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Add example from eso



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* VideoGame/TheElderScrollsOnline uses the common color scale of white, green, blue, purple, orange. However by using certain crafting materials it is possible to raise an item along the scale and increase its stats.
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* ''VideoGame/{{Shadowverse}}'' has 4: The rarities of the cards are denoted by their frame - bronze, silver, gold, and legendary. A less noticeable example lies in the gem at the bottom of the frame -- its color denotes the craft that card belongs to.

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* ''VideoGame/GranblueFantasy'' applies color-coded tiers for several items:
** For the borders of the characters: Gold for SSR-rarity, Silver for SR-rarity, and Bronze for R-rarity.
** Weapons and Summons also follow the Gold to Bronze rarity colors as stated above, but also includes a light-gray background for Normal-rarity items.
** Brown wooden chests contain normal-rarity items or rupies, silver chests contain SR weapons/summons and certain crafting materials, gold chests contain items like Merits and Animas and Archangel weapons, flipping golden chests with a rainbow have SSR summons/weapons and items like Damascus Grains or Urns, blue chests are given for reaching a certain honor threshold and can contain anything from either gold or flipping chests, and red chests are given to players who host the raid battle and gained the most points and can contain the same items as blue chests.

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* The tabletop RPG ''TabletopGame/AgeOfAquarius'' has a rarity rating for every weapon or item. It features standard rarity ratings of "Common", "Rare", "Very Rare" for most items, and off-the-scale, idiosyncratic rarity ratings for both extremely common items (i.e. Rock: "It's probably lying under your feet right now") and extremely rare items (i.e. Minigun: "Hell freezes over before you find one").

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* The tabletop RPG ''TabletopGame/AgeOfAquarius'' has a rarity rating for every weapon or item. It features standard rarity ratings of "Common", "Rare", "Very Rare" for most items, and off-the-scale, idiosyncratic rarity ratings for both extremely common items (i.e. Rock: "It's probably lying under your feet right now") and extremely rare items (i.e. Minigun: "Hell freezes over before you find one").one").
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* ''VideoGame/{{Battlerite}}'' has four tiers of item rarity. The colors are used on the items' names on the customization screen, and when revealing the content of a [[LootBoxes chest]]:[[note]]Upon opening a chest, three containers appear that are opened by clicking on them. Moving the mouse over the containers causes their two halves to separate, revealing a color-coded glow.[[/note]]
** Common items are gray and consist of avatars and [[PaletteSwap recolors of a character's default weapon]].
** Rare items are blue and consist of {{Victory Pose}}s, [[PaletteSwap recolors of a character's default outfit]], weapons with new models, and recolors of the default ram mount.
** Epic items are purple and consist of flashier recolors of a character's outfit with more details added, more elaborate weapons (including event exclusive weapons), and some mounts.
** Legendary items are orange and consist of outfits that completely change a character's appearance, weapons with lights and moving parts, and mounts with elaborate models and particle effects.
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* ''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 thar 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.
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* In ''{{Elsword}}'', the colors that indicate item tiers isn't shown in the equipment model itself, but rather, the letters are colored differently. The tiers go as thus: Normal (white letters), Rare (yellow letters), Elite (purple letters) and Unique (beige letters). There's also one extra tier, Old (black letters) that is reserved for unusable, junk equipments.

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* In ''{{Elsword}}'', ''VideoGame/{{Elsword}}'', the colors that indicate item tiers isn't shown in the equipment model itself, but rather, the letters are colored differently. The tiers go as thus: Normal (white letters), Rare (yellow letters), Elite (purple letters) and Unique (beige letters). There's also one extra tier, Old (black letters) that is reserved for unusable, junk equipments.

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* In ''VideoGame/{{Borderlands 2}}'', White and Green are the most common, Blue are one step above and sometimes one-of-a-kind items, Purple are one step further, Magenta is for special Eridium-enhanced weapons, Pink is Seraph items introduced in the first DLC as [[AwesomeButImpractical powerful gear with significant drawbacks]], Orange is for Legendary items (with no shade variations like the firs game). The cyan Pearlescent items are exclusive to the second NewGamePlus. One of the LoadingScreen tips even offers a helpful mnemonic for the basic spectrum: "'''W'''hen '''G'''randma '''b'''urps, '''P'''atrick '''o'''beys."

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* In ''VideoGame/{{Borderlands 2}}'', White and Green are the most common, Blue are one step above and sometimes one-of-a-kind items, Purple are one step further, Magenta is for special Eridium-enhanced weapons, Pink is Seraph items introduced in the first DLC as [[AwesomeButImpractical powerful gear with significant drawbacks]], Orange is for Legendary items (with no shade variations like the firs first game). The cyan Pearlescent items are exclusive to the second NewGamePlus. One interesting feature to note is that white weapons will never spawn with an accessory, while purple and above will always spawn with one. One of the LoadingScreen tips even offers a helpful mnemonic for the basic spectrum: "'''W'''hen '''G'''randma '''b'''urps, '''P'''atrick '''o'''beys.""
* ''VideoGame/BorderlandsThePreSequel'' once again makes some alterations. White, green, blue, purple, and orange keep the same roles they had in ''VideoGame/Borderlands2'', but magenta and cyan have been removed, and pink has been repurposed for the new Glitch weapons introduced with the "Claptastic" Voyage DLC.



* ''VideoGame/TeamFortress2'' features item qualities for its weapons, hats and esthetic gizmos. Although their rarity is relative and sometimes a vintage or a genuine quality item can be considered being worth less than their common counterpart from the users, Light Grey (default "Stock" items) > Yellow (unique) > Blue (vintage) > Green (genuine) > Purple (unusual) could be considered a relatively canonical order of rarity, with genuines and vintages being very dependant on the item itself. There are also other qualities such as stranges or community made items that can't be placed anywhere precisely within the order by rarity.

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* ''VideoGame/TeamFortress2'' features item qualities for its weapons, hats and esthetic aesthetic gizmos. Although their rarity is relative and sometimes a vintage or a genuine quality item can be considered being worth less than their common counterpart from the users, Light Grey (default "Stock" items) > Yellow (unique) > Blue (vintage) > Green (genuine) > Purple (unusual) could be considered a relatively canonical order of rarity, with genuines and vintages being very dependant dependent on the item itself. There are also other qualities such as stranges or community made items that can't be placed anywhere precisely within the order by rarity.




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* ''VideoGame/{{Overwatch}}'' features four rarity tiers for its cosmetics. The lowest tier, Common, is colored white; all sprays and voice lines fall into this category. Next up is the blue tier, dubbed Rare; this includes all player icons, all victory poses, and basic skins. After that comes Epic items, colored purple or magenta; this category covers all highlight intros, most emotes, and more detailed recolor skins. Finally, gold is reserved for Legendary items; apart from a select few emotes, this tier is reserved for skins that actually change the character's model.



* In ''Franchise/{{Disgaea}}'' games, there are three tiers of item rarity and it shows trough the name, the common tier have white text, Rare items have green (With blue if you equip multiple Rare items) and Legendary have Gold text. Almost all items have 3 versions of them : Common (White), Rare (Silver in first game, Green in later games) and Legendary (Gold). The better the rarity, the more powerful the item is, the more floor its Item World have, and the more Specialist/Innocents it can hold. However, while Rare items are stronger than normal items and Legendary items are stronger then Rare items, you can get most of the items in Common, Rare or Legendary (Exceptions include Rank 40 items like the InfinityPlusOneSword, {{Joke Weapon}}s and some unique weapons that {{Optional Party Member}}s have, all of which only come in Legendary) and if you go to the Item world, you can strengthen an item making it stronger than an unleveled Legendary version of the same item.

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* In ''Franchise/{{Disgaea}}'' games, there are three tiers of item rarity and it shows trough through the name, the common tier have white text, Rare items have green (With blue if you equip multiple Rare items) and Legendary have Gold text. Almost all items have 3 versions of them : Common (White), Rare (Silver in first game, Green in later games) and Legendary (Gold). The better the rarity, the more powerful the item is, the more floor its Item World have, and the more Specialist/Innocents it can hold. However, while Rare items are stronger than normal items and Legendary items are stronger then Rare items, you can get most of the items in Common, Rare or Legendary (Exceptions include Rank 40 items like the InfinityPlusOneSword, {{Joke Weapon}}s and some unique weapons that {{Optional Party Member}}s have, all of which only come in Legendary) and if you go to the Item world, you can strengthen an item making it stronger than an unleveled Legendary version of the same item.


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* Whenever ''VideoGame/{{Warframe}}'' needs to denote rarity, it resorts to the Olympic medal color scheme: bronze for common, silver for uncommon, and gold for rare. Very rarely, a fourth tier, legendary, is needed, in which case platinum (a brighter white than silver) is used. Mods also have a special fifth color, purple, which is reserved for the randomly-generated Riven mods.
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When Grandma Burps, Patrick Obeys!


* In ''VideoGame/{{Borderlands 2}}'', White and Green are the most common, Blue are one step above and sometimes one-of-a-kind items, Purple are one step further, Magenta is for special Eridium-enhanced weapons, Pink is Seraph items introduced in the first DLC as [[AwesomeButImpractical powerful gear with significant drawbacks]], Orange is for Legendary items (with no shade variations like the firs game). The cyan Pearlescent items are exclusive to the second NewGamePlus. One of the LoadingScreen tips even offers a helpful mnemonic for the basic spectrum: "When Grandma burps, Patrick obeys."

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* In ''VideoGame/{{Borderlands 2}}'', White and Green are the most common, Blue are one step above and sometimes one-of-a-kind items, Purple are one step further, Magenta is for special Eridium-enhanced weapons, Pink is Seraph items introduced in the first DLC as [[AwesomeButImpractical powerful gear with significant drawbacks]], Orange is for Legendary items (with no shade variations like the firs game). The cyan Pearlescent items are exclusive to the second NewGamePlus. One of the LoadingScreen tips even offers a helpful mnemonic for the basic spectrum: "When Grandma burps, Patrick obeys."'''W'''hen '''G'''randma '''b'''urps, '''P'''atrick '''o'''beys."

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* ''VideoGame/MonsterHunter'' has ten tiers of rarity that vary depending on whether the item is a material or equipment. For equipment, Low Rank is Rare 1-3 (white, purple, yellow), High Rank is Rare 4-7 (brown, green, blue, red), and G-Rank is Rare 8-10 (cyan, orange, pink). Common Low Rank materials are Rare 4, rare Low Rank materials are Rare 5, common High Rank materials are Rare 6, rare High Rank materials are Rare 7, common G-Rank materials are Rare 8, and rare G-Rank materials are Rare 9. Equipment made from Deviants are a special rarity, Rare X (indigo). Equipment icons are color-coded accordingly, while material icons are not.
* ''VideoGame/XenobladeChroniclesX'' has five different tiers for collectibles, materials, and equipment: gray (Common), blue (Rare), green (Unique), prime (Yellow), 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.
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Borderlands 2: WGBPO mnemonic


* In ''VideoGame/{{Borderlands 2}}'', White and Green are the most common, Blue are one step above and sometimes one-of-a-kind items, Purple are one step further, Magenta is for special Eridium-enhanced weapons, Pink is Seraph items introduced in the first DLC as [[AwesomeButImpractical powerful gear with significant drawbacks]], Orange is for Legendary items (with no shade variations like the firs game). The cyan Pearlescent items are exclusive to the second NewGamePlus.

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* In ''VideoGame/{{Borderlands 2}}'', White and Green are the most common, Blue are one step above and sometimes one-of-a-kind items, Purple are one step further, Magenta is for special Eridium-enhanced weapons, Pink is Seraph items introduced in the first DLC as [[AwesomeButImpractical powerful gear with significant drawbacks]], Orange is for Legendary items (with no shade variations like the firs game). The cyan Pearlescent items are exclusive to the second NewGamePlus. One of the LoadingScreen tips even offers a helpful mnemonic for the basic spectrum: "When Grandma burps, Patrick obeys."

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* Rupees in ''Franchise/TheLegendOfZelda'' while higher colors tend to vary the most consistent value is Green=1 Blue=5. Purple is always among the higher values ranging from 50 to 200 depending on the game.

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* Rupees in ''Franchise/TheLegendOfZelda'' while have different colors depending on their value. While higher colors tend to vary vary, the most consistent value is Green=1 Blue=5. Purple is always among the higher values values, ranging from 50 to 200 depending on the game.


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* ''VideoGame/{{Robocraft}}'' originally had a complex, arbitrary set of colours for the various armour tiers, but now uses the standard Grey-Green-Blue-Purple-Orange tier system across all parts.


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* AssociationFootball tabletop game ''Microstars'' featured a Green-Red-Blue-White-Silver-Gold tier system, with higher tiers being rarer and having slightly better stats. Later, the game added a seventh "Black" tier that was even rarer than Gold.

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* ''VideoGame/{{Destiny}}'' uses White (Common) > Green (Uncommon) > Blue (Rare) > Purple (Legendary) > Gold (Exotic) for its items. Exotic gear has set perks, while all other gear rolls random perks out of the possible perks for that item. Additionally, only one Exotic weapon and one Exotic armor piece can be equipped at a time (with the exception of three special Exotic armor pieces that have a perk allowing them to be equipped alongside another piece of Exotic armor).
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* ''VideoGame/EternalCardGame'' has 5 tiers: common (grey), uncommon (green), rare (blue), legendary (yellow), and promo (purple). Promo cards can be obtained by playing the game during their limited time frame, then can only be crafted afterwards.

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* ''VideoGame/GrimDawn'':
** White (normal, no magic properties)
** Yellow (magical, 1 to 3 magic properties)
** Green (rare items, more magic properties)
** Blue (epic items, many magic properties and could sometime be item sets)
** Purple (legendary items; plenty magic properties and could sometime be item sets)
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* ''VideoGame/CounterStrike: Global Operations'' divides weapon skins into seven tiers: Consumer grade (white), Industrial grade (light blue), Mil-spec (blue), Restricted (purple), Classified (magenta), Covert (red) and melee weapon-only tier marked with a star symbol (gold).

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* ''VideoGame/CounterStrike: Global Operations'' Offensive'' divides weapon skins into seven tiers: Consumer grade (white), Industrial grade (light blue), Mil-spec (blue), Restricted (purple), Classified (magenta), Covert (red) and melee weapon-only tier marked with a star symbol (gold).
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As opposed to tropes like PowerGlows and BlingOfWar, Color Coded Item Tiers are strictly non-diegetic, used only to help the player distinguish the item's power through inventory background or item name color. Usually, the colors are, as [[TropeCodifier codified by]] ''WorldOfWarcraft'', mundane white items, followed by green "uncommon" ones, blue "rare" ones and [[PurpleIsPowerful purple]] "epic" ones. Sometimes, orange or golden tier of [[InfinityPlusOneSword Infinity Plus One Weapons]] is used as well. The only consistent pattern is that White, Gray and Green are towards the bottom of the tier and Purple and Orange are usually towards the higher end (if they're even there), but whether white is the absolute lowest or purple is the absolute highest or there are 3 or more colors or whatever is up in the air.

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As opposed to tropes like PowerGlows and BlingOfWar, Color Coded Item Tiers are strictly non-diegetic, used only to help the player distinguish the item's power through inventory background or item name color. Usually, the colors are, as [[TropeCodifier codified by]] ''WorldOfWarcraft'', ''VideoGame/WorldOfWarcraft'', mundane white items, followed by green "uncommon" ones, blue "rare" ones and [[PurpleIsPowerful purple]] "epic" ones. Sometimes, orange or golden tier of [[InfinityPlusOneSword Infinity Plus One Weapons]] is used as well. The only consistent pattern is that White, Gray and Green are towards the bottom of the tier and Purple and Orange are usually towards the higher end (if they're even there), but whether white is the absolute lowest or purple is the absolute highest or there are 3 or more colors or whatever is up in the air.
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* ''VideoGame/SevenDaysToDie'' color-codes items based not really on rarity, but ''quality'', i.e. how effective a certain item is and how long it can be used until it breaks. The sorting is unusual: growing quality order is grey, orange, yellow, green, blue and purple.
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* The first ''VideoGame/{{Borderlands}}'' game features EIGHT colors (White, Green, Blue, Purple, Yellow, Orange, Dark Orange, Pearlescent). Up to Dark Orange, those follow the usual pattern of rarity, Pearlescent ones are exclusively easter egg items.
* In ''VideoGame/{{Borderlands 2}}'', the number of tiers is reduced to six: White and Green being the most common, Blue are unique, named items, Purple are special Eridium-enhanced weapons, Pink are introduced in the first DLC as AwesomeButImpractical powerful guns with significant drawbacks, and Orange ones are ultra-rare items akin to the Pearlescent ones from the first game.

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* The first ''VideoGame/{{Borderlands}}'' game features EIGHT nine colors (White, Green, Blue, Purple, Yellow, Orange, Dark Orange, Darker Orange and light blue as Pearlescent). Up to Dark Darker Orange, those follow the usual pattern of rarity, Pearlescent ones are the rarest and exclusively easter egg items.
one per item kind.
* In ''VideoGame/{{Borderlands 2}}'', the number of tiers is reduced to six: White and Green being are the most common, Blue are unique, named one step above and sometimes one-of-a-kind items, Purple are one step further, Magenta is for special Eridium-enhanced weapons, Pink are is Seraph items introduced in the first DLC as AwesomeButImpractical [[AwesomeButImpractical powerful guns gear with significant drawbacks, and drawbacks]], Orange ones are ultra-rare is for Legendary items akin to (with no shade variations like the firs game). The cyan Pearlescent ones from items are exclusive to the first game.second NewGamePlus.
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** ''DiabloIII'' uses a slightly different colour scheme than its predecessor.

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** ''DiabloIII'' ''VideoGame/DiabloIII'' uses a slightly different colour scheme than its predecessor.

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Added more item color from Diablo 2 and 3. Also unified formatting between d2 and d3 lists.


*** White (mundane)
*** Grey (Socketed, same as mundane but can be improved with gems and runes)
*** Blue (One or two magic properties)
*** Yellow (Random mix of magic properties)
*** Gold (Unique, pre-set magical properties with a unique name and appearance)
*** Green (Set, use in conjuction with other items in the same set to get additional bonuses)

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*** Grey (Low quality, no magic properties and lower base stats)
*** White (mundane)
(Normal or superior)
*** Slightly Different Grey (Socketed, same as mundane normal but can be improved with gems and runes)
*** Blue (One (Magic, one or two magic properties)
*** Yellow (Random (Rare, a random mix of magic properties)
*** Gold (Unique, pre-set preset magical properties with a unique name and appearance)
*** Green (Set, use preset magical properties and can be used in conjuction conjunction with other items in the same set to get additional bonuses)bonuses)
*** Orange (Crafted, created using the Horadric Cube)



*** Grey/Inferior: broken, damaged, or weak items.
*** White/Common: items with no magic qualities.
*** Blue/Magic: common magical items, with one or two enhancements.
*** Yellow/Rare: less common magical items, with more enhancements.
*** Orange/Legendary: named items with pre-set magical enhancements (replacing D2's Unique class).
*** Set/Green: similar to Legendary, but grant extra bonuses when worn with other items of the same set.

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*** Grey/Inferior: broken, damaged, or weak items.
*** White/Common: items with
Grey (Inferior, no magic qualities.
properties and lower base stats)
*** Blue/Magic: common magical items, with White (Normal or superior, no magic properties)
*** Blue (Magic,
one or two enhancements.
magic properties)
*** Yellow/Rare: less Yellow (Rare, a variable number of random magic properties. Actually the most common magical items, with more enhancements.
kind of item)
*** Orange/Legendary: Orange (Legendary, named items with pre-set magical enhancements (replacing D2's Unique class).
higher stats. Unlike D2 uniques most properties of legendary items are still random.)
*** Set/Green: similar to Legendary, but Green (Set, legendary items that also grant extra bonuses when worn with other items of the same set.set)
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* ''VideoGame/StarWarsTheOldRepublic'' features five colors: green, blue, orange (SocketedEquipment that allows you to freely swap the stat-boosting components to match your level while keeping the same look), purple (coming from {{Rare Random Drop}}s and stores selling gear for endgame dungeon tokens; usually SocketedEquipment filled with purple stat-boosting components by default, the endgame shop armors also give additional bonuses for wearing at least two parts of a given set) and light gold "Inheritance" items that are limited to characters on the same player account.

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* ''VideoGame/StarWarsTheOldRepublic'' features five eight colors: grey ('trash' items, only good for selling to a vendor), white ('street' gear, which do not give stats), green, blue, orange (SocketedEquipment that allows you to freely swap the stat-boosting components to match your level while keeping the same look), purple purple/magenta (coming from {{Rare Random Drop}}s and stores selling gear for endgame dungeon tokens; usually SocketedEquipment filled with purple stat-boosting components by default, the endgame shop armors also give additional bonuses for wearing at least two parts of a given set) set), darker purple 'legendary' items, and light gold "Inheritance" items that are limited to characters on the same player account.
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* ''TabletopGame/MagicTheGathering'' eventually coded the card rarities. Black means common, silver means uncommon, gold means rare, and orange means mythic rare.

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* ''TabletopGame/MagicTheGathering'' eventually coded the card rarities. Black means common, silver means uncommon, gold means rare, and orange means mythic rare.rare.
* The tabletop RPG ''TabletopGame/AgeOfAquarius'' has a rarity rating for every weapon or item. It features standard rarity ratings of "Common", "Rare", "Very Rare" for most items, and off-the-scale, idiosyncratic rarity ratings for both extremely common items (i.e. Rock: "It's probably lying under your feet right now") and extremely rare items (i.e. Minigun: "Hell freezes over before you find one").
Willbyr MOD

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* Rupees in ''TheLegendOfZelda'' while higher colors tend to vary the most consistent value is Green=1 Blue=5. Purple is always among the higher values ranging from 50 to 200 depending on the game.

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* Rupees in ''TheLegendOfZelda'' ''Franchise/TheLegendOfZelda'' while higher colors tend to vary the most consistent value is Green=1 Blue=5. Purple is always among the higher values ranging from 50 to 200 depending on the game.
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As opposed to tropes like PowerGlows and BlingOfWar, Color Coded Item Tiers are strictly diegetic, used only to help the player distinguish the item's power through inventory background or item name color. Usually, the colors are, as [[TropeCodifier codified by]] ''WorldOfWarcraft'', mundane white items, followed by green "uncommon" ones, blue "rare" ones and [[PurpleIsPowerful purple]] "epic" ones. Sometimes, orange or golden tier of [[InfinityPlusOneSword Infinity Plus One Weapons]] is used as well. The only consistent pattern is that White, Gray and Green are towards the bottom of the tier and Purple and Orange are usually towards the higher end (if they're even there), but whether white is the absolute lowest or purple is the absolute highest or there are 3 or more colors or whatever is up in the air.

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As opposed to tropes like PowerGlows and BlingOfWar, Color Coded Item Tiers are strictly diegetic, non-diegetic, used only to help the player distinguish the item's power through inventory background or item name color. Usually, the colors are, as [[TropeCodifier codified by]] ''WorldOfWarcraft'', mundane white items, followed by green "uncommon" ones, blue "rare" ones and [[PurpleIsPowerful purple]] "epic" ones. Sometimes, orange or golden tier of [[InfinityPlusOneSword Infinity Plus One Weapons]] is used as well. The only consistent pattern is that White, Gray and Green are towards the bottom of the tier and Purple and Orange are usually towards the higher end (if they're even there), but whether white is the absolute lowest or purple is the absolute highest or there are 3 or more colors or whatever is up in the air.
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Ultra rare hasn\'t been Fleet-only for a while now


* ''VideoGame/StarTrekOnline'' uses white for common, green for uncommon, blue for rare, purple for very rare, and light purple for ultra rare (reserved for Fleet gear).

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* ''VideoGame/StarTrekOnline'' uses white for common, green for uncommon, blue for rare, purple for very rare, and light purple for ultra rare (reserved for Fleet gear).gear or upgraded items), and gold for Epic (mostly upgraded items and a few mission rewards). For equipment, each tier adds an additional "mod" that grants a bonus like increased critical chance or a bonus to a character skill.
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* ''VideoGame/{{Torchlight}} 2'' has white (common) > green(uncommon) > blue (rare) > orange (unique), with purple being reserved for quest-related items.

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* ''VideoGame/{{Torchlight}} 2'' ''VideoGame/TorchlightII'' has white (common) > green(uncommon) > blue (rare) > orange (unique), with purple being reserved for quest-related items.
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SeenItAMillionTimes: whether you're playing a single-player RPG, or a MMORPG, you're bound to encounter items (weapons, armor, jewelry, etc.) that are divided into at least three tiers of power and rarity that just happen to be ColorCodedForYourConvenience. Rarity gives us a visual indicator of how one item compares to another in terms of game advancement. If rarity didn't exist, there would be more of a need to test or compare stats before you'd even know whether to get excited that you got a particular item. Rarity offers an immediate clue as to whether an available item will be effective against the tier of enemies you'll encounter at your current level

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SeenItAMillionTimes: whether Whether you're playing a single-player RPG, or a MMORPG, you're bound to encounter items (weapons, armor, jewelry, etc.) that are divided into at least three tiers of power and rarity that just happen to be ColorCodedForYourConvenience. Rarity gives us a visual indicator of how one item compares to another in terms of game advancement. If rarity didn't exist, there would be more of a need to test or compare stats before you'd even know whether to get excited that you got a particular item. Rarity offers an immediate clue as to whether an available item will be effective against the tier of enemies you'll encounter at your current level



* Items in the ''Franchise/DragonAge'' series are color-coded by their [[http://dragonage.wikia.com/wiki/Material material]]. ''VideoGame/DragonAgeOrigins'' plays this trope straight, which every material corresponding to a particular item tier (e.g. from the grey tier 1 iron to the golden tier 9 Volcanic Aurum). ''VideoGame/DragonAgeII'' subverts this: despite having material and color tiers for the items, the real power/quality of an item is determined by a hidden statistic.

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* Items in the ''Franchise/DragonAge'' series are color-coded by their [[http://dragonage.wikia.com/wiki/Material material]]. ''VideoGame/DragonAgeOrigins'' plays this trope straight, which every material corresponding to a particular item tier (e.g. from the grey tier 1 iron to the golden tier 9 Volcanic Aurum). ''VideoGame/DragonAgeII'' subverts this: despite having material and color tiers for the items, the real power/quality of an item is determined by a hidden statistic.
statistic. ''VideoGame/DragonAgeInquisition'' plays it straight again, albeit with just three tiers: grey-coded Common items, blue Rares, and purple Uniques.
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SeenItAMillionTimes: whether you're playing a single-player RPG, or a MMORPG, you're bound to encounter items (weapons, armor, jewelry, etc.) that are divided into at least three tiers of power and rarity that just happen to be ColorCodedForYourConvenience. Rarity gives us a visual indicator of how one item compares to another in terms of game advancement. If rarity didn't exist, there would be more of a need to test or compare stats before you'd even know whether to get excited that you got a particular item. Rarity offers an immediate clue as to whether an available item will be effective against the tier of enemies you'll encounter at your current level

As opposed to tropes like PowerGlows and BlingOfWar, Color Coded Item Tiers are strictly diegetic, used only to help the player distinguish the item's power through inventory background or item name color. Usually, the colors are, as [[TropeCodifier codified by]] ''WorldOfWarcraft'', mundane white items, followed by green "uncommon" ones, blue "rare" ones and [[PurpleIsPowerful purple]] "epic" ones. Sometimes, orange or golden tier of [[InfinityPlusOneSword Infinity Plus One Weapons]] is used as well. The only consistent pattern is that White, Gray and Green are towards the bottom of the tier and Purple and Orange are usually towards the higher end (if they're even there), but whether white is the absolute lowest or purple is the absolute highest or there are 3 or more colors or whatever is up in the air.

A subtrope of ColorCodedForYourConvenience. Compare with LawOfChromaticSuperiority.

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!!Examples:

[[AC:ActionAdventure]]
* ''[[VideoGame/LittleBigAdventure Little Big Adventure 2]]'' is a mixed case; the game has 4 item tiers in total: yellow, green, red and fiery. Each tier is more powerful than the last. Some enemies wear armor that utilizes these same tiers, which makes them invulnerable to any lower tier. Therefore, you need to a weapon of at least the matching tier to deal any damage at all. However, only green and red are the colors consistently used for various items in the game; yellow and fiery are only utilized by Twinsen's Magic Ball, which functions as a thrown weapon. It's the only item that can go through all 4 tiers, via upgrades.
* Rupees in ''TheLegendOfZelda'' while higher colors tend to vary the most consistent value is Green=1 Blue=5. Purple is always among the higher values ranging from 50 to 200 depending on the game.

[[AC:ActionRPG]]
* ''VideoGame/{{Diablo}}'':
** The first game's division between standard (white) items, enchanted (blue) ones and uniques (yellow), 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 gold or orange tier for uniques, while yellow items become a more powerful tier of "randomly enhanced" blue items.
** The colors in ''VideoGame/DiabloII'' are:
*** White (mundane)
*** Grey (Socketed, same as mundane but can be improved with gems and runes)
*** Blue (One or two magic properties)
*** Yellow (Random mix of magic properties)
*** Gold (Unique, pre-set magical properties with a unique name and appearance)
*** Green (Set, use in conjuction with other items in the same set to get additional bonuses)
** ''DiabloIII'' uses a slightly different colour scheme than its predecessor.
*** Grey/Inferior: broken, damaged, or weak items.
*** White/Common: items with no magic qualities.
*** Blue/Magic: common magical items, with one or two enhancements.
*** Yellow/Rare: less common magical items, with more enhancements.
*** Orange/Legendary: named items with pre-set magical enhancements (replacing D2's Unique class).
*** Set/Green: similar to Legendary, but grant extra bonuses when worn with other items of the same set.
* In ''VideoGame/DigimonWorld4'', equipment (weapons and boards) may drop randomly with color-coded names to indicate a greater-than-normal boost to stats. The progression is white (normal) < blue < green < yellow < orange < pink, and availability depends on your experience level. For example, a blue-labeled weapon has anywhere from 1-30 more attack points. Also, these boosts are independent of the number of [[SocketedEquipment mod slots]] generated on the item.
* ''VideoGame/PathOfExile'' has a color coding similar to the ''Diablo'' series: regular items are white, magical ones are blue, rares are yellow, and uniques are golden. Quest items are green but they are not equippable. Some players and even the wiki have been known to refer simply to white, blue, gold and orange items.
* ''VideoGame/TitanQuest'' has six tiers: Grey (junk), White (normal), Yellow (magical), Green (rare), Blue (mythical) and Purple (legendary). Unlike other games, purple-tier items are available only on Epic and Legendary difficulty settings.
* ''VideoGame/{{Torchlight}} 2'' has white (common) > green(uncommon) > blue (rare) > orange (unique), with purple being reserved for quest-related items.
* In ''Videogame/GodEaterBurst'', items are tiered by "Rank" and icon colors/icon background. Ranks 1 and 2 use the default font color and background, 3 and 4 uses Purple icons, 5 and 6 uses Red, 7 and 8 uses Teal, 9 uses White and 10 uses white with a special background.

[[AC:CardBattleGame]]
* ''VideoGame/HearthstoneHeroesOfWarcraft'' is a semi-subversion. Cards follow the ''VideoGame/WorldOfWarcraft'' colour scheme to denote their rarity, however actual card ''power'' is almost completely disconnected from their rarity (with the exception of the orange legendary cards, although even many of those don't see much play).
* ''VideoGame/MightAndMagic Duel of Champions'' divides the cards into five tiers: white are common, green are uncommon, blue are rare, orange are epic (often unique, meaning you can have only one copy in your deck) and purple are exclusively Hero cards.

[[AC:FirstPersonShooter]]
* The first ''VideoGame/{{Borderlands}}'' game features EIGHT colors (White, Green, Blue, Purple, Yellow, Orange, Dark Orange, Pearlescent). Up to Dark Orange, those follow the usual pattern of rarity, Pearlescent ones are exclusively easter egg items.
* In ''VideoGame/{{Borderlands 2}}'', the number of tiers is reduced to six: White and Green being the most common, Blue are unique, named items, Purple are special Eridium-enhanced weapons, Pink are introduced in the first DLC as AwesomeButImpractical powerful guns with significant drawbacks, and Orange ones are ultra-rare items akin to the Pearlescent ones from the first game.
* ''VideoGame/CounterStrike: Global Operations'' divides weapon skins into seven tiers: Consumer grade (white), Industrial grade (light blue), Mil-spec (blue), Restricted (purple), Classified (magenta), Covert (red) and melee weapon-only tier marked with a star symbol (gold).
* ''VideoGame/TeamFortress2'' features item qualities for its weapons, hats and esthetic gizmos. Although their rarity is relative and sometimes a vintage or a genuine quality item can be considered being worth less than their common counterpart from the users, Light Grey (default "Stock" items) > Yellow (unique) > Blue (vintage) > Green (genuine) > Purple (unusual) could be considered a relatively canonical order of rarity, with genuines and vintages being very dependant on the item itself. There are also other qualities such as stranges or community made items that can't be placed anywhere precisely within the order by rarity.

[[AC:MassivelyMultiplayerOnlineRolePlayingGame]]
* ''VideoGame/WorldOfWarcraft'' is the TropeCodifier that introduced "standard" color coding of Grey (Poor) > White (Common) > Green (Uncommon) > Blue (Rare) > Purple (Epic) > Orange (Legendary) (with light gold "Heirloom" items that can be transferred between characters on the same account added later).
* In ''{{Elsword}}'', the colors that indicate item tiers isn't shown in the equipment model itself, but rather, the letters are colored differently. The tiers go as thus: Normal (white letters), Rare (yellow letters), Elite (purple letters) and Unique (beige letters). There's also one extra tier, Old (black letters) that is reserved for unusable, junk equipments.
* ''VideoGame/StarTrekOnline'' uses white for common, green for uncommon, blue for rare, purple for very rare, and light purple for ultra rare (reserved for Fleet gear).
* ''VideoGame/StarWarsTheOldRepublic'' features five colors: green, blue, orange (SocketedEquipment that allows you to freely swap the stat-boosting components to match your level while keeping the same look), purple (coming from {{Rare Random Drop}}s and stores selling gear for endgame dungeon tokens; usually SocketedEquipment filled with purple stat-boosting components by default, the endgame shop armors also give additional bonuses for wearing at least two parts of a given set) and light gold "Inheritance" items that are limited to characters on the same player account.
* ''VideoGame/TheLordOfTheRingsOnline'':
** White/Common
** Yellow/Uncommon
** Purple/Rare
** Cyan/Incomparable
** Orange/Epic
* ''VideoGame/TheSecretWorld'' plays it straight: Green items are the most common and easily available, Blue ones are usually dropped by Dungeon bosses and Purple ones are rare endgame gear with special Signet slots (Signets being equally rare components giving the weapons powers similar to some passive skills).
* ''VideoGame/{{Vindictus}}'' also has item qualities that follow the usual Grey > White > Green > Blue > Purple pattern. They stop at purple for now.

[[AC:StrategyRPG]]
* In ''Franchise/{{Disgaea}}'' games, there are three tiers of item rarity and it shows trough the name, the common tier have white text, Rare items have green (With blue if you equip multiple Rare items) and Legendary have Gold text. Almost all items have 3 versions of them : Common (White), Rare (Silver in first game, Green in later games) and Legendary (Gold). The better the rarity, the more powerful the item is, the more floor its Item World have, and the more Specialist/Innocents it can hold. However, while Rare items are stronger than normal items and Legendary items are stronger then Rare items, you can get most of the items in Common, Rare or Legendary (Exceptions include Rank 40 items like the InfinityPlusOneSword, {{Joke Weapon}}s and some unique weapons that {{Optional Party Member}}s have, all of which only come in Legendary) and if you go to the Item world, you can strengthen an item making it stronger than an unleveled Legendary version of the same item.

[[AC:SurvivalHorror]]
* ''VideoGame/DeadIsland'' follows the usual White-Green-Blue-Purple-Orange formula.

[[AC:WesternRPG]]
* Items in the ''Franchise/DragonAge'' series are color-coded by their [[http://dragonage.wikia.com/wiki/Material material]]. ''VideoGame/DragonAgeOrigins'' plays this trope straight, which every material corresponding to a particular item tier (e.g. from the grey tier 1 iron to the golden tier 9 Volcanic Aurum). ''VideoGame/DragonAgeII'' subverts this: despite having material and color tiers for the items, the real power/quality of an item is determined by a hidden statistic.

[[AC:WideOpenSandbox]]
* ''VideoGame/{{Terraria}}'' has [[http://terraria.gamepedia.com/Rarity Rarity]], a statistic applying to all items, that loosely indicates their value and the difficulty with which they are obtained. An item's Rarity is indicated in-game by the color of its name text, as displayed, for example, when rolling the cursor over the item in an inventory slot. An item's Rarity can be raised or lowered by up to two tiers depending on its Modifier. There are 13 tiers of Rarity which go from gray (the lowest) to purple (the highest), plus two special tiers not normally available (rainbow, exclusive to expert-mode items, and amber, exclusive to quest items).

[[AC:Non Videogame Examples]]
* ''TabletopGame/MagicTheGathering'' eventually coded the card rarities. Black means common, silver means uncommon, gold means rare, and orange means mythic rare.

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