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** In ''VideGame/PhantasyStarOnline2'', leveling up in a class is helpful for three things: gaining more base stats to meet equipment minimum stat-requirements, gaining more skill points to strengthen that class's skill tree, and meeting minimum level requirements for higher difficulties. The ''actual'' contribution of leveling up towards your effective power is otherwise low, as leveling up affords shockingly small stat boosts at a time. A character's power is dependent primarily on their class setup and their weapon(s), to the point the mere acquisition of [[InfinityPlusOneSword the proper 14-star weapon]] immediately kicks a character into endgame-tier once it's been outfitted with the proper abilities.
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* In ''VideoGame/SpiralKnights'', the players don't gain experience themselves, instead, you can craft different pieces of armor and weapons, each one with its own [[ElementalRockPaperScissors elemental bonuses and weaknesses]], and each item requires Experience points (or "Heat") separately, and usually has an additional bonus when they reach its level cap. They (and the levels' difficulty) are also divided on tiers. In order to be allowed to go deeper on the clockworks, you also need to craft better equipment(usually using a level capped item of a lower tier).

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* In ''VideoGame/SpiralKnights'', the players don't gain experience themselves, instead, you can craft different pieces of armor and weapons, each one with its own [[ElementalRockPaperScissors elemental bonuses and weaknesses]], and each item requires Experience points (or "Heat") separately, and usually has an additional bonus when they reach its level cap. They (and the levels' difficulty) are also divided on tiers. In order to be allowed to go deeper on the clockworks, you also need to craft better equipment(usually equipment (usually using a level capped item of a lower tier).
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* The first ''VideoGame/{{Deception}}'' allowed you to level up your character, but its primary focus was to unlock new breeds of trap and monsters to create; in a later chapter, you acquired a sword which unlocked enhanced trap types. Later games in the series dispensed with the leveling entirely[[labelnote:*]]and monsters, coincidentally[[/labelnote]] and instead had you solely focus on expanding your armament of traps.
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* ''VideoGame/{{Warframe}}'': Merged with a more traditional leveling system. All equipment items, from warframes to weapons to companions, have ranks from zero to thirty, and must be leveled up to reach their full potential. Warframes are essentially classes, and gain stat bonuses and new abilities as they level, but weapons are not directly affected by leveling up. The primary advantage of leveling something is that it can fit more mods, which are mandatory to make any equipment item useful.
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* In ''VideoGame/MegaMan'' the entire point of the series was to acquire new weapons from one boss to take down the next. Since you could fight them in any order, the trick was discovering the optimum sequence to fight them in.

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* In ''VideoGame/MegaMan'' ''Franchise/MegaMan'' the entire point of the series was to acquire new weapons from one boss to take down the next. Since you could fight them in any order, the trick was discovering the optimum sequence to fight them in.
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* ''Literature/MagisterusBadTrip'': In Money (Game) Master, there is no level system at all. A character's strength is determined solely by their equipment (weapons, armour, vehicles etc.) and personal skills. [[spoiler:The former strongest player, Criminal AO, wasn't a particularly good fighter but was able to create GameBreaker equipment.]]
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* ''VideoGame/MonsterHunter'' runs on this trope as well. Your power is based completely on the equipment you own, and the point of the game revolves almost entirely around finding new ways to create new gear. You hunt monsters to skin them for body parts, of course, but you also have to mine for ores, catch fish and bugs, collect herbs and mushrooms and plant crops to ''really'' get the most out of everything.

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* Your power in ''VideoGame/MonsterHunter'' runs on this trope as well. Your power is based completely on the equipment you own, and the point of the game revolves almost entirely around finding new ways to create new gear. You hunt monsters to skin them for body parts, of course, but you also have to mine for ores, catch fish and bugs, collect herbs and mushrooms and plant crops to ''really'' get the most out of everything.
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[[folder:Rogue]]

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[[folder:Rogue]][[folder:Roguelike]]
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* While multiplayer characters in ''VideoGame/MassEffect3'' do gain experience and upgrade their skills, their levels are {{cap}}ped at 20 (single-player cap is ''60'') and the players have to reset them back to level 1 if they want to keep advancing up the score ladder. This effectively renders character progression meaningless in a long term, while rare weapons, weapon upgrades, and advanced equipment mods (randomly awarded for winning online matches) become crucial on higher difficulty settings.

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* While multiplayer characters in ''VideoGame/MassEffect3'' do gain experience and upgrade their skills, their levels are {{cap}}ped at 20 (single-player cap is ''60'') and the players have to reset them back to level 1 if they want to keep advancing up the score ladder. This effectively renders character progression meaningless in a the long term, while rare weapons, weapon upgrades, and advanced equipment mods (randomly awarded for winning online matches) become crucial on higher difficulty settings.



* ''[[VideoGame/VandalHearts Vandal Hearts 2]]'' has an interesting hybrid between this and LevelLockedLoot: The main game itself does not use class system, and any character can be seamlessly re-oriented from one specialization to the other simply by changing their equipment (that is, if you want to make a mage out of a swordsman, just swap the sword for a staff and the armor for a robe). However, characters do gain EXP and level, and level determines the maximum amount of HP and SP one will get out of a piece of armor. That being said, the characters are not prohibited outright to equip anything that is above their level; they just couldn't utilize said equipment to their fullest
potential.

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* ''[[VideoGame/VandalHearts Vandal Hearts 2]]'' has an interesting hybrid between this and LevelLockedLoot: The main game itself does not use class system, and any character can be seamlessly re-oriented from one specialization to the other simply by changing their equipment (that is, if you want to make a mage out of a swordsman, just swap the sword for a staff and the armor for a robe). However, characters do gain EXP and level, and level determines the maximum amount of HP and SP one will get out of a piece of armor. That being said, the characters are not prohibited outright to equip anything that is above their level; they just couldn't utilize said equipment to their fullest
fullest potential.

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* ''[[VideoGame/VandalHearts Vandal Hearts 2]]'' has an interesting hybrid between this and LevelLockedLoot: The main game itself does not use class system, and any character can be seamlessly re-oriented from one specialization to the other simply by changing their equipment (that is, if you want to make a mage out of a swordsman, just swap the sword for a staff and the armor for a robe). However, characters do gain EXP and level, and level determines the maximum amount of HP and SP one will get out of a piece of armor. That being said, the characters are not prohibited outright to equip anything that is above their level; they just couldn't utilize said equipment to their fullest potential.

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* ''[[VideoGame/VandalHearts Vandal Hearts 2]]'' has an interesting hybrid between this and LevelLockedLoot: The main game itself does not use class system, and any character can be seamlessly re-oriented from one specialization to the other simply by changing their equipment (that is, if you want to make a mage out of a swordsman, just swap the sword for a staff and the armor for a robe). However, characters do gain EXP and level, and level determines the maximum amount of HP and SP one will get out of a piece of armor. That being said, the characters are not prohibited outright to equip anything that is above their level; they just couldn't utilize said equipment to their fullest potential.fullest
potential.
* In ''VideoGame/{{Moonlighter}}'', you don't gain experience or levels from killing enemies or selling items in your shop. The only way to get more powerful is by having Andrei TheBlacksmith craft weapons and armor for you and (ideally) having Eris the Enchanter upgrade them for you with Empowering Crystals.
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* ''TabletopGame/HcSvntDracone'' 1st edition has no "XP", skills are improved by purchasing a SleepLearning device while attributes gain one dot every three sessions up to a threshold, at which point augmentations will need to be bought.

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* ''TabletopGame/HcSvntDracone'' ''TabletopGame/HcSvntDracones'' 1st edition has no "XP", skills are improved by purchasing a SleepLearning device while attributes gain one dot every three sessions up to a threshold, at which point augmentations will need to be bought.
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** Learning new spells also costs money, though that's been downplayed in more recent editions.


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* ''TabletopGame/HcSvntDracone'' 1st edition has no "XP", skills are improved by purchasing a SleepLearning device while attributes gain one dot every three sessions up to a threshold, at which point augmentations will need to be bought.
* In ''TabletopGame/RedMarkets'' skills and Potentials are improved in-game using Bounty, the same currency used to obtain goods and services, pay upkeep on gear, keep your character and their dependents fed.
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* ''VideoGame/{{Chantelise}}'': Equipment is the only way to improve every stat except health, which is improved permanently through Ferromin purchased from Aira. Gloves boost strength, staves boost magical attack, shields boost physical defense, charms boost magical defense, and other items change the item drop system or add elemental resistances.
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* In ''VideoGame/FireEmblem'' 0% growth runs players have a wide variety of options to increase their stats due to not gaining any of level ups such as: promotional bonuses, reclassing, stat boosters, tonics, meals/provisions, skills, forges and for the few games that have them, accessories or stat boosting talk conversations. With strong experimentation, even unpromoted units can find ways to be on par with promoted units in this mode.

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* In ''VideoGame/FireEmblem'' 0% growth runs runs, players have a wide variety of options to increase their stats due to not gaining any of on level ups anymore such as: promotional bonuses, reclassing, stat boosters, tonics, meals/provisions, skills, forges and for the few games that have them, accessories or stat boosting talk conversations. With strong experimentation, even unpromoted units can find ways to be on par with promoted units in this mode.
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* In ''VideoGame/FireEmblem'' 0% growth runs players have a wide variety of options to increase their stats due to not gaining any of level ups such as: promotional bonuses, reclassing, stat boosters, tonics, meals/provisions, skills, forges and for the few games that have them, accessories or stat boosting talk conversations. With strong experimentation, even unpromoted units can find ways to be on par with promoted units in this mode.
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** By far, one of the most common [[SelfImposedChallenge challenge runs]] is the "BP-Only Run" because of this, since the ability to increase the power of your attacks with badges is probably the most helpful levelling strategy, especially as you approach the endgame.
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* ''VideoGame/FinalFantasyXI'' took a different approach to expansions than games based on the [=EQ=]/[=WoW=] model. For most of the game's run, through 4 expansions, the level cap never increased, staying at 75. Instead of focusing on level and power increases expansions focused on adding new storylines, but did still come with newer and better gear as well as eventually letting certain old gear be upgraded to +1 and +2 versions. As market share shrank they were eventually forced to make the game more casual friendly and increased the level cap to 99. Then came the 5th expansion which added item level to gear, allowing players to effectively increase in power beyond 99.
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* ''VideoGame/{{Zombidle}}'': Unlike most prestige-based Clicker and {{Idle Game}}s, there are no {{Skill Point}}s, {{Tech Tree}}s or Artifacts to use your prestige points (White Orbs) on. All your upgrades and improvements are based on the benefits from various items collected or crafted, and you use White Orbs to buy even more equipment.

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* ''VideoGame/{{Zombidle}}'': Unlike most prestige-based Clicker and {{Idle Game}}s, there are no {{Skill Point}}s, {{Tech Tree}}s or Artifacts to use your prestige points (White Orbs) on. All your upgrades and improvements are based on the benefits from various items collected or crafted, crafted (as well as bonuses from achievements), and you use White Orbs to buy even more equipment.
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* ''VideoGame/{{Zombidle}}'': Unlike most prestige-based Clicker and {{Idle Game}}s, there are no SkillPoints, {{Tech Tree}}s or Artifacts to use your prestige points (White Orbs) on. All your upgrades and improvements are based on the benefits from various items collected or crafted, and you use White Orbs to buy even more equipment.

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* ''VideoGame/{{Zombidle}}'': Unlike most prestige-based Clicker and {{Idle Game}}s, there are no SkillPoints, {{Skill Point}}s, {{Tech Tree}}s or Artifacts to use your prestige points (White Orbs) on. All your upgrades and improvements are based on the benefits from various items collected or crafted, and you use White Orbs to buy even more equipment.
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* ''VideoGame/{{Zombidle}}'': Unlike most prestige-based Clicker and {{Idle Game}}s, there are no SkillPoints, {{Tech Tree}}s or Artifacts to use your prestige points (White Orbs) on. All your upgrades and improvements are based on the benefits from various items collected or crafted, and you use White Orbs to buy even more equipment.
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* In ''VideoGame/ShopHeroes'', this applies to the heroes who the player supplies with gear (although increasing hero power is just one part of overall progression in the game). Heroes do have a level, but this just determines what equipment is suitable for them, not how powerful they are.

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** [[VideoGame/EarlyGameHell The 'hobo' phase]], where you'll be VERY lucky to have guns that don't jam every 10 shots, two full reloads or more for each, and an armor capable of preventing four shots from being lethal;

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** [[VideoGame/EarlyGameHell [[EarlyGameHell The 'hobo' phase]], where you'll be VERY lucky to have guns that don't jam every 10 shots, two full reloads or more for each, and an armor capable of preventing four shots from being lethal;
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** [[EarlyGameHellThe 'hobo' phase, where you'll be VERY lucky to have guns that don't jam every 10 shots, two full reloads or more for each, and an armor capable of preventing four shots from being lethal]];

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** [[EarlyGameHellThe [[VideoGame/EarlyGameHell The 'hobo' phase, phase]], where you'll be VERY lucky to have guns that don't jam every 10 shots, two full reloads or more for each, and an armor capable of preventing four shots from being lethal]];lethal;
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* ''VideoGame/RingRunnerFlightOfTheSages'' allows you to unlock new equipment over time, either by completing missions or performing research projects. All equipment is meant to provide you with new options in combat. For example, if you unlock a tractor beam that can pull in enemies, suddenly the plasma sawblade that's high-damage but limited to close range becomes much more attractive.
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* ''VideoGame/{{STALKER}}'''s progression revolves entirely on what equipment you have. In fact, there are three distinct phases in ''Shadow of Chernobyl'':
** [[EarlyGameHellThe 'hobo' phase, where you'll be VERY lucky to have guns that don't jam every 10 shots, two full reloads or more for each, and an armor capable of preventing four shots from being lethal]];
** The 'stalker' phase, where you start have decent guns, good armor with usable night vision, and scopes for longer-range engagements;
** And finally, the 'OneManArmy' phase, featuring very good armor with NightVisionGoggles good enough to make the time of day irrelevant (in fact, stalking at night is far more advantageous), and powerful and accurate hardware galore (including suppressed armor-piercing rifles). As long as you don't [[ViolationOfCommonSense do anything stupid]], you're almost invincible and can kill anything in your way, be it mutant or human.
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* ''VideoGame/{{Terraria}}'': Your character's abilities come entirely from whatever gear you happen to be wearing.

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* ''VideoGame/{{Terraria}}'': Your character's abilities come entirely from whatever gear you happen to be wearing. Indeed, even the Terraria equivalent of your character class is derived from equipment. A character is only a "mage" because they're wearing gear that boost magic weapons in some way. This allows free-form multiclassing.
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In a game, there are typically two ways the player can become more powerful; they can [[CharacterLevel level up]] by gaining ExperiencePoints in a ClassAndLevelSystem or they can get better equipment, {{Equipment Upgrade}}s and/or items which [[RareCandy permanently enhance their stats]]. This trope is about games which only use the latter method or make it the main component.

This trope typically occurs in more action-oriented games, where the focus is less on character building (since this is one of things which defines the {{RPG}} genre, examples which are purely this trope are rare) and more on exploration or combat, making StatGrinding less attractive as a gameplay element (since it keeps the player from progressing or breaks up the action). Exploration based games (particularly in the {{Metroidvania}} subgenre, although some also use RPGElements) will often combine this trope with UtilityWeapon; expecting the player to use their new abilities to get to the next set, while combat based games will simply make the player more powerful. Since items can be given and [[BagOfSpilling taken away]] freely, it also allows the game to make the player less powerful (although a good designer [[FakeDifficulty won't abuse this]]). If the items can be picked up in any order (and they're balanced, rather than offering a simple increase in power), it can also make the game less linear. Finding an extra RareCandy is also a good way to reward the player for exploring.

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In a game, there are typically two ways the player can become more powerful; they can [[CharacterLevel level up]] by gaining ExperiencePoints in a ClassAndLevelSystem or they can get better equipment, {{Equipment Upgrade}}s and/or items which [[RareCandy permanently enhance their stats]]. This trope is about games which only use the latter method or make it the main component.

This trope typically occurs in more action-oriented games, where the focus is less on character building (since this is one of things which defines the {{RPG}} genre, examples which are purely this trope are rare) and more on exploration or combat, making StatGrinding less attractive as a gameplay element (since it keeps the player from progressing or breaks up the action). Exploration based games (particularly in the {{Metroidvania}} subgenre, although some also use RPGElements) will often combine this trope with UtilityWeapon; expecting the player to use their new abilities to get to the next set, area, while combat based games will simply make the player more powerful. Since items can be given and [[BagOfSpilling taken away]] freely, it also allows the game to make the player less powerful (although a good designer [[FakeDifficulty won't abuse this]]). If the items can be picked up in any order (and they're balanced, rather than offering a simple increase in power), it can also make the game less linear. Finding an extra RareCandy is also a good way to reward the player for exploring.

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