Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- party level progress as you rpogress game/story
- individual XP can go up only up to party level and making "character level"
- class is not leveled directly just changed for different stat distribution according character level and gear/spell options
- new spells are looted/bought and assigned on character screen if their class allows it.
Spells are purchased at the shop or found in battle as drops.
For example, a Knight learns Phalanx at I believe level 4 or 5. It reduces damage taken by 60% until their next turn when it procs (and removes their ability to counter during that time). As you level up, that ranks up to Phalanx II, Phalanx III and finally Phalanx IV (90% reduction). They don't come with any spells, but you can pick up Heal I, II and III in the shop as they become available.
Pretty much the game uses your level to set what skills you have access to, and the union level to gate that by story progression. Keeps it simple in the early game but opens up more and more options as the game goes on. It's a different method of doing so from previous games, but that's most likely because it was too easy to circumvent those restrictions in previous versions by exploiting mechanics.
PS1 did it by tanking your EXP to 1 once you outleveled the enemy (though you could workaround that through training mode). PSP did it with the weird class leveling system and scaling enemies (who could softlock you if you reached a certain threshold of being above where they wanted you).
FFT tried to do the same thing by having scaling enemies, but that didn't really work either because the real power in that game were Brave/Faith and skill combinations. If the game started chucking 97 Brave, 3 Faith Dark Knights and Fist Ninjas with Hamedo/Blade Grasp at you later on, I think a lot of people would've rage quit.