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A fire-based status effect, but it is otherwise a wild card that can have a range of effects (sapping the user's HP is a popular effect). If the game also features a Freeze status effect (and chances are good it already does), the two may even cancel each other out.

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A fire-based status effect, but it is otherwise a wild card that can have a range of effects (sapping ([[DamageOverTime sapping the user's HP target's HP]] is a popular effect). If the game also features a Freeze status effect (and chances are good it already does), the two may even cancel each other out.
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* ''DragonAgeOrigins'' has the Curse of Mortality, which blocks all healing while also dealing a small amount of damage. The effect is only active for a limited time, but it often dooms party members that it hits. [[UselessUsefulSpell Also, because enemies rarely use healing, learning it is not much use to the player.]]

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* ''DragonAgeOrigins'' has the Curse of Mortality, which blocks all healing while also dealing a small amount of damage. The effect is only active for a limited time, but because of how important healing spells and health poultices are, it often dooms party members that it hits. [[UselessUsefulSpell Also, because enemies rarely use healing, learning it is not much use to the player.]]
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* ''DragonAgeOrigins'' has the Curse of Mortality, which blocks all healing while also dealing a small amount of damage. The effect is only active for a limited time, but it often dooms party members that it hits. [[UselessUsefulSpell Also, because enemies rarely use healing, learning it is not much use to the player.]]
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* ''LeagueOfLegends'' has Grievous Wounds, which reduces healing and regeneration by 50%. Though originally designed to counter the enemy's WhiteMage champions, Grievous Wounds better serves to counter aggressive champions that rely on copious LifeDrain.

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* ''LeagueOfLegends'' has Grievous Wounds, which reduces healing and regeneration by 50%. Though originally designed to counter the enemy's WhiteMage champions, Grievous Wounds better serves to counter aggressive champions that rely on copious LifeDrain.
LifeDrain. (Following a long series of healing nerfs to make wearing a champion down instead of having to kill them outright a viable bottom lane strategy, Soraka is the only champion whose primary contribution is healing, and even her normal heal comes with a massive temporary armor boost to the target.) It's available through a couple items, the summoner ability Ignite inflicts it, and Tristana, Varus, and Fizz have abilities that apply it.
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** Also, there's diamondization, which is basically instant death as well.
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** When the computer takes control of a character, it seems like they just smash all the buttons randomly. This ends up doing things like a human using "Every Man For Himself" to break out of said mind control.
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*** Or if it's a Warrior '''''Shouting'''''.
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[[AC:BeatEmUp]]
* All Umbran Witches, such as {{Bayonetta}}, make a DealWithTheDevil (several, in fact) to gain their powers. Thus, when Bayonetta's health is minimal, small shadow hands begin to reach at her from the edges of the screen, as the demons prepare to claim her soul.
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* ''LeagueOfLegends'' has Grievous Wounds, which reduces healing and regeneration by 50%. Though originally designed to counter the enemy's WhiteMage champions, Grievous Wounds better serves to counter aggressive champions that rely on copious LifeDrain.

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* ''The VideoGame/TheElderScrollsIVOblivion'' enemies will often cast a single spell after being silenced and then attack you with a weapon, this can be due the fact silence only effects spells, not scrolls or greater/lesser powers.

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* ''The VideoGame/TheElderScrollsIVOblivion'' ''VideoGame/TheElderScrollsIVOblivion'' enemies will often cast a single spell after being silenced and then attack you with a weapon, this can be due the fact silence only effects spells, not scrolls or greater/lesser powers.powers.
** ''VideoGame/TheElderScrollsIIIMorrowind'' has a cheap version of this status, called "Sound". It doesn't completely render a character incapable of magic, but merely distracts them and increases their chance of spell failure.
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** Hell, it doesn't even have to be the final boss -- the third boss in ''Persona 3'' is fond of charming opponents. If he hits the player character, you can only hope that your party finishes off the boss while you waste turns getting messages reading "[Character Name] has turned against the party!" Since you can't alter tactics once you've been charmed, you may as well sit back and wait to see if the AI decides to be merciful.

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** Hell, it doesn't even have to be the final boss -- the third boss in ''Persona 3'' is fond of charming opponents. opponents, as are many random encounters. If he hits the player character, character is hit with charm, you can only hope that your party finishes off the boss enemy while you waste turns getting messages reading "[Character Name] has turned against the party!" Since only you can't alter can change tactics once you've been charmed, or use items, you may as well sit back and wait to see if become a spectator until the AI decides to be merciful.battle ends or Charm breaks on its own.
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Wick Namespace Migration


* ''{{Terraria}}'''s "On Fire!" debuff, which one can get from heat-based enemies or by falling in lava. It slowly saps your HP like poison, though you can end the effect by dunking yourself in water. Its cousin, "Cursed Flame", is nastier: water doesn't put the flames out.

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* ''{{Terraria}}'''s ''VideoGame/{{Terraria}}'''s "On Fire!" debuff, which one can get from heat-based enemies or by falling in lava. It slowly saps your HP like poison, though you can end the effect by dunking yourself in water. Its cousin, "Cursed Flame", is nastier: water doesn't put the flames out.

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* The ''VideoGame/{{Fallout}}'' games have stat-sapping radiation poisoning, with instant death at 1000 rads, as well as conventional HP-draining poison status, such as that from Radscorpion and Cazador stings, which also causes InterfaceScrew in ''VideoGame/FalloutNewVegas''. The Dart Gun has this effect as well as instantly crippling its victim (see "Slow" status below). In ''VideoGame/FalloutNewVegas'', poison can be applied to melee and throwing weapons. [[SyntheticPlague FEV]]-laced water in ''VideoGame/{{Fallout 3}}'''s ''Broken Steel'' DLC (if you did the "Project Impurity" subquest) causes a drop in stats, and death if four bottles are consumed.

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* The ''VideoGame/{{Fallout}}'' games have stat-sapping radiation poisoning, with either time-delayed or instant death at 1000 rads, as well as conventional HP-draining poison status, such as that from Radscorpion and Cazador stings, which also causes InterfaceScrew in ''VideoGame/FalloutNewVegas''. The Dart Gun has this effect as well as instantly crippling its victim (see "Slow" status below). In ''VideoGame/FalloutNewVegas'', poison can be applied to melee and throwing weapons. [[SyntheticPlague FEV]]-laced water in ''VideoGame/{{Fallout 3}}'''s ''Broken Steel'' DLC (if you did the "Project Impurity" subquest) causes a drop in stats, and death if four bottles are consumed.



* In the first two ''VideoGame/{{Fallout}}'' games, being irradiated to 1000 rads causes death within 24 hours(unless Rad-Aways are used), as opposed to the Instant Death in ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas''.



* In the first two ''VideoGame/{{Fallout}}'' games, being irradiated to 1000 rads causes death within 24 hours(unless Rad-Aways are used), as opposed to the Instant Death in ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas''.
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* In the first two ''VideoGame/{{Fallout}}'' games, being irradiated to 1000 rads causes death within 24 hours(unless Rad-Aways are used), as opposed to the Instant Death in ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas''.
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* In the ''RainbowSix'' series, Wounded(crippled) characters walk with a limp and are unable to run, as well having impaired aim.
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* Fire in the ''TombRaider'' series causes rapid HP loss leading to certain death, unless extinguished by jumping into water.

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* ''VideoGame/Left4Dead'' has survivors bleed out when they're incapacitated. If they bleed out fully before getting revived, they die. When a survivor is downed and then revived, they regain only 30 points of health and they slowly bleed out. Using pills or adrenaline shots gives temporary health and that bleeds out over time. Luckily, you cannot bleed out to death (unless you are downed), but if your health bleeds down to just one point, your movement is incredibly slow.


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* The ''Franchise/ResidentEvil'' series has characters hold their sides when injured and limp when near death. Due to EarlyInstallmentWeirdness, the first game lacked such a feature.

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* ''VideoGame/PaperMario'' and its sequel has the Dizzy status, which renders the character unable to act until it wears off.




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* ''VideoGame/ParasiteEve'' has the Confusion status work differently between enemies and the player. Confused enemies spin in place and can't act until it wears off. If the player is hit with Confusion, their movement controls are randomly remapped, making moving difficult to do. The sequel keeps Confusion with similar mechanics, but the controls will change at random instead.



* ''VideoGame/FinalFantasyIX'' has several, including Heat (a particularly brief ailment that kills the afflicted character if they take any action whatsoever), and Trouble (which, if the afflicted character is attacked, hurts the rest of the party for roughly half the damage taken).

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* ''VideoGame/FinalFantasyIX'' has several, including Heat (a particularly brief ailment that kills the afflicted character if they take any action whatsoever), and Trouble (which, if the afflicted character is attacked, hurts the rest of the party for roughly half the damage taken). Freeze is also a nasty case where the character is immobilized and being struck by a physical attack is an instant knock out.
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** In ''Fallout 1'' and ''2'', characters could be blinded by attacks to the eyes.
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* Critical damage in ''{{Vanquish}}'' automatically activates BulletTime, as well as causing visual InterfaceScrew.

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* Critical damage in ''{{Vanquish}}'' automatically activates BulletTime, as well as causing visual audio-visual InterfaceScrew.
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* Recieving a Concussion (crippled head) in ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' causes blurred vision and ringing in the ears, and reduces Perception. Vault 106 has its atmosphere injected with a psychoactive drug that periodically causes hallucinations.

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* Recieving a Concussion (crippled head) in ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' causes blurred vision and ringing in the ears, and reduces Perception. Certain types of poison in the latter game have a similar effect. Vault 106 has its atmosphere injected with a psychoactive drug that periodically causes hallucinations.
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* The Flare Gun in ''VideoGame/FalloutNewVegas: Lonesome Road'' has this effect on Deathclaws and other abominations.
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* In ''VideoGame/FalloutNewVegas: Lonesome Road'', Flashbang Grenades temporarily drain the enemy's and/or player's attack skills as well as [[InterfaceScrew literally]] [[BlindedByTheLight blinding them]], and also cause Tunnelers to be Frenzied(Confused).
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* In ''VideoGame/SolForge'', deals some fixed number of damage per turn (based on the card that causes it).
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Whoops.


* [[UniversalPoison Slowly saps your HP]]. In turn-based games, it will deal a set amount of damage at the beginning (sometimes end) of each turn. If the game in question doesn't automatically cure status effects at the end of each battle, this effect almost always lingers until cured, often draining a bit of HP even outside of battle with each step you take. Some games (''VideoGame/TalesOfSymphonia'', ''Franchise/{{Pokemon}}'') have both regular poisons and stronger, more potent poisons that sap more health at a time. This can sometimes get hilariously out of hand, as evidenced [[http://news.bbc.co.uk/1/hi/technology/4272418.stm here]].

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* [[UniversalPoison Slowly saps your HP]]. In turn-based games, it will deal a set amount of damage at the beginning (sometimes end) of each turn. If the game in question doesn't automatically cure status effects at the end of each battle, this effect almost always lingers until cured, often draining a bit of HP even outside of battle with each step you take. Some games (''VideoGame/TalesOfSymphonia'', ''Franchise/{{Pokemon}}'') have both regular poisons and stronger, more potent poisons that sap more health at a time. This can sometimes get hilariously out of hand, as evidenced [[http://news.bbc.co.uk/1/hi/technology/4272418.stm here]].
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[[folder: Poison / Plague / Bleeding]]
[[UniversalPoison Slowly saps your HP]]. In turn-based games, it will deal a set amount of damage at the beginning (sometimes end) of each turn. If the game in question doesn't automatically cure status effects at the end of each battle, this effect almost always lingers until cured, often draining a bit of HP even outside of battle with each step you take. Some games (''VideoGame/TalesOfSymphonia'', ''Franchise/{{Pokemon}}'') have both regular poisons and stronger, more potent poisons that sap more health at a time. This can sometimes get hilariously out of hand, as evidenced [[http://news.bbc.co.uk/1/hi/technology/4272418.stm here]].

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[[folder: Poison [[folder:Poison / Plague / Bleeding]]
* [[UniversalPoison Slowly saps your HP]]. In turn-based games, it will deal a set amount of damage at the beginning (sometimes end) of each turn. If the game in question doesn't automatically cure status effects at the end of each battle, this effect almost always lingers until cured, often draining a bit of HP even outside of battle with each step you take. Some games (''VideoGame/TalesOfSymphonia'', ''Franchise/{{Pokemon}}'') have both regular poisons and stronger, more potent poisons that sap more health at a time. This can sometimes get hilariously out of hand, as evidenced [[http://news.bbc.co.uk/1/hi/technology/4272418.stm here]].
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* Certain ''BomberMan'' games have skull tiles, which cause random effects such as causing Bomberman to continuously drop bombs, be unable to drop bombs, move too fast or too slow, etc. The effect can be transmitted to other players by touching them.

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* Certain ''BomberMan'' ''VideoGame/{{Bomberman}}'' games have skull tiles, which cause random effects such as causing Bomberman to continuously drop bombs, be unable to drop bombs, move too fast or too slow, etc. The effect can be transmitted to other players by touching them.

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* In the ''VideoGame/PokemonMysteryDungeon'' series, poison periodically reduces your HP by 4 points, on top of disabling your natural HP recovery. The latter effect is the main thing that can make it threatening.




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* In ''VideoGame/PhantasyStarOnline2'', this status effect shaves off a small percentage of the victim's HP periodically. It'll also spread to anyone who touches them.




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* In ''VideoGame/PokemonMysteryDungeon'' series, paralysis halves your movement speed and keeps you from attacking until it wears off. It can usually be abused to keep an enemy locked down forever (Bosses included).



* Depending on the game, paralysis in the TalesSeries either prevents action until cured, prevents action for a short time, or perhaps most annoyingly, causes the afflicted character to flinch at random intervals.

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* Depending on the game, paralysis in the TalesSeries ''TalesSeries'' either prevents action until cured, cured (And will result in a game over if everyone is affected), prevents action for a short time, or perhaps most annoyingly, causes the afflicted character to flinch at random intervals.



* In SuperSmashBrothers characters can be put to sleep. Interestingly, it can only be caused by a pokemon, either one from a Pokeball (Bellossom, Togepi) or it is a cause of Jigglypuff's Up B move, sing, which causes sleep in her games. It usually only lasts for a couple of seconds, but it's possible to put characters in sleep lock where they doze off immediately after waking up using the aforemented pokeball pokemon. Jigglypuff however, needs to time her move so they don't wake up before she stops singing

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* In SuperSmashBrothers characters the ''VideoGame/SuperSmashBros'' series, sleep simply makes a character incapable of action for a brief period of time, and they'll wake up after a single hit. It can be put to sleep. Interestingly, escaped from more quickly with button mashing [[ComputersAreFast (Don't even bother with it can against computers)]] and its duration is also dependent on how high the victim's damage percentage is. The only be caused by a pokemon, either one from a Pokeball (Bellossom, Togepi) or who can inflict it at will is a cause of Jigglypuff's Up B move, sing, [[{{Pokemon}} Jigglypuff]], who has its Sing attack, which causes sleep in her games. It unfortunately takes so long to finish that your opponent can usually only lasts for a couple of seconds, but it's possible to put characters in sleep lock where they doze off immediately after waking up using the aforemented pokeball pokemon. Jigglypuff however, needs to time her move so they don't wake up before she stops singing
you get a chance to do anything to them. It also suffers from the fact that only characters on the ground can be put to sleep.



* In ''PhantasyStarOnline'', one of the status effects that is probably confused causes the player's character to run in random directions - gunners will fire in about every direction but what you want them to and run into enemies so it's best just to stay very still and wait.
** Confused enemies will attack whatever is closest.

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* In ''PhantasyStarOnline'', one of the Panic status effects that is probably confused effect causes the player's character to run in random directions - gunners will fire in about every direction but what you want them to and run into enemies so it's best just to stay very still and wait.
**
directions. Confused enemies will instead attack whatever is closest.




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* In the ''VideoGame/PokemonMysteryDungeon'' series, confusion causes you to move and attack in a random direction instead of your intended one, and also enables FriendlyFire if you don't have the Self Control IQ/Team skill. It's easily one of the most troublesome status ailments due to how common it is, and the fact that it drastically reduces your chances of hitting an enemy if you lack moves that hit every tile adjacent to you.



* In ''VideoGame/PaperMario'', the stone cap does this. Like the tanuki suit in Super Mario Bros 3, It dramatically increases your defense.

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* In ''VideoGame/PaperMario'', the stone cap Stone Cap does this. Like the tanuki suit Tanuki Suit in Super Mario Bros 3, It dramatically increases it makes you immune to damage, but you can't do anything until it wears off, making it mostly for providing some time for your defense.partner to get some free hits in.


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* In the ''VideoGame/PokemonMysteryDungeon'' series, fear simply causes the afflicted Pokemon to run away until it wears off. It can't be inflicted by any standard moves (Orbs and Dark type team attacks being the only options), plus it has absolutely no effect on a Pokemon that's being controlled by the player. It's most frequently seen as the result of the completely useless Run Away ability, which inflicts its user with the status when it reaches critical HP, and it'll remain until their HP is restored.
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* ''TeamFortressClassic'' has the Combat Medic's infection, when he uses his medkit on someone from the other team. It's worse than fire because 1: it will only stop if the player dies or a medic from the same team heals him and 2: IT'S CONTAGIOUS, as in if you touch a teammate while infected, he gets infected too.

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* ''TeamFortressClassic'' ''VideoGame/TeamFortressClassic'' has the Combat Medic's infection, when he uses his medkit on someone from the other team. It's worse than fire because 1: it will only stop if the player dies or a medic from the same team heals him and 2: IT'S CONTAGIOUS, as in if you touch a teammate while infected, he gets infected too.



* "Afterburn" is the Pyro's trademark ability in both ''TeamFortressClassic'' and''VideoGame/TeamFortress2''. It deals damage over time, wears off eventually and can only be stopped by picking up a Medkit, diving into water, being doused by a friendly Sniper's Jarate, being doused by a friendly Scout's Mad Milk or being airblasted by a friendly Pyro. The Pyro [[ViewerGenderConfusion himself/herself]] cannot be set on fire and thus doesn't have to worry about Afterburn. The Soldier's Cow Mangler 5000 weapon can, with a charged-up shot, inflict Afterburn and if a Pyro puffs their Flamethrower at a friendly Sniper who is carrying a Huntsman, the Sniper's arrow [[ArrowsOnFire will be lit up.]]

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* "Afterburn" is the Pyro's trademark ability in both ''TeamFortressClassic'' ''VideoGame/TeamFortressClassic'' and''VideoGame/TeamFortress2''. It deals damage over time, wears off eventually and can only be stopped by picking up a Medkit, diving into water, being doused by a friendly Sniper's Jarate, being doused by a friendly Scout's Mad Milk or being airblasted by a friendly Pyro. The Pyro [[ViewerGenderConfusion himself/herself]] cannot be set on fire and thus doesn't have to worry about Afterburn. The Soldier's Cow Mangler 5000 weapon can, with a charged-up shot, inflict Afterburn and if a Pyro puffs their Flamethrower at a friendly Sniper who is carrying a Huntsman, the Sniper's arrow [[ArrowsOnFire will be lit up.]]



* ''TeamFortressClassic'' has the Spy's Tranquilizer Gun. Getting hit by a dart will cause the player to move and turn much slower, making it easier to backstab or run away.

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* ''TeamFortressClassic'' ''VideoGame/TeamFortressClassic'' has the Spy's Tranquilizer Gun. Getting hit by a dart will cause the player to move and turn much slower, making it easier to backstab or run away.
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* ''{{Minecraft}}'' has the player and mobs that can be set on fire, whether by natural fire, falling into lava, or being set on fire from an enchanted bow or sword that has a fire effect. Being on fire deals a whole heart of damage per second until the fire goes out on its own or if you jump into a pool of water. Being exposed to the rain also douses the flames. Zombies and skeletons catch on fire from the sunlight and certain mobs are immune to being set on fire.

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* ''{{Minecraft}}'' has the player and mobs that can be set on fire, whether by natural fire, falling into lava, or being set on fire from an enchanted bow or sword that has a fire effect. Being on fire deals a whole heart of damage per second until the fire goes out on its own or if you jump into a pool of water. Being exposed to the rain also douses the flames. Zombies and skeletons catch on fire from the sunlight and certain mobs are immune to being set on fire.
fire. Since 1.5, flaming zombies will [[InfernalRetaliation set you on fire if you touch them.]]

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