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[[caption-width-right:350:A WikiWalk teaches you many new tropes ([[TvTropesWillRuinYourLife -1000 Experience]]).]]

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[[caption-width-right:350:A WikiWalk teaches you many new tropes ([[TvTropesWillRuinYourLife ([[JustForFun/TvTropesWillRuinYourLife -1000 Experience]]).]]
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[[caption-width-right:350:A WikiWalk teaches you many new tropes (+1000 Experience).]]

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[[caption-width-right:350:A WikiWalk teaches you many new tropes (+1000 Experience).([[TvTropesWillRuinYourLife -1000 Experience]]).]]
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* In ''LightNovel/IsItWrongToTryToPickUpGirlsInADungeon'', adventurers gain "excelia" by performing feats like killing monsters, withstanding attacks, or running great distances. This excelia is used to raise their stats according to their feats. Acquiring enough excelia along with performing a great, personally challenging feat can lead to a level up, which essentially gives the adventurer an additional power boost on top of wiping their stat sheet clean to gain more stats on top of what they already had.

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* In ''LightNovel/IsItWrongToTryToPickUpGirlsInADungeon'', ''Literature/IsItWrongToTryToPickUpGirlsInADungeon'', adventurers gain "excelia" by performing feats like killing monsters, withstanding attacks, or running great distances. This excelia is used to raise their stats according to their feats. Acquiring enough excelia along with performing a great, personally challenging feat can lead to a level up, which essentially gives the adventurer an additional power boost on top of wiping their stat sheet clean to gain more stats on top of what they already had.
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* ''VideoGame/{{Rengoku}}'': The games have five separate Skill bars, that are filled by defeating enemies with respective weapon type. Each level multiplies the stats of weapons of that type. Each eqipment can also gain up to 30 points from continuous use.
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In video games, it's usually depicted by both numbers, which is an expression of this trope, and the subtrope, ExperienceMeter. Compare StatGrinding, in which you get better at a skill or ability by actually using it. Also compareto MoneyIsExperiencePoints, where you can use in-game currency to buy upgrades and new abilities in place of, or sometimes in addition to EXP. Contrast EquipmentBasedProgression.

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In video games, it's usually depicted by both numbers, which is an expression of this trope, and the subtrope, ExperienceMeter. Compare StatGrinding, in which you get better at a skill or ability by actually using it. Also compareto compare to MoneyIsExperiencePoints, where you can use in-game currency to buy upgrades and new abilities in place of, or sometimes in addition to EXP. EXP. Contrast EquipmentBasedProgression.
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In video games, it's usually depicted by both numbers, which is an expression of this trope, and the 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 video games, it's usually depicted by both numbers, which is an expression of this trope, and the subtrope, ExperienceMeter. Compare StatGrinding, in which you get better at a skill or ability by actually using it. Also compareto MoneyIsExperiencePoints, where you can use in-game currency to buy upgrades and new abilities in place of, or sometimes in addition to EXP. Contrast EquipmentBasedProgression.
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[[caption-width-right:350:A WikiWalk teaches you many new tropes. (+1000 Experience)]]

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[[caption-width-right:350:A WikiWalk teaches you many new tropes. tropes (+1000 Experience)]]Experience).]]

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[[caption-width-right:350:A WikiWalk teaches you many new tropes. (+1000 Experience)]]




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%%Caption selected per above thread. Please don't change or remove without approval from here:
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[[quoteright:350:[[VideoGame/FullMetalPanicFightWhoDaresWins https://static.tvtropes.org/pmwiki/pub/images/fmpfightwhodareswins_exp_screencap.jpg]]]]
[[caption-width-right:350:Even a badass like Sosuke has to start somewhere.]]

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[[quoteright:350:[[VideoGame/FullMetalPanicFightWhoDaresWins %%
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[[quoteright:350:[[VideoGame/HeroesOfMightAndMagic
https://static.tvtropes.org/pmwiki/pub/images/fmpfightwhodareswins_exp_screencap.jpg]]]]
[[caption-width-right:350:Even a badass like Sosuke has to start somewhere.]]
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* In the ''VideoGame/{{Splatoon}}'' series, Battle Points are primarily used to level up players by showing their current "Freshness" and unlock abilities. Points are also converted into cash and can be used to purchase gear for Turf Battles.

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* In the ''VideoGame/{{Splatoon}}'' ''Franchise/{{Splatoon}}'' series, Battle Points are primarily used to level up players by showing their current "Freshness" and unlock abilities. Points are also converted into cash and can be used to purchase gear for Turf Battles.

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* ''VideoGame/ANNOMutationem'' has Grombitz earned from fighting enemies or completing {{Sidequest}}s. With enough Grombitz, Ann can use it to unlock and obtain new SkillsAndPerks from the upgrade menu.



* In ''VideoGame/RatchetAndClank'', slain enemies leave behind [[NanoMachines Nanomites]], which [[EvolvingWeapon improve the weapon you used]].

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* In ''VideoGame/RatchetAndClank'', ''Franchise/RatchetAndClank'', slain enemies leave behind [[NanoMachines Nanomites]], which [[EvolvingWeapon improve the weapon you used]].



* ''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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* ''Franchise/TheLegendOfZelda'':
**
''VideoGame/ZeldaIITheAdventureOfLink'' is the only ''Franchise/TheLegendOfZelda'' ''Zelda'' game -other other than the spin-off ''VideoGame/HyruleWarriors''- ''VideoGame/HyruleWarriors'' where you can gain exp points. Gain enough, and you can raise your defense, reduce magic costs, or raise your attack power.power.
** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'': Although hidden from the player, this is what the game's DynamicDifficulty system uses as a reference for the player's strength. Every enemy type (including different ranks of the same enemy) has a different point value, and defeating them will add their points to a counter. Once you've defeated 10 enemies of a specific type, they will no longer contribute to the points total. Reaching certain experience point milestones will upgrade all enemies of a certain type to the next level.



[[folder:Adventure Game]]
* In the ''Franchise/{{Danganronpa}}'' series, an ExperienceMeter is shown on the top right of the screen, which is filled up by either moving around the area or interacting with several objects. Leveling the meter up grants a skill point that'll allow use of a special ability to be used in Class Trails provided that enough skill points match the required cost.
[[/folder]]



* In ''VideoGame/RiverCityGirls'', experience is handed out for every enemy taken down. To assure AntiGrinding, enemies will stop giving out XP until the player moves to the next area.



[[folder:First Person Shooter]]

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[[folder:First Person [[folder:First-Person Shooter]]



* ''VideoGame/SuperPaperMario'' combines this trope with ScoringPoints. In order to level up, a certain number of points must be earned. For level 2, 10,000 (100[[superscript:2]]) points must be earned; for level 3, 20,000 (100[[superscript:2]] + 10,000) points must be earned; for level 4, 40,000 (200[[superscript:2]]) points must be earned; for level 5, 60,000 (200[[superscript:2]] + 20,000) points must be earned; and so on and so forth until you reach level 99, which requires 24,500,000 (4,900[[superscript:2]] + 490,000) points. Leveling up earns you either +5 HP or +1 Attack, alternating between levels.



[[folder:Role Playing Game]]

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[[folder:Role Playing [[folder:Role-Playing Game]]



** In ''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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** In ''VideoGame/CrisisCore: VideoGame/FinalFantasyVII'' ''VideoGame/CrisisCoreFinalFantasyVII'', 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.



** ''VideoGame/FinalFantasyTactics'', instead of giving experience to the whole team based on the enemies defeated, gives individual characters experience based on each action taken, and who it was taken against. To the inattentive player, this can lead to a team full of front-line fighters who are over-leveled (from taking constant action in attacking) and mages who are under-leveled (from taking only occasional action that's not certain to work). At worse, it can lead to your whole team being under-leveled--if you try to play efficiently, and take out enemies in as few turns as is necessary, you won't get nearly the same experience for it.

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** ''VideoGame/FinalFantasyTactics'', instead ''VideoGame/FinalFantasyTactics'': Instead of giving experience to the whole team based on the enemies defeated, gives individual characters experience based on each action taken, and who it was taken against. To the inattentive player, this can lead to a team full of front-line fighters who are over-leveled (from taking constant action in attacking) and mages who are under-leveled (from taking only occasional action that's not certain to work). At worse, it can lead to your whole team being under-leveled--if under-leveled if you try to play efficiently, and take out enemies in as few turns as is necessary, you won't get nearly the same experience for it.



* As belies its spin-off nature, there were experience points in ''Franchise/{{Pokemon}} Pinball''. Upon activating the "evolve Pokemon" event, if the Pokemon involved evolved by gaining levels in the main series, then "Ex" icons would appear on the board for you to collect.

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* As belies its spin-off nature, there were experience points in ''Franchise/{{Pokemon}} Pinball''.''VideoGame/PokemonPinball''. Upon activating the "evolve Pokemon" event, if the Pokemon involved evolved by gaining levels in the main series, then "Ex" icons would appear on the board for you to collect.



* ''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 Souls system returns in ''VideoGame/DarkSouls'', Demon's Souls's SpiritualSuccessor.

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* ''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.
**
do. The Souls system returns in ''VideoGame/DarkSouls'', Demon's Souls's SpiritualSuccessor.



** In P1, you have a character level that determines your stats, and a persona level that determines what level of persona you can use. You always gain XP, but your persona level gets more XP the more you use it in a fight. Personas themselves also have 8 ranks, and need to be used a certain number of times to rank up and provide better skills.
** In ''VideoGame/{{Persona 2}}'', you only have your character level to worry about, but Personas still have the 8 ranks and need to be used to improve their rank.
** In ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'', the main character's Personas have levels and gain XP along with the character, though they always need much more XP to level up, encouraging you to trade up as soon as possible. The other party members have their character level and persona level tied together.

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** In P1, ''VideoGame/Persona1'', you have a character level that determines your stats, and a persona level that determines what level of persona you can use. You always gain XP, but your persona level gets more XP the more you use it in a fight. Personas themselves also have 8 ranks, and need to be used a certain number of times to rank up and provide better skills.
** In ''VideoGame/{{Persona 2}}'', ''VideoGame/Persona2'', you only have your character level to worry about, but Personas still have the 8 ranks and need to be used to improve their rank.
** In ''VideoGame/{{Persona 3}}'' ''VideoGame/Persona3'', ''VideoGame/Persona4'', and ''VideoGame/{{Persona 4}}'', ''VideoGame/Persona5'', the main character's Personas have levels and gain XP along with the character, though they always need much more XP to level up, encouraging you to trade up as soon as possible. The other party members have their character level and persona level tied together.



* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' hangs a lampshade on this in a rather chilling deconstruction: [[spoiler:the main character possesses the ability to gain strength from the force connections of everyone they kill, which means you're basically feeding on their deaths.]] It's a [[HeroicBSOD very disturbing revelation]] for a light side character.
* Although present in most ''VideoGame/PaperMario'' games, [[AvertedTrope it is totally absent]] in ''VideoGame/PaperMarioStickerStar''.

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* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' ''VideoGame/StarWarsKnightsOfTheOldRepublicIITheSithLords'' hangs a lampshade on this in a rather chilling deconstruction: [[spoiler:the main character possesses the ability to gain strength from the force connections of everyone they kill, which means you're basically feeding on their deaths.]] It's a [[HeroicBSOD very disturbing revelation]] for a light side character.
* Although present in most In the ''VideoGame/PaperMario'' games, the [[VideoGame/PaperMario64 original]] and ''[[VideoGame/PaperMarioTheThousandYearDoor The Thousand-Year Door]]'' utilize Star Points from defeated enemies, leveling up once a hundred is accumulated. ''VideoGame/SuperPaperMario'' combines this with ScoringPoints. In order to level up, a certain number of points must be earned, leveling up earns either +5 HP or +1 Attack, alternating between levels. All games from ''VideoGame/PaperMarioStickerStar'' onwards [[AvertedTrope it is totally absent]] in ''VideoGame/PaperMarioStickerStar''.removes]] the experience point system entirely.



[[folder:Third Person Shooter]]

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[[folder:Third Person [[folder:Third-Person Shooter]]



* In the ''VideoGame/{{Splatoon}}'' series, Battle Points are primarily used to level up players by showing their current "Freshness" and unlock abilities. Points are also converted into cash and can be used to purchase gear for Turf Battles.






[[folder:Turn Based Strategy]]
* One series of strategy game to feature these is ''VideoGame/HeroesOfMightAndMagic''.

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[[folder:Turn Based [[folder:Turn-Based Strategy]]
%% Needs Context * One series of strategy game to feature these is ''VideoGame/HeroesOfMightAndMagic''.



* In the ''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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* In the ''Franchise/FireEmblem'' series 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.



* The ''[[Videogame/{{X}} X-Universe]]'' has Fight and Trade rank, which are increased by killing enemies and generating profit through trade, respectively. Rank affects the rewards and difficulty of randomly generated missions; a "Very Hard" sector defense mission in ''X3: Terran Conflict'' at the fight rank of "Harmless" may only have a couple pirate interceptor squadrons, whereas at the final "X-TREME" rank there will be entire flotillas of pirate destroyers and carriers, with a reward several dozen times greater.

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* The ''[[Videogame/{{X}} X-Universe]]'' ''VideoGame/XUniverse'' has Fight and Trade rank, which are increased by killing enemies and generating profit through trade, respectively. Rank affects the rewards and difficulty of randomly generated missions; a "Very Hard" sector defense mission in ''X3: Terran Conflict'' at the fight rank of "Harmless" may only have a couple pirate interceptor squadrons, whereas at the final "X-TREME" rank there will be entire flotillas of pirate destroyers and carriers, with a reward several dozen times greater.



[[folder:Anime and Manga]]

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[[folder:Anime and & Manga]]



[[folder: Fan Works]]

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[[folder:Webcomics]][[folder:Web Comics]]



* In {{Webcomic/Goblins}}, XP is a part of the world, including discussions between MinMax and Forgath about whether the GM awards XP for roleplaying.

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* In {{Webcomic/Goblins}}, ''Webcomic/{{Goblins}}'', XP is a part of the world, including discussions between MinMax and Forgath about whether the GM awards XP for roleplaying.
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* In ''VideoGame/TwentyMinutesTillDawn'', experience points are white dots that need to be collected by walking near them. Depending on how many monsters there are, this can be risky.

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* [[TabletopGame/ProseDescriptiveQualities PDQ]] system games, as a rule, do something unusual with character advancement. In ''Dead Inside'' you have to find ways to regain soul points which can go to improving your Type (sort of your race or class), and then Type ranks can be traded for Qualities (skills and abilities). ''Truth & Justice'' offers Hero Points for suitably heroic actions, and you can decrease the maximum size of your Hero Point pool to buy extra Qualities and Powers. ''Swashbucklers of the 7 Skies'' gives you Training Points which can be spent towards new Fortes (Qualities) - but you can only earn Training Points on ''failed'' rolls, since succeeding means you didn't have to learn anything from the effort.
* ''TabletopGame/{{Barbarians of Lemuria}}'' is interesting in that it doesn't give out experience for events during play at all. Instead, how many points (from one to three with two being the default) a character gets between one scenario and the next depends solely on how creatively his or her player describes him or her spending the ''treasure'' and other rewards he or she brought home.
* ''TabletopGame/DungeonsAndDragons'', as mentioned, is the TropeMaker. The earliest editions gave you experience from a wide variety of sources - as Gygax envisioned it, combat was something that cost you resources (spells, health, and consumable items), and so was to be avoided. If you raided someone's treasury without dealing a single blow, you were still due a sizable experience reward because it's [[RuleOfCool really damn cool]] that you snuck the enemy's treasure out from under their noses with no one the wiser. By AD&D 2nd Edition this had been reduced to the optional "ad hoc" experience reward tables in the Dungeon Master's Guide, and then by 3rd was a note of advice on ''maybe'' giving players the experience reward for getting past an encounter without a fight.
** 3rd Edition was also notable for turning experience points into a sort of currency for spellcasting classes. Some spells cost experience to cast, and you'd have to spend some experience to make magic items. The logic was that you were putting something of yourself and your power into these spells and items, but it was something of a ScrappyMechanic for a lot of players.

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* [[TabletopGame/ProseDescriptiveQualities PDQ]] TabletopGame/ProseDescriptiveQualities system games, as a rule, do something unusual with character advancement. In ''Dead Inside'' you have to find ways to regain soul points which can go to improving your Type (sort of your race or class), and then Type ranks can be traded for Qualities (skills and abilities). ''Truth & Justice'' offers Hero Points for suitably heroic actions, and you can decrease the maximum size of your Hero Point pool to buy extra Qualities and Powers. ''Swashbucklers of the 7 Skies'' gives you Training Points which can be spent towards new Fortes (Qualities) - -- but you can only earn Training Points on ''failed'' rolls, since succeeding means you didn't have to learn anything from the effort.
* ''TabletopGame/{{Barbarians of Lemuria}}'' ''TabletopGame/BarbariansOfLemuria'' is interesting in that it doesn't give out experience for events during play at all. Instead, how many points (from one to three with two being the default) a character gets between one scenario and the next depends solely on how creatively his or her player describes him or her spending the ''treasure'' and other rewards he or she brought home.
* ''TabletopGame/DungeonsAndDragons'', as mentioned, is the TropeMaker. ''TabletopGame/DungeonsAndDragons'':
**
The earliest editions gave you experience from a wide variety of sources - -- as Gygax envisioned it, combat was something that cost you resources (spells, health, and consumable items), and so was to be avoided. If you raided someone's treasury without dealing a single blow, you were you're still due a sizable experience reward because it's [[RuleOfCool really damn cool]] that you snuck the enemy's treasure out from under their noses with no one the wiser. By AD&D ''AD&D'' 2nd Edition this had been reduced to the optional "ad hoc" experience reward tables in the Dungeon ''Dungeon Master's Guide, Guide'', and then by 3rd was a note of advice on ''maybe'' giving players the experience reward for getting past an encounter without a fight.
** 3rd Edition was is also notable for turning experience points into a sort of currency for spellcasting classes. Some spells cost experience to cast, and you'd have to spend some experience to make magic items. The logic was is that you were you're putting something of yourself and your power into these spells and items, but it was it's something of a ScrappyMechanic for a lot of players.
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** ''TabletopGame/PrometheanTheCreated'' has experience as a ''physical substance'', known as Vitriol, which can be extracted from a Promethean's body. For one Promethean to do this to another is known as the ''lacuna'', and is the single most despised act in their society. Unfortunately, at least in 2e it's also the only way Prometheans pursuing [[TheDarkArts The Refinement of Flux]] can get Vitriol, since they cannot generate it on their own.



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* ''VideoGame/SuperPaperMario'' combines this trope with ScoringPoints. In order to level up, a certain number of points must be earned. For level 2, 10,000 (100[[superscript:2]]) points must be earned; for level 3, 20,000 (100[[superscript:2]] + 10,000) points must be earned; for level 4, 40,000 (200[[superscript:2]]) points must be earned; for level 5, 60,000 (200[[superscript:2]] + 20,000) points must be earned; and so on and so forth until you reach level 99, which requires 24,500,000 (4,900[[superscript:2]] + 490,000) points. Leveling up earns you either +5 HP or +1 Attack, alternating between levels.


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* ''VideoGame/{{Smashroom}}'': You can gain these by destroying objects, collecting mushrooms, and defeating enemies. However, you lose some every time you die.
* ''VideoGame/SuperPaperMario'' combines this trope with ScoringPoints. In order to level up, a certain number of points must be earned. For level 2, 10,000 (100[[superscript:2]]) points must be earned; for level 3, 20,000 (100[[superscript:2]] + 10,000) points must be earned; for level 4, 40,000 (200[[superscript:2]]) points must be earned; for level 5, 60,000 (200[[superscript:2]] + 20,000) points must be earned; and so on and so forth until you reach level 99, which requires 24,500,000 (4,900[[superscript:2]] + 490,000) points. Leveling up earns you either +5 HP or +1 Attack, alternating between levels.
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->"Food!", thought the dragon.\\
"Levels!", thought the knight.
-->-- ''MMO forum folklore''

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->"Food!", ->''"Food!", thought the dragon.\\
"Levels!", thought the knight.
knight.''
-->-- ''MMO MMO forum folklore''
folklore



* ''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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* ''VideoGame/{{Sundered}}'' has Shards, which are obtained from defeated enemies and miscellaneous breakable objects. The player can spend Shards in the Trapezohedron’s Trapezohedron's Tree, either to upgrade your stats or to unlock passive buffs and benefits.
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* In ''VideoGame/{{Deltarune}}'' which is related 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 ''Deltarune'' do so.

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* In ''VideoGame/{{Deltarune}}'' which is related 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 ''Deltarune'' do so.so, Chapter 2 onwards increases Max HP if you defeat an enemy through violence however.
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do not wick to self.


* ''Blur'' has ExperiencePoints and {{Character Level}}s in the form of Fans and Fan Levels. You get more fans by winning races in higher places, pulling off stunts, and wrecking other drivers.

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* ''Blur'' has ExperiencePoints this and {{Character Level}}s in the form of Fans and Fan Levels. You get more fans by winning races in higher places, pulling off stunts, and wrecking other drivers.



* The ''TabletopGame/HeroSystem'' is different from most games with ExperiencePoints in that a player will earn only one, or maybe two if he did a fantastic job roleplaying his character, ExperiencePoint per session. Also, he can [[PointBuy spend those points on his character]], making it more powerful.

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* The ''TabletopGame/HeroSystem'' is different from most games with ExperiencePoints these, in that a player will earn only one, or maybe two if he did a fantastic job roleplaying his character, ExperiencePoint per session. Also, he can [[PointBuy spend those points on his character]], making it more powerful.
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* ''VideoGame/ClusterTruck'': The "style points". You earn them by doing "stylish" stunts, finishing a level quickly and/or on the first try. These points are then used to buy new abilities.

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* ''VideoGame/Yakuza6'' and ''[[VideoGame/Yakuza2 Yakuza Kiwami 2]]'' has five different types of experience points: Strength, Agility, Guts, Technique, and Charm. They can be spent to increase stat points or unlock new skills. Combat and story progression will award a roughly even amount of points in all categories, but foods give varying amounts, encouraging exploration of the local cuisine and experimenting with food combos for bonus XP.


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** ''VideoGame/Yakuza6'' and ''[[VideoGame/Yakuza2 Yakuza Kiwami 2]]'' has five different types of experience points: Strength, Agility, Guts, Technique, and Charm. They can be spent to increase stat points or unlock new skills. Combat and story progression will award a roughly even amount of points in all categories, but foods give varying amounts, encouraging exploration of the local cuisine and experimenting with food combos for bonus XP.
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* ''VideoGame/Yakuza6'' and ''[[VideoGame/Yakuza2 Yakuza Kiwami 2]]'' has five different types of experience points: Strength, Agility, Guts, Technique, and Charm. They can be spent to increase stat points or unlock new skills. Combat and story progression will award a roughly even amount of points in all categories, but foods give varying amounts, encouraging exploration of the local cuisine and experimenting with food combos for bonus XP.
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[[folder:Anime and Manga]]
* In ''LightNovel/IsItWrongToTryToPickUpGirlsInADungeon'', adventurers gain "excelia" by performing feats like killing monsters, withstanding attacks, or running great distances. This excelia is used to raise their stats according to their feats. Acquiring enough excelia along with performing a great, personally challenging feat can lead to a level up, which essentially gives the adventurer an additional power boost on top of wiping their stat sheet clean to gain more stats on top of what they already had.
[[/folder]]
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[[quoteright:350:[[VideoGame/FullMetalPanicFightWhoDaresWins https://static.tvtropes.org/pmwiki/pub/images/fmpfightwhodareswins_exp_screencap.jpg]]]]
[[caption-width-right:350:Even a badass like Sosuke has to start somewhere.]]
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* ''VideoGame/SuperPaperMario'' combines this trope with ScoringPoints. In order to level up, a certain number of points must be earned. For level 2, 10,000 (100[[sup:2]]) points must be earned; for level 3, 20,000 (100[[sup:2]] + 10,000) points must be earned; for level 4, 40,000 (200[[sup:2]]) points must be earned; for level 5, 60,000 (200[[sup:2]] + 20,000) points must be earned; and so on and so forth until you reach level 99, which requires 24,500,000 (4,900[[sup:2]] + 490,000) points. Leveling up earns you either +5 HP or +1 Attack, alternating between levels.

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* ''VideoGame/SuperPaperMario'' combines this trope with ScoringPoints. In order to level up, a certain number of points must be earned. For level 2, 10,000 (100[[sup:2]]) (100[[superscript:2]]) points must be earned; for level 3, 20,000 (100[[sup:2]] (100[[superscript:2]] + 10,000) points must be earned; for level 4, 40,000 (200[[sup:2]]) (200[[superscript:2]]) points must be earned; for level 5, 60,000 (200[[sup:2]] (200[[superscript:2]] + 20,000) points must be earned; and so on and so forth until you reach level 99, which requires 24,500,000 (4,900[[sup:2]] (4,900[[superscript:2]] + 490,000) points. Leveling up earns you either +5 HP or +1 Attack, alternating between levels.
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Added DiffLines:

[[folder:Platform Game]]
* ''VideoGame/SuperPaperMario'' combines this trope with ScoringPoints. In order to level up, a certain number of points must be earned. For level 2, 10,000 (100[[sup:2]]) points must be earned; for level 3, 20,000 (100[[sup:2]] + 10,000) points must be earned; for level 4, 40,000 (200[[sup:2]]) points must be earned; for level 5, 60,000 (200[[sup:2]] + 20,000) points must be earned; and so on and so forth until you reach level 99, which requires 24,500,000 (4,900[[sup:2]] + 490,000) points. Leveling up earns you either +5 HP or +1 Attack, alternating between levels.
[[/folder]]
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* In ''VideoGame/{{Persona}}'' games, your Personas increase in power separately from the main character, and not every game worked the same way.

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* In ''VideoGame/{{Persona}}'' ''Franchise/{{Persona}}'' games, your Personas increase in power separately from the main character, and not every game worked the same way.
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An important convention of TabletopGames, {{Role Playing Game}}s, games with RPGElements, and the occasional extreme RolePlayingGameVerse, are Experience Points. often abbreviated EP, EXP, or XP. These are tiny imperceptible motes of lessons learned and CharacterDevelopment, the bread and butter of many {{RPG}}s. These are used to either track character progression for [[CharacterLevel leveling up]], or to allow a character to [[PointBuildSystem buy and upgrade abilities]]. They can also sometimes be used as a more short-term resource for things such as [[CastFromExperience spellcasting]] and ItemCrafting.

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An important convention of TabletopGames, {{Role Playing Game}}s, games with RPGElements, and the occasional extreme RolePlayingGameVerse, are Experience Points. often abbreviated EP, EXP, or XP. These are tiny imperceptible motes of lessons learned and CharacterDevelopment, the bread and butter of many {{RPG}}s. These are used to either track character progression for [[CharacterLevel leveling up]], or to allow a character to [[PointBuildSystem buy and upgrade abilities]]. They can also sometimes be used as a more short-term resource for things such as [[CastFromExperience [[CastFromExperiencePoints spellcasting]] and ItemCrafting.
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An important convention of TabletopGames, {{Role Playing Game}}s, games with RPGElements, and the occasional extreme RolePlayingGameVerse, are Experience Points. often abbreviated EP, EXP, or XP. These are tiny imperceptible motes of lessons learned and CharacterDevelopment, the bread and butter of many {{RPG}}s. These are used to either track character progression for [[CharacterLevel leveling up]], or to allow a character to [[PointBuildSystem buy and upgrade abilities]].

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An important convention of TabletopGames, {{Role Playing Game}}s, games with RPGElements, and the occasional extreme RolePlayingGameVerse, are Experience Points. often abbreviated EP, EXP, or XP. These are tiny imperceptible motes of lessons learned and CharacterDevelopment, the bread and butter of many {{RPG}}s. These are used to either track character progression for [[CharacterLevel leveling up]], or to allow a character to [[PointBuildSystem buy and upgrade abilities]].
abilities]]. They can also sometimes be used as a more short-term resource for things such as [[CastFromExperience spellcasting]] and ItemCrafting.
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[[folder:{{MMORPG}}s]]

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[[folder:{{MMORPG}}s]][[folder:[=MMORPGs=]]]

Removed: 138

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Dewicking, since it's an inaccessible roleplay filed under Unpublished Works now.


** The ''Roleplay/GlobalGuardiansPBEMUniverse'' uses the ''TabletopGame/HeroSystem''... um... [[DepartmentOfRedundancyDepartment system]].

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