Campaign Experience Question

I am currently in Chapter 10 of the campaign and I am noticing that I am only receiving typically 1 experience point no matter what I face.  Now this may be due to a the party of 6 champions I have that are dividing the exp points, but I have no choice in spitting them up.  I figured that feature was relaxed for the campaign.  I only now noticed this since I have a sword that requires level 18 and I am at level 10 and will have no chance to get to level 18 at this rate.

 

 

10,021 views 4 replies
Reply #1 Top

Unfortunately, this feature is not relaxed for the campaign. As a result, I recommend that you take as many experience-gain increasing attributes (especially the Trainer line) on as many of your champions as possible. Otherwise, as you have noticed, your champions will not develop at anything other than a snail's pace unless you are extremely lucky and loot lots of experience books.

Reply #2 Top

Thanks for the info.  

Reply #3 Top

i played the campaign twice- the first time when i just had bought the game and had no experience with it at all and i made choices based on what seemed the most powerful at the moment. i think relias made it to level 11 eventually. the second time around, i took the experience traits whenever they were offered and i think he made it to level 16 or something in the end. so you see- it makes a difference, but not as big as one might think - after all he "wasted" about the same number of trait choices on XP talents instead of the traits that really do something. you'll have better stats (stuff like HP and accuracy scale with level), and you may be able to use some of the items you otherwise couldn't due to level restrictions, but you'll effectively end up with about the same number of "real" traits.

Reply #4 Top

Relias and a couple of the other champions have access to spells that do damage based on their level. Going from level 11 to level 16 is effectively a 50% increase in their ability to deal damage, as long as you have enough mana stockpiled to allow for a battle or two with active spellcasters (which you might not always have). Also, while there are up to six (seven with Path of the Mage) experience-increasing traits taking away from your more useful skills, these more useful skills don't do anything for you if you cannot hit the enemy or die before hitting the enemy. And since you're stuck with a mostly-champion or all-champion stack for much of the campaign, you need to boost their ability to take and deal damage. Extra levels do that for you, and going from level 11 to level 16 gives you about 27% extra health without any health bonuses, or about 33% extra health with Path of the Defender (and more if you take the Endurance line of traits).

That being said, yes you should take really great traits if they happen to pop up. I would normally take Evoker and perhaps Prodigy over any of the Potential line of traits, and perhaps over the Trainer traits, but not over Knowledge unless I already had a significant experience boost in the campaign. Also, I would value Trainer I/II/III over Potential I/II/III for any unit aside from the primary melee tank(s) and primary caster(s), because Trainer gives everyone in the army an experience bonus which stacks for every champion that has Trainer.