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* ''VideoGame/NuclearThrone'' has perks in the form of "mutations", earned by leveling up by gaining [[ILoveNuclearPower rads]] (the game's version of XP). Most characters get a pool of four[[note]]Horror gets five[[/note]] randomly-selected mutations. These mutations include abilities like doing damage every time you're hit, gaining more health from medkits and upgrading the effects of certain weapons. At [[AbsurdlyLowLevelCap max level]], or Level Ultra, each character gets a choice of two[[note]]Horror gets an additional choice here as well[[/note]] character-specific "Ultra Mutations", each one designed to benefit a different playstyle.

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* ''VideoGame/NuclearThrone'' has perks in the form of "mutations", earned by leveling up by gaining [[ILoveNuclearPower rads]] rads (the game's version of XP). Most characters get a pool of four[[note]]Horror gets five[[/note]] randomly-selected mutations. These mutations include abilities like doing damage every time you're hit, gaining more health from medkits and upgrading the effects of certain weapons. At [[AbsurdlyLowLevelCap max level]], or Level Ultra, each character gets a choice of two[[note]]Horror gets an additional choice here as well[[/note]] character-specific "Ultra Mutations", each one designed to benefit a different playstyle.
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* ''VideoGame/FireEmblemThreeHouses'' has both skill levels and perks. Skill levels range from [[RankInflation E to S+]] and concern your units' mastery of the five type of weapons (Swords, Lances, Axes, Bows, and Brawling), two of magic (Reason and Faith), three of "movement" (Heavy Armor, Riding, and Flying), and Authority. Skill levels are gained linearly by study (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 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, though every unit has a different unlockable set, 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.

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* ''VideoGame/FireEmblemThreeHouses'' has both skill levels and perks. Skill levels range from [[RankInflation E to S+]] and concern your units' mastery of the five type 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 study 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, though every levels (every unit has a different unlockable set, 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.
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* ''VideoGame/FireEmblemThreeHouses'' has both skill levels and perks. Skill levels range from [[RankInflation E to S+]] and concern your units' mastery of the four type of weapons (Swords, Lances, Axes, and Brawling), two of magic (Reason and Faith), three of "movement" (Heavy Armor, Riding, and Flying), and Authority. Skill levels are gained linearly by study (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 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, though every unit has a different unlockable set, 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.

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* ''VideoGame/FireEmblemThreeHouses'' has both skill levels and perks. Skill levels range from [[RankInflation E to S+]] and concern your units' mastery of the four five type of weapons (Swords, Lances, Axes, Bows, and Brawling), two of magic (Reason and Faith), three of "movement" (Heavy Armor, Riding, and Flying), and Authority. Skill levels are gained linearly by study (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 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, though every unit has a different unlockable set, 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.
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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 are like mini-perks that you can select with points earned at certain points between character levels.

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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 are like mini-perks that you can select with points earned at certain points between character levels.levels, and function much the same as the tabletop version's prestige classes.

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* In ''VideoGame/ANNOMutationem'', Ann can upgrade her "Talents" through a skill tree with three sections that require [[ExperiencePoints Grombitz]] and Upgrade Points. "Basic" increases her stats of Health, Attack, and Defense. "Tactical" gives improved effects to her weapons and attacks. "Expertise" grants her new moves she can use in battles.



* Being based on the UsefulNotes/D20System, the ''VideoGame/KnightsOfTheOldRepublic'' games 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, the ''VideoGame/KnightsOfTheOldRepublic'' games ''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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[[folder:Survival Horror]]
* In ''VideoGame/TheEvilWithin'', [[TheHero Sebastian]] can collect a substance known as Green Gel and use it to upgrade his abilities. These abilities are divided into four categories: [[LifeMeter Life Gauge]], [[note]]the amount of health Sebastian has[[/note]] [[SprintMeter Sprint]], [[note]]how long Sebastian can run before losing stamina[[/note]] Melee Damage, [[note]]the amount of damage Sebastian can inflict using melee combat[[/note]] and [[HealThyself Syringe Recovery]]. [[note]]the amount of health that Sebastian can recover from using syringes.[[/note]] This Green Gel can also be used to upgrade Sebastian's weapons, such as their firepower, accuracy, the amount of ammo he can carry, etc. The [[VideoGame/TheEvilWithin2 sequel]] follows suit, although weapons can now be upgraded separately via weapon parts and includes a few additional abilities, such as stealth, to the tree.
[[/folder]]
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* ''TabletopGame/StarTrekAdventures'': The six Attributes are personal stats, the six Disciplines are skill scores, while Talents are like Perks, giving alternative gameplay options on specific Tasks. Traits, Values, and Focuses can also be used to modify Tasks: an unfamiliar species Trait might make treating an illness more difficult, a Value that is applicable to a given situation allows a PC to spend Determination to gain an advantage, and rolling for a Task if a character has an applicable Focus scores an extra success.
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* ''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 improve the effects of specific map modifiers or master missions to make them more rewarding.

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* ''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, passives (which expanded from multiple small trees to one huge tree), which improve the effects of specific map modifiers or modifiers, master missions missions, or boss drops to make them more rewarding.

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* ''Videogame/BatmanArkhamAsylum'' [[Videogame/BatmanArkhamSeries and its sequels]] have a "Waynetech" section where after getting enough experience points, the player can purchase improvements for Batman, in his equipment (both upgrades, including to the Batsuit's armor to reduce melee and ballistic damage, whole new items such as Sonic
Batarangs) or his fighting skills. ''Videogame/BatmanArkhamOrigins'' even tries to shake up a bit by both designing the section with skill trees, showing an intended progression, and sending a few upgrades to a 'Dark Knight System' where they will be unlocked as the player performs a series of challenges.

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* ''Videogame/BatmanArkhamAsylum'' [[Videogame/BatmanArkhamSeries and its sequels]] have a "Waynetech" section where after getting enough experience points, the player can purchase improvements for Batman, in his equipment (both upgrades, including to the Batsuit's armor to reduce melee and ballistic damage, whole new items such as Sonic
Sonic Batarangs) or his fighting skills. ''Videogame/BatmanArkhamOrigins'' even tries to shake up a bit by both designing the section with skill trees, showing an intended progression, and sending a few upgrades to a 'Dark Knight System' where they will be unlocked as the player performs a series of challenges.
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* ''Videogame/BatmanArkhamAsylum'' [[Videogame/BatmanArkhamSeries and its sequels]] have a "Waynetech" section where after getting enough experience points, the player can purchase improvements for Batman, in his equipment (both upgrades, including to the Batsuit's armor to reduce melee and ballistic damage, whole new items such as Sonic
Batarangs) or his fighting skills. ''Videogame/BatmanArkhamOrigins'' even tries to shake up a bit by both designing the section with skill trees, showing an intended progression, and sending a few upgrades to a 'Dark Knight System' where they will be unlocked as the player performs a series of challenges.

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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.
* The Crystarium system ''VideoGame/FinalFantasyXIII'' consists of class-and-character-specific (mostly linear with minor sideways branching) perk trees, whose nodes have increasing "crystogen point" costs. Most nodes provide bonuses to either Strength, Magic, or Health, but some unlock class/role-specific moves. In ''VideoGame/FinalFantasyXIII2'', each character has only one linear "perk tree", but its nodes are technically empty slots where the player can place perks (bonuses or abilities) of any of the six available classes ([[{{Cap}} up to 99 per class]]) by investing crystogen points.

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* ''Franchise/FinalFantasy''
**
''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.
* ** The License Board is the successor to the Sphere Grid, used in ''VideoGame/FinalFantasyXII''. Aside from teaching abilities, characters can only use certain equipment once they've been unlocked on the Board. [[LimitBreak Quickenings]] are also found on the board, as are the Espers once you best them in battle. Later releases introduce 12 different License Boards (one for each of the Western Zodiac). Once the player assigns a board to one character, you can't have another character use the same board.
**
The Crystarium system ''VideoGame/FinalFantasyXIII'' consists of class-and-character-specific (mostly linear with minor sideways branching) perk trees, whose nodes have increasing "crystogen point" costs. Most nodes provide bonuses to either Strength, Magic, or Health, but some unlock class/role-specific moves. In ''VideoGame/FinalFantasyXIII2'', each character has only one linear "perk tree", but its nodes are technically empty slots where the player can place perks (bonuses or abilities) of any of the six available classes ([[{{Cap}} up to 99 per class]]) by investing crystogen points.
Is there an issue? Send a MessageReason:
None


* ''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. 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 clusters. There is also a smaller skill tree for [[PrestigeClass Ascendancy classes]] and one for Atlas passives, which improve the effects of specific map modifiers or master missions to make them more rewarding.

to:

* ''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.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 improve the effects of specific map modifiers or master missions to make them more rewarding.
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* In ''VideoGame/RemnantFromTheAshes'', earning 1500 experience earns you a Trait point which you can put in skills called "Traits". You start with 3 Traits which differ depending on your starting class, but will unlock many more during the course of the game and these Traits can be upgraded up to Level 20.

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* In ''VideoGame/RemnantFromTheAshes'', earning 1500 experience earns you a Trait point ''VideoGame/RemnantFromTheAshes'' has "traits" which are a combination of skill scores and perks. They improve basic in-game actions and can be levelled up to 20, but all have unique identifying names and must be unlocked through various means before you can put in skills called "Traits". You start with 3 Traits which differ depending on your putting points into them. Each of the three starting class, but will classes starts with three traits: Vigor (maximum health), Endurance (maximum stamina), and one class specific trait (which the other classes can unlock many more during later), as well as a certain amount of points in each. Every time you level up, you get one trait point, and there are 50 traits in total, meaning you'll have to get all the course of the game and these Traits can be upgraded way up to [[AbsurdlyHighLevelCap Level 20. 200]] in order to max out them all. Thankfully, the amount of XP required to level up never increases, so it's not as bad as it initially sounds. Picking up a Tome of Knowledge, which aren't terribly uncommon, will also instantly grant you a trait point.
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* ''VideoGame/RealityMinds'': The playable characters have skill trees, which can be filled in by spending SP and "strong stones." These tree nodes include combat skills, passive skills, and stat increases.
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* ''TabletopGame/RedDwarf'': In addition to basic stats, each character has skill points to allocate to a variety of skills. These skills are quite broad, ranging from weapon specialisations to astronavigation skills to even mundane hobby skills. Each character can also take a number of traits, such as rank or celebrity status, or those that affect personality, such as self conversation or being a smeghead.
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* ''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 add grant you new powers or access to a new weapon type, and minor ones (1 point), which boost the major ones. Three of the "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 6), 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]], certain quest items, as well as to breach weak walls with shaped charges and to unlock some dialogue options; Vigor is required for balancing on narrow beams, jumping over broken bridges, 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.

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* ''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 add 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 6), 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]], potions]] and certain quest items, as well as to breach weak walls with shaped charges charges, and to unlock access some dialogue options; Vigor is required for balancing on narrow beams, jumping over broken bridges, 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.
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* ''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 add grant you new powers or access to a new weapon type, and minor ones (1 point), which boost the major ones. Three of the "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' 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 6), 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]], certain quest items, as well as adding some dialogue options; Vigor is required for balancing on narrow beams, jumping over broken bridges, 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.

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* ''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 add grant you new powers or access to a new weapon type, and minor ones (1 point), which boost the major ones. Three of the "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' altars 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 6), 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]], certain quest items, as well as adding to breach weak walls with shaped charges and to unlock some dialogue options; Vigor is required for balancing on narrow beams, jumping over broken bridges, 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.
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* ''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 add grant you new powers or access to a new weapon type, and minor ones (1 point), which boost the major ones. Three of the "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' 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 6), 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]], certain quest items, as well as adding some dialogue options; Vigor is required for balancing on narrow beams, jumping over broken bridges, 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 can also be boosted by equipping certain gear (except Intuition) and keeping a [[RelationshipValues Friendly]] companion in the party (except Lockpicking).

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* ''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 add grant you new powers or access to a new weapon type, and minor ones (1 point), which boost the major ones. Three of the "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' 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 6), 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]], certain quest items, as well as adding some dialogue options; Vigor is required for balancing on narrow beams, jumping over broken bridges, 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 can also be boosted by get stacking bonuses from equipping certain gear (except Intuition) and keeping a [[RelationshipValues Friendly]] companion in the party (except Lockpicking).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.
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* ''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 add grant you new powers or access to a new weapon type, and minor ones (1 point), which boost the major ones. Three of the "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' 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 6), 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]], certain quest items, as well as adding some dialogue options; Vigor is required for balancing on narrow beams, jumping over broken bridges, 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 can also be boosted by equipping certain gear (except Intuition) and keeping a [[RelationshipValues Friendly]] companion in the party (except Lockpicking).
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* ''VideoGame/NuclearThrone'' has perks in the form of "mutations", earned by leveling up by gaining [[ILoveNuclearPower rads]] (the game's version of XP). Most characters get a pool of four[[note]]Horror gets five[[/note]] randomly-selected mutations. These mutations include abilities like doing damage every time you're hit, gaining more health from medkits and upgrading the effects of certain weapons. At max level, or Level Ultra, each character gets a choice of two[[note]]Horror gets an additional choice here as well[[/note]] character-specific "Ultra Mutations", each one designed to benefit a different playstyle.

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* ''VideoGame/NuclearThrone'' has perks in the form of "mutations", earned by leveling up by gaining [[ILoveNuclearPower rads]] (the game's version of XP). Most characters get a pool of four[[note]]Horror gets five[[/note]] randomly-selected mutations. These mutations include abilities like doing damage every time you're hit, gaining more health from medkits and upgrading the effects of certain weapons. At [[AbsurdlyLowLevelCap max level, level]], or Level Ultra, each character gets a choice of two[[note]]Horror gets an additional choice here as well[[/note]] character-specific "Ultra Mutations", each one designed to benefit a different playstyle.
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* ''VideoGame/NuclearThrone'' has perks in the form of "mutations", earned by leveling up by gaining [[ILoveNuclearPower rads]] (the game's version of XP). Most characters get a pool of four[[note]]Horror gets five[[/note]] randomly-selected mutations. These mutations include abilities like doing damage every time you're hit, gaining more health from medkits and upgrading the effects of certain weapons. At max level, or Level Ultra, each character gets a choice of two[[note]]Horror gets an additional choice here as well[[/note]] character-specific "Ultra Mutations", each one designed to benefit a different playstyle.
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* ''TabletopGame/WarhammerFantasyRoleplay''
** Skill scores are ranked from 0 to 100 based on the character's [[TheSixStats pertinent Attribute score]] and special training, representing their chance of succeeding at an average task. They include basic skills (e.g.: Gossip) that can be used without proficiency at a penalty and advanced skills (e.g.: Healing) that require the user to be trained, and are rolled for skill tests.
** Talents are character features with a discrete, static benefit. This might be a numerical bonus to a skill or attribute (possibly a situational one), a new way of using a skill (e.g.: letting a melee attack deal a TapOnTheHead), or an entirely new ability or feature (e.g.: making the character a SupernaturalFearInducer).
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* ''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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* In ''VideoGame/{{Control}}'', you earn ability points by completing missions. These let you buy skills on a skill tree that takes an increasingly large number of ability points to buy. However in the game, there'll be enough opportunity to buy every skill available as there's no New Game+.

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* In ''VideoGame/RemnantFromTheAshes'', earning 1500 experience earns you a Trait point which you can put in skills called "Traits". You start with 3 Traits which differ depending on your starting class, but will unlock many more during the course of the game and these Traits can be upgraded up to Level 20.



* In ''VideoGame/RemnantFromTheAshes'', earning 1500 experience earns you a Trait point which you can put in skills called "Traits". You start with 3 Traits which differ depending on your starting class, but will unlock many more during the course of the game and these Traits can be upgraded up to Level 20.

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* In ''VideoGame/RemnantFromTheAshes'', earning 1500 experience earns you ''VideoGame/ValkyriaChronicles'' uses a Trait point which you can put in skills perk system called "Traits". You start 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 3 Traits which differ depending on your starting class, but will unlock many more during the course 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 game tank commanders and these Traits 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 be upgraded up go to Level 20. a graveyard to meet an old man who'll teach him a new order until Welkin learns every orders.
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[[folder:Action Games]]
* Unlike other Creator/FromSoftware's ''Soulsborne'' games, ''VideoGame/SekiroShadowsDieTwice'' doesn't have you increasing your stats. Instead the points you get from levelling up, go towards a perk system where you learn things such as a passive ability that lets you to recover health after stealth-killing someone or special moves like a leaping double strike. You have initially 3 skill-trees to put points in, but can unlock more in the game.
* In ''VideoGame/RemnantFromTheAshes'', earning 1500 experience earns you a Trait point which you can put in skills called "Traits". You start with 3 Traits which differ depending on your starting class, but will unlock many more during the course of the game and these Traits can be upgraded up to Level 20.
[[/folder]]
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* ''VideoGame/EternalRadiance'': Celeste can receive passive skill upgrades through the Talent Tree system. Her tree is divided into two categories: offense and defense. Spending enough points in one category is required for more advanced skills, but specific skills don't need to be learned.
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* ''VideoGame/PathOfExile'' has an enormous perk tree consisting of 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. 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 if enough of a certain type of node is allocated within radius.

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* ''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. 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 if enough of a based on how certain type skills around it are allocated, or even add an entire cluster of node passive skills, which can have its own clusters. There is allocated within radius.also a smaller skill tree for [[PrestigeClass Ascendancy classes]] and one for Atlas passives, which improve the effects of specific map modifiers or master missions to make them more rewarding.
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or automatically with [[LevelUp each level]] || Usually acquired by spending TechPoints,\\

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or automatically with [[LevelUp each level]] CharacterLevel || Usually acquired by spending TechPoints,\\
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Instead, {{tabletop|Games}} and video games -- particularly {{Role Playing Game}}s and games with RPGElements -- narrow the areas of human knowledge down to a handful of quantifiable "skills" that are relevant to the plot at hand and whose advancement and effects can be defined in terms of [[GameSystem gameplay mechanics]]. At the start of the game, the players are handed a list of these skills and a few "skill points" to [[CharacterCustomization distribute among their characters' abilities]], with more points awarded later on for completing [[VideoGameObjectives the game's objectives]]. Once a skill is learned, the character [[NoStatAtrophy (usually) can never forget it]], except [[SkillPointReset deliberately and with a full points refund]].

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Instead, {{tabletop|Games}} and video games -- particularly {{Role Playing Game}}s and games with RPGElements -- narrow the areas of human knowledge down to a handful of quantifiable "skills" that are relevant to the plot at hand and whose advancement and effects can be defined in terms of [[GameSystem gameplay mechanics]].GameMechanics. At the start of the game, the players are handed a list of these skills and a few "skill points" to [[CharacterCustomization distribute among their characters' abilities]], with more points awarded later on for completing [[VideoGameObjectives the game's objectives]]. Once a skill is learned, the character [[NoStatAtrophy (usually) can never forget it]], except [[SkillPointReset deliberately and with a full points refund]].

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