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* In ''VideoGame/BoxxyQuestTheGatheringStorm'', the four party members present at the end of a battle get full experience points. Everyone else in the party gets half, even if some of them participated earlier in the fight.

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* In ''VideoGame/BoxxyQuestTheGatheringStorm'', The ''VideoGame/BoxxyQuest'' series: Different in each game:
** ''VideoGame/BoxxyQuestTheShiftedSpires'': Everyone in
the party get full experience points, even if they're not the four who fought.
** ''VideoGame/BoxxyQuestTheGatheringStorm'': The
four party members present at the end of a battle get full experience points. Everyone else in the party gets half, even if some of them participated earlier in the fight.
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** Playable characters in ''VideoGame/FinalFantasyVIIRemake'' always gain EXP from combat regardless of whether or not they're actually in the party.

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** Playable characters in ''VideoGame/FinalFantasyVIIRemake'' always gain EXP from combat regardless of whether or not they're actually in the party. This helps significantly since the game enforces the same ArbitraryHeadcountLimit as the original and characters who aren't Cloud (and even Cloud himself) will often be out of the party for long stretches of gameplay.
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** Playable characters in ''VideoGame/FinalFantasyVIIRemake'' always gain EXP from combat regardless of whether or not they're actually in the party.
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* In the original ''VideoGame/{{Persona}}'', characters rejoined the party after the prologue at the main character's level, making it much more efficient to concentrate on leveling him up before returning to the school and starting the game proper.

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* In the original ''VideoGame/{{Persona}}'', ''VideoGame/{{Persona 1}}'', characters rejoined the party after the prologue at the main character's level, making it much more efficient to concentrate on leveling him up before returning to the school and starting the game proper.



* In the ''Franchise/ShinMegamiTensei'' series, the skill Watchful (as well as its counterpart Growth in the VideoGame/{{Persona}} series) allows any demon/persona that have it to gain partial EXP even when not in battle.

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* In the ''Franchise/ShinMegamiTensei'' series, the skill Watchful (as well as its counterpart Growth in the VideoGame/{{Persona}} ''Franchise/{{Persona}}'' series) allows any demon/persona that have it to gain partial EXP even when not in battle.
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** The game does this, because it would be flat-out impossible if they didn't; there are [[LoadsAndLoadsOfCharacters enough characters]] that it would suck the fun right out if you had to level them all individually, and there are many times when a certain character is needed over others.

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** The game does this, because it would be flat-out impossible if they didn't; there are [[LoadsAndLoadsOfCharacters enough characters]] that it would suck the fun right out if you had to level them all individually, and there are many times when a certain character is needed over others.others, often right after they're introduced.
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* In the ''Franchise/{{Pokemon}}'' series, any Pokémon sent out into battle receives a share of Exp regardless of whether they participate further. Placing a low-level Pokemon on the front line and swapping it out for a stronger one is a known strategy, although it costs the player one turn to do so.
** The first generation had the "Exp.All" key item that split half the battle experience between all party Pokémon. ''VideoGame/PokemonGoldAndSilver'' swapped it for the "Exp. Share" hold item, which is equipped on a single Pokémon and gives them (and only them) half the battle's experience, should they not participate. This remained until ''VideoGame/PokemonXAndY'', where experience sharing was changed so every Pokémon that participates in a battle gets full experience. Exp. Share also became a key item once again, giving every Pokémon that doesn't participate in battle half of the experience received and making the aforementioned turn-wasting method unnecessary outside of a SelfImposedChallenge.

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* In the ''Franchise/{{Pokemon}}'' series, any Pokémon sent out into battle receives a share of Exp regardless of whether they participate further. Placing a low-level Pokemon Pokémon on the front line and swapping it out for a stronger one is a known strategy, strategy called "switch training", although it costs the player one turn to do so.
** The first generation had the "Exp.All" key item that split half the battle experience between all party Pokémon. ''VideoGame/PokemonGoldAndSilver'' swapped it for the "Exp. Share" hold item, which is equipped on a single Pokémon and gives them (and only them) half the battle's experience, should they not participate. This remained until ''VideoGame/PokemonXAndY'', where experience sharing was changed so every Pokémon that participates in a battle gets full experience. experience; Exp. Share also became a key item once again, giving every Pokémon that doesn't participate in battle half of the experience received and making the aforementioned turn-wasting method unnecessary outside of a SelfImposedChallenge. And come ''VideoGame/PokemonSwordAndShield'', "Exp. Share" no longer existed as an item; the aforementioned system became an ingrained game mechanic that couldn't be toggled on or off.



** Generation V and VII [[http://bulbapedia.bulbagarden.net/wiki/Experience#Gain_formula changed the series's experience model]] so that the amount of experience gained in battle is related to the level of the opponent ''and'' the victor--before, it was strictly the opponent's level. Bonus experience if the enemy Mon belongs to a trainer, for holding the Lucky Egg, for being traded, for being traded from a different-language game, for Pass Powers...

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** Generation V and VII onwards [[http://bulbapedia.bulbagarden.net/wiki/Experience#Gain_formula changed the series's experience model]] so that the amount of experience gained in battle is related to the level of the opponent ''and'' the victor--before, victor -- before, it was strictly the opponent's level. Bonus Meaning that if your Pokémon is a higher level than the opponent, they'd get less experience than if they were a lower level. This combines is all the other usual Exp bonuses; if the enemy Mon belongs to a trainer, for holding the Lucky Egg, for being traded, for being traded from a different-language game, for Pass Powers...Powers (Gen VI only)...
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Can someone be a tro(o)per and please crosswick this for me? I haven't finished this game so I don't wanna be spoiled by editing the game's page myself.

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[[folder:Rhythm]]
* As of ''VideoGame/CytusII''[='=]s 3.0 update, if you play a song in one of the three main characters' (PAFF, NEKO#ΦωΦ, ROBO_Head) folders, the other two characters will also gain half as much EXP each, allowing players who purchased the game later to catch up to the story's GrandFinale.
[[/folder]]
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** In ''VideoGames/TalesOfTheAbyss'', non-active characters gain ''ONE'' experience point after each battle. Makes you wonder why they even bothered.

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** In ''VideoGames/TalesOfTheAbyss'', ''VideoGame/TalesOfTheAbyss'', non-active characters gain ''ONE'' experience point after each battle. Makes you wonder why they even bothered.
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* In ''VideoGame/FellSealArbitersMark'', units that don’t participate in a battle will still gain some AP for their current class (and any other class that they’ve unlocked) as long as another unit of the same class took part in the battle. Lower-level units also gain significantly more experience when using actions on higher-level ones during battle.
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* The British Army in the ''VideoGame/CompanyOfHeroes'' expansion ''Opposing Fronts'' relies exclusively on Leaked Experience. Their main-line combat units cannot accumulate experience in combat like the Americans, nor even buy it like the Wehrmacht; Instead the British have officers, who are rubbish at combat (and quite vulnerable to boot) but gain experience from being ''near'' combat. Eventually the officers go up in rank, and begin to radiate powerful auras that gives bonuses to any nearby friendly combat units.
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Linked to the single game pages.


** ''[[VideoGame/FireEmblemTellius Path of Radiance]]'' and ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'' have Bonus EXP that is awarded after battle for completing a map quickly, surviving {{NPC}}s and other stuff. You can award it to any of your characters how ever you see fit and even keep it for later.

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** ''[[VideoGame/FireEmblemTellius ''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance]]'' and ''[[VideoGame/FireEmblemTellius ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'' have Bonus EXP that is awarded after battle for completing a map quickly, surviving {{NPC}}s and other stuff. You can award it to any of your characters how ever you see fit and even keep it for later.
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Further explanation


* Non-party characters in ''VideoGame/TheLegendOfDragoon'' gain experience in order to level up. What they don't get is the attack experience or spirit points needed to level up your [[ActionCommands Additions]] and [[SuperMode Dragoon levels]] respectively.

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* Non-party characters in ''VideoGame/TheLegendOfDragoon'' gain half the experience in order to level up.each party member gains[[labelnote:*]]If an enemy killed grants three thousand exp and two party members are alive when it's defeated, they gain one and a half thousand each and non-party characters gain seven hundred fifty each[[/labelnote]]. What they don't get is the attack experience or spirit points needed to level up your [[ActionCommands Additions]] and [[SuperMode Dragoon levels]] respectively.
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Needless YMMV


*** Some hail this as the [[SugarWiki/MomentOfAwesome best improvement to leveling up in the entire game]], while [[BrokenBase others complain]] that it will be the end of the game as we know it [[InternetBackdraft and aren't afraid to say so on the official forums.]]
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* In ''VideoGame/BoxxyQuestTheGatheringStorm'', the four party members present at the end of a battle get full experience points. Everyone else in the party gets half, even if some of them participated earlier in the fight.
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-->"[[https://www.youtube.com/watch?v=DabwEhA14f0 I believe using all these multipliers on a level 100 Blissey would be instant level 100 for 5 out of 6 EXP groups.]]"

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-->"[[https://www.--->"[[https://www.youtube.com/watch?v=DabwEhA14f0 I believe using all these multipliers on a level 100 Blissey would be instant level 100 for 5 out of 6 EXP groups.]]"
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** The first generation had an "Exp.All" item that split half the battle experience between all party Pokémon. ''VideoGame/PokemonGoldAndSilver'' swapped it for the "Exp. Share" hold item, which is equipped on a single Pokémon and gives them (and only them) half the battle's experience, should they not participate. This remained until ''VideoGame/PokemonXAndY'', where experience sharing was changed so every Pokémon that participates in a battle gets full experience. Exp. Share also lost its hold item status and once again gives every Pokémon that doesn't participate in battle half of the experience received.

to:

** The first generation had an the "Exp.All" key item that split half the battle experience between all party Pokémon. ''VideoGame/PokemonGoldAndSilver'' swapped it for the "Exp. Share" hold item, which is equipped on a single Pokémon and gives them (and only them) half the battle's experience, should they not participate. This remained until ''VideoGame/PokemonXAndY'', where experience sharing was changed so every Pokémon that participates in a battle gets full experience. Exp. Share also lost its hold became a key item status and once again gives again, giving every Pokémon that doesn't participate in battle half of the experience received.received and making the aforementioned turn-wasting method unnecessary outside of a SelfImposedChallenge.



** Generation V [[http://bulbapedia.bulbagarden.net/wiki/Experience#Gain_formula changes the series's experience model]] so that the amount of experience gained in battle is related to the level of the opponent ''and'' the victor--before, it was strictly the opponent's level. Bonus experience if the enemy Mon belongs to a trainer, for holding the Lucky Egg, for being traded, for being traded from a different-language game, for Pass Powers...
-->[[https://www.youtube.com/watch?v=DabwEhA14f0 I believe using all these multipliers on a level 100 Blissey would be instant level 100 for 5 out of 6 EXP groups.]]
** To clarify the "instant level 100" - is impossible, as the highest exp you can get is 457,970. ''"This can be done by defeating a level 100 Blissey in a Trainer battle, using an internationally traded Pokémon at level 1 that is holding a Lucky Egg, with Exp. Point Power ↑↑↑, S or MAX active"'' - Depending on the group, a Lv. 1 Pokémon would to grow to either Lv. 87 (Erratic), Lv. 83 (Fast), Lv. 77 (Medium Fast), Lv. 76 (Medium Slow), Lv. 71 (Slow) or Lv. 69[[note]]No joke here[[/note]] (Fluctuating)

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** Generation V and VII [[http://bulbapedia.bulbagarden.net/wiki/Experience#Gain_formula changes changed the series's experience model]] so that the amount of experience gained in battle is related to the level of the opponent ''and'' the victor--before, it was strictly the opponent's level. Bonus experience if the enemy Mon belongs to a trainer, for holding the Lucky Egg, for being traded, for being traded from a different-language game, for Pass Powers...
-->[[https://www.-->"[[https://www.youtube.com/watch?v=DabwEhA14f0 I believe using all these multipliers on a level 100 Blissey would be instant level 100 for 5 out of 6 EXP groups.]]
**
]]"
***
To clarify the "instant level 100" - is impossible, as the highest exp you can get is 457,970. ''"This 457,970.[[note]]This can be done by defeating a level 100 Blissey in a Trainer battle, using an internationally traded Pokémon at level 1 that is holding a Lucky Egg, with Exp. Point Power ↑↑↑, S or MAX active"'' - active[[/note]] Depending on the group, a Lv. 1 Pokémon would to grow to either Lv. 87 (Erratic), Lv. 83 (Fast), Lv. 77 (Medium Fast), Lv. 76 (Medium Slow), Lv. 71 (Slow) or Lv. 69[[note]]No joke here[[/note]] (Fluctuating)(Fluctuating).
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* After plowing through 11 missions as Nero in ''Franchise/DevilMayCry 4'', you are given control of Dante, and with him, the exact same amount of [[TechPoints Proud Souls]] Nero managed to accumulate, allowing you to immediately unlock a bunch of Dante's abilities. This applies to level replays as well: if one manages to get some Proud Souls, the other will receive the same amount.

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* After plowing through 11 missions as Nero in ''Franchise/DevilMayCry 4'', ''VideoGame/DevilMayCry4'', you are given control of Dante, and with him, the exact same amount of [[TechPoints Proud Souls]] Nero managed to accumulate, allowing you to immediately unlock a bunch of Dante's abilities. This applies to level replays as well: if one manages to get some Proud Souls, the other will receive the same amount.
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* In ''VideoGame/{{Persona 5}}'', unused party members don't get experience, at least at the start. However, ranking up Mishima's Confidant allows them to get a fraction of the experience gained. At max rank, it allows everyone in the party to get the same amount of experience.

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!!Non Video Game Examples:
* The ''Yggdrasil'' video game in ''LightNovel/Overlord2012'' let players gain extra experience points for helping stronger players. Ainz suspects that the gods the Slane Theocracy worships might be ''Yggdrasil'' players [[TrappedInAnotherWorld transported to the New World]] and the citizens might be levelling up faster by helping their gods.

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!!Non [[folder:Non Video Game Examples:
Examples]]
* The ''Yggdrasil'' video game in ''LightNovel/Overlord2012'' ''[[LightNovel/Overlord2012 Overlord]]'' let players gain extra experience points for helping stronger players. Ainz suspects that the gods the Slane Theocracy worships might be ''Yggdrasil'' players [[TrappedInAnotherWorld transported to the New World]] and the citizens might be levelling up faster by helping their gods.gods.
[[/folder]]
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!!Non Video Game Examples:
* The ''Yggdrasil'' video game in ''LightNovel/Overlord2012'' let players gain extra experience points for helping stronger players. Ainz suspects that the gods the Slane Theocracy worships might be ''Yggdrasil'' players [[TrappedInAnotherWorld transported to the New World]] and the citizens might be levelling up faster by helping their gods.

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** ''VideoGame/DragonAgeOrigins'' plays the modern incarnation of this trope straight. When the main character levels up, the companions will automatically catch up to one level below him or her the next time you go to camp, even if they've never actually been in the active party.

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** ''VideoGame/DragonAgeOrigins'' plays the modern incarnation of this trope straight. When the main character levels up, straight, by enforcing that the companions will automatically catch up to are never more than one level below him the PlayerCharacter: whenever you level up, any companion who is now two or her more levels below you gains a level for free the next time you go return to the camp, even if they've never actually regardless of whether they have ever been in the your active party.



** ''VideoGame/StarWarsTheOldRepublic'' has a single level progression for the PlayerCharacter and every NonPlayerCompanion following them, meaning that your companions are always the same level as you, even if they stay on the ship the whole time. This leads to some bad FridgeLogic late in the game, when new characters join your crew at a near-endgame level, even though [[GameplayAndStorySegregation story-wise, they are fresh out of the basic training]] (the Sith Inquisitor, for instance, completes his/her trials at level 10, tops, but his/her companion Xalek, who joins immediately after beating the very same trials, starts off at level 47+).



* ''VideoGame/StarWarsTheOldRepublic'' has a single level progression for the PlayerCharacter and every NonPlayerCompanion following them, meaning that your companions are always the same level as you, even if they stay on the ship the whole time. This leads to some bad FridgeLogic late in the game, when new characters join your crew at a near-endgame level, even though [[GameplayAndStorySegregation story-wise, they are fresh out of the basic training]] (the Sith Inquisitor, for instance, completes his/her trials at level 10, tops, but his/her companion Xalek, who joins immediately after beating the very same trials, starts off at level 47+).
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*** Some hail this as the [[MomentOfAwesome best improvement to leveling up in the entire game]], while [[BrokenBase others complain]] that it will be the end of the game as we know it [[InternetBackdraft and aren't afraid to say so on the official forums.]]

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*** Some hail this as the [[MomentOfAwesome [[SugarWiki/MomentOfAwesome best improvement to leveling up in the entire game]], while [[BrokenBase others complain]] that it will be the end of the game as we know it [[InternetBackdraft and aren't afraid to say so on the official forums.]]
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Added example

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* In ''VideoGame/ExistArchive'', you can choose up to three characters besides the main character to take into the field out of eleven[[spoiler: fourteen in NewGamePlus]] characters. Thankfully, characters that you don't bring with you will gain at least enough experience back at base to keep up the party, if not as much as the characters you bring with you.
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** Zig-zagged somewhat in ''VideoGame/FinalFantasyVII''. There's no leaked experience, but levelling up is a minor part of your characters' power anyway. A bigger impact is made by 'Junctioning', using Guardian Forces and magic spells to boost stats, and the GFs and magic can be transferred to any character.

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** Zig-zagged somewhat in ''VideoGame/FinalFantasyVII''.''VideoGame/FinalFantasyVIII''. There's no leaked experience, but levelling up is a minor part of your characters' power anyway. A bigger impact is made by 'Junctioning', using Guardian Forces and magic spells to boost stats, and the GFs [=GFs=] and magic can be transferred to any character.
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"Almost everyone" is about half the cast


** 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 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, party. This benefits Rosa, Rydia, Kain, Yang, and at (in versions where you can switch party members) Edward. [[note]]But not Edge, Cid, or Fusoya, who haven't joined yet (not that point Fusoya cares much; most of his stats are static); nor Palom, Porom, or Tellah, who must be KO'd in order to do this (though in versions of the game there's only three characters who you've never had in your where you can't switch party (and one of those three doesn't benefit from gaining levels anyway), so almost everyone gains the XP from re-leveling the hero.members, Palom and Porom won't be around long anyway, and Tellah care about his level only slightly more than Fusoya.)[[/note]]
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** The first generation had an "Exp.All" item that split half the battle experience between all party Pokémon. ''VideoGame/PokemonGoldAndSilver'' swapped it with for the "Exp. Share" hold item, which is equipped on a single Pokémon and gives them (and only them) half the battle's experience, should they not participate. This remained until ''VideoGame/PokemonXAndY'', where experience sharing was changed so every Pokémon that participates in a battle gets full experience. Exp. Share also lost its hold item status and once again gives every Pokémon that doesn't participate in battle half of the experience received.

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** The first generation had an "Exp.All" item that split half the battle experience between all party Pokémon. ''VideoGame/PokemonGoldAndSilver'' swapped it with for the "Exp. Share" hold item, which is equipped on a single Pokémon and gives them (and only them) half the battle's experience, should they not participate. This remained until ''VideoGame/PokemonXAndY'', where experience sharing was changed so every Pokémon that participates in a battle gets full experience. Exp. Share also lost its hold item status and once again gives every Pokémon that doesn't participate in battle half of the experience received.
Is there an issue? Send a MessageReason:
None


** The first generation had an "Exp.All" item that split half the battle experience between all party Pokémon. ''VideoGame/PokemonGoldAndSilver swapped it with for the "Exp. Share" hold item, which is equipped on a single Pokémon and gives them (and only them) half the battle's experience, should they not participate. This remained until ''VideoGame/PokemonXAndY'', where experience sharing was changed so every Pokémon that participates in a battle gets full experience. Exp. Share also lost its hold item status and once again gives every Pokémon that doesn't participate in battle half of the experience received.

to:

** The first generation had an "Exp.All" item that split half the battle experience between all party Pokémon. ''VideoGame/PokemonGoldAndSilver ''VideoGame/PokemonGoldAndSilver'' swapped it with for the "Exp. Share" hold item, which is equipped on a single Pokémon and gives them (and only them) half the battle's experience, should they not participate. This remained until ''VideoGame/PokemonXAndY'', where experience sharing was changed so every Pokémon that participates in a battle gets full experience. Exp. Share also lost its hold item status and once again gives every Pokémon that doesn't participate in battle half of the experience received.
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None


** The first generation had an "Exp.All" item that split half the battle experience between all party Pokémon. ''VideoGame/PokemongGoldAndSilver swapped it with for the "Exp. Share" hold item, which is equipped on a single Pokémon and gives them (and only them) half the battle's experience, should they not participate. This remained until ''VideoGame/PokemonXAndY'', where experience sharing was changed so every Pokémon that participates in a battle gets full experience. Exp. Share also lost its hold item status and once again gives every Pokémon that doesn't participate in battle half of the experience received.

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** The first generation had an "Exp.All" item that split half the battle experience between all party Pokémon. ''VideoGame/PokemongGoldAndSilver ''VideoGame/PokemonGoldAndSilver swapped it with for the "Exp. Share" hold item, which is equipped on a single Pokémon and gives them (and only them) half the battle's experience, should they not participate. This remained until ''VideoGame/PokemonXAndY'', where experience sharing was changed so every Pokémon that participates in a battle gets full experience. Exp. Share also lost its hold item status and once again gives every Pokémon that doesn't participate in battle half of the experience received.

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** The first generation had an "Exp.All" item that split half the battle experience between all party pokémon -- though the amount of text displayed for all six pokémon gaining experience at once easily became an annoyance. The second generation onwards replaced it with the more-effective "Exp.Share" item, which when equipped on a pokémon gives them (and only them) half the battle's experience.

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** The first generation had an "Exp.All" item that split half the battle experience between all party pokémon -- though the amount of text displayed for all six pokémon gaining experience at once easily became an annoyance. The second generation onwards replaced Pokémon. ''VideoGame/PokemongGoldAndSilver swapped it with for the more-effective "Exp."Exp. Share" hold item, which when is equipped on a pokémon single Pokémon and gives them (and only them) half the battle's experience.experience, should they not participate. This remained until ''VideoGame/PokemonXAndY'', where experience sharing was changed so every Pokémon that participates in a battle gets full experience. Exp. Share also lost its hold item status and once again gives every Pokémon that doesn't participate in battle half of the experience received.



** Starting in ''VideoGame/PokemonXAndY'', experience is no longer divided between Pokémon, meaning every Pokémon that participates in a battle gets full experience. It also changed the Exp. Share item so that every Pokémon that doesn't participate gets half of the experience received.
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The ability to switch members of your party in battle at any time may have been popularized by ''VideoGame/FinalFantasyX'', although some games predate this usage. ''BreathOfFire'' had this in its [[VideoGame/BreathOfFireI first game]], only to drop it for the [[VideoGame/BreathOfFireII next]] [[VideoGame/BreathOfFireIII two]]. And made its return in the [[VideoGame/BreathOfFireIV fourth game]].

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The ability to switch members of your party in battle at any time may have been popularized by ''VideoGame/FinalFantasyX'', although some games predate this usage. ''BreathOfFire'' ''Franchise/BreathOfFire'' had this in its [[VideoGame/BreathOfFireI first game]], only to drop it for the [[VideoGame/BreathOfFireII next]] [[VideoGame/BreathOfFireIII two]]. And made its return in the [[VideoGame/BreathOfFireIV fourth game]].

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