Character Level: Difference between revisions

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* In ''[[The World Ends With You]]'', you and your partner go up a level as soon as you gain enough experience. The beam of light that accompanies this phenomenon has been observed to damage enemies. Your effective level is adjustable on the Phone Menu, increasing the chance of pin drops at the expense of making you weaker. There is a level cap of 100, at which point, it displays a star instead of a number, and the "Next" value is permanently 0. Leveling increases your HP and Bravery permanently (meaning lowering your effective level will not reduce them). Stat gains are achieved by eating.
* The first two ''[[Paper Mario (franchise)|Paper Mario]]'' games also take a somewhat different direction. When Mario levels, he can choose between more hitpoints, Flower Points (used for special attacks) and Badge Points (which can be used to equip badges with a variety of effects). His offense on the other hand is upgraded by finding better hammers and boots, and the Star powers are plot-related. His partners don't level at all but can be upgraded twice, resulting in more hitpoints (in the second game), offense and a new move.
** ''[[Mario and Luigi Superstar Saga|Mario & Luigi: Superstar Saga]]'' and sequels have a different, albeit slightly similar variation. As well as the standard leveling up, a bonus slot machine type wheel appears and you can choose any stat to add a few more points to each time. The latest game also adds ranks which are gotten by [[Character Level|CharacterLevels]], each enabling you to equip more items/gear.
* Averted (for the most part) in ''[[Monster Hunter]]'', which is a bit of a surprise given its MMO-like structure. The character's abilities depend directly on two factors: player skill and gear. Played straight in some versions where you can recruit NPC companions who do indeed level up.
* ''[[.hack GU Games|.Hack//G.U]]'' uses your character level to lock you out of higher level equipment till you hit that level.