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- Rohan Online allows players to wear much higher level equipment but imposes stat penalties that may end up making the gear less powerful than what the player is qualified to wear.
- Vindictus has the usual class and level restrictions, and also has a set of Proficiency skills that allow you to use higher-grade gear of a particular type (e.g. battle scythes, plate armor, secondary weapons, etc.)
- Mabinogi mostly averts this, relying on price or difficulty of acquisition to keep the heavy stuff out of the wimps' hands. A lot of gear is species-specific, though.
- Also, many enchantment effects activate at a certain level, and if you rebirth they become dormant until you reach that level again. Enchantment-effect triggers can also involve age and skill rank.
- Kingdom of Loathing has stat requirements for equipment, but in the earlier days of the game, there were no such requirements for consumables. This made it possible to skip from level 1 to level 4 immediately after a New Game+ by simply eating some of the best food in the game at the time, so it was eventually Nerfed by adding level requirements for consumables.
- World of Warcraft restricts both gear and consumables by level. Yes, this means your character needs to learn how to eat anything besides stale bread and tough jerky. Averted with specific items meant to facilitate the levelling of alts which can be handed down from a high to low level character, but even those don't give you more stats than a good level-appropriate level gear piece would because they scale with character's level and increase in stats only when you do. The upside is, you don't need to upgrade them until maximum level.
- A few items are actually unusable AFTER you reach specific levels. These are typically remnants of buff mechanics from previous expansions, such as sharpening stones, wizard oils and drums, which were discontinued in new content due to complaints about excessive grinding required to obtain them. Thus they cannot be used in content that isn't balanced around them being available.
- Some classes learn how to use a heavier armor class at level 40, locking them out of using items of said class before that point. While this isn't too bad for Warriors and Paladins since you'll barely find any plate items before that point anyway, Hunters and Shamans aren't so lucky.
- Speaking of Hunters, some beast families are effectively locked until you reach a high enough level to tame the lowest level beasts of that family, with a hard lock placed on Exotic pets (you need level 69 to learn how to tame these). Everything else needs level 10 to learn the Tame Beast skill, except for the beast hunters start out with (depending on their race).
Role Playing Games
- FATE and Torchlight both have a whole slew of character, stat and feat requirements for any equip you care to name, and the Legendary gear in FATE also requires a high Fame level. It's possible to remove an item and have several others unequip themselves because they were depending on its stat bonuses...and in your adventuring career this will happen at least once.
- Torchlight 2 plays with this a bit, as items can be locked by class(es) (e.g. only the Outlander and/or Engineer can use it), by level, and by stats - but the latter two are generally either/or requirements in that you either need to fulfill the minimum level or minimum stat requirements, not both. This lets builds with a touch of Crippling Overspecialization use certain items well in advance of when more evenly-spread builds would normally be able to.
- In Fable, it's possible to carry and even equip a weapon you don't have enough Physique for, but if you do so you end up dragging it laboriously along the ground and being completely ineffectual in combat.
- Knights of the Old Republic: There aren't any level restrictions, but there are a few items that can only be used by a light- or dark-side character.
- In Phantasy Star Online the different kinds of items are restricted by different stats: armor is level-restricted, blade weapons are restricted by your attack strength, guns are restricted by your accuracy, and wands are restricted by your mental strength. Your other equipment is counted for the limit, so if you equip an item that increases your accuracy you can equip better guns than you normally could.
- Do note you only need the stats when equipping the weapon. It wasn't uncommon for players to carry around crappy weapons that gave a decent boost to a stat for the sole purpose of replacing it with a weapon they didn't have the stats for yet.
- Almost all of the items in Diablo have statistic-based restrictions: melee weapons and armor require strength, bows require dexterity, and books require magic. However, rings and amulets never have restrictions, which means that a beginning character can easily be given jewelry that adds 15 or more points to all of his stats.
- Diablo III has "reduced level requirement" as a possible random ability on some gear, making level 60 kit that you can wield at (say) level 46 that still has the stats of level 60. The gap between 46 and 60 is a lot bigger than that between 32 and 46...
- Somewhat averted in The Elder Scrolls IV: Oblivion as weapon/spell/armor effectiveness scales with relevant Skills.
- In Summoner, ability to use weapons is dependent on whether to character has the right weapon skill (and whether it's explicitly character-restricted), but gear for everyone but Rosalind is also dependent on their Heavy Arms skill.
- Dark Souls, much like its spiritual predecessor Demon's Souls, uses stats to determine the effectiveness of weapons. Any player can equip any weapon, but if the player character doesn't have the minimum stats to properly wield it that weapon's performance will be severely penalized.
- In Dragon Age: Origins, armor and most weapons have strength requirements. Daggers and bows have dexterity requirement instead. Some equipment is also restricted to specific classes or specializations, and some personal items are restricted to specific characters (including the Player Character).
- Dragon Age II had two-stat requirements (e.g. strength and dexterity for swords and armor) but because most loot in the game scaled with the player's level, you would rarely pick up items that you couldn't use right away or within a single level-up.
- Loot in Dragon Age: Inquisition is level-locked, but crafted equipment isn't.
- Fallout: New Vegas has a slight twist on the trope: you can use weapons tiered above your skill level or strength level, but this causes a penalty to range weapons accuracynote and non-range weapon attack speed proportional to how far below the requirements you are. The penalties don't really come close to matching the benefits of a stronger weapon, so this barely matters. In both this and Fallout 3, you need to undergo the requisite training to use Power Armor, which generally doesn't occur until late in the game.
- In Path of Exile, equipment can have not only level requirements but also Strength, Dexterity, or Intelligence requirements. Yes, this means that it is possible for a character to not be smart enough to wear a pair of witch's boots (maybe the lacing is really complicated?).
- Downplayed in both the Pokémon seriesnote and Mario & Luigi: Bowser's Inside Story: In both games, shopkeepers offer high-power equipment that they, theoretically, have on hand at all times. The catch is: in the former, the shopkeepers don't offer them until you have enough badges while in the latter, you are kept out of the shop itself by a Bouncer. The downplay is the fact that this doesn't prevent you from using such items if you can get them off the street,note it just prevents you from buying them.
Other Video Games
- In the Borderlands games, guns, shields and (in Borderlands 2) relics have a level cap, although it's hard to find an item above your level outside of the early game if you're not in an area you're not supposed to go to yet. You can share the stuff you can't use yet with your multiplayer pals, and you can challenge them for a duel in case they find it too awesome to give it back to you.
- Fire Emblem games use the weapon rank system, where every weapon but the basic ones (Iron, Bronze or Slim, depending on game) requires a certain amount of experience with this particular type before a character can use them.
- In Shop Heroes (in which you supply the equipment rather than use it), you can technically defy this, but it's impractical. Heroes can be equipped with items above or below their level, but doing do substantially increases the chance of the item breaking, since the heroes are either putting too much pressure on cheap gear (if they're over level) or don't know what to do with it (if they're under level). This means that if you mismatch gear and hero, you'll just end up having to replace it (and although you're a shopkeeper, you aren't allowed to tell the heroes to pay for those replacements, since you're the one wanting the quest done).
- The Gam3: Most weapons and armor we see the description for have a list of abilities required to use the item, effectively preventing a new player from finding the Infinity+1 Sword and becoming god. Some also have a second list of recommended abilities, which unlocks extra uses of the item or makes the item more effective.
- Parodied in reference to an announced Dungeon Siege film in Penny Arcade, shown here.
- Joked about in this Stolen Pixels strip.
You need a Ph.D. in Kicking Ass to slurp down a bowl of soup, and you'll need to be more than halfway to godhood before you're allowed to face the challenge and responsibility of eating pie.