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* Clothing in the ''Franchise/{{Splatoon}}'' series has randomly generated sub-abilities. Each piece of clothing can get up to four sub-abilities, which can be earned by getting experience points in battle.
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* In ''VideoGame/NiNoKuniIIRevenantKingdom'', every piece of equipment has 1 to 2 random auto-abilities.
* In ''VideoGame/Persona3'', certain pieces of equipment come with a random effect which range from increasing a character's stat to doing increased damage to certain enemies.

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[[folder:Action-Adventure]]
* ''VideoGame/ANNOMutationem'': In the Mysterious Console DLC, which occurs in a {{roguelike}} dungeon, entering certain rooms or [[KillEnemiesToOpen defeating all enemies]] will cause an item chest to fall from above and give out a random reward of either being a new weapon to utilize or health / ammo for current weapons.
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* ''[[VideoGame/SuperSmashBros Super Smash Bros. for Wii U / 3DS]]'' has equipment, which a fighter can equip three of, each of which increases one stat, and decreases another, and sometimes giving another advantage or penalty. Anyone can equip badges, but there are other types that only a few fighters (or just one) can use.

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* ''[[VideoGame/SuperSmashBros Super Smash Bros. for Wii U / 3DS]]'' ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' has equipment, which a fighter can equip three of, each of which increases one stat, and decreases another, and sometimes giving another advantage or penalty. Anyone can equip badges, but there are other types that only a few fighters (or just one) can use.
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* ''TabletopGame/BurgleBros'' features random Loot cards (and Tool cards) drawn from a shuffled deck as needed.
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** The ''Infinite Dungeons'' premium module has this kind of randomly generated loot drops.
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[[folder:Puzzle Game]]
* In ''VideoGame/LoveAndPies'', item generators can be upgraded to spawn more than one kind of item, and sometimes, it's the only way to get certain items.
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[[folder:Sports Games]]
* In ''VideoGame/MaddenNFL'', the in-game [[DraftingMechanic draft classes]] are made up of randomly generated players to add to your team. Everything from their names to their height/weight to their attributes are randomly created. They qualify as "loot" in the sense that they are valuable resources to add to your team.
* In ''VideoGame/NCAAFootball'', like it's ''Madden'' sister series, has recruiting classes made up of randomly generated players to recruit to your team.
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Yeah, that's Older Than You Think.


* The ''VideoGame/{{Diablo}}'' series is the TropeCodifier. It featured individual pieces of equipment with random variations in stats, but special effects were mostly fixed to specific item types.
* The ''VideoGame/{{Torchlight}}'' series uses a similar system to Diablo, with individual stat variations and SocketedEquipment.

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* The ''VideoGame/{{Diablo}}'' ''VideoGame/MightAndMagic'' series is the TropeCodifier.TropeCodifier (starting with the third game). It featured individual pieces of equipment with random variations in stats, but special effects were mostly fixed to specific item types.
* ''VideoGame/{{Diablo}}'' uses a comparable system to Might and Magic, albeit ''six years later''.
* The ''VideoGame/{{Torchlight}}'' series uses a similar system to Diablo, Might and Magic, with individual stat variations and SocketedEquipment.



* ''VideoGame/PathOfExile'' follows the ''Diablo'' model of basic templates with numerous prefixes and suffixes denoting special enchantments, plus multiple tiers of rarity/power.

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* ''VideoGame/PathOfExile'' follows the ''Diablo'' ''Might and Magic'' model of basic templates with numerous prefixes and suffixes denoting special enchantments, plus multiple tiers of rarity/power.



* Magical weapons and armor in ''TabletopGame/DungeonsAndDragons'' 3rd Edition, when rolled for instead of picked by the GameMaster, are wholly randomly generated starting from weapon or armor type to the nature of the enchantments upon them. Well, random except anything magical always has at least a +1 bonus before any other properties. The strength of the item (minor, medium, or major) sets upper and lower bounds on the power level that can be rolled. It's generally easier to get an extra plus on something rather a special property.

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* Magical weapons and armor in ''TabletopGame/DungeonsAndDragons'' 3rd Edition, ''TabletopGame/DungeonsAndDragons'', when rolled for instead of picked by the GameMaster, are wholly randomly generated starting from weapon or armor type to the nature of the enchantments upon them. Well, random except anything magical always has at least a +1 bonus before any other properties. The strength of the item (minor, medium, or major) sets upper and lower bounds on the power level that can be rolled. It's generally easier to get an extra plus on something rather a special property.
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This trope has the odd side effect of invoking VideoGameCaringPotential: the loot that emerges from the RandomNumberGod can have a lot of personality, and it's not unusual for players to get attached to their various pieces of gear. Of course, no matter how great your gun is ({{S|hockAndAwe}}parking [[VideoGame/DeadSpace3 Shootbanger]] of [[LuckilyMyShieldWillProtectMe +5 Fortitude]], [[HyperspaceArsenal +6 Grenade capacity]], +3 Socks), there's always something greater awaiting you in the next dungeon, and to exploit it you'll need to discard [[ICallItVera Vera]] or whatever without a second thought. Remember, If every piece of gear in the game is awesome, then every piece is simultaneously VendorTrash.

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This trope has the odd side effect of invoking VideoGameCaringPotential: the loot that emerges from the RandomNumberGod can have a lot of personality, and it's not unusual for players to get attached to their various pieces of gear. Of course, no matter how great your gun is ({{S|hockAndAwe}}parking [[VideoGame/DeadSpace3 Shootbanger]] of [[LuckilyMyShieldWillProtectMe +5 Fortitude]], [[HyperspaceArsenal +6 Grenade capacity]], +3 Socks), there's always something greater awaiting you in the next dungeon, and to exploit it you'll need to discard [[ICallItVera Vera]] or whatever without a second thought. Remember, If every piece of gear in the game is awesome, then every piece is simultaneously VendorTrash.
BetterOffSold.
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* ''VideoGame/ShadowWarrior2'' has randomized upgrade gems and medallions that alter weapon/player stats and add special effects to spells and weapons, the latter of which remain fixed and consistent throughout the game apart from directly (and permanently) upgrading their base stats with Masamune Orbs. In this way the game manages to avoid Borderlands' pitfall of having [[SoLastSeason level-restricted throwaway weapons]], instead focusing on letting the player customize their arsenal however they please and ensuring that the starting weapons aren't left behind later in the game.

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* ''VideoGame/ShadowWarrior2'' has randomized upgrade gems and medallions that alter weapon/player stats and add special effects to spells and weapons, the latter of which remain fixed and consistent throughout the game apart from directly (and permanently) upgrading their base stats with Masamune Orbs. In this way the game manages to avoid Borderlands' pitfall of having [[SoLastSeason level-restricted throwaway weapons]], instead focusing on letting the player customize their arsenal however they please and ensuring that the starting weapons aren't left behind later in the game.
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** Some unique items have an extremely wide range of mods or mod values it can roll. For example, [[https://www.poewiki.net/wiki/Ventor%27s_Gamble Ventor's Gamble]] can roll life, item quantity/rarity, and resistance values as high as the best-rolled rare rings or put them in the negatives, and [[https://www.poewiki.net/wiki/Watcher%27s_Eye Watcher's Eye]] comes with 2 or 3 mods out of the 90 it can spawn with. While you can reroll number values using a Divine Orb, most items with random mods are stuck with whatever they get.
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do not trope own words.


This trope has the odd side effect of invoking VideoGameCaringPotential: the loot that emerges from the RandomNumberGod can have a lot of personality, and it's not unusual for players to get attached to their various pieces of gear. Of course, no matter how great your gun is ({{S|hockAndAwe}}parking [[VideoGame/DeadSpace3 Shootbanger]] of [[LuckilyMyShieldWillProtectMe +5 Fortitude]], [[HyperspaceArsenal +6 Grenade capacity]], [[ArsonMurderAndJaywalking +3 Socks]]), there's always something greater awaiting you in the next dungeon, and to exploit it you'll need to discard [[ICallItVera Vera]] or whatever without a second thought. Remember, If every piece of gear in the game is awesome, then every piece is simultaneously VendorTrash.

to:

This trope has the odd side effect of invoking VideoGameCaringPotential: the loot that emerges from the RandomNumberGod can have a lot of personality, and it's not unusual for players to get attached to their various pieces of gear. Of course, no matter how great your gun is ({{S|hockAndAwe}}parking [[VideoGame/DeadSpace3 Shootbanger]] of [[LuckilyMyShieldWillProtectMe +5 Fortitude]], [[HyperspaceArsenal +6 Grenade capacity]], [[ArsonMurderAndJaywalking +3 Socks]]), Socks), there's always something greater awaiting you in the next dungeon, and to exploit it you'll need to discard [[ICallItVera Vera]] or whatever without a second thought. Remember, If every piece of gear in the game is awesome, then every piece is simultaneously VendorTrash.
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The downside, of course, is that randomness is the enemy of skill development. To get good at something--a FightingGame, a Roguelike, TabletopGame/{{chess}}--you need to do it over and over, learning as you do about patterns and behaviors. Eventually, you reach a point where you can guess what's going to happen next, and what to do under those circumstances. RandomlyGeneratedLoot can slow down this process because one of the things you need to know about are your own character's capabilities--and when those are constantly changing because you're constantly swapping out new equipment, you can't establish a baseline and will have trouble learning to play or fight to the best of your abilities. (This is a big reason why games like ''VideoGame/TeamFortress2'' have random elements, like {{Critical Hit}}s, turned off during high-level TournamentPlay.)

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The downside, of course, is that randomness is the enemy of skill development. To get good at something--a FightingGame, a Roguelike, TabletopGame/{{chess}}--you need to do it over and over, learning as you do about patterns and behaviors. Eventually, you reach a point where you can guess what's going to happen next, and what to do under those circumstances. RandomlyGeneratedLoot Randomly generated loot can slow down this process because one of the things you need to know about are your own character's capabilities--and when those are constantly changing because you're constantly swapping out new equipment, you can't establish a baseline and will have trouble learning to play or fight to the best of your abilities. (This is a big reason why games like ''VideoGame/TeamFortress2'' have random elements, like {{Critical Hit}}s, turned off during high-level TournamentPlay.)
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* ''VideoGame/ShadowWarrior2'' has randomized upgrade gems and medallions that alter weapon/player stats and add special effects to spells and weapons, the latter of which remain fixed and consistent throughout the game apart from directly (and permanently) upgrading their base stats with Masamune Orbs. In this way the game manages to avoid Borderlands' pitfall of having [[SoLastSeason level-restricted throwaway weapons]], instead focusing on letting the player customize their arsenal however they please and ensuring that the starting weapons aren't left behind later in the game.
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* ''VideoGame/{{Elona}}'' follows a system similar to ''Angband'', with regular items, like ''a steel helm'', magical items (''a conspicious steel helm'') which get 1-3 random modifiers, and randarts (''the historic helm <White Wrath>'') that have even more modifiers as well as higher stats than a base item of that type. Randarts generated cursed will usually get negative modifiers.
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Restoring examples that were deleted without a reason given.

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

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

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This trope has the odd side effect of invoking VideoGameCaringPotential: the loot that emerges from the RandomNumberGod can have a lot of personality, and it's not unusual for players to get attached to their various pieces of gear. Of course, no matter how great your gun is ([[ShockAndAwe Sparking]] [[VideoGame/DeadSpace3 Shootbanger]] of [[LuckilyMyShieldWillProtectMe +5 Fortitude]], [[HyperspaceArsenal +6 Grenade capacity]], [[ArsonMurderAndJaywalking +3 Socks]]), there's always something greater awaiting you in the next dungeon, and to exploit it you'll need to discard [[ICallItVera Vera]] or whatever without a second thought. Remember, If every piece of gear in the game is awesome, then every piece is simultaneously VendorTrash.

to:

This trope has the odd side effect of invoking VideoGameCaringPotential: the loot that emerges from the RandomNumberGod can have a lot of personality, and it's not unusual for players to get attached to their various pieces of gear. Of course, no matter how great your gun is ([[ShockAndAwe Sparking]] ({{S|hockAndAwe}}parking [[VideoGame/DeadSpace3 Shootbanger]] of [[LuckilyMyShieldWillProtectMe +5 Fortitude]], [[HyperspaceArsenal +6 Grenade capacity]], [[ArsonMurderAndJaywalking +3 Socks]]), there's always something greater awaiting you in the next dungeon, and to exploit it you'll need to discard [[ICallItVera Vera]] or whatever without a second thought. Remember, If every piece of gear in the game is awesome, then every piece is simultaneously VendorTrash.



[[folder: Fighting ]]

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[[folder: Fighting ]][[folder:Fighting]]



[[folder: First Person Shooter ]]

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[[folder: First [[folder:First Person Shooter ]]Shooter]]



[[folder: MMORPG ]]
* ''VideoGame/PerfectWorld'': When a player [[ItemCrafting crafts an item]] it uses a template with randomly generated stats.

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[[folder: MMORPG ]]
[[folder:MMORPG]]
* ''VideoGame/PerfectWorld'': When a player [[ItemCrafting crafts an item]] item]], it uses a template with randomly generated stats.



[[folder: Role Playing Game ]]

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[[folder: Role [[folder:Role Playing Game ]]Game]]



[[folder: Roguelike ]]

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[[folder: Roguelike ]][[folder:Roguelike]]



* In ''[[VideoGame/RagnarokRoguelike Ragnarok]]'', the only consistent loot in the game is that the village shop will always have a grappling hook and a pick axe, and Odin's tower (located just before the FinalBattle) has one of every item in the game. While powerful items are more likely to spawn on harder levels, it's possible to find items such as the wand of wishing on the very first level.

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* In ''[[VideoGame/RagnarokRoguelike Ragnarok]]'', ''VideoGame/{{Ragnarok|Roguelike}}'', the only consistent loot in the game is that the village shop will always have a grappling hook and a pick axe, and Odin's tower (located just before the FinalBattle) has one of every item in the game. While powerful items are more likely to spawn on harder levels, it's possible to find items such as the wand of wishing on the very first level.



[[folder: Strategy ]]

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[[folder: Strategy ]][[folder:Strategy]]



[[folder: Third Person Shooter ]]

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[[folder: Third [[folder:Third Person Shooter ]]Shooter]]



* ''VideoGame/{{Warframe}}'' features riven mods. Awarded occasionally for completing sorties, these mods come with a randomised challenge which, once completed with a particular riven mod equipped, will reveal to you a mod granting randomised bonuses and penalties to a specific weapon, the strength of which depends on the weapon's disposition, which is determined by its popularity among the players (the more popular it is, the less disposition it has).



[[folder: Tabletop Games]]

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

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This trope covers equipment which is [[ProceduralGeneration generated using random numbers by the game engine]] [[GameplayRandomization using random numbers]] rather than being hard-coded into the game. Obviously the algorithms used for this vary, but usually involve some combination of:
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* ''VideoGame/FuryUnleashed'' is more gameplay focused, with random elemental effects, damage, attack speed, and mag size on your guns as gravy, but it's possible for the game to cough up a rocket launcher that walks like an assault rifle. Armor is all pre-baked though.
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