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->''"There exist five varieties of magic powder, each corresponding to one of five different elements; Fire, Water, Thunder, Earth, and Air. It is possible to augment items with these powders, if one is versed in the art of enchantment. Many offer this service for a price, as Powder Masters. Certain items have a higher magical capacity, and thusly are able to hold more powders within them. Some have many, some have few, others still have none."''
-->-- Excerpt from Chapter 1 of the '''Powder Manual''', ''VideoGame/{{Wynncraft}}''
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A piece of Socketed Equipment comes with a number of empty "sockets," into which can be placed various "gems" (ie. GreenRocks) to add more qualities to said piece of equipment: a ruby might add Fire damage (or resistance to fire); a black diamond might add life-drain; so on and so forth.

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A piece of Socketed Equipment comes with a number of empty "sockets," into which can be placed various "gems" (ie. GreenRocks) to add more qualities to said piece of equipment: a ruby might add [[ElementalRockPaperScissors Fire damage (or damage]] or [[ImmuneToFire resistance to fire); fire]], a black diamond might add life-drain; so on LifeDrain, and so forth.
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* In ''VideoGame/ANNOMutationem'', each weapon has three sockets for enhancement chips that would increase it's strength, amplify critical damage, or double penetrating attacks against [[ArmorAsHitPoints armor health]].



* ''VideoGame/HorizonZeroDawn'': Usually, outfits will have sockets available for protective weaves to be inserted into for extra protection against a chosen damage type. This, plus the fact that some modifications have multiple bonuses that overlap with the armor itself, means its possible to become immune (or near-immune, on higher difficulties) to a specific element or type of attack.



* ''VideoGame/DivineDivinity'':
** ''VideoGame/DivineDivinity'' refers to them as "charms". The difference here that the amount of charms you can put on a piece of equipment is determined by your Charms skill, in addition to the "Charm Quality" of the item.

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* ''VideoGame/DivineDivinity'':
**
''VideoGame/DivineDivinity'' refers to them as "charms". The difference here that the amount of charms you can put on a piece of equipment is determined by your Charms skill, in addition to the "Charm Quality" of the item.



* ''VideoGame/FinalFantasyVII'' and Materia are basically this, except without the mated-for-life aspect (as befits the PowersAsPrograms nature of Materia).
* ''VideoGame/FinalFantasyX'' allows you to modify weapons; its GreenRocks were generally consumable items (oddly enough, the required items had the opposite effect: poison items made poison-resistant armor and antidotes made poisonous weapons). While you can't unmodify a sword, you also don't need to; there's no randomly-generated equipment in the game. Instead, there is basically just ''one'' flavor of weapon and armor for each character, which is completely blank and which you then modify to your heart's desire, and which you can buy basically anywhere. Any combination of qualities you find in one weapon, you can create in another, with a few exceptions in the game's {{Infinity Plus One Sword}}s.
* ''VideoGame/FinalFantasyXIV'' also has a materia system, although they work more like gems from ''VideoGame/WorldOfWarcraft'', providing small stat bonuses. Materia can be obtained by converting gear that has been equipped long enough to reach 100% "spiritbond"; higher-level gear has a higher chance of turning into higher-grade materia. These can then be attached to gear by a crafter of sufficient level, or by special "Materia Melder" [=NPCs=] (for a fee). Materia can be melded to gear beyond the number of allotted slots, but "advanced melding" like this has a chance of failure, resulting in the materia being destroyed, and cannot be performed by Materia Melder [=NPCs=]. Prior to Patch 3.2, high-end gear typically lacked materia slots entirely; nowadays, it simply disallows advanced melding. There is also a limit to how high materia can raise any given stat on a piece of gear.

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* ''Franchise/FinalFantasy'':
**
''VideoGame/FinalFantasyVII'' and Materia are basically this, except without the mated-for-life aspect (as befits the PowersAsPrograms nature of Materia).
* ** ''VideoGame/FinalFantasyX'' allows you to modify weapons; its GreenRocks were generally consumable items (oddly enough, the required items had the opposite effect: poison items made poison-resistant armor and antidotes made poisonous weapons). While you can't unmodify a sword, you also don't need to; there's no randomly-generated equipment in the game. Instead, there is basically just ''one'' flavor of weapon and armor for each character, which is completely blank and which you then modify to your heart's desire, and which you can buy basically anywhere. Any combination of qualities you find in one weapon, you can create in another, with a few exceptions in the game's {{Infinity Plus One Sword}}s.
* ** ''VideoGame/FinalFantasyXIV'' also has a materia system, although they work more like gems from ''VideoGame/WorldOfWarcraft'', providing small stat bonuses. Materia can be obtained by converting gear that has been equipped long enough to reach 100% "spiritbond"; higher-level gear has a higher chance of turning into higher-grade materia. These can then be attached to gear by a crafter of sufficient level, or by special "Materia Melder" [=NPCs=] (for a fee). Materia can be melded to gear beyond the number of allotted slots, but "advanced melding" like this has a chance of failure, resulting in the materia being destroyed, and cannot be performed by Materia Melder [=NPCs=]. Prior to Patch 3.2, high-end gear typically lacked materia slots entirely; nowadays, it simply disallows advanced melding. There is also a limit to how high materia can raise any given stat on a piece of gear.gear.
** ''VideoGame/FinalFantasyCrystalChroniclesEchoesOfTime'' has a forgiving gem system that works well with character customization. All equipment has one or more slots. Using equipment in battle increases its level. When it's level 3 it can be destroyed to produce a "Jewel". Jewels can be added and removed for a small fee. Some Jewels increase the level cap of equipment, and equipment produce two and three Jewels at levels 10 and 20 respectively. After beating the game for the first time, the player will have several Jewels and Armors to specialize their characters.



* ''VideoGame/FinalFantasyCrystalChroniclesEchoesOfTime'' has a forgiving gem system that works well with character customization. All equipment has one or more slots. Using equipment in battle increases its level. When it's level 3 it can be destroyed to produce a "Jewel". Jewels can be added and removed for a small fee. Some Jewels increase the level cap of equipment, and equipment produce two and three Jewels at levels 10 and 20 respectively. After beating the game for the first time, the player will have several Jewels and Armors to specialize their characters.



* ''VideoGame/KnightsOfTheOldRepublic'':
** Both games featured "upgradeable" equipment that could be fitted with better components. In the first, armor and non-lightsaber weapons had only one "gem" per socket; all guns used the same scope, for instance, although some had different bonuses from it. In contrast, lightsabers not only had a wide variety of stat crystals for two slots (and a color slot), but also had two special color crystals ([[InfinityMinusOneSword Mantle of the Force, and Heart of the Guardian]]) that changed the effects of ''absolutely every'' upgrade crystal, in two separate ways.
** The second game featured a full range of different components for each slot; weapons had three slots apiece, armor had two, and lightsabers had five (although two were "crystal" slots that worked like in the first game) not counting their color crystal. Any given slot had between about three and six different types of upgrade, each with multiple levels. These can now be crafted, with a large variety of skill requirements, making your crew's skills more useful. The main character (only) can get a special crystal that changes effect with the player's alignment and level, but the specialness is reserved for that crystal alone this time.

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* ''VideoGame/KnightsOfTheOldRepublic'':
** Both games featured
''VideoGame/StarWarsKnightsOfTheOldRepublic'': The game features "upgradeable" equipment that could be fitted with better components. In the first, armor and non-lightsaber weapons had only one "gem" per socket; all guns used the same scope, for instance, although some had different bonuses from it. In contrast, lightsabers not only had a wide variety of stat crystals for two slots (and a color slot), but also had two special color crystals ([[InfinityMinusOneSword Mantle of the Force, and Heart of the Guardian]]) that changed the effects of ''absolutely every'' upgrade crystal, in two separate ways.
** The second game ''VideoGame/StarWarsKnightsOfTheOldRepublicIITheSithLords'' featured a full range of different components for each slot; weapons had three slots apiece, armor had two, and lightsabers had five (although two were "crystal" slots that worked like in the first game) not counting their color crystal. Any given slot had between about three and six different types of upgrade, each with multiple levels. These can now be crafted, with a large variety of skill requirements, making your crew's skills more useful. The main character (only) can get a special crystal that changes effect with the player's alignment and level, but the specialness is reserved for that crystal alone this time.



* ''Franchise/MegaMan'':
** ''VideoGame/MegaManX5'': X and Zero can equip two special parts after defeating the Mavericks that can be added to their armor.
** ''VideoGame/MegaManBattleNetwork'': The Navi Customizer lets you socket Mega Man with programs that enhance his abilities. There are rules for customizing, and breaking the rules may result in Mega Man getting bugged.



* ''VideoGame/XenobladeChronicles1'' includes socketed items that allow you to socket and unsocket gems without consequence to boost various attributes or give new ones entirely. Some items come pre-equipped with gems with the caveat that they cannot be removed. Certain gems can only be equipped in armor or only in weapons while some allow you to socket them in either one. Weapons can have up to three sockets while armor pieces can have only up to one and sometimes even the same weapon or armor piece can have more or less slots depending on the enemy that drops it.
* ''VideoGame/XenobladeChroniclesX'' uses a similar system to its predecessor with slots for augments. This time around, while there are equipment with pre-equipped augments, they don't fill up any slots, and a RandomlyGeneratedLoot system allows for dropped equipment to have varying numbers of slots. After completing a mid-game sidequest, a shop that allows for adding additional augment slots is unlocked. However, there are some items that can't have any extra slots added.

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* ''VideoGame/XenobladeChronicles'':
**
''VideoGame/XenobladeChronicles1'' includes socketed items that allow you to socket and unsocket gems without consequence to boost various attributes or give new ones entirely. Some items come pre-equipped with gems with the caveat that they cannot be removed. Certain gems can only be equipped in armor or only in weapons while some allow you to socket them in either one. Weapons can have up to three sockets while armor pieces can have only up to one and sometimes even the same weapon or armor piece can have more or less slots depending on the enemy that drops it.
* ** ''VideoGame/XenobladeChroniclesX'' uses a similar system to its predecessor with slots for augments. This time around, while there are equipment with pre-equipped augments, they don't fill up any slots, and a RandomlyGeneratedLoot system allows for dropped equipment to have varying numbers of slots. After completing a mid-game sidequest, a shop that allows for adding additional augment slots is unlocked. However, there are some items that can't have any extra slots added.



* The Orbments in all the games in the ''VideoGame/TrailsSeries'' have a set of slots for various Quartz. Which Quartz the player installs determine the stats and arts available to the character equipping the Orbment.

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* The Orbments in all the games in the ''VideoGame/TrailsSeries'' ''VideoGame/TheLegendOfHeroesTrails'' series have a set of slots for various Quartz. Which Quartz the player installs determine the stats and arts available to the character equipping the Orbment.
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* ''VideoGame/AbsentedAgeSquarebound'': Upper body and lower body armor can hold up to five Ectoplasms, which increase the stats separately from leveling the equipment up. The only way to remove Ectoplasm is to use Ecto-Cleaner.
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* ''VideoGame/{{Xenoblade}}'' includes socketed items that allow you to socket and unsocket gems without consequence to boost various attributes or give new ones entirely. Some items come pre-equipped with gems with the caveat that they cannot be removed. Certain gems can only be equipped in armor or only in weapons while some allow you to socket them in either one. Weapons can have up to three sockets while armor pieces can have only up to one and sometimes even the same weapon or armor piece can have more or less slots depending on the enemy that drops it.

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* ''VideoGame/{{Xenoblade}}'' ''VideoGame/XenobladeChronicles1'' includes socketed items that allow you to socket and unsocket gems without consequence to boost various attributes or give new ones entirely. Some items come pre-equipped with gems with the caveat that they cannot be removed. Certain gems can only be equipped in armor or only in weapons while some allow you to socket them in either one. Weapons can have up to three sockets while armor pieces can have only up to one and sometimes even the same weapon or armor piece can have more or less slots depending on the enemy that drops it.
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* ''VideoGame/LightFairytale'': The Orb system is similar to the Materia system of ''Final Fantasy VII''. However, weapons and armor automatically gain the affinity of elemental orbs equipped to them.
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* ''VideoGame/FinalFantasyX'' allows you to modify weapons; its GreenRocks were generally consumable items. While you can't unmodify a sword, you also don't need to; there's no randomly-generated equipment in the game. Instead, there is basically just ''one'' flavor of weapon and armor for each character, which is completely blank and which you then modify to your heart's desire, and which you can buy basically anywhere. Any combination of qualities you find in one weapon, you can create in another, with a few exceptions in the game's {{Infinity Plus One Sword}}s.

to:

* ''VideoGame/FinalFantasyX'' allows you to modify weapons; its GreenRocks were generally consumable items.items (oddly enough, the required items had the opposite effect: poison items made poison-resistant armor and antidotes made poisonous weapons). While you can't unmodify a sword, you also don't need to; there's no randomly-generated equipment in the game. Instead, there is basically just ''one'' flavor of weapon and armor for each character, which is completely blank and which you then modify to your heart's desire, and which you can buy basically anywhere. Any combination of qualities you find in one weapon, you can create in another, with a few exceptions in the game's {{Infinity Plus One Sword}}s.
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* The Orbments in all the games in the ''VideoGame/KisekiSeries'' have a set of slots for various Quartz. Which Quartz the player installs determine the stats and arts available to the character equipping the Orbment.

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* The Orbments in all the games in the ''VideoGame/KisekiSeries'' ''VideoGame/TrailsSeries'' have a set of slots for various Quartz. Which Quartz the player installs determine the stats and arts available to the character equipping the Orbment.
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** Path of Exile also has a socketed ''skill tree''. Around the skill tree, there are slots to socket Jewels into, which basically serve as an enchantable passive node, which you can craft to optimize your character's stat bonuses. Unique jewels also interact with the skill tree, such as converting a stat into a different type within an area, gaining bonuses based on the amount of the types of nodes you invested in the area, allowing you to put points into any node around it, and even upgrade active skills if you meet the attribute requirement threshold within its radius. More complex jewels alters every passive skill within its radius or add an entire new passive skill cluster. Which can have ''its own'' jewel sockets.

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** Path of Exile also has a socketed ''skill tree''. Around the skill tree, there are slots to socket Jewels into, which basically serve as an enchantable passive node, which you can craft to optimize your character's stat bonuses. Unique jewels also interact with the skill tree, such as converting a stat into the stats of nearby passive skills to a different type within an area, gaining bonuses based on the amount of the types of nodes one, letting you invested in the area, allowing you allocate skills without directly connecting to put points into any node around it, them, and even upgrade active skills if you meet the attribute requirement threshold within its radius. skills. More complex jewels alters can replace every passive skill within its radius with new ones, gain bonuses based on how it's connected to your skill tree, or add an entire new passive skill cluster. Which cluster of your making, which can have ''its own'' jewel sockets.
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* In a rare non-RPG example, this is how card upgrades work in the deckbuilding roguelike ''VideoGame/MonsterTrain.'' Rather than cards having fixed stats for upgrades, they instead have two sockets that upgrade stones are applied to. A pair of Artifacts will add a third socket to every card of a certain type in your deck.
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** A LoadingScreen tip in ''VideoGame/TorchlightII'' encourages you to use Ember and socketables when you find them since finding new equipment often coincided with finding better Ember. Although you can no longer transmute Ember into higher levels, you can transmute three socketables into a rare Ember with the grade being an average between the three.
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** ''VideoGame/DivinityOriginalSinII'': socketed equipment is randomly obtained and can be enhanced with "runes", which have different effects depending on the equipment type to which they're added. Runes can be added and removed at will; the ItemCrafting system also allows some runes to be fitted with "frames", which irreversibly creates a new rune.

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** ''VideoGame/DivinityOriginalSinII'': socketed equipment is randomly obtained and can be enhanced with "runes", each of which have has different effects depending on the equipment type to which they're it's added. Runes can be added and removed at will; the ItemCrafting system also allows some runes to be fitted with "frames", which irreversibly creates a new rune.

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* ''VideoGame/DivineDivinity'' refers to them as "charms". The difference here that the amount of charms you can put on a piece of equipment is determined by your Charms skill, in addition to the "Charm Quality" of the item.

to:

* ''VideoGame/DivineDivinity'':
**
''VideoGame/DivineDivinity'' refers to them as "charms". The difference here that the amount of charms you can put on a piece of equipment is determined by your Charms skill, in addition to the "Charm Quality" of the item.item.
** ''VideoGame/DivinityOriginalSinII'': socketed equipment is randomly obtained and can be enhanced with "runes", which have different effects depending on the equipment type to which they're added. Runes can be added and removed at will; the ItemCrafting system also allows some runes to be fitted with "frames", which irreversibly creates a new rune.
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* ''TabletopGame/EdgeOfTheEmpire'': Every weapon has a limited number of hardpoints that can be used to install improvements (underbarrel flamethrower, scope, etc.), and some Technician careers allow you to add more of them to weapons.
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[[quoteright:350:[[Webcomic/AwkwardZombie https://static.tvtropes.org/pmwiki/pub/images/ALL_OF_THEM_4363.jpg]]]]
[[caption-width-right:350:[[http://awkwardzombie.com/comic/socket-to-me ALL OF THEM.]]]]

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[[quoteright:350:[[Webcomic/AwkwardZombie [[quoteright:348:[[Webcomic/AwkwardZombie https://static.tvtropes.org/pmwiki/pub/images/ALL_OF_THEM_4363.jpg]]]]
[[caption-width-right:350:[[http://awkwardzombie.
org/pmwiki/pub/images/all_of_them.png]]]]
[[caption-width-right:348:[[http://awkwardzombie.
com/comic/socket-to-me ALL OF THEM.]]]]
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** Path of Exile also has a socketed ''skill tree''. Around the skill tree, there are slots to socket Jewels into, which basically serve as an enchantable passive node, which you can craft to optimize your character's stat bonuses. Unique jewels also interact with the skill tree, such as converting a stat into a different type within an area, gaining bonuses based on the amount of the types of nodes you invested in the area, allowing you to put points into any node around it, and even upgrade active skills if you meet the attribute requirement threshold within its radius.

to:

** Path of Exile also has a socketed ''skill tree''. Around the skill tree, there are slots to socket Jewels into, which basically serve as an enchantable passive node, which you can craft to optimize your character's stat bonuses. Unique jewels also interact with the skill tree, such as converting a stat into a different type within an area, gaining bonuses based on the amount of the types of nodes you invested in the area, allowing you to put points into any node around it, and even upgrade active skills if you meet the attribute requirement threshold within its radius. More complex jewels alters every passive skill within its radius or add an entire new passive skill cluster. Which can have ''its own'' jewel sockets.
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[[caption-width-right:350:[[http://www.awkwardzombie.com/comic1-060710.php ALL OF THEM.]]]]

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[[caption-width-right:350:[[http://www.awkwardzombie.com/comic1-060710.php [[caption-width-right:350:[[http://awkwardzombie.com/comic/socket-to-me ALL OF THEM.]]]]

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* ''VideoGame/FinalFantasyXIV'' also has a materia system, although they work more like gems from ''VideoGame/WorldOfWarcraft'', providing small stat bonuses. To create material, players must have equipment equipped long enough to achieve a 100% ''spiritbond'', at which point most of them can be converted into a random materia of the appropriate level and type (crafting gear turns into crafting materia, for example). Craftsmen of appropriate level can then attach them to their types of equipment with materia slots. Its possible to attach more materia than there are slots, but at the risk of failing and losing the materia entirely.
** Many items don't allow socketing of materia, but give bonuses to more stats to compensate.
** There's also a limit to how much of a bonus an item can give to a particular stat.
*** And since high-quality items usually have as much as they can hold of any stat they improve (much like the items without sockets), many [[AwesomeButImpractical materia are rendered useless in most situations]] because the equipment that's good enough to upgrade with powerful materia can't actually benefit from their full power.

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* ''VideoGame/FinalFantasyXIV'' also has a materia system, although they work more like gems from ''VideoGame/WorldOfWarcraft'', providing small stat bonuses. To create material, players must have equipment Materia can be obtained by converting gear that has been equipped long enough to achieve a reach 100% ''spiritbond'', at which point most "spiritbond"; higher-level gear has a higher chance of them can be converted turning into a random materia of the appropriate level and type (crafting gear turns into crafting materia, for example). Craftsmen of appropriate level higher-grade materia. These can then attach them be attached to their types gear by a crafter of equipment with materia slots. Its possible sufficient level, or by special "Materia Melder" [=NPCs=] (for a fee). Materia can be melded to attach more materia than there are gear beyond the number of allotted slots, but at the risk "advanced melding" like this has a chance of failing and losing failure, resulting in the materia entirely.
** Many items don't allow socketing of materia, but give bonuses
being destroyed, and cannot be performed by Materia Melder [=NPCs=]. Prior to more stats to compensate.
** There's
Patch 3.2, high-end gear typically lacked materia slots entirely; nowadays, it simply disallows advanced melding. There is also a limit to how much of a bonus an item can give to a particular stat.
*** And since high-quality items usually have as much as they can hold of any stat they improve (much like the items without sockets), many [[AwesomeButImpractical
high materia are rendered useless in most situations]] because the equipment that's good enough to upgrade with powerful materia can't actually benefit from their full power. can raise any given stat on a piece of gear.
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* ''VideoGame/GrimDawn'' has components and augments that can be attached to items to grant stat bonuses, new skills, or proc effects. A piece of equipment can only have one of each type of item attached to it.
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* In ''VideoGame/RavenswordShadowlands'', weapons and armor (some of them, at least) come with "Enhancement" slots, meaning that you can put gems into them that provide bonuses to either damage or your stats. However, there's also some other items like [[PoisonedWeapons Spider Venom]] that you have to put into such slot in order to make use of it.

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* In the ''VideoGame/MonsterHunter'' series, weapons, armor, and talismans each have zero to three slots that players can put decorations in to put points into a skill, which becomes active once enough points are added. Some of these decorations take away points from a different skill, which can activate a skill with a negative effect if enough points are taken away. Some decorations take up two or three slots, in exchange for providing a bigger boost than decorations that just need one slot.

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* In the ''VideoGame/MonsterHunter'' series, weapons, armor, and talismans each have zero to three slots that players can put decorations in to put points into a skill, which becomes active once enough points are added. Some of these decorations take away points from a different skill, which can activate a skill with a negative effect if enough points are taken away. away (for example, having enough negative points in a skill that boosts fire resistance will make you more vulnerable to fire-based attacks). Some decorations take up two or three slots, in exchange for providing a bigger boost than decorations that just need one slot.slot.
** ''VideoGame/MonsterHunterWorld'' revamps the game's skill system, and consequently how decorations work. Decorations drop randomly after high-rank missions, and only high-rank armors and weapons have decoration slots, with the "beta" versions of armor pieces having fewer built-in skills than the "alpha" versions, but more decoration slots.

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* ''TabletopGame/DungeonsAndDragons'' 3.5 has a supplement that introduced Augment Crystals, magical items that could be attached to your weapons or armor to provide bonuses. The advantage was that you could transfer the crystals to new items when you upgraded your equipment, so even if they weren't very powerful on their own, they never really became obsolete either.

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* ''TabletopGame/DungeonsAndDragons'' 3.5 has a 5:
** The ''Magic Item Compendium''
supplement that introduced introduces Augment Crystals, magical items that could which can be attached to your weapons or armor to provide bonuses. The item doesn't need an explicit "socket" for these crystals, but only one can be used at a time, and more powerful crystals only function when attached to a correspondingly powerful piece of equipment. Their advantage was is that you could can transfer the crystals to new items when you upgraded upgrade your equipment, so even if they weren't aren't very powerful on their own, they never really became become obsolete either.either. Some of these crystals also double as an ObviousRulePatch, allowing effects which are useful but niche (such as [[SummonToHand summoning your weapon from a short distance]] or letting it damage ghosts) to be accessible to players at a fixed cost, rather than the exponentially-scaling costs for adding these properties to magic weapons and armor directly.
** ''TabletopGame/{{Eberron}}'' supplement ''The Forge of War'' has Dragonshard Pommel Stones, which can be enchanted with the properties of a magic weapon and then grant these properties to any weapon they are attached to. Generally considered AwesomeButImpractical since they cost double the price of a normal magic weapon, and attaching one disables any magical properties the weapon had already.
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*** Also, gems very easily pop into and out of your equipment, and it's pretty much ''expected'' you shift your gems around into new spots if the gear you find has linked sockets that allow you to combine your gem-granted skills in new ways.
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* ''VideoGame/FinalFantasyXIV'' also has a materia system, although they work more like gems from WorldOfWarcraft, providing small stat bonuses. To create material, players must have equipment equipped long enough to achieve a 100% ''spiritbond'', at which point most of them can be converted into a random materia of the appropriate level and type (crafting gear turns into crafting materia, for example). Craftsmen of appropriate level can then attach them to their types of equipment with materia slots. Its possible to attach more materia than there are slots, but at the risk of failing and losing the materia entirely.

to:

* ''VideoGame/FinalFantasyXIV'' also has a materia system, although they work more like gems from WorldOfWarcraft, ''VideoGame/WorldOfWarcraft'', providing small stat bonuses. To create material, players must have equipment equipped long enough to achieve a 100% ''spiritbond'', at which point most of them can be converted into a random materia of the appropriate level and type (crafting gear turns into crafting materia, for example). Craftsmen of appropriate level can then attach them to their types of equipment with materia slots. Its possible to attach more materia than there are slots, but at the risk of failing and losing the materia entirely.
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* ''VideoGame/CapellasPromise'' has orbs, which can be placed into equipment for bonus effects but can never be removed.
* ''VideoGame/ForeverHome'' has Shards, which work a lot like Materia from ''Final Fantasy VII'' in that they can be duplicated after they accumulate enough PP.
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* ''VideoGame/{{Dota2}}'' uniquely has this only for cosmetic effects. Fitting, as the items themselves are strictly cosmetic.

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* ''VideoGame/{{Dota2}}'' ''VideoGame/Dota2'' uniquely has this only for cosmetic effects. Fitting, as the items themselves are strictly cosmetic.
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Left some brackets hanging


* ''VideoGame/ExaPico]]'':

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* ''VideoGame/ExaPico]]'':''VideoGame/ExaPico'':

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* In the first ''ArTonelico'' game, all equipments can be enhanced by placing Grathnode Crystals into them, each of which have different effects like adding elemental damage or increasing stats. Said crystals can also be applied to the Song Magic of the Reyvateils to make them hit more times or cost less MP. Also happens in the third game, as the girls' Song Magic can be customized using fairies called Hyumas that aside of providing extra effects like buffs, elemental resistances and increase to the periodic healing in battle, also changes the battle music depending on how the battle goes.

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* In the first ''ArTonelico'' game, all equipments ''VideoGame/ExaPico]]'':
** ''VideoGame/ArTonelicoMelodyOfElemia'': All equipment
can be enhanced by placing Grathnode Crystals into them, each of which have different effects like adding elemental damage or increasing stats. Said crystals can also be applied to the Song Magic of the Reyvateils to make them hit more times or cost less MP. Also happens in the third game, as the
** ''VideoGame/ArTonelicoQogaKnellOfArCiel'': The
girls' Song Magic can be customized using fairies called Hyumas that aside of providing extra effects like buffs, elemental resistances and increase to the periodic healing in battle, also changes the battle music depending on how the battle goes.

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* Many artifacts in the role-playing game ''VideoGame/{{Exalted}}'' have slots for hearthstones, which can be used either to regain Essence (common trait for all hearthstones) or to utilize a power unique to the stone.


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* Many artifacts in the role-playing game ''TabletopGame/{{Exalted}}'' have slots for hearthstones, which can be used either to regain Essence (common trait for all hearthstones) or to utilize a power unique to the stone.

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