Follow TV Tropes

Following

History Main / StandardStatusEffects

Go To

OR

Added: 6990

Changed: 804

Is there an issue? Send a MessageReason:
None


* ''TabletopGame/{{Pathfinder}} borrowed Paralysis from D&D 3.X, except they realized going in how powerful the Coup de Grace potential was, so there were very few ways to reliably inflict it, and most of those allowed the victim an additional save each round to recover. Stun is also the same, making you easier to hit, preventing action, and most importantly, allowing Rogues the benefit of their Sneak Attack against you. In Second Edition, both are less severe-- Paralyzed is like First Edition stun, preventing action and lowering defenses, but no longer gives the opportunity for an instant kill, while Stun doesn't affect defense at all and merely causes the victim to lose a certain number of actions.



* ''TabletopGame/{{Pathfinder}}'' has this. In First Edition it can be very effective (sleeping characters are helpless, and can thus be insta-killed with a Coup de Grace) or a minor inconvenience (an ally can easily awaken a sleeping character, albeit they still must use a standard action to do so). In Second Edition the Coup de Grace potential is gone, and the revamped action economy makes waking an ally less costly, so putting targets to sleep is mainly used for purposes of stealth.



* ''TabletopGame/DungeonsAndDragons'' has the Silence spell, which works exactly as it says, creating a spherical area of total silence. Unlike many other examples, however, this does prevent all forms of sound, including normal speech, sounds of battle, etc. and even stops sonic attacks that would go through the area, even if they were cast from outside the area. It also doesn't prevent spellcasting that has no verbal components, including, notably, all of the Psionic classes. There's also a status condition called Deafened, which imposes a 20% failure chance on verbal spells -- on the reasoning that being unable to hear yourself speak makes it slightly more difficult, but not impossible, to control your voice.

to:

* ''TabletopGame/DungeonsAndDragons'' has the Silence spell, which works exactly as it says, creating a spherical area of total silence. Unlike many other examples, however, this does prevent all forms of sound, including normal speech, sounds of battle, etc. and even stops sonic attacks that would go through the area, even if they were cast from outside the area. It also doesn't prevent spellcasting that has no verbal components, including, notably, all of the Psionic classes. The best (or worst) part is that the spell only allows a save for the target-- whoever or whatever will be the source of the silence. So cast it on a willing warrior, get him next to the {{Squishy Wizard}} and the mage is automatically silenced. Or cast it on a rock, and have the warrior carry it into the midst of the enemy spellcasters, then discard it when it's no longer convenient. There's also a status condition called Deafened, which imposes a 20% failure chance on verbal spells -- on the reasoning that being unable to hear yourself speak makes it slightly more difficult, but not impossible, to control your voice.voice.
* ''TabletopGame/{{Pathfinder}}'' first edition has the same Silence spell from D&D, with all the same exploits. In second edition the base Silence spell requires a willing target and only affects them, making it primarily a stealth spell. The heightened version of the spell emits the familiar aura, allowing for the mage-killing tactics mentioned above. Both versions can only be cast on creatures, though, so the "silence pebble" tactic is no more. Both editions also borrow the Deafened condition and its 20% spell failure chance.




to:

* In ''TabletopGame/{{Pathfinder}}'' First Edition, Blindness is basically the same as in 3.5 D&D-- 50% miss chance on all attacks, penalties to defense and you move at half speed. Second Edition makes the defensive penalties a little less harsh, but otherwise keeps it similar.



* Not an official status condition, but several effects in ''TabletopGame/{{Pathfinder}}'' give bonuses to creatures' combat abilities while preventing them from doing anything requiring concentration. The most well-known of these is the Barbarian's Rage class feature. Virtually all these effects are either self-only or require willing targets, so there's no way to enrage an enemy spellcaster to shut down their magic.



* ''TabletopGame/{{Pathfinder}}'' First Edition used D&D 3.5's version of Confusion, which gave a 25% chance each turn to attack the nearest creature, attack oneself, babble incoherently, or act normally. But if you were attacked while confused, you automatically retaliated instead, so having more than one person confused could quickly result in an enforced duel to the death. In Second Edition you have defensive penalties and always attack (or take actions like drawing a weapon that will enable you to attack). If you have targets, they're chosen randomly (i.e. by the [=GM=]), if you don't have targets you attack yourself. Only if you have no way of attacking at all do you babble incoherently, and there's no chance of acting normally. The good news is each time you take damage you have a 50% chance of recovering from the confusion, so you're likely to be broken out of it before you kill an ally or die yourself. Probably.



* ''TabletopGame/{{Pathfinder}}'' has Charm and Dominate just like D&D. Charm makes the target friendly, but they get a substantial bonus to their save if you're already in combat with them at the time. In Second Edition, it explicitly ends if you do anything hostile towards them. Dominate controls the target totally, and can singlehandedly swing the outcome of fights; because of this Second Edition made Dominate much harder to pull off, usually requiring the target to critically fail their save.



[[AC:TabletopGame]]
* ''TabletopGame/{{Pathfinder}}'' doesn't have a standard status effect for this, but has a number of spells and abilities that can accomplish it. The exact rules vary by effect, but generally hold the target in place, requiring a Strength check to break free, and often deal cold damage every turn as well. Often the target's allies can assist, either by making Strength checks of their own to break the ice, attacking it normally to inflict damage on it, or dealing fire damage to the victim to melt the ice.



[[AC:TabletopGame]]
* ''TabletopGame/{{Pathfinder}}'' can have this occur if you fight monsters like medusas or basilisks. A petrified character is unable to do much, but is still alive and can be revived by certain specific spells, though that almost always has to wait until after the combat. As such, it's a powerful way of neutralizing a target, and in First Edition petrification effects can quickly swing the outcome of a fight. In Second Edition most of these effects were toned down; petrification tends to occur gradually, only becoming total after multiple failed saves, and sometimes allowing subsequent saves to recover without magical aid.



[[AC:TabletopGame]]
* ''TabletopGame/{{Pathfinder}}'' has a Slow status. In First Edition, it gives a few minor penalties, cuts your speed, and most importantly, prevents you from using your full complement of actions on your turn, which can severely curtail some characters (or monsters) combat capability. In Second Edition, it simply reduces the number of actions you can take on your turn.



** The Temporal Stasis spell has this effect on its target-- they are suspended in time, unable to be harmed but also unable to do anything whatsoever. Only a very few specific effects can free the victim from this spell.



[[AC:TabletopGame]]
* The Baleful Polymorph spell in ''TabletopGame/{{Pathfinder}}'' can turn the target into a harmless critter, effectively taking it out of the battle. In First Edition, if they fail the Fortitude save to resist transforming, they get to make a Will save-- if they succeed they retain their mind and memories in their new body, but if they fail their mind becomes typical of the creature they've become. In Second Edition, like many "save-or-suck" spells, this was nerfed-- a normal failed save transforms the victim for a minute, lets them keep their mind, and allows them to use their actions to make additional saves to recover early. Only a critical failure causes a permanent (body and mind) transformation.



* ''TabletopGame/{{Pathfinder}}'' First Edition borrowed D&D 3.5's system of fear. Low levels merely gave small penalties, while higher levels forced you to run away or cower in fear. In Second Edition there's a single Frightened status, which gives a penalty equal to a certain value that decreases by one every round. The Fleeing status, which forces you to run away, is a separate status, though it's usually accompanied by some level of Frightened.



* ''Franchise/DungeonsAndDragons'' has the "Reduce" spell, which shrinks a target, reducing their strength and melee damage, and also affecting their size category, which depending on edition can have a whole host of secondary effects. The "Enlarge" spell is its buff counterpart.

to:

* ''Franchise/DungeonsAndDragons'' has the "Reduce" spell, which shrinks a target, reducing their strength and melee damage, and also affecting their size category, which depending on edition can have a whole host of secondary effects. The "Enlarge" spell is its buff counterpart.
counterpart. There are situations where the buff/debuff nature of these spells is reversed, though-- sometimes being smaller is actually an advantage.


Added DiffLines:

[[AC:TabletopGame]]
* Curses in ''TabletopGame/{{Pathfinder}}'' work similarly to poisons and diseases, in that you get an initial save to resist them, and if you fail, you get various penalties and have to make periodic additional saves to avoid further problems. Unlike diseases or poisons, however, curses generally can't be recovered from natually, no matter how many subsequent saves you make-- only magic can remove them.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Arknights}}'': This is the main purpose of slow-type Supporter operators, who briefly slow an enemy's movement with every hit, delaying their advance. Some operators outside the Supporter class are also able to slow enemies with their skills. From the enemy side, there is a type of enemy drone that doesn't directly attack your units, but emits a cold aura that slows the attack rate of any operator within its considerably large range.

to:

* ''VideoGame/{{Arknights}}'': This is the main purpose of slow-type Supporter operators, who briefly slow an enemy's movement with every hit, delaying their advance. Some operators outside the Supporter class are also able to slow enemies with their skills. From the enemy side, there is a type of enemy drone that doesn't directly attack your units, operators, but emits a cold aura that slows the attack rate of any operator within its considerably large range.
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/{{Arknights}}'': Some operators are capable of stunning enemies with their skills, briefly stopping their movement and attacks. A few specific enemies are also capable of stunning operators, preventing them from attacking for the duration. If this happens to one of your melee operators, they'll be unable to block enemies from advancing, potentially causing mission failure if they were your last line of defense.




to:

* ''VideoGame/{{Arknights}}'': This is the main purpose of slow-type Supporter operators, who briefly slow an enemy's movement with every hit, delaying their advance. Some operators outside the Supporter class are also able to slow enemies with their skills. From the enemy side, there is a type of enemy drone that doesn't directly attack your units, but emits a cold aura that slows the attack rate of any operator within its considerably large range.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''VideoGame/FinalFantasyTacticsA2'' [[PlayedForDrama plays this for drama]] with a character who survives an assassination attempt to [[ZombifyTheLiving turning her into an undead monster.]] The former paladin wanders the land, unsure why people flee from her and why healing potions hurt her, until she manages to recover with the assistance of the party. This is somewhat noteworthy as the status effect doesn't otherwise exist in the IvaliceAlliance games.

Added: 768

Changed: 932

Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/Persona4Arena'': Panicked characters will have their left-right controls reversed, throwing off the player's movement, block, and skill inputs.



* ''Franchise/ShinMegamiTenseiPersona''. It returns in ''VideoGame/ShinMegamiTenseiIV'' as Brand. Though few enemies can inflict it, all of them DLC (Raphael's Stigmata Strike, Gabriel's Lamentation and the Ancient of Days' Stigmatic Gleam) it can be one of the most horrible ailments, given it cannot be healed even with Salvation; it naturally fades over time. Both ''VideoGame/DevilSurvivor'' and ''VideoGame/DevilSurvivor2'' have Curse, an ailment inflicted by the Mystic-elemental spell Diajama and the higher-leveled Ghost Race demons' Racial Skill Possession respectively, which drops all HP and MP recovery to zero. ''However'', rather than the horror that is Brand, Curse ''can'' be healed with Amrita, Prayer, or even the Megami Race demons' Racial Skill, significantly reducing the risk it poses.

to:

* ''Franchise/ShinMegamiTenseiPersona''. It returns ''Franchise/ShinMegamiTensei''
** Appears
in ''VideoGame/ShinMegamiTenseiIV'' as Brand. Though few enemies can inflict it, all of them DLC (Raphael's Stigmata Strike, Gabriel's Lamentation and the Ancient of Days' Stigmatic Gleam) it can be one of the most horrible ailments, given it cannot be healed even with Salvation; it naturally fades over time. time.
**
Both ''VideoGame/DevilSurvivor'' and ''VideoGame/DevilSurvivor2'' have Curse, an ailment inflicted by the Mystic-elemental spell Diajama and the higher-leveled Ghost Race demons' Racial Skill Possession respectively, which drops all HP and MP recovery to zero. ''However'', rather than the horror that is Brand, Curse ''can'' be healed with Amrita, Prayer, or even the Megami Race demons' Racial Skill, significantly reducing the risk it poses.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/TheLegendOfZeldaALinkToThePast'', golden star-shaped flashes of light inflisct this status effect on Link should he come into contact with said entities. When affected, Link temporarily assumes a bunny form, stripped of his normal abilities.

to:

* In ''VideoGame/TheLegendOfZeldaALinkToThePast'', golden star-shaped flashes of light inflisct inflict this status effect on Link should he come into contact with said entities. When affected, Link temporarily assumes a bunny form, stripped of his normal abilities.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/TheLegendOfZeldaALinkToThePast'', golden star-shaped flashes of light inflict this status effect on Link should he come into contact with said entities. When affected, Link temporarily assumes a bunny form, stripped of his normal abilities.

to:

* In ''VideoGame/TheLegendOfZeldaALinkToThePast'', golden star-shaped flashes of light inflict inflisct this status effect on Link should he come into contact with said entities. When affected, Link temporarily assumes a bunny form, stripped of his normal abilities.




to:

* In ''VideoGame/EpicBattleFantasy4'' there is the "slimed" status which turns one of your character into a slime. When transformed, the character cannot attack, cannot have items used on them, and have reduced stats. The only way to turn back into a human is to wait or to die.

Added: 602

Changed: 619

Is there an issue? Send a MessageReason:
None


[[AC:FightingGame]]
* ''VideoGame/{{Darkstalkers}}'' has Anakaris's [[CurseOfThePharaoh Pharaoh's Curse]], which changes the opponent into something small and weak, with what that thing is depending on the character ([[FishPeople Rikuo]] becomes [[BewitchedAmphibians a frog]], [[EvilIsBurningHot Pyron]] becomes a tiny living flame, [[ClassicalMovieVampire Demitri]], [[HornyDevils Morrigan and Lilith]] all become bats, etc). In VideoGame/{{MarvelVsCapcom2}}, however, the attack instead turns every character into a generic imp/goblin creature, due to the [[LoadsAndLoadsOfCharacters large roaster]].




to:

*Some of the classic ''Franchise/{{SonicTheHedgehog}}'' games have this as a mechanic. In VideoGame/{{Sonic the Hedgehog CD}} and VideoGame/{{SonicMania}}, there are [[ShrinkRay Shrink Rays]] that let you get through small spaces but otherwise not changing your stats. In VideoGame/{{KnucklesChaotix}} on the other hand, getting shrunken (In this case by smashing shrink monitors) makes you slower and decreases your jump abilities, but making you lighter, allowing you to fly or glide longer. The shrink effect is temporary in Chaotix, but in CD and Mania you have to find a grow ray to bring you back to normal size.
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/ApexLegends'': Revenant's tactical ability, the aptly named "Silence", fires a grenade that prevents the use of tactical and ultimate abilities.
Is there an issue? Send a MessageReason:
None


* ''Franchise/Pokemon'' feature the move "Minimize", which nominally raises the user's evasion (dodge chance) significantly (making it theoretically a status buff) and has some cosmetic effects, but also causes the user to take doubled damage from a wide variety of attacks (generally those that have to do with crushing forces or pressure, like "Stomp", "Steamroll", or "Phantom Force").

to:

* ''Franchise/Pokemon'' ''Franchise/{{Pokemon}}'' feature the move "Minimize", which nominally raises the user's evasion (dodge chance) significantly (making it theoretically a status buff) and has some cosmetic effects, but also causes the user to take doubled damage from a wide variety of attacks (generally those that have to do with crushing forces or pressure, like "Stomp", "Steamroll", or "Phantom Force").
Force") and said attacks will ''never'' miss a minimized character.

Added: 1875

Changed: 237

Removed: 1475

Is there an issue? Send a MessageReason:
None


* Many {{Roguelike}}s have the "teleportitis" status effect, which periodically induces TeleportationMisfire.
* ''VideoGame/{{Elona}}'' has several:
** "Anorexia" makes you unable to eat anything - any attempt will result in copious vomiting and stat loss. [[ObviousRulePatch Caused by abusing the game's hunger system.]]
** "Gravity" negates the ability to fly, making the player suspectible to ground-based hazards. Inflicted by the Mine Dog, a monster which also lays landmines on the ground.
** "Insanity" will inflict random status effects. Inflicted by ThingsManWasNotMeantToKnow, or by [[IAteWhat eating human flesh]].
** "Pregnant" makes a hostile alien burst out of your chest after some time. Caused by XenomorphXerox encounters, or by drinking dirty water.




to:

* ''VideoGame/NetHack'' has the "aggravate monster" status effect, which is basically the opposite of stealth: you're much more likely to wake up nearby sleeping monsters, and monsters can tell where you are even if you're {{invisible}}.
* ''VideoGame/PokemonMysteryDungeon'' games feature many unique status effects specific to seed and orb items only found in those games. A couple of examples:
** The X-Eye Seed afflicts a Pokémon with "X-Eye". For the player this makes every other Pokémon on the floor look like a Substitute doll (making allies and enemies indistinguishable and, like Confusion, allowing FriendlyFire), makes all items and exposed special tiles on the ground look like flowers, and makes all dots on the map green (usually allies are white, enemies are red, and items are blue)--it's essentially the closest you'll come to tripping acid in Pokémon. For allies and enemies the first effect is the only really relevant one; it makes everyone else look like a wild Pokémon, so afflicted allies will attack you and afflicted enemies will leave you alone.
** The Stairs Orb afflicts the target with "Stairs", which warps it to the stairs on that floor of the dungeon (which is more useful when you're using an X-Ray Specs or Radar Orb and can see where your target gets warped to on the map) and keeps it petrified until it is attacked.



[[AC:Roguelike]]
* Many {{Roguelike}}s have the "teleportitis" status effect, which periodically induces TeleportationMisfire.
* ''VideoGame/NetHack'' has the "aggravate monster" status effect, which is basically the opposite of stealth: you're much more likely to wake up nearby sleeping monsters, and monsters can tell where you are even if you're {{invisible}}.
* ''VideoGame/PokemonMysteryDungeon'' games feature many unique status effects specific to seed and orb items only found in those games. A couple of examples:
** The X-Eye Seed afflicts a Pokémon with "X-Eye". For the player this makes every other Pokémon on the floor look like a Substitute doll (making allies and enemies indistinguishable and, like Confusion, allowing FriendlyFire), makes all items and exposed special tiles on the ground look like flowers, and makes all dots on the map green (usually allies are white, enemies are red, and items are blue)--it's essentially the closest you'll come to tripping acid in Pokémon. For allies and enemies the first effect is the only really relevant one; it makes everyone else look like a wild Pokémon, so afflicted allies will attack you and afflicted enemies will leave you alone.
** The Stairs Orb afflicts the target with "Stairs", which warps it to the stairs on that floor of the dungeon (which is more useful when you're using an X-Ray Specs or Radar Orb and can see where your target gets warped to on the map) and keeps it petrified until it is attacked.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/PlantsVsZombies 3'' has a similar "bound" status to the octopus from ''PVZ2'', except it's a pizza thrown onto the plant by the Pizza Delivery Zombie. Like the octopus, the pizza needs to be attacked to free the plant.

to:

* ''VideoGame/PlantsVsZombies 3'' has a similar "bound" status to the octopus from ''PVZ2'', ''Plants Vs Zombies 2'', except it's a pizza thrown onto the plant by the Pizza Delivery Zombie. Like the octopus, the pizza needs to be attacked to free the plant.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/PlantsVsZombies 3'' has a similar "bound" status to the octopus from ''PVZ2'', except it's a pizza thrown onto the plant by the Pizza Delivery Zombie. Like the octopus, the pizza needs to be attacked to free the plant.
Is there an issue? Send a MessageReason:
None


** In online item battles, there's an offensive item called "headphone", it has a purpose to distract / screw players from performing the gameplay perfectly as it temporarily replaces the certain song in gameplay with the fake song came from the headphone.

to:

** In online item battles, there's an offensive item called "headphone", although this item doesn't screw the visual interface, it has a purpose to distract / screw players audibly from performing the gameplay perfectly as it temporarily replaces the certain song in gameplay with the fake song came from the headphone.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[AC:RhythmGame]]
* ''VideoGame/{{R2Beat}}''
** In online item battles, there's an offensive item called "Tortoise Shell", it has a purpose to slow down targeted opponents.


Added DiffLines:

[[AC:RhythmGame]]
* ''VideoGame/{{R2Beat}}''
** In online item battles, there's an offensive item called "headphone", it has a purpose to distract / screw players from performing the gameplay perfectly as it temporarily replaces the certain song in gameplay with the fake song came from the headphone.
** in the same modes, there's a "fog" item, which is to remove the timing windows on-screen and blocks players from seeing the certain obstacle notes clearly, making it difficult to perform it in full-combo.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/CastlevaniaSymphonyOfTheNight'': Character is unable to attack or defend.

to:

** ''VideoGame/CastlevaniaSymphonyOfTheNight'': ''VideoGame/CastlevaniaSymphonyOfTheNight'' and ''CastlevaniaCircleOfTheMoon'': Character is unable to attack or defend.

Added: 243

Changed: 362

Is there an issue? Send a MessageReason:
None


Games with these effects will usually feature a spell or item that cures each one individually, as well as another item, encountered later, that will cure all of them. By some inexplicable homeopathy by design, monsters that cause these effects will frequently [[RandomlyDrops drop]] the [[CarryingTheAntidote item that cures it.]] Don't [[FridgeLogic think about it too much.]] Then again, anti-venom in RealLife is actually made from the venom itself, so it may count as TruthInTelevision if you completely ignore all of the processes involved in making antivenom.

to:

Games with these effects will usually feature a spell or item that cures each one individually, as well as another item, encountered later, that will cure all of them. By some inexplicable homeopathy by design, monsters that cause these effects will frequently [[RandomlyDrops drop]] the [[CarryingTheAntidote item that cures it.]] Don't it]]. [[FridgeLogic Don't think about it too much.]] Then again, anti-venom in RealLife is actually made from the venom itself, so it may count as TruthInTelevision if you completely ignore all of the processes involved in making antivenom.



[[folder:Paralyzed / Stun]]

to:

[[folder:Paralyzed / Stun]][[folder:Paralyzed[=/=]Stun]]



Describes a character who can't be controlled, loses all of its abilities except its basic attack, though at least berserked characters are still attacking the proper side, unlike ''Confused'' or ''Charm''. This is often accompanied by an attack power boost, and sometimes by a decrease in defense as well. This can sometimes be exploited to one's advantage, depending on whether the victim is a fighter or spellcaster; some games even classify it as a ''positive'' [[StatusBuff status effect]].

to:

Describes a character who can't be controlled, loses all of its their abilities except its their basic attack, though at least berserked characters are still attacking the proper side, unlike ''Confused'' Confused or ''Charm''.Charm. This is often accompanied by an attack power boost, and sometimes by a decrease in defense as well. This can sometimes be exploited to one's advantage, depending on whether the victim is a fighter or spellcaster; some games even classify it as a ''positive'' [[StatusBuff status effect]].



Characters will act unpredictably. They may strike enemies, their companions, or even (inexplicably) themselves. Or they may just do nothing and skip a turn. Often, the computer takes complete control of confused characters and [[AIRoulette selects commands at random]], although in some cases the player will still be able to issue commands and the computer will merely select the target at random, and in other games, "Confusion" may actually be just another word for "Charm". There are many instances of this being only usable by female Party members, cast with a FanService-laden dance. When players use this on enemies, they are [[SetAMookToKillAMook Setting A Mook To Kill A Mook]].

to:

Characters will act unpredictably. They may strike enemies, their companions, or even (inexplicably) themselves. Or they may just do nothing and skip a turn. Often, the computer takes complete control of confused characters and [[AIRoulette selects commands at random]], although in some cases the player will still be able to issue commands and the computer will merely select the target at random, and in other games, "Confusion" may actually be just another word for "Charm". There are many instances of this being only usable by female Party members, cast with a FanService-laden dance. When players use this on enemies, they are [[SetAMookToKillAMook Setting A Mook To Kill A Mook]].



* In ''Franchise/ShinMegamiTensei'' games, confuse has a chance of making the affected character do something... well, really stupid. A common manifestation is inexplicably tossing macca everywhere or simply hurting themselves a la Pokémon.

to:

* In ''Franchise/ShinMegamiTensei'' games, confuse has a chance of making the affected character do something... well, really stupid. A common manifestation is inexplicably tossing macca everywhere or simply hurting themselves a à la Pokémon.



Characters are unable to act, sometimes adding a defense debuff or critical hit multiplier on the recipient for good measure: after all, freezing something makes it brittle. Like sleep, this condition tends to stick around, but if the enemy is dumb enough to use a fire attack on a frozen character, that will often cure the effect. [[HarmlessFreezing Don't expect it to have any lasting effects]].

to:

Characters are unable to act, sometimes adding a defense debuff or critical hit multiplier on the recipient for good measure: after all, freezing something makes it brittle. Like sleep, this condition tends to stick around, but if the enemy is dumb enough to use a fire attack on a frozen character, that will often cure the effect. [[HarmlessFreezing Don't expect it to have any lasting effects]].
effects.]]



[[TimeStandsStill Stops a character in time]]. They are unable to take any action--much like Paralysis--but Stop is a much stronger effect and generally cannot be cured in the same manner. In some systems a Stopped character is also considered functionally dead.

to:

[[TimeStandsStill Stops a character in time]]. time.]] They are unable to take any action--much like Paralysis--but Stop is a much stronger effect and generally cannot be cured in the same manner. In some systems a Stopped character is also considered functionally dead.



[[AC:ActionGames]]

to:

[[AC:ActionGames]][[AC:ActionGame]]



A condition which interferes with [[InterfaceScrew the player's control interface]] somehow, such as by obscuring parts of the screen or, yes, reversing the controls. Hard to [[JustifiedTrope justify]] within the context of the game world, so it often gets folded in with Confusion, curses, or sanity somehow. Most of the "sanity effects" in ''VideoGame/EternalDarkness'' are of this type (such as having the screen blank, the sound mute, or the controls not work, and even deleting the mem card [thankfully falsely] and putting up a SequelHook card).

to:

A condition which interferes with [[InterfaceScrew the player's control interface]] somehow, such as by obscuring parts of the screen or, yes, reversing the controls. Hard to [[JustifiedTrope justify]] within the context of the game world, so it often gets folded in with Confusion, curses, or sanity somehow. Most of the "sanity effects" in ''VideoGame/EternalDarkness'' are of this type (such as having the screen blank, the sound mute, or the controls not work, and even deleting the mem card [thankfully falsely] and putting up a SequelHook card).
somehow.



* Most of the "sanity effects" in ''VideoGame/EternalDarkness'' are of this type (such as having the screen blank, the sound mute, or the controls not work, and even deleting the mem card [thankfully falsely] and putting up a SequelHook card).



a.k.a. OneHitKill. One cast, one death, no waiting. Obviously this is a ridiculously powerful ability, and it's often reserved for bosses--games where common enemies can use this with regularity tend to be frustrating, since there's often nothing you can do to stop it except pray to the RandomNumberGod that it misses. Your party members will rarely have any resistance to this effect whatsoever, whereas [[TheComputerIsACheatingBastard enemies are frequently born with resistance to it]] and [[ContractualBossImmunity bosses have contractual immunity to it]], making it a UselessUsefulSpell in most systems.

to:

a.A.k.a. OneHitKill. One cast, one death, no waiting. Obviously this is a ridiculously powerful ability, and it's often reserved for bosses--games where common enemies can use this with regularity tend to be frustrating, since there's often nothing you can do to stop it except pray to the RandomNumberGod that it misses. Your party members will rarely have any resistance to this effect whatsoever, whereas [[TheComputerIsACheatingBastard enemies are frequently born with resistance to it]] and [[ContractualBossImmunity bosses have contractual immunity to it]], making it a UselessUsefulSpell in most systems.



* ''VideoGame/{{Exile}} / VideoGame/{{Avernum}}'' has ''Dust'', whose cause is the same as in Might and Magic.

to:

* ''VideoGame/{{Exile}} / VideoGame/{{Avernum}}'' ''VideoGame/{{Exile}}[=/=]VideoGame/{{Avernum}}'' has ''Dust'', whose cause is the same as in Might and Magic.



A character in '''Critical''' condition is low on hitpoints and near-death. Highly variable between games, it can unlock [[DesperationAttack desperation moves]] (as in ''VideoGame/FinalFantasyVI'' or some of the ''Tales'' games) or simply cause effects like a hunched-over posture, a red-tinged screen, or an [[CriticalAnnoyance alert bell]]. Seeing this as a negative thing to varying degrees is a something of an aversion of CriticalExistenceFailure. Attacks that specifically ''cause'' Critical status instead of inflicting normal damage -- e.g., HPToOne -- are rare and often reserved for bosses.

to:

A character in '''Critical''' Critical condition is low on hitpoints and near-death. Highly variable between games, it can unlock [[DesperationAttack desperation moves]] (as in ''VideoGame/FinalFantasyVI'' or some of the ''Tales'' ''[[VideoGame/TalesSeries Tales]]'' games) or simply cause effects like a hunched-over posture, a red-tinged screen, or an [[CriticalAnnoyance alert bell]]. Seeing this as a negative thing to varying degrees is a something of an aversion of CriticalExistenceFailure. Attacks that specifically ''cause'' Critical status instead of inflicting normal damage -- e.g., HPToOne -- are rare and often reserved for bosses.



Cause the forces of darkness/light to send upon you a series of horrible magical hexes that will screw you up basically. Ranging from reversed movement to severe attack and defense debuffing. You can still fight but will do so at suboptimal levels, some may even prevent you from healing yourself until a healer comes in and gets rid of it.

to:

Cause Causes the forces of darkness/light to send upon you a series of horrible magical hexes that will screw you up up, basically. Ranging from reversed movement to severe attack and defense debuffing. You can still fight but will do so at suboptimal levels, levels; some curses may even prevent you from healing yourself until a healer comes in and gets rid of it.



This puts you in a ReviveKillsZombie situation in which healing damages you and instant-death attacks may heal you, often coupled with losing control of the character ''a la'' Berserk or Charm. Beyond that, you become immune to a great deal of the other status effects, since they wouldn't effect the dead, such as poison or doom.

to:

This puts you in a ReviveKillsZombie situation in which healing damages you and instant-death attacks may heal you, often coupled with losing control of the character ''a ''à la'' Berserk or Charm. Beyond that, you become immune to a great deal of the other status effects, since they wouldn't effect the dead, such as poison or doom.



** Infection / Mind Control: A renamed "charm"

to:

** Infection / Mind Infection[=/=]Mind Control: A renamed "charm""charm".
Is there an issue? Send a MessageReason:
None


* In''Franchise/FireEmblem'', silence was caused by the Silence staff, that renders magic and staff users useless as it it seals up the magic upon getting hit. Additionally, it also prevents characters from talking and visiting villages. In ''VideoGame/FireEmblemHeroes'', there's a variant called the Isolation effect from Bridal Fjorm's Gjallarbru where it disables the heroes from using assist moves such as Rally Attack and healing skills like Restore.

to:

* In''Franchise/FireEmblem'', In ''Franchise/FireEmblem'', silence was caused by the Silence staff, that renders magic and staff users useless as it it seals up the magic upon getting hit.targets from using magic. Additionally, it also prevents characters from talking and visiting villages. In ''VideoGame/FireEmblemHeroes'', there's a variant called the Isolation effect from Bridal Fjorm's Gjallarbru where it disables the heroes from using assist moves such as Rally Attack and healing skills like Restore.
Is there an issue? Send a MessageReason:
None



to:

* In''Franchise/FireEmblem'', silence was caused by the Silence staff, that renders magic and staff users useless as it it seals up the magic upon getting hit. Additionally, it also prevents characters from talking and visiting villages. In ''VideoGame/FireEmblemHeroes'', there's a variant called the Isolation effect from Bridal Fjorm's Gjallarbru where it disables the heroes from using assist moves such as Rally Attack and healing skills like Restore.

Added: 539

Changed: 795

Is there an issue? Send a MessageReason:
None


* In ''VideoGame/FellSealArbitersMark'', Sleep makes the character skip their turn for three turns. It ends if the target takes any damage.




to:

* ''VideoGame/FellSealArbitersMark'' has Mute, which prevents the character from casting spells, and Cripple, which prevents the target from using skills.




to:

* In ''VideoGame/FellSealArbitersMark'', Blind halves the target’s accuracy for several turns.



* In ''VideoGame/FellSealArbitersMark'', the Charm status makes an affected unit take actions which are beneficial to the enemy team. Fortunately, it ends early if they take any damage.




to:

* In ''VideoGame/FellSealArbitersMark'', Slow delays the character’s next few turns in the initiative order. It counters and is countered by Haste.



[[AC:TurnBasedTactics]]
* ''VideoGame/FellSealArbitersMark'' has the Weaken debuff, which prevents a character from being healed directly. ''Indirect'' forms of healing like GradualRegeneration still work, however.




to:

* ''VideoGame/FellSealArbitersMark'' has Exhaust, which prevents a character from gaining the benefit of Quicken for two turns. As the Quicken buff gives the character an immediate extra turn, this exists (and is automatically applied after the Quickened turn ends) to prevent you from breaking the game over your knee. There are also several debuffs named “<Stat> Down”, which reduce that stat.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/FellSealArbitersMark'', the “Root” status prevents the target from moving, though they can still take actions.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/FellSealArbitersMark'' treats Berserk as a negative status. A unit affected by it will uncontrollably attack the nearest unit, whether they’re friend or foe.
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/HarryPotterHogwartsMystery'' has some duelling spells able to inflict Stun, Sleep, or other similar ailments for a given number of turns and with various degrees of success. If the target wins the next round, they will not get to act; if the duellists tie, the target still benefits from RestingRecovery if their health is lower.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[AC:{{DatingSim}}s]]
* ''[[VideoGame/LivePowerfulProBaseball Power Pro-kun Pocket]]'' games usually have seven possible status effects divided between body and mental ("kokoro" -- heart in the figurative sense) ailments. They'll generally drop motivation and health between turns or prevent the protagonist from training, and to heal them the player [[LuckBasedMission must roll the dice]]. Two are particularly vicious: getting lovestuck causes the dating option to randomly be the only one available, but on top of that the protagonist can get so air-headed [[LookBothWays he'll be run over by a truck]] afterwards. The other one is ''becoming an otaku'' (or rather, a "mania"), which on top of also wasting turns is incurable in some of the games and leads to a bad ending where the protagonist becomes an useless shut-in.
Is there an issue? Send a MessageReason:
None


* Blades in ''VideoGame/{{FlyFF}}'' have the Berserk self-buff, which increases their damage by a small amount, and more importantly their attack speed, but prevents them from using skills while active. This isn't generally a problem; since blades' skills run off a different stat than their standard attacks[[labelnote:*]]Melee damage is based on STR, but blades' skill damage is based on DEX[[/labelnote]], a 1v1 blade won't be using skills anyways, and the rare skill blade won't need the attack speed from Berserk[[labelnote:*]]as attack speed is also based on DEX[[/labelnote]].

to:

* Blades in ''VideoGame/{{FlyFF}}'' have the Berserk self-buff, which increases their damage by a small amount, and more importantly their attack speed, but prevents them from using skills while active. This isn't generally a problem; since blades' skills run off a different stat than their standard attacks[[labelnote:*]]Melee attacks[[note]]Melee damage is based on STR, but blades' skill damage is based on DEX[[/labelnote]], DEX[[/note]], a 1v1 blade won't be using skills anyways, and the rare skill blade won't need the attack speed from Berserk[[labelnote:*]]as Berserk[[note]]as attack speed is also based on DEX[[/labelnote]].
DEX[[/note]].
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/DragonAgeInquisition'' will eventually grant you access to a Jar of Bees to use as a weapon. Throwing it at a group of enemies will cause them to suffer a combination of Poison and Panic... except it isn't labeled as such in game. Instead, affected enemies will show the flag "[[PunctuatedForEmphasis BEES!]]"

Added: 1668

Changed: 2113

Removed: 127

Is there an issue? Send a MessageReason:
None


* Mute status in ''VideoGame/Persona4Arena'' disables all attacks that require summoning character's Persona — including several normal attacks, most specials and supers, and [[ComboBreaker Bursts]]. It can be "cured" by landing a hit on enemy. A more dangerous variant, Persona Break, is caused by letting your active Persona get hit too many times and can only heal over a rather long period of time.

to:

* Mute status in ''VideoGame/Persona4Arena'' disables all attacks that require summoning character's Persona — including several normal attacks, most specials and supers, and [[ComboBreaker Bursts]]. It can be "cured" by landing a hit on enemy. A more dangerous variant, Persona Break, is caused by letting your active Persona get hit too many times and can only heal over a rather long period the course of time.
five seconds plus the number of Persona cards the character normally has (Akihiko has two cards, so he recovers in seven seconds; Yu has four cards, so he recovers in nine, ect.).



* ''VideoGame/{{Persona 3}}'' refers to this as '''Panic''', where a character, well, panics and can't concentrate on using magic or summoning their Persona. One interesting twist on the status, however, is that Panic doesn't change the enemy's AI ''at all''. As long as they are in Panic, they will still try to use their spells... which will always fail, making them waste a turn. ''VideoGame/Persona4'' calls this ailment Silence, while Panic refers to an ailment more akin to Confusion. ''VideoGame/Persona5'' calls it Forget.

to:

* ''Franchise/ShinMegamiTenseiPersona'':
** In ''VideoGame/{{Persona 2}}: Innocent Sin'', there are certain bosses that can seal your Persona with a certain attack.
**
''VideoGame/{{Persona 3}}'' refers to this as '''Panic''', 'Panic', where a character, well, panics and can't concentrate on using magic or summoning their Persona. One interesting twist on the status, however, is that Panic doesn't change the enemy's AI ''at all''. As long as they are in Panic, they will still try to use their spells... which will always fail, making them waste a turn. turn.
**
''VideoGame/Persona4'' calls this ailment Silence, while Panic refers 'Silence'. Characters afflicted will have their voices muted, and are unable to call out their Personas.
** The ''VideoGame/PersonaQ'' series separates this into three different status debuffs known as 'Binds', based off the ones in the ''VideoGame/EtrianOdyssey'' games. Strength Bind is represented by
an ailment more akin orange chain and disables the victim's physical-type skills, as well as severely lowering the power of their basic melee attack. Magic Bind is represented by a purple chain and disables the victim's magic-type skills. Agility Bind is represented by a green chain, halves the victim's hit rate, and renders them unable to Confusion. dodge.
**
''VideoGame/Persona5'' calls it Forget.'Forget', which causes the character afflicted to forget how to summon their Persona.



** And in ''VideoGame/{{Persona 2}}: Innocent Sin'', there are certain bosses that can seal your Persona with a certain attack.



* VideoGame/{{Fallout 4}}'' has a disease inflicted by the Mole Rats in Vault 81 that decreases your maximum HP by 10; the only way to cure yourself is to use the medicine intended for Austin, causing you to fail the "Hole in the Wall" quest.

to:

* VideoGame/{{Fallout ** ''VideoGame/{{Fallout 4}}'' has a disease inflicted by the Mole Rats in Vault 81 that decreases your maximum HP by 10; the only way to cure yourself is to use the medicine intended for Austin, causing you to fail the "Hole in the Wall" quest.



* ''VideoGame/Persona3'' has the Condition mechanic. Party members you take to explore Tartarus will be in worse condition the next day, affecting their performance in battle if you continue to use them in that state. Cycling party members is important to your gameplay, as not using them will allow them to recover. The protagonist will be affected most, as you can't not take them, since being Tired or Sick will limit the stat boosts they gain and the actions they can take in day to day life.
* ''VideoGame/Persona4'' has Exhaustion and Enervation. The former will lower defense and cause the afflicted to lose SP every turn. The latter will halve all stats and reduce HP to one.
* ''VideoGame/Persona5'' has Hunger. Characters afflicted will be too hungry to concentrate, and thus have a severely lowered attack power. They'll also take more damage from Psychic attacks. All skills that inflict Hunger can only be used by enemies, including the fifth boss, who also has an attack that ''cures'' Hunger and restores HP to anyone suffering from it.

to:

* ''Franchise/ShinMegamiTenseiPersona'':
**
''VideoGame/Persona3'' has the Condition mechanic. Party members you take to explore Tartarus will be in worse condition the next day, affecting their performance in battle if you continue to use them in that state. Cycling party members is important to your gameplay, as not using them will allow them to recover. The protagonist will be affected most, as you can't not take them, since CantDropTheHero, and being Tired or Sick will limit the stat boosts they gain and the actions they can take in day to day life.
* ** ''VideoGame/Persona4'' has Exhaustion and Enervation. The former will lower defense and cause the afflicted to lose SP every turn. The latter will halve all stats and in some cases, reduce HP to one.
* ** ''VideoGame/Persona5'' has Hunger. Characters afflicted will be too hungry to concentrate, and thus have a severely lowered attack power. They'll also take more damage from Psychic attacks. All skills that inflict Hunger can only be used by enemies, including the fifth boss, who also has an attack that ''cures'' Hunger and restores HP to anyone suffering from it.
Is there an issue? Send a MessageReason:
None


* The Perish Song attack in ''Franchise/{{Pokemon}}'' works this way, and combined with Mean Look it makes a good strategy against stallers. However, using it when both players are down to their last Pokémon in tournament play is illegal.

to:

* The Perish Song attack in ''Franchise/{{Pokemon}}'' works this way, and combined with Mean Look it makes a good strategy against stallers. However, using it when both players are down to their last Pokémon in tournament play is illegal.illegal. Cursola's Perish Body ability also causes the Perish Song effect when an enemy makes contact with them.
Is there an issue? Send a MessageReason:
None


** The second generation games (Gold/Silver/Crystal) introduced Swagger, a move that increases the opponent's attack power and confuses the opponent, thus increasing the amount of damage it takes when it hurts itself. They also had the Berserk Gene item, which is found where Cerulean Cave used to be, and does the same thing as Swagger to the Pokémon that uses it.

to:

** The second generation games (Gold/Silver/Crystal) introduced Swagger, a move that increases the opponent's attack power and confuses the opponent, thus increasing the amount of damage it takes when it hurts itself. They also had the Berserk Gene item, which is found where Cerulean Cave used to be, and does the same thing as Swagger to the Pokémon that uses it. The third generation games (Ruby/Sapphire/Emerald) added Flatter, which is the Special Attack version of Swagger.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Terraria}}'' has Distorted, which causes the player to constantly rise and fall in midair. In addition, when applied to enemies, Confused makes the enemies to run away.

to:

* The Wall of Flesh boss in ''VideoGame/{{Terraria}}'' has Distorted, which causes inflicts the horrified debuff to all players in the vicinity and strangely, actually ''prevents'' the player to constantly rise and fall in midair. from fleeing. In addition, when applied to enemies, Confused makes the confusion causes enemies to run away.move away from the player, as the effect normally inverts the player's controls.

Top