Rare Random Drop: Difference between revisions

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** The enigmatic Mirage Island of Ruby/Sapphire/Emerald! Every day a number between 0 and 65535 is generated. In order to access the island, you have to have a Pokémon in your party with a personality value that matches the number of the day. Did we mention that the Personality Value of a Pokémon can be anywhere from 0 to 4,294,967,295? The only thing worthwhile about Mirage Island is a particularly rare berry tree.
** Pickup is an ability that gives you an object 10% of the time after a battle. It’s charts can give you tons of different useful objects depending on your level, but their chances range from 50% of the common ones to 1% of the rare ones, which include Rare Candies and [[T Ms]].
* In ''[[Wizardry]] 7'' many good drops (in early game it's mostly good weapons/armor) have low rates, and/or drops randomly select from a list with cheap (Potion of Lt. Heal, bite daggers) and good (cure poison, poison darts) items, so grinding random encounters in hope to get some good loot is not unusual. Chests are randomized, too.
* In ''[[Wizardry]] 8'' enemy drops and chest contents are determined when loading an area. So after a 15-minute fight, if the monster doesn't drop [[Infinity+1 Sword|Excalibur]], you can't just reload and fight again. You have to reload from before you entered the area, then make it all the way back to the monster, ''then'' fight it again.
* ''[[Golden Sun]]'' series can either work this way or the opposite, thanks to how easily you can manipulate the RNG.