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Games can use money to grow their characters in various ways, such as raising their stats or teaching them new abilities. This is typically seen in [[RolePlayingGame role-playing games]] and [[ActionGame action games]] that allow you to upgrade your character. Some games may use a skill tree to allow players to pick and choose which attributes to level up and which skills to learn. Other games may let you purchase new abilities or permanently raise your stats at a shop. Another method for leveling up is by allowing players to convert their money into experience or vice versa.

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Games can use money to grow their characters in various ways, such as raising their stats or teaching them new abilities. This is typically seen in [[RolePlayingGame role-playing games]] and [[ActionGame action games]] that allow you to upgrade your character. Some games may use a skill tree to allow players to pick and choose which attributes to level up and which skills to learn. Other games may let you purchase new abilities or permanently raise your stats at a shop. Another method for leveling up way this can be accomplished is by allowing players to convert their money into experience or vice versa.
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* In ''VideoGame/ShovelKnight'', treasure can be used to buy upgrades in addition to a few other purposes.
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* In the ''Franchise/RatchetAndClank'' games, bolts are typically used to buy and upgrade weapons. You could also use bolts to refill health and ammo, but that was usually for a pitiful amount.
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* ''VideoGame/GodHand'' uses gold to buy techniques, learn Roulette Wheel moves, and upgrade stats. There is one use outside of just upgrades, and that is gambling to earn more money, which becomes essentially pointless once you’ve bought everything else in the game.

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* Taking a leaf from the ''Dark Souls'' franchise, money in ''VideoGame/DarksidersIII'' functions both for leveling up and buying items.



* In the ''Franchise/RatchetAndClank'' games, bolts are typically used to buy and upgrade weapons. You could also use bolts to refill health and ammo, but that was usually for a pitiful amount.
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* In the ''Franchise/RatchetAndClank'' games, bolts are typically used to buy and upgrade weapons. You could also use bolts to refill health and ammo, but that was usually for a pitiful amount.
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[[folder:Platform Game]]
* In ''VideoGame/KirbyAndTheForgottenLand'', Star Coins can be used to upgrade your Copy Abilities, in addition to a variety of other purposes, such as buying items and using the Gotcha Machine.
[[/folder]]
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* In ''VideoGame/Splatoon2'', Power Eggs are usually used to upgrade your avatar's weapons in Story Mode. However, once you’ve upgraded all your weapons, you can exchange your eggs for meal tickets that can be used to earn more money or more EXP.

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* In ''VideoGame/Splatoon2'', Power Eggs are usually used to upgrade your avatar's weapons in Story Mode. However, once you’ve upgraded all your weapons, you can exchange your eggs for meal tickets that can be used to earn more money or more EXP.EXP in multiplayer battles.

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This usually happens for a variety of reasons. First of all, experience points are not unlimited. While it can take many hours for players to level up their characters, they will eventually max out all their stats and learn every ability there is to learn. This means the game's experience points will be left without any purpose, especially if the player can carry over their level in a NewGamePlus. Combining EXP with the game's currency will give it a more sustainable use, allowing the player to continue purchasing items, equipment, etc after they have completely maxed out their character. Also, by using money for character growth, this can add a huge MoneySink to the game by forcing the player to decide whether to invest their money in leveling up or purchasing goods. The game's currency need not be the only way to level up, but it can be a viable method for reducing hours of level grinding.

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This usually happens for a variety of reasons. First of all, experience points are not unlimited. While it can take many hours for players to level up their characters, they will eventually max out all their stats and learn every ability there is to learn. This means the game's experience points will be left without any purpose, especially if the player can carry over their level in a NewGamePlus. Combining EXP with the game's currency will give it a more sustainable use, allowing the player to continue purchasing items, equipment, etc after they have completely maxed out their character. Also, by using money for character growth, this growth can add a huge MoneySink to the game by forcing the player to decide whether to invest their money in leveling up or purchasing goods. The game's currency need not be the only way to level up, but it can be a viable method for reducing hours of level grinding.



* In various ''VideoGame/DynastyWarriors'' games and spinoffs, you can level up characters by spending money at a dojo in addition to fighting in battles. Some games would even let you raise their stats individually. However, you could not level your characters higher than the highest level party member. This would save a lot of time from having to play stages over and over to level-grind each character. Money could serve various other purposes such as buying items and temporary buffs, but leveling up characters was typically the game's biggest MoneySink.

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* In various ''VideoGame/DynastyWarriors'' games and spinoffs, you can level up characters by spending money at a dojo in addition to fighting in battles. Some games would even let you raise their stats individually. However, you could not level your characters higher than the highest level highest-level party member. This would save a lot of time from having to play stages over and over to level-grind each character. Money could serve various other purposes such as buying items and temporary buffs, but leveling up characters was typically the game's biggest MoneySink.



* ''VideoGame/GenshinImpact'': Mora is used for almost everything from buying items at shops to leveling up weapons, artifacts and characters. In the case of the latter, levelling up characters and equipment requires mora, drops from enemies and bosses, and regional items along with exp items.

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* ''VideoGame/GenshinImpact'': Mora is used for almost everything from buying items at shops to leveling up weapons, artifacts artifacts, and characters. In the case of the latter, levelling up characters and equipment requires mora, drops from enemies and bosses, and regional items along with exp items.



** Downplayed with the ''[[https://www.nexusmods.com/skyrimspecialedition/mods/20084 Gold Is XP]]'' mod for ''VideoGame/TheElderScrollsVSkyrim''. The mod changes the way levelling work by connecting XP progression to gold, but instead of requiring to buy new attributes from the actual ingame currency, it adds a XP bar which progresses every time you earn gold.

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** Downplayed with the ''[[https://www.nexusmods.com/skyrimspecialedition/mods/20084 Gold Is XP]]'' mod for ''VideoGame/TheElderScrollsVSkyrim''. The mod changes the way levelling work by connecting XP progression to gold, but instead of requiring to buy new attributes from the actual ingame in-game currency, it adds a an XP bar which that progresses every time you earn gold.



* ''VideoGame/Disgaea5AllianceOfVengeance'': Previous ''Disgaea'' entries required characters to be created with Mana; gained from defeating enemies (and the odd Potion now-and-again). In the fifth game however, HL takes center-stage as the primary means of character creation -- Money determines both the competency of a character (essentially their overall stat-growth and how many modifiers can be attached to said stats) and their initial starting level, which can be customized to varying degrees. Reincarnation however stills requires Mana like previous titles.
* ''VideoGame/PhantomBrave'': Creating characters costs the game's currency Bordeaux, the amount of Bordeaux put in determining how many modifier-points can be assigned to a new Phantom's stats. Levelling up that Phantom increases the amount of points that be put into a duplicate of that class; the money cost rising accordingly. Deleting all recruited instances of a single class from your army will reset those creation caps to default as though you'd never created that Phantom type at all.

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* ''VideoGame/Disgaea5AllianceOfVengeance'': Previous ''Disgaea'' entries required characters to be created with Mana; gained from defeating enemies (and the odd Potion now-and-again). In the fifth game game, however, HL takes center-stage center stage as the primary means of character creation -- Money determines both the competency of a character (essentially their overall stat-growth stat growth and how many modifiers can be attached to said stats) and their initial starting level, which can be customized to varying degrees. Reincarnation however stills still requires Mana like previous titles.
* ''VideoGame/PhantomBrave'': Creating characters costs cost the game's currency Bordeaux, the amount of Bordeaux put in determining how many modifier-points modifier points can be assigned to a new Phantom's stats. Levelling up that Phantom increases the amount number of points that be put into a duplicate of that class; the money cost rising accordingly. Deleting all recruited instances of a single class from your army will reset those creation caps to default as though you'd never created that Phantom type at all.



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[[folder:Third Person Shooter]]
* In ''VideoGame/Splatoon2'', Power Eggs are usually used to upgrade your avatar's weapons in Story Mode. However, once you’ve upgraded all your weapons, you can exchange your eggs for meal tickets that can be used to earn more money or more EXP.
[[/folder]]
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* In the base game of ''TabletopGame/{{Lancer}}'' pilots level up automatically after completing a mission, but "The Long Rim" supplement includes alternate rules for using manna, the currency [[TheFederation Union]] uses for trade with subject polities that have yet to adopt a full PostScarcityEconomy, to buy levels. Both a generalized 1,000 manna per level, and a more granulated version where skill and talent training, core upgrades, and mech licenses are bought separately.
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* In many of the ''Franchise/NinjaGaiden'' games, yellow essence can be used to upgrade weapons as well as buying items.

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* In many of the ''Franchise/NinjaGaiden'' ''VideoGame/NinjaGaiden'' games, yellow essence can be used to upgrade weapons as well as buying items.
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* In many of the ''Franchise/NinjaGaiden'' games, yellow essence can be used to upgrade weapons as well as buying items.
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* Equipping the "Workman’s Wallet" accessory in ''VideoGame/ChronoTrigger'' allows you to convert experience into money, giving it a secondary use other than leveling up your party.
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Please note that this does not apply to games that use a "currency" exclusively for enhancing stats and learning new skills. It must serve another purpose outside of leveling up, such as buying items, otherwise they are just experience points. Also note that the trope doesn't count for buying consumable items that can later be used to permanently boost your stats or learn a new ability, like a RareCandy, the effect must be instantaneous upon purchase. If you have to go through any extra steps after buying a stat boost or ability to unlock it, then it's not this trope.

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Please note that this does not apply to games that use a "currency" exclusively for enhancing stats and learning new skills. It must serve another purpose outside of leveling up, such as buying items, otherwise they are just experience points. Also note that the trope doesn't count for buying consumable items that can later be used to permanently boost your stats or learn a new ability, like a RareCandy, the effect must be instantaneous upon purchase. If you have to go through any extra steps after buying to unlock a stat boost or ability to unlock after buying it, then it's not this trope.
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->'''Bacchus''': [...] If you spend all your money playing around, you'll never get stronger. You gotta invest in yourself!\\
'''Kiryu''': What, like a gym membership?\\
'''Bacchus''': Nah, nah. That's no better than spending it on booze! I'm talking about investing in yourself. Literally.
-->-- ''VideoGame/Yakuza0''
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[[/folder]]

[[folder:Wide Open Sandbox]]
* Gratitude Points in ''VideoGame/DragonQuestBuilders2'' are primarily used for leveling up your towns and thus progressing the story on each island. Once an island is completed, any extra points you have are added to your overall total and can be used to both unlock smaller non-story islands, recipes at your builder's station, and (eventually) purchasing almost any item you want from the Builderpedia. However, regular experience points that level up the Builder do not have any secondary use.

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* Downplayed with the ''[[https://www.nexusmods.com/skyrimspecialedition/mods/20084 Gold Is XP]]'' mod for ''VideoGame/TheElderScrollsVSkyrim''. The mod changes the way levelling work by connecting XP progression to gold, but instead of requiring to buy new attributes from the actual ingame currency, it adds a XP bar which progresses every time you earn gold.

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* ''Franchise/TheElderScrolls'':
** Every game has skill trainers that take money in exchange for incrementing a skill stat upwards.
**
Downplayed with the ''[[https://www.nexusmods.com/skyrimspecialedition/mods/20084 Gold Is XP]]'' mod for ''VideoGame/TheElderScrollsVSkyrim''. The mod changes the way levelling work by connecting XP progression to gold, but instead of requiring to buy new attributes from the actual ingame currency, it adds a XP bar which progresses every time you earn gold.
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Nevermind, Crystals are just basically solid EXP, they aren't a currency to buy anything.


* ''VideoGame/EternalSeniaHydrangeaAfterTheRain'': Crystals are used to raise Senia's CharacterLevel as well as her swords' levels, but not their forms. There are still tiers of swords, so even without Crystal investment, she can improve her combat ability through switching to a better sword.
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* ''VideoGame/EternalSeniaHydrangeaAfterTheRain'': Crystals are used to raise Senia's CharacterLevel as well as her swords' levels, but not their forms. There are still tiers of swords, so even without Crystal investment, she can improve her combat ability through switching to a better sword.
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* ''TabletopGame/{{Mausritter}}'': Player mice gain Experience Points by bringing treasure back from adventures to mouse settlements. They can also get extra XP by selflessly spending [[FictionalCurrency pips]] on improvements for the whole community.
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Added some context.


* In the earliest editions of ''TabletopGame/DungeonsAndDragons'' treasure counted towards ExperiencePoints.

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* In the earliest editions of ''TabletopGame/DungeonsAndDragons'' picking up treasure counted towards was the main method for gaining ExperiencePoints. The game revolved around dungeon adventures, crawling beneath the earth, avoiding peril, and lifting as much loot as you could before escaping with your hide. Overcoming (not just killing) monsters also gave experience, but comparatively little, and quest experience awards and other such things were not added in until the focus shifted from dungeon crawls.
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* Downplayed with the ''[[https://www.nexusmods.com/skyrimspecialedition/mods/20084 Gold Is XP]]'' mod for ''VideoGame/TheElderScrollsVSkyrim''. The mod changes the way levelling work by connecting XP progression to gold, but instead of requiring to buy new attributes from the actual ingame currency, it adds a XP bar which progresses every time you earn gold.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/Disgaea5AllianceOfVengeance'': Previous ''Disgaea'' entries required characters to be created with Mana; gained from defeating enemies (and the odd Potion now-and-again). In the fifth game however, HL takes center-stage as the primary means of character creation - Money determines both the competency of a character (essentially their overall stat-growth and how many modifiers can be attached to said stats) and their initial starting level, which can be customized to varying degrees. Reincarnation however stills requires Mana like previous titles.

to:

* ''VideoGame/Disgaea5AllianceOfVengeance'': Previous ''Disgaea'' entries required characters to be created with Mana; gained from defeating enemies (and the odd Potion now-and-again). In the fifth game however, HL takes center-stage as the primary means of character creation - -- Money determines both the competency of a character (essentially their overall stat-growth and how many modifiers can be attached to said stats) and their initial starting level, which can be customized to varying degrees. Reincarnation however stills requires Mana like previous titles.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/GenshinImpact'': Mora is used for almost everything from buying items at shops to leveling up weapons, artifacts and characters. In the case of the latter, levelling up characters requires mora, drops from enemies and bosses, and regional items along with exp items.

to:

* ''VideoGame/GenshinImpact'': Mora is used for almost everything from buying items at shops to leveling up weapons, artifacts and characters. In the case of the latter, levelling up characters and equipment requires mora, drops from enemies and bosses, and regional items along with exp items.
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Added DiffLines:

* VideoGame/{{EVERSPACE}} is a space shooter roguelite that lets you spend leftover credits anytime you die, to upgrade your ships and give you a better starting point for your next runs.
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* In many of Creator/FromSoftware's role-playing games, such as ''VideoGame/DarkSouls'', ''VideoGame/{{Bloodborne}}'', and ''VideoGame/EldenRing'', the game's currency would double as the only method for leveling up the player's avatar. If the player were to die, they would drop all their money in the spot they died at, which would be lost permanently if the player was killed again before retrieving it. This made it beneficial to buy as many items as possible in between leveling up so that you would have less to lose in the event that you died trying to retrieve your lost money.

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* In many of Creator/FromSoftware's role-playing games, such as ''VideoGame/DarkSouls'', ''VideoGame/{{Bloodborne}}'', and ''VideoGame/EldenRing'', the game's currency would double doubles as the only method for leveling up the player's avatar. If the player were to die, dies, they would drop all their money in the spot they died at, died, which would be is lost permanently if the player was is killed again before retrieving it. This made makes it beneficial to buy as many items as possible in between leveling up so that you would have less to lose in the event that you died die trying to retrieve your lost money.
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Not to be confused with BribingYourWayToVictory, although using real-world money may be an option for upgrading a character.

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Not to be confused with BribingYourWayToVictory, although BribingYourWayToVictory. Although using real-world money may be an option for upgrading a character.character, this trope is for in-game currency.
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Created from YKTTW

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Some video games allow their characters to enhance their attributes and abilities using ExperiencePoints while using an in-game currency for separate purposes. However, some games will choose to utilize their in-game currency both for upgrading characters as well as the game's other services.

This is where this trope comes into play.

Games can use money to grow their characters in various ways, such as raising their stats or teaching them new abilities. This is typically seen in [[RolePlayingGame role-playing games]] and [[ActionGame action games]] that allow you to upgrade your character. Some games may use a skill tree to allow players to pick and choose which attributes to level up and which skills to learn. Other games may let you purchase new abilities or permanently raise your stats at a shop. Another method for leveling up is by allowing players to convert their money into experience or vice versa.

This usually happens for a variety of reasons. First of all, experience points are not unlimited. While it can take many hours for players to level up their characters, they will eventually max out all their stats and learn every ability there is to learn. This means the game's experience points will be left without any purpose, especially if the player can carry over their level in a NewGamePlus. Combining EXP with the game's currency will give it a more sustainable use, allowing the player to continue purchasing items, equipment, etc after they have completely maxed out their character. Also, by using money for character growth, this can add a huge MoneySink to the game by forcing the player to decide whether to invest their money in leveling up or purchasing goods. The game's currency need not be the only way to level up, but it can be a viable method for reducing hours of level grinding.

Please note that this does not apply to games that use a "currency" exclusively for enhancing stats and learning new skills. It must serve another purpose outside of leveling up, such as buying items, otherwise they are just experience points. Also note that the trope doesn't count for buying consumable items that can later be used to permanently boost your stats or learn a new ability, like a RareCandy, the effect must be instantaneous upon purchase. If you have to go through any extra steps after buying a stat boost or ability to unlock it, then it's not this trope.

Not to be confused with BribingYourWayToVictory, although using real-world money may be an option for upgrading a character.
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!!Examples:

[[foldercontrol]]

[[folder:Action Games]]
* In ''VideoGame/{{Bayonetta}}'', several skills can be purchased at the Gates of Hell in addition to the various lollipops and accessories that can be bought. Additionally, Bayonetta can permanently increase her health and magic at least five times each by purchasing Witch Hearts and Moon Pearls.
* In the first three ''VideoGame/DevilMayCry'' games, in addition to using Red Orbs to buy recovery items, you could also use them to buy new weapon abilities, and partly increase your health and Devil Trigger meter by buying a limited number of blue and purple orbs that increase in price the more you buy.
** In ''VideoGame/DevilMayCry4'', there existed a separate currency for buying abilities, called "Proud Souls." Red Orbs could still be used to upgrade health and the Devil Trigger meter.
** In ''VideoGame/DevilMayCry5'', Red Orbs are almost exclusively used for upgrades due to the removal of items. The only other thing they are used for is to revive the player if they die and that is only if they don't have any Gold Orbs.
* In ''VideoGame/TheNightmareBeforeChristmasOogiesRevenge'', Jack can upgrade his abilities and increase his health at the Witches' Shop using souls as currency. He could also buy blue souls, which could temporarily increase his attack power when used, although those were so cheap and limited in quantity that they were nearly pointless.
* In ''VideoGame/TransformersDevastation''. while the Autobots can level up normally by fighting Decepticons, they can also level up their stats individually by using credits, which are also used to buy consumable items and weapons. You could also level up your weapons by fusing it with an unwanted weapon and paying the required amount of credits.
* In ''VideoGame/TheWonderful101'', you could use O-parts to buy various items and accessories as well as learn new skills and Unite Morphs. However, this could be circumvented if you had a Wonderful Card, which would instantly pay for the item no matter how much it cost.
[[/folder]]

[[folder:Action-Adventure Games]]
* Played with in ''VideoGame/{{Okami}}''. Initially, you only use praise, the game's form of experience, to upgrade Amaterasu. However, once you upgraded all your stats and maxed out your praise, any praise you collected would be converted into yen, which can be used to buy items. Meanwhile, abilities could be learned at a dojo by paying yen.
[[/folder]]

[[folder:Beat 'Em Up]]
* In ''VideoGame/SpiderManFriendOrFoe'', you could use the game's currency, called Tech Tokens, to buy items and also upgrade Spider-Man and his partner's abilities.
* In ''VideoGame/ViewtifulJoe'', you could use V-points to increase Joe's health and buy new abilities as well as various items for healing and combat.
* ''VideoGame/Yakuza0'': Unlike the other entries in the series, skills are unlocked with money instead of experience points, fitting the game's setting of Japan's prosperous economic bubble period, where people had lots of money to throw around. The man who teaches you how to unlock skills calls this "investing in yourself".
[[/folder]]

[[folder:Hack and Slash]]
* In various ''VideoGame/DynastyWarriors'' games and spinoffs, you can level up characters by spending money at a dojo in addition to fighting in battles. Some games would even let you raise their stats individually. However, you could not level your characters higher than the highest level party member. This would save a lot of time from having to play stages over and over to level-grind each character. Money could serve various other purposes such as buying items and temporary buffs, but leveling up characters was typically the game's biggest MoneySink.
* In ''VideoGame/LollipopChainsaw'', medals could be used not only to buy health-restoring lollipops, but also upgrade the protagonist's health, attack power, and recovery, and also learn new moves.
* In ''VideoGame/NoMoreHeroes'', in addition to using money to pay off the hefty entry fee for fighting assassins and buying costumes, Travis Touchdown could also upgrade his stats at a dojo and upgrade his beam katana at a workshop.
* In ''VideoGame/SamuraiJackBattleThroughTime'', in addition to using money to buy items and weapons, you could also use it to level up Jack's attack power with each weapon type. There was also a skill tree in this game, although that used a separate points system that could only be used for unlocking them.
[[/folder]]

[[folder:Role-Playing Games]]
* In many of Creator/FromSoftware's role-playing games, such as ''VideoGame/DarkSouls'', ''VideoGame/{{Bloodborne}}'', and ''VideoGame/EldenRing'', the game's currency would double as the only method for leveling up the player's avatar. If the player were to die, they would drop all their money in the spot they died at, which would be lost permanently if the player was killed again before retrieving it. This made it beneficial to buy as many items as possible in between leveling up so that you would have less to lose in the event that you died trying to retrieve your lost money.
* ''VideoGame/GenshinImpact'': Mora is used for almost everything from buying items at shops to leveling up weapons, artifacts and characters. In the case of the latter, levelling up characters requires mora, drops from enemies and bosses, and regional items along with exp items.
* In ''VideoGame/{{Nioh}}'', leveling up functions the same as From Software's games. The currency is used for both leveling up and buying items. Dying will cause you to lose all money and will be lost forever if you die again trying to retrieve it.
* In ''VideoGame/YokaiWatchBlasters'', leveling up could only be done using Oni Orbs, which were also used to buy items and equipment.
[[/folder]]

[[folder:Roguelike]]
* In ''VideoGame/RogueLegacy'', leveling up typically requires getting enough money from the castle in each life, in order to spend it on rewards, such as stat boosts, armor, and runes. The prices for each raise incrementally, requiring more money each time to keep getting stronger.
[[/folder]]

[[folder:Survival Horror]]
* In ''VideoGame/ResidentEvil4'', ''[[VideoGame/ResidentEvil5 5]]'', and ''[[VideoGame/ResidentEvilVillage Village]]'', you could upgrade your weapons using whatever the game's currency was at the time. You could also use money to buy first aid sprays, although you wouldn't be able to buy very many due to the game's limited inventory space.
[[/folder]]

[[folder:Tabletop Games]]
* In the earliest editions of ''TabletopGame/DungeonsAndDragons'' treasure counted towards ExperiencePoints.
[[/folder]]

[[folder:Turn Based Strategy]]
* ''VideoGame/Disgaea5AllianceOfVengeance'': Previous ''Disgaea'' entries required characters to be created with Mana; gained from defeating enemies (and the odd Potion now-and-again). In the fifth game however, HL takes center-stage as the primary means of character creation - Money determines both the competency of a character (essentially their overall stat-growth and how many modifiers can be attached to said stats) and their initial starting level, which can be customized to varying degrees. Reincarnation however stills requires Mana like previous titles.
* ''VideoGame/PhantomBrave'': Creating characters costs the game's currency Bordeaux, the amount of Bordeaux put in determining how many modifier-points can be assigned to a new Phantom's stats. Levelling up that Phantom increases the amount of points that be put into a duplicate of that class; the money cost rising accordingly. Deleting all recruited instances of a single class from your army will reset those creation caps to default as though you'd never created that Phantom type at all.
* ''VideoGame/TelepathRPG'': While gold can be used for things such as gambling, the main use for gold is to pay trainers to improve the stats of your characters.
[[/folder]]

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