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Crosswicking
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* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' both have at least one unique variant of each weapon which has better stats or a unique ability.
to:
* ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' and ''VideoGame/FalloutNewVegas'' both have at least one unique variant of each weapon which has better stats or a unique ability.
Added DiffLines:
* ''VideoGame/LuckBeALandlord'' has the Franchise/{{Highlander}}, a very rare symbol that pays out 6 coins each spin, and, true to form, won't appear again once added.
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Alphabetized examples. Added new page. Folderization.
Deleted line(s) 20 (click to see context) :
[[foldercontrol]]
!! Pages with their own examples:
[[index]]
* ''UniqueItems/Borderlands2''
[[/index]]
!! Pages with their own examples:
[[index]]
* ''UniqueItems/Borderlands2''
[[/index]]
Changed line(s) 23,27 (click to see context) from:
[[AC:VideoGames]]
* Inverted by some new drop systems, which can drop recurring items but instead have WordSaladTitle following the base item name, and have random bonuses on them.
* In the ''{{Videogame/Pokemon}}'' franchise of handheld videogames, certain Pokemon (the most well known of them being Mew, Mewtwo and the fossils) don't appear in the wild and you only have one shot at obtaining them during a scripted event. Some items like the Master Ball are only given to you once.
* Frequent in ''{{Franchise/Castlevania}}''. The most powerful weapons are often in secret rooms or obtainable after boss fights. In Aria of Sorrow, the souls of the bosses and a number of other creatures are only obtainable once.
to:
* In early editions of ''TabletopGame/DungeonsAndDragons'', most magic items were generic and you could find any number of them.
** Artifacts and relics were unique: only one of each of them existed in a game universe. Thus there could be only one Eye of Vecna, Codex of the Infinite Planes or Ring of Gaxx.
** Some magic items of less power than artifacts and relics were also one of a kind. For example, in the TabletopGame/ForgottenRealms there was only one Albruin (sword), Reptar's Wall (shield) and Mierest's Starlit Sphere.
[[/folder]]
[[folder:VideoGames]]
%% (EANG) * Inverted by some new drop systems, which can drop recurring items but instead have WordSaladTitle following the base item name, and have random bonuses on
*
*
* In ''VideoGame/DragonQuestVIII'', a few items can only be made once or twice. The Liquid Metal Sword is one, the Sage Stone, and Timbrel of Tension is another.
* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' both have at least one unique variant of each weapon which has better stats or a unique ability.
* ''VideoGame/HalfLife2'' has the Stun Stick, which is used as an energy pickup for your [[PoweredArmor HEV suit]]. The only time it appears as a pickup is at the beginning of "Route Kanal", where it is used by a metrocop who drops it when you kill him. It only gives you seven points of energy.
* ''VideoGame/HalfLife2'' has the Stun Stick, which is used as an energy pickup for your [[PoweredArmor HEV suit]]. The only time it appears as a pickup is at the beginning of "Route Kanal", where it is used by a metrocop who drops it when you kill him. It only gives you seven points of energy.
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* In ''VideoGame/DragonQuestVIII'', a few items can only be made once or twice. The Liquid Metal Sword is one, the Sage Stone, and Timbrel of Tension is another.
* ''VideoGame/AtelierIris'' has a few ultimate items. Each of them can only be made once, even through different playthroughs of the game.
* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' both have at least one unique variant of each weapon which has better stats or a unique ability.
* ''VideoGame/AtelierIris'' has a few ultimate items. Each of them can only be made once, even through different playthroughs of the game.
* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' both have at least one unique variant of each weapon which has better stats or a unique ability.
to:
* In ''VideoGame/DragonQuestVIII'', a few items can only be made once or twice. The Liquid Metal Sword is one, the Sage Stone, and Timbrel of Tension is another.
* ''VideoGame/AtelierIris'' has a few ultimate items. Each''Videogame/{{Pokemon}}'' handheld videogames, certain Pokemon (the most well known of them can being Mew, Mewtwo and the fossils) don't appear in the wild and you only be made once, even through different playthroughs of the game.
* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' bothhave at least one unique variant of each weapon which has better stats or shot at obtaining them during a unique ability.scripted event. Some items like the Master Ball are only given to you once.
* ''VideoGame/AtelierIris'' has a few ultimate items. Each
* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' both
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* ''VideoGame/HalfLife2'' has the Stun Stick, which is used as an energy pickup for your [[PoweredArmor HEV suit]]. The only time it appears as a pickup is at the beginning of "Route Kanal", where it is used by a metrocop who drops it when you kill him. It only gives you seven points of energy.
[[AC:TabletopRPG]]
* In early editions of ''TabletopGame/DungeonsAndDragons'', most magic items were generic and you could find any number of them.
** Artifacts and relics were unique: only one of each of them existed in a game universe. Thus there could be only one Eye of Vecna, Codex of the Infinite Planes or Ring of Gaxx.
** Some magic items of less power than artifacts and relics were also one of a kind. For example, in the TabletopGame/ForgottenRealms there was only one Albruin (sword), Reptar's Wall (shield) and Mierest's Starlit Sphere.
[[AC:TabletopRPG]]
* In early editions of ''TabletopGame/DungeonsAndDragons'', most magic items were generic and you could find any number of them.
** Artifacts and relics were unique: only one of each of them existed in a game universe. Thus there could be only one Eye of Vecna, Codex of the Infinite Planes or Ring of Gaxx.
** Some magic items of less power than artifacts and relics were also one of a kind. For example, in the TabletopGame/ForgottenRealms there was only one Albruin (sword), Reptar's Wall (shield) and Mierest's Starlit Sphere.
to:
[[AC:TabletopRPG]]
* In early editions of ''TabletopGame/DungeonsAndDragons'', most magic items were generic and you could find any number of them.
** Artifacts and relics were unique: only one of each of them existed in a game universe. Thus there could be only one Eye of Vecna, Codex of the Infinite Planes or Ring of Gaxx.
** Some magic items of less power than artifacts and relics were also one of a kind. For example, in the TabletopGame/ForgottenRealms there was only one Albruin (sword), Reptar's Wall (shield) and Mierest's Starlit Sphere.
----
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None
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When you want to show that something is really that rare or precious, they'll not be just limited in number, but there's only one of them present in a universe setting. MacGuffin and quest items, in particular, always has one only, and nobody would even consider finding a replacement when it's lost, destroyed or [[MacGuffinDeliveryService stolen]], at any circumstances. They will, and ''must'' get the that one back, in one piece.
to:
When you want to show that something is really that rare or precious, they'll not be just limited in number, but there's only one of them present in a universe setting. MacGuffin and quest items, in particular, always has one only, and nobody would even consider finding a replacement when it's lost, destroyed or [[MacGuffinDeliveryService stolen]], at any circumstances. They will, and ''must'' get the that one back, in one piece.
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Up To Eleven is a defunct trope
Changed line(s) 3,4 (click to see context) from:
When you want to show that something is really that rare or precious, they'll not be just limited in number, but goes UpToEleven that there's only one of them present in a universe setting. MacGuffin and quest items, in particular, always has one only, and nobody would even consider finding a replacement when it's lost, destroyed or [[MacGuffinDeliveryService stolen]], at any circumstances. They will, and ''must'' get the that one back, in one piece.
to:
When you want to show that something is really that rare or precious, they'll not be just limited in number, but goes UpToEleven that there's only one of them present in a universe setting. MacGuffin and quest items, in particular, always has one only, and nobody would even consider finding a replacement when it's lost, destroyed or [[MacGuffinDeliveryService stolen]], at any circumstances. They will, and ''must'' get the that one back, in one piece.
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None
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* ''VideoGame/{{Unreal}}'' has the Voice Box, a usable inventory item which only appears once in the game. It can be found in "Rrajigar Mine", behind a pillar in the area with the first Nali.
to:
* ''VideoGame/{{Unreal}}'' has the ''VideoGame/{{Unreal}}''
** The VoiceBox, Box is a usable inventory item which only appears once in the game. It can be found in "Rrajigar Mine", behind a pillar in the area with the first Nali. [[UselessItem It serves no real function other than a noisemaker, which the enemies completely ignore anyway]].
** The Voice
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(minor edit)
Changed line(s) 1,2 (click to see context) from:
Have you ever wondered why there are so many things that you can hold as long as they don't exceed the {{Cap}}, but for those things from [[PlotCoupon event items]] and items TooAwesomeToUse, to all things that's important, there's only one in the entire setting? It's simple - there can be only one of them.
to:
Have you ever wondered why there are so many things that you can hold as long as they don't exceed the {{Cap}}, but for those things from [[PlotCoupon event items]] and items TooAwesomeToUse, to all things that's important, there's only one in the entire setting? It's simple - -- there can be only one of them.
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None
Changed line(s) 9,10 (click to see context) from:
Subtrope include SingleSpecimenSpecies, InfinityPlusOneSword. Compare OneSteveLimit, UniquenessValue, UniqueEnemy, PowerEqualsRarity and ItOnlyWorksOnce. See also InfinityMinusOneSword. PublicDomainArtifact are almost certain to be unique items. Lots of PermanentlyMissableContent is caused by this.
to:
[[index]]
* SingleSpecimenSpecies
* InfinityPlusOneSword
[[/index]]
Compare OneSteveLimit, UniquenessValue, UniqueEnemy, PowerEqualsRarity and ItOnlyWorksOnce. See also InfinityMinusOneSword. PublicDomainArtifact are almost certain to be unique items. Lots of PermanentlyMissableContent is caused by this.
Is there an issue? Send a MessageReason:
None
Changed line(s) 30,31 (click to see context) from:
* ''VideoGame/{{HalfLife2}}'' has the Stun Stick, which is used as an energy pickup for your [[PoweredArmor HEV suit]]. The only time it appears as a pickup is at the beginning of "Route Kanal", where it is used by a metrocop who drops it when you kill him. It only gives you seven points of energy.
to:
* ''VideoGame/{{HalfLife2}}'' ''VideoGame/HalfLife2'' has the Stun Stick, which is used as an energy pickup for your [[PoweredArmor HEV suit]]. The only time it appears as a pickup is at the beginning of "Route Kanal", where it is used by a metrocop who drops it when you kill him. It only gives you seven points of energy.
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None
Changed line(s) 27,28 (click to see context) from:
* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' both have at least one unique variant of each weapon which have better stats or a unique ability.
to:
* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' both have at least one unique variant of each weapon which have has better stats or a unique ability.
* ''VideoGame/{{Unreal}}'' has the Voice Box, a usable inventory item which only appears once in the game. It can be found in "Rrajigar Mine", behind a pillar in the area with the first Nali.
** In the last level, right before the FinalBoss, there is a pair of Super Jump Boots, which last forever. They use the same model as the regular Jump Boots.
* ''VideoGame/{{HalfLife2}}'' has the Stun Stick, which is used as an energy pickup for your [[PoweredArmor HEV suit]]. The only time it appears as a pickup is at the beginning of "Route Kanal", where it is used by a metrocop who drops it when you kill him. It only gives you seven points of energy.
* ''VideoGame/{{Unreal}}'' has the Voice Box, a usable inventory item which only appears once in the game. It can be found in "Rrajigar Mine", behind a pillar in the area with the first Nali.
** In the last level, right before the FinalBoss, there is a pair of Super Jump Boots, which last forever. They use the same model as the regular Jump Boots.
* ''VideoGame/{{HalfLife2}}'' has the Stun Stick, which is used as an energy pickup for your [[PoweredArmor HEV suit]]. The only time it appears as a pickup is at the beginning of "Route Kanal", where it is used by a metrocop who drops it when you kill him. It only gives you seven points of energy.
Is there an issue? Send a MessageReason:
None
Changed line(s) 32 (click to see context) from:
** Some magic items of less power than artifacts and relics were also one of a kind. For example, in the ForgottenRealms there was only one Albruin (sword), Reptar's Wall (shield) and Mierest's Starlit Sphere.
to:
** Some magic items of less power than artifacts and relics were also one of a kind. For example, in the ForgottenRealms TabletopGame/ForgottenRealms there was only one Albruin (sword), Reptar's Wall (shield) and Mierest's Starlit Sphere.
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None
Changed line(s) 23 (click to see context) from:
* ''Franchise/TheElderScrolls'' does this a lot. Daedric artefacts are the most obvious, but there are multiple examples of quest rewards and unique NPC equipment, many of which have their own textures. [[http://www.uesp.net/wiki/Main_Page The Unofficial Elder Scrolls Pages]] maintains a list of unique items for each game.
to:
* ''Franchise/TheElderScrolls'' does this series has a lot. Daedric artefacts great number of these in each game. [[OurGodsAreDifferent Daedric]] artifacts are the most obvious, evident, but there are multiple many other examples of quest rewards reward items and unique NPC equipment, equipment which fit, many of which have their own textures. [[http://www.uesp.net/wiki/Main_Page The Unofficial Elder Scrolls Pages]] maintains a list of unique items for each game.
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Changed line(s) 9,10 (click to see context) from:
Subtrope include SingleSpecimenSpecies, InfinityPlusOneSword. Compare OneSteveLimit, UniquenessValue, UniqueEnemy, PowerEqualsRarity and ItOnlyWorksOnce. See also InfinityMinusOneSword. PublicDomainArtifact are almost certain to be unique items. Lots of LostForever is caused by this.
to:
Subtrope include SingleSpecimenSpecies, InfinityPlusOneSword. Compare OneSteveLimit, UniquenessValue, UniqueEnemy, PowerEqualsRarity and ItOnlyWorksOnce. See also InfinityMinusOneSword. PublicDomainArtifact are almost certain to be unique items. Lots of LostForever PermanentlyMissableContent is caused by this.
Is there an issue? Send a MessageReason:
None
Changed line(s) 20 (click to see context) from:
* In the ''{{Videogame/Pokemon}}'' franchise of handheld videogames, certain Pokemon (the most well known of them being Mew, Mewtwo and the fossils) don't appear in the wild and you only have one shot at obtaining them during a scripted event. Some items like the Masterball are only given to you once.
to:
* In the ''{{Videogame/Pokemon}}'' franchise of handheld videogames, certain Pokemon (the most well known of them being Mew, Mewtwo and the fossils) don't appear in the wild and you only have one shot at obtaining them during a scripted event. Some items like the Masterball Master Ball are only given to you once.
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None
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---
to:
!!Examples
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None
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* Any items dropped by bosses in ''MarvelUltimateAlliance'' count as this. There are also slightly more common character-exclusive items, which boost a stat and a certain attack for them. The sequel replaces all this with equipped medals that boost stats for the whole party.
to:
* Any items dropped by bosses in ''MarvelUltimateAlliance'' ''VideoGame/MarvelUltimateAlliance'' count as this. There are also slightly more common character-exclusive items, which boost a stat and a certain attack for them. The sequel replaces all this with equipped medals that boost stats for the whole party.
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* ''AtelierIris'' has a few ultimate items. Each of them can only be made once, even through different playthroughs of the game.
to:
* ''AtelierIris'' ''VideoGame/AtelierIris'' has a few ultimate items. Each of them can only be made once, even through different playthroughs of the game.
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* In early editions of ''DungeonsAndDragons'', most magic items were generic and you could find any number of them.
to:
* In early editions of ''DungeonsAndDragons'', ''TabletopGame/DungeonsAndDragons'', most magic items were generic and you could find any number of them.
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None
Changed line(s) 18 (click to see context) from:
* Frequent in ''{{Videogame/Castlevania}}''. The most powerful weapons are often in secret rooms or obtainable after boss fights. In Aria of Sorrow, the souls of the bosses and a number of other creatures are only obtainable once.
to:
* Frequent in ''{{Videogame/Castlevania}}''.''{{Franchise/Castlevania}}''. The most powerful weapons are often in secret rooms or obtainable after boss fights. In Aria of Sorrow, the souls of the bosses and a number of other creatures are only obtainable once.
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None
Changed line(s) 22 (click to see context) from:
* In ''DragonQuestVIII'', a few items can only be made once or twice. The Liquid Metal Sword is one, the Sage Stone, and Timbrel of Tension is another.
to:
* In ''DragonQuestVIII'', ''VideoGame/DragonQuestVIII'', a few items can only be made once or twice. The Liquid Metal Sword is one, the Sage Stone, and Timbrel of Tension is another.
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None
Changed line(s) 19 (click to see context) from:
* Lots of unique items in the ''DragonAge'' series: usually when something has a proper name, you won't find a second copy of it (except by exploiting bugs or the save import). ''DA'' actually combines randomly generated and pre-determined loot for ordinary and unique items, respectively.
to:
* Lots of unique items in the ''DragonAge'' ''Franchise/DragonAge'' series: usually when something has a proper name, you won't find a second copy of it (except by exploiting bugs or the save import). ''DA'' actually combines randomly generated and pre-determined loot for ordinary and unique items, respectively.
Is there an issue? Send a MessageReason:
None
Changed line(s) 20 (click to see context) from:
* ''TheElderScrolls'' does this a lot. Daedric artefacts are the most obvious, but there are multiple examples of quest rewards and unique NPC equipment, many of which have their own textures. [[http://www.uesp.net/wiki/Main_Page The Unofficial Elder Scrolls Pages]] maintains a list of unique items for each game.
to:
* ''TheElderScrolls'' ''Franchise/TheElderScrolls'' does this a lot. Daedric artefacts are the most obvious, but there are multiple examples of quest rewards and unique NPC equipment, many of which have their own textures. [[http://www.uesp.net/wiki/Main_Page The Unofficial Elder Scrolls Pages]] maintains a list of unique items for each game.
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None
Changed line(s) 18 (click to see context) from:
* Frequent in {{Videogame/Castlevania}}. The most powerful weapons are often in secret rooms or obtainable after boss fights. In Aria of Sorrow, the souls of the bosses and a number of other creatures are only obtainable once.
to:
* Frequent in {{Videogame/Castlevania}}.''{{Videogame/Castlevania}}''. The most powerful weapons are often in secret rooms or obtainable after boss fights. In Aria of Sorrow, the souls of the bosses and a number of other creatures are only obtainable once.
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None
Changed line(s) 24,25 (click to see context) from:
* The Bethesda developed ''{{Fallout}}'' games all have at least one unique varient of each weapon which have better stats or a unique ability.
to:
* The Bethesda developed ''{{Fallout}}'' games all ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' both have at least one unique varient variant of each weapon which have better stats or a unique ability.
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None
Changed line(s) 1,2 (click to see context) from:
Have you ever wondered why there are so many things that you can hold as long as they don't exceed the {{Cap}}, but for those things from [[PlotCoupon event items]] and items TooAwesomeToUse, to all your weapons, armor and accessories, there's only one in the entire setting? It's simple - there can be only one of them.
to:
Have you ever wondered why there are so many things that you can hold as long as they don't exceed the {{Cap}}, but for those things from [[PlotCoupon event items]] and items TooAwesomeToUse, to all your weapons, armor and accessories, things that's important, there's only one in the entire setting? It's simple - there can be only one of them.
Is there an issue? Send a MessageReason:
None
Changed line(s) 9,10 (click to see context) from:
Subtrope include SingleSpecimenSpecies. Compare OneSteveLimit, UniquenessValue, UniqueEnemy, PowerEqualsRarity and ItOnlyWorksOnce. See also InfinityMinusOneSword and InfinityPlusOneSword. PublicDomainArtifact are almost certain to be unique items. Lots of LostForever is caused by this.
to:
Subtrope include SingleSpecimenSpecies.SingleSpecimenSpecies, InfinityPlusOneSword. Compare OneSteveLimit, UniquenessValue, UniqueEnemy, PowerEqualsRarity and ItOnlyWorksOnce. See also InfinityMinusOneSword and InfinityPlusOneSword.InfinityMinusOneSword. PublicDomainArtifact are almost certain to be unique items. Lots of LostForever is caused by this.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
Have you ever wondered why there are so many things that you can hold as long as they don't exceed the {{Cap}}, but for those things from [[PlotCoupon event items]] and items TooAwesomeToUse, to all your weapons, armor and accessories, there's only one in the entire setting? It's simple - there can be only one of them.
When you want to show that something is really that rare or precious, they'll not be just limited in number, but goes UpToEleven that there's only one of them present in a universe setting. MacGuffin and quest items, in particular, always has one only, and nobody would even consider finding a replacement when it's lost, destroyed or [[MacGuffinDeliveryService stolen]], at any circumstances. They will, and ''must'' get the that one back, in one piece.
While this trope is [[OmnipresentTropes omnipresent]], the most time you would recognise this would be in video games, especially RPG games. Since you can't have everyone sharing one precious item or PublicDomainArtifact, you'll have to consider how they should be distributed among your party. For some game, even if an item's a monster RandomDrop, the game will tell you that it'll not drop for a second time, and the shops will tell you that they only have one of them in stock, and it'll never replenish at all.
It's worth noted that some modern games averted this trope already, by generating random gear instead of giving unique items. Also, if you use cheats to duplicate items, in most times you can have more than one of them, hence averted and [[InvokedTrope invoked]] it. And it can be justified if they're obtained from methods which can't possibly give you more of them.
Subtrope include SingleSpecimenSpecies. Compare OneSteveLimit, UniquenessValue, UniqueEnemy, PowerEqualsRarity and ItOnlyWorksOnce. See also InfinityMinusOneSword and InfinityPlusOneSword. PublicDomainArtifact are almost certain to be unique items. Lots of LostForever is caused by this.
'''Note: This trope is not about items that are informed to be "unique", even inside a work. This trope is about making items and objects one-of-a-kind in-universe to show its importance, even if that's unreasonable.'''
[[noreallife]]
[[AC:VideoGames]]
* Inverted by some new drop systems, which can drop recurring items but instead have WordSaladTitle following the base item name, and have random bonuses on them.
* In the ''{{Videogame/Pokemon}}'' franchise of handheld videogames, certain Pokemon (the most well known of them being Mew, Mewtwo and the fossils) don't appear in the wild and you only have one shot at obtaining them during a scripted event. Some items like the Masterball are only given to you once.
* Frequent in {{Videogame/Castlevania}}. The most powerful weapons are often in secret rooms or obtainable after boss fights. In Aria of Sorrow, the souls of the bosses and a number of other creatures are only obtainable once.
* Lots of unique items in the ''DragonAge'' series: usually when something has a proper name, you won't find a second copy of it (except by exploiting bugs or the save import). ''DA'' actually combines randomly generated and pre-determined loot for ordinary and unique items, respectively.
* ''TheElderScrolls'' does this a lot. Daedric artefacts are the most obvious, but there are multiple examples of quest rewards and unique NPC equipment, many of which have their own textures. [[http://www.uesp.net/wiki/Main_Page The Unofficial Elder Scrolls Pages]] maintains a list of unique items for each game.
* Any items dropped by bosses in ''MarvelUltimateAlliance'' count as this. There are also slightly more common character-exclusive items, which boost a stat and a certain attack for them. The sequel replaces all this with equipped medals that boost stats for the whole party.
* In ''DragonQuestVIII'', a few items can only be made once or twice. The Liquid Metal Sword is one, the Sage Stone, and Timbrel of Tension is another.
* ''AtelierIris'' has a few ultimate items. Each of them can only be made once, even through different playthroughs of the game.
* The Bethesda developed ''{{Fallout}}'' games all have at least one unique varient of each weapon which have better stats or a unique ability.
[[AC:TabletopRPG]]
* In early editions of ''DungeonsAndDragons'', most magic items were generic and you could find any number of them.
** Artifacts and relics were unique: only one of each of them existed in a game universe. Thus there could be only one Eye of Vecna, Codex of the Infinite Planes or Ring of Gaxx.
** Some magic items of less power than artifacts and relics were also one of a kind. For example, in the ForgottenRealms there was only one Albruin (sword), Reptar's Wall (shield) and Mierest's Starlit Sphere.
When you want to show that something is really that rare or precious, they'll not be just limited in number, but goes UpToEleven that there's only one of them present in a universe setting. MacGuffin and quest items, in particular, always has one only, and nobody would even consider finding a replacement when it's lost, destroyed or [[MacGuffinDeliveryService stolen]], at any circumstances. They will, and ''must'' get the that one back, in one piece.
While this trope is [[OmnipresentTropes omnipresent]], the most time you would recognise this would be in video games, especially RPG games. Since you can't have everyone sharing one precious item or PublicDomainArtifact, you'll have to consider how they should be distributed among your party. For some game, even if an item's a monster RandomDrop, the game will tell you that it'll not drop for a second time, and the shops will tell you that they only have one of them in stock, and it'll never replenish at all.
It's worth noted that some modern games averted this trope already, by generating random gear instead of giving unique items. Also, if you use cheats to duplicate items, in most times you can have more than one of them, hence averted and [[InvokedTrope invoked]] it. And it can be justified if they're obtained from methods which can't possibly give you more of them.
Subtrope include SingleSpecimenSpecies. Compare OneSteveLimit, UniquenessValue, UniqueEnemy, PowerEqualsRarity and ItOnlyWorksOnce. See also InfinityMinusOneSword and InfinityPlusOneSword. PublicDomainArtifact are almost certain to be unique items. Lots of LostForever is caused by this.
'''Note: This trope is not about items that are informed to be "unique", even inside a work. This trope is about making items and objects one-of-a-kind in-universe to show its importance, even if that's unreasonable.'''
[[noreallife]]
[[AC:VideoGames]]
* Inverted by some new drop systems, which can drop recurring items but instead have WordSaladTitle following the base item name, and have random bonuses on them.
* In the ''{{Videogame/Pokemon}}'' franchise of handheld videogames, certain Pokemon (the most well known of them being Mew, Mewtwo and the fossils) don't appear in the wild and you only have one shot at obtaining them during a scripted event. Some items like the Masterball are only given to you once.
* Frequent in {{Videogame/Castlevania}}. The most powerful weapons are often in secret rooms or obtainable after boss fights. In Aria of Sorrow, the souls of the bosses and a number of other creatures are only obtainable once.
* Lots of unique items in the ''DragonAge'' series: usually when something has a proper name, you won't find a second copy of it (except by exploiting bugs or the save import). ''DA'' actually combines randomly generated and pre-determined loot for ordinary and unique items, respectively.
* ''TheElderScrolls'' does this a lot. Daedric artefacts are the most obvious, but there are multiple examples of quest rewards and unique NPC equipment, many of which have their own textures. [[http://www.uesp.net/wiki/Main_Page The Unofficial Elder Scrolls Pages]] maintains a list of unique items for each game.
* Any items dropped by bosses in ''MarvelUltimateAlliance'' count as this. There are also slightly more common character-exclusive items, which boost a stat and a certain attack for them. The sequel replaces all this with equipped medals that boost stats for the whole party.
* In ''DragonQuestVIII'', a few items can only be made once or twice. The Liquid Metal Sword is one, the Sage Stone, and Timbrel of Tension is another.
* ''AtelierIris'' has a few ultimate items. Each of them can only be made once, even through different playthroughs of the game.
* The Bethesda developed ''{{Fallout}}'' games all have at least one unique varient of each weapon which have better stats or a unique ability.
[[AC:TabletopRPG]]
* In early editions of ''DungeonsAndDragons'', most magic items were generic and you could find any number of them.
** Artifacts and relics were unique: only one of each of them existed in a game universe. Thus there could be only one Eye of Vecna, Codex of the Infinite Planes or Ring of Gaxx.
** Some magic items of less power than artifacts and relics were also one of a kind. For example, in the ForgottenRealms there was only one Albruin (sword), Reptar's Wall (shield) and Mierest's Starlit Sphere.