Editing Experience Point

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{{rewrite-expand|include information for ''Mario Tennis Aces''}}
{{rewrite-expand|include information for ''Mario Tennis Aces''}}
[[File:Mlpit princess shroob defeat us.png|thumb|Experience Points as seen in the North American version of ''[[Mario & Luigi: Partners in Time]]'']]
[[File:Mlpit princess shroob defeat us.png|thumb|Experience Points as seen in the North American version of ''[[Mario & Luigi: Partners in Time]]'']]
'''{{wp|Experience point|Experience Point}}s''' (usually just referred to as '''Experience''', or abbreviated as '''Exp.''', '''EXP''', or '''XP''') are units of measurement used in {{wp|role-playing video game}}s to quantify the progression of a playable character through the game. The RPGs of the [[Super Mario (franchise)|''Super Mario'' franchise]] generally award these points for defeating opponents in battle; RPGs of other franchises may also award them for completing quests or overcoming obstacles. When a sufficient number of Experience Points is obtained, the character [[level up|levels up]], earning increases to statistics such as their health, attack power, or special-moves capacities. As characters gain levels, the amount of Experience Points needed to reach levels increases, making it more difficult to level up. In general, enemies encountered at the beginning of a game drop less Experience Points than those found later on. Bosses and rarely-encountered enemies can drop a significant amount of Experience Points when defeated. When a character reaches their maximum level, Experience Points do nothing for them, and whatever Experience Points collected after that are not distributed to other characters.
'''[[wikipedia:Experience point|Experience Point]]s''' (usually just referred to as '''Experience''', or abbreviated as '''Exp.''', '''EXP''', or '''XP''') are units of measurement used in [[wikipedia:Role-playing video game|role-playing video game]]s to quantify the progression of a playable character through the game. The RPGs of the [[Super Mario (franchise)|''Super Mario'' franchise]] generally award these points for defeating opponents in battle; RPGs of other franchises may also award them for completing quests or overcoming obstacles. When a sufficient number of Experience Points is obtained, the character [[Level Up|Levels Up]], earning increases to statistics such as their health, attack power, or special-moves capacities. As characters gain levels, the amount of Experience Points needed to reach levels increases, making it more difficult to level up. In general, enemies encountered at the beginning of a game drop less Experience Points than those found later on. Bosses and rarely-encountered enemies can drop a significant amount of Experience Points when defeated. When a character reaches their maximum level, Experience Points do nothing for them, and whatever Experience Points collected after that are not distributed to other characters.
 
==History==
==History==
===''Super Mario RPG: Legend of the Seven Stars''===
===''Super Mario RPG: Legend of the Seven Stars''===
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===''Mario & Luigi'' series===
===''Mario & Luigi'' series===
[[File:BattleFinishSuperstarSagaBowsersMinions.jpg|thumb|The earned Experience Points in ''Mario & Luigi: Superstar Saga + Bowser's Minions'' for both characters is added to their total.]]
[[File:BattleFinishSuperstarSagaBowsersMinions.jpg|thumb|The earned Experience Points in ''Mario & Luigi: Superstar Saga + Bowser's Minions'' for both characters is added to their total.]]
In the [[Mario & Luigi (series)|''Mario & Luigi'' series]], the total Experience Points earned in battle is applied to all characters, effectively [[Mario & Luigi: Superstar Saga|doub]][[Mario & Luigi: Dream Team|ling]], [[Mario & Luigi: Paper Jam|tripling]] or [[Mario & Luigi: Partners in Time|quadrupling]] the amount actually earned. If a character is [[downed|KO'd]] when a battle is over, they do not earn any Experience Points at all.
In the [[Mario & Luigi (series)|''Mario & Luigi'' series]], the total Experience Points earned in battle is applied to all characters, effectively [[Mario & Luigi: Superstar Saga|doub]][[Mario & Luigi: Dream Team|ling]], [[Mario & Luigi: Paper Jam|tripling]] or [[Mario & Luigi: Partners in Time|quadrupling]] the amount actually earned. If a character is [[Down|KO'd]] when a battle is over, they do not earn any Experience Points at all.


In ''[[Mario & Luigi: Bowser's Inside Story]]'' and ''[[Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey]]'', when the Mario Bros. fight enemies inside [[Bowser]]'s [[Bowser's body|body]] within the same battle he is, the Experience Points earned between them is separate.
In ''[[Mario & Luigi: Bowser's Inside Story]]'' and ''[[Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey]]'', when the Mario Bros. fight enemies inside [[Bowser]]'s [[Bowser's body|body]] within the same battle he is, the Experience Points earned between them is separate.


In ''[[Mario & Luigi: Dream Team]]'', both Mario and Luigi earn equal experience points from enemies defeated in the Dream World, subject to multipliers such as the "Quick Level" rank bonus.
In ''[[Mario & Luigi: Dream Team]]'', both Mario and Luigi earn equal experience points from enemies defeated in the Dream World, subject to multipliers such as the "Quick Level" rank bonus.
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{{br}}


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The player can also provide XP for their teammates by depowering other teammates in the player's Ally Box for their XP in the Power Up spot at [[Toad House]]s. Depowering teammates removes them from the player's Ally Box and up to five allies can be depowered at a time. A teammate can provide more XP for another the higher their level is, with their base XP value multiplied by their current level. Teammates getting an ally's XP receive 50% more if their main attributes match. [[Coin Coffer]]s and [[King Coin Coffer]]s provide a significant power up for teammates using this method. Occasionally, a teammate may earn twice as much XP from another teammate than normal.
The player can also provide XP for their teammates by depowering other teammates in the player's Ally Box for their XP in the Power Up spot at [[Toad House]]s. Depowering teammates removes them from the player's Ally Box and up to five allies can be depowered at a time. A teammate can provide more XP for another the higher their level is, with their base XP value multiplied by their current level. Teammates getting an ally's XP receive 50% more if their main attributes match. [[Coin Coffer]]s and [[King Coin Coffer]]s provide a significant power up for teammates using this method. Occasionally, a teammate may earn twice as much XP from another teammate than normal.
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|-
{|class="sortable" border=1 cellpadding=2 style="text-align: center; border-collapse: collapse; border: 1px solid black; margin:auto"
!class="unsortable"rowspan=2|Teammates
|-style="background: #ABC"
!class="unsortable" rowspan=2|Teammates
!rowspan=2|Max Lv.
!rowspan=2|Max Lv.
!colspan=2|Base XP
!colspan=2|Base XP
!colspan=2|Max Lv. XP
!colspan=2|Max Lv. XP
|-
|-style="background: #ABC"
!Normal
!Normal
!Boosted
!Boosted
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===''Mario Kart Tour''===
===''Mario Kart Tour''===
In ''[[Mario Kart Tour]]'', drivers, karts and gliders will earn Experience Points after each race. The number of points depends on the engine class and the place at which the player finishes. First place in 150cc and 200cc will give 10 experience points, and each place lower than first and each engine class below 150cc will grant one less point. When a driver, kart or glider's Experience Point gauge is fully filled, the amount of base points of this driver, kart or glider will increase. If the driver, kart or glider already has the maximum amount of base points, however, it will not earn Experience Points anymore. Each day, it is possible to obtain up to 150 experience points for drivers, for karts and for gliders by racing. (However, this is a soft limit, as the race that reaches 150 experience points will count for all the points.) When this limit is reached, the player cannot obtain experience points by racing until the next day. Experience Points can also be earned to a driver, kart or glider with [[point-boost ticket]]s. A point-boost Ticket will earn 50 Experience Points to a driver, kart and glider and the player can use as many tickets as they own at every time. Any drivers, karts, and gliders at the maximum base points will waste any experience points gained, without any sort of redistribution or experience points saving for later. Drivers take a total of 657 experience points to reach the maximum base points, and karts and gliders take 471 experience points to reach the maximum base points. Base points are leveled up 25 times past the default amount before they reach the maximum base points.  
In ''[[Mario Kart Tour]]'', drivers, karts and gliders will earn Experience Points after each race. The number of points depends on the engine class and the place at which the player finishes. First place in 150cc and 200cc will give 10 experience points, and each place lower than first and each engine class below 150cc will grant one less point. When a driver, kart or glider's Experience Point gauge is fully filled, the amount of base points of this driver, kart or glider will increase. If the driver, kart or glider already has the maximum amount of base points, however, it will not earn Experience Points anymore. Each day, it is possible to obtain up to 150 experience points for drivers, for karts and for gliders by racing. (However, this is a soft limit, as the race that reaches 150 experience points will count for all the points.) When this limit is reached, the player cannot obtain experience points by racing until the next day. Experience Points can also be earned to a driver, kart or glider with [[point-boost ticket]]s. A point-boost Ticket will earn 50 Experience Points to a driver, kart and glider and the player can use as many tickets as they own at every time. Any drivers, karts, and gliders at the maximum base points will waste any experience points gained, without any sort of redistribution or experience points saving for later. Drivers take a total of 657 experience points to reach the maximum base points, and karts and gliders take 471 experience points to reach the maximum base points. Base points are leveled up 25 times past the default amount before they reach the maximum base points.  
{|class="wikitable"style="margin:auto;text-align:center"
 
{|class="wikitable" style="margin:auto; text-align:center"
!rowspan=2|Placement
!rowspan=2|Placement
!colspan=3|Experience points for drivers, karts and gliders
!colspan=3|Experience points for drivers, karts and gliders
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===Experience Points===
===Experience Points===
{{foreign names
{{foreign names
|Jap={{ruby|経験値|けいけんち}}
|Jap={{hover|経験値|けいけんち}}
|JapR=Keikenchi
|JapR=Keikenchi
|JapM=Experience Points
|JapM=Experience Points
|Spa=Puntos de Experiencia
|Spa=Puntos de Experiencia
|SpaM=Experience Points
|SpaM=Experience Points
|Spa2=puntos de experiencia <small>(''Super Mario RPG'')</small>
|Spa2M=experience points
|Ita=Punti Esperienza
|Ita=Punti Esperienza
|ItaM=Experience Points
|ItaM=Experience Points
|Ita2=punti esperienza <small>(''Super Mario RPG'')</small>
|Ita2M=experience points
|Ger=Erfahrungspunkte
|Ger=Erfahrungspunkte
|GerM=Experience Points
|GerM=Experience Points
|Dut=ervaringspunten
|DutM=experience points
|Chi=经验值
|ChiR=Jīngyàn zhí
|ChiM=Experience Value
|ChiT=經驗值
|ChiTR=Jīngyàn zhí
|ChiTM=Experience Value
|Kor=경험치
|KorR=Gyeong Heomchi
|KorM=Experience Points
}}
}}


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|PorE=Martelo EXP
|PorE=Martelo EXP
|PorEM=EXP Hammer
|PorEM=EXP Hammer
|FreA=Plaque à marteau
|FraA=Plaque à marteau
|FreAM=Hammer plate
|FraAM=Hammer plate
|FreE=Point marteau
|FraE=Point marteau
|FreEM=Hammer point
|FraEM=Hammer point
}}
}}
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