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The programmers or writers come up with an element for the hero to use. It's all cool, but they forget to make (or Dummied Out
) any enemies that are affected by that element in any way. Or they put an item in that cures a specific one of the Standard Status Effects
, but the said status is AWOL. You might be able to sell it for a little bit, but it won't be worth as much as Vendor Trash
that exists for that purpose.
Compare/contrast Useless Useful Spell
, Lethal Joke Item
, and Elemental Rock-Paper-Scissors
. See also Antidote Effect
, where it's strategic concerns that make something useless rather than programming ones.
Not the opposite of Use Item
- In Lufia II: Rise of the Sinistrals, the "Sea Ring" is strong against "Sea Creatures", but the programmers didn't flag any monsters as "Sea Creatures".
- Again in the same game, there is a Capsule monster with "Soil" attacks. There are no monsters with the "Soil" flag set.
- The "Ghost", "Dragon", and "Bug" Pokémon types during Pokemon Red And Blue were this with respect to attacking in the Elemental Rock-Paper-Scissors:
- "Ghost" type Pokémon were supposedly strong against Psychic types, but out of three Ghost type moves available in the first generation, one was a status attack, another only inflicted fixed damage, and the third was completely ineffective against Psychics due to a glitch in the Elemental Rock-Paper-Scissors chart. Worse, the Gastly line, the only Ghost-type Pokémon in the first generation, were also part Poison, making them vulnerable to Psychic attacks themselves. Finally, the strongest first-generation pokémon (Mewtwo) was also a Psychic, making the Psychic elemental type an overall Game Breaker.
- The other type that psychic Pokémon were supposedly weak against, the Bug type, had three moves that did direct damage: Leech Life, Pin Missile, and Twineedle. Of those three, exactly one was learned by a Pokemon that wasn't Poison-typed; specifically, Jolteon learned Pin Missile.
- "Dragon"-type Pokémon were supposedly strong against other Dragons, but the sole "Dragon" type move in the first generation inflicted fixed damage, ignoring elemental type bonuses and making it almost useless against the sole Dragon-themed trainer in the game.
- There were some other items that were useless. The Dire Hit item, which was supposed to boost the chance of critical hits, was bugged and worse than useless; using it would prohibit your Pokemon from getting critical hits on anything faster than it (Focus Energy had the same problem).
- The Lucky Punch is a unique item that, when held by Chansey, boosts her Critical Hit ratio. However, Chansey is a Stone Wall to an absurd degree, and relies upon Toxic and Seismic Toss to deal damage, neither of which are affected by critical hits. Furthermore, even if they were, Chansey is served much better by the massive defensive boost given by holding an Eviolite.
- Similarly, Farfetch'd gets the Stick, which gives it the same boost to critical hits. Farfetch'd also has several moves with naturally high critical hit ratios, such as Slash and Leaf Blade. However, even with the power of the Stick, Farfetch'd is still an unsalvageable Joke Character.
- As of Pokémon X and Y, the Stick will now cause all of its moves with high critical ratios to land a critical 100% of the time. Significantly better, but sadly still not nearly enough to make it a usable Pokemon.
- Infamously, the Anti-MUTE spell in the original Final Fantasy is completely useless since there are no enemies in the game that can inflict MUTE status on your party.
- Moreover the original NES version suffered from numerous internal bugs that included rendering certain spells (LOCK and XFER, for example) absolutely useless, and ignoring attack bonuses for weapons that were intended to be elemental or monster-specific (Giant Sword vs. giants, Were Sword vs. werebeasts, etc.).
- Final Fantasy XIII is really bad about this. The game gives you dozens of anti-debuff accessories, but debuffs don't show up often enough for it to be useful, and even then it's just easier to throw Esuna around. That each accessory only guards against one debuff and startsnote with a 30% protection rate only makes it worse. The exception, however, is the Death-blocking accessory, which you'll want to kit your leader out with before you take on the final boss.
- Kingdom of Loathing has boots that offer "slight cute resistance". There's nothing that deals "cute" damage in the game yet, and, since the "cute" element is discovered during a Fifth Element parody set in the far future, there probably never will be.
- In the early stages of Ragnarok Online, functions existed to cause or deter status damages like poison. The catch was that these statuses did not yet exist in the game.
- In World of Warcraft, there is a troll vendor in Shattrath City who sells you various trinkets that are supposedly good at repelling certain mobs, none of which exist.
- Griftah actually sells a whole variety of items, most of which do exactly what they claim to, but are nonetheless completely useless - because they're charms that give you 'powers' that you, as a PC, already have, such as being healed by eating food. However, one item he sells that has no use listed in its tooltip is a part you'll need to build a really cool device.
- Castlevania: Symphony of the Night has plenty of weapons with obscure bonuses, one of which [the Were-Bane] gives bonuses against Were-Beasts. Unfortunately there's only one Were creature in the game (the Werewolf) and although a mini-boss originally, by the time you get this weapon is encountered as just as a random grunt in one specific area and is not much of a challenge as you're now a much higher level, and there's plenty of weapons with much higher base damage that eclipse the bonus you'd get anyway. On top of this, though, the sword is glitched, in that it does absolutely zero extra damage to them anyway! Mind you, the sword isn't /completely/ useless, as it's QCF+Attack move is a flurry of thrusts in the same vein as the Rapier's, and Were-Bane is stronger than the Rapier. It makes for a good off-hand weapon if you decide to forgo two-handed weapons and shields.
- Fable (the 1996 point and click adventure, not the newer action RPG series) was absolutely chock full of items that are never used. Whether their uses were Dummied Out or they were never intended to be used and served only as red herrings is unknown.
- The Legend of Dragoon features three useless key items that serve no purpose other than 100% Completion- the War Bulletin, Lavitz's Portrait, and Kate's Bouquet. The former is already in your possession when you start the game, while the other two are optional.
- In Secret of Evermore, the Magic Gourd literally has no effect on anything. Even the programmers couldn't remember what it was supposed to do.
- Cosmic Fantasy 2 does not contain status ailments, but has a full selection of remedies and accessories that cure and prevent such remedies, which are all are a waste of inventory space.
- In the original SNES version of Final Fantasy VI, the 'goggles' item prevented the 'blind' status effect, which did exist, and there were enemies that used it, but due to a glitch the effect did nothing to you at all. The only thing the blind effect did was prevent Strago from learning lores cast in battle. One might say The Goggles Do Nothing.
- In the SNES North American release of Final Fantasy IV, Fire Bombs. Originally seen in the opening, when Cecil uses one to dispose of enemies in a cutscene, most enemies that would drop them had them removed from the drop list. The one exception were Red Dragons. However, they only exist in the final dungeon, and all of the characters can greatly outstrip them in damage. Averted in other releases, where they appear earlier in the game, when they're much more useful.
- In Dungeons & Dragons Online, random loot can generate a lot of items of... questionable usefulness, like race restricted Warforged (Living constructs with no need to breathe, and as such having Super Not-Drowning Skills) restricted item of underwater action (giving you Super Not-Drowning Skills, redundant with a warforged racial ability).
- Jet Force Gemini has the fish food, which can be used to feed fish in ponds. There is absolutely no benefit to doing this. However, if used properly, this is a subversion: some enemies will react to the Fish Food as though you'd thrown a grenade at them, and certain others will eat it if it's thrown near them, leaving them open. It's a Lethal Joke Item once you work out its tricks.
- Along similar lines, the Biscuiteer mastery in League of Legends gives you (a useful consumable and) a "Poro-Snax" cookie if you are playing on the Howling Abyss map. This cookie is used to feed poros, critters that have no other impact on the game, making them follow you while emitting hearts. Intended as a joke that does not affect gameplay, it ended up affecting gameplay... there is a poro at the stealth bush in the middle of the map which would normally run away from players in the bush, giving away their position. Feeding the poro a Snax prevents this and the enemy just might facecheck the bush thinking it is empty.
- The Mini Block ability in Kingdom Hearts 3D: Dream Drop Distance is this, thanks to there being a grand total of one enemy in the game capable of applying the Mini status, and only under specific circumstances. It gets especially annoying when you realize they neglected to provide abilities to block far more common (And annoying) status effects such as freezing and Zero Gravity.
- The bike in EarthBound. While it's faster than Ness' normal walking speed and has a great theme while riding it, it can't be used if anything or anyone else is following Ness, and since you get a second character about an hour or so after getting it and this is a game with All in a Row and Inventory Management Puzzle there's little point in ever picking it up.
- Deliberately parodied with the Orange Kid's device, the Suporma, if you provided him some money. If used, it plays a short song about how awesome Orange Kid is, and then it promptly breaks and disappears from your inventory.
- Also parodied with the Ruler and Protractor, which if used in battle, will have the game excitedly declare that the character can now determine the length/angle of things, while playing the same sound effect associated with status buffs. Neither of them actually do anything at all.
- Sleep-reducing items in Spiral Knights are useless because no enemies inflict the Sleep status.
- The Raven's Feather key item found in the Satta Pass Fortress in ''Onimusha: Dawn of Dreams".
- In Maniac Mansion, not all items are needed for the characters you picked to play as, but all items are available nonetheless. Some items are useless no matter what, or just not needed.
- Scrolls has a literal Useless Contraption card, which is "working as intended". It spawns an object that does nothing but does have (lots of) hit points, acting as a wall.
- Batman Dark Tomorrow: Where to begin? There are several documents that can be found in the game and only one document- which gives you a hint about the Killer Croc boss fight- has anything to do with the actual game. All of the rest of the documents have nothing to do with the game.
- Two items that can be found in the game are "Weapons Crate 1" and "Weapons Crate 3". A Weapons Crate 2 has never been found, and although the weapons crates are stated to "increase weapon power," neither item has any impact on the game.
- NetHack has many items that seem useless, but have some outside-the-box use; an expensive camera can be used to blind and scare monsters, a blindfold can be worn to protect from gaze attacks or activate intrinsic telepathy, and even a drum scares monsters off. However, there are some items that lack even those uses; a wand of nothing does, well, absolutely nothing. Its only use is Vendor Trash or polymorphing into a better wand.
- Iron chains are even more useless than wands of nothing. They have no value to shopkeepers, can't be polymorphed into anything other than iron chains, and aren't even heavy enough to make a decent Improvised Weapon barring Self Imposed Challenges. They can be polypiled into a probably-hostile iron golem, but as you can only get them in the first place by being punished or killing iron golems, it's not practical for grinding, farming, or taming.
- Worthless pieces of glass are exactly what they sound like. They exist only to complicate gem identification, are too light to be used as projectile weapons, too soft to engrave with, and chances are that by the time you can polymorph them into better gems, you don't need money anymore.
- In Dark Souls, one of the options for starting gifts is the Pendant. As far as can be told, it has no use in the game.
- Superman 64 has X-Ray Vision; the superpower that does absolutely nothing. It can only be found in one level.
- BioShock 1 has some crafting materials that are only used for a few gene tonics, and can't be used again. By far the most infamous is the empty Hypo, where there's beyond plenty of them hanging around Rapture, but only three of them are required for crafting those three tonics.
- Parodied in BioShock 2 in Minerva's Den, where Reed Wahl's corpse contains a necessary key, as well as a bunch of lint and a chewed-up pencil.
- Parodied in Evoland during the Diablo portion of the game you pick up a massive amount of gear (one for each of your newly acquired equipment slots) but all of them grant useless bonuses to non-existent stats or damage to enemies that don't exist. One item gives you a ".000001% chance of finding something useful."
- Done for character reasons in the Metal Gear Solid 2: Substance bonus story "External Gazer". Snake starts the game with a bunch of useless junk in his inventory - Cigarettes, a Shaver, a Cellphone, Cold Medicine and a Wet Box. None of these have any purpose in that storyline (the Cigarettes can be smoked, sapping your health, but none of the situations in which this is useful are there) and are presumably supposed to just be junk he had in his pockets at the time of this ridiculous mission he is not taking seriously.
- In Team Fortress 2, the #86 Mann Co. Supply Crate doesn't expire, but the key used to open it eventually stopped being sold, essentially turning the crate into just something to take up inventory space.
- You can pick up a fire extinguisher and soda can in the white chamber, but they don't help in solving any puzzles. Of course, the red color might have been a clue.
- Early in Another Code R, Ashley can buy some souvenirs from the Lake Juliet gift shop. Aside from running up Richard's credit card bill, none of them will help you advance the plot. It's really more for flavor.
- During an early chapter of Hotel Dusk: Room 215, Kyle can pick up a screwdriver, a crowbar and some pliers. The crowbar and pliers are both required to solve a pair of puzzles, but the screwdriver serves no purpose. In fact, if you're still holding onto it or any of the other tools when Dunning is searching the rooms for stolen cash, he'll throw Kyle out of the hotel for stealing his stuff.
- The Magic The Gathering card Steamflogger Boss has a deliberately useless ability: "If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead." The terms "assemble" and "Contraption" have no meaning in the rules. The reason for this useless ability is that it comes from a time-travel-themed set, and is meant to evoke future yet-to-be-designed mechanics.
- In Rifts, stats were given on page 46 for Long-Range missiles, yet nothing in the main rule book was actually capable of firing them. The closest usable thing was the next step down, Medium-Range missiles, which could be fired by Enforcers, Death's Head Transports and Titan Combat Robots. It was not until subsequent sourcebooks that PB got around to introducing larger robots and vehicles actually capable of firing LRMs.
- Back in the day, the Yu-Gi-Oh! card game had a bunch of cards that were only useful against one specific card. Not a specific type of card, not a specific group of named cards, but a single, solitary card. 10 years later, most of the cards they were useful against have been banned, leaving them with no use whatsoever (except if they're monsters, in which case they might as well be effectless). Even before then, the cards in question were limited to 1, so there wasn't much chance of being used in fans' eyes, anyway.
- The official Girl Genius card game includes a Vampire Hunter card that affects only Vampire cards. There are no Vampire cards. (Just as the series itself contains a vampire hunter, but no vampires.) Though there are no vampires, there is a card that, by the rules (explicitly: it is used as an example of the card game's literal text-based mechanism for determining to what cards the "Instructions" on a given card apply) counts as one: the Vampire Hunter card.