History Main / CharacterLevel

25th Jan '18 4:53:00 PM nombretomado
Is there an issue? Send a Message


* {{Mall Fight}}'s perception of a Character Level is absolutely distorted into oblivion. One fighter has some set stats (Attack, Defense, etc.) while another has totally different stats (Strength, Perception, etc) while another doesn't even care about it at all.

to:

* {{Mall Fight}}'s ''Roleplay/MallFight'''s perception of a Character Level is absolutely distorted into oblivion. One fighter has some set stats (Attack, Defense, etc.) while another has totally different stats (Strength, Perception, etc) while another doesn't even care about it at all.
6th Jan '18 10:13:11 AM Temporary14
Is there an issue? Send a Message


** Starting with ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' (and continuing into ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''), individual skills increase in level (rather than levels leading to new ones). Every 10 increases of a Major/Minor skill (designated by class when creating a new character or selected yourself if you create a custom class) results in a new character level, with the option of increasing your Attributes (Strength, Intelligence, etc.) upon leveling up. The Attributes which govern the skills you increased in order to increase in level will get multipliers based on the amount of skill increases. (So if you increase Heavy Armor 5 times, Endurance will get a x5 multiplier.) This can also quickly lead to EmptyLevels, or at least very inefficient levels, if you aren't careful. ''Oblivion'' also includes the series' first attempt at perks, which come into play every 25 skill levels.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' does away with classes and attributes, in favor of pure skill-leveling with perks. Every 10 increases of any skill will allow you to level-up, with the option of increasing your Health, [[{{Mana}} Magicka]], or Stamina by 10. Additionally, you can choose one perk with every level gained in one of the skill trees. The higher the skill, the more perks there are available to you.

to:

** Starting with ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' (and continuing into ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''), individual skills increase in level (rather than levels leading to new ones). Every 10 10-15 increases of a Major/Minor Primary/Major/Minor skill (designated by class when creating a new character or selected yourself if you create a custom class) results in a new character level, with the option of increasing your Attributes (Strength, Intelligence, etc.) upon leveling up. The Attributes which govern the skills you increased in order to increase in level will get multipliers based on the amount of skill increases. (So if you increase Heavy Armor 5 10 times, Endurance will get a x5 multiplier.) This can also quickly eventually lead to EmptyLevels, EmptyLevels or at least very inefficient levels, a ParabolicPowerCurve if you aren't careful. level inefficiently. ''Oblivion'' also includes the series' first attempt at perks, which come into play every 25 skill levels.
levels on a 5-100 scale.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' does away with classes and attributes, in favor of pure skill-leveling with perks. Every 10 increases of Increasing any skill combination of skills enough (with higher skills being harder to raise, but being worth more than increasing lower ones) will allow you to level-up, with the option of increasing your Health, [[{{Mana}} Magicka]], or Stamina by 10. Additionally, you can choose one perk with every level gained in one of the skill trees. The higher the skill, the more perks there are available to you.
14th Dec '17 12:55:52 PM BeerBaron
Is there an issue? Send a Message


* ''Franchise/TheElderScrolls'' series has a variation on this, starting with ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]''. (''[[VideoGame/TheElderScrollsArena Arena]]'' used standard levels.) Levels are gained in individual skills (rather than levels leading to new ones). Every 10 "major" skills (skill designated when creating a new character) leveled results in a new character level (and an increase in stats based on what skills were increased). In addition to this, more variations within a skill become available every 25 levels a character gains in that skill (for example the spell related skills allow the character to use more powerful spells, melee skills grant more power attacks and so on).
** The noted skill perks are only present on the latest two installments of the Elder Scrolls series, [[VideoGame/TheElderScrollsIVOblivion Oblivion]] and [[VideoGame/TheElderScrollsVSkyrim Skyrim]]. Skyrim also does away with major and minor skills.

to:

* ''Franchise/TheElderScrolls'' series has a variation on this, starting ''Franchise/TheElderScrolls''
** Played straight in ''[[VideoGame/TheElderScrollsArena Arena]]'', which uses standard levels.
** Starting
with ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]''. (''[[VideoGame/TheElderScrollsArena Arena]]'' used standard levels.) Levels are gained in Daggerfall]]'' (and continuing into ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''), individual skills increase in level (rather than levels leading to new ones). Every 10 "major" skills (skill designated increases of a Major/Minor skill (designated by class when creating a new character) leveled character or selected yourself if you create a custom class) results in a new character level (and an level, with the option of increasing your Attributes (Strength, Intelligence, etc.) upon leveling up. The Attributes which govern the skills you increased in order to increase in stats level will get multipliers based on what skills were increased). In addition to this, more variations within a the amount of skill become available increases. (So if you increase Heavy Armor 5 times, Endurance will get a x5 multiplier.) This can also quickly lead to EmptyLevels, or at least very inefficient levels, if you aren't careful. ''Oblivion'' also includes the series' first attempt at perks, which come into play every 25 levels a character gains in that skill (for example the spell related skills allow the character to use more powerful spells, melee skills grant more power attacks and so on).
levels.
** The noted skill perks are only present on the latest two installments of the Elder Scrolls series, [[VideoGame/TheElderScrollsIVOblivion Oblivion]] and [[VideoGame/TheElderScrollsVSkyrim Skyrim]]. Skyrim also ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' does away with major classes and minor skills.attributes, in favor of pure skill-leveling with perks. Every 10 increases of any skill will allow you to level-up, with the option of increasing your Health, [[{{Mana}} Magicka]], or Stamina by 10. Additionally, you can choose one perk with every level gained in one of the skill trees. The higher the skill, the more perks there are available to you.
3rd Nov '17 12:52:58 PM Elfive
Is there an issue? Send a Message

Added DiffLines:

** ''TabletopGame/{{Exalted}}'' Third Edition plays this much straighter. Now, rather than purchasing Essence with experience points, it will rise for free once you've spent enough on ''other'' traits.
9th Sep '17 1:55:49 PM WillyFourEyes
Is there an issue? Send a Message


* Largely averted in ''VideoGame/{{Runescape}}''. Although there's a combat and skill total levels, the levels have to be gained for every skill separately.
* The MMO ''[[VideoGame/DarkAges1999 Dark Ages]]'' handled character levels in the usual way, but it called them "insights", which at least added some flavor and an explanation as to why your character was suddenly better at something: he or she was said to have "gained a flash of insight". Later updates to the game ruined this flavor, though, by implementing a [[TheyChangedItNowItSucks "Level Up" graphic above the character's head]].
* The MMO ''[[VideoGame/GuildWarsProphecies Guild Wars]]'' had the usual level up system for an MMO. However, an interesting difference to other games is that enemies can also level up by killing players, and this was originally the only way to get an achievement in the first area.

to:

* Largely averted in ''VideoGame/{{Runescape}}''. Although there's a combat and skill total levels, the levels have to be gained for [[StatGrinding every skill separately.
separately]].
* The MMO ''[[VideoGame/DarkAges1999 Dark Ages]]'' ''Dark Ages'' handled character levels in the usual way, but it called them "insights", which at least added some flavor and an explanation as to why your character was suddenly better at something: he or she was said to have "gained a flash of insight". Later updates to the game ruined this flavor, though, by implementing a [[TheyChangedItNowItSucks "Level Up" graphic above the character's head]].
* The MMO ''[[VideoGame/GuildWarsProphecies Guild Wars]]'' ''VideoGame/GuildWars'' had the usual level up system for an MMO. However, an interesting difference to other games is that enemies can also level up by killing players, and this was originally the only way to get an achievement in the first area.



* ''Faxanadu'' has character levels, but they only determine the amount of XP and money retained by the player when they die and resurrect.

to:

* ''Faxanadu'' ''VideoGame/{{Faxanadu}}'' has character levels, but they only determine the amount of XP and money retained by the player when they die and resurrect.



*** The card Level Up can also be used to bypass any leveling conditions, it tends to be abused.

to:

*** The card Level Up can also be used to bypass any leveling conditions, conditions; it tends to be abused.



* In the ''Franchise/{{Pokemon}}'' games, traded Pokemon may not listen to your commands if their level becomes too high, since you haven't "earned" the right to command it.

to:

* In the ''Franchise/{{Pokemon}}'' games, traded Pokemon Pokémon may not listen to your commands if their level becomes too high, since you haven't "earned" the right to command it.it. Defeating Gym Leaders and earning their badges raised the maximum level that such Pokémon would obey your commands, with a complete collection of badges allowing you to easily control any Pokémon regardless of its level.



* In ''VideoGame/LostKingdoms'', you would only level up with the storyline. This wouldn't stop the player from using powerful cards, since you'd use HP instead of rune stones when you ran out of them (and your HP wouldn't drop to 0 from this, and exploitation fixed in the sequel).

to:

* In ''VideoGame/LostKingdoms'', you would only level up with the storyline. This wouldn't stop the player from using powerful cards, since you'd [[CastFromHitPoints use HP instead of rune stones stones]] when you ran out of them (and your HP wouldn't drop to 0 from this, and exploitation fixed in the sequel).



* The first two ''VideoGame/PaperMario'' games also take a somewhat different direction. When Mario levels, he can choose between more hitpoints, Flower Points (used for special attacks) and Badge Points (which can be used to equip badges with a variety of effects). His offense on the other hand is upgraded by finding better hammers and boots, and the Star powers are plot-related. His partners don't level at all but can be upgraded twice, resulting in more hitpoints (in the second game), offense and a new move.

to:

* The first two ''VideoGame/PaperMario'' games also take a somewhat different direction. When Mario levels, he can choose between more hitpoints, HitPoints, Flower Points (used for special attacks) and Badge Points (which can be used to equip badges with a variety of effects). His offense on the other hand is upgraded by finding better hammers and boots, and the Star powers are plot-related. His partners don't level at all but can be upgraded twice, resulting in more hitpoints (in the second game), offense and a new move.
9th Aug '17 2:31:54 PM Galacton
Is there an issue? Send a Message


In most games with Character Levels, the main character starts off fairly weak with a low "level", usually described in single digits (e.g. "Lv.1"). When they defeat an enemy, they receive ExperiencePoints, and each time their experience reaches a designated threshold, the character "levels up": Their stats increase by a small amount, they may learn new skills and abilities, and they may recover lost health and or mana, the last being a LevelUpFillUp. Over time the character becomes stronger allowing the player to successfully take down [[SortingAlgorithmOfEvil tougher monsters]] (with higher yields of experience).

to:

In most games with Character Levels, the main character starts off fairly weak with a low "level", usually described in single digits (e.g. "Lv.1"). When they defeat an enemy, they receive ExperiencePoints, and each time their experience reaches a designated threshold, the character "levels up": Their stats increase by a small amount, they may learn new skills and abilities, and they may recover [[LevelUpFillUp recover]] lost health and or mana, the last being a LevelUpFillUp. mana. Over time the character becomes stronger allowing the player to successfully take down [[SortingAlgorithmOfEvil tougher monsters]] foes]] (with higher yields of experience).
20th Jul '17 5:21:25 AM ShinyAegislash
Is there an issue? Send a Message


Oh, and if you're looking for the game called ''Level Up!'', that's [[VideoGame/LevelUp here]]. and if you are looking for the show called Level Up is over [[Series/LevelUp here]]

to:

Oh, and if you're looking for the game called ''Level Up!'', that's [[VideoGame/LevelUp here]]. here]], and if you are looking for the show called Level Up is over ''Level Up'', that's [[Series/LevelUp here]]here]].
23rd Jun '17 8:56:47 AM advent_child
Is there an issue? Send a Message



to:

* Uniquely done in ''VideoGame/Titanfall2'': of the playable "[[HumongousMecha Titans]]" in multiplayer, the "Monarch" can activate its "Upgrade Core" as its form of a LimitBreak during combat, upwards to three tier levels. These tiers consist of active or passive abilities unlocked for the Monarch (and designated by players in the menu) and will last for as long as the Titan remains on the battlefield, ranging from [[MoreDakka increased firing rate]] and shortening reload time for its primary weapon, [[SupportPartyMember supporting allied Titans by transferring its shield to them]] and [[MacrossMissileMassacre launching more missiles from its ordinance]].
16th Jun '17 3:45:41 AM RandomnessUnlimited
Is there an issue? Send a Message



to:

* Fern Green from ''Webcomic/AwfulHospital'' levels up after defeating enemies in or around the titular hospital.


Added DiffLines:


[[folder: Western Animation]]
* ''WesternAnimation/MiraculousLadybug'': When Max gets akumatized into a villain called "Gamer", he turns into a video game character and destroys people in order to gain XP and level up.
[[/folder]]
3rd Jun '17 5:10:37 PM Malady
Is there an issue? Send a Message


In most games with Character Levels, the main character starts off fairly weak with a low "level", usually described in single digits (e.g. "Lv.1"). When they defeat an enemy, they receive ExperiencePoints, and each time their experience reaches a designated threshold, the character "levels up": Their stats increase by a small amount, and they may learn new skills and abilities. Over time the character becomes stronger allowing the player to successfully take down [[SortingAlgorithmOfEvil tougher monsters]] (with higher yields of experience).

to:

In most games with Character Levels, the main character starts off fairly weak with a low "level", usually described in single digits (e.g. "Lv.1"). When they defeat an enemy, they receive ExperiencePoints, and each time their experience reaches a designated threshold, the character "levels up": Their stats increase by a small amount, and they may learn new skills and abilities.abilities, and they may recover lost health and or mana, the last being a LevelUpFillUp. Over time the character becomes stronger allowing the player to successfully take down [[SortingAlgorithmOfEvil tougher monsters]] (with higher yields of experience).
This list shows the last 10 events of 90. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.CharacterLevel