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Please note that this does not apply to games that use a separate "currency" exclusively for enhancing stats and learning new skills. Unless the currency is literal money (i.e. coins, credit card or bills), it must serve at least one other purpose other than leveling up, such as buying items, otherwise they are just experience points. See also PointBuildSystem for a more closely related trope. 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 buying something doesn't lead directly to a stat increase, learning a new ability, or some form of experience points, then it's not this trope.

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Please note that this does not apply to games that use a separate "currency" exclusively for enhancing stats and learning new skills. Unless the currency is literal money (i.e. coins, credit card or bills), it must serve at least one other purpose other than leveling up, such as buying items, otherwise they are just experience points. See also PointBuildSystem for a more closely related trope. 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 buying something doesn't lead directly to a stat increase, learning a new ability, or some other form of experience points, then it's not this trope.
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Please note that this does not apply to games that use a separate "currency" exclusively for enhancing stats and learning new skills. Unless the currency is literal money (i.e. coins, credit card or bills), it must serve at least one other purpose other than leveling up, such as buying items, otherwise they are just experience points. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.

to:

Please note that this does not apply to games that use a separate "currency" exclusively for enhancing stats and learning new skills. Unless the currency is literal money (i.e. coins, credit card or bills), it must serve at least one other purpose other than leveling up, such as buying items, otherwise they are just experience points. See also PointBuildSystem for a more closely related trope. 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 buying something doesn't lead directly to go through any extra steps to unlock a stat boost increase, learning a new ability, or ability after buying it, some form of experience points, then it's not this trope.
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* In ''VideoGame/EpicMickey'', E-tickets are the main currency, and can be used to buy items as well as upgrade Mickey’s health and ink capacity
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* In ''Videogame/LikeADragonGaidenTheManWhoErasedHisName'', like Yakuza 0 money is used to buy new skills in combination with another resource called "Akame Points" gained from doing various miniquests.
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* In ''VideoGame/LiesOfP'': Ergo functions as the main currency in this game and is used to level up P in addition to buying items and equipment.

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* In ''VideoGame/LiesOfP'': ''VideoGame/LiesOfP'', Ergo functions as the main currency in this game and is used to level up P in addition to buying items and equipment.
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* In ''VideoGame/LiesOfP'': Ergo functions as the main currency in this game and is used to level up P in addition to buying items and equipment.
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* ''TabletopGame/WarhammerQuest'' treats Gold as experience as well as the stuff you use to buy equipment and lodgings. The game justifies this by saying all that Gold in leveling up, that's to hire increasingly more legendary Warriors to train you as you advance and they don't come cheap. This is why ghosts are such a hated enemy, they're quite dangerous for low and even intermediate Warriors but uniquely ghosts don't drop any Gold so there's no benefit to fighting them.
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Please note that this does not apply to games that use a separate "currency" exclusively for enhancing stats and learning new skills. Unless the currency is literal money (i.e. coins, credit card or bills), it must serve at least one other purpose outside of leveling up, such as buying items, otherwise they are just experience points. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.

to:

Please note that this does not apply to games that use a separate "currency" exclusively for enhancing stats and learning new skills. Unless the currency is literal money (i.e. coins, credit card or bills), it must serve at least one other purpose outside of other than leveling up, such as buying items, otherwise they are just experience points. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.
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Please note that this does not apply to games that use a separate "currency" exclusively for enhancing stats and learning new skills. Unless the currency is literal money (i.e. coins or bills), it must serve at least one other purpose outside of leveling up, such as buying items, otherwise they are just experience points. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.

to:

Please note that this does not apply to games that use a separate "currency" exclusively for enhancing stats and learning new skills. Unless the currency is literal money (i.e. coins coins, credit card or bills), it must serve at least one other purpose outside of leveling up, such as buying items, otherwise they are just experience points. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.
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Games can use money to raise stats or learn new abilities much like how experience points are used to level up. 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 way this trope can be accomplished is by allowing players to convert their money into experience or vice versa.

to:

Games can use money to raise stats or learn new abilities much like how experience points are used to level up. 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 upgrades at a shop. Another way this trope can be accomplished is by allowing players to convert their money into experience or vice versa.
Is there an issue? Send a MessageReason:
None


Please note that this does not apply to games that use a separate "currency" exclusively for enhancing stats and learning new skills. Unless the currency is literal money (i.e coins or bills), it must serve at least one other purpose outside of leveling up, such as buying items, otherwise they are just experience points. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.

to:

Please note that this does not apply to games that use a separate "currency" exclusively for enhancing stats and learning new skills. Unless the currency is literal money (i.e e. coins or bills), it must serve at least one other purpose outside of leveling up, such as buying items, otherwise they are just experience points. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.
Is there an issue? Send a MessageReason:
None


Please note that this does not apply to games that use a separate "currency" exclusively for enhancing stats and learning new skills. It must serve at least one other purpose outside of leveling up, such as buying items, otherwise they are just experience points. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.

to:

Please note that this does not apply to games that use a separate "currency" exclusively for enhancing stats and learning new skills. It Unless the currency is literal money (i.e coins or bills), it must serve at least one other purpose outside of leveling up, such as buying items, otherwise they are just experience points. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.
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People say that money is power, and this trope seems to interpret that literally.

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People say that money is power, and but this trope seems to interpret that literally.
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Please note that this does not apply to games that use a separate "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. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.

to:

Please note that this does not apply to games that use a separate "currency" exclusively for enhancing stats and learning new skills. It must serve another at least one other purpose outside of leveling up, such as buying items, otherwise they are just experience points. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.
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* In Patch 1.3.0 of ''VideoGame/XenobladeChronicles2'', Bonus EXP can be exchanged for valuable items with Traveling Bards.
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* ''Homeworld Revelations'', TheRoleplayingGame of ''VideoGame/{{Homeworld}}'', has player characters spending Resource Units to buy equipment and upgrades for their ship, and to improve their character attributes and skills.
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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 way this can be accomplished 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, using money for character 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.

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Games can use money to grow their characters in various ways, such as raising their raise stats or teaching them learn new abilities.abilities much like how experience points are used to level up. 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 way this trope can be accomplished 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 inevitably leaves 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 etc. even after they have completely maxed out their character. Also, using money for character 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.
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I know it doesn't have a page yet, but still

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[[folder:Simulation]]
* In ''VideoGame/RootsOfPacha'', your Contributions [[CallAHitPointASmeerp (the game's equivalent of money)]] add to the tribe's Prosperity, and they build new facilities around the village each time they reach enough of it. Some of them grant you temporary stat boosts such as the swings slightly boosting your foot speed.
[[/folder]]
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* In ''VideoGame/TalesOfXillia'', you can level up shops by spending money on their items. You could also donate money to give a higher portion than you would by buying items.
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* 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.
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People say that money is power, but this trope seems to take that literally.

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People say that money is power, but and this trope seems to take interpret that literally.
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People say that money is power, but this trope seems to take that literally.
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[[folder:Fighting Games]]
* In ''VideoGame/SuperSmashBrosUltimate'', Spirit Points are a currency exclusive to Story Mode, and are primarily used to upgrade Spirits, but can also be used to buy items and more Spirits.
[[/folder]]
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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. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.

to:

Please note that this does not apply to games that use a separate "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. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.
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* In ''VideoGame/TheEvilWithin'' DLC ''The Executioner'', you could use Memory Tokens to upgrade the Keeper's stats as well as buy ammunition for your weapons.
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* In ''VideoGame/HiFiRUSH'', Gears are primarily used for buying abilities and upgrading Chai’s stats. You could also use them to purchase and upgrade chips, and you can eventually use them to purchase costumes for different characters.

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* In ''VideoGame/HiFiRUSH'', ''VideoGame/HiFiRush'', Gears are primarily used for buying abilities and upgrading Chai’s stats. You could also use them to purchase and upgrade chips, and you can eventually use them to purchase costumes for different characters.
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* In ''VideoGame/HiFiRUSH'', Gears are primarily used for buying abilities and upgrading Chai’s stats. You could also use them to purchase and upgrade chips, and you can eventually use them to purchase costumes for different characters.
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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 to unlock a stat boost or ability after buying it, then it's not this trope.

to:

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. See also PointBuildSystem for a more closely related trope. 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 to unlock a stat boost or ability after buying it, then it's not this trope.
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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 doubles as the only method for leveling up the player's avatar. If the player dies, they drop all their money in the spot they died, which is lost permanently if the player is killed again before retrieving it. This makes it beneficial to buy as many items as possible in between leveling up so that you have less to lose in the event that you die 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 (souls, blood echoes, and runes, respectively) doubles as the only method for leveling up the player's avatar. If the player dies, they drop all their money in the spot they died, which is lost permanently if the player is killed again before retrieving it. This makes it beneficial to buy as many items as possible in between leveling up so that you have less to lose in the event that you die trying to retrieve your lost money.

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