Created By: NotSoBadassLongcoat on January 6, 2013 Last Edited By: morenohijazo on January 17, 2016
Troped

Color Coded Item Tiers

That thing where magic items in a video game have color-coded tiers of power and rarity.

Name Space:
Main
Page Type:
Trope
Seen It a Million Times: 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 Color-Coded for Your Convenience. 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 Power Glows and Bling of War, 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 codified by World of Warcraft, mundane white items, followed by green "uncommon" ones, blue "rare" ones and purple "epic" ones. Sometimes, orange or golden tier of 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 Color-Coded for Your Convenience. Compare with Law of Chromatic Superiority.


Examples:

Action Adventure
  • 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 The Legend of Zelda 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.

Action RPG
  • Diablo:
    • The first game's division between standard (white) items, enchanted (blue) ones and uniques (yellow), may be considered an Ur-Example. 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 Diablo II 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)
    • Diablo III 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 Digimon World 4, 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 mod slots generated on the item.
  • Path of Exile 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.
  • Titan Quest 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.
  • Torchlight 2 has white (common) > green(uncommon) > blue (rare) > orange (unique), with purple being reserved for quest-related items.
  • In God Eater Burst, 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.

Card Battle Game
  • Hearthstone: Heroes of Warcraft is a semi-subversion. Cards follow the World of Warcraft 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).
  • Might and Magic 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.

First-Person Shooter
  • The first 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 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 Awesome, but Impractical powerful guns with significant drawbacks, and Orange ones are ultra-rare items akin to the Pearlescent ones from the first game.
  • Counter-Strike: 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).
  • Team Fortress 2 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.

Massively Multiplayer Online Role-Playing Game
  • World of Warcraft is the Trope Codifier 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.
  • Star Trek Online uses white for common, green for uncommon, blue for rare, purple for very rare, and light purple for ultra rare (reserved for Fleet gear).
  • Star Wars: The Old Republic features five colors: green, blue, orange (Socketed Equipment that allows you to freely swap the stat-boosting components to match your level while keeping the same look), purple (coming from Rare Random Drops and stores selling gear for endgame dungeon tokens; usually Socketed Equipment 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.
  • The Lord of the Rings Online:
    • White/Common
    • Yellow/Uncommon
    • Purple/Rare
    • Cyan/Incomparable
    • Orange/Epic
  • The Secret World 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).
  • Vindictus also has item qualities that follow the usual Grey > White > Green > Blue > Purple pattern. They stop at purple for now.

Strategy RPG
  • In 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 Infinity+1 Sword, Joke Weapons and some unique weapons that Optional Party Members 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.

Survival Horror
  • Dead Island follows the usual White-Green-Blue-Purple-Orange formula.

Western RPG
  • Items in the Dragon Age series are color-coded by their material. Dragon Age: Origins 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). Dragon Age II subverts this: despite having material and color tiers for the items, the real power/quality of an item is determined by a hidden statistic.

Wide Open Sandbox
  • Terraria has 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).

Non Videogame Examples
  • Magic: The Gathering eventually coded the card rarities. Black means common, silver means uncommon, gold means rare, and orange means mythic rare.
Community Feedback Replies: 68
  • January 6, 2013
    Khantalas
    • Dragon Age II has both a color system and a level system for its loot. Brown loot has no stat bonuses, white loot has minor stat bonuses and is only rarely pregenerated, orange loot has generally higher stat bonuses and is never randomly generated, while purple loot has the highest stat bonuses and generally opens a codex entry about the item's legend when acquired. DLC adds a fifth color, green, which is used by all pregenerated DLC items, regardless of stat bonuses, but most DLC items are useful well into the game. Each item also has between zero and five stars, depending on your level, to show how relevant it is to your current level.
  • January 6, 2013
    DRCEQ
    ^^ Clarification on Borderlands 2:

    The quality is

    • White = Common
    • Green = Uncommon
    • Blue = Rare
    • Purple = Very Rare
    • Magenta = Very Rare E-Tech
    • Orange = Unique.

    Anyways...

    • Dead Island, much like Borderlands, follows the White > Green > Blue > Purple > Orange formula.
  • January 6, 2013
    Astaroth
    • Weapons and armor in Diablo II (not sure about the other Diablo games) have color-coded text to indicate their power. The colors 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)
  • January 6, 2013
    acrobox
    Rupees in The Legend Of Zelda 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.
  • January 6, 2013
    SeptimusHeap
    A trope about videogames ought not to be named Green Blue Purple.

    And since it's not a game mechanic, it should not be video game specific.
  • January 6, 2013
    morenohijazo
    • Team Fortress 2 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.

    • World Of Warcraft follows the seemingly classic formula: Grey (Poor) > White (Common) > Green (Uncommon) > Blue (Rare) > Purple (Epic) > Orange (Legendary). There also seems to be a "pale gold" item quality that is above legendary (orange) that has yet to be implemented.

    • Vindictus also has item qualities that follow the usual Grey > White > Green > Blue > Purple pattern. They stop at purple for now.
  • January 6, 2013
    DRCEQ
    ^ World Of Warcraft is a Zero Context Example. You can't just say "Duh!" and expect everyone who has never played the game to know exactly how this trope applies to it.

    Name Suggestion: Chromatic Order Of Weapon Quality
  • January 6, 2013
    Megaptera
    Diablo III 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.
  • January 6, 2013
    rodneyAnonymous
    Guild Wars uses blue<green<orange<purple. There is no consistent pattern. This is maybe Color Coded For Your Convenience?
  • January 6, 2013
    Megaptera
    The Lord Of The Rings Online:
    • White/Common
    • Yellow/Uncommon
    • Purple/Rare
    • Cyan/Incomparable
    • Orange/Epic

    No, I don't think there's any consistent code from one game to the next, the way you see more often with red health potions and blue mana potions.
  • January 6, 2013
    rodneyAnonymous
    This draft describes a "formula" that does not exist. What the item color codes mean is a detail specific to Warcraft and some other games.
  • January 6, 2013
    NotSoBadassLongcoat
    The color order is less important, but I think it's trope-worthy as a subtrope of Color Coded For Your Convenience in regard to videogame loot mechanics. "Chromatic Order of Weapon Quality" is a good name, from what I see - a lot of games use color coding (and those I mentioned happen to use very similar tiers with the same color order), just not the most common green-blue-purple order. Still can be salvaged after minor rewrites.
  • January 6, 2013
    Rognik
    I'd call the Guild Wars example a subversion, due to it trying to make itself different in many ways. If I remember in the original, the exact tiers were white>blue>plue>orange>green(unique). In the sequel, it's a more rainbow chromatic progression, starting at blue and progresses to orange. I think there might be one tier higher, either red or pink, but I forget now.
  • January 7, 2013
    Arivne
    If anything, this should be about the pattern found within a Video Game or series of Video Games.
  • January 7, 2013
    TrueShadow1
    • In Disgaea games, 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.
  • January 7, 2013
    Someoneman
    The current title says nothing about the trope. I suggest Color Coded Item Tiers or Color Coded Power Levels.
  • January 7, 2013
    SeptimusHeap
    ^I agree with Colour Coded Item Tiers.
  • January 7, 2013
    reversePsychologist
    Edited the Warcraft post, since it had zero context. Apologies, I just thought the trope's unvaried version would fit Warcraft without further explanation, plus it's the most famous MMORPG around to the point that I thought it started the trope...? I think this is tropeworthy and agree with Colour Coded Item Tiers as a title. I was wondering though, should we all decide for a way to format the quality colors to make the page look more homogeneous? Some are using lists, some commas, some >s. (Sorry, I am a newbie troper)
  • January 7, 2013
    King9999
    How about Color Spectrum of Power for the name?
  • January 7, 2013
    DRCEQ
    Nah, that makes it sound like colors themselves are used for power. Kind of like the Emotional Spectrum in Green Lantern.
  • January 7, 2013
    Desertopa
    Count another vote for Color Coded Item Tiers.
  • January 7, 2013
    Onitatsu
    Titan Quest, being very similar to Diablo, has this: Grey/Broken, White/Normal, Yellow/Magical, Green/Rare, Blue/Mythological and Purple/Legendary. Unlike other games, Purple Items are only avaible on Epic and Legendary mode, as they don't drop during normal difficulty.
  • January 7, 2013
    reversePsychologist
    ^I think purple items dropping only on higher difficulties is a thing in many MMORPGS, or at least it's a thing in World of Warcraft.
  • January 8, 2013
    Lego3400
    To fix the wow scale. Pale yellow arent' on the scale at all. They're used specificly for Heirlooms and other account bound items ment to apply to the whole account or be passed around among alts.
  • January 8, 2013
    Nomic
    Torchlight 2 (probably the first one as well, but I haven't played that) was white (common) > green(uncommon) > blue (rare) > orange (unique), with quest-related items being color coded with purple.
  • January 8, 2013
    acrobox
    The only consistent pattern is that Green is towards the bottom of the tier and Purple is usually towards the higher end if its even there. but whether green is the absolute lowest or purple is the absolute highest or there are 3 or more colors or whatever is up in the air.
  • January 8, 2013
    McKathlin
    See also Law Of Chromatic Superiority. The reason I'm not calling this YTTKW out as being the same trope, is that usually I see this YTTKW manifest as the color of the item name's text, rather than the color of the physical item itself.
  • January 8, 2013
    lakingsif
    Rupees in the Legend Of Zelda.
  • January 10, 2013
    NotSoBadassLongcoat
    Renamed to Color Coded Item Tiers. World Of Warcraft named as the Trope Codifier, as the original green > blue > purple progression has been "borrowed" by other games as well, while the first Diablo can be considered the Ur Example. I'll hang my hat on this one already.
  • January 10, 2013
    Koveras
    • Items in the Dragon Age series are color-coded by their material. Dragon Age Origins 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). Dragon Age II averts it, however: the materials, as well as colors, are purely cosmetic, while a hidden stat determines the quality of an item.
  • January 17, 2013
    NotSoBadassLongcoat
    Okay, could you please review it again and say if it's already worthy of publishing?
  • January 17, 2013
    Koveras
    ^ My opinion is that it is not, because several of the examples in the comments have been ignored without explanation.
  • January 17, 2013
    troacctid
    Example Indentation needs to be fixed before launching.
  • January 17, 2013
    SeptimusHeap
    Bullet-pointage corrected.
  • November 28, 2013
    NotSoBadassLongcoat
    Added some more examples. However, I am against adding the complex system from the first Dragon Age, as it's too complicated for the original concept behind inventory markings. The example from second game stands as a subversion that actually disregards the whole material/tier mechanic.
  • November 28, 2013
    DAN004
  • November 28, 2013
    DAN004
    • 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.
  • November 28, 2013
    MorningStar1337
    • Disgaea has 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. 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 Infinity Plus One Sword, Joke Weapons and some unique weapons that Optional Party Members 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.
  • November 29, 2013
    DAN004
    Come to think of it, do we have "Item Tiers" as a trope by itself?
  • November 29, 2013
    Koveras
    ^ I don't think we do. We do have Spell Levels and Tiered By Name... looks like a Missing Supertrope.

    • Path Of Exile 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.
  • November 29, 2013
    DAN004
    YKTTW time? :D
  • November 29, 2013
    Sandbylur
    ^^^^^ There is no relation to Underground Monkey. Underground Monkey is about reusing a monster type in a different context. This is about entirely different items having colour-coded names or icons to tell the player their relative strength.
  • November 29, 2013
    ShanghaiSlave
    Color Coded Elements attribute don't fall under here right?

    RPG (Monster Hunting?)
    • In God Eater Burst, 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.

    I'm only sure about the purple and special background though. it's been a while since i've played it.
  • November 29, 2013
    DAN004
    Come to think of it... Tiered By Name doesn't sound clear on what is being tiered there.
  • November 30, 2013
    UltramarineAlizarin
    Action RPG
    • In Digimon World 4, 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 mod slots generated on the item.
  • January 17, 2014
    ZorialDiamond
    In the FATE series, the magical nature of an item is indicated by its color background in the inventory screen. Nonmagical items have no such color, items with only a few effects are purple, more magical items have a teal background, and the set "artifacts" in the game are indicated by yellow.

    Sorry for the lack of links and text edits, I'm new here. ^^;
  • January 17, 2014
    StarSword
    MMORPG:
    • Star Trek Online uses white for common, green for uncommon, blue for rare, purple for very rare, and light purple for ultra rare (reserved for Fleet gear).
  • January 17, 2014
    ShanghaiSlave
    somehow the God Eater example wasn't added. why?
  • January 17, 2014
    DAN004
    Add my example plz ;_;
  • December 22, 2015
    Lego3400
    Is there a reason this page was never launched? It has 5 hats and a number of examples
  • December 22, 2015
    Koveras
    ^ Probably because the OP went AWOL in late 2013 and hasn't been spotted here since.
  • December 22, 2015
    Lego3400
    Does that make the trope up for grabs enough that it can be launched without them?
  • December 22, 2015
    DAN004
    ^ Add examples first.
  • December 22, 2015
    DragonQuestZ
    ^ That and the description needs fleshing out.

    • Magic The Gathering eventually coded the card rarities. Black meant common, silver meant uncommon, and gold meant rare.

    I think Destiny color codes weapons.
  • December 22, 2015
    DAN004
    Removed hat cuz this is far from finished.
  • December 22, 2015
    ZuTheSkunk
    • 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.
  • December 23, 2015
    Koveras
    @Lego3400: Yes, this one if definitely Up For Grabs by any reckoning, but no, it's not ready for launch until all the examples from the comments are properly vetted and sorted.
  • December 23, 2015
    Jokubas
    Unless it already exists, it might be worth making a similar trope for the (usually MMO) "Consideration System", where monster difficulty is color-coded in a very similar fashion. With white/gray being low, moving past green, to blue, and usually with purple at the higher end.

    World Of Warcraft http://wow.gamepedia.com/Mob_difficulty_colors

    Dark Age Of Camelot http://camelot.allakhazam.com/journal.html?user=248842&mid=111931352271827

    City Of Heroes http://cityofheroes.wikia.com/wiki/Con_System
  • December 24, 2015
    morenohijazo
    • Terraria has 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).
  • December 24, 2015
    QuestionMarker
    • Hearthstone Heroes Of Warcraft is a semi-subversion. Cards follow the World Of Warcraft 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).
  • December 24, 2015
    DAN004
    Come to think of it, can this be broadened to "color-coded tiers" in general? It's not just items that are tiered, y'know.
  • December 25, 2015
    dalek955
    In the Path Of Exile example, some players and even the wiki have been known to refer simply to white, blue, gold and orange items.
  • December 25, 2015
    crazysamaritan
    • Magic The Gathering coded the card rarities. Black means common, silver means uncommon, gold means rare, and orange means mythic rare.

  • December 25, 2015
    Koveras
    I think it's good for launch now.
  • December 25, 2015
    DAN004
    ^ no, cuz someone has to answer my issue.
  • December 25, 2015
    Koveras
    ^ The answer to your question is probably "no", because revamping a three-years old YKTTW with over 60 comments and 5 hats shortly before launch is a bad idea, because you'd have to start the review and vetting process all over again, and the "colored item tiers" is obviously common enough to stand as a trope on its own. Feel free to start a new YKTTW for the "color-coded tiers" supertrope, however.
  • January 17, 2016
    morenohijazo
    Possible indexes?
  • January 17, 2016
    Koveras
http://tvtropes.org/pmwiki/discussion.php?id=93q7cv0kpzqap5agivlzbh4y