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* The ''[[VideoGame/DarkForcesSaga Jedi Knight]]'' series features a number of upgradeable Force Powers. In the [[VideoGame/JediKnightDarkForcesII first game]] and ''VideoGame/JediAcademy'', you gain skill points after every mission (first game gives bonus points for finding secret locations, while ''JA'' has optional missions to gain extra points) and can spend them on any power you want. In ''VideoGame/JediOutcast'', on the other hand, force powers are upgraded automatically according to a fixed progression after every mission (you can still distribute points freely in the multiplayer, though). The powers are further subdivided into Neutral, Light, and Dark, and in ''Academy'', your mentors will have comments if you prefer one Side over the other.



* The ''[[VideoGame/DarkForcesSaga Jedi Knight]]'' series features a number of upgradeable Force Powers. In the [[VideoGame/JediKnightDarkForcesII first game]] and ''VideoGame/JediAcademy'', you gain skill points after every mission (first game gives bonus points for finding secret locations, while ''JA'' has optional missions to gain extra points) and can spend them on any power you want. In ''VideoGame/JediOutcast'', on the other hand, force powers are upgraded automatically according to a fixed progression after every mission (you can still distribute points freely in the multiplayer, though). The powers are further subdivided into Neutral, Light, and Dark, and in ''Academy'', your mentors will have comments if you prefer one Side over the other.

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* ''VideoGame/StarWarsTheOldRepublic'' features a two-fold upgradable perk system, split into class-specific Abilities and PrestigeClass-specific Talents. Abilities are mostly active powers that can be purchased from or upgraded by class trainers for credits after reaching certain levels. Talents are mostly passive bonuses with some unique active powers thrown in that form three loosely connected specialization-specific trees. Each level beyond 10 gives you a Talent point to buy a new talent or upgrade an old one. In addition, there are the Crew Skills, which allow crafting and resource gathering and are [[StatGrinding improved by using them]], though you are limited to three at any time.

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* ''VideoGame/StarWarsTheOldRepublic'' features a two-fold upgradable perk system, split into class-specific Abilities and PrestigeClass-specific Talents. Abilities ''VideoGame/DungeonsAndDragonsOnline'' still uses the same Skill-and-Feats system as its tabletop counterpart but has diverged to include 'enhancements', which are mostly active powers like mini-perks that you can be purchased from or upgraded by class trainers for credits after reaching select with points earned at certain levels. Talents are mostly passive bonuses with some unique active powers thrown in that form three loosely connected specialization-specific trees. Each level beyond 10 gives you a Talent point to buy a new talent or upgrade an old one. In addition, there are points between character levels, and function much the Crew Skills, which allow crafting and resource gathering and are [[StatGrinding improved by using them]], though you are limited to three at any time.same as the tabletop version's prestige classes.



* ''VideoGame/DungeonsAndDragonsOnline'' still uses the same Skill-and-Feats system as its tabletop counterpart but has diverged to include 'enhancements', which are like mini-perks that you can select with points earned at certain points between character levels, and function much the same as the tabletop version's prestige classes.

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* ''VideoGame/DungeonsAndDragonsOnline'' still uses the same Skill-and-Feats system as its tabletop counterpart but has diverged to include 'enhancements', which ''VideoGame/StarWarsTheOldRepublic'' features a two-fold upgradable perk system, split into class-specific Abilities and PrestigeClass-specific Talents. Abilities are like mini-perks mostly active powers that you can select with points earned at be purchased from or upgraded by class trainers for credits after reaching certain points between character levels, levels. Talents are mostly passive bonuses with some unique active powers thrown in that form three loosely connected specialization-specific trees. Each level beyond 10 gives you a Talent point to buy a new talent or upgrade an old one. In addition, there are the Crew Skills, which allow crafting and function much the same as the tabletop version's prestige classes.resource gathering and are [[StatGrinding improved by using them]], though you are limited to three at any time.



* The ''VideoGame/{{Fallout}}'' series has a skill system based around seven static attributes (ranging from 1 to 10), skill scores (measured in percent and upgraded at every level), traits (essentially perks with both advantages and disadvantages that you pick at the beginning of the game), and learnable perks (which you can take every three levels). ''VideoGame/{{Fallout 3}}'' took out traits and made perks more common (every level), then ''VideoGame/FalloutNewVegas'' added them back in while lowering the perk rate (every other level). ''VideoGame/{{Fallout 4}}'' drastically alters this, fusing perks and skills into a perk tree similar to ''Skyrim''.
* ''Franchise/TheElderScrolls'':
** The first four games in the main series[[note]]''[[VideoGame/TheElderScrollsArena Arena]]'', ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''[[/note]] all have similar variations of a ClassAndLevelSystem, with a few quirks varying by game. ''Oblivion'', while still staying in line with the series' traditional system, adds Perks for the first time, which are unlocked by reaching certain levels in skills: e.g. a Power Attack at Blade 25, no shield wear-out at Block 50, jumping off water surface at Acrobatics 100, etc.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' overhauls the series' system, doing away with classes and attributes entirely while moving into the territory of this trope. It loosely borrows the Perk system of its Creator/{{Bethesda}} ''VideoGame/{{Fallout}}'' sister series, expanding the available perks to an entire tree (one per skill score); perks now have prerequisite perks and corresponding skill score levels and can be bought and upgraded with perk points (gained with every CharacterLevel up) once unlocked.
* ''Franchise/DragonAge'':
** In ''VideoGame/DragonAgeOrigins'' skill scores ("skills") and perks ("talents" and spells) exist in parallel, although the latter are much more important. Eight (11 in ''[[VideoGame/DragonAgeOriginsAwakening Awakening]]'') skills can be leveled up four times, providing passive bonuses to anything from persuasiveness, through pickpocketing, to combat efficiency. Talents, meanwhile, are distinct moves, auras, passives, and upgrades grouped into "trees" of three (four in ''Awakening'') linear four item-long branches (mages get spells instead of talents but they work the same way). There are also class- and [[PrestigeClass specialization]]-specific perk trees. In addition to being part of a skill tree, new perks have stat and (in case of weapon talents) skill level requirements. Talent points are gained at every level, and skill points, every three (two for rogues) levels.
** ''VideoGame/DragonAgeII'' does away with the skills but expands the talent trees to branch out more.
** ''VideoGame/DragonAgeInquisition'' follows the ''[=DA2=]'' model with combat moves, but complements it with the so-called "Inquisition Perks", which represent the special services offered by the title organization (of which the PlayerCharacter is the boss) as it grows in power and influence. These range from unlocking additional dialogue options, to improving basic in-game actions (like letting all rogues in the party pick tougher locks), to combat bonuses, to crafting resource boosts.



* Being based on the MediaNotes/D20System, ''VideoGame/StarWarsKnightsOfTheOldRepublic'' feature both skill scores ("skills") and perks ("feats" and "powers"). Skill scores range from hacking, through persuasion, to first aid and are upgradeable multiple times per level (skill points gained depend on the class and the INT stat). General feats (mostly combat moves, but also skill bonuses) usually come with one or two upgrades and can be taken every other level (depending on the class). Powers can only be learned by the Jedi at a rate of one per level (more for some classes). Powers associated with the Light or Dark Side of the Force additionally gain bonuses from your KarmaMeter standing.
* ''VideoGame/PillarsOfEternity'' has Skills, Abilities, and Talents. Each character earns six Skill points each level, and every new skill level costs one point more than the last; however, different classes and backgrounds give free levels in certain skills at character creation. Apart from improving basic in-game actions, Skills are used alongside [[TheSixStats Attributes]] in dialogue and scripted interactions. Abilities are class-specific perks that can be taken at every odd CharacterLevel, while Talents are (mostly) class-independent perks earned at every even one. Abilities and Talents can be passive boosts, active abilities, or modal effects. Talents are further subdivided in Class (class-specific bonuses), Offensive (improve attacks), Defensive (improve combat defenses), and Utility (everything else). Some Talents can only be acquired as [[NonstandardSkillLearning rewards for completing certain side quests]].
* ''VideoGame/TheWitcher'' has an expansive skill tree focusing on four primary attributes (Strength, Dexterity, Stamina, Intelligence) and talents ([[FunctionalMagic Signs]], steel sword, silver sword). Talents have a prerequisite attribute (i.e. you cannot learn lvl.3 "strong" sword style without lvl.3 Strength), and the Signs additionally have to be unlocked at Circles of Elements first. Individual perks are leveled (bronze, silver, gold), as are skill points (silver points are earned from level 15 onwards; gold ones, from level 30). Lastly, there are some perks that cannot be learned normally but have to be unlocked by [[NonstandardSkillLearning drinking unique "mutagen" potions]].
* ''VideoGame/DiabloII'' features a hybrid skill score/perk system, wherein each class has three unique skill trees consisting of several tiers of perks. Individual tiers are unlocked one by one at certain character levels, after which any number of skill points (gained at each level and from some quests) can be invested into any unlocked perk, increasing its efficiency and often giving bonuses to more advanced perks derived from it. On a side note, ''Diablo II'' has one of the earliest implementations of the aura-type perks (with its Paladin class).
* ''VideoGame/MassEffect1'' has a hybrid skill score/perk system wherein "talents" encompass both passive (armor, weapon) and active (biotic & tech attacks) skills. Talents can be leveled up multiple times, increasing their efficiency and unlocking additional perks and even further upgradeable talents at certain levels (forming an implicit skill tree); [[MultiplePersuasionModes Charm and Intimidate]] talents are additionally capped by your current [[KarmaMeter Paragon and Renegade]] scores, respectively. ''VideoGame/MassEffect2'' and ''VideoGame/MassEffect3'' replace them with "powers"--active combat skills, which are essentially perks with up to five (mutually exclusive at level 4+) upgrades available for each of them. Most talents and powers depend on the character's class and are available from the start, but some are only unlocked after certain story events.

to:

* Being based on the MediaNotes/D20System, ''VideoGame/StarWarsKnightsOfTheOldRepublic'' feature both skill scores ("skills") and perks ("feats" and "powers"). Skill scores range from hacking, through persuasion, to first aid and are upgradeable multiple times per level (skill points gained depend on the class and the INT stat). General feats (mostly combat moves, but also skill bonuses) usually come ''VideoGame/ColonyShip'' has a system with one or two upgrades skills and can be taken every other level (depending on the class). Powers can only be learned by the Jedi at a rate of one per level (more for some classes). Powers associated with the Light or Dark Side of the Force additionally gain bonuses from your KarmaMeter standing.
* ''VideoGame/PillarsOfEternity'' has Skills, Abilities, and Talents. Each character earns six Skill points each level, and every new skill level costs one point more than the last; however, different classes and backgrounds give free levels in
feats. You need fulfill certain skills at character creation. Apart from improving basic in-game actions, Skills are used alongside [[TheSixStats Attributes]] in dialogue and scripted interactions. Abilities are class-specific perks that requirements before you can be taken at every odd CharacterLevel, while Talents are (mostly) class-independent perks earned at every even one. Abilities and Talents can be passive boosts, active abilities, or modal effects. Talents are further subdivided in Class (class-specific bonuses), Offensive (improve attacks), Defensive (improve combat defenses), and Utility (everything else). Some Talents can only be acquired as [[NonstandardSkillLearning rewards for completing certain side quests]].
* ''VideoGame/TheWitcher'' has an expansive skill tree focusing on four primary attributes (Strength, Dexterity, Stamina, Intelligence) and talents ([[FunctionalMagic Signs]], steel sword, silver sword). Talents have
take a prerequisite attribute (i.e. you cannot learn lvl.3 "strong" sword style without lvl.3 Strength), and the Signs additionally have to be unlocked at Circles of Elements first. Individual perks are leveled (bronze, silver, gold), as are skill points (silver points are earned from level 15 onwards; gold ones, from level 30). Lastly, there are some perks that cannot be learned normally but have to be unlocked by [[NonstandardSkillLearning drinking unique "mutagen" potions]].
* ''VideoGame/DiabloII'' features a hybrid skill score/perk system, wherein each class has three unique skill trees consisting of several tiers of perks. Individual tiers are unlocked one by one at certain character levels, after which any number of skill points (gained at each level and from some quests) can be invested into any unlocked perk, increasing its efficiency and often giving bonuses to more advanced perks derived from it. On a side note, ''Diablo II'' has one of the earliest implementations of the aura-type perks (with its Paladin class).
* ''VideoGame/MassEffect1'' has a hybrid skill score/perk system wherein "talents" encompass both passive (armor, weapon) and active (biotic & tech attacks) skills. Talents can be leveled up multiple times, increasing their efficiency and unlocking additional perks and even further upgradeable talents at certain levels (forming an implicit skill tree); [[MultiplePersuasionModes Charm and Intimidate]] talents are additionally capped by your current [[KarmaMeter Paragon and Renegade]] scores, respectively. ''VideoGame/MassEffect2'' and ''VideoGame/MassEffect3'' replace them with "powers"--active combat skills, which are essentially perks with up to five (mutually exclusive at level 4+) upgrades available for each of them. Most talents and powers depend on the character's class and are available from the start, but some are only unlocked after certain story events.
particular feat.



* ''VideoGame/PathOfExile'' has an enormous perk tree consisting of over 1300 nodes available to each class, although all nodes are passive bonuses (active skills are instead imbued into items). Furthermore, a majority of nodes are unspectacular permanent bonuses to one of the character attributes (strength, dexterity, intelligence), but buying them is required to get to the juicy, [[NominalImportance named perks]] that provide significant combat advantages, plus a Mastery Skill that lets you select from a choice of passive bonuses shared between the same category. In addition, there are also slot that lets you socket Jewels into it, which essentially work as craftable passives. Unique Jewels can interact with or modify the skill tree, such as converting one stat to another within a radius to another or grant a marginal bonus based on how certain skills around it are allocated, or even add an entire cluster of passive skills, which can have its own smaller clusters. There is also a smaller skill tree for [[PrestigeClass Ascendancy classes]] and one for Atlas passives (which expanded from multiple small trees to one huge tree), which improve the effects of specific map modifiers, master missions, or boss drops to make them more rewarding.

to:

* ''VideoGame/PathOfExile'' ''VideoGame/DiabloII'' features a hybrid skill score/perk system, wherein each class has an enormous perk tree three unique skill trees consisting of over 1300 nodes available to several tiers of perks. Individual tiers are unlocked one by one at certain character levels, after which any number of skill points (gained at each class, although all nodes are passive bonuses (active skills are instead imbued level and from some quests) can be invested into items). Furthermore, a majority of nodes are unspectacular permanent any unlocked perk, increasing its efficiency and often giving bonuses to more advanced perks derived from it. On a side note, ''Diablo II'' has one of the character attributes (strength, dexterity, intelligence), but buying them is required to get to earliest implementations of the juicy, [[NominalImportance named perks]] that provide significant combat advantages, plus a Mastery Skill that lets you select from a choice of passive bonuses shared between the same category. In addition, there are also slot that lets you socket Jewels into it, which essentially work as craftable passives. Unique Jewels can interact with or modify the skill tree, such as converting one stat to another within a radius to another or grant a marginal bonus based on how certain skills around it are allocated, or even add an entire cluster of passive skills, which can have aura-type perks (with its own smaller clusters. There is also a smaller skill tree for [[PrestigeClass Ascendancy classes]] and one for Atlas passives (which expanded from multiple small trees to one huge tree), which improve the effects of specific map modifiers, master missions, or boss drops to make them more rewarding.Paladin class).



* Increasing skill ranks in the later ''VideoGame/MightAndMagic'' work something like a perk system -- skills can be made better by putting more skill points (which are -- mostly -- gotten by levelling up) in them (increasing dependent numeric aspects) or by being trained to a higher rank (Expert, Master, Grandmaster) if you fulfil the requirements and have the money to pay the trainer. What a higher skill rank does depends on the skill and the game, but several do give new abilities (Master Bow in ''VII'' makes bow fire two arrows per attack, Grandmaster Dodge makes the skill usable while wearing leather armour...), in line with this trope.

to:

* Increasing ''Franchise/DragonAge'':
** In ''VideoGame/DragonAgeOrigins''
skill ranks scores ("skills") and perks ("talents" and spells) exist in parallel, although the later ''VideoGame/MightAndMagic'' work something like a perk system -- latter are much more important. Eight (11 in ''[[VideoGame/DragonAgeOriginsAwakening Awakening]]'') skills can be made better by putting more leveled up four times, providing passive bonuses to anything from persuasiveness, through pickpocketing, to combat efficiency. Talents, meanwhile, are distinct moves, auras, passives, and upgrades grouped into "trees" of three (four in ''Awakening'') linear four item-long branches (mages get spells instead of talents but they work the same way). There are also class- and [[PrestigeClass specialization]]-specific perk trees. In addition to being part of a skill tree, new perks have stat and (in case of weapon talents) skill level requirements. Talent points (which are -- mostly -- gotten by levelling up) in them (increasing dependent numeric aspects) or by being trained to a higher rank (Expert, Master, Grandmaster) if you fulfil the requirements gained at every level, and have the money to pay the trainer. What a higher skill rank points, every three (two for rogues) levels.
** ''VideoGame/DragonAgeII''
does depends on away with the skill skills but expands the talent trees to branch out more.
** ''VideoGame/DragonAgeInquisition'' follows the ''[=DA2=]'' model with combat moves, but complements it with the so-called "Inquisition Perks", which represent the special services offered by the title organization (of which the PlayerCharacter is the boss) as it grows in power
and influence. These range from unlocking additional dialogue options, to improving basic in-game actions (like letting all rogues in the game, but several do give new abilities (Master Bow party pick tougher locks), to combat bonuses, to crafting resource boosts.
* ''Franchise/TheElderScrolls'':
** The first four games
in ''VII'' makes bow fire two arrows per attack, Grandmaster Dodge makes the skill usable main series[[note]]''[[VideoGame/TheElderScrollsArena Arena]]'', ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''[[/note]] all have similar variations of a ClassAndLevelSystem, with a few quirks varying by game. ''Oblivion'', while wearing leather armour...), still staying in line with the series' traditional system, adds Perks for the first time, which are unlocked by reaching certain levels in skills: e.g. a Power Attack at Blade 25, no shield wear-out at Block 50, jumping off water surface at Acrobatics 100, etc.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' overhauls the series' system, doing away with classes and attributes entirely while moving into the territory of
this trope.trope. It loosely borrows the Perk system of its Creator/{{Bethesda}} ''VideoGame/{{Fallout}}'' sister series, expanding the available perks to an entire tree (one per skill score); perks now have prerequisite perks and corresponding skill score levels and can be bought and upgraded with perk points (gained with every CharacterLevel up) once unlocked.
* The ''VideoGame/{{Fallout}}'' series has a skill system based around seven static attributes (ranging from 1 to 10), skill scores (measured in percent and upgraded at every level), traits (essentially perks with both advantages and disadvantages that you pick at the beginning of the game), and learnable perks (which you can take every three levels). ''VideoGame/{{Fallout 3}}'' took out traits and made perks more common (every level), then ''VideoGame/FalloutNewVegas'' added them back in while lowering the perk rate (every other level). ''VideoGame/{{Fallout 4}}'' drastically alters this, fusing perks and skills into a perk tree similar to ''Skyrim''.
* ''VideoGame/GreedFall'' has three types of hybrid skills/perks. The Skills proper are mainly combat abilities and are arranged in a relatively straightforward [[VideoGame/FinalFantasyX Sphere Grid]], consisting of major perks (costing 2 Skill points to unlock, though the three most powerful cost 3 each), which grant you new powers or access to a new weapon type, and minor ones (1 point), which boost the major ones. Three of the six "root" major perks are unlocked for free by the choice of "class" at the start of the game[[note]]though this "class" -- [[PhysicalMysticalTechnological fighter, engineer, or mage]] -- is really just a starting template, as it doesn't restrict your progression in any way[[/note]], and the player gains 1 Skill point with each CharacterLevel, as well as by visiting the natives' Skill Altars scattered throughout the island. The second type is the six Attributes, which are mechanically similar to TheSixStats in that they have a linear progression (from 0 to 5), improve basic attacks and actions, and allow the character to equip better gear[[note]]Strength for heavy weapons, Endurance for armor, Agility for blades, Accuracy for guns, Mental Power for magical attack rings, and Willpower for amulets[[/note]]; the player gets one Attribute point to spend at level 1 and one more every three levels thereafter. Lastly, there are the Talents, most of which function as a sort of "key" abilities, unlocking shortcuts in the game world and offering unique dialogue options[[note]]Charisma is the default stat for persuasion attempts, though its uses are always resolved with a [[GameplayRandomization hidden dice roll]]; Science is needed to [[PotionBrewingMechanic craft potions]] and certain quest items, to breach weak walls with shaped charges, and to access some dialogue options; Vigor is required for balancing on narrow beams, jumping over gaps, and scaling walls; Lockpicking is, obviously, for opening locked chests and doors; Craftsmanship is for [[DesignItYourselfEquipment crafting weapon and armor upgrades]], as well as some quest items; and Intuition highlights collectable resources, lets you squeeze through narrow passages, and occasionally unlocks persuasion options that always succeed without a dice roll[[/note]]; Talent levels are also linear (0 to 3), and you get a Talent point at level 1 and one more at every fourth level thereafter. Talents also get stacking bonuses from equipping certain gear (except Intuition) and keeping a [[RelationshipValues Friendly]] companion in the party (except Lockpicking). Finally, there is an option of SkillPointReset with the extremely rare Memory Shard consumable, which completely resets and refunds all Skills, Attributes, and Talents.



* ''VideoGame/MassEffect1'' has a hybrid skill score/perk system wherein "talents" encompass both passive (armor, weapon) and active (biotic & tech attacks) skills. Talents can be leveled up multiple times, increasing their efficiency and unlocking additional perks and even further upgradeable talents at certain levels (forming an implicit skill tree); [[MultiplePersuasionModes Charm and Intimidate]] talents are additionally capped by your current [[KarmaMeter Paragon and Renegade]] scores, respectively. ''VideoGame/MassEffect2'' and ''VideoGame/MassEffect3'' replace them with "powers"--active combat skills, which are essentially perks with up to five (mutually exclusive at level 4+) upgrades available for each of them. Most talents and powers depend on the character's class and are available from the start, but some are only unlocked after certain story events.
* Increasing skill ranks in the later ''VideoGame/MightAndMagic'' work something like a perk system -- skills can be made better by putting more skill points (which are -- mostly -- gotten by levelling up) in them (increasing dependent numeric aspects) or by being trained to a higher rank (Expert, Master, Grandmaster) if you fulfil the requirements and have the money to pay the trainer. What a higher skill rank does depends on the skill and the game, but several do give new abilities (Master Bow in ''VII'' makes bow fire two arrows per attack, Grandmaster Dodge makes the skill usable while wearing leather armour...), in line with this trope.
* ''VideoGame/PathOfExile'' has an enormous perk tree consisting of over 1300 nodes available to each class, although all nodes are passive bonuses (active skills are instead imbued into items). Furthermore, a majority of nodes are unspectacular permanent bonuses to one of the character attributes (strength, dexterity, intelligence), but buying them is required to get to the juicy, [[NominalImportance named perks]] that provide significant combat advantages, plus a Mastery Skill that lets you select from a choice of passive bonuses shared between the same category. In addition, there are also slot that lets you socket Jewels into it, which essentially work as craftable passives. Unique Jewels can interact with or modify the skill tree, such as converting one stat to another within a radius to another or grant a marginal bonus based on how certain skills around it are allocated, or even add an entire cluster of passive skills, which can have its own smaller clusters. There is also a smaller skill tree for [[PrestigeClass Ascendancy classes]] and one for Atlas passives (which expanded from multiple small trees to one huge tree), which improve the effects of specific map modifiers, master missions, or boss drops to make them more rewarding.
* ''VideoGame/PillarsOfEternity'' has Skills, Abilities, and Talents. Each character earns six Skill points each level, and every new skill level costs one point more than the last; however, different classes and backgrounds give free levels in certain skills at character creation. Apart from improving basic in-game actions, Skills are used alongside [[TheSixStats Attributes]] in dialogue and scripted interactions. Abilities are class-specific perks that can be taken at every odd CharacterLevel, while Talents are (mostly) class-independent perks earned at every even one. Abilities and Talents can be passive boosts, active abilities, or modal effects. Talents are further subdivided in Class (class-specific bonuses), Offensive (improve attacks), Defensive (improve combat defenses), and Utility (everything else). Some Talents can only be acquired as [[NonstandardSkillLearning rewards for completing certain side quests]].
* Being based on the MediaNotes/D20System, ''VideoGame/StarWarsKnightsOfTheOldRepublic'' feature both skill scores ("skills") and perks ("feats" and "powers"). Skill scores range from hacking, through persuasion, to first aid and are upgradeable multiple times per level (skill points gained depend on the class and the INT stat). General feats (mostly combat moves, but also skill bonuses) usually come with one or two upgrades and can be taken every other level (depending on the class). Powers can only be learned by the Jedi at a rate of one per level (more for some classes). Powers associated with the Light or Dark Side of the Force additionally gain bonuses from your KarmaMeter standing.



* ''VideoGame/GreedFall'' has three types of hybrid skills/perks. The Skills proper are mainly combat abilities and are arranged in a relatively straightforward [[VideoGame/FinalFantasyX Sphere Grid]], consisting of major perks (costing 2 Skill points to unlock, though the three most powerful cost 3 each), which grant you new powers or access to a new weapon type, and minor ones (1 point), which boost the major ones. Three of the six "root" major perks are unlocked for free by the choice of "class" at the start of the game[[note]]though this "class" -- [[PhysicalMysticalTechnological fighter, engineer, or mage]] -- is really just a starting template, as it doesn't restrict your progression in any way[[/note]], and the player gains 1 Skill point with each CharacterLevel, as well as by visiting the natives' Skill Altars scattered throughout the island. The second type is the six Attributes, which are mechanically similar to TheSixStats in that they have a linear progression (from 0 to 5), improve basic attacks and actions, and allow the character to equip better gear[[note]]Strength for heavy weapons, Endurance for armor, Agility for blades, Accuracy for guns, Mental Power for magical attack rings, and Willpower for amulets[[/note]]; the player gets one Attribute point to spend at level 1 and one more every three levels thereafter. Lastly, there are the Talents, most of which function as a sort of "key" abilities, unlocking shortcuts in the game world and offering unique dialogue options[[note]]Charisma is the default stat for persuasion attempts, though its uses are always resolved with a [[GameplayRandomization hidden dice roll]]; Science is needed to [[PotionBrewingMechanic craft potions]] and certain quest items, to breach weak walls with shaped charges, and to access some dialogue options; Vigor is required for balancing on narrow beams, jumping over gaps, and scaling walls; Lockpicking is, obviously, for opening locked chests and doors; Craftsmanship is for [[DesignItYourselfEquipment crafting weapon and armor upgrades]], as well as some quest items; and Intuition highlights collectable resources, lets you squeeze through narrow passages, and occasionally unlocks persuasion options that always succeed without a dice roll[[/note]]; Talent levels are also linear (0 to 3), and you get a Talent point at level 1 and one more at every fourth level thereafter. Talents also get stacking bonuses from equipping certain gear (except Intuition) and keeping a [[RelationshipValues Friendly]] companion in the party (except Lockpicking). Finally, there is an option of SkillPointReset with the extremely rare Memory Shard consumable, which completely resets and refunds all Skills, Attributes, and Talents.
* ''VideoGame/ColonyShip'' has a system with skills and feats. You need fulfill certain requirements before you can take a particular feat.


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* ''VideoGame/TheWitcher'' has an expansive skill tree focusing on four primary attributes (Strength, Dexterity, Stamina, Intelligence) and talents ([[FunctionalMagic Signs]], steel sword, silver sword). Talents have a prerequisite attribute (i.e. you cannot learn lvl.3 "strong" sword style without lvl.3 Strength), and the Signs additionally have to be unlocked at Circles of Elements first. Individual perks are leveled (bronze, silver, gold), as are skill points (silver points are earned from level 15 onwards; gold ones, from level 30). Lastly, there are some perks that cannot be learned normally but have to be unlocked by [[NonstandardSkillLearning drinking unique "mutagen" potions]].
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* The ''Film/{{Serenity}} Role Playing Game'' has a nontraditional version of this. Skills and perks are purchased from a shared point pool at character creation and changeable at GM discretion (the RPG does not use a ClassAndLevelSystem). There's a set of core skills that can be used with UsefulNotes/{{dice}} up to d6, then specialized into sub-skills that can use from d8 to d12+d2. Perks, called traits, are broken down into assets and complications and provide various bonuses and penalties.

to:

* The ''Film/{{Serenity}} Role Playing Game'' has a nontraditional version of this. Skills and perks are purchased from a shared point pool at character creation and changeable at GM discretion (the RPG does not use a ClassAndLevelSystem). There's a set of core skills that can be used with UsefulNotes/{{dice}} MediaNotes/{{dice}} up to d6, then specialized into sub-skills that can use from d8 to d12+d2. Perks, called traits, are broken down into assets and complications and provide various bonuses and penalties.
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* Being based on the UsefulNotes/D20System, ''VideoGame/StarWarsKnightsOfTheOldRepublic'' feature both skill scores ("skills") and perks ("feats" and "powers"). Skill scores range from hacking, through persuasion, to first aid and are upgradeable multiple times per level (skill points gained depend on the class and the INT stat). General feats (mostly combat moves, but also skill bonuses) usually come with one or two upgrades and can be taken every other level (depending on the class). Powers can only be learned by the Jedi at a rate of one per level (more for some classes). Powers associated with the Light or Dark Side of the Force additionally gain bonuses from your KarmaMeter standing.

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* Being based on the UsefulNotes/D20System, MediaNotes/D20System, ''VideoGame/StarWarsKnightsOfTheOldRepublic'' feature both skill scores ("skills") and perks ("feats" and "powers"). Skill scores range from hacking, through persuasion, to first aid and are upgradeable multiple times per level (skill points gained depend on the class and the INT stat). General feats (mostly combat moves, but also skill bonuses) usually come with one or two upgrades and can be taken every other level (depending on the class). Powers can only be learned by the Jedi at a rate of one per level (more for some classes). Powers associated with the Light or Dark Side of the Force additionally gain bonuses from your KarmaMeter standing.
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* In ''VideoGame/Wasteland2'' has skills and perks. Perks comes every 4 levels while you can invest points into skills when you level-up, read a skillbook or touch a skill statue.
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* ''VideoGame/ColonyShip'' has a system with skills and feats. You need fulfill certain requirements before you can take a particular feat.
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* ''VideoGame/DyztopiaPostHumanRPG'': Characters can learn skills both through leveling and spending FP, which are gained through levels. Everyone gains 1 FP every three levels, except for Akira who gains 1 FP per level. This is because they can also spend FP on individual stats, and every 10 upgrade in a stat decreases the cooldown for the skill tied to that stat. Skills gained solely through leveling are presented as a choice between two skills, meaning some skills are mutually exclusive.
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** ''VideoGame/FinalFantasyX'' is famous for the Sphere Grid and its potential flexibility, with nodes that either increase certain stats or provide a new active ability. Each node requires the appropriate sphere to activate it and certain areas of the grid are separated by locked nodes of various levels. The original version have a somewhat linear progression path for each character(with the exception of Kimahri, who starts in the center with access to almost every other character-specific grid area) giving them a more pre-determined role early on, but can access other parts once they complete their paths or unlock the lock nodes separating each area. The [[UpdatedRerelease International version]] adds a second grid layout, Expert, in which every character starts at the center of the grid and are able to go anywhere they wish, though [[LimitBreak overdrives]] and weapons remains unique to each character.

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** ''VideoGame/FinalFantasyX'' is famous for the Sphere Grid and its potential flexibility, with nodes that either increase certain stats or provide a new active ability. Each node requires the appropriate sphere to activate it and certain areas of the grid are separated by locked nodes of various levels. The original version have a somewhat linear progression path for each character(with character (with the exception of Kimahri, who starts in the center with access to almost every other character-specific grid area) giving them a more pre-determined role early on, but can access other parts once they complete their paths or unlock the lock nodes separating each area. The [[UpdatedRerelease International version]] adds a second grid layout, Expert, in which every character starts at the center of the grid and are able to go anywhere they wish, though [[LimitBreak overdrives]] and weapons remains unique to each character.
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Some serious category confusion in these listings.


* ''VideoGame/ValkyriaChronicles'' uses a perk system called Potentials. All characters have potentials based on their personality/background, in addition characters who AREN'T tank commanders have class-based potentials as well. Characters gain more class-based potentials as they level up (it's the entire class that levels up, not just the individual) and this type of potential is always positive. The personality/background potentials are mostly unlocked, with the final potential unlocked either through interviews or events in the game. This type of potential can either be positive or negative, except uniquely in the case of the tank commanders and Alicia who only have positive potentials. Furthermore Welkin is the commander of the squad and has a special ability called Orders. When he gets enough experience, he can go to a graveyard to meet an old man who'll teach him a new order until Welkin learns every orders.



[[folder:Grand Strategy]]
* In ''VideoGame/CrusaderKings'' every character has both a set of Attributes (numeric stats, some visible, some not) and Traits (perks modifying the stats and their RelationshipValues with other characters), all of which govern that character's behavior and which may change by over time by events, random or not.''VideoGame/CrusaderKingsII'' adds education and life focus systems to steer each character. ''VideoGame/CrusaderKingsIII'' adds perk trees to each life path.
* ''VideoGame/TotalWarThreeKingdoms'': This game, takes ''Literature/RomanceOfTheThreeKingdoms'' characters and fits them into a class system: Champions, Vanguards, Strategist, Commander, and Sentinel. Each of these classes has an associated skill attribute, unit type they specialize in, and Wu Xing element. Following Wu Xing, the elements compliment or clash with one another, which is represented in the building chains of settlements. This all besides the characters having perk trees that effect how they govern in court positions, as provincial governors, and lead their armies, in addition to their performance in combat.



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[[folder:Real-Time Strategy]]
* In ''VideoGame/CrusaderKings'' every character has both a set of Attributes (numeric stats, some visible, some not) and Traits (perks modifying the stats and their RelationshipValues with other characters), all of which govern that character's behavior and which may change by over time by random event.
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* In ''VideoGame/CrusaderKings'' every character has both a set of Attributes (numeric stats, some visible, some not) and Traits (perks modifying the stats and their RelationshipValues with other characters), all of which govern that character's behavior and which may change by over time by random event.
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* ''VideoGame/ValkyriaChronicles'' uses a perk system called Potentials. All characters have potentials based on their personality/background, in addition characters who AREN'T tank commanders have class-based potentials as well. Characters gain more class-based potentials as they level up (it's the entire class that levels up, not just the individual) and this type of potential is always positive. The personality/background potentials are mostly unlocked, with the final potential unlocked either through interviews or events in the game. This type of potential can either be positive or negative, except uniquely in the case of the tank commanders and Alicia who only have positive potentials. Furthermore Welkin is the commander of the squad and has a special ability called Orders. When he gets enough experience, he can go to a graveyard to meet an old man who'll teach him a new order until Welkin learns every orders.

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* In ''VideoGame/CapellasPromise'', characters can spend SP to learn and level up different Specialties, allowing them to learn new skills. However, each time a Specialty's level is raised, the cost for all specialties go up to discourage too much skill diversity.



* ''VideoGame/UnchartedWatersNewHorizons'' features a combination of seven skill scores (ranging from Leadership, through Knowledge, to Swordsmanship) which increase your performance as a fleet captain, and five perks: Celestial Navigation lets you [[GameplayAutomation auto-sail to any known port]], Cartography allows you to [[CartographySidequest sell maps]], Gunnery drastically improves combat performance, Accounting tells you best places to sell your goods, and Negotiation lets you haggle for better prices.

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* ''VideoGame/UnchartedWatersNewHorizons'' features a combination of seven In the ''VideoGame/EtrianOdyssey'' series, your adventurers start with three skill scores (ranging from Leadership, through Knowledge, points and gain another for each level they gain, and these are used to Swordsmanship) which increase unlock and improve your performance as a fleet captain, and five perks: Celestial Navigation lets party's skills. Advance planning is recommended, because if you [[GameplayAutomation auto-sail to any known port]], Cartography allows you to [[CartographySidequest sell maps]], Gunnery drastically improves combat performance, Accounting tells you best places to sell allocate them poorly, your goods, and Negotiation lets you haggle for better prices.party will struggle with upcoming challenges. A SkillPointReset function is available but comes at the cost of some of your party's levels.



* ''VideoGame/FireEmblemThreeHouses'' has both skill levels and perks. Skill levels range from [[RankInflation E to S+]] and concern your units' mastery of the five types of weapons (Swords, Lances, Axes, Bows, and Brawling), two types of magic (Reason and Faith), three types of "movement" (Heavy Armor, Riding, and Flying), and Authority. Skill levels are gained linearly by studying (in the Monastery phases) or StatGrinding on combat missions: weapon and magic skills are improved by repeated use of corresponding weapons and spells; "movement" types, by attacking or defending as an armored/cavalry/flying CharacterClass; and Authority, by fighting with a Battalion attached and using its Gambits. The main effect of having higher skill levels is qualifying for powerful {{Prestige Class}}es, as well as unlocking various perks[[note]]interestingly, skill levels do not directly affect the effectiveness of corresponding weapons and spells -- instead, they unlock and then upgrade corresponding ''perks'' that, if selected, boost the damage output[[/note]]. The perks are unlocked by gaining certain skill levels (every unit has a different set of them) and can be subdivided into passive Abilities and active Combat Arts (gained from weapon skills) and Spells (from magic skills). Each unit has a unique, always-active Personal Ability, passives granted by its [[JobSystem current class]], plus up to five Abilities freely chosen by the player from among those gained from skill levels and mastering classes.
* In ''VideoGame/ForeverHome'', characters can spend PP to learn and upgrade skills. The complete list of skills aren't available until the characters pass experience level thresholds though.



* ''VideoGame/NaufragarCrimson'': The Fusion system allows the player to allocate AP to learn both active and passive skills, and all AP allocation can be refunded.



* In ''VideoGame/CapellasPromise'', characters can spend SP to learn and level up different Specialties, allowing them to learn new skills. However, each time a Specialty's level is raised, the cost for all specialties go up to discourage too much skill diversity.
* In ''VideoGame/ForeverHome'', characters can spend PP to learn and upgrade skills. The complete list of skills aren't available until the characters pass experience level thresholds though.
* ''VideoGame/FireEmblemThreeHouses'' has both skill levels and perks. Skill levels range from [[RankInflation E to S+]] and concern your units' mastery of the five types of weapons (Swords, Lances, Axes, Bows, and Brawling), two types of magic (Reason and Faith), three types of "movement" (Heavy Armor, Riding, and Flying), and Authority. Skill levels are gained linearly by studying (in the Monastery phases) or StatGrinding on combat missions: weapon and magic skills are improved by repeated use of corresponding weapons and spells; "movement" types, by attacking or defending as an armored/cavalry/flying CharacterClass; and Authority, by fighting with a Battalion attached and using its Gambits. The main effect of having higher skill levels is qualifying for powerful {{Prestige Class}}es, as well as unlocking various perks[[note]]interestingly, skill levels do not directly affect the effectiveness of corresponding weapons and spells -- instead, they unlock and then upgrade corresponding ''perks'' that, if selected, boost the damage output[[/note]]. The perks are unlocked by gaining certain skill levels (every unit has a different set of them) and can be subdivided into passive Abilities and active Combat Arts (gained from weapon skills) and Spells (from magic skills). Each unit has a unique, always-active Personal Ability, passives granted by its [[JobSystem current class]], plus up to five Abilities freely chosen by the player from among those gained from skill levels and mastering classes.
* ''VideoGame/NaufragarCrimson'': The Fusion system allows the player to allocate AP to learn both active and passive skills, and all AP allocation can be refunded.


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* ''VideoGame/UnchartedWatersNewHorizons'' features a combination of seven skill scores (ranging from Leadership, through Knowledge, to Swordsmanship) which increase your performance as a fleet captain, and five perks: Celestial Navigation lets you [[GameplayAutomation auto-sail to any known port]], Cartography allows you to [[CartographySidequest sell maps]], Gunnery drastically improves combat performance, Accounting tells you best places to sell your goods, and Negotiation lets you haggle for better prices.
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* ''LightNovel/MyNewDungeonLife'' has the "job" system which gives inherent corrections to improve a task based on that job and levels by doing things related to the job. This is not absolute. For example, Deek, the main character, gets a "Cooking" job to level 15 by using a secondary skill to collect cooking ingredients. His top maid has a cooking skill of 10, but makes dishes fit for royalty while Deek can only make basic stews and breads, because that's pretty much the only recipes he knows.

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* ''LightNovel/MyNewDungeonLife'' ''Literature/MyNewDungeonLife'' has the "job" system which gives inherent corrections to improve a task based on that job and levels by doing things related to the job. This is not absolute. For example, Deek, the main character, gets a "Cooking" job to level 15 by using a secondary skill to collect cooking ingredients. His top maid has a cooking skill of 10, but makes dishes fit for royalty while Deek can only make basic stews and breads, because that's pretty much the only recipes he knows.
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** The ''Manga/JoJosBizarreAdventure'' series has "Stand Stats", diagrams that quantify various attributes of each Stand in the series via a letter grade system ranging from E through A. Stand Stats are comprised of six attributes, including Destructive Power, Speed, Range, Stamina (the ability for a Stand to maintain its presence or effects over an extended period of time), Precision (the ability for a Stand to apply its influence/effects upon a specific target), and Developmental Potential (the ability for the Stand to power up or gain mastery). BrokeTheRatingScale also applies on occasion, for when a Stand's abilities are hidden (? Grade), virtually omnipotent (∞ Grade), or unapplicable to the stat in question (∅ Grade).
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* ''VideoGame/SacredEarthAlternative'': Instead of learning new skills upon leveling up, characters learn skills by allocating AP. Some skills have to be learned before others and some skills, like Konoe's auto-revive, cannot be unlocked until the story is advanced.
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* ''VideoGame/SaintsRow2022'' has a [[AbsurdlyLowLevelCap rather short level cap]] (only Level 20) that works as you'd expect, but to compensate, every level grants the Boss with a new ability[[note]] i.e., Pineapple Express, where you [[GrenadeTag stuff a live grenade into an unsuspecting enemy's pants]] and toss them at other nearby foes. Also the first ability unlocked, by the way. [[/note]] or increases their maximum Health and Flow[[note]] Which is required to use said abilities, like the aforementioned Pineapple Express. [[/note]] as they progress. The Perks, on the other hand, are only unlocked by completing Challenges, and in turn, those provide some very powerful bonus abilities that range from going GunsAkimbo to an ability that increases your damage output the quicker you are at landing headshots in quick succession.

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