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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.
* ''[[
* 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
* 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 ''[[
* 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
** 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:
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