haven't used while you gained levels merely need to have their talents chosen.chosen, assuming you didn't choose the computer to allocate points automatically. Also, all squad members act as if they've been with you all along, talking about events as though they were present at the time, even though they clearly were not--having your entire party around would really have helped in a lot of situations.



** In ''VideoGame/FinalFantasyIV'', the ''main character'' is reset to level 1 once he reconsiders some important life decisions. However, the main character is usually nearly as strong after the reset as he is before, even though he loses levels, and he gains his first few levels quickly. Once he's been through a few battles, it's actually a common strategy to solo him-- almost everything in the area is weak to the element of his new sword after the level drop-- both because it's easy levels and because of leaked experience. New party members have a set level, but ones that leave and return gain the same experience the main character does while out of the party, and at that point in the game there's only three characters who you've never had in your party (and one of those three doesn't benefit from gaining levels anyway), so almost everyone gains the XP from re-leveling the hero.

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** In ''VideoGame/FinalFantasyIV'', the ''main character'' main character is reset to level 1 once he reconsiders some important life decisions. However, the main character is usually nearly as strong after the reset as he is before, even though he loses levels, and he gains his first few levels quickly. Once he's been through a few battles, it's actually a common strategy to solo him-- almost everything in the area is weak to the element of his new sword after the level drop-- both because it's easy levels and because of leaked experience. New party members have a set level, but ones that leave and return gain the same experience the main character does while out of the party, and at that point in the game there's only three characters who you've never had in your party (and one of those three doesn't benefit from gaining levels anyway), so almost everyone gains the XP from re-leveling the hero.



*** Use of this trope can actually turn into a [[DiscOneNuke Disk One Nuke]]. Spending a little bit of extra time as soon as you get control of Terra in the Narshe Mines will level her up a good bit. As you get the next 4 or 5 characters over the course of the next 45 minutes of game time, they will always be one level ahead of your main character, meaning if you level Terra up to 15, Locke will be 16, Edgar 17, etc.

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*** Use of this trope can actually turn into a [[DiscOneNuke Disk One Nuke]].DiscOneNuke. Spending a little bit of extra time as soon as you get control of Terra in the Narshe Mines will level her up a good bit. As you get the next 4 or 5 characters over the course of the next 45 minutes of game time, they will always be one level ahead of your main character, meaning if you level Terra up to 15, Locke will be 16, Edgar 17, etc.



* Also done in the ''TalesSeries'', with a catch: "bonus" experience achieved due to using certain moves will not be carried over to your non-active party members, and their abilities' usage (which needs to be at a set amount in order to unlock stronger/different abilities) will obviously not be affected.
** In ''VideoGame/{{Tales of Phantasia}}'' you start with a character, Chester, which will be lost for a long time afterwards. When you finally meet him again, you other team members will be way ahead of him and he is pretty useless. To make up for it, he gains Level at an incredible rate, making him level about two or three times as fast as the others. This way he can quite easily reach the highest ranks, while the others fall behind. And in remake versions, you'll occasionally get cutscenes in which he trains himself while everyone else is sleeping, catching his levels up to the rest of the party.

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* Also done Done in the ''TalesSeries'', ''Franchise/TalesSeries'', with a catch: "bonus" experience achieved due to using certain moves will not be carried over to your non-active party members, and their abilities' usage (which needs to be at a set amount in order to unlock stronger/different abilities) will obviously not be affected.
** In ''VideoGame/{{Tales of Phantasia}}'' ''VideoGame/TalesOfPhantasia'' you start with a character, Chester, which will be lost for a long time afterwards. When you finally meet him again, you other team members will be way ahead of him and he is pretty useless. To make up for it, he gains Level at an incredible rate, making him level about two or three times as fast as the others. This way he can quite easily reach the highest ranks, while the others fall behind. And in remake versions, you'll occasionally get cutscenes in which he trains himself while everyone else is sleeping, catching his levels up to the rest of the party.



** ''VideoGame/{{Tales of Symphonia}}'' plays this straight, but its sequel, [[VideoGame/TalesOfSymphoniaDawnOfTheNewWorld Dawn of the New World]], throws it all out the window. Characters from the previous game appear at a fixed level and do not gain experience. The monsters you capture, however, always start at level 1 (no matter how high level they were in the fight!) but level ridiculously quickly compared to human characters.. but then when they evolve, back to level 1. Though they retain a percentage of the stats they had in their last evolution, and evolution lines loop; so by continually leveling and evolving a critter, it became stronger and stronger and stronger.

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** ''VideoGame/{{Tales of Symphonia}}'' ''VideoGame/TalesOfSymphonia'' plays this straight, but its sequel, [[VideoGame/TalesOfSymphoniaDawnOfTheNewWorld ''[[VideoGame/TalesOfSymphoniaDawnOfTheNewWorld Dawn of the New World]], World]]'', throws it all out the window. Characters from the previous game appear at a fixed level and do not gain experience. The monsters you capture, however, always start at level 1 (no matter how high level they were in the fight!) but level ridiculously quickly compared to human characters.. but then when they evolve, back to level 1. Though they retain a percentage of the stats they had in their last evolution, and evolution lines loop; so by continually leveling and evolving a critter, it became stronger and stronger and stronger.



** ''VideoGame/TalesOfGraces'' gives non-combatants 60% EXP from battles, and this can be increased with skills. This becomes unintentionally hilarious when it turns out the max bonus increase for every character (save one) is +50%. That's right: It's possible for characters not fighting to gain ''more EXP than the characters who are!''

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** ''VideoGame/TalesOfGraces'' gives non-combatants 60% EXP from battles, and this can be increased with skills. This becomes unintentionally hilarious when it turns out the max bonus increase for every character (save one) is +50%.+50 percentage points. That's right: It's possible for characters not fighting to gain ''more EXP than the characters who are!''



** In [[VideoGame/KingdomHearts the first game]], the fastest way to reach the level cap was to fight [[BonusBoss Sephiroth]] over and over. Even though only Sora fought in the fight, Donald and Goofy leveled too.

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** In [[VideoGame/KingdomHearts [[VideoGame/KingdomHeartsI the first game]], the fastest way to reach the level cap was to fight [[BonusBoss Sephiroth]] over and over. Even though only Sora fought in the fight, Donald and Goofy leveled too.



* Unpleasantly averted in ''LostOdyssey''. Characters not in the active party receive no experience or any other character advancement in the form of Skill Points. Due to a heavy dose of LetsSplitUpGang, this can make certain parts of the game brutally difficult, if not almost impossible. Oddly enough, the game also tries to avoid CantCatchUp syndrome; characters that are in use level up in very few fights, sometimes leveling up every single battle for a while up to an arbitrary maximum determined by the area you're in, at which point all experience gains quickly dwindle to near nothing. For characters who are level dependent on their skills, this allows fairly quick catching up. For other characters reliant on other ways to advance, it's still just down to LevelGrinding.

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* Unpleasantly averted in ''LostOdyssey''.''VideoGame/LostOdyssey''. Characters not in the active party receive no experience or any other character advancement in the form of Skill Points. Due to a heavy dose of LetsSplitUpGang, this can make certain parts of the game brutally difficult, if not almost impossible. Oddly enough, the game also tries to avoid CantCatchUp syndrome; characters that are in use level up in very few fights, sometimes leveling up every single battle for a while up to an arbitrary maximum determined by the area you're in, at which point all experience gains quickly dwindle to near nothing. For characters who are level dependent on their skills, this allows fairly quick catching up. For other characters reliant on other ways to advance, it's still just down to LevelGrinding.



** Companions in ''VideoGame/{{Fallout 1}}'' don't level up, period.
** ''VideoGame/{{Fallout 2}}'' and ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'' simply apply the listed experience to each member of the party. There is no penalty to the player's earned XP for sharing it with others. Characters will only level up when in the player's active party, but the companions in ''Fallout 2'' actually use a smaller, truncated level system than the player--each companion only has four or five "levels," and both a sound and some floating dialogue will indicate when a companion has leveled up. They don't get Perks like the player does, but gain bonuses to the SPECIAL (primary stats) instead.

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** Companions in ''VideoGame/{{Fallout 1}}'' ''VideoGame/Fallout1'' don't level up, period.
** ''VideoGame/{{Fallout 2}}'' ''VideoGame/Fallout2'' and ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'' simply apply the listed experience to each member of the party. There is no penalty to the player's earned XP for sharing it with others. Characters will only level up when in the player's active party, but the companions in ''Fallout 2'' actually use a smaller, truncated level system than the player--each companion only has four or five "levels," and both a sound and some floating dialogue will indicate when a companion has leveled up. They don't get Perks like the player does, but gain bonuses to the SPECIAL (primary stats) instead.



** ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' play this trope completely straight. A companion's level is directly tied to the player's, regardless of whether they've been best friends since level 5, are only just meeting at level 30, or haven't been seen for 10 levels. A few companions did not originally work this way, but have been patched.

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** ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' and ''VideoGame/FalloutNewVegas'' play this trope completely straight. A companion's level is directly tied to the player's, regardless of whether they've been best friends since level 5, are only just meeting at level 30, or haven't been seen for 10 levels. A few companions did not originally work this way, but have been patched.



** This format is continued in [[VideoGame/GoldenSunDarkDawn Golden Sun: Dark Dawn]]. Characters quickly catch up if they join at a lower level.

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** This format is continued in [[VideoGame/GoldenSunDarkDawn Golden Sun: Dark Dawn]].VideoGame/GoldenSunDarkDawn. Characters quickly catch up if they join at a lower level.



* Averted completely in ''[[VideoGame/StarOceanTillTheEndOfTime Star Ocean: Til the End of Time]]'', to the point where characters can end up so far behind the main party they are more or less useless.
** This is, of course, so you can send two (or three, if you recruited her) level 1 characters out against the final boss for a BraggingRightsReward. It's very annoying otherwise, of course, since levels go up to 255.

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* Averted completely in ''[[VideoGame/StarOceanTillTheEndOfTime Star Ocean: Til the End of Time]]'', ''VideoGame/StarOceanTillTheEndOfTime'', to the point where characters can end up so far behind the main party they are more or less useless.
**
useless. This is, of course, is implemented so you can send two (or three, if you recruited her) level 1 characters out against the final boss for a BraggingRightsReward. It's very annoying otherwise, of course, since levels go up to 255.



* ''PhantasyStarIV'' would leak experience to all characters that have been in, but since left, the party equal to the amount of experience each in-party character received. So if one in-party character dies, not only do the in-party characters get more experience, but the out of party characters get more experience as well.[[labelnote:Example]]With a five character party (having met four other party members previously) finishing a battle that earns a total of 500 XP, each in-party character gets 500/5=100 XP, and all out of party characters get 100 XP as well. 100* 4=400 XP leaked, total earned real+ leaked 500+ 400=900 XP. If one character dies and instead you earn 500/4=125 XP for each living character, each out of party character will get 125 XP. 125* 4=500 XP leaked, total earned real+ leaked 500+ 500=1000 XP. So you can earn more total XP if some of the active characters are dead. No, it doesn't make sense.[[/labelnote]] There is one point in the game were the main character, Chaz, temporarily goes through a short dungeon alone. This makes an excellent place to level up because not only does Chaz get a ton of experience from fighting alone, but each member of the rest of the party gets the same amount of XP from just standing around doing nothing at the dungeon entrance.

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* ''PhantasyStarIV'' ''VideoGame/PhantasyStarIV'' would leak experience to all characters that have been in, but since left, the party equal to the amount of experience each in-party character received. So if one in-party character dies, not only do the in-party characters get more experience, but the out of party characters get more experience as well.[[labelnote:Example]]With a five character party (having met four other party members previously) finishing a battle that earns a total of 500 XP, each in-party character gets 500/5=100 XP, and all out of party characters get 100 XP as well. 100* 4=400 XP leaked, total earned real+ leaked 500+ 400=900 XP. If one character dies and instead you earn 500/4=125 XP for each living character, each out of party character will get 125 XP. 125* 4=500 XP leaked, total earned real+ leaked 500+ 500=1000 XP. So you can earn more total XP if some of the active characters are dead. No, it doesn't make sense.[[/labelnote]] There is one point in the game were the main character, Chaz, temporarily goes through a short dungeon alone. This makes an excellent place to level up because not only does Chaz get a ton of experience from fighting alone, but each member of the rest of the party gets the same amount of XP from just standing around doing nothing at the dungeon entrance.



* In ''FossilFighters'', you can carry five vivosaurs at a time, but only use three at a time in battle. All of them still gain experience regardless of whether they were used in the battle, which is very useful for levelling up weaker vivosaurs.

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* In ''FossilFighters'', ''VideoGame/FossilFighters'', you can carry five vivosaurs at a time, but only use three at a time in battle. All of them still gain experience regardless of whether they were used in the battle, which is very useful for levelling up weaker vivosaurs.



* VideoGame/SuperMarioRPG gives everyone experience for a battle, regardless of whether or not they participated or even ''survived''. Truly a sign of a more entry-level RPG. However, your party members are always a set level and have a set number of experience points when they join. With some fine-tuning, you can set it up so that everyone has the same amount of experience points and levels up at the same time.
** Also used at the beginning of MarioAndLuigiPartnersInTime. It doesn't usually apply, but the baby Mario Bros will have their experience, and therefore level, set to be equal to Mario's when they become playable on the Koopa Cruiser. There's a catch, though: They still have their level 1 stats, so it's best to keep Mario at Level 2 until you meet them.

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* VideoGame/SuperMarioRPG ''VideoGame/SuperMarioRPG'' gives everyone experience for a battle, regardless of whether or not they participated or even ''survived''. Truly a sign of a more entry-level RPG. However, your party members are always a set level and have a set number of experience points when they join. With some fine-tuning, you can set it up so that everyone has the same amount of experience points and levels up at the same time.
** Also used at the beginning of MarioAndLuigiPartnersInTime.''VideoGame/MarioAndLuigiPartnersInTime''. It doesn't usually apply, but the baby Mario Bros will have their experience, and therefore level, set to be equal to Mario's when they become playable on the Koopa Cruiser. There's a catch, though: They still have their level 1 stats, so it's best to keep Mario at Level 2 until you meet them.



* ''[[VideoGame/MountAndBlade Mount & Blade]]'' has a skill called Training, where experience is leaked to all lower-level characters at the end of each day. If enough people in the party possess this skill, one can raise a very competent army out of nothing in barely half a week.

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* ''[[VideoGame/MountAndBlade Mount & Blade]]'' ''VideoGame/MountAndBlade'' has a skill called Training, where experience is leaked to all lower-level characters at the end of each day. If enough people in the party possess this skill, one can raise a very competent army out of nothing in barely half a week.



* ''RadiantHistoria'' is weird about this. New characters join at reasonable levels. Characters in the party but not actually fighting get a sizable fraction of the experience. But characters that are out of the party entirely for plot reasons get ''nothing''. So a character that joins the party and then gets seperated for a while ends up significantly below everyone else.

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* ''RadiantHistoria'' ''VideoGame/RadiantHistoria'' is weird about this. New characters join at reasonable levels. Characters in the party but not actually fighting get a sizable fraction of the experience. But characters that are out of the party entirely for plot reasons get ''nothing''. So a character that joins the party and then gets seperated for a while ends up significantly below everyone else.



* ''Xenosaga'' gives the inactive members a little bit less EXP and points than the active party. There's a certain party member in Episode I that leaves your party temporarily, and when you get them back, they're still at the same level while the rest of the characters are several levels up. Only Episode III actually shows how much EXP every character got after the battle (the other games just show how much the active party got).

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* ''Xenosaga'' ''VideoGame/{{Xenosaga}}'' gives the inactive members a little bit less EXP and points than the active party. There's a certain party member in Episode I that leaves your party temporarily, and when you get them back, they're still at the same level while the rest of the characters are several levels up. Only Episode III actually shows how much EXP every character got after the battle (the other games just show how much the active party got).



* Every surviving character in the ''EpicBattleFantasy'' series gains experience from battle. Even if he or she is switched out, in the fourth installment.

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* Every surviving character in the ''EpicBattleFantasy'' ''VideoGame/EpicBattleFantasy'' series gains experience from battle. Even if he or she is switched out, in the fourth installment.



* ''VideoGame/LegendOfMana'': An accessory grants you the ability to share experience gained when equipped. You can also craft the effect onto weapons or armor, but [[GuideDangIt good luck figuring out how to do that]].

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* ''VideoGame/LegendOfMana'': An accessory in ''VideoGame/LegendOfMana'' grants you the ability to share experience gained when equipped. You can also craft the effect onto weapons or armor, but [[GuideDangIt good luck figuring out how to do that]].



* In ''VideoGame/LastScenario'', party members that didn't take part in a battle get experience with a penalty so little it would take lots of grinding to see them lag behind.
* ''VideoGame/CthulhuSavesTheWorld'' gives equal experience bonus to all party members, whether they particitaped in a battle or not. This means you don't need to fiddle with your party setup until you really need it.



* In ''LaPucelle: Tactics'', a way to level up weak allies is to make a combo attack with a high-level character. If the said high-level character has a sufficiently high Speed stat, it will attack first, kill the enemy, and share the experience with as many as three adjacent allies, making it possible for a character to gain dozens of levels by observation.

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* In ''LaPucelle: ''VideoGame/LaPucelle: Tactics'', a way to level up weak allies is to make a combo attack with a high-level character. If the said high-level character has a sufficiently high Speed stat, it will attack first, kill the enemy, and share the experience with as many as three adjacent allies, making it possible for a character to gain dozens of levels by observation.



[[folder: Vehicular Combat]]

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[[folder: Vehicular [[folder:Vehicular Combat]]
29th Aug '16 10:51:02 AM Morgenthaler
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* In ''FireEmblem'', characters gain more experience if the enemy's level is higher than theirs. Therefore, a key strategy is to have stronger characters weaken, but not kill, an enemy, then let the weak character get the kill (and the lion's share of the experience). There is usually one character per game that has fantastic growth rates, but requires mucho babysitting to be a useful character.

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* In ''FireEmblem'', ''VideoGame/FireEmblem'', characters gain more experience if the enemy's level is higher than theirs. Therefore, a key strategy is to have stronger characters weaken, but not kill, an enemy, then let the weak character get the kill (and the lion's share of the experience). There is usually one character per game that has fantastic growth rates, but requires mucho babysitting to be a useful character.



* Characters earn experience in ''JeanneDArc'' with each action they execute during battle, as long as it hits. Afterwards, a hefty bonus is awarded to everyone in the roster, allowing the benchwarmers to catch up (albeit very very slowly.) Characters can even level up merely from this bonus, and it's not uncommon to have an active participant level up twice --once in battle, and again through the battle rewards. This also allows some of the benchwarmer characters to be used during parts of the game in which some characters who are universally "A team" characters are unavailable and the benchwarmers would be feasible substitutes

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* Characters earn experience in ''JeanneDArc'' ''VideoGame/JeanneDArc'' with each action they execute during battle, as long as it hits. Afterwards, a hefty bonus is awarded to everyone in the roster, allowing the benchwarmers to catch up (albeit very very slowly.) Characters can even level up merely from this bonus, and it's not uncommon to have an active participant level up twice --once in battle, and again through the battle rewards. This also allows some of the benchwarmer characters to be used during parts of the game in which some characters who are universally "A team" characters are unavailable and the benchwarmers would be feasible substitutes



* ''{{Gladius}}'' gives the lion's share of XP to the team members who actually took part in a battle, but also awards a fraction of the XP to the others, meaning that even if you don't actively use a member they will be slowly gaining levels in the background, to ensure that you're not caught out in some of the more draconian entry requirements.

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* ''{{Gladius}}'' ''VideoGame/{{Gladius}}'' gives the lion's share of XP to the team members who actually took part in a battle, but also awards a fraction of the XP to the others, meaning that even if you don't actively use a member they will be slowly gaining levels in the background, to ensure that you're not caught out in some of the more draconian entry requirements.



* Rather oddly for the type of game it is, ''WorldOfTanks'' implements this - five percent's worth of a battle's earned experience goes into the players "Free XP" pool, which can be used on any vehicle in the game - either to unlock said vehicle, or unlock modules. In addition, the crew receives the same amount of XP as the tank does, though there is a penalty for anyone wounded or killed in action. A vehicle that has been fully researched (or bought with no research to do) can turn on "accelerated crew training" that gives the least competent crew member twice the normal amount of XP, essentially transferring XP from the tank to the crewman.
** ''WarThunder'' an air combat game from a different company with similar concept has the same feature, which instead is applied to the progress in a chosen nation - however, the player is required to [[BribingYourWayToVictory spend special gold points bought with real money]] to use it.

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* Rather oddly for the type of game it is, ''WorldOfTanks'' ''VideoGame/WorldOfTanks'' implements this - five percent's worth of a battle's earned experience goes into the players "Free XP" pool, which can be used on any vehicle in the game - either to unlock said vehicle, or unlock modules. In addition, the crew receives the same amount of XP as the tank does, though there is a penalty for anyone wounded or killed in action. A vehicle that has been fully researched (or bought with no research to do) can turn on "accelerated crew training" that gives the least competent crew member twice the normal amount of XP, essentially transferring XP from the tank to the crewman.
** ''WarThunder'' * ''VideoGame/WarThunder'' an air combat game from a different company with similar concept has the same feature, which instead is applied to the progress in a chosen nation - however, the player is required to [[BribingYourWayToVictory spend special gold points bought with real money]] to use it.
6th Jul '16 5:38:16 AM StFan
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* You wouldn't expect this trope to show up in an MMORPG, but a new ''WorldOfWarcraft'' recruitment deal lets you level up your lower level characters one level for every two levels your recruitee gains.
* ''AtlanticaOnline'' is weird in that regard. Being in a group with other players causes LeakedExperience over all fighters, but mercenaries not participating in the battle don't gain any, and all new mercenaries you hire, no matter what level you need to have to recruit them, start at level 1 (or Level 10 in some cases, but that requires you to find a wandering NPC of that class and recruit them for a lot of cash). This also perfectly illustrates why this trope is common, leveling up a new mercenary from scratch is painful as all hell.
** Another variation of LeakedExperience comes with the guild/town system. If your guild controls a town, every resident that is persuaded to settle down in that town gives bonus experience for everyone in that guild.

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* You wouldn't expect this trope to show up in an MMORPG, but a new ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' recruitment deal lets you level up your lower level characters one level for every two levels your recruitee gains.
* ''AtlanticaOnline'' ''VideoGame/AtlanticaOnline'' is weird in that regard. regard.
**
Being in a group with other players causes LeakedExperience Leaked Experience over all fighters, but mercenaries not participating in the battle don't gain any, and all new mercenaries you hire, no matter what level you need to have to recruit them, start at level 1 (or Level 10 in some cases, but that requires you to find a wandering NPC of that class and recruit them for a lot of cash). This also perfectly illustrates why this trope is common, leveling up a new mercenary from scratch is painful as all hell.
** Another variation of LeakedExperience Leaked Experience comes with the guild/town system. If your guild controls a town, every resident that is persuaded to settle down in that town gives bonus experience for everyone in that guild.
17th Jun '16 4:46:43 PM R1ck
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** At this point (August 2010), it might even be considered either an inversion or a distillation - if a higher-level player joins a lower-level group, they earn experience proportionate to their level -- and retain some of their higher level skills (and almost ALL of their enhancements) to compensate for the power drop. If a lower-level player joins a higher-level group, though, they're likely to still be startlingly ineffective in comparison to the rest. The obvious solution, disregarding [[LevelGrinding specially-crafted missions,]] is to [[{{Munchkin}} join lower-level groups to... er...]] [[BlatantLies help new players.]]

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** At this point (August 2010), Near the end of the game, it might even be considered either an inversion or a distillation - if a higher-level player joins a lower-level group, they earn experience proportionate to their level -- and retain some of their higher level skills (and almost ALL of their enhancements) to compensate for the power drop. If a lower-level player joins a higher-level group, though, they're likely to still be startlingly ineffective in comparison to the rest. The obvious solution, disregarding [[LevelGrinding specially-crafted missions,]] is to [[{{Munchkin}} join lower-level groups to... er...]] [[BlatantLies help new players.]]
10th Jun '16 1:07:10 PM Someoneman
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** In ''VideoGames/TalesOfTheAbyss'', non-active characters gain ''ONE'' experience point after each battle. Makes you wonder why they even bothered.
28th Mar '16 12:55:57 PM HighCrate
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* A general trend in the ''Franchise/FinalFantasy'' series is to only have bosses give out ExperiencePoints if the boss's game uses this trope or not. Many games don't use it, and so bosses generally don't give any experience, although they often give a lot of points towards learning new abilities.

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* A general trend in the ''Franchise/FinalFantasy'' series is to only have bosses give out ExperiencePoints if the boss's game uses this trope or not. Many games don't use it, and so bosses generally don't give any experience, although they often give a lot of points towards learning new abilities. ''Franchise/FinalFantasy'':
10th Feb '16 5:53:44 PM easytorememberhandle
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** In ''VideoGame/FinalFantasyVII'', characters out of the party get experience leak even if they're dead; dead in-party characters, however, get none.

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** In ''VideoGame/FinalFantasyVII'', characters out of the party get experience leak even if they're dead; dead in-party characters, however, get none. This actually makes sense in-game - after you reach the overworld for the first time, your party (five at the time) splits into two, with provided cell phones allowing you to switch members in and out. The conceit is that while [[CantDropTheHero Cloud]] and his chosen two teammates are levelling up during the main quest, the other party members are off having their own battles and gaining (slightly less) experience.
1st Feb '16 5:42:32 PM nombretomado
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* In ''TacticsOgre'' and ''Knight of Lodis'', each character actually has their own experience set, but the enemies that are often recruitable by Persuasion are set so that they are around the leader's level, and bosses are set so that they actually are a few levels higher than the leader in Knight of Lodis.

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* In ''TacticsOgre'' ''VideoGame/TacticsOgre'' and ''Knight ''[[VideoGame/TacticsOgreTheKnightOfLodis Knight of Lodis'', Lodis]]'', each character actually has their own experience set, but the enemies that are often recruitable by Persuasion are set so that they are around the leader's level, and bosses are set so that they actually are a few levels higher than the leader in Knight of Lodis.
30th Nov '15 9:59:37 AM nighttrainfm
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* ''Franchise/KingdomHearts'' also uses the "one experience progression" idea, since party adjustment is limited to swapping out either Donald or Goofy for a world-specific guest character. In ''VideoGame/KingdomHeartsII'', [[spoiler:the game begins with the player controlling Roxas, whose acquired levels, abilities, and equipment are then passed on to Sora]].

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* ''Franchise/KingdomHearts'' also uses the "one experience progression" idea, since party adjustment is limited to swapping out either Donald or Goofy for a world-specific guest character. In ''VideoGame/KingdomHeartsII'', [[spoiler:the game begins with the player controlling Roxas, whose acquired levels, abilities, and equipment are then passed on to Sora]].Sora.]]
26th Aug '15 10:27:50 AM Praenomen
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** The same goes for most other [[Creator/{{Nippon Ichi}} Nippon Ichi]] games, particularly stack-attacking in ''VideoGame/{{Disgaea 2|CursedMemories}}'', which let you split the experience ten ways.

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** The same goes for most other [[Creator/{{Nippon Ichi}} Nippon Ichi]] Creator/NipponIchi games, particularly stack-attacking in ''VideoGame/{{Disgaea 2|CursedMemories}}'', which let you split the experience ten ways.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.LeakedExperience