Is there an issue? Send a MessageReason:
Added example(s)
Added DiffLines:
* ''VideoGame/StoneStoryRPG'' has simple +X numbers for enchanted items, but they are still divided into colored rarities. Cyan->Yellow->Green->Blue->Red->Rainbow.
Is there an issue? Send a MessageReason:
None
Deleted line(s) 11 (click to see context) :
Changed line(s) 18 (click to see context) from:
to:
* ''VideoGame/ANNOMutationem'': All ShopFodder collectibles have color-coded traits displaying their value on how much [[WeWillSpendCreditsInTheFuture credits]] will be earned after being sold. From the least to most value; green is worth the least amount, blue is worth a bit more, purple is worth moderately higher with rare finds, and orange is the highest value with the rarest materials worth the biggest amount.
Deleted line(s) 25 (click to see context) :
Changed line(s) 66,68 (click to see context) from:
* ''VideoGame/XenobladeChroniclesX'' has five different tiers for collectibles, materials, and equipment: gray (Common), blue (Rare), green (Unique), yellow (Prime), and orange (Intergalactic). Quality of materials reflect the strength of the enemy (early-game enemies like Grexes mainly drop Common-quality items, while late-game enemies like Seidrs mainly drop Unique-quality items), while the quality of collectibles and ores reflect their rarity. For equipment, quality reflects how many built-in skills they have. Common have none, rare has one, unique has two, and prime has three. Intergalactic-quality gear is exclusive to Skell equipment, and equipment of this tier has higher stats than lower-tier versions.
* ''VideoGame/XenobladeChronicles2'' ignores the precedent set by ''X'' for a simplified three-tier system: common items are dark gray, rare items are red, and legendary items are gold.
* ''VideoGame/XenobladeChronicles3'' [[RunningGag ignores the precedent set by]] ''2'', making common items white, rare items yellow, and legendary items purple.
* ''VideoGame/XenobladeChronicles2'' ignores the precedent set by ''X'' for a simplified three-tier system: common items are dark gray, rare items are red, and legendary items are gold.
* ''VideoGame/XenobladeChronicles3'' [[RunningGag ignores the precedent set by]] ''2'', making common items white, rare items yellow, and legendary items purple.
to:
* ''VideoGame/XenobladeChronicles'':
** ''VideoGame/XenobladeChroniclesX'' has five different tiers for collectibles, materials, and equipment: gray (Common), blue (Rare), green (Unique), yellow (Prime), and orange (Intergalactic). Quality of materials reflect the strength of the enemy (early-game enemies like Grexes mainly drop Common-quality items, while late-game enemies like Seidrs mainly drop Unique-quality items), while the quality of collectibles and ores reflect their rarity. For equipment, quality reflects how many built-in skills they have. Common have none, rare has one, unique has two, and prime has three. Intergalactic-quality gear is exclusive to Skell equipment, and equipment of this tier has higher stats than lower-tier versions.
* ** ''VideoGame/XenobladeChronicles2'' ignores the precedent set by ''X'' for a simplified three-tier system: common items are dark gray, rare items are red, and legendary items are gold.
* ** ''VideoGame/XenobladeChronicles3'' [[RunningGag ignores the precedent set by]] ''2'', making common items white, rare items yellow, and legendary items purple.
** ''VideoGame/XenobladeChroniclesX'' has five different tiers for collectibles, materials, and equipment: gray (Common), blue (Rare), green (Unique), yellow (Prime), and orange (Intergalactic). Quality of materials reflect the strength of the enemy (early-game enemies like Grexes mainly drop Common-quality items, while late-game enemies like Seidrs mainly drop Unique-quality items), while the quality of collectibles and ores reflect their rarity. For equipment, quality reflects how many built-in skills they have. Common have none, rare has one, unique has two, and prime has three. Intergalactic-quality gear is exclusive to Skell equipment, and equipment of this tier has higher stats than lower-tier versions.
Deleted line(s) 78 (click to see context) :
Deleted line(s) 89 (click to see context) :
Is there an issue? Send a MessageReason:
None
Changed line(s) 231 (click to see context) from:
* ''TabletopGame/MagicTheGathering'' started color-coding the cards' expansion symbol by rarity with the ''Exodus'' set. Black means Common (or Basic Land), silver means Uncommon, gold means Rare, copper-red means Mythic Rare.
to:
* ''TabletopGame/MagicTheGathering'' started color-coding the cards' expansion symbol by rarity with the ''Exodus'' set. set in 1998. Black means Common (or Basic Land), silver means Uncommon, gold means Rare, and copper-red (introduced in ''Shards of Alara'' in 2008) means Mythic Rare.
Is there an issue? Send a MessageReason:
None
Changed line(s) 34 (click to see context) from:
** The first game's division between standard (white) items, enchanted (blue) ones and uniques (gold), may be considered an UrExample. The sequels add the green "set" category, where items from the same set are more powerful when used together, and yellow for a more powerful tier of "randomly enhanced" blue items.
to:
** The first game's In ''VideoGame/Diablo1997'', the division between standard (white) items, enchanted (blue) ones and uniques (gold), may be considered an UrExample. The sequels add the green "set" category, where items from the same set are more powerful when used together, and yellow for a more powerful tier of "randomly enhanced" blue items.
Changed line(s) 52 (click to see context) from:
* ''VideoGame/DungeonSiege'' uses color tiers only for magical enhancements. The tiers are white for mundane items, blue for basic magic items with 1 or 2 bonuses, mauve for 1-bonus-only "rare" magic items, yellow for "legendary" items with up to 2 bonuses, and reddish-brown for items that give a debuff. Nature magic spells get green, and combat magic spells get orange-gold. The ''Legends of Aranna'' expansion adds purple for items imbued with a spell, and a teal-green for Diablo-style set items.
to:
* ''VideoGame/DungeonSiege'' uses color tiers only for magical enhancements. The tiers are white for mundane items, blue for basic magic items with 1 or 2 bonuses, mauve for 1-bonus-only "rare" magic items, yellow for "legendary" items with up to 2 bonuses, and reddish-brown for items that give a debuff. Nature magic spells get green, and combat magic spells get orange-gold. The ''Legends of Aranna'' expansion adds purple for items imbued with a spell, and a teal-green for Diablo-style ''Diablo''-style set items.
Is there an issue? Send a MessageReason:
crosswicking
Added DiffLines:
* ''VideoGame/{{Afterimage}}'': Item pick-ups have color-coded "pillars" of light depending on their rarity or importance. From ascending order, the game uses white, green, blue, purple, and orange.
Is there an issue? Send a MessageReason:
* ''VideoGame/DisneyHeroesBattleMode'' follows the World of Warcraft color scheme pretty closely, organizing all the consumable items into seven tiers based on their rarity: White, Green, Blue, Purple, Orange, Red, and Yellow, in that order. These colors are also applied to the characters themselves, but it's tied to their power level; they ascend to higher tiers the higher you level them up with the right items.
* ''VideoGame/Warhammer40000InquisitorMartyr'' inverts the common colours for mastercrafted (uncommon) and rare items, and adds red (archeotech) at the top. This results in a progression of common (white/grey), mastercrafted (blue), rare (green), artificer (purple), relic (orange), and archaeotech (red).
Deleted line(s) 66 (click to see context) :
* ''VideoGame/DisneyHeroesBattleMode'' follows the World of Warcraft color scheme pretty closely, organizing all the consumable items into seven tiers based on their rarity: White, Green, Blue, Purple, Orange, Red, and Yellow, in that order. These colors are also applied to the characters themselves, but it's tied to their power level; they ascend to higher tiers the higher you level them up with the right items.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
[[folder:Platformer]]
* ''VideoGame/CastlevaniaHarmonyOfDissonance'': Bags of money come in different colors, depending on how much they're worth. Yellow are $5, Red are $25.
[[/folder]]
* ''VideoGame/CastlevaniaHarmonyOfDissonance'': Bags of money come in different colors, depending on how much they're worth. Yellow are $5, Red are $25.
[[/folder]]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''VideoGame/Beacon2018'': Item Rarity information has a color and number of pips for each tier. Common is Green and 1, Rare is Blue and 2, Legendary is Purple and 3.
Is there an issue? Send a MessageReason:
crosswicking
Added DiffLines:
* ''VideoGame/DemonHunterTheReturnOfTheWings'': Equipment is marked in white, blue, yellow, gold, and purple, depending on its rarity.