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->"Food!", thought the dragon.
->"Levels!", thought the knight.

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->"Food!", thought the dragon. \n->"Levels!", \\
"Levels!",
thought the knight.


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* ''VideoGame/ZeldaIITheAdventureOfLink'' is the only ''Franchise/TheLegendOfZelda'' game -other than spin-off ''VideoGame/HyruleWarriors''- where you can gain exp points. Gain enough, and you can raise your defense, reduce magic costs, or raise your attack power.
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** It's interesting that the game does not work like that. Any enemy around 5 levels below you garners no XP.

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** It's interesting that the game does not work like that. [[AntiGrinding Any enemy around 5 levels below you garners no XP.]]
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Moved to the more appropriate "Stat Grinding" trope


* In From Software's Shadow Tower series, you don't get experience points. Instead each breed of demon automatically gives a stat increase of specific type and number once you kill it. So you are always improving every battle that you win. Since there is no dynamic difficulty, if you play a New Game + enough times you'll soon become a virtual god.

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Moved to the Warhammer Quest example to a better fitting area.


* ''Literature/BloodSword'' is unlike other gamebooks in that your character or characters will gain experience. You get 200 experience points after the end of the adventure which is divided evenly amongst each party member. During the adventure, Warriors may have lost some experience if they did something [[KarmaMeter dishonourable or cowardly]] and in the [[EarlyInstallmentWeirdness first book only]], you get bonus experience if you kill powerful optional enemies (Nebulon, a declining demon-god, and Skyrmir, legendary chief of the frost giants).



* Similar to how ''VideoGame/DarkSouls'' has souls as currency and experience, ''Warhammer Quest'' uses gold. The reasoning behind it is that every character is so talented that they have the potential to quickly become maximum level regardless of how much actual combat they've seen. But to reach that potential, they have to spend money training with other heroes and it gets more expensive as you must keep looking for mightier trainers to avoid stagnating. The computer version of ''Warhammer Quest'' reverts back to the traditional experience system.



* Similar to how ''VideoGame/DarkSouls'' has souls as currency and experience, Warhammer Quest uses gold. The reasoning behind it is that every character is so talented that they have the potential to quickly become maximum level regardless of how much actual combat they've seen. But to reach that potential, they have to spend money training with other heroes and it gets more expensive as you must keep looking for mightier trainers to avoid stagnating. The computer version of Warhammer Quest reverts back to the traditional experience system.

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* Similar to how ''VideoGame/DarkSouls'' has souls as currency and experience, Warhammer Quest uses gold. The reasoning behind it is that every character is so talented that they have the potential to quickly become maximum level regardless of how much actual combat they've seen. But to reach that potential, they have to spend money training with other heroes and it gets more expensive as you must keep looking for mightier trainers to avoid stagnating. The computer version of Warhammer Quest reverts back to the traditional experience system.
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* In the brutal Serbian RPG ''VideoGame/{{Underrail}}''[[note]]No relation to ''Undertale'' above, but they are both set underground[[/note]], you can use an interesting experience points system called the Oddity System. Instead of getting experience through killing enemies or using skills, you get experience by collecting "Oddities", items scattered throughout the world. Higher-end Oddities give more points but are found in more dangerous and harder-to-reach areas, but most Oddities can technically be gained without killing anything. For pure wargamers Classic XP might be the better choice, but Oddity rewards exploration and makes stealth or diplomat builds more viable.
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Deltarune is one word.


* In ''VideoGame/DeltaRune'' which is related t ''Undertale'' somehow, battles end by saying how how many EXP you've earned, [[SubvertedTrope but you can never get any]]. As in ''Undertale'', gaining EXP is GainingTheWillToKill, and none of the party in ''Delta Rune'' do so.

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* In ''VideoGame/DeltaRune'' ''VideoGame/{{Deltarune}}'' which is related t to ''Undertale'' somehow, battles end by saying how how many EXP you've earned, [[SubvertedTrope but you can never get any]]. As in ''Undertale'', gaining EXP is GainingTheWillToKill, and none of the party in ''Delta Rune'' ''Deltarune'' do so.
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* In ''Webcomic/LosingIsFun'', Grawr gains experience in a variety of skills, especially engraving.
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** The campaign rules for the 2018 Edition of ''TabletopGame/Warhammer40000KillTeam'' includes an experience point system to allow a player's specialists, and fire teams of regular fighters, to advance in level and gain experience. Specialists gain an experience point for taking part in a battle, as well as for using one of their specialist Tactics, and when they gain enough points to go up a level, they can choose a skill from their unique skill tree. Fire Teams meanwhile gain experience points for killing enemy models and surviving a battle with every member of the Team gaining a random advancement (such as extra Movement or re-rolls for various actions) for each level they gain.

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** There are also skills in game that work the on the basic EXP scale, I.E. you use them and you get EXP. There are some unique requirements, such as having to fall victim to the looking at dirty magazines/sexy poses a certain number of times, for unlocking/leveling up skills, but it could easily be equated as EXP

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** There are also skills in game that work the on the basic EXP scale, I.E. you use them and you get EXP. There are some unique requirements, such as having to fall victim to the looking at dirty magazines/sexy poses a certain number of times, for unlocking/leveling up skills, but it could easily be equated as EXPEXP.
* ''VideoGame/{{Warframe}}'': Killing enemies and completing objectives earns "affinity points," which is used to "master" equipment. Equipment starts at mastery rank 0 and maxes out at 30. Furthermore, the player themselves has a mastery rank, which can only be increased by mastering equipment.

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* In VideoGame/{{Undertale}}, EXP is awarded by defeating monsters; this is also lampshaded similarly to in ''[=Kotor II=]'' above. [[spoiler:Sans reveals near the end that EXP stands for [[KarmaMeter Execution Points]]. EXP showcases [[KillingIntent how easily you are able to harm others]] and [[LackOfEmpathy dismiss both the harm to others and to yourself]] by hardening your mind and soul. Simply put, you gain EXP by killing people, which [[ItGetsEasier makes it easier for you to kill people.]] Gaining EXP ''makes you a bad person''.]]

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* In VideoGame/{{Undertale}}, ''VideoGame/{{Undertale}}'', EXP is awarded by defeating monsters; this is also lampshaded similarly to in ''[=Kotor II=]'' above. [[spoiler:Sans reveals near the end that EXP stands for [[KarmaMeter Execution Points]]. EXP showcases [[KillingIntent how easily you are able to harm others]] and [[LackOfEmpathy dismiss both the harm to others and to yourself]] by hardening your mind and soul. Simply put, you gain EXP by killing people, which [[ItGetsEasier makes it easier for you to kill people.]] Gaining EXP ''makes you a bad person''.]]]]
* In ''VideoGame/DeltaRune'' which is related t ''Undertale'' somehow, battles end by saying how how many EXP you've earned, [[SubvertedTrope but you can never get any]]. As in ''Undertale'', gaining EXP is GainingTheWillToKill, and none of the party in ''Delta Rune'' do so.

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** During League Play in ''TabletopGame/BloodBowl'', players on a team can earn experience points to gain levels, receiving a new skill or characteristics increase for each level gained. To earn experience points a player must perform specific actions during a game, with most editions rewarding scoring touchdowns, making successful passes, making an interception and causing casualties with various of points.



*** The 3rd Edition experience points system focuses on Gang Leaders, [[NumberTwo Champions]], Specialists[[note]]promoted Gangers[[/note]] and [[NewBlood Juves]], who can use their experience points to purchase improved statistics or skills during a campaigns pre-battle sequence. Regular Gangers meanwhile have a simplified experience points system, randomly acquiring statistic increases for every 6 experience points they earn.

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*** The 3rd Edition experience points system focuses on Gang Leaders, [[NumberTwo Champions]], Specialists[[note]]promoted Gangers[[/note]] and [[NewBlood [[NewMeat Juves]], who can use their experience points to purchase improved statistics or skills during a campaigns pre-battle sequence. Regular Gangers meanwhile have a simplified experience points system, randomly acquiring statistic increases for every 6 experience points they earn.
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** ''VideoGame/FinalFantasyX'' offers AP instead of experience points. This allowed players to move around a "Sphere Grid," wherein a player could spend stat-boosting orbs to gain power or abilities. It wasn't quite the same as leveling up, since AP still had to be spent even if a player was going through parts of the Grid they'd already cleared, so gaining a Sphere level didn't quite equate a level gain in the traditional sense.
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* MouseHunt: The 'levels' are called ranks. "Rank Percentage" is gained to "rank up", mostly from catching mice, and there is a significant amount of time between moving up from one rank to another. While each mouse has a certain amount of points, it is NOT directly proportional to the amount of "rank percentage" earned. "Rank percentage" also cannot be lost.

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* MouseHunt: ''VideoGame/MouseHunt'': The 'levels' are called ranks. "Rank Percentage" is gained to "rank up", mostly from catching mice, and there is a significant amount of time between moving up from one rank to another. While each mouse has a certain amount of points, it is NOT directly proportional to the amount of "rank percentage" earned. "Rank percentage" also cannot be lost.



[[folder:Web Comics]]

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[[folder:Web Comics]][[folder:Webcomics]]
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*** The 3rd Edition experience points system focuses on Gang Leaders, [[NumberTwo Champions]], Specialists[[note]]promoted Gangers[[/note]] and [[NewBlood Juves]], who can use their experience points to purchase improved statistics or skills during a campaigns pre-battle sequence. Regular Ganagers meanwhile have a simplified experience points system, randomly acquiring statistic increases for every 6 experience points they earn.

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*** The 3rd Edition experience points system focuses on Gang Leaders, [[NumberTwo Champions]], Specialists[[note]]promoted Gangers[[/note]] and [[NewBlood Juves]], who can use their experience points to purchase improved statistics or skills during a campaigns pre-battle sequence. Regular Ganagers Gangers meanwhile have a simplified experience points system, randomly acquiring statistic increases for every 6 experience points they earn.

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* In TabletopGame/{{Mordheim}} and TabletopGame/{{Necromunda}} units gain experience for surviving and achieving objectives in each battle which can be used to gain new skills or stat increases.

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* Creator/GamesWorkshop games:
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In TabletopGame/{{Mordheim}} and TabletopGame/{{Necromunda}} units ''TabletopGame/{{Mordheim}}'' fighters gain experience for surviving and achieving objectives in each battle which can be used to gain new skills or stat increases.increases.
** ''TabletopGame/{{Necromunda}}'':
*** During the 1st and 2nd Editions of Necromunda, fighters could gain experience for surviving battles and achieving scenario objectives to gain increase in their level and earn skills or stat increases.
*** The 3rd Edition experience points system focuses on Gang Leaders, [[NumberTwo Champions]], Specialists[[note]]promoted Gangers[[/note]] and [[NewBlood Juves]], who can use their experience points to purchase improved statistics or skills during a campaigns pre-battle sequence. Regular Ganagers meanwhile have a simplified experience points system, randomly acquiring statistic increases for every 6 experience points they earn.
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* In VideoGame/{{Undertale}}, EXP is awarded by defeating monsters; this is also lampshaded similarly to in ''[=Kotor II=]'' above. [[spoiler:Sans reveals near the end that EXP stands for [[KarmaMeter Execution Points]]. EXP showcases [[KillingIntent how easily you are able to harm others]] and [[LackOfEmpathy dismiss both the harm to others and to yourself]] by hardening your mind and soul. Simply put, you gain EXP by killing people, which makes it easier for you to kill people. Gaining EXP ''makes you a bad person''.]]

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* In VideoGame/{{Undertale}}, EXP is awarded by defeating monsters; this is also lampshaded similarly to in ''[=Kotor II=]'' above. [[spoiler:Sans reveals near the end that EXP stands for [[KarmaMeter Execution Points]]. EXP showcases [[KillingIntent how easily you are able to harm others]] and [[LackOfEmpathy dismiss both the harm to others and to yourself]] by hardening your mind and soul. Simply put, you gain EXP by killing people, which [[ItGetsEasier makes it easier for you to kill people. people.]] Gaining EXP ''makes you a bad person''.]]


CharacterLevel is its SisterTrope, and ClassAndLevelSystem is the SuperTrope for both. Compare StatGrinding, in which you get better at a skill or ability by actually using it. Contrast EquipmentBasedProgression.

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CharacterLevel In video games, it's usually depicted by both numbers, which is its SisterTrope, an expression of this trope, and ClassAndLevelSystem is the SuperTrope for both.subtrope, ExperienceMeter. Compare StatGrinding, in which you get better at a skill or ability by actually using it. Contrast EquipmentBasedProgression.
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* In the ''FireEmblem'' series experience is not only gained from killing enemies, but also from healing allies, using thieves to steal enemy items or weapons and using [[SpoonyBard dancers]] to allow another unit to move again.

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* In the ''FireEmblem'' ''Franchise/FireEmblem'' series experience is not only gained from killing enemies, but also from healing allies, using thieves to steal enemy items or weapons and using [[SpoonyBard dancers]] to allow another unit to move again.
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** ''DarkSiders'' employs an identical system, gathering souls to buy advancements. Fitting, as it was a love-letter to the genre itself.

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** ''DarkSiders'' ''VideoGame/{{Darksiders}}'' employs an identical system, gathering souls to buy advancements. Fitting, as it was a love-letter to the genre itself.
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Added example for AOE 3

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[[folder:Real Time Strategy]]
* ''VideoGame/AgeOfEmpiresIII'' breaks from the previous titles by starting to give {{Experience Points}} for the creation of units and buildings, killing the enemies' units, and also from control of trade routes and some economic buildings. These EXP are then used to level up the player's Home City which will then unlocks more troops, technology or resources cards that can be shipped to the colonies during normal gameplay and customize their Home Cities.
[[/folder]]
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* ''VideoGame/{{Sundered}}'' has Shards, which are obtained from defeated enemies and miscellaneous breakable objects. The player can spend Shards in the Trapezohedron’s Tree, either to upgrade your stats or to unlock passive buffs and benefits.
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* In VideoGame/{{Undertale}}, EXP is awarded by defeating monsters; this is also lampshaded similarly to in ''[=KotorII=]''. [[spoiler:Sans reveals that EXP stands for [[KarmaMeter Execution Points]]: EXP showcases [[KillingIntent how easily you are able to harm others]] and [[LackOfEmpathy dismiss both the harm to others and to yourself]] by hardening your mind and soul. Simply put, gaining EXP ''makes you a bad person''.]]

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* In VideoGame/{{Undertale}}, EXP is awarded by defeating monsters; this is also lampshaded similarly to in ''[=KotorII=]''. ''[=Kotor II=]'' above. [[spoiler:Sans reveals near the end that EXP stands for [[KarmaMeter Execution Points]]: Points]]. EXP showcases [[KillingIntent how easily you are able to harm others]] and [[LackOfEmpathy dismiss both the harm to others and to yourself]] by hardening your mind and soul. Simply put, gaining you gain EXP by killing people, which makes it easier for you to kill people. Gaining EXP ''makes you a bad person''.]]
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* In VideoGame/{{Undertale}}, you may think you're being rewarded for killing enemies with ExperiencePoints. [[spoiler: Nope, in this game EXP actually stands for [[KarmaMeter Execution Points]].]]

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* In VideoGame/{{Undertale}}, you may think you're being rewarded for killing enemies with ExperiencePoints. [[spoiler: Nope, in EXP is awarded by defeating monsters; this game is also lampshaded similarly to in ''[=KotorII=]''. [[spoiler:Sans reveals that EXP actually stands for [[KarmaMeter Execution Points]].Points]]: EXP showcases [[KillingIntent how easily you are able to harm others]] and [[LackOfEmpathy dismiss both the harm to others and to yourself]] by hardening your mind and soul. Simply put, gaining EXP ''makes you a bad person''.]]
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* ''DemonsSouls'' uses Souls as a dual currency/experience points. You can spend them on items and weapon upgrades… or spend them on improving your stats, eventually gaining Soul Levels as you do.

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* ''DemonsSouls'' ''VideoGame/DemonsSouls'' uses Souls as a dual currency/experience points. You can spend them on items and weapon upgrades… or spend them on improving your stats, eventually gaining Soul Levels as you do.



* The first ''ValkyrieProfile'' has, in addition to the normal experience points you get from battles, Story Exp., which goes into a communal bank instead of directly to one character. You can then divvy up that experience in whatever portions you want to any of your characters. It's particularly handy when you get a new, under-leveled character and want to get him or her up to speed, or at least a head start on catching up.

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* The first ''ValkyrieProfile'' ''VideoGame/ValkyrieProfile'' has, in addition to the normal experience points you get from battles, Story Exp., which goes into a communal bank instead of directly to one character. You can then divvy up that experience in whatever portions you want to any of your characters. It's particularly handy when you get a new, under-leveled character and want to get him or her up to speed, or at least a head start on catching up.
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* The online mode in ''MetalGearSolid4'', uses a slight twist. Each character has levels, and levels determine who you get automatically matched up against, but all EXP is, in fact, based on the player's overall performance, rather than a basic EXP scale. That means that it ranks your ratios from each match, and determines how much EXP you gain. To make things fair, if you don't preform above a set scale, then you can lose EXP and levels.

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* The online mode in ''MetalGearSolid4'', ''VideoGame/MetalGearSolid4GunsOfThePatriots'', uses a slight twist. Each character has levels, and levels determine who you get automatically matched up against, but all EXP is, in fact, based on the player's overall performance, rather than a basic EXP scale. That means that it ranks your ratios from each match, and determines how much EXP you gain. To make things fair, if you don't preform above a set scale, then you can lose EXP and levels.
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** In ''CrisisCore: VideoGame/FinalFantasyVII'' Zack levels up whenever the slot machine that grants him special attacks comes up 777, apparently at random. In fact, it does keep track of experience points, though never shows the player their total, and the probability of it coming up 777 is based on how much experience above the threshold for the next level you have.

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** In ''CrisisCore: ''VideoGame/CrisisCore: VideoGame/FinalFantasyVII'' Zack levels up whenever the slot machine that grants him special attacks comes up 777, apparently at random. In fact, it does keep track of experience points, though never shows the player their total, and the probability of it coming up 777 is based on how much experience above the threshold for the next level you have.
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* The old MarvelComics RPG put out by TSR had Karma. Player characters would get Karma at the end of every adventure chapter if they accomplished mission objectives, which they could spend on either permanently raising attributes and abilities or on modifying dice rolls in-game. Karma could also be contributed to a community pool in order to help your teammates out in a tight spot. However, being heroes, they lose Karma if they fail objectives or do heinous things. They will lose ALL of their experience points (with the exception of any Karma specifically set aside, either before a session begins or after it ends, in a sort of "savings account" toward improving your character later on) if they kill anyone, including villains, and even if it was by accident (thanks to an unlucky roll of the dice, for example). The rulebook (written quite a few years before the NinetiesAntiHero concept would become endemic) actually cites this as the reason why "murderous" characters like Wolverine or the Punisher rarely add new tricks to their repertoire.

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* The old MarvelComics RPG put out by TSR Creator/{{TSR}}'s ''TabletopGame/MarvelSuperHeroes'' had Karma. Player characters would get Karma at the end of every adventure chapter if they accomplished mission objectives, which they could spend on either permanently raising attributes and abilities or on modifying dice rolls in-game. Karma could also be contributed to a community pool in order to help your teammates out in a tight spot. However, being heroes, they lose Karma if they fail objectives or do heinous things. They will lose ALL of their experience points (with the exception of any Karma specifically set aside, either before a session begins or after it ends, in a sort of "savings account" toward improving your character later on) if they kill anyone, including villains, and even if it was by accident (thanks to an unlucky roll of the dice, for example). The rulebook (written quite a few years before the NinetiesAntiHero concept would become endemic) actually cites this as the reason why "murderous" characters like Wolverine or the Punisher rarely add new tricks to their repertoire.
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* In ''Webcomic/{{Homestuck}} a fridge levels up after being thrown at imps. It makes more sense in-- ... [[MakesJustAsMuchSenseInContext actually it doesn't]].

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* In ''Webcomic/{{Homestuck}} ''Webcomic/{{Homestuck}}'' a fridge levels up after being thrown at imps. It makes more sense in-- ... [[MakesJustAsMuchSenseInContext actually it doesn't]].
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* In [[spoiler:Homestuck]] a fridge levels up after being thrown at imps. It makes more sense in-- ... [[MakesJustAsMuchSenseInContext actually it doesn't]].

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* In [[spoiler:Homestuck]] ''Webcomic/{{Homestuck}} a fridge levels up after being thrown at imps. It makes more sense in-- ... [[MakesJustAsMuchSenseInContext actually it doesn't]].
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* Most of the ''VideoGame/{{Yakuza}} series has a traditional experience points system, but ''VideoGame/{{Yakuza 0}}'' forgoes experience points in exchange for using money earned from sidequests and random battles to purchase new skills and abilities. This plays into the game's [[TheEighties 80's setting]], during Japan's "Bubble Economy": an era of economic prosperity.

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* Most of the ''VideoGame/{{Yakuza}} ''VideoGame/{{Yakuza}}'' series has a traditional experience points system, but ''VideoGame/{{Yakuza 0}}'' forgoes experience points in exchange for using money earned from sidequests and random battles to purchase new skills and abilities. This plays into the game's [[TheEighties 80's setting]], during Japan's "Bubble Economy": an era of economic prosperity.

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