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* ''VideoGame/{{Angband}}'' and its variants have ego items and random artifacts. One starts with a basic item, like a Hard Studded Leather [7,+0]. With a numeric bonus, that might be a Hard Studded Leather [7,+3]. If it gets an ego, it might be an Elven Hard Studded Leather (increases stealth, detects orcs), a Hard Studded Leather of Resist Fire (reduces fire damage), or with two egos, an Elven Hard Studded Leather of Resist Fire! If it becomes a random artifact (or randart), it receives a unique name, like ''the'' Elven Hard Studded Leather of Felorith, and some random powers. Because this is ''Angband'', most ego items and randarts look like average junk until the player identifies or psuedo-identifies the items.

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* ''VideoGame/{{Angband}}'' and its variants have ego items and random artifacts. One starts with a basic item, like a Hard Studded Leather [7,+0]. With a numeric bonus, that might be a Hard Studded Leather [7,+3]. If it gets an ego, it might be an Elven Hard Studded Leather (increases stealth, detects orcs), a Hard Studded Leather of Resist Fire (reduces fire damage), or with two egos, an Elven Hard Studded Leather of Resist Fire! If it becomes a random artifact (or randart), it receives a unique name, like ''the'' Elven Hard Studded Leather of Felorith, and some random powers. Because this is ''Angband'', most ego items and randarts look like average junk until the player identifies or psuedo-identifies the items.items or pseudo-identifies their greatness by GutFeeling.
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When this is done with levels, see RandomlyGeneratedLevels. Compare and contrast DesignItYourselfEquipment (when the player can control the stats themselves), SocketedEquipment (where the player can determine bonuses themselves) and the SwordOfPlotAdvancement (which is usually fixed). SuperTrope of RandomDrop.

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When this is done with levels, see RandomlyGeneratedLevels. Compare and contrast DesignItYourselfEquipment (when the player can control the stats themselves), SocketedEquipment (where the player can determine bonuses themselves) and the SwordOfPlotAdvancement (which is usually fixed). SuperTrope Subtrope of RandomDrop.
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* ''TricksterOnline'' uses this trope for [[RareRandomDrop Boss Unique drops]], [[RandomDrop Master Equipment from non upgraded bosses]], equipment from the towers (both from hunting and drilling) and the common variants in the maps...

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* ''TricksterOnline'' ''VideoGame/TricksterOnline'' uses this trope for [[RareRandomDrop Boss Unique drops]], [[RandomDrop Master Equipment from non upgraded bosses]], equipment from the towers (both from hunting and drilling) and the common variants in the maps...
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When this is done with levels, see RandomlyGeneratedLevels. Compare and contrast DesignItYourselfEquipment (when the player can control the stats themselves), SocketedEquipment (where the player can determine bonuses themselves) and the SwordOfPlotAdvancement (which is usually fixed). SubTrope of RandomDrops.

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When this is done with levels, see RandomlyGeneratedLevels. Compare and contrast DesignItYourselfEquipment (when the player can control the stats themselves), SocketedEquipment (where the player can determine bonuses themselves) and the SwordOfPlotAdvancement (which is usually fixed). SubTrope SuperTrope of RandomDrops.
RandomDrop.
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** Subverted by most games in the series. Non-unique equipment typically follows the "<Material> <Weapon> of <Powerful> <Effect>" naming format, however it only RandomlyDrops and has its enchantment scaled to the player's level.
** ''Videogame/TheElderScrollsIIIMorrowind'' averts it with loot outside of containers, which is hand placed and never changes. Savvy veteran players can find extremely high level loot well before it will start being randomly generated in containers. Containers are instead filled from "leveled lists" of items, giving players a better chance of finding good loot at higher levels, with the Luck attribute also playing a role in what appears.

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** Subverted by throughout most games in of the series. Non-unique equipment typically follows series with non-unique enchanted items. For example, non-unique enchanted weapons follow the "<Material> <Weapon> "X weapon of <Powerful> <Effect>" Y" naming format, however it only RandomlyDrops and has its enchantment IE [craftsmanship] weapon of [adjective corresponding to a power level] [enchantment effect] (or, for a specific example, Steel Sword of Greater [[AnIcePerson Frost]]). Depending on the specific game in question, these items can be [[RandomDrops dropped by NPC enemies]], found randomly in the world as loot, or found in the inventory of shops. In the games with strict LevelScaling, they will usually be scaled to the player's level.
level.
** ''Videogame/TheElderScrollsIIIMorrowind'' ''[[Videogame/TheElderScrollsIIIMorrowind Morrowind]]'' averts it with loot outside of containers, which is hand placed and never changes. Savvy veteran players can find [[DiscOneNuke extremely high level loot well before it will start being randomly generated generated]] in containers. Containers are instead filled from "leveled lists" of items, giving players a better chance of finding good loot at higher levels, with the [[LuckStat Luck attribute Attribute]] also playing a role in what appears.
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** Subverted by most games in the series. Non-unique equipment typically follows the "X weapon of Y" naming format [[note]][crafting material] weapon of [adjective corresponding to a power level]ous [enchantment effect]]ing, to be exact.[[/note]], however it only RandomlyDrops and has its enchantment scaled to the player's level.

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** Subverted by most games in the series. Non-unique equipment typically follows the "X weapon "<Material> <Weapon> of Y" <Powerful> <Effect>" naming format [[note]][crafting material] weapon of [adjective corresponding to a power level]ous [enchantment effect]]ing, to be exact.[[/note]], format, however it only RandomlyDrops and has its enchantment scaled to the player's level.

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* Subverted by ''Franchise/TheElderScrolls'' series. Equipment appears to follow the "X weapon of Y" naming format [[note]][craftsmanship] weapon of [adjective corresponding to a power level]ous [enchantment effect]]ing, to be exact.[[/note]], however it only RandomlyDrops and has its enchantment scaled to the player's level.
** ''Videogame/TheElderScrollsIIIMorrowind'' averts it with loot outside of containers, which is hand placed and never changes. Savvy veteran players can find extremely high level loot well before it will start being randomly generated in containers.

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* ''Franchise/TheElderScrolls'':
**
Subverted by ''Franchise/TheElderScrolls'' most games in the series. Equipment appears to follow Non-unique equipment typically follows the "X weapon of Y" naming format [[note]][craftsmanship] [[note]][crafting material] weapon of [adjective corresponding to a power level]ous [enchantment effect]]ing, to be exact.[[/note]], however it only RandomlyDrops and has its enchantment scaled to the player's level.
** ''Videogame/TheElderScrollsIIIMorrowind'' averts it with loot outside of containers, which is hand placed and never changes. Savvy veteran players can find extremely high level loot well before it will start being randomly generated in containers. Containers are instead filled from "leveled lists" of items, giving players a better chance of finding good loot at higher levels, with the Luck attribute also playing a role in what appears.
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* In the ''VideoGame/{{Fallout}}'' series, container loot is randomly generated upon entering a building or cell. Loot outside containers is static except for certain [[LevelLockedLoot level-based spawns]]. In ''VideoGame/{{Fallout 4}}'', Legendary enemies carry "rare" weapons or armor pieces with randomly chosen stat boosts or special effects.
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* ''SuperSmashBros for 3DS\[=WiiU=]'' has equipment, which a fighter can equip three of, each of which increases one stat, and decreases another, and sometimes giving another advantage or penalty. Anyone can equip badges, but there are other types that only a few fighters (or just one) can use.

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* ''SuperSmashBros ''[[VideoGame/SuperSmashBros Super Smash Bros. for 3DS\[=WiiU=]'' Wii U / 3DS]]'' has equipment, which a fighter can equip three of, each of which increases one stat, and decreases another, and sometimes giving another advantage or penalty. Anyone can equip badges, but there are other types that only a few fighters (or just one) can use.
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* In ''VideoGame/StarTrekOnline'' items of rarity higher than "common" have a list of modifiers that can be added (uncommon gets one, rare gets two, very rare gets three). Some can be bought in particular configurations from vendors, but RandomDrops are procedurally generated.

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* In ''VideoGame/StarTrekOnline'' items of rarity higher than "common" have a list of modifiers that can be added (uncommon gets one, rare gets two, very rare gets three). Some can be bought in particular configurations from vendors, but RandomDrops are procedurally generated. As of Season 9.5, equipment created through ItemCrafting also gets randomly-generated mods, a source of much frustration for players seeking "perfect" gear.
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[[folder: Tabletop Games]]
* Magical weapons and armor in ''TabletopGame/DungeonsAndDragons'' 3rd Edition, when rolled for instead of picked by the GameMaster, are wholly randomly generated starting from weapon or armor type to the nature of the enchantments upon them. Well, random except anything magical always has at least a +1 bonus before any other properties. The strength of the item (minor, medium, or major) sets upper and lower bounds on the power level that can be rolled. It's generally easier to get an extra plus on something rather a special property.
[[/folder]]
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[[folder: Fighting ]]
* ''SuperSmashBros for 3DS\[=WiiU=]'' has equipment, which a fighter can equip three of, each of which increases one stat, and decreases another, and sometimes giving another advantage or penalty. Anyone can equip badges, but there are other types that only a few fighters (or just one) can use.
[[/folder]]



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The downside, of course, is that randomness is the enemy of skill development. To get good at something--a FightingGame, a Roguelike, TabletopGame/{{chess}}--you need to do it over and over, learning as you do about patterns and behaviors. Eventually, you reach a point where you can guess what's going to happen next, and what to do under those circumstances. RandomlyGeneratedLoot can slow down this process because one of the things you need to know about are your own character's capabilities--and when those are constantly changing because you're constantly swapping out new equipment, you can't establish a baseline and will have trouble learning to play or fight to the best of your abilities. (This is a big reason why games like ''VideoGame/TeamFortress2'' have random elements, like CriticalHits, turned off during high-level TournamentPlay.)

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The downside, of course, is that randomness is the enemy of skill development. To get good at something--a FightingGame, a Roguelike, TabletopGame/{{chess}}--you need to do it over and over, learning as you do about patterns and behaviors. Eventually, you reach a point where you can guess what's going to happen next, and what to do under those circumstances. RandomlyGeneratedLoot can slow down this process because one of the things you need to know about are your own character's capabilities--and when those are constantly changing because you're constantly swapping out new equipment, you can't establish a baseline and will have trouble learning to play or fight to the best of your abilities. (This is a big reason why games like ''VideoGame/TeamFortress2'' have random elements, like CriticalHits, {{Critical Hit}}s, turned off during high-level TournamentPlay.)

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This trope has the odd side effect of invoking VideoGameCaringPotential: the loot that emerges from the RandomNumberGod can have a lot of personality, and it's not unusual for players to get attached to their various pieces of gear. Of course, no matter how great your [[ShockAndAwe Sparking]] [[VideoGame/DeadSpace3 Shootbanger]] of [[LuckilyMyShieldWillProtectMe +5 Fortitude]] is, there's always something greater awaiting you in the next dungeon, so it can be advisable to keep your emotional distance.

When this is done with levels, see RandomlyGeneratedLevels. Compare and contrast DesignItYourselfEquipment (when the player can control the stats themselves), SocketedEquipment (where the player can determine bonuses themselves and the SwordOfPlotAdvancement (which is usually fixed). SubTrope of RandomDrops.

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The downside, of course, is that randomness is the enemy of skill development. To get good at something--a FightingGame, a Roguelike, TabletopGame/{{chess}}--you need to do it over and over, learning as you do about patterns and behaviors. Eventually, you reach a point where you can guess what's going to happen next, and what to do under those circumstances. RandomlyGeneratedLoot can slow down this process because one of the things you need to know about are your own character's capabilities--and when those are constantly changing because you're constantly swapping out new equipment, you can't establish a baseline and will have trouble learning to play or fight to the best of your abilities. (This is a big reason why games like ''VideoGame/TeamFortress2'' have random elements, like CriticalHits, turned off during high-level TournamentPlay.)

This trope has the odd side effect of invoking VideoGameCaringPotential: the loot that emerges from the RandomNumberGod can have a lot of personality, and it's not unusual for players to get attached to their various pieces of gear. Of course, no matter how great your [[ShockAndAwe gun is ([[ShockAndAwe Sparking]] [[VideoGame/DeadSpace3 Shootbanger]] of [[LuckilyMyShieldWillProtectMe +5 Fortitude]] is, Fortitude]], [[HyperspaceArsenal +6 Grenade capacity]], [[ArsonMurderAndJaywalking +3 Socks]]), there's always something greater awaiting you in the next dungeon, so and to exploit it can be advisable you'll need to keep your emotional distance.

discard [[ICallItVera Vera]] or whatever without a second thought. Remember, If every piece of gear in the game is awesome, then every piece is simultaneously VendorTrash.

When this is done with levels, see RandomlyGeneratedLevels. Compare and contrast DesignItYourselfEquipment (when the player can control the stats themselves), SocketedEquipment (where the player can determine bonuses themselves themselves) and the SwordOfPlotAdvancement (which is usually fixed). SubTrope of RandomDrops.

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This trope covers equipment which is [[ProceduralGeneration generated using random numbers by the game engine]] rather than being hard-coded into the game. Obviously the algorithms used for this vary, but usually involve some combination of;

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This trope covers equipment which is [[ProceduralGeneration generated using random numbers by the game engine]] rather than being hard-coded into the game. Obviously the algorithms used for this vary, but usually involve some combination of;
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This trope has the odd side effect of invoking VideoGameCaringPotential: the loot that emerges from the RandomNumberGod can have a lot of personality, and it's not unusual for players to get attached to their various pieces of gear. Of course, no matter how great your [[ShockAndAwe Sparking]] [[VideoGame/DeadSpace3 Shootbanger]] of [[LuckilyMyShieldWillProtectMe +5 Fortitude]] is, there's always something greater awaiting you in the next dungeon, so it can be advisable to keep your emotional distance.
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Not An Example. It\'s Randomly Drops, but not this, since the loot itself is set.


* ''Videogame/RogueLegacy'': Randomised item appearences can furnish you with powerful new equipment or rooms full of fiendish monsters, depending on how the RNG is feeling. Fortunately your next character may be more lucky in their new castle.
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** ''Videogame/TheElderScrollsIIIMorrowind'' averts it with loot outside of containers, which is hand placed and never changes. Savvy veteran players can find extremely high level loot well before it will start being randomly generated in containers.
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* Ranges for calculating the stats (this might entail a maximum and/or minimum number[[note]]e.g. No matter what number the RNG produces, attack will be rounded up to X or capped at Y if it falls outside that range.[[/note]] or using a specific modifier[[note]]e.g. After the RNG returns a base value, the attack modifier for this weapon is +X[[/note]]).

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* Ranges for calculating the stats (this might entail a maximum and/or minimum number[[note]]e.g. No matter what number the RNG produces, attack will be rounded up to X or capped at Y if it falls outside that range.[[/note]] or using a specific modifier[[note]]e.g. After the RNG returns a base value, the attack modifier for this weapon is +X[[/note]]).+X or multiplied by Y.X[[/note]]).
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* ''PerfectWorld'': When a player [[ItemCrafting crafts an item]] it uses a template with randomly generated stats.

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* ''PerfectWorld'': ''VideoGame/PerfectWorld'': When a player [[ItemCrafting crafts an item]] it uses a template with randomly generated stats.
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* The Sword of Procedural Generation you can get from Jick's Jar of Psychoses in ''VideoGame/KingdomOfLoathing'' is a parody of this. It has five special abilities, all of which are randomly chosen when you receive it. Oh, and only one to a player. Sadly, this led to a ''lot'' of special-snowflake whining from the StopHavingFunGuys.
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* Some sort of system for generating a name for each unique variant (e.g. a Plothook might be called the Plothook of Troping if it has a bonus to Troping, a Plothook of Flaming if it deals fire damage, or a Swift Plothook if the "attack speed" stat rolls higher than average).

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* Some sort of system for generating a name for each unique variant (e.g. a Plothook might be called the Plothook of Troping if it has a bonus to Troping, a Plothook of Flaming if it deals fire damage, or a Swift Plothook if the "attack speed" stat rolls higher than average). Compare TieredByName, which tends to use a similar naming convention for enemies.
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** ''Franchise/{{Disgaea}}'': All the items you get have different stats, Even if they're the same items. (Example: One [[InfinityPlusOneSword Yoshitsuna]] has 3 more INT ponies then another Yoshitsuna, but 5 less STR points) You can make the items stronger with specialists and LevelGrinding in the Item World.

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** ''Franchise/{{Disgaea}}'': All the items you get have different stats, Even if they're the same items. (Example: One [[InfinityPlusOneSword Yoshitsuna]] has 3 more INT ponies points then another Yoshitsuna, but 5 less STR points) You can make the items stronger with specialists and LevelGrinding in the Item World.
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grammar fix


* In ''VideoGame/StarTrekOnline'' most items of rarity higher than "common" has a list of modifiers that can be added (uncommon gets one, rare gets two, very rare gets three). Some can be bought in particular configurations from vendors, but RandomDrops are procedurally generated.

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* In ''VideoGame/StarTrekOnline'' most items of rarity higher than "common" has have a list of modifiers that can be added (uncommon gets one, rare gets two, very rare gets three). Some can be bought in particular configurations from vendors, but RandomDrops are procedurally generated.
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* In ''VideoGame/StarTrekOnline'' most items of rarity higher than "common" has a list of modifiers that can be added (uncommon gets one, rare gets two, very rare gets three). Some can be bought in particular configurations from vendors, but RandomDrops are procedurally generated.
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* In ''VideoGame/DwarfFortress'', everything about artifacts is random; who will have the mood, what kind, what they'll make, and every meticulous detail about it's styling. Items of lesser value brought by traders, or found/dropped in Adventurer mode, will be randomly generated within the local society's parameters, sometimes similarly detailed.
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[[folder: Third Person Shooter ]]
* The weapons in ''VideoGame/KidIcarusUprising'' will have randomly generated abilities and stats when you obtain them. The strength of the weapon depends on what difficulty level you play at; you'll find better loot on harder difficulties.
[[/folder]]
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* In ''[[VideoGame/RagnarokRoguelike Ragnarok]]'', the only consistent loot in the game is that the village shop will always have a grappling hook and a pick axe, and Odin's tower (located just before the FinalBattle) has one of every item in the game. While powerful items are more likely to spawn on harder levels, it's possible to find items such as the wand of wishing on the very first level.

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!Examples:

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!Examples:
!!Examples:



* The ''VideoGame/{{Borderlands}}'' franchise uses a system where its equipment (guns, class mods, shields, grenade mods and, in the sequel, artifacts) is built up from randomly chosen parts which have different traits (although the player can only see this in the stats and the [[GunPorn unique model]] this produces). It also has several manufacturers, who all have their own unique gun parts and special effects (even more so in the sequel).

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* The ''VideoGame/{{Borderlands}}'' franchise uses a system where its equipment (guns, class mods, shields, grenade mods and, in the sequel, artifacts) is built up from randomly chosen parts which have different traits (although the player can only see this in the stats and the [[GunPorn unique model]] this produces). It also has several manufacturers, who all have their own unique gun parts and special effects (as opposed to simply being slightly different colours and having a few stat differences). (even more so in the sequel).sequel). Naturally, there are also more potential combinations/parts.


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* ''VideoGame/WorldOfDungeons'': Most of the items are like this, and some players categorize them into 'families'.


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* ''Videogame/RogueLegacy'': Randomised item appearences can furnish you with powerful new equipment or rooms full of fiendish monsters, depending on how the RNG is feeling. Fortunately your next character may be more lucky in their new castle.

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[[AC: First Person Shooter]]

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First Person Shooter]]Shooter ]]




[[AC: MMORPG]]

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\n[[AC: MMORPG]][[/folder]]

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[[AC: Role Playing Game]]

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Role Playing Game]]Game ]]




[[AC:Roguelike]]

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\n[[AC:Roguelike]][[/folder]]

[[folder: Roguelike ]]




[[AC: Strategy]]

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\n[[AC: Strategy]][[/folder]]

[[folder: Strategy ]]


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[[/folder]]
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This trope covers equipment which is [[ProceduralGeneration generated using random numbers by the game engine]] rather than being hard-coded into the game. Obviously the algorithms used for this vary, but usually involve some combination of;

* A list of "basic" templates from which the unique weapons are derived.
* Ranges for calculating the stats (this might entail a maximum and/or minimum number[[note]]e.g. No matter what number the RNG produces, attack will be rounded up to X or capped at Y if it falls outside that range.[[/note]] or using a specific modifier[[note]]e.g. After the RNG returns a base value, the attack modifier for this weapon is +X[[/note]]).
* Various traits or special effects which have a random chance of being added ([[FlamingSword Elemental damage]] is a popular one).
* Some sort of system for generating a name for each unique variant (e.g. a Plothook might be called the Plothook of Troping if it has a bonus to Troping, a Plothook of Flaming if it deals fire damage, or a Swift Plothook if the "attack speed" stat rolls higher than average).
* "Rare" variants, which are weighted to have higher stats and more special effects than other Random Loot of the same level (often with multiple tiers and ColourCodedForYourConvenience).

Some games make this one of (if not the) central mechanics (particularly the {{Roguelike}} subgenre, the earliest of which are the UrExample of this trope), with the main draw for playing the game being to find better and better loot (often with an ExcusePlot). In other games, it's less important, but prevents the player being bored when all they can get from RandomDrops is the same piece of loot (once you've got the +5 Plothook of Troping there's no need to keep fighting those GoddamnBats or DemonicSpiders unless you're forced to and there's no real thrill from finding it again). Essentially, "find new loot" gives the player a short term objective to be rewarded with while they pursue the game's longer term goals.

When this is done with levels, see RandomlyGeneratedLevels. Compare and contrast DesignItYourselfEquipment (when the player can control the stats themselves), SocketedEquipment (where the player can determine bonuses themselves and the SwordOfPlotAdvancement (which is usually fixed). SubTrope of RandomDrops.
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!Examples:

[[AC: First Person Shooter]]
* The ''VideoGame/{{Borderlands}}'' franchise uses a system where its equipment (guns, class mods, shields, grenade mods and, in the sequel, artifacts) is built up from randomly chosen parts which have different traits (although the player can only see this in the stats and the [[GunPorn unique model]] this produces). It also has several manufacturers, who all have their own unique gun parts and special effects (even more so in the sequel).

[[AC: MMORPG]]
* ''PerfectWorld'': When a player [[ItemCrafting crafts an item]] it uses a template with randomly generated stats.
* ''TricksterOnline'' uses this trope for [[RareRandomDrop Boss Unique drops]], [[RandomDrop Master Equipment from non upgraded bosses]], equipment from the towers (both from hunting and drilling) and the common variants in the maps...

[[AC: Role Playing Game]]
* The ''VideoGame/{{Diablo}}'' series is the TropeCodifier. It featured individual pieces of equipment with random variations in stats, but special effects were mostly fixed to specific item types.
* The ''VideoGame/{{Torchlight}}'' series uses a similar system to Diablo, with individual stat variations and SocketedEquipment.
* While not standard, this is possible when creating a module in ''VideoGame/NeverwinterNights'' 1 and 2 through using its scripting language. It is actually done in the "Diablo - The Dark Wanderer" multiplayer module (running on the Viking Northeast server) to imitate the way the Diablo game generates its loot.
* ''VideoGame/PathOfExile'' follows the ''Diablo'' model of basic templates with numerous prefixes and suffixes denoting special enchantments, plus multiple tiers of rarity/power.
* ''VideoGame/DragonAgeII'' features this, resulting in regular random weapon drops routinely out-performing [[NominalImportance unique named weaponry]] that you have to gain through arduous side quests. This is stark contrast to ''VideoGame/DragonAgeOrigins'', where only the most basic loot was randomized and all the high-level equipment was predefined and obtained under specific circumstances.
* Subverted by ''Franchise/TheElderScrolls'' series. Equipment appears to follow the "X weapon of Y" naming format [[note]][craftsmanship] weapon of [adjective corresponding to a power level]ous [enchantment effect]]ing, to be exact.[[/note]], however it only RandomlyDrops and has its enchantment scaled to the player's level.

[[AC:Roguelike]]
* ''VideoGame/{{Angband}}'' and its variants have ego items and random artifacts. One starts with a basic item, like a Hard Studded Leather [7,+0]. With a numeric bonus, that might be a Hard Studded Leather [7,+3]. If it gets an ego, it might be an Elven Hard Studded Leather (increases stealth, detects orcs), a Hard Studded Leather of Resist Fire (reduces fire damage), or with two egos, an Elven Hard Studded Leather of Resist Fire! If it becomes a random artifact (or randart), it receives a unique name, like ''the'' Elven Hard Studded Leather of Felorith, and some random powers. Because this is ''Angband'', most ego items and randarts look like average junk until the player identifies or psuedo-identifies the items.
* ''Moria'', the ancestor of ''Angband'', has ego items but no artifacts.
* ''VideoGame/DungeonCrawl'' has ego items and random artifacts, like ''Angband''.
* ''VideoGame/NetHack'' makes only a few random tweaks. Some items get blessed or cursed, a few items get fireproof or rustproof, and a few items get a numeric bonus, like a stack of +1 darts.

[[AC: Strategy]]
* Creator/NipponIchi games usually make use of this trope;
** ''Franchise/{{Disgaea}}'': All the items you get have different stats, Even if they're the same items. (Example: One [[InfinityPlusOneSword Yoshitsuna]] has 3 more INT ponies then another Yoshitsuna, but 5 less STR points) You can make the items stronger with specialists and LevelGrinding in the Item World.
** ''VideoGame/PhantomBrave'' does the same thing as Disgaea, but has a different system for leveling (You have to go into randomly generated dungeons to level up the titles [adjectives you can equip to an item or character] and fuse two items to increase the level cap).
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