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Empty Levels: Difference between revisions

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** ''[[Trickster Online]]'', a Korean MMORPG, has "hell levels." For each class they are slightly different. The toughest class to play is the Lion who uses firearms, because his hell levels start at level 1. The lion's gun damage is determined by the accuracy stat, while melee damage is given by the strength stat. Every character starts off weaponless, making the Lion's high accuracy useless and his low strength a huge liability. Until level 20 he is denied quality weapons, cannot use a shield, and cannot move while attacking. You're like a [[Glass Cannon]], except just glass and no cannon.
* In ''[[Nexus War]]'', leveling up means penalties to recovering from death.
* ''[[RunescapeRuneScape]]'' has a fair bit of this in ''[[Player Versus Player]]'' combat, mainly only on Bounty Worlds. Leveling any combat skill raises your combat level, and since what level range of other players can attack you is a range from your own combat level, keeping your combat level as low as possible while maximising your combat capability (by training certain combat skills more than others, in approximate order Str>Atk>Magic>Prayer>Ranged>Hits>Def) allows you to have an advantage over other players at the same combat level who have not focused on keeping their combat level low. Unfortunately for many would-be "Pro PKers", a vast majority of all active PKers between combat levels 20-110 (PKing unavailable below level 20, and at level 110-126 the only way to get combat levels at all is to max out those stats which increase combat level without boosting combat effectiveness all that much) have their stats set up in such a way to maximise Power-in-combat to Combat-level ratio. There is even a disclaimer in the website's FAQs stating that it is impossible to undo level-ups; once you have them, you're stuck with them for good. In addition, in the non-PvP potions of the game, new armour and weapons become usable at specific levels in specific skills, for example, the differences between level 80 attack (Chaotic Rapier) and level 79 attack (Still using Abyssal Whip) or level 70 attack (Can use Abyssal Whip) and level 69 attack (still using that oldschool Dragon weaponry) are far greater (in terms of how much it boosts your ability in combat) than any other single attack level-up.
* In ''[[World of Warcraft]]'', the effectiveness of stats on gear decreases in proportion to your level, forcing you to upgrade to remain as strong relative to your opponents as you were before. Similarly, the talent trees contain a lot of "filler" between major upgrades (at ten-level increments), and skills are purchased in ranks that skip quite a few levels. The upshot is that you get weaker with each level-up until you hit the next gear/talent/skill threshold, at which point you're suddenly overpowered again. Blizzard, recognizing the issues with this, is launching the largest overhaul of these systems to date in the ''Cataclysm'' [[Expansion Pack]], making skills scale automatically with level and scaling back the talent trees so that each point is significant.
** Under the new Post-''Cataclysm'' system, starting at level 10, nearly every even numbered level grants you a new spell, while every odd numbered level grants you a new talent. Some even levels don't grant abilities, but still unlock new features (such as Dual Talent Specialization at level 30). Though there ''are'' empty levels now and again where nothing but base stats change.
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* ''[[Nethack]]'' monster difficulty is the average of experience level and dungeon level. If you are playing a class that gains little combat ability with experience levels, gaining a level can be a step backwards, especially if the new monster difficulty introduces some particular early-game terror.
 
=== [[Role -Playing Game]] ===
* In ''[[Breath of Fire]]'' (the first one), when you get to about Level 60+, sometimes you will see see "Character reaches level yy!" and... that's it. Not even a single hit point. Not much reward after the ridiculous grind (especially since the game divides XP gained by how many group members total you have, up to 8) to get to those high levels...
* In ''[[EarthboundEarthBound]]'', any level-up that's not a multiple of 4 can be very wimpy. You might get as little as only a single point increase to your max HP.
* In ''[[The Elder Scrolls]]: [[Oblivion]]'' levels are not simply worthless, but actively want you dead. Simply leveling up when you have the option is likely to result in an insignificant bonus to your abilities, but all the enemies still get harder. Everywhere. And your actual strength in combat is linked to abilities that aren't governed by your level. Fortunately you don't have to level up, as it only happens when you go to sleep, and your player has no biological requirement for sleep. Rather than deal with all the annoyance of making sure you get ''stronger'' by increasing level a lot of players simply avoid sleeping. This can all result in the land being saved from a horde of extremely feeble monsters by a strangely competent chronic insomniac.
** It depends on which skills are tied to your level. As long as those major skills are combat related then you'll keep up with the enemies. If they're situational skills, like Acrobatics or Alchemy, leveling purely through those will make you weaker relative to your enemies until your combat related skills catch up.
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== Non-video game examples ==
=== [[Tabletop Games]] ===
* ''[[Dungeons and& Dragons]]'' is the [[Trope Maker]]. While early-edition clerics and magic users could gain new spells with every few levels, fighters and thieves were mainly stuck with the standard increase in attack bonus, saving throws and hit points that everyone got upon leveling up, in addition to increase in skill percentages if you were playing a thief. Combine this with increasingly-horrifying supernatural enemies against whom sharp-sword-swinging was a decreasingly recommendable tactic ([[Demonic Spiders|powerful undead in particular]], whose [[Level Drain]] attacks didn't care a whit about your armor and [[The Virus|turned anyone they killed into more of them]]), and it wasn't too long before the [[Linear Warriors, Quadratic Wizards]] thing took hold (course, there were some enemies that were very resistant if not immune to magic, so the casters weren't immune either). Each edition has attempted to fix this, but ultimately only succeeded in making the problem worse. It is such that in 3rd/3.5 if you are not a caster you are required to take short dips in many different classes - something that only works because the martial classes are front loaded in addition to being loaded with empty levels. In 4th you might get features, but rarely are these features actually meaningful in any way. So not only are you required to heavily optimize your character just to keep your attack up at the same rate that enemy defenses scale, but you are most likely still using low level abilities to do this as the higher level abilities are not even necessarily better!
** Also literally an empty level is Rogue 20 (the Level Cap) in edition 3.5- unlike almost every other level or ''class'' in the game, you get actually nothing for it. The standard bonuses to health, accuracy, and defenses are given to all classes, so Rogue 19/Anything 1 is better than Rogue 20
*** Even worse was Fighter 5, the absolute most pointless level in the game, which only increases attack bonus, hit points, and the minimum possible number of skill points, with no class features an no increase in saving throws. The only reason to take it is to get to Fighter level 6, and a serious optimizer only has about three reasons to do that (two specific 20-level builds or a particular alternative class feature at level 6). On the other hand, serious optimizers seldom recommend taking Fighter past level 2...
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[[Category:Fake Difficulty]]
[[Category:Tabletop Game Tropes]]
[[Category:Empty Levels{{PAGENAME}}]]
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