Level (XC1)

Level is a measure of general combat ability in Xenoblade Chronicles and Future Connected. As level increases, so too do other stats, such as maximum.

For playable characters
Party members gain levels after collecting enough. When first added to the party, they start at a level equal to the average of all current party members, with no EXP towards the next.

As party members level up, their maximum, , , and are all incrased. The values at each level are based on a formula that approaches but never reaches a target number, so as level increases, the stat gain at each level becomes less significant.

The maximum level for party members is 99. The minimum level is a personalized value loosely related to the absolute minimum level a player could be when the character is first recruited.

Characters that only appear in one or two battles are marked as "guests", which means their level is fixed regardless of the party's.

Note that as a guest has two different levels, one for the Battle of Sword Valley, and another for the battle of Colony 9. After losing the Monado, he is no longer considered a guest and gains EXP normally, but he is not placed in reserve afterward, and when he returns later it is as if he is joining fresh.

's and 's minimum level in Future Connected is 60.

The amount of EXP needed for each level is as follows:

In Xenoblade Chronicles: Definitive Edition, each character's level can be reduced to any value above its minimum level in Expert Mode. By doing this, the EXP that would be needed to reach the current level is converted into reserve EXP, so it is always possible to return to one's highest level at no loss of EXP.

For enemies
Enemies have a fixed "base" level that can be modified by how they spawn into the world. For example, an enemy may normally be level 35, but spwans 3 levels higher in a certain area. Enemies may also use an aura to raise their level while in battle. When an enemy's level changes from the base in these ways, their stats are modified on a linear basis - for example, an enemy's strength may rise 5 per level. This also works in reverse, if an enemy spawns at a level lower than their base level.

For most enemies, the maximum level is 99. Certain foes are even higher level, the highest being 120, earning them the title of "es" due to it being impossible for the player's level to match them.

Level difference
There are several ways that being higher-levelled than an opponent is a great advantage in battle. Aside from the naturally higher stats, there are other effects based on the exact difference in level. Level difference is shown by colouring the name tag of enemies.

When opponents have differing levels, the one that is higher-levelled:
 * Deals more, and takes less damage.
 * Is more likely to land attacks, and less likely to be hit by attacks.
 * Gains fewer rewards when victorious, and gives up more when defeated.

The following table lists what modifiers are active from the perspective of the attacker (for example, +3 means the attacker is 3 levels higher than the defender).

Rewards from extreme level difference
The largest disparity that the player is expected to successfully overcome is -21, with a max-level party of 99 fighting the highest-levelled enemy of 120. It is possible for the player to defeat enemies with even more extreme level differences. However, doing so reveals that the game does not award EXP or AP the normal way when the level difference is -22 or more. Instead, a fixed amount is awarded based on the character's level, regardless of the foe. This is done by asking the question "how much EXP/AP would be given by a typical enemy exactly 20 levels above this character?", and awarding that amount with no modifications (with a cap of 99).

It is unclear to what degree this is a bug or intentional, though as it remains unchanged in the Definitive Edition, it is presumably considered acceptable behaviour at minimum. A common theory is that it is an intentional way of minimizing the ability to get huge amounts of EXP from cheesing high-level enemies (e.g. knocking them off cliffs).