Character Level: Difference between revisions

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* ''[[.hack GU Games|.Hack//G.U]]'' uses your character level to lock you out of higher level equipment till you hit that level.
* Inverted in the first two ''Rockman.EXE / [[Mega Man Battle Network]]'' games, the first ''Ryuusei no Rockman / [[Mega Man Star Force]]'' game, and ''Rockman.EXE: Operate Shooting Star'', their [[Crossover]]. Instead of having to level up in order to increase your abilities, your level is calculated based on the upgrades you've acquired (although ''Star Force'' and ''Operate Shooting Star'' add levels for certain postgame achievements, to round out the max to 100). There are no experience points whatsoever, and the level itself is mostly cosmetic, which may explain why most sequels dropped them altogether.
* The NES/Famicom (along with its [[Updated Rerelease|Updated Rereleases]]) game ''[[Final Fantasy II (Video Game)|Final Fantasy II]]'' went the "level up only what you've been using" route, and applied it to weapons and spells as well as stats (for example, your maximum HP would increase if you got hurt a lot). Needless to say, it didn't last, although its remakes have made it less grindy and more generous and balanced, along with removing the occasional stat decreases from the NES/Famicom version.
* In ''[[Infinite Space]]'', only assigned crew members will gain experience points from battle, and when they level up, the stat required by their post will go up faster than other stats. The assignment and command skills owned by your crews will level up for each twenty levels.
* ''[[Freelancer]]'' levels are based on ''money'', except if you're still playing through the story, in which case every other level requires you to complete a storyline mission. These levels allow you to purchase mightier ships, which in turn have better armor, shields, armament capacity, and cargo space.