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* Done in the ''Franchise/{{Disgaea}}'' series. Basically everything other than direct stat points can be leveled. Special skills and spells get more powerful/cover more area the more you use them, using the same weapon type levels up weapon proficiency which makes the weapon of the type provide more stats, stat growth can be increased by banking stored levels with Reincarnation, and Chara World lets you increase other stat points like Aptitude (which multiplies stat points from equipment), Movement/Throw Range and Evility slots. Apart from that, you can boost the stats of items by going into the Item World.

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* Done in the ''Franchise/{{Disgaea}}'' series. Basically everything other than direct any stat points on a character can be leveled. leveled in some way. Special skills and spells get more powerful/cover more area the more you use them, using the same weapon type levels up weapon proficiency which makes the weapon of the type provide more stats, stat growth can be increased by banking stored levels with Reincarnation, and Chara World gives you a small boost to stat points and lets you increase other stat points stats like Aptitude (which multiplies stat points from equipment), Movement/Throw Range and Evility slots.slots when you complete it. Apart from that, you can boost the stats of items by going into the Item World.
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* Partially done in ''Franchise/{{Disgaea}}'', which has regular level-ups, but also has a system by which spells become more powerful/cover more range the more you use them, and you become more proficient with a given weapon the more you use that. A character/class's weapon proficiency only even affects how fast they will level up with that weapon. Apart from that, you can boost the stats of items by going into the item world.
** ''VideoGame/DisgaeaDimension2'' has a third option. You can boost all your stats by defeating enemies in the Land of Carnage. The problem is actually defeating enemies in the land of carnage, but a few trips to the [[PeninsulaOfPowerLeveling Cave of Ordeals]] or the item world to strengthen your equipment and some reincarnations later and you can handle these enemies.

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* Partially done Done in ''Franchise/{{Disgaea}}'', which has regular level-ups, but also has a system by which the ''Franchise/{{Disgaea}}'' series. Basically everything other than direct stat points can be leveled. Special skills and spells become get more powerful/cover more range area the more you use them, and you become more proficient with a given using the same weapon the more you use that. A character/class's type levels up weapon proficiency only even affects how fast they will level up which makes the weapon of the type provide more stats, stat growth can be increased by banking stored levels with that weapon. Reincarnation, and Chara World lets you increase other stat points like Aptitude (which multiplies stat points from equipment), Movement/Throw Range and Evility slots. Apart from that, you can boost the stats of items by going into the item world.
Item World.
** ''VideoGame/DisgaeaDimension2'' has a third option. You can boost all your stats by defeating enemies in the Land of Carnage. The problem is actually defeating enemies in the land Land of carnage, Carnage because their stats are scaled way higher than regular enemies, but a few trips to the [[PeninsulaOfPowerLeveling Cave of Ordeals]] or the item world to strengthen your equipment and some reincarnations later and you can handle these enemies.
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* ''VideoGame/{{Wizardry}} 8'' uses a variation of this trope. There is traditional level-up system, where on level-up you get 6 points to raise base stats with (Strength, Vitality etc.) and 9 points for skills (Sword, Fire magic etc.). The base stats cannot be raised besides leveling up barring rare one-off occasions, but skills raise every so often when using them (for example casting a Fireball has a chance to increase skill in Fire magic as well as Wizardry magic school, where the spell belongs to). The fastest way to increase your Earth magic and the magic school it belongs to was to find a high-level locked door and repeatedly use earth spell Knock-Knock on it at lowest power level.
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** In ''VideoGame/{{SaGa 2}}'' (''Final Fantasy Legend II''), humans can gain stats the same way mutants do. Monsters evolve the same way as before (plus the inability to use weapons). New to this game are robots which simply increase their stats through equipped gear, as if it's added on as upgrades.
** The ''VideoGame/{{Romancing SaGa}}'' trilogy tends toward everyone using the same system as humans in ''[=SaGa 2=]'', although they gain random special attacks and spells based on the attack types they use.

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** In ''VideoGame/{{SaGa 2}}'' (''Final Fantasy Legend II''), ''VideoGame/FinalFantasyLegendII'', humans can gain stats the same way mutants do. Monsters evolve the same way as before (plus the inability to use weapons). New to this game are robots which simply increase their stats through equipped gear, as if it's added on as upgrades.
** The ''VideoGame/{{Romancing SaGa}}'' trilogy tends toward everyone using the same system as humans in ''[=SaGa 2=]'', ''Final Fantasy Legend II'', although they gain random special attacks and spells based on the attack types they use.
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** ''VideoGame/{{Makai Toshi SaGa}}'' (aka ''The Final Fantasy Legend'') does this primarily with mutants. Humans can use items to speed the process and monsters simply transform into stronger monsters with fixed stat values (a hidden "rank" stat on monsters and enemies allows for some real shenanigans, such as evolving a monster to one of the monsters outside of the last boss's room -- before ever entering the tower).

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** ''VideoGame/{{Makai Toshi SaGa}}'' (aka ''The Final Fantasy Legend'') ''VideoGame/TheFinalFantasyLegend'' does this primarily with mutants. Humans can use items to speed the process and monsters simply transform into stronger monsters with fixed stat values (a hidden "rank" stat on monsters and enemies allows for some real shenanigans, such as evolving a monster to one of the monsters outside of the last boss's room -- before ever entering the tower).
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The World of Darkness uses a Point Build System, not this trope.


* ''TabletopGame/TheWorldOfDarkness'' has a variation of this, where you choose which stats to boost to use your experience.
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Actually *pushes up glasses* they are called base points (source: https://www.pokemon.com/us/play-pokemon/about/video-game-glossary/)


* ''Franchise/{{Pokemon}}'' has a mechanic that is officially called Base Stats (Commonly referred as Effort Value by fans). A Pokémon gains Base Stats by defeating a Pokemon. Each stats can have up to 252 Base Stats (255 prior to Generation 6) with the maximum amount Base Stats a Pokémon can have is 510, which means only 2 stats can be maxed at maximum. There are certain items that boost how Base Stats grow, but they all cuts the holder's speed by half. Vitamin can also boost the Base Stats of the Pokémon, but it will not boost when one of the Pokémon's Base Stats has reached over 100. Generation 6 introduced Super Training, allowing Pokémon to increase Base Stats without battling a Pokémon. It also allows the player to see how many Base Stats a Pokémon has overall, though not the number unless a Reset Bag is used on a Pokémon.

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* ''Franchise/{{Pokemon}}'' has a mechanic that is officially called Base Stats Points (Commonly referred as Effort Value by fans). A Pokémon gains Base Stats Points by defeating a Pokemon. Each stats can have up to 252 Base Stats (255 Points(255 prior to Generation 6) with the maximum amount Base Stats a Pointsa Pokémon can have is 510, which means only 2 stats can be maxed at maximum. There are certain items that boost how Base Stats grow, Pointsgrow, but they all cuts the holder's speed by half. Vitamin can also boost the Base Stats Points of the Pokémon, but it will not boost when one of the Pokémon's Base Stats Points has reached over 100. Generation 6 introduced included Super Training, allowing Pokémon to increase Base Stats Points without battling a Pokémon. It also allows the player to see how many Base Stats Points a Pokémon has overall, though not the number unless a Reset Bag is used on a Pokémon.
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** Prior to Generation 3, the system worked slightly differently: effectively whenever a Pokémon is defeated, its Species Stats (Known by the fans as Base Stats. Yes, it's confusing.) are converted into "Stat EXP" and then are factored into the stats of the Pokémon that defeated them. Unlike future generations, there isn't a limit on the ''total'' number of stat EXP a Pokémon can have, and can have up to 65535 in each stat; however, this doesn't amount to much difference in the total values of the individual stat, as Gens 1&2 use the ''square root'' of the stat EXP/4, rather than directly pulling from the Base Stat/4.
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\n* ''VideoGame/AfterArmageddonGaiden'': Your party members have a separate level and EXP for each stat. They gain EXP in every stat from killing enemies, but gain more EXP in specific stats for doing specific actions (ex. attacking with magic gets extra EXP in Intelligence). Stat level is separate from the actual stat value, which has a different growth rate for each character, so even if everyone has the same level for a stat they're vary greatly in how good they are in that stat. Characters also have an overall level that increases based on total stat levels, which affects when you learn spells and can evolve into different forms. You also have to increase your characters' stat caps from using the evolution mechanic. By default stats cap at level 20, but can eventually cap out at level 99.
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\n* ''VideoGame/LastArmageddon'': Instead of gaining EXP from killing enemies and leveling up the traditional way, your party members gain individual EXP for each stat by taking actions related to that stat (attacking physically to raise strength, using spells to raise magic, etc.). Enough EXP increases that stat. Your party also have overall levels that increase by increasing their stats, but all it does is determine when you're party members [[EvolutionPowerUp evolve into stronger forms]] and help you quickly gauge their overall power.

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** Its SpiritualSuccessor, ''VideoGame/SecretOfEvermore'', also had this system, but with much lower level caps for weapons. Alchemy spells could be raised to level 9, and could be cast in quick succession for easy leveling (provided you had enough reagents to use them).

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** Its SpiritualSuccessor, "SpiritualSuccessor", ''VideoGame/SecretOfEvermore'', also had this system, but with much lower level caps for weapons. Alchemy spells could be raised to level 9, and could be cast in quick succession for easy leveling (provided you had enough reagents to use them).

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[[folder:Real Time Strategy]]
* ''VideoGame/WarcraftIII'''s Rexxar campaign had some shops have Tomes for sale, which boost stats in increments of 1 at a time. They weren't that expensive given that the money-giving creeps respawn, but they had very long cooldowns.
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\n* ''VideoGame/DragonQuestVI'': Jobs level up not with experience or number of enemies defeated but by number of battles won. The catch is, the battle has to be "hard" for it to count, so there's a secret cap for each area (both for overworld regions and dungeons) where characters above a certain level won't actually improve their job level by fighting there. The earliest location where the cap is level 99 is the Spiegelspire, so prepare do do a lot of grinding there.

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* In ''VideoGame/{{Diggles}}'', the Diggles improve their skills through related activities. To improve stone working, they can dig; to improve woodworking, they can chop down mushrooms etc. [[LamarckWasRight Children inherit some of their parents' stats]].
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Duplicate example deleted


* From Software's ''Shadow Tower'' series (a series that would influence the more well-known VideoGame/DarkSouls development) you don't get experience points. Instead each breed of demon automatically gives a stat increase of specific type and number once you kill it. So you are always improving every battle that you win. Since there is no dynamic difficulty, if you play a New Game + enough times you'll soon become a virtual god.


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* From Software's ''Shadow Tower'' series (a series that would influence the more well-known VideoGame/DarkSouls development) you don't get experience points. Instead each breed of demon automatically gives a stat increase of specific type and number once you kill it. So you are always improving every battle that you win. Since there is no dynamic difficulty, if you play a New Game + enough times you'll soon become a virtual god.


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No, Dungeon Master definitely made use of levels and exp; the latter was just not shown.


* ''VideoGame/DungeonMaster'' (1987) also eschewed experience points and levels in favor of this system.

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* ''VideoGame/DungeonMaster'' (1987) also eschewed made use of levels and experience points, but with a variation: instead of having locked in character classes, you could level up in all four classes (warrior, wizard, priest and ninja) independent of each other. Certain actions gave experience points and levels in favor of this system.towards related classes; swinging a sword gave you warrior points, while casting a fireball gave you wizard points. Each level gain also gave stat boosts depending on the class leveled. With enough effort, it was possible to turn every party member into a MasterOfAll.
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* Some of the ''VideoGame/{{Grandia}}'' games up weapons and spells by using them.

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* Some of the ''VideoGame/{{Grandia}}'' games level up weapons and spells by using them.them, along with a stat associated with the weapon/magic. The fact that healing magic can be used in the field allowed for power leveling - in areas where there are traps and rest points, repeatedly walk into the traps and heal until out of MP, then rest and do it again. This allowed a rapid boost in water magic levels, MP and HP.
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\n* From Software's ''Shadow Tower'' series (a series that would influence the more well-known VideoGame/DarkSouls development) you don't get experience points. Instead each breed of demon automatically gives a stat increase of specific type and number once you kill it. So you are always improving every battle that you win. Since there is no dynamic difficulty, if you play a New Game + enough times you'll soon become a virtual god.

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* ''VideoGame/ThreadsOfFate'' was the flip of this. Your characters could increase their maximum mana as they use their powers and their max HP could increase when they got beaten up but their offense and defense increased only through items.
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[[folder: Third-Person Shooter ]]

* Your five skills in ''VideoGame/{{Crackdown}}'' -- Firearms, Strength, Explosives, Driving, and Agility -- are leveled up by repeatedly using them, with perks granted at higher levels. There are also driving and on-foot races to help level up Driving and Agility respectively, Agility Orbs on the rooftops of the city that grant extra Agility experience, and secret Hidden orbs that give a little bit of experience to all skills.

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* Some of the ''Franchise/{{Grandia}}'' games up weapons and spells by using them.

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* Some of the ''Franchise/{{Grandia}}'' ''VideoGame/{{Grandia}}'' games up weapons and spells by using them.
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* ''Franchise/{{Pokemon}}'' has a mechanic that is officially called Base Stats. (Known as Effort Value by fans) A Pokémon gains Base Stats by defeating a Pokemon. Each stats can have up to 252 Base Stats (255 prior to Generation 6) with the maximum amount Base Stats a Pokémon can have is 510, which means only 2 stats can be maxed at maximum. There are certain items that boost how Base Stats grow, but they all cuts the holder's speed by half. Vitamin can also boost the Base Stats of the Pokémon, but it will not boost when one of the Pokémon's Base Stats has reached over 100. Generation 6 introduced Super Training, allowing Pokémon to increase Base Stats without battling a Pokémon. It also allows the player to see how many Base Stats a Pokémon has overall, though not the number unless a Reset Bag is used on a Pokémon.

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* ''Franchise/{{Pokemon}}'' has a mechanic that is officially called Base Stats. (Known Stats (Commonly referred as Effort Value by fans) fans). A Pokémon gains Base Stats by defeating a Pokemon. Each stats can have up to 252 Base Stats (255 prior to Generation 6) with the maximum amount Base Stats a Pokémon can have is 510, which means only 2 stats can be maxed at maximum. There are certain items that boost how Base Stats grow, but they all cuts the holder's speed by half. Vitamin can also boost the Base Stats of the Pokémon, but it will not boost when one of the Pokémon's Base Stats has reached over 100. Generation 6 introduced Super Training, allowing Pokémon to increase Base Stats without battling a Pokémon. It also allows the player to see how many Base Stats a Pokémon has overall, though not the number unless a Reset Bag is used on a Pokémon.
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* The ''[[Franchise/SaGaRPG SaGa]]'' series uses this '''a lot''', to the point of being a TropeCodifier, although the '''method''' of grinding changes from game to game:

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* The ''[[Franchise/SaGaRPG SaGa]]'' ''VideoGame/{{SaGa|RPG}}'' series uses this '''a lot''', to the point of being a TropeCodifier, although the '''method''' of grinding changes from game to game:
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\n* ''VideoGame/TheLegendOfDragoon'' has the Addition system. Every twenty times you successfully complete an Addition attack, it becomes more powerful, granting more damage, more spirit points (needed to turn into a Dragoon), or both. Each Addition maxes out at level 5 (80 uses) and mastering all of them unlocks a final Addition that's more powerful than any of the others.

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** The SpiritualSequel ''VideoGame/BetrayalInAntara'' had a similar setup, with the twist that there was a cap on how high any given skill could be grinded at any given point in the game.
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* ''VideoGame/Persona5'': Training in either [=LeBlanc=]'s attic or at the Protein Lovers gym increases Joker's HP and SP each time at the cost of an afternoon or evening. Continued training at Protein Lovers will eventually unlock harder training regimens that further increase these stats, and drinking a Protein Shake beforehand will add even more gains per session.

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* ''VideoGame/Persona5'': Training in either [=LeBlanc=]'s attic or at the Protein Lovers gym increases Joker's Ren Amamiya's HP and SP each time at the cost of an afternoon or evening. Continued training at Protein Lovers will eventually unlock harder training regimens that further increase these stats, and drinking a Protein Shake beforehand will add even more gains per session.
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* The first two Franchise/StarOcean games allowed your characters to power up their special attacks if they were used a certain number of times, usually a few hundred.

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* The first two Franchise/StarOcean [[VideoGame/StarOcean1 first]] [[VideoGame/StarOceanTheSecondStory two]] ''VideoGame/StarOcean'' games allowed your characters to power up their special attacks if they were used a certain number of times, usually a few hundred.
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* The ''VideoGame/{{SaGa}}'' series uses this '''a lot''', to the point of being a TropeCodifier, although the '''method''' of grinding changes from game to game:

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* The ''VideoGame/{{SaGa}}'' ''[[Franchise/SaGaRPG SaGa]]'' series uses this '''a lot''', to the point of being a TropeCodifier, although the '''method''' of grinding changes from game to game:
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* ''VideoGame/Persona5'': Training in either LeBlanc's attic or at the Protein Lovers gym increases Joker's HP and SP each time at the cost of an afternoon or evening. Continued training at Protein Lovers will eventually unlock harder training regimens that further increase these stats, and drinking a Protein Shake beforehand will add even more gains per session.

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* ''VideoGame/Persona5'': Training in either LeBlanc's [=LeBlanc=]'s attic or at the Protein Lovers gym increases Joker's HP and SP each time at the cost of an afternoon or evening. Continued training at Protein Lovers will eventually unlock harder training regimens that further increase these stats, and drinking a Protein Shake beforehand will add even more gains per session.
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* In ''VideoGame/{{Neptunia}}'', while gaining normal levels still exist, ''VideoGame/HyperdimensionNeptuniaVictory'' (including it's UpdatedRerelease ''[=Re;Birth3=]'') and [[VideoGame/MegadimensionNeptuniaVII its sequel]], as well ''VideoGame/HyperdevotionNoireGoddessBlackHeart'' spinoff also have some challenges that you can undertake for each character. This usually increases stats up to a certain point.

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* In ''VideoGame/{{Neptunia}}'', while gaining normal levels still exist, ''VideoGame/HyperdimensionNeptuniaVictory'' (including it's its UpdatedRerelease ''[=Re;Birth3=]'') and [[VideoGame/MegadimensionNeptuniaVII its sequel]], as well ''VideoGame/HyperdevotionNoireGoddessBlackHeart'' spinoff also have some challenges that you can undertake for each character. This usually increases stats up to a certain point.

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Elder Scrolls cleanup


* ''Franchise/TheElderScrolls'' series has used some form of this trope in every game [[EarlyInstallmentWeirdness except]] [[VideoGame/TheElderScrollsArena the first]].
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', skill increases only occur after a ''successful'' use of that skill. This can make grinding a long process without the use of in-game training (which is unlimited as long as you can afford it) or exploits (Alchemy, Drain Skill and train, etc.) Grinding the spell-casting skills from the lowest levels can be all but impossible. Even a low-level Destruction spell has a laughable chance of success and will cost half (or more) of a non-magically inclined user's Magicka. Training and exploits are really the best options at that point.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' makes this ''far'' less painful, as failed attempts at crafting count toward skill increases, accuracy rolls in combat are removed altogether, and your Magicka recharges passively. However, the skill points and attributes in ''Oblivion'' are handled in such a way that efficient grinding requires a {{Munchkin}} level of micromanagement, while the grossly overdone LevelScaling makes raising the 'wrong' skills ''much'' more potentially painful. The limits on training (5 training sessions per level) also make this a pain. That said, skills level up independently from your level, and the game only uses your level for scaling. If you never rest (and thus, never level up), you can beat the main quest, every faction questline, and every side quest plus explore for hundreds of hours while your level is still in the single digits. (A few quests force you to rest to continue, but not many.) Essentially, the world will be saved from a horde of extremely feeble monsters by a strangely competent insomniac.

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* ''Franchise/TheElderScrolls'' series has used some form of this trope in every game [[EarlyInstallmentWeirdness except]] [[VideoGame/TheElderScrollsArena except the first]].
first]], ''[[VideoGame/TheElderScrollsArena Arena]]''. To note:
** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', skills govern almost every action you can perform. An action is resolved as a success or a failure by evaluating the governing skill with some random chance. Naturally, the higher the related skill, the more likely the action will succeed. Successfully performing actions related to the skill lead to increases in the skill.
** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', skill increases only occur after a ''successful'' use of that skill. This can make grinding a long process without the use of in-game training (which is unlimited as long as you can afford it) or exploits (Alchemy, Drain Skill and train, etc.) Grinding the spell-casting skills from the lowest levels can be all but impossible. Even impossible, as even a low-level Destruction spell has a laughable chance of success and will cost half (or more) of a non-magically inclined user's Magicka.[[{{Mana}} Magicka]]. Training and exploits are really the best options at that point.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' makes this ''far'' less painful, as failed attempts at crafting count toward skill increases, accuracy rolls in combat are removed altogether, and your Magicka recharges passively. However, the skill points and attributes in ''Oblivion'' are handled in such a way that efficient grinding requires a {{Munchkin}} level of micromanagement, while the grossly overdone LevelScaling makes raising the 'wrong' skills ''much'' more potentially painful. The limits on training (5 training sessions per level) also make this a pain. That said, skills level up independently from your level, and the game only uses your level for scaling. If you never rest (and thus, never level up), you can beat the main quest, every faction questline, and every side quest plus explore for hundreds of hours while your level is still in the single digits. (A few quests force you to rest to continue, but not many.) Essentially, the world will be saved from a horde of extremely feeble monsters by a [[WeakButSkilled strangely competent insomniac.insomniac]].

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