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* [[https://www.vgcats.com/comics/?strip_id=214 This]] ''Webcomic/VGCats'' comic mocks ''VideoGame/FinalFantasyXII'''s use of this trope with its license points system.
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* ''Every'' proper military has this in the form of certain pieces of the uniform. For example, to wear the beret rather than the cap you might need to first complete a challenge to prove your worthy of it, or complete a specific level of your trade's training to wear that trade's cap badge. Some even require you to regularly do these, such as regularly parachute from planes to have the paratrooper patch or regularly score a certain level on the rifle range to have the marksman badge, and you'll ''lose'' the patch if you fail to do so. Wearing one of these pieces of the uniform without having earned the right to do so is considered shameful and dishonorable on par with [[PhonyVeteran civilians who steal valor]].
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** ''New Vegas'' has a slight twist on the trope: you ''can'' use weapons tiered above your skill level or strength level, but this causes a penalty to range weapons accuracy[[note]]With down-the-sites aim this means more SniperScopeSway, while VATS and hipfire take a direct penalty. The given skill level is what's required for maximum accuracy, though more skill will still increase the damage you do.[[/note]] and non-range weapon attack speed proportional to how far below the requirements you are. The penalties don't really come close to matching the benefits of a stronger weapon, so it really shouldn't keep you from using a stronger weapon.

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** ''New Vegas'' has a slight twist on the trope: you ''can'' use weapons tiered above your skill level or strength level, but this causes a penalty to range weapons accuracy[[note]]With down-the-sites aim this means more SniperScopeSway, while VATS and hipfire take a direct penalty. The given skill level is what's required for maximum accuracy, though more skill will still increase the damage you do.[[/note]] and non-range weapon attack speed proportional to how far below the requirements you are. The penalties don't really come close to matching the benefits of a stronger weapon, so it really shouldn't keep you from using a stronger weapon.them.
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A game-specific subtrope of PhlebotinumHandlingRequirements, and a form of DoubleUnlock unless the loot is received at the start of the game. Compare with PowerEqualsRarity, StatSticks, ArbitraryEquipmentRestriction & YouHaveResearchedBreathing. See also ClassAndLevelSystem, AnAdventurerIsYou, and [[InfinityPlusOneSword Infinity Plus]]/[[InfinityMinusOneSword Minus One Sword]].

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A game-specific subtrope of PhlebotinumHandlingRequirements, and a form of DoubleUnlock unless the loot is received at the start of the game. Compare with PowerEqualsRarity, StatSticks, ArbitraryEquipmentRestriction & YouHaveResearchedBreathing. See also ClassAndLevelSystem, AnAdventurerIsYou, and [[InfinityPlusOneSword Infinity Plus]]/[[InfinityMinusOneSword Minus One Sword]].
Sword]]. Not to be confused with AwesomeButTemporary, which is loot that's only accessible in a specific segment of the game.
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is unique among the ''Zelda'' games in that there's not some specific set of tasks required to obtain the Master Sword. Link can attempt to claim it anytime once its location is discovered, but doing so will drain his life, killing him if he hasn't collected a sufficiently large number of [[HeartContainer heart containers]]. And trying to fool it with buffs that grant bonus hearts doesn't work.
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--> You need a Ph.D. in Kicking Ass to slurp down a bowl of soup, and you'll need to be more than halfway to godhood before you're allowed to face the challenge and responsibility of eating pie.

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--> You need [[YouHaveResearchedBreathing a Ph.D. in Kicking Ass to slurp down a bowl of soup, soup]], and you'll need to be more than halfway to godhood before you're allowed to face the challenge and responsibility of eating pie.

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* In ''VideoGame/SoulcaliburVI'''s Libra of Soul mode, all weapons you acquire have level restrictions. Those you can't use will be greyed out in your inventory until you reach the proper level to use them.



* ''Literature/TheGam3'': Most weapons and armor we see the description for have a list of abilities required to use the item, effectively preventing a new player from finding the Infinity+1 Sword and becoming god. Some also have a second list of recommended abilities, which unlocks extra uses of the item or makes the item more effective.
* Parodied in reference to an announced ''VideoGame/DungeonSiege'' film in ''Webcomic/PennyArcade'', shown [[http://www.penny-arcade.com/comic/2004/2/25/ here]].

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* ''Literature/TheGam3'': Most weapons and armor we see the description for have a list of abilities required to use the item, effectively preventing a new player from finding the Infinity+1 Sword InfinityPlusOneSword and becoming god.God. Some also have a second list of recommended abilities, which unlocks extra uses of the item or makes the item more effective.
* Parodied in reference to an announced ''VideoGame/DungeonSiege'' film [[Film/InTheNameOfTheKing film]] in ''Webcomic/PennyArcade'', shown [[http://www.penny-arcade.com/comic/2004/2/25/ here]].
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[[folder:Real Time Strategy]]
* In ''VideoGame/DawnOfWarII'', all hero equipment has a level threshold.
[[/folder]]
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* ''VideoGame/FinalFantasyXIV'' follows the same gear restricted trend as ''Final Fantasy XI'' did, but without the threat of EXP loss, thus the only restriction you'll really face is the time needed to level grind to use gear locked for higher level characters. Gear also comes in the form of item levels (or ilvl), where certain end game content will be locked off to you unless your average item level meets the requirements.
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A game-specific subtrope of PhlebotinumHandlingRequirements, and a form of DoubleUnlock unless the loot is received at the start of the game. Compare with PowerEqualsRarity, StatSticks & YouHaveResearchedBreathing. See also ClassAndLevelSystem, AnAdventurerIsYou, and [[InfinityPlusOneSword Infinity Plus]]/[[InfinityMinusOneSword Minus One Sword]].

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A game-specific subtrope of PhlebotinumHandlingRequirements, and a form of DoubleUnlock unless the loot is received at the start of the game. Compare with PowerEqualsRarity, StatSticks StatSticks, ArbitraryEquipmentRestriction & YouHaveResearchedBreathing. See also ClassAndLevelSystem, AnAdventurerIsYou, and [[InfinityPlusOneSword Infinity Plus]]/[[InfinityMinusOneSword Minus One Sword]].
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** Classic had an interesting, if brutal, variation. PVP gear was tied to the player's PVP rank. Ranking up meant the player could buy a higher tier, but also had to be that rank or higher to equip it. The prototype PVP system calculated rank weekly and assigned ranks across the server based on how much a player [=PVPed=] compared to all others and their win/lose ratio. To achieve a higher rank the player had to exceed their own achievements the previous week while still be competitive against all other players, and failing to do so would result in lose of rank. For the players who managed to reach the highest ranks they then had to virtually PVP as their full time job (8+ hours 7 days a week), and never slack for even a week, or they lost access to everything they had worked for.
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* ''VideoGame/SoulBlazer'' ties a level to each sword you find. You're free to equip them whenever, and you can hold them out while crabwalking for a continuous weak attack, but if you want to actually ''swing'' them, you need to meet the minimum level requirement.
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* The fact that gear in ''VideoGame/FinalFantasyXI'' had level requirements to equip isn't surprising for an MMO, but this came with some serious problems. In FFXI you lose EXP when you die (you can regain some by having Raise cast on you), and can actually lose levels through death. Thereby making newly equipped gear suddenly unwearable till you got the level back. A bigger problem until the 4th expansion was level capped fights. Several bonus bosses and virtually all story bosses in the 2nd expansion reduced the player's level to a fixed max. Any gear over that level was unusable in those fights, so players doing such fights had to keep low level gear on hand (and the game was notorious for very limited inventory). The 4th expansion implemented level scaled that allowed gear to get around this by scaling its stats.
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* ''VideoGame/PhantasyStarOnline2'' seals equipment based on character stats, just like the first ''Phantasy Star Online''. Unlike the first ''PSO'', however, you can't trick the game into allowing you to equip much stronger gear by equipping weak gear with a stat boost first, as equipment bonuses are kept separate from your base stats, which are the stats that are actually used to determine which gear you can equip. However, you can still manipulate the system by directly influencing your base stats in ways other than leveling up, such as leveling up your MAG and investing in stat boosts on the SkillTree.
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* ''VideoGame/PhantasyStarOnline2es'' has a unique relationship between gear and player in which it is possible to equip any of your gear at any given point in time, but based on your Level in relation to the power of the equipment, the stats of the equipment is scaled down proportionally if you are not strong enough to achieve maximum stats on the equipment. For weapons, if there is also a Class mismatch between you and the weapon, the required Level to reach the weapon's maximum stats is much higher than if you were the same Class as the weapon; in a lot of cases involving endgame weapons, it is impossible to hit max stats with the wrong Class.
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** ''New Vegas'' has a slight twist on the trope: you ''can'' use weapons tiered above your skill level or strength level, but this causes a penalty to range weapons accuracy[[note]]With down-the-sites aim this means more SniperScopeSway, while VATS and hipfire take a direct penalty. The given skill level is what's required for maximum accuracy, though more skill will still increase the damage you do.[[/note]] and non-range weapon attack speed proportional to how far below the requirements you are. The penalties don't really come close to matching the benefits of a stronger weapon, so this barely matters.

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** ''New Vegas'' has a slight twist on the trope: you ''can'' use weapons tiered above your skill level or strength level, but this causes a penalty to range weapons accuracy[[note]]With down-the-sites aim this means more SniperScopeSway, while VATS and hipfire take a direct penalty. The given skill level is what's required for maximum accuracy, though more skill will still increase the damage you do.[[/note]] and non-range weapon attack speed proportional to how far below the requirements you are. The penalties don't really come close to matching the benefits of a stronger weapon, so this barely matters.it really shouldn't keep you from using a stronger weapon.

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* ''VideoGame/FalloutNewVegas'' has a slight twist on the trope: you ''can'' use weapons tiered above your skill level or strength level, but this causes a penalty to range weapons accuracy[[note]]With down-the-sites aim this means more SniperScopeSway, while VATS and hipfire take a direct penalty. The given skill level is what's required for maximum accuracy, though more skill will still increase the damage you do.[[/note]] and non-range weapon attack speed proportional to how far below the requirements you are. The penalties don't really come close to matching the benefits of a stronger weapon, so this barely matters. In both this and ''VideoGame/{{Fallout 3}}'', you need to undergo the requisite training to use PowerArmor, which generally doesn't occur until late in the game.

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* ''VideoGame/{{Fallout}}''
** In both
''VideoGame/FalloutNewVegas'' and ''VideoGame/{{Fallout 3}}'', you need to undergo the requisite training to use PowerArmor, which generally doesn't occur until late in the game. This is meant to prevent a common situation in the first two games where you'd find power armor [[DiscOneNuke early on]], then the vast majority of enemy could not damage you at all. Although power armor isn't nearly as effective in the [=3D=] games, especially ''3'', so this ends up being somewhat redundant.
** ''New Vegas''
has a slight twist on the trope: you ''can'' use weapons tiered above your skill level or strength level, but this causes a penalty to range weapons accuracy[[note]]With down-the-sites aim this means more SniperScopeSway, while VATS and hipfire take a direct penalty. The given skill level is what's required for maximum accuracy, though more skill will still increase the damage you do.[[/note]] and non-range weapon attack speed proportional to how far below the requirements you are. The penalties don't really come close to matching the benefits of a stronger weapon, so this barely matters. In both this and ''VideoGame/{{Fallout 3}}'', you need to undergo the requisite training to use PowerArmor, which generally doesn't occur until late in the game.
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* ''VideoGame/FalloutNewVegas'' has a slight twist on the trope: you ''can'' use weapons tiered above your skill level or strength level, but this causes a penalty to range weapons accuracy[[note]]With free aim this means more SniperScopeSway, while VATS takes a direct penalty. The given skill level is what's required for maximum accuracy, though more skill will still increase the damage you do.[[/note]] and non-range weapon attack speed proportional to how far below the requirements you are. The penalties don't really come close to matching the benefits of a stronger weapon, so this barely matters. In both this and ''VideoGame/{{Fallout 3}}'', you need to undergo the requisite training to use PowerArmor, which generally doesn't occur until late in the game.

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* ''VideoGame/FalloutNewVegas'' has a slight twist on the trope: you ''can'' use weapons tiered above your skill level or strength level, but this causes a penalty to range weapons accuracy[[note]]With free down-the-sites aim this means more SniperScopeSway, while VATS takes and hipfire take a direct penalty. The given skill level is what's required for maximum accuracy, though more skill will still increase the damage you do.[[/note]] and non-range weapon attack speed proportional to how far below the requirements you are. The penalties don't really come close to matching the benefits of a stronger weapon, so this barely matters. In both this and ''VideoGame/{{Fallout 3}}'', you need to undergo the requisite training to use PowerArmor, which generally doesn't occur until late in the game.
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* In ''VideoGame/ShopHeroes'' (in which you supply the equipment rather than use it), you can technically defy this, but it's impractical. Heroes can be equipped with items above or below their level, but doing do substantially increases the chance of the item breaking, since the heroes are either putting too much pressure on cheap gear (if they're over level) or don't know what to do with it (if they're under level). This means that if you mismatch gear and hero, you'll just end up having to replace it (and although you're a shopkeeper, you aren't allowed to [[WithThisHerring tell the heroes to pay for those replacements]], since you're the one wanting the quest done).

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As per the page description, entries should have at least a small twist on this before being listed, so removed straight-up examples


* In ''VideoGame/DungeonsAndDragonsOnline'' most items have a minimum level that you must be before you can use or equip them.



* Nearly every equip in ''VideoGame/{{Maplestory}}''. This can get really annoying, as you need to raise your more useless stat to wield them, as well as being a high enough level. [[MinMaxing There are ways to get around this though.]]



* ''VideoGame/FinalFantasyXIV'' has all gear locked to certain levels in order to prevent new players from acquiring powerful equipment from their friends and using them to blow through the early parts of the game. By the end game, dungeons and raids will start imposing item level requirements as the bare minimum so that players are properly geared for the content. If your gear level average is too low, then you can't play that content until you get better gear.
* ''VideoGame/TheSecretWorld'' has gear restricted by skill points invested in the relevant weapons and talismans. Higher level gear has higher skill point requirements.



* ''VideoGame/{{Freelancer}}'' has Level Locked ''Ships'', with mightier ships capable of mounting more and better weapons, as well as having better [[ManaMeter power supplies]]. The [[InfinityPlusOneSword Infinity Plus One Guns]] can only be installed on the three highest-level ships.



* ''[[DemonsSouls Demon's Souls]]'' has a variant in which stats, not levels, are used to determine the ability to effectively wield weapons. It makes sense, really, since anyone could pick up a bastard sword, but not everyone will have the strength to swing it around one-handed.



* In ''[[VideoGame/{{Diablo}} Diablo II]]'', items do have level restrictions, and some items have strength requirements. These requirements can be slightly reduced in-game if the item has the special suffix 'of Freedom' or if it is socketed with a jewel that grants the same suffix.



* In ''RogueGalaxy'', all weapons have a minimum character level, but by the time you can purchase a given weapon in the local shop, you will probably already be at a high enough level to use it anyway.



* In ''VideoGame/{{Fallout 4}}'', Power Armor training is no longer required, but the models of power armor you can obtain depend on your level, for example, the [[ArmorOfInvincibility X-01 armor]] doesn't spawn until at least Level 30. Some weapon spawns such as the Railway Rifle are also leveled, and better upgrades to weapons and armor require higher-level Perks, which are also dependent on your SPECIAL attributes.



[[folder: Fighting Games]]
* ''VideoGame/DissidiaFinalFantasy'' has this. All armors and weapons have a CharacterLevel requirement. Similarly, accessories are ranked, from D to Star, the ranking indicating how many of one accessory can be equipped. For example, the player can equip but one Star-rank accessory, but two A-rank accessories, and so on. Mind, [[MyRulesAreNotYourRules this is strictly player-only]], since TheComputerIsACheatingBastard.
** The sequel simplified the level requirements: instead of having nearly every level represented, there are now five tiers of equipment: Level 1, level 30, level 60, level 90, and level 100
[[/folder]]

[[folder: Real Time Strategy]]
* ''VideoGame/DawnOfWar 2'' usually has level requirements for equipping gear.
* In ''VideoGame/UFOAftershock'', there are certain types of equipment that require special training before soldiers can use them. For example, a soldier can't use rocket launchers until he gets the Trooper Level 1 training.
[[/folder]]



* ''VideoGame/DeadIsland'' has weapons that can only be used at certain levels. While it's usually only one level too high by the time you gain access to it, it's annoying to receive unusable equipment as a quest reward and rather absurd in cases where something as simple as a piece of pipe has a level requirement.
* The later ''VideoGame/{{Fallout}}'' games had level-locked equipment [[LevelScaling that would only drop after a certain level]] after it was revealed in the first game that, with a bit of luck, you could charge nigh-naked into the final town of the game and obtain the [[DiskOneNuke best armor available]] before doing a single quest, not to mention the [[VideoGame/Fallout2 second game's]] "Navarro Run".
* ''Franchise/FireEmblem'' games use the weapon rank system, where every weapon but the basic ones(Iron, Bronze or Slim, depending on game) requires a certain amount of experience with this particular type before a character can use them.
* ''Videogame/{{Ingress}}'': If you're at low level, portals will occasionally give you items one or two levels above your own, which makes them entirely unusable until you can reach it. Fortunately, getting to level 8 (the maximum items can reach) is rather quick, depending on the area.

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* ''VideoGame/DeadIsland'' has weapons that can only be used at certain levels. While it's usually only one level too high by the time you gain access to it, it's annoying to receive unusable equipment as a quest reward and rather absurd in cases where something as simple as a piece of pipe has a level requirement.
* The later ''VideoGame/{{Fallout}}'' games had level-locked equipment [[LevelScaling that would only drop after a certain level]] after it was revealed in the first game that, with a bit of luck, you could charge nigh-naked into the final town of the game and obtain the [[DiskOneNuke best armor available]] before doing a single quest, not to mention the [[VideoGame/Fallout2 second game's]] "Navarro Run".
* ''Franchise/FireEmblem'' games use the weapon rank system, where every weapon but the basic ones(Iron, ones (Iron, Bronze or Slim, depending on game) requires a certain amount of experience with this particular type before a character can use them.
* ''Videogame/{{Ingress}}'': If you're at low level, portals will occasionally give you items one or two levels above your own, which makes them entirely unusable until you can reach it. Fortunately, getting to level 8 (the maximum items can reach) is rather quick, depending on the area.
them.
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* Parodied in reference to an announced ''DungeonSiege'' film in ''Webcomic/PennyArcade'', shown [[http://www.penny-arcade.com/comic/2004/2/25/ here]].

to:

* Parodied in reference to an announced ''DungeonSiege'' ''VideoGame/DungeonSiege'' film in ''Webcomic/PennyArcade'', shown [[http://www.penny-arcade.com/comic/2004/2/25/ here]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Literature/TheGam3'': Most weapons and armor we see the description for have a list of abilities required to use the item, effectively preventing a new player from finding the Infinity+1 Sword and becoming god. Some also have a second list of recommended abilities, which unlocks extra uses of the item or makes the item more effective.
Is there an issue? Send a MessageReason:
None


* ''DissidiaFinalFantasy'' has this. All armors and weapons have a CharacterLevel requirement. Similarly, accessories are ranked, from D to Star, the ranking indicating how many of one accessory can be equipped. For example, the player can equip but one Star-rank accessory, but two A-rank accessories, and so on. Mind, [[MyRulesAreNotYourRules this is strictly player-only]], since TheComputerIsACheatingBastard.

to:

* ''DissidiaFinalFantasy'' ''VideoGame/DissidiaFinalFantasy'' has this. All armors and weapons have a CharacterLevel requirement. Similarly, accessories are ranked, from D to Star, the ranking indicating how many of one accessory can be equipped. For example, the player can equip but one Star-rank accessory, but two A-rank accessories, and so on. Mind, [[MyRulesAreNotYourRules this is strictly player-only]], since TheComputerIsACheatingBastard.
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None

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* ''Videogame/{{Ingress}}'': If you're at low level, portals will occasionally give you items one or two levels above your own, which makes them entirely unusable until you can reach it. Fortunately, getting to level 8 (the maximum items can reach) is rather quick, depending on the area.
Is there an issue? Send a MessageReason:
None


* The later ''VideoGame/{{Fallout}}'' games had level-locked equipment after it was revealed in the first game that, with a bit of luck, you could charge nigh-naked into the final town of the game and obtain the [[DiskOneNuke best armor available]] before doing a single quest.

to:

* The later ''VideoGame/{{Fallout}}'' games had level-locked equipment [[LevelScaling that would only drop after a certain level]] after it was revealed in the first game that, with a bit of luck, you could charge nigh-naked into the final town of the game and obtain the [[DiskOneNuke best armor available]] before doing a single quest.quest, not to mention the [[VideoGame/Fallout2 second game's]] "Navarro Run".
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/{{Fallout 4}}'', Power Armor training is no longer required, but the models of power armor you can obtain depend on your level, for example, the [[ArmorOfInvincibility X-01 armor]] doesn't spawn until at least Level 30. Some weapon spawns such as the Railway Rifle are also leveled, and better upgrades to weapons and armor require higher-level Perks, which are also dependent on your SPECIAL attributes.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/DeadIsland'' has weapons that can only be used at certain levels. While it's usually only one level too high by the time you gain access to it, it's annoying to receive unusable equipment as a quest reward.

to:

* ''VideoGame/DeadIsland'' has weapons that can only be used at certain levels. While it's usually only one level too high by the time you gain access to it, it's annoying to receive unusable equipment as a quest reward. reward and rather absurd in cases where something as simple as a piece of pipe has a level requirement.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Franchise/FireEmblem'' games use the weapon rank system, where every weapon but the basic ones(Iron, Bronze or Slim, depending on game) requires a certain amount of experience with this particular type before a character can use them.
Is there an issue? Send a MessageReason:
None


* In ''{{Summoner}}'', ability to use weapons is dependent on whether to character has the right weapon skill (and whether it's explicitly character-restricted), but gear for everyone but [[BlackMagicianGirl Rosalind]] is also dependent on their Heavy Arms skill.

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* In ''{{Summoner}}'', ''VideoGame/{{Summoner}}'', ability to use weapons is dependent on whether to character has the right weapon skill (and whether it's explicitly character-restricted), but gear for everyone but [[BlackMagicianGirl Rosalind]] is also dependent on their Heavy Arms skill.

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