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* ''VideoGame/{{PillarsOfEternity}}'': Traps are woefully underpowered when placed by the player, only doing a pitiful 1/6th to 1/12th of the damage of their pregenerated counterparts. Since traps are automatically placed in your inventory when you disarm them, once you have the achievement for placing five of them there's not much point in holding on to them, so you'll sell them without much hesitation.

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* ''VideoGame/{{PillarsOfEternity}}'': ''VideoGame/PillarsOfEternity'': Traps are woefully underpowered when placed by the player, only doing a pitiful 1/6th to 1/12th of the damage of their pregenerated counterparts. Since traps are automatically placed in your inventory when you disarm them, once you have the achievement for placing five of them there's not much point in holding on to them, so you'll sell them without much hesitation.
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* ''VideoGame/EldenRing'': The description of the Noble's Slender Sword notes that it's valuable due to its gold decoration and actually recommends the player sell it. That said, the sword itself ''isn't'' an example of this trope; it's a very good straight sword with excellent scaling and is a fairly rare drop, so a player with it probably farmed specifically for it and is planning on using it.

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* ''TabletopGame/DungeonsAndDragons'': This can often occur due to random loot tables or clunky adventure design. For instance, take a suit of magically-enhanced +2 leather armor versus a nonmagical mithral chain shirt: they're identical statistically, but the chain shirt costs only 1100 gold while the leather armor costs 4160.

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* ''TabletopGame/DungeonsAndDragons'': This can often occur due to random loot tables or clunky adventure design. For instance, take a suit of magically-enhanced +2 leather armor versus a nonmagical mithral chain shirt: they're identical statistically, but the chain shirt costs only 1100 gold while the leather armor costs 4160.4160
* ''TabletopGame/{{Munchkin}}'': Items that don't give you any benefit (barred by race/class/gender/etc, lower bonus than the item already taking up that armor/footgear/etc slot) can be sold for levels.

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[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons'': This can often occur due to random loot tables or clunky adventure design. For instance, take a suit of magically-enhanced +2 leather armor versus a nonmagical mithral chain shirt: they're identical statistically, but the chain shirt costs only 1100 gold while the leather armor costs 4160.
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** The ''VideoGame/XCOMEnemyUnknown'' expansion ''Enemy Within'' introduces EXALT, an EvilCounterpart to XCOM that eventually opposes you in the field. You can recover fancy-looking ballistic and later laser weapons from EXALT's operatives, guns your soldiers can use, except you have an infinite supply of your own ballistic weapons, and by the late game you'll have developed your own laser weapons on your way to researching plasma. So EXALT loot largely exists to be sold on the gray market.

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** ''VideoGame/XCOMEnemyUnknown'': The ''VideoGame/XCOMEnemyUnknown'' expansion ''Enemy Within'' introduces EXALT, an EvilCounterpart to XCOM that eventually opposes you in the field. You can recover fancy-looking ballistic and later laser weapons from EXALT's operatives, guns your soldiers can use, except you have an infinite supply of your own ballistic weapons, and by the late game you'll have developed your own laser weapons on your way to researching plasma. So EXALT loot largely exists to be sold on the gray market.



[[folder:Tabletop Games]]
* This can often occur in ''TabletopGame/DungeonsAndDragons'' due to random loot tables or clunky adventure design. For instance, take a suit of magically-enhanced +2 leather armor versus a nonmagical mithral chain shirt: they're identical statistically, but the chain shirt costs only 1100 gold while the leather armor costs 4160.

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[[folder:Tabletop Games]]
[[folder:Wide-Open Sandbox]]
* This ''VideoGame/{{Minecraft}}'': The rotten flesh dropped by zombies does have some uses -- it can often occur in ''TabletopGame/DungeonsAndDragons'' due to random loot tables or clunky adventure design. For instance, take a suit of magically-enhanced +2 leather armor versus a nonmagical mithral chain shirt: they're identical statistically, but be eaten by the chain shirt costs player, although it only 1100 gold while the leather armor costs 4160.restores a small amount of health and causes nausea, and can be fed to dogs without ill effects -- but for most players, its primary use is to be sold in bulk to cleric villagers as a cheap source of currency.



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* ''VideoGame/BaldursGate'': The player will inevitably encounter more leather armours, short swords, basic helmets, and short bows than they know what to do with. How many of them are actually kept long enough to sell typically depends on the character's STR (and resulting weight limit).
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* ''VideoGame/XCOMEnemyUnknown'' has plasma weapons for an interesting example. Such armaments are endgame-tier weapons for your soldiers, and require plenty of research before you're able to build your own or refurbish captured alien guns. But since plasma weapons are standard for the alien forces, by the time you've reached the late game, you'll probably have accumulated a decent stockpile of plasma weapons from captured aliens, meaning you can afford to sell some extras and still have enough to outfit your squad.

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* ''VideoGame/XCOMEnemyUnknown'' has plasma weapons for an interesting example. Such armaments are endgame-tier weapons for your soldiers, and require plenty of research before you're able to build your own or refurbish captured alien guns. But since plasma weapons are standard for the alien forces, by the time you've reached the late game, you'll probably have accumulated a decent stockpile of plasma weapons from captured aliens, meaning when a Council request pops up, you can afford to sell some extras for a huge lump of cash and still have enough to comfortably outfit your squad.
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* ''VideoGame/{{XCOMEnemyUnknown}}'' has plasma weapons for an interesting example. Such armaments are endgame-tier weapons for your soldiers, and require plenty of research before you're able to build your own or refurbish captured alien guns. But since plasma weapons are standard for the alien forces, by the time you've reached the late game, you'll probably have accumulated a decent stockpile of plasma weapons from captured aliens, meaning you can afford to sell some extras and still have enough to outfit your squad.

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* ''VideoGame/{{XCOMEnemyUnknown}}'' ''VideoGame/XCOMEnemyUnknown'' has plasma weapons for an interesting example. Such armaments are endgame-tier weapons for your soldiers, and require plenty of research before you're able to build your own or refurbish captured alien guns. But since plasma weapons are standard for the alien forces, by the time you've reached the late game, you'll probably have accumulated a decent stockpile of plasma weapons from captured aliens, meaning you can afford to sell some extras and still have enough to outfit your squad.
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** In Classic, Cloth armor with Strength and/or Agility were useless because it did not benefit the primary classes that could wear it. Thankfully, this was alleviated starting in ''The Burning Crusade'', where Cloth items always gave Intellect and/or Spirit.
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* This is lampshaded in ''Videogame/DragonAgeII'' where if you sell Aveline's starter shield (which belonged to her deceased husband) she'll actually reference how you sold it because it was inadequate.
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[[folder:Tower Defense]]
* ''VideoGame/TheBattleCats'':
** You have the option to sell duplicate cats rolled from the gacha for XP or NP (used to level up cats and unlock new abilities, respectively), or use them for an extra + level on the unit. While stat-based gacha units like Rocker Cat and Hip Hop Cat are worth using, support units tend to end up sold for NP — why would you care if your Sanzo Cat has 1 extra level's worth of HP and attack when you're only using it to slow floating and angel enemies?
** Talent orbs provide such an imperceptible boost to a unit's stats that most players will cash them in for NP. Players will typically sell D-rank orbs straight away because they lose value upon being merged, and merge the rest up to S-rank orbs before selling them if they don't want the small boost.
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