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There are only two effective Battle Levels, distinct from those used to depict the average difficulty of the scenario: before Kairi's rescue, and after it. Instead of being a product of an enemy's individual value and the scenario's battle level, each type of enemy has two individual experience values. The values used before Kairi's rescue are generally staggered to provide increasingly rewarding battles as the player makes their way towards [[Hollow Bastion]], while the values used after her rescue are more equalized, to make battles in each world approximately as rewarding as in any other.{{fact}}<!--see talk page -- was Bradygames correct?-->
There are only two effective Battle Levels, distinct from those used to depict the average difficulty of the scenario: before Kairi's rescue, and after it. Instead of being a product of an enemy's individual value and the scenario's battle level, each type of enemy has two individual experience values. The values used before Kairi's rescue are generally staggered to provide increasingly rewarding battles as the player makes their way towards [[Hollow Bastion]], while the values used after her rescue are more equalized, to make battles in each world approximately as rewarding as in any other.{{fact}}<!--see talk page -- was Bradygames correct?-->


In ''Kingdom Hearts Chain of Memories'', the system is halfway between the original system and those used in later games. Each enemy has an individual experience value for each floor of [[Castle Oblivion]] that it can appear on, with more experience being rewarded as the player makes it farther to the end of the game.<!--can we confirm that experience doesn't stay proportional floor to floor?--> Furthermore, experience is not directly awarded to the player character upon an enemy's defeat; instead, they drop [[Experience Prize]]s, similar to [[HP Prize]]s in other games, which the player character must pick up in order to acquire. These prizes fade away if left on the field, making it possible to miss them. They come in various shapes and sizes, each type and size giving a set amount of EXP. In ''Kingdom Hearts Re:Chain of Memories'', however, the size of the EXP prizes are the same no matter how much EXP they give, and any prizes still on the field when the battle ends are automatically picked up.
In ''Kingdom Hearts Chain of Memories'', the system is halfway between the original system and those used in later games. Each enemy has an individual experience value for each floor of [[Castle Oblivion]] that it can appear on, with more experience being rewarded as the player makes it farther to the end of the game.<!--can we confirm that experience doesn't stay proportional floor to floor?--> Furthermore, experience is not directly awarded to the player character upon an enemy's defeat; instead, they drop [[Prizes#Experience prizes|Experience Prize]]s, similar to [[HP Prize]]s in other games, which the player character must pick up in order to acquire. These prizes fade away if left on the field, making it possible to miss them. They come in various shapes and sizes, each type and size giving a set amount of EXP. In ''Kingdom Hearts Re:Chain of Memories'', however, the size of the EXP prizes are the same no matter how much EXP they give, and any prizes still on the field when the battle ends are automatically picked up.
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File:EXP Gem (small) KHRECOM.png|A blue experience prize in the shape of an octahedron. Grants a small amount of EXP.
File:EXP Gem (small) KHRECOM.png|A blue experience prize in the shape of an octahedrons. Grants a small amount of EXP.
File:EXP Gem (large) KHRECOM.png|A red experience prize in the shape of a diamond jewel. Grants a large amount of EXP.
File:EXP Gem (large) KHRECOM.png|A red experience prize in the shape of a diamond jewel. Grants a large amount of EXP.
File:EXP Gem (Pearl) KHRECOM.png|An experience prize in the shape of a silver pearl. Grants a very large amount of EXP.
File:EXP Gem (Pearl) KHRECOM.png|An experience prize in the shape of a silver pearl. Grants a very large amount of EXP.

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