History Main / AntidoteEffect

17th Jul '17 6:48:10 PM Bissek
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The Antidote is a staple item in just about every {{RPG}} that has ever existed. It has a simple use: it will cure a character from a [[StandardStatusEffects Standard Status Effect]]. However, shortly into the game, the character will usually acquire some kind of spell that serves the same purpose, rendering any antidotes in your inventory redundant.

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The Antidote is a staple item in just about every {{RPG}} that has ever existed. It has a simple use: it will cure a character from a [[StandardStatusEffects Standard Status Effect]]. However, shortly into the game, the character will usually acquire some kind of spell that serves the same purpose, rendering any antidotes in your inventory redundant. \n Some games also have status effects go away if you win the battle or wait a certain number of turns, meaning that you can tough it out if you want to.



* In some systems, spells require more time to execute than using items; if a character is dying of poison, this could make the difference between keeping them alive and having to ''resurrect'' them later.

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* In some systems, spells require more time to execute than using items; if a character is dying of poison, this could make the difference between keeping them alive and having to ''resurrect'' them later. This also applies to the "tough out" strategy - if the poison is likely to kill a character in two turns, the fact that it will go away in three is irrelevant.
8th Jun '17 5:58:10 PM Andrevus
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* Used and twisted in ''VideoGame/SuperMarioRPG'' Early on from the first shop you can grab Trueform and Wake Up Pins for cheap [[spoiler: The Wake Up pin is for free if you know where to grab it]], accessories that negate a certain type of status effect, conveniently both status ailments that will be used in the next area. [[spoiler:And then there's the Safety Ring in the sunken ship which while also making the wearer immune to status ailments also completely {{Antimagic}}'s certain enemy spells. (But not all of them)]] From roughly the halfway point onward, Toadstool joins the party, while already having access to both a single-target and an entire-party spanning spell [[spoiler:Namely Therapy and Group Hug]] that cure every status effect [[spoiler:And they also have the added effect of dealing massive amounts of healing to the party to boot!]] making Able Juices and Freshen Ups virtually useless.
14th May '17 11:22:04 PM Octorok103
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** All generations of games eventually make Full Heals available, which duplicates the effect of ''every'' status-cure item.

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** All generations of games eventually make Full Heals available, which duplicates will cure ''any'' major status effect, plus confusion. Even later, you'll get access to Full Restores, which do the effect of ''every'' status-cure item.same thing while also healing your Pokémon back up to full health. The only reason these don't make everything else redundant is because they can't be used as held items.


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** ''VideoGame/PokemonXAndY'' added another nail in the coffin of status-healing items with Pokémon-Amie; if you interact with your Pokémon enough, it'll get a chance to randomly shake off a status condition at the end of the turn. When ''VideoGame/PokemonSunAndMoon'' upgraded the feature into Pokémon Refresh, they kept with the trend, adding the ability to cure status effects outside of battle for free.
23rd Apr '17 11:02:36 AM nombretomado
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* Averted in the ''Franchise/TalesSeries''. Since combat in the Tales games takes place in real time, magic takes several seconds to use, while items take effect instantly. Generally speaking, when you want your party members cured, you want them cured ''now''. The best strategy is therefore to use items in battle, and spells outside it when casting time doesn't matter, so that you can keep those items for when you really need them.

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* Averted in the ''Franchise/TalesSeries''.''VideoGame/TalesSeries''. Since combat in the Tales games takes place in real time, magic takes several seconds to use, while items take effect instantly. Generally speaking, when you want your party members cured, you want them cured ''now''. The best strategy is therefore to use items in battle, and spells outside it when casting time doesn't matter, so that you can keep those items for when you really need them.
7th Mar '17 6:49:20 PM TheNicestGuy
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* This trope is [[ExaggeratedTrope exaggerated]] in ''Videogame/DarkestDungeon'' because of its InventoryManagementPuzzle nature. Choosing which mundane items to stock before each dungeon crawl, and more to the point how much, involves some tricky strategy. While each foray has its own objective, you won't progress effectively if you don't also make it a top priority to come back with the most valuable collection of cash and VendorTrash that you can, but your inventory space is ''very limited''. Some of the supplies share their basic uses (e.g., bandages to stop bleeding) with character abilities, so they're optional in that sense. Others, like food, indirectly determine when you'll be forced to turn back, so they're optional in a different sense. However, this is complicated by the fact that many of the loot sources within the dungeons will yield better (or safer, or any at all) loot only if you've got the right one of these items to "unlock" it. For example, medicinal herbs will remove a character's poison, but they'll also clean up a rotting corpse so that you can loot it without getting a case of the nasties. The icing on the cake is that unused supplies cannot be saved up for the next crawl, but are always sold back at a loss upon returning to town; and that once you open a container, any loot you don't put in your bag immediately is lost forever. The hard choices at the outset are not so much about space as money; the economy of the game is tuned so tight that you won't want to spend cash on something you'll later discard for the space. But the choices get harder inside the dungeon as your bag fills up with loot. You will soon find yourself forced to choose between leaving behind gems or throwing away holy water that might be needed to cleanse a shrine in the next room. Because making these choices well is such an essential skill, it's almost as much a StrategyGame as an [=RPG=].
21st Jan '17 5:50:15 AM Morgenthaler
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* As an MMORPG, ''UltimaOnline'' is set up so that cure potions are inferior to cure spells, but still preferable in certain cases. If one party member gets poisoned, it's trivial for another member to cure them with a quick spell. However, if a solo player gets poisoned, this can be problematic, because casting a spell requires them to stand still for a few seconds, and if they take damage during the casting, it can cause the spell to fail. Thus, trying to cast a cure spell on yourself can be tricky since the poison keeps dealing damage over time, as well as the fact that you'll be stuck in place, unable to put any distance between yourself and whatever monster poisoned you.

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* As an MMORPG, ''UltimaOnline'' ''VideoGame/UltimaOnline'' is set up so that cure potions are inferior to cure spells, but still preferable in certain cases. If one party member gets poisoned, it's trivial for another member to cure them with a quick spell. However, if a solo player gets poisoned, this can be problematic, because casting a spell requires them to stand still for a few seconds, and if they take damage during the casting, it can cause the spell to fail. Thus, trying to cast a cure spell on yourself can be tricky since the poison keeps dealing damage over time, as well as the fact that you'll be stuck in place, unable to put any distance between yourself and whatever monster poisoned you.
21st Sep '16 4:01:08 PM nombretomado
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* ''BatenKaitos Origins'', an {{RPG}} with a card-based battle system, contains literally hundreds of cards with various esoteric effects, from completely restoring one character's HP (but at the cost of putting that character to [[StandardStatusEffects sleep]]) to reducing the frequency with which the enemy party's turn comes up to restoring a character's HP equal to the amount of overkill damage they do. However, the normal, no-frills healing items are perfectly effective, and including a lot of extraneous situational cards is a good way to get your hand bogged down with useless junk in a critical situation. The most efficient deck setup for nearly the entire game is twenty to twenty-five basic attack cards, ten to twelve super moves, three to four healing items, and one revival item.

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* ''BatenKaitos Origins'', ''VideoGame/BatenKaitosOrigins'', an {{RPG}} with a card-based battle system, contains literally hundreds of cards with various esoteric effects, from completely restoring one character's HP (but at the cost of putting that character to [[StandardStatusEffects sleep]]) to reducing the frequency with which the enemy party's turn comes up to restoring a character's HP equal to the amount of overkill damage they do. However, the normal, no-frills healing items are perfectly effective, and including a lot of extraneous situational cards is a good way to get your hand bogged down with useless junk in a critical situation. The most efficient deck setup for nearly the entire game is twenty to twenty-five basic attack cards, ten to twelve super moves, three to four healing items, and one revival item.
12th Jul '16 12:55:13 PM LiefKatano
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* ''VideoGame/FantasyLife'' sort of has this. Healing magic exists, but it takes some time to charge up and makes you vulnerable. If you're an Alchemist or Cook, Food or Healing Potions are relatively easy to make, making Earth Magic pretty useless.

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* ''VideoGame/FantasyLife'' sort of has this.inverts it. Healing magic exists, but it takes some time to charge up and makes you vulnerable. If you're an Alchemist or Cook, Food or Healing Potions are relatively easy to make, making Earth Magic pretty useless.
12th Jul '16 1:31:29 AM jormis29
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* ''VideoGame/{{Battlefield}} 2142'' features unlockable weapons--and very limited slots to put them into. Several unlocks are useful in extremly specific situations but are far outclassed by other, more generally useful unlocks.

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* ''VideoGame/{{Battlefield}} 2142'' ''VideoGame/Battlefield2142'' features unlockable weapons--and very limited slots to put them into. Several unlocks are useful in extremly specific situations but are far outclassed by other, more generally useful unlocks.
25th Jun '16 4:29:36 PM nombretomado
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* The ''BaldursGate'' series of games made antidotes useful, especially in the first game. Even in the later games, the VancianMagic and (in ''Throne of Bhaal'') the existence of potion bags meant that every spell slot counted, so being able to carry around twenty or so antidotes in a single inventory slot was not something to sneeze at.

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* The ''BaldursGate'' ''Franchise/BaldursGate'' series of games made antidotes useful, especially in the first game. Even in the later games, the VancianMagic and (in ''Throne ''[[VideoGame/BaldursGateIIThroneOfBhaal Throne of Bhaal'') Bhaal]]'') the existence of potion bags meant that every spell slot counted, so being able to carry around twenty or so antidotes in a single inventory slot was not something to sneeze at.
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