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[[AC:SimulationGame]]
* In ''VideoGame/ShepherdsCrossing,'' the "Fear" status effect in hunts only allows you to pass your turn or retreat.

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* Sleep in the ''VideoGame/DragonQuest'' series tends to last for several turns, and it usually cannot be interrupted by physical attacks.

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* ''VideoGame/DragonQuest'':
**
Sleep in the ''VideoGame/DragonQuest'' series tends to last for several turns, and it usually cannot be interrupted by physical attacks.attacks.
** ''VideoGame/DragonQuestI'': Sleep is learned at level 7, and it is actually useful for once since it can be used on the FinalBoss.



* "Stopspell" from the first ''VideoGame/DragonQuest'' games does ExactlyWhatItSaysOnTheTin, blocking your opponent from using his spells. It can be a lifesaver if you're facing a spellcasting enemy and want to stop him from using his nastier magic (particularly if he can also cast Stopspell) on you. It's known as "Fizzle" in the recent translations, and it affects a whole group of enemies to boot! Needless to say, it gets annoying when enemies start tossing it at your entire party.

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* "Stopspell" from the first ''VideoGame/DragonQuest'' games ''VideoGame/DragonQuestI'' does ExactlyWhatItSaysOnTheTin, blocking your opponent from using his spells. It can be a lifesaver if you're facing a spellcasting enemy and want to stop him from using his nastier magic (particularly if he can also cast Stopspell) on you. It's known as "Fizzle" in the recent translations, and it affects a whole group of enemies to boot! Needless to say, it gets annoying when enemies start tossing it at your entire party.

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* In ''VideoGame/DigimonStoryCyberSleuth'' and ''[[VideoGame/DigimonStoryCyberSleuthHackersMemory Hacker's Memory]]'', Confusion is called Panic and causes the affected 'mon to use basic attacks on a random target on either side of the battlefield.



** ''VideoGame/FinalFantasyXII'' has Petrify, which is on a timer like Doom. When the timer runs out, the character becomes afflicted with Stone, which removes them from battle. Unlike Petrify, Stone can't be removed with Esuna and must be cured specifically with either the Stona spell or a Gold Needle.



* In the ''Franchise/FinalFantasy'' series, after ''[[VideoGame/FinalFantasyIV IV]]'', it makes the ATP bar fill up a lot, well, slower. In the DS remake of ''IV'', this is absolutely ''necessary'' to survive all the bosses, and most of the late game random encounters. On that note, in several games in the series, it's one of the only status effects bosses are vulnerable to.

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* In the ''Franchise/FinalFantasy'' series, after ''[[VideoGame/FinalFantasyIV IV]]'', it makes the ATP bar fill up a lot, well, slower. In the DS remake of ''IV'', this is absolutely ''necessary'' to survive all the bosses, and most of the late game random encounters. On that note, in several games in the series, it's one of the only status effects bosses are vulnerable to. In games with a conditional with conditional turn-based battle systems like ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyTacticsAdvance'', it simply causes the afflicted's turn to come around less often.




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* In ''VideoGame/DigimonStoryCyberSleuth'' and ''[[VideoGame/DigimonStoryCyberSleuthHackersMemory Hacker's Memory]]'', Stun fills this role, delaying each of the afflicted Digimon's next several turns.




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* ''VideoGame/DigimonStoryCyberSleuth'' and ''[[VideoGame/DigimonStoryCyberSleuthHackersMemory Hacker's Memory]]'' have the Dot status, which turns a Digimon into a sprite version of themselves that can only use basic attacks.
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** There's also [[TakingYouWithMe Kamikazee]], which, depending on the game, always or has a chance to kill all targets (with each target having a seperate RNG roll). The worst case was in ''VideoGame/DragonQuestII'' where if an enemy casts Kamikazee, you are guaranteed a TotalPartyKill since Kamikazee kills targets 100% of the time there.
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** ''VideoGame/ShinMegamiTenseiIV'' has Sickness, which reduces evasion to 0 and physical damage by a quarter. What makes it unique is that it's ''contagious'' - every turn, if there's a Sick character in the party, all other party members have a chance to become Sick. Fortunately, items and skills that cure Poison also cure Sickness.
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*** ''VideoGame/ShinMegamiTenseiStrangeJourney''. The Law and Neutral FinalBoss. [[spoiler:'''M.A.''']] Guaranteed instant kill AND saps the victim's HP. AND ''it can target you.'' [[LuckBasedMission Tee hee!]]

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*** ''VideoGame/ShinMegamiTenseiStrangeJourney''. The Law and Neutral FinalBoss. [[spoiler:'''M.A.''']] Guaranteed instant kill AND saps the victim's HP. AND ''it can target you.'' [[LuckBasedMission Tee hee!]]hee!]] What's that? You're fighting the Chaos boss? You get [[spoiler:Requiem]], an Almighty instant kill spell that targets ''everyone'' (though it's at least not guaranteed)!
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* In ''VideoGame/KingdomOfLoathing'', "Temporarily Blind" is an effect that can happen from using certain potions, drinking really bad moonshine, or wearing items that cover your eyes. This doesn't affect your accuracy, but you won't be able to see what enemies you're fighting, all attack and familiar effect descriptions are replaced with generic "the X does something" messages, and you're not told what items you receive after each fight.

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[[quoteright:350:[[VideoGame/Persona5 https://static.tvtropes.org/pmwiki/pub/images/93tqbbhje4qy_8.jpg]]]]
[[caption-width-right:350:Poison was replaced this time.]]

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[[quoteright:350:[[VideoGame/Persona5 %% Image selecter per IP thread: https://tvtropes.org/pmwiki/posts.php?discussion=1604312227083548200
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[[quoteright:350:[[VideoGame/BraveFrontier
https://static.tvtropes.org/pmwiki/pub/images/93tqbbhje4qy_8.jpg]]]]
[[caption-width-right:350:Poison was replaced this time.]]
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* In ''VideoGame/ShinMegamiTenseiIV'', enemy force attacks have a 1/100 probability of inflicting Lost on your demons -- which while not killing the targeted demon, is just as irritating, given it kicks it out of battle, removing the possibility of simply reviving it. To make matters worse, BonusBoss Sanat's SignatureMove, Gaea Rage, inflicts Lost with a far greater chance of success as does the enemy-exclusive physical skill Carol Hit.
* VideoGame/Earthbound has Diamondization, which has a unique overworld sprite, and if all your characters are afflicted, you die. And it can't be cured via PSI Healing, only with Secret Herbs and the very rare Cup of Lifenoodles or Horn of Life.

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* In ''VideoGame/ShinMegamiTenseiIV'', enemy force attacks have a 1/100 probability of inflicting Lost on your demons -- which while not killing the targeted demon, is just as irritating, given it kicks it out of battle, removing the possibility of simply reviving it. To make matters worse, BonusBoss Sanat's SignatureMove, Gaea Rage, inflicts Lost with a far greater chance of success as does the enemy-exclusive physical skill Carol Hit.
Hit. Even after the battle ends, you don't get your demon back. Instead, any normal encounter has a chance to be your lost demon, who will then rejoin your party.
* VideoGame/Earthbound ''VideoGame/{{Earthbound}}'' has Diamondization, which has a unique overworld sprite, and if all your characters are afflicted, you die. And it can't be cured via PSI Healing, only with Secret Herbs and the very rare Cup of Lifenoodles or Horn of Life.
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* ''VideoGame/Persona5'': A midboss in [[spoiler:Futaba's]] palace has an attack that turns a party member into a mouse, drastically lowering their defense and making them unable to attack. Later in the game, [[spoiler:Shido's]] palace has rooms with statues that turn the party into mice when they're turned on, and the status carries over into any fights they get into, usually leading to a TotalPartyKill.
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** ''VideoGame/Persona4'' calls this ailment 'Silence'. Characters afflicted will have their voices muted, and are unable to call out their Personas.

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** ''VideoGame/Persona4'' calls this ailment 'Silence'. Characters afflicted will have their voices muted, and are unable to call out their Personas. Another ailment called Enervation has a chance of making the afflicted forget how to summon their Personas.



** ''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.

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** ''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 stats, cause characters to forget what they're doing mid-Persona summon, and in some cases, reduce HP to one.
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* ''VideoGame/CryingSuns'' has Stasis, which not only reduces an afflicted unit's movement speed but also cuts its attack power.

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* ''VideoGame/CryingSuns'' has Stasis, which not only reduces an afflicted unit's movement speed but also cuts its attack power. It can be inflicted by Basilisk Cruisers and by certain battleship weapons.
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* ''VideoGame/CryingSuns'' has Stasis, which not only reduces an afflicted unit's movement speed but also cuts its attack power.
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* ''VideoGame/HeroesOfTheStorm'': Gul'dan has a large AreaOfEffect fear as a Heroic, while Deathwing gets one on a ViciousRoar in a midgame talent. It causes enemies to run away from the center of the spell, which can be pretty disastrous if it pointed you towards the enemy team.

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* ''VideoGame/HeroesOfTheStorm'': Gul'dan has a large AreaOfEffect fear as a Heroic, while Deathwing gets one on a ViciousRoar MightyRoar in a midgame talent. It causes enemies to run away from the center of the spell, which can be pretty disastrous if it pointed you towards the enemy team.

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* ''VideoGame/HeroesOfMightAndMagic'' games usually have a Slow spell that does exactly what you think it does. An expert Earth mage in 3 can slow down a whole army.

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* ''VideoGame/HeroesOfMightAndMagic'' games usually have a Slow spell that does exactly what you think either reduces how far an affected unit can move or reduces its initiative so it does.takes turns less often, depending on the game. An expert Earth mage in 3 can slow down a whole army.



* ''VideoGame/HeroesOfTheStorm'': Chromie, Zeratul, Maiev and Medivh can inflict the Stopped effect on enemies which prevent all actions on the character for the duration. It is the only debuff that can stop characters with ''Unstoppable'' status.

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* ''VideoGame/HeroesOfTheStorm'': Chromie, Zeratul, Maiev and Medivh can inflict the Stopped effect on enemies which prevent This is split into two similar but distinct effects.
** Time Stop prevents
all actions on from the character for the duration. duration, but prevents them from taking damage. It is the only debuff crowd control that can stop affect characters with ''Unstoppable'' status.
Unstoppable status, and is reserved for very special powerful abilities.
** Stasis also prevents a target from taking any actions or taking damage, but has a couple differences. Most stasis effects are self-applied and are meant to be defensive tools, although there are also enemy Stasis effects. Stasis will also remove other debuffs, and doesn't pause cooldowns like Time Stop does. Also, it can be prevented by Unstoppable (except for Zagara's Devouring Maw for some reason).



* Gul'dan has a large AreaOfEffect fear as a Heroic in ''VideoGame/HeroesOfTheStorm''. It causes enemies to run away from the center of the spell, which can be pretty disastrous if it pointed you towards the enemy team.

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* ''VideoGame/HeroesOfTheStorm'': Gul'dan has a large AreaOfEffect fear as a Heroic Heroic, while Deathwing gets one on a ViciousRoar in ''VideoGame/HeroesOfTheStorm''.a midgame talent. It causes enemies to run away from the center of the spell, which can be pretty disastrous if it pointed you towards the enemy team.

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* ''VideoGame/FinalFantasyVI'' has the {{Kappa}}/Imp status where stats are severely lowered and all special abilities are locked except for the Imp spell. However, there are Imp equipment found in the game that are completely useless on regular characters but godly when equipped on an Imp. There is also the "Zombie" status effect, which overlaps this with "confuse". the character turns green, is counted as "dead" and only attacks hand-to-hand.

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* ''Franchise/FinalFantasy'':
**
''VideoGame/FinalFantasyVI'' has the {{Kappa}}/Imp status where stats are severely lowered and all special abilities are locked except for the Imp spell. However, there are Imp equipment found in the game that are completely useless on regular characters but godly when equipped on an Imp. There is also the "Zombie" status effect, which overlaps this with "confuse". the character turns green, is counted as "dead" and only attacks hand-to-hand.



** ''VideoGame/FinalFantasyIX'' didn't include this status effect in the battle system, but an important NPC suffers from the classic Toad (in this case a Frog actually) transformation. It's effect on his mind (limiting his intellect) is an important plot point later on. Trying to create an item that will cure him is a rather annoying FetchQuest with nebulous guidelines.

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** ''VideoGame/FinalFantasyIX'' didn't include this status effect in the battle system, but an important NPC suffers from the classic Toad (in this case a Frog actually) transformation. It's Its effect on his mind (limiting his intellect) is an important plot point later on. Trying to create an item that will cure him is a rather annoying FetchQuest with nebulous guidelines.




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* The ''VideoGame/ArcTheLad'' series has the Hemo-ji status. Hemo-ji are odd yeti-like creatures with {{butterface}}s that can transform other beings into another of their kind temporarily by touch; being afflicted lowers their attack as well as disabling magic casting. Chongara can find a wild Hemo-ji for his SummonMagic repetoire to induce this status in enemies.
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* In the ''VideoGame/{{Persona}}'' series, Berserk actually ''is'' a negative status effect, since it also halves the afflicted character's defense power, and just in case you're thinking "Oh well, at least you get a massive boost in attack", nuh-uh: the berserked characters will prioritize hitting the enemies that will be affected less by it (ie. ones that resist, reflect, absorb or null Phys) or just won't be killed in one hit by them. And of course, [[TheComputerIsACheatingBastard an enemy's ailment spells will nearly always hit you while yours rarely work]]. So if your dedicated healer, who usually has the lowest max HP of the group, is hit with Berserk...

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* In the ''VideoGame/{{Persona}}'' ''Franchise/{{Persona}}'' series, Berserk actually ''is'' a negative status effect, since it also halves the afflicted character's defense power, and just in case you're thinking "Oh well, at least you get a massive boost in attack", nuh-uh: the berserked characters will prioritize hitting the enemies that will be affected less by it (ie. ones that resist, reflect, absorb or null Phys) or just won't be killed in one hit by them. And of course, [[TheComputerIsACheatingBastard an enemy's ailment spells will nearly always hit you while yours rarely work]]. So if your dedicated healer, who usually has the lowest max HP of the group, is hit with Berserk...



** ''VideoGame/{{Persona}}'' has two versions: Fear and Distress. Fear will sometimes cause a party member to freeze up, stealing their turn, and sometimes makes them run away outright. Distress weakens them, and any attack that hits them while they're distressed is an automatic CriticalHit. An additional OneHitKill move, Ghastly Wail, will infallibly execute any enemy and ally inflicted with Fear.

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** ''VideoGame/{{Persona}}'' ''Franchise/{{Persona}}'' has two versions: Fear and Distress. Fear will sometimes cause a party member to freeze up, stealing their turn, and sometimes makes them run away outright. Distress weakens them, and any attack that hits them while they're distressed is an automatic CriticalHit. An additional OneHitKill move, Ghastly Wail, will infallibly execute any enemy and ally inflicted with Fear.
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* ''Franchise/ShinMegamiTenseiPersona'':

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* ''Franchise/ShinMegamiTenseiPersona'':''Franchise/{{Persona}}'':



* ''Franchise/ShinMegamiTenseiPersona'':

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* ''Franchise/ShinMegamiTenseiPersona'':''Franchise/{{Persona}}'':
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[[caption-width-right:350:Poison was not included this time.]]

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[[caption-width-right:350:Poison was not included replaced this time.]]

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Moved content to a subpage as the original page was getting too long.


* StandardStatusEffects/ParalyzedStun



[[folder:Paralyzed[=/=]Stun]]
These characters temporarily won't be able to move due to being [[TheParalyzer paralyzed]] by something. Unlike in RealLife, paralysis is usually one of the shortest-lived effects — it'll wear off after a turn or two. Sometimes, there's a randomized chance of shaking the effect for a turn or, equivalently, the status effect has a longish duration, but only has a ''chance'' of disabling the character each turn. If the local ElementalRockPaperScissors includes [[ShockAndAwe lightning]], chances are it will be associated with this status effect (either that or some form of ChainLightning, see "other" below).

[[AC:ActionAdventure]]
* Some ''Zelda'' games have enemies with electrical attack that will zap Link either through contact or through electrified projectiles. Link will be unable to act until the electrical shock disperses — in ''VideoGame/TheLegendOfZeldaSkywardSword'', it is possible for Link to take an electrical attack, spasm uncontrollably, and be [[QuicksandSucks smothered by sinksand]], in that order. Watch your step, and deal with electrical enemies before committing to a crossing.
* In ''VideoGame/DustAnElysianTail'', a successful parry will briefly stun enemies as well as boosting damage done to them.

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[[folder:Paralyzed[=/=]Stun]]
These characters temporarily
[[folder:Sleeping]]
The character under ForcedSleep
won't be able to move due to being [[TheParalyzer paralyzed]] by something. Unlike in RealLife, paralysis is or act, much like Stun. This effect usually one of the shortest-lived effects — it'll wear off after a turn or two. Sometimes, there's a randomized chance of shaking the effect lasts longer than paralysis, sometimes indefinitely if you don't cure it. Fortunately for you, striking a turn or, equivalently, the status effect has a longish duration, but only has a ''chance'' of disabling the sleeping character each turn. If the local ElementalRockPaperScissors includes [[ShockAndAwe lightning]], chances are it will usually wake them up (although sometimes it ''must'' be associated with this status effect (either that or some form of ChainLightning, see "other" below).

[[AC:ActionAdventure]]
* Some ''Zelda'' games have enemies with electrical attack that will zap Link either through contact or through electrified projectiles. Link will be unable to act until the electrical shock disperses — in ''VideoGame/TheLegendOfZeldaSkywardSword'', it is possible for Link to take an electrical
a physical attack, spasm uncontrollably, and be [[QuicksandSucks smothered by sinksand]], in warned that order. Watch your step, and deal with electrical enemies before committing to a crossing.
* In ''VideoGame/DustAnElysianTail'', a successful parry will briefly stun enemies as well as boosting damage done to them.
sometimes such an attack is considered an instant CriticalHit). If they don't get attacked, they might even [[RestingRecovery recover some health]] while under the effect.



* In the ''VideoGame/SuperSmashBros'' games, characters can be stunned. This mostly happens by a character's shield breaking (they held it up for too long or got hit by too many moves), but it can be caused by other things as well (such as items or Mewtwo's Down B). Interestingly, if stun is caused by shield breaking, then before the actual paralysis, a character is launched a bit into the air with a chime that sounds like glass shattering (Jigglypuff goes the highest, and it's very possible to die this way). After crashing on the floor, they get up and then act dizzy. ButtonMashing is required to get out of it faster, though, unusually for StandardStatusEffects in ''Smash'', its duration is inversely proportionate to how much damage a character has (though ''only'' if caused by a shield break; stunning lasts longer on more damaged characters if inflicted in any other way).
* Characters can be stunned in the ''StreetFighter'' series if hit with a large number of attacks without blocking. ''Street Fighter III'' even has a stun gauge that induces stun if filled.
** And many other titles, for example, ''Manga/YuYuHakusho'' on SNES.
* Shocked characters in ''VideoGame/Persona4Arena'' can't move normally (walk, jump, airdash, etc.), but can still attack and move with their special moves. Hitting an enemy or waiting for a few seconds ends this effect.

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* In the ''VideoGame/SuperSmashBros'' games, characters can be stunned. This mostly happens by a character's shield breaking (they held it up for too long or got hit by too many moves), but it can be caused by other things as well (such as items or Mewtwo's Down B). Interestingly, if stun is caused by shield breaking, then before the actual paralysis, series, sleep simply makes a character is launched incapable of action for a bit into the air brief period of time, and they'll wake up after a single hit. It can be escaped from more quickly with a chime that sounds like glass shattering (Jigglypuff goes the highest, button mashing [[ComputersAreFast (don't even bother with it against computers)]] and it's very possible to die this way). After crashing on the floor, they get up and then act dizzy. ButtonMashing is required to get out of it faster, though, unusually for StandardStatusEffects in ''Smash'', its duration is inversely proportionate to also dependent on how much high the victim's damage a character percentage is. The only one who can inflict it at will is [[Franchise/{{Pokemon}} Jigglypuff]], who has (though ''only'' if caused by its Sing attack, which unfortunately takes so long to finish that your opponent can usually wake up before you get a shield break; stunning lasts longer on more damaged chance to do anything to them. It also suffers from the fact that only characters if inflicted in any other way).
* Characters
on the ground can be stunned in the ''StreetFighter'' series if hit with a large number of attacks without blocking. ''Street Fighter III'' even has a stun gauge that induces stun if filled.
put to sleep.
** And many other titles, for example, ''Manga/YuYuHakusho'' on SNES.
* Shocked
The Franchise/{{Pokemon}} Bellossom uses Sleep Powder when released, which puts any nearby characters to sleep except for the one that threw the Poké Ball. Peach's Final Smash in ''VideoGame/Persona4Arena'' can't move normally (walk, jump, airdash, etc.), but ''Brawl'', ''4'', and ''Ultimate'' can still attack and move with their special moves. Hitting an enemy or waiting for a few seconds ends this effect.
put all ground-bound opponents to sleep no matter where they're located.



* In ''VideoGame/TeamFortress2'', the Scout can hit a wicked bean ball, provided he's wielding the unlockable wooden bat instead of his standard aluminum one. Hit someone from far enough away and they'll be completely locked in place for a few seconds; otherwise, they'll just be too dazed to attack and stumble around at a reduced speed.

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* In ''VideoGame/TeamFortress2'', the Scout can hit a wicked bean ball, provided he's wielding the unlockable wooden bat instead of his standard aluminum one. Hit someone Ana Amari from far enough away and they'll be completely locked in place for ''VideoGame/{{Overwatch}}'' can shoot a few seconds; otherwise, they'll just be too dazed sleep dart to attack and stumble around at a reduced speed.
disable an enemy. Victims will wake up when the dart wears off or when attacked. This carries over into her ''Heroes of the Storm'' incarnation.



* The ''VideoGame/{{Flyff}}'' Psykeeper can use Satanology, which increases in duration based on his Int stat, ''eventually lasting longer than the cooldown period''. In [=PvP=], a Psykeeper with enough Int can cause a melee class to be demolished!
* ''VideoGame/GuildWars'' avoids this confusion, replacing it with the simple and logical "knocked down", which is [[ExactlyWhatItSaysOnTheTin exactly what it sounds like]].
* ''VideoGame/GuildWars2'', in addition to the Knockdown from ''VideoGame/GuildWars'', has the Immobilized condition, which prevents movement and dodging.
* ''VideoGame/CityOfHeroes'' feature a pretty clear "stun vs. immobilize" mechanic, only stun also tends to limit the speed at which stunned characters can move at down to pretty much the slowest a character is allowed to move. Still just about fast enough to move out of a fire burning under your feet, but not nearly fast enough for you to get anywhere, or get away. Immobilize, on the other hand, allows the character to fight, either using ranged attacks or meleeing with an enemy close enough, but they cannot move from their position.
** The game also features "Hold" powers, which prevent the target from being able to do anything at all and making them totally helpless.
* ''VideoGame/MonsterHunter'' uses Paralysis as you might expect, but it plays by different rules based on the victim. Player characters recover when attacked by anything (a smack from a fellow player or Cha-Cha will remove it), while monsters remain paralyzed until [A] the effect times out or [B] the monster dies. Pounding a paralyzed monster's face in will not remove paralysis unless it goes into Rage mode.
* ''VideoGame/SpiralKnights'' has the Shock status, which causes the afflicted to be paralyzed for a second (and take damage, although this is blockable) due to spasms from electricity going through their bodies. This is probably the most notorious status effect later on, due to enemies being able to constantly reapply the status, leading to death via infinite spasm-lock.
* All classes in ''VideoGame/StarWarsTheOldRepublic'' have their own version of an effect that leaves an opponent reeling for a few seconds, along with an ability to remove one of them. For example, the Imperial Agent flashbangs his opponent, the Trooper [[HarmlessFreezing cryo-grenades]] his foe, and the Smuggler [[GroinAttack disables his opponent's reproductive capabilities]].
* ''VideoGame/PhantasyStarOnline2'' has Shock, inflicted by the Lightning element. This causes the afflicted to stagger at random, interrupting anything you're doing.

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* The ''VideoGame/{{Flyff}}'' Psykeeper ''VideoGame/WorldOfWarcraft'' has potions that make you sleep in a healthy way, restoring health and mana rapidly. A more traditional Sleep effect is also in place, but can use Satanology, which increases generally only be used on animals (and druids in duration based on his Int stat, ''eventually lasting longer than the cooldown period''. In [=PvP=], a Psykeeper with enough Int can cause a melee class to be demolished!
* ''VideoGame/GuildWars'' avoids this confusion, replacing it
animal forms). For players, that is; monsters with the simple spell have no problems putting ''you'' to sleep.
** Before it got nerfed, the 'x% chance per received hit to put melee attackers asleep for 30 seconds (any damage will wake them up)' level 30 leather chest, obtained with crafting, was great fun in [=PvP=]
and logical "knocked down", which is [[ExactlyWhatItSaysOnTheTin exactly what it sounds like]].
* ''VideoGame/GuildWars2'',
handy in addition [=PvE=]. It used to put anything to sleep, regardless of level difference. It was very useful in the Knockdown from ''VideoGame/GuildWars'', has right situations for tanks, ranged classes, and druids for some extra crowd control.
** Druids get
the Immobilized condition, which prevents movement ability Hibernate, though it only works on animals and dodging.
dragonkin.
* ''VideoGame/{{Achaea}}'' characters sleep lying down, but can still see and hear almost everything going on around them while asleep. Sleep is used as per usual to regain hit points and sometimes to control opponents in combat — unusually, characters get tired, yawn, and spontaneously fall asleep if kept awake for too long.
* ''VideoGame/CityOfHeroes'' feature has a pretty clear "stun vs. immobilize" standard sleep mechanic, only stun also tends in that characters put to limit the speed at which stunned sleep will sleep standing up, be unable to act, and stay asleep for a comparatively really long time. Sleeping characters can move at down be woken up by dealing damage to pretty much the slowest a character is allowed to move. Still just about fast enough to move out of a fire burning under your feet, but not nearly fast enough for you to get anywhere, or get away. Immobilize, on the other hand, allows the character to fight, either using ranged attacks or meleeing with an enemy close enough, but they cannot move from their position.
** The game also features "Hold" powers,
them, which prevent the target from being able to do can create tension in teams when wide-area sleeps are followed by wide-area fireballs, or be woken up by healing them. Basically anything at all and making them totally helpless.
that alters hit points.
* ''VideoGame/MonsterHunter'' uses Paralysis as you might expect, but it plays by different rules based on the victim. Player characters recover when attacked by anything (a smack from Sleeping a fellow player or Cha-Cha will remove it), bit differently. Players have a brief moment to chug an Energy Drink before they go wholly to sleep, while monsters remain paralyzed until [A] the effect times out drop immediately. Any damage at all will wake a sleeper, but crafty players will set bombs or [B] traps without disturbing the monster dies. Pounding during this time, due to the monster taking triple damage from all sources on the hit that wakes them from Sleep. With this knowledge, Greatsword + Sleep agent (Drugged Meat, Sleep Knives, or another player armed with a paralyzed monster's face in will not remove paralysis unless it goes into Rage mode.
Sleep weapon) = [[MemeticMutation GOTCHA BITCH!]]
* ''VideoGame/SpiralKnights'' has the Shock "regenerate health while asleep" version of this status, which causes the afflicted to be paralyzed for a second (and take damage, although this the only reason you'll see the status is blockable) if someone needs to clear space for a better status vial, due to spasms from electricity going through their bodies. This is probably the most notorious status effect later on, due to enemies only area with sleep-inducing monsters not being able to constantly reapply in the status, leading to death via infinite spasm-lock.
game (as of 5/15/11).
* All classes in A big part of the ''VideoGame/StarWarsTheOldRepublic'' have their own version of an effect that leaves an opponent reeling for a few seconds, along with an ability to remove one of them. For example, the Imperial Agent flashbangs his opponent, the Trooper [[HarmlessFreezing cryo-grenades]] his foe, and the Smuggler [[GroinAttack disables his opponent's reproductive capabilities]].
* ''VideoGame/PhantasyStarOnline2'' has Shock, inflicted by the Lightning element. This causes the afflicted to stagger at random, interrupting anything
teamwork strategy is effectively using this. Some classes are insanely valued on certain Flashpoints (raids), because when you're doing.
facing [[QuirkyMinibossSquad boss squads]], leaving one of them dangling in the air with the force or short-circuiting a robot until damage breaks the stun can make intense battles much easier.



* Stuns are part of many heroes' skill sets in ''VideoGame/HeroesOfTheStorm'', as well as several bosses' slam attacks.

[[AC:PuzzleGame]]
* Paralyzed pieces in ''VideoGame/ElementalStory'' cannot move and are ignored in attack power calculations when matched.

[[AC: RealTimeStrategy]]
* ''VideoGame/WarcraftIII'': There are several stun spells, though few of them use electricity. The dwarf Mountain King throws a hammer, the goblin Tinker throws a swarm of missiles that stun units in an area...

to:

* Stuns ''VideoGame/HeroesOfTheStorm'': This is a CC found on a few heroes, most notably Ana (who introduced the effect as it was carried from Overwatch), Deckard Cain, and Mal'Ganis. Mal'Ganis specializes in it, with his main peeling tool inflicting a sleep and other talents sleeping enemies or synergizing with enemies who are part of many heroes' skill sets in ''VideoGame/HeroesOfTheStorm'', as well as several bosses' slam attacks.

[[AC:PuzzleGame]]
asleep.
* Paralyzed pieces in ''VideoGame/ElementalStory'' cannot move In ''VideoGame/LeagueOfLegends'', the character Zoe has the ability "Sleepy Trouble Bubble". Upon hitting an enemy with this ability, they become drowsy and are ignored in fall asleep. The next attack power calculations wakes up the enemy and deals bonus damage.

[[AC:RealTimeStrategy]]
* In ''VideoGame/WarcraftIII'', neutral monsters sleep during the night, making them easier to ambush. Since there's no separate 'sleeping' animation (except for ogres), trolls can actually do ''backflips'' in their sleep, just as they do
when matched.

[[AC: RealTimeStrategy]]
* ''VideoGame/WarcraftIII'': There are several stun spells, though few of them use electricity.
awake.
**
The dwarf Mountain King throws Dread Lord heroes also have a hammer, the goblin Tinker throws a swarm of missiles 'sleep' skill that stun does what it says on the tin. The unit can be woken up by attacking it.
* Patapons (and enemies/bosses) can be put to sleep with the right
units in an area...
and weapons, although it's rare to see a boss fall asleep.



* In ''VideoGame/NetHack'', paralysis prevents all actions and lasts for an uncomfortably long period of time. "Killed by a newt, while helpless" (i.e., while paralyzed) is a common ending for many a new adventurer. Some milder cases will only prevent the player from moving, while still able to attack or use items.
* In the ''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).
* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, paralysis both immobilises you and prevents you from attacking for several turns. Anchored is a lesser version, which prevents you from moving, but allows you to attack. Unlike Sleep, neither wears off when you're hit.
* In ''VideoGame/DungeonCrawlStoneSoup'', paralysis leaves you completely helpless for several turns, which, given ''Dungeon Crawl's'' NintendoHard difficulty, might be plenty of time for something to kill you. Grinder, one of the [[WakeUpCallBoss early-game uniques]], is notable because he can inflict paralysis long before anything else you'll run into.
* A stun in ''VideoGame/DarkestDungeon'' forces the afflicted to skip a turn[[note]]a bit after the Early Access release, the afflicted also gains a considerable buff to stun resistance after they skip the turn, to prevent exploitative or frustrating {{stunlock}}ing[[/note]]. It typically comes from blunt force (a pommel-first sword strike, a ShieldBash, etc.) or some kind of attack that causes visual impairment (blinding gases, strong bursts of light, a close-range SmokeOut). The Arbalest heroine can remove it from heroes with one of her abilities; enemies are SOL if the stun procs.

to:

* In ''VideoGame/NetHack'', paralysis prevents all actions and lasts for an uncomfortably long period of time. "Killed by a newt, while helpless" (i.e., while paralyzed) This status is a common ending for many a new adventurer. Some milder cases will only prevent in most games of this type, as some of the player from moving, while monsters are spawned in this state. They can be woken up by entering or leaving their room, or if anything affects them. Especially when entering a room full of monsters... they tend to wake up all at once.
* Sleeping enemies in ''VideoGame/DungeonCrawlStoneSoup'' can be easily {{Back Stab}}bed, which can reach OneHitKO levels of damage once your skills get high enough. There's also the spell Ensorcelled Hibernation, a hex that puts monsters to sleep so you can
still able stab them if they woke up earlier, though it's ineffective against creatures resistant to attack or use items.
* In the ''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).
cold.
* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, paralysis both immobilises being Asleep renders you and prevents you from attacking unable to move or attack for several turns. Anchored is a lesser version, which prevents you from moving, but allows you to attack. Unlike Sleep, neither It wears off when you're hit.
* In ''VideoGame/DungeonCrawlStoneSoup'', paralysis leaves you completely helpless for several turns, which, given ''Dungeon Crawl's'' NintendoHard difficulty, might be plenty of time for something to kill you. Grinder, one of the [[WakeUpCallBoss early-game uniques]], is notable because he can inflict paralysis long before anything else you'll run into.
* A stun in ''VideoGame/DarkestDungeon'' forces the afflicted to skip a turn[[note]]a bit after the Early Access release, the afflicted also gains a considerable buff to stun resistance after they skip the turn, to prevent exploitative or frustrating {{stunlock}}ing[[/note]]. It typically comes from blunt force (a pommel-first sword strike, a ShieldBash, etc.) or some kind of attack that causes visual impairment (blinding gases, strong bursts of light, a close-range SmokeOut). The Arbalest heroine can remove it from heroes with one of her abilities; enemies are SOL if the stun procs.
hit, and possibly increaes your [[RegeneratingHealth HP regeneration rate]].



* In ''Franchise/{{Pokemon}}'', Paralysis is permanent until cured, cuts Speed by 50% (75% prior to [[VideoGame/PokemonSunAndMoon Generation VII]]), and has a 25% chance of preventing an attack from working. Pokémon with the ability Limber are immune to this. As of [[VideoGame/PokemonXAndY Gen VI]], all Electric-type Pokémon are immune to paralysis. A Pokémon with the Quick Feet Ability (which boosts Speed when suffering from a Standard Status Effect) will not have its Speed reduced while paralyzed, but still risks being unable to act on any given turn while paralyzed.
** In the card game, a Paralyzed Pokémon can't attack or retreat during its owner's turn. It's cured at the end of that turn.
* Some Tactical and Massively Multiplayer {{RPG}}s will split Paralysis into two types: one that keeps the victim from moving around the map (often referred to as '''Immobilize'''), and one that allows them to move, but keeps them from actually doing anything (often referred to as '''Stun''', but it is often also combined with Immobilization).
** Case in point, ''VideoGame/FinalFantasyTactics'', at least the original, has "Don't Move/Immobilize" And "Don't Act/Paralyze", which are exactly what they sound like.
* ''Franchise/ShinMegamiTensei'' has Stun, a mix of Paralysis and Blindness, which drops the afflicted's Agility and Defense to pitiful amounts, meaning that attacks made will most probably miss and attacks directed against the afflicted will not only have a high chance to hit but will hurt harder than they normally do.
** Another version is Shock, which may be the result of an Electric attack that is not repelled, absorbed, or nulled: the victim remains convulsing for the rest of the turn, leaving it defenseless and open to physical revenge (all attacks it receives while shocked count as Criticals, netting the enemy, either the player or the computer, more Press Turns). It does not however remove resistances to Physical damage in most games, so shocking a Rangda or any other physical-reflecting demon is essentially ShmuckBait.
** ''VideoGame/ShinMegamiTenseiIIINocturne'' has a more traditional variant called ''Bind'' and is nerve-elemental.
* Depending on the game, paralysis in the ''VideoGame/TalesSeries'' either prevents action until 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.
* ''VideoGame/EarthBound''[='=]s version doesn't let you make basic attacks, defend, or access your items, but you can still use [[PsychicPowers PSI]]. Also an exception, it will last out of battle until you talk to a Healer at a hospital or use [[HealingHands PSI Healing]] Gamma/Omega. It actually works on numerous enemies and bosses, and is probably the most useful status effect in the game as a result.
** ''VideoGame/MOTHER3'' weakens the effect by making it cause their actions to randomly fail. It also wears off over time.
* A Paralyzed character or enemy in ''''VideoGame/BlackSigil'': Blade of the Exiled'' will be totally unable to move or act, as their time bar is frozen for the duration of the effect.
* Paralysis is relatively rare in the ''VideoGame/DragonQuest'' series, but it can be particularly annoying, especially if the paralyzed person is the only one who can cure it with magic, or if you don't have moonwort bulbs. More common are "shock" attacks that cause a character to lose their turn.
* ''VideoGame/BatenKaitos'':
** In ''Eternal Wings and the Lost Ocean'', paralysis immobilizes a character, preventing them from attacking or defending. It's every bit as dangerous as it sounds.
** ''Origins'' replaced it with Stun, which worked a bit differently from most paralysis; the character could move and attack, but any damage resulted in an instant knockdown.
* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' have Fatigue damage, which knocks the character down for several seconds.
* In the first ''VideoGame/{{Paper Mario|64}}'' game, most status effects were variations on paralysis. Both the Sleep and Dizzy effects would completely immobilize Mario for a set number of turns, during which he could neither attack nor defend. Also, any attack which could damage Mario's partner would instead paralyze them for a number turns equal to the damage they would have otherwise taken.
** In ''VideoGame/PaperMarioTheThousandYearDoor'', the status effects were more varied, but paralysis was always the most deadly effect. The ''Immobilized'' status effect prevents all movements of any kind. It can be caused by Stopwatch items, the Time Stop special move, and the X-Yux beam attack.
* ''VideoGame/ParasiteEve'' has two versions of paralysis. The weak version slows down your AT guage so your turns come up later and your movement speed is reduced. The stronger version completely immobilizes you. ''VideoGame/ParasiteEve2'' has paralysis kick in at random by immobilizing you and preventing actions.
* Likewise, ''VideoGame/PanzerDragoon Saga'' has two forms. "Stun" prevents the dragon from using his lasers and berserk attacks, but you can still reposition him. "Stop" reverses this scenario. Neither status affects his rider, Edge.
* In ''VideoGame/ChildOfLight'', this completely stops an afflicted character on the CombatantCooldownSystem, as well as preventing any {{Counter Attack}}s and Interrupt Counters for occurring. It wears off after a while.
* In ''Franchise/TheElderScrolls'' series, Paralysis is one of the most devastating spell effects available. Paralysis prevents a character from acting in any way until the effect wears off. However, additional paralysis effects that hit someone who is already paralyzed will reset the timer. This means that any character who can't resist the effect can be [[CycleOfHurting paralysis-locked]] indefinitely. (Naturally, many, ''many'' high-level enemies resist Paralysis, turning it into a UselessUsefulSpell in the hands of the PlayerCharacter.)
* ''VideoGame/{{Transistor}}'' has the Crash() function (as well as other functions with Crash() in an upgrade slot), which inflicts the Crashed status, briefly preventing targets from moving and making them vulnerable to taking double damage from other attacks.
** The dog-like enemy Fetch gains a "paralysis wave" attack when it upgrades to 3.0
* ''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.

[[AC:ShootEmUp]]
* ''VideoGame/{{Enigmata}}'' has the Stun status, which prevents your ship from moving. You can still fire, however.

to:

* In ''Franchise/{{Pokemon}}'', Paralysis is permanent until cured, cuts Speed by 50% (75% prior ''Franchise/{{Pokemon}}'' uses this, which prevents attacking for 1-7 turns (lowered to [[VideoGame/PokemonSunAndMoon Generation VII]]), and has a 25% chance of preventing an attack from working. 1-3 or 4 in later games). Pokémon with the ability Limber abilities Insomnia or Vital Spirit are immune to this. As of [[VideoGame/PokemonXAndY Gen VI]], all Electric-type Amusingly, you can wake them up with a reusable flute item in some versions, and in ''Colosseum'' you can just ''yell at them''.
** And then there's the move Rest, which forces your
Pokémon are immune to paralysis. A sleep for two turns (not counting the one used doing it), but fully restores its health and removes other status effects. It's a key component in many tournament players' lineups.
** There's also a move called "Snore" that can only be used while a
Pokémon with is asleep. There's also "Sleep Talk" where the Quick Feet Ability Pokémon will use a random move while asleep. Either one of these will likely be found on a Pokémon that knows Rest.
*** Or they'll be holding a Chesto Berry, which cures Sleep immediately; this pretty much lets the Pokemon itself use a Full Restore (full HP recovery and wipes any Status Effects).
*** Sleep also makes a Pokémon susceptible to the attacks Nightmare
(which boosts Speed when suffering from a Standard Status Effect) will not have its Speed reduced while paralyzed, but still risks being unable to act on any given does damage each turn while paralyzed.
until sleep ends) and Dream Eater (which allows the user to [[LifeDrain recover half the damage they inflicted]]).
** In the card game, a Paralyzed sleeping Pokémon can't attack or retreat during retreat. Between turns, its owner's turn. It's cured at owner flips a coin. If it lands on heads, the end of that turn.
Pokémon wakes up.
* Some Tactical and Massively Multiplayer {{RPG}}s will split Paralysis into two types: one that keeps ''VideoGame/LostKingdoms II'' had this, but the victim from target in question stops moving around the map (often referred to as '''Immobilize'''), and one that allows them recovers health slowly. Plus, as to move, but keeps them from add some realism, Tara kneels down while asleep. The sequence she does to fall asleep and wake up immobilizes her, as if playing with Tara wasn't hard enough as it is.
* In ''VideoGame/ShinMegamiTenseiIIINocturne'', you will
actually beg to be put to sleep. It immobilises you, but restores HP ''and'' MP. Anyone who plays this knows that mana is like gold dust in this game, what with the critical macca shortage one starts experiencing early on due to having to pay considerable sums of money that increase the more you need healing, as opposed to the typical '[[TraumaInn 100 gil full rest]]'. Of course, this is only for the first part of the game, until the spellcasters doing anything (often referred to as '''Stun''', but it is often also combined this couple this with Immobilization).
** Case in point, ''VideoGame/FinalFantasyTactics'', at least the original, has "Don't Move/Immobilize" And "Don't Act/Paralyze",
''Eternal Rest'' — an unavoidable OneHitKill which are exactly what they sound like.
* ''Franchise/ShinMegamiTensei''
will only kill sleeping people.
** In ''VideoGame/DigitalDevilSaga'', [[TheLoad Cielo]]
has Stun, a mix of Paralysis and Blindness, move tailored to exploit his weakness to ailments: ''Null Sleep'', which drops the afflicted's Agility and Defense to pitiful amounts, meaning that will effectively ''null all attacks made will most probably miss and attacks directed he receives'' when he's sleeping. ''Very'' useful against the afflicted will not only have a high chance to hit but will hurt harder than they normally do.
** Another version is Shock, which may be
BonusBoss.
* ''VideoGame/EarthBound'' has this, rendering
the result of an Electric attack that is not repelled, absorbed, or nulled: the victim remains convulsing for the rest of the turn, leaving it defenseless and open to physical revenge (all attacks it receives while shocked count as Criticals, netting the enemy, either the player or the computer, more Press Turns). It does not however remove resistances to Physical damage in most games, so shocking a Rangda or any other physical-reflecting demon is essentially ShmuckBait.
** ''VideoGame/ShinMegamiTenseiIIINocturne'' has a more traditional variant called ''Bind'' and is nerve-elemental.
* Depending on the game, paralysis in the ''VideoGame/TalesSeries'' either prevents action until 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.
* ''VideoGame/EarthBound''[='=]s version doesn't let you make basic attacks, defend, or access your items, but you can still use [[PsychicPowers PSI]]. Also
uncontrollable for several turns. It breaks with an exception, it will last out of battle until you talk to a Healer at a hospital or use [[HealingHands PSI Healing]] Gamma/Omega. It actually works on numerous enemies and bosses, and is probably the most useful status effect in the game as a result.
** ''VideoGame/MOTHER3'' weakens the effect by making it cause their actions to randomly fail. It also wears off over time.
* A Paralyzed character or
enemy in ''''VideoGame/BlackSigil'': attack.
* In ''''VideoGame/BlackSigil:
Blade of the Exiled'' Exiled'', being put to sleep stops a character from acting for a few turns, but being attacked will wake you up, physical or magical. Tends to be totally unable undone by angry monsters before you need to move or act, as their time bar is frozen for bother curing it, unless the duration of the effect.
only creatures present like reinflicting Sleep over and over.
* Paralysis is relatively rare Sleep in the ''VideoGame/DragonQuest'' series, but series tends to last for several turns, and it can usually cannot be particularly annoying, especially if interrupted by physical attacks.
* In almost every ''Franchise/FinalFantasy'' game, sleeping could be cured with brute force, so you could have your SquishyWizard or WhiteMage smack
the paralyzed person is sleeping characters for little damage and wake them up.
** In ''VideoGame/FinalFantasyXI'', since you can't attack other [=PCs=], Cure spells wake an ally up instead. Even Cure I will do.
** Of note: In ''VideoGame/FinalFantasyX'', monsters afflicted by "Sleep" actually ''do'' curl up and go to sleep on
the screen, rather than just having "ZZZ" over their heads. The developers went above and beyond, there.
* ''VideoGame/LunarTheSilverStar'' puts a variation on the "sleep" status by making whomever is hit in sleep state take double the damage of any attack.
* Appears in the more recent ''Franchise/KingdomHearts'' games, in the usual style of being unable to do anything until struck or, more rarely, waking on one's own. Victims use the same animation they would as if they were stunned.
** ''VideoGame/KingdomHearts3DDreamDropDistance'' has a special focus on this status effect, as, because of the [[JustifiedTrope justification]] for the Drop system (that is, Sora is awake while Riku is asleep and vice-versa), the Sleep status effect will not
only one who make you sleep but will also speed up the Drop gauge, which can cure it only be slowed down in two ways: By Dropping (changing characters and making the fight you were in reset when you return to use the first one) and buying its slow down with magic, Dream Points, or if you don't have moonwort bulbs. More common are "shock" by using a Drop-Me-Not or Drop-Me-Never, which reset the gauge and slow it down, but takes up a command slot, which makes it [[AwesomeButImpractical impractical]] in battle. It is also the status effect-based spell with the second-most tiers, after Zero Gravity.
* Appears in ''VideoGame/{{Xenoblade}}'', where the victim is unable to act for a lengthy period of time, and is guaranteed to be critically hit, but will wake up upon taking damage.
** It returns in ''VideoGame/XenobladeChroniclesX'', which also features the "Soft Touch" weapon skill that gives
attacks that cause a character chance of not awakening sleeping enemies.
* The "stun" status effect in the ''VideoGame/HarryPotter'' Game Boy Color games is closer
to lose their turn.
* ''VideoGame/BatenKaitos'':
** In ''Eternal Wings
this than paralysis, as being damaged snaps both characters and the Lost Ocean'', paralysis enemies out of it.
* In ''VideoGame/LufiaCurseOfTheSinistrals'', Sleep
immobilizes a the afflicted character, preventing them is ''not'' broken by being attacked, and ''prevents the player from attacking or defending. It's every bit as dangerous as switching to another character''. While it sounds.
** ''Origins'' replaced it with Stun, which worked a bit differently from most paralysis;
has the character could move and attack, but any damage resulted in an instant knockdown.
* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' have Fatigue damage, which knocks the character down for several seconds.
* In the first ''VideoGame/{{Paper Mario|64}}'' game, most
shortest duration of all status effects were variations on paralysis. Both the by a large margin, getting hit with Sleep without an Awake or a Miracle to spare is going to hurt.
* Is a first level spell in ''VideoGame/TheDarkSpire''
and Dizzy effects would will be useful to the very end. Sleep not only has an extremely high chance of hitting, but ''it usually lasts the entire battle''. At least until you get to higher levels, at which point you'll still find it to be very useful in crippling an enemy group (or all enemies, with a later spell) for one turn at the least. The best part? Slept enemies have their defences completely immobilize Mario for a set number of turns, during which he could neither attack nor defend. Also, any attack which could damage Mario's partner would instead paralyze them for a number turns equal shut down, meaning they're practically guaranteed to die if you target them. Enemies can use it as well, but by the damage they would have otherwise taken.
** In ''VideoGame/PaperMarioTheThousandYearDoor'', the status effects were more varied, but paralysis was always the most deadly effect. The ''Immobilized'' status effect prevents all movements of any kind. It can
time it shows up, you'll be caused by Stopwatch items, the Time Stop special move, and the X-Yux beam attack.
* ''VideoGame/ParasiteEve'' has two versions of paralysis. The weak version slows down your AT guage so your turns come up later and your movement speed is reduced. The stronger version completely immobilizes you. ''VideoGame/ParasiteEve2'' has paralysis kick in at random by immobilizing you and preventing actions.
* Likewise, ''VideoGame/PanzerDragoon Saga'' has two forms. "Stun" prevents the dragon from using his lasers and berserk attacks, but you can still reposition him. "Stop" reverses this scenario. Neither status affects his rider, Edge.
* In ''VideoGame/ChildOfLight'', this completely stops an afflicted character on the CombatantCooldownSystem, as well as preventing any {{Counter Attack}}s and Interrupt Counters for occurring. It wears off after a while.
* In ''Franchise/TheElderScrolls'' series, Paralysis is one of the most devastating spell effects available. Paralysis prevents a character from acting in any way until the effect wears off. However, additional paralysis effects that hit someone who is already paralyzed will reset the timer. This means that any character who can't resist the effect can be [[CycleOfHurting paralysis-locked]] indefinitely. (Naturally, many, ''many'' high-level enemies resist Paralysis, turning it into a UselessUsefulSpell in the hands of the PlayerCharacter.)
* ''VideoGame/{{Transistor}}'' has the Crash() function (as well as other functions with Crash() in an upgrade slot), which inflicts the Crashed status, briefly preventing targets from moving and making them vulnerable to taking double damage from other attacks.
** The dog-like enemy Fetch gains a "paralysis wave" attack when it upgrades to 3.0
* ''VideoGame/HarryPotterHogwartsMystery'' has some duelling spells
able to inflict Stun, Sleep, or resist it, making it less of an issue.

[[AC:SportsGame]]
* One powerup in ''[[VideoGame/BackyardSports Backyard Football]]'' makes the
other similar ailments for a given number of turns and characters fall asleep, allowing the player with various degrees of success. If the target wins the next round, they will not get ball to act; if the duellists tie, the target still benefits from RestingRecovery if their health is lower.

[[AC:ShootEmUp]]
* ''VideoGame/{{Enigmata}}'' has the Stun status, which prevents your ship from moving. You can still fire, however.
easily score a touchdown.



* ''TabletopGame/DungeonsAndDragons'' used Hold Person and its variants for this, and some variants of the game treat you as being ''helpless'' for the duration, leaving you vulnerable to being killed by a Coup De Grace. Fourth Edition D&D has the Stunned condition, which flat-out means you cannot move or take any actions at all and that you grant combat advantage to any enemies near you.
** Third Edition characters could also be stunned (with basically the same effects as 4e), as well as Dazed, which prevents the character from taking actions but doesn't hinder his defenses.
* ''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.
* Several in ''GURPS'': Stunning is a common side-effect of major wounds, being knocked down, and the Affliction advantage. You have to make a health roll to break out of it, and until then, you can't take any action. The Binding advantage doesn't knock its victim out, but holds them in place, meaning they have to win an opposed contest of strength with whatever supernatural gobbledygook is keeping them down, or else they can't move. And the Terror advantage forces your victim to make a Fright Check, which will probably inflict Stunning, but maybe also drive the victim crazy.

to:

* ''TabletopGame/DungeonsAndDragons'' used Hold Person and its variants has rules for this, and some variants of the game treat you as being ''helpless'' for woken up either by the duration, leaving noise of battle or by an ally shaking you. Magical sleep is extra deep so the noise won't wake you.
** Also, if you're damaged during sleep, instead of waking
you up, it most likely kills you – sleeping characters are considered helpless and are thus vulnerable to [[OneHitKill being killed by a Coup De Grace. Fourth Coup-De-Grâce'd]].
* ''TabletopGame/{{Pathfinder}}'' has this. In First
Edition D&D has the Stunned condition, which flat-out means you cannot move or take any actions at all and that you grant combat advantage to any enemies near you.
** Third Edition
it can be very effective (sleeping characters could also are helpless, and can thus be stunned (with basically the same effects as 4e), as well as Dazed, which prevents the character from taking actions but doesn't hinder his defenses.
* ''TabletopGame/{{Pathfinder}} borrowed Paralysis from D&D 3.X, except
insta-killed with a Coup de Grace) or a minor inconvenience (an ally can easily awaken a sleeping character, albeit they realized going in how powerful still must use a standard action to do so). In Second Edition 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.
* Several in ''GURPS'': Stunning is a common side-effect of major wounds, being knocked down,
gone, and the Affliction advantage. You have revamped action economy makes waking an ally less costly, so putting targets to make a health roll to break out sleep is mainly used for purposes of it, and until then, stealth.

* ''GURPS'' Afflictions can incapacitate their target in a variety of ways. To get the effect that "sleep" usually has in [=RPG=]s,
you can't take any action. The Binding advantage doesn't knock its victim out, but holds want to Daze them; Unconsciousness makes them in place, meaning they have to win an opposed contest of strength with whatever supernatural gobbledygook is keeping them down, or else fall over, and they can't move. And the Terror advantage forces your victim to make a Fright Check, which will probably inflict Stunning, but maybe also drive the victim crazy.
be woken up until it wears off, other magic effects notwithstanding.



* In ''VideoGame/KidIcarusUprising'', being paralyzed slows you down considerably, and often halts movement altogether, though it wears off quickly.
* ''VideoGame/{{Warframe}}'' comes with Electricity, which does stun enemies. Doesn't seem to do the same for the Tenno. There is also "Impact", which can cause a half-second 'stagger', which is about the same as paralysis — and it affects everyone equally. The Burn status effect also causes enemies to stop attacking as they flail around in a panic.

to:

* In ''VideoGame/KidIcarusUprising'', being paralyzed slows you down considerably, and often halts movement altogether, though it wears off quickly.
* ''VideoGame/{{Warframe}}'' comes with Electricity, which does stun enemies. Doesn't seem to do the same for the Tenno. There is also "Impact", which features two warframes that can cause a half-second 'stagger', which is about the same as paralysis — and it affects everyone equally. The Burn status effect also causes put enemies to stop attacking as they flail around sleep: Equinox in her Night form with ''Rest'' and Ivara with ''Sleep Arrow''. Sleeping enemies are completely unaware of their surroundings, and will only wake up when their health drops below a panic.
certain threshold depending on the rank of the ability.



* ''VideoGame/PlantsVsZombies'' has butter thrown by Kernel-Pult, which stuns most zombies and prevents them from moving, including the mighty [[BossInMookClothing Gargantuar]].
* ''VideoGame/PlantsVsZombies2ItsAboutTime'': Besides butter, there's also two more:
** Stun gas used by Stunion and Chilli Bean temporarily stuns zombies affected. The former's also gains a poison property once it reaches level 5. It doesn't affect most mechanical enemies, however.
** Solar Tomato causes a 3x3 area of zombies to get BlindedByTheLight, stunning the lot and also causing them to drop 50 Sun each.
* ''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/PlantsVsZombies'' has butter thrown by Kernel-Pult, which stuns most zombies and prevents them from moving, including the mighty [[BossInMookClothing Gargantuar]].
* ''VideoGame/PlantsVsZombies2ItsAboutTime'': Besides butter, there's also two more:
** Stun gas used by Stunion and Chilli Bean temporarily stuns zombies affected. The former's also gains a poison property once it reaches level 5. It doesn't affect most mechanical enemies, however.
** Solar Tomato causes a 3x3 area of zombies to get BlindedByTheLight, stunning the lot and also causing them to drop 50 Sun each.
* ''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
In ''VideoGame/PlantsVsZombies'', all mushrooms will sleep during daytime levels, unable to block enemies from advancing, potentially causing mission failure if they were your last line of defense.
perform their role. The only way to wake them up is via a Coffee Bean.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has the tranquilization. When Boombox Zombie lifts his boombox to play love songs, all plants on the lawn except low-lying ones and Phat Beets get tranquilized for a while. The visual effect resembles Charm, however.



* Creator/NipponIchi games' paralysis stops movement (but not actions) and reduces the affected character's speed to 1 (meaning that every attack against it automatically hits). An exception is made for ''VideoGame/PhantomBrave'', where paralysis halves speed (which affects how many turns the character gets) and movement range.
** Note that, since fist weapons (from game 2) and guns (game 3) also run off speed for their damage formula, this effectively cuts their attack power in half.
* In ''VideoGame/HeroesOfMightAndMagic'', paralysis effects (from a Scorpicore in 3, for example) stop the target from doing anything until it is attacked or the effect wears off.

[[AC:TurnBasedTactics]]
* In ''VideoGame/FellSealArbitersMark'', the “Root” status prevents the target from moving, though they can still take actions.
* ''VideoGame/MarioPlusRabbidsKingdomBattle'' has the "Honey" status, which has an inflicted character stuck in a large glob of... well, honey for a single turn. The character is unable to move across the battlefield, but they can still attack any opponents in range and activate passive skills.

[[AC:WideOpenSandbox]]
* ''VideoGame/{{Terraria}}'' has Webbed, which prevents the player from moving (but not from using items).

to:

* Creator/NipponIchi games' paralysis stops movement (but not actions) and reduces ''Franchise/{{Disgaea}}''[='=]s version of sleep immobilizes the affected character's speed to 1 (meaning that every attack against it automatically hits). An exception is made for ''VideoGame/PhantomBrave'', where paralysis halves speed (which affects how many turns the character. Said character gets) and movement range.
** Note that, since fist weapons (from game 2) and guns (game 3) also run off speed for their damage formula, this effectively cuts their
can be woken up with any attack, but in return the attack power in half.
* In ''VideoGame/HeroesOfMightAndMagic'', paralysis effects (from
will be treated as a Scorpicore in 3, for example) stop the target from doing anything until it is attacked or the effect wears off.

[[AC:TurnBasedTactics]]
CriticalHit.
* In ''VideoGame/FellSealArbitersMark'', Sleep makes the “Root” status prevents character skip their turn for three turns. It ends if the target from moving, though they can still take actions.
* ''VideoGame/MarioPlusRabbidsKingdomBattle'' has the "Honey" status, which has an inflicted character stuck in a large glob of... well, honey for a single turn. The character is unable to move across the battlefield, but they can still attack
takes any opponents in range and activate passive skills.

[[AC:WideOpenSandbox]]
* ''VideoGame/{{Terraria}}'' has Webbed, which prevents the player from moving (but not from using items).
damage.



[[folder:Sleeping]]
The character under ForcedSleep won't be able to move or act, much like Stun. This effect usually lasts longer than paralysis, sometimes indefinitely if you don't cure it. Fortunately for you, striking a sleeping character will usually wake them up (although sometimes it ''must'' be a physical attack, and be warned that sometimes such an attack is considered an instant CriticalHit). If they don't get attacked, they might even [[RestingRecovery recover some health]] while under the effect.

to:

[[folder:Sleeping]]
The character under ForcedSleep
[[folder:Silenced]]
They
won't be able to move or act, much like Stun. use magic. This effect usually lasts longer than paralysis, is a holdover from the classic fantasy trope that you have to say magic words (sometimes rhyming ones) or [[ByThePowerOfGreyskull chant a spell's name]] in order to use magic, so being muted would logically prevent that. However, the trope often gets carried over into game settings where magic clearly doesn't work that way, or where magic isn't even present. Particularly hilarious when the enemy silences a HeroicMime. Games with voice acting will sometimes indefinitely if you don't cure it. Fortunately for you, striking a sleeping character will usually wake them up (although sometimes it ''must'' have the characters [[GameplayAndStorySegregation still be a physical attack, and be warned that sometimes such an attack is considered an instant CriticalHit). If they don't get attacked, they might able to talk]] even [[RestingRecovery recover some health]] while under "silenced".

[[AC:ActionAdventure]]
* ''VideoGame/DustAnElysianTail'' has enemies that can silence your SnarkyNonHumanSidekick Fidget, which leaves her unable to cast projectiles but also works in
the effect.
literal sense. When this is explained to him, Dust is... not particularly upset about it.



* In 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 escaped from more quickly with button mashing [[ComputersAreFast (don't even bother with it against computers)]] and its duration is also dependent on how high the victim's damage percentage is. The only one who can inflict it at will is [[Franchise/{{Pokemon}} Jigglypuff]], who has its Sing attack, which unfortunately takes so long to finish that your opponent can usually wake up before 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.
** The Franchise/{{Pokemon}} Bellossom uses Sleep Powder when released, which puts any nearby characters to sleep except for the one that threw the Poké Ball. Peach's Final Smash in ''Brawl'', ''4'', and ''Ultimate'' can put all ground-bound opponents to sleep no matter where they're located.

to:

* In 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 the ''VideoGame/SuperSmashBros'' series, sleep simply makes a course of five seconds plus the number of Persona cards the character incapable of action for a brief period of time, and they'll wake up after a single hit. It can be escaped from more quickly with button mashing [[ComputersAreFast (don't even bother with it against computers)]] and its duration is also dependent on how high the victim's damage percentage is. The only one who can inflict it at will is [[Franchise/{{Pokemon}} Jigglypuff]], who normally has its Sing attack, which unfortunately takes (Akihiko has two cards, so long to finish that your opponent can usually wake up before 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.
** The Franchise/{{Pokemon}} Bellossom uses Sleep Powder when released, which puts any nearby characters to sleep except for the one that threw the Poké Ball. Peach's Final Smash
he recovers in ''Brawl'', ''4'', and ''Ultimate'' can put all ground-bound opponents to sleep no matter where they're located.
seven seconds; Yu has four cards, so he recovers in nine, ect.).



* Ana Amari from ''VideoGame/{{Overwatch}}'' can shoot a sleep dart to disable an enemy. Victims will wake up when the dart wears off or when attacked. This carries over into her ''Heroes of the Storm'' incarnation.

to:

* Ana Amari from ''VideoGame/{{Overwatch}}'' can shoot a sleep dart to disable an enemy. Victims will wake up when provides the dart wears off or when attacked. This carries over into her ''Heroes of sci-fi equivalent, as [[HollywoodHacking Sombra's hack]] disables the Storm'' incarnation.
use of all activated abilities (including things like [[SuperSoldier Soldier 76's]] ''sprinting'').
* ''VideoGame/ApexLegends'': Revenant's tactical ability, the aptly named "Silence", fires a grenade that prevents the use of tactical and ultimate abilities.



* ''VideoGame/WorldOfWarcraft'' has potions that make you sleep in a healthy way, restoring health and mana rapidly. A more traditional Sleep effect is also in place, but can generally only be used on animals (and druids in animal forms). For players, that is; monsters with the spell have no problems putting ''you'' to sleep.
** Before it got nerfed, the 'x% chance per received hit to put melee attackers asleep for 30 seconds (any damage will wake them up)' level 30 leather chest, obtained with crafting, was great fun in [=PvP=] and handy in [=PvE=]. It used to put anything to sleep, regardless of level difference. It was very useful in the right situations for tanks, ranged classes, and druids for some extra crowd control.
** Druids get the ability Hibernate, though it only works on animals and dragonkin.
* ''VideoGame/{{Achaea}}'' characters sleep lying down, but can still see and hear almost everything going on around them while asleep. Sleep is used as per usual to regain hit points and sometimes to control opponents in combat — unusually, characters get tired, yawn, and spontaneously fall asleep if kept awake for too long.
* ''VideoGame/CityOfHeroes'' has a pretty standard sleep mechanic, in that characters put to sleep will sleep standing up, be unable to act, and stay asleep for a comparatively really long time. Sleeping characters can be woken up by dealing damage to them, which can create tension in teams when wide-area sleeps are followed by wide-area fireballs, or be woken up by healing them. Basically anything that alters hit points.
* ''VideoGame/MonsterHunter'' plays Sleeping a bit differently. Players have a brief moment to chug an Energy Drink before they go wholly to sleep, while monsters drop immediately. Any damage at all will wake a sleeper, but crafty players will set bombs or traps without disturbing the monster during this time, due to the monster taking triple damage from all sources on the hit that wakes them from Sleep. With this knowledge, Greatsword + Sleep agent (Drugged Meat, Sleep Knives, or another player armed with a Sleep weapon) = [[MemeticMutation GOTCHA BITCH!]]
* ''VideoGame/SpiralKnights'' has the "regenerate health while asleep" version of this status, although the only reason you'll see the status is if someone needs to clear space for a better status vial, due to the only area with sleep-inducing monsters not being in the game (as of 5/15/11).
* A big part of the ''VideoGame/StarWarsTheOldRepublic'' teamwork strategy is effectively using this. Some classes are insanely valued on certain Flashpoints (raids), because when you're facing [[QuirkyMinibossSquad boss squads]], leaving one of them dangling in the air with the force or short-circuiting a robot until damage breaks the stun can make intense battles much easier.

to:

* ''VideoGame/WorldOfWarcraft'' In ''VideoGame/WorldOfWarcraft'', Warlocks additionally have the so-called "Curse of Tongues", which slows down casting and makes the target speak Demonic — in the in-game chat! — as long as it lasts. The Warlock pet Felhunter, specialized in killing spellcasters, has potions an ability that make you sleep in a healthy way, restoring health interrupts spellcasting and mana rapidly. A more traditional Sleep effect temporarily stops the caster from casting any spells from the same school of magic.
** The mage Counterspell works much like the Felhunter Counterspell, but stronger.
** Shadow Priests get a Silence spell as well... although a Silenced enemy is prevented from casting spells, but not from '''yelling for help'''.
*** Or if it's a Warrior '''''Shouting'''''.
*** The Silence skill
is also in place, but can generally only be used on animals (and druids in animal forms). For players, that is; monsters with one of the spell have no problems putting ''you'' to sleep.
Dark Ranger's abilities in ''VideoGame/WarcraftIII''.
** Before it got nerfed, the 'x% chance per received hit to put melee attackers asleep for 30 seconds (any damage will wake them up)' level 30 leather chest, obtained with crafting, was great fun in [=PvP=] and handy in [=PvE=]. It used to put anything to sleep, regardless of level difference. It was very useful in the right situations for tanks, ranged classes, and druids for some extra crowd control.
** Druids
Marksmanship Hunters get the an ability Hibernate, though called Silencing Shot. Guess what it only works on animals and dragonkin.
* ''VideoGame/{{Achaea}}'' characters sleep lying down, but can still see and hear almost everything going on around them while asleep. Sleep
does. This skill is used as per usual available to regain hit points and sometimes to control opponents in combat — unusually, characters get tired, yawn, and spontaneously fall asleep if kept awake for too long.
* ''VideoGame/CityOfHeroes'' has a
all talents since Pandaria.
** Since Cataclysm,
pretty standard sleep mechanic, in that characters put to sleep will sleep standing up, be unable to act, and stay asleep much everyone can interrupt and/or silence a casting target, at least for a comparatively really long time. Sleeping characters few seconds.
* In ''VideoGame/AceOnline'', I-Gears
can be woken up by dealing damage to them, which can create tension in teams when wide-area sleeps are followed by wide-area fireballs, or be woken up by healing them. Basically anything that alters hit points.
* ''VideoGame/MonsterHunter'' plays Sleeping a bit differently. Players have a brief moment to chug an Energy Drink before they go wholly to sleep, while monsters drop immediately. Any damage at all will wake a sleeper, but crafty players will set bombs or traps without disturbing the monster during this time, due to the monster taking triple damage from all sources on the hit that wakes
Silence enemy gears and block them from Sleep. With this knowledge, Greatsword + Sleep agent (Drugged Meat, Sleep Knives, or another using their skills.
* ''VideoGame/GuildWars'' has a particularly nasty status condition called Dazed. Characters suffering from it take twice as long to cast their spells and said spells can be interrupted by any attack that hits them.
** "Interrupt" is a mechanic which does ExactlyWhatItSaysOnTheTin and can be thought of as active Silencing: it requires very good timing, but a
player armed with a Sleep weapon) = [[MemeticMutation GOTCHA BITCH!]]
* ''VideoGame/SpiralKnights'' has the "regenerate health while asleep" version
bar full of interruption skills can prevent their enemies from successfully casting any spells. Doing so is known in-game as "[[AndIMustScream shut-down]]", and there is an entire class devoted to it. (Ironically, this status, although class barely has any skills which apply the only reason you'll see the status is if someone needs to clear space Dazed condition. They don't need it.)
* Silenis in ''VideoGame/SkiesOfArcadia''. [[spoiler:It's actually highly recommended
for a better status vial, due to the only area with sleep-inducing monsters not being fighting Zelos, as it will mostly use Magic. (Zelos uses 5 elements; Silver magic cannot be used in the game (as of 5/15/11).
Ship battles.)]]
* A big part of the ''VideoGame/StarWarsTheOldRepublic'' teamwork strategy is effectively using this. Some classes are insanely valued on certain Flashpoints (raids), because In ''VideoGame/RagnarokOnline'', when you're facing [[QuirkyMinibossSquad boss squads]], leaving one of them dangling in the air Silenced, your character gets a speech bubble with the force VisibleSilence and you can't use any Skills — magical or short-circuiting a robot physical (apparently skills require you to [[CallingYourAttacks call your attacks]]?). For classes that rely mostly on magic, like Wizards and Priests, until damage breaks the stun this wears off, you're screwed... especially if your Priest, who can make intense battles much easier.
Cure it, is silenced.



* ''VideoGame/HeroesOfTheStorm'': This is a CC found on a few heroes, most notably Ana (who introduced the effect as it was carried from Overwatch), Deckard Cain, and Mal'Ganis. Mal'Ganis specializes in it, with his main peeling tool inflicting a sleep and other talents sleeping enemies or synergizing with enemies who are asleep.
* In ''VideoGame/LeagueOfLegends'', the character Zoe has the ability "Sleepy Trouble Bubble". Upon hitting an enemy with this ability, they become drowsy and fall asleep. The next attack wakes up the enemy and deals bonus damage.

to:

* ''VideoGame/HeroesOfTheStorm'': This Silence is a CC found on a few heroes, most notably Ana (who introduced fairly common debuff in ''VideoGame/LeagueOfLegends''. It prevents the effect as it was carried from Overwatch), Deckard Cain, and Mal'Ganis. Mal'Ganis specializes in it, use of ''all'' abilities, including items with his main peeling tool inflicting a sleep active effects and other talents sleeping enemies or synergizing with enemies who are asleep.
summoner spells.
* In ''VideoGame/LeagueOfLegends'', Silence also shows up in ''VideoGame/HeroesOfTheStorm'', functioning just like in League. The name is a bit jarring, considering the character Zoe has the ability "Sleepy Trouble Bubble". Upon hitting an enemy with this ability, they become drowsy and fall asleep. The next attack wakes up the enemy and deals bonus damage.
game is a crossover between Blizzard's [[VideoGame/WarCraft fantasy]] [[{{VideoGame/Diablo}} franchises]] where silence is at home, but also its [[VideoGame/StarCraft sci-fi]] [[{{VideoGame/Overwatch}} games]] where "silencing" doesn't really make sense.



* In ''VideoGame/WarcraftIII'', neutral monsters sleep during the night, making them easier to ambush. Since there's no separate 'sleeping' animation (except for ogres), trolls can actually do ''backflips'' in their sleep, just as they do when awake.
** The Dread Lord heroes also have a 'sleep' skill that does what it says on the tin. The unit can be woken up by attacking it.
* Patapons (and enemies/bosses) can be put to sleep with the right units and weapons, although it's rare to see a boss fall asleep.

to:

* In ''VideoGame/WarcraftIII'', neutral monsters sleep during the night, making them easier to ambush. Since there's no separate 'sleeping' animation (except for ogres), trolls can actually do ''backflips'' in their sleep, just as they do when awake.
**
''VideoGame/WarcraftIII'': The Dread Lord heroes also Dark Ranger has this as one of her spells; afflicted units have a 'sleep' skill that does what it says on bubble with an exclamation mark above their heads. It can also be used to interrupt a channeling spell.
* Justified in ''VideoGame/BrutalLegend''. The ''Silence'' guitar solo [[MummyWrap wraps
the tin. The opposing hero unit can be woken up by attacking it.
* Patapons (and enemies/bosses) can be put
in mummy bandages]], which not only prevents them from using their guitar properly, but also ''unable to sleep with the right units speak'' and weapons, although it's rare to see a boss fall asleep.
therefore cannot issue commands.



* This status is common in most games of this type, as some of the monsters are spawned in this state. They can be woken up by entering or leaving their room, or if anything affects them. Especially when entering a room full of monsters... they tend to wake up all at once.
* Sleeping enemies in ''VideoGame/DungeonCrawlStoneSoup'' can be easily {{Back Stab}}bed, which can reach OneHitKO levels of damage once your skills get high enough. There's also the spell Ensorcelled Hibernation, a hex that puts monsters to sleep so you can still stab them if they woke up earlier, though it's ineffective against creatures resistant to cold.
* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, being Asleep renders you unable to move or attack for several turns. It wears off when you're hit, and possibly increaes your [[RegeneratingHealth HP regeneration rate]].

to:

* This status is common in most games of this type, as some of the monsters are spawned in this state. They can be woken up by entering or leaving their room, or if anything affects them. Especially when entering a room full of monsters... they tend to wake up all at once.
* Sleeping enemies in ''VideoGame/DungeonCrawlStoneSoup'' can be easily {{Back Stab}}bed, which can reach OneHitKO levels of damage once your skills get high enough. There's also the spell Ensorcelled Hibernation, a hex that puts monsters to sleep so you can still stab them if they woke up earlier, though it's ineffective against creatures resistant to cold.
* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, being Asleep renders the Sealed status prevents you unable from using Talismans (magic scrolls, basically), but doesn't prevent you from throwing them or sticking them to move or attack for several turns. It wears off when you're hit, items. Shoulder Ache is a combination of this and possibly increaes your [[RegeneratingHealth HP regeneration rate]].
Decover, preventing you from throwing items and raising healing orbs (unusually, including the {{Panacea}}).
* Casting Silence in ''VideoGame/DungeonCrawlStoneSoup'' creates a zone of pure silence around the caster; within this zone, no scrolls may be read, and no spells may be cast except by creatures that are innately capable of casting magic without speaking (mostly demons). However, the zone steadily shrinks in size before fading away — the caster is always left with a few turns where they are the only one silenced, which might be fatal if they didn't quite manage to kill that ancient lich before it regained the ability to cast spells.
** There's also a lesser form of silence in the Engulfed status, which is applied by the attacks of water elementals. While engulfed, creatures have the same penalties as Silence in addition to taking continuous asphyxiation damage... [[DevelopersForesight unless they can either breathe water or survive without breathing]].
* The ''VideoGame/PokemonMysteryDungeon'' games feature the rare "Muzzled" status, which prevents a Pokémon from using any moves involving its mouth. It blocks not just shouting moves, but also breath attacks, biting moves, and even eating and drinking.



* ''Franchise/{{Pokemon}}'' uses this, which prevents attacking for 1-7 turns (lowered to 1-3 or 4 in later games). Pokémon with the abilities Insomnia or Vital Spirit are immune to this. Amusingly, you can wake them up with a reusable flute item in some versions, and in ''Colosseum'' you can just ''yell at them''.
** And then there's the move Rest, which forces your Pokémon to sleep for two turns (not counting the one used doing it), but fully restores its health and removes other status effects. It's a key component in many tournament players' lineups.
** There's also a move called "Snore" that can only be used while a Pokémon is asleep. There's also "Sleep Talk" where the Pokémon will use a random move while asleep. Either one of these will likely be found on a Pokémon that knows Rest.
*** Or they'll be holding a Chesto Berry, which cures Sleep immediately; this pretty much lets the Pokemon itself use a Full Restore (full HP recovery and wipes any Status Effects).
*** Sleep also makes a Pokémon susceptible to the attacks Nightmare (which does damage each turn until sleep ends) and Dream Eater (which allows the user to [[LifeDrain recover half the damage they inflicted]]).
** In the card game, a sleeping Pokémon can't attack or retreat. Between turns, its owner flips a coin. If it lands on heads, the Pokémon wakes up.
* ''VideoGame/LostKingdoms II'' had this, but the target in question stops moving and recovers health slowly. Plus, as to add some realism, Tara kneels down while asleep. The sequence she does to fall asleep and wake up immobilizes her, as if playing with Tara wasn't hard enough as it is.
* In ''VideoGame/ShinMegamiTenseiIIINocturne'', you will actually beg to be put to sleep. It immobilises you, but restores HP ''and'' MP. Anyone who plays this knows that mana is like gold dust in this game, what with the critical macca shortage one starts experiencing early on due to having to pay considerable sums of money that increase the more you need healing, as opposed to the typical '[[TraumaInn 100 gil full rest]]'. Of course, this is only for the first part of the game, until the spellcasters doing this couple this with ''Eternal Rest'' — an unavoidable OneHitKill which will only kill sleeping people.
** In ''VideoGame/DigitalDevilSaga'', [[TheLoad Cielo]] has a move tailored to exploit his weakness to ailments: ''Null Sleep'', which will effectively ''null all attacks he receives'' when he's sleeping. ''Very'' useful against the BonusBoss.
* ''VideoGame/EarthBound'' has this, rendering the character uncontrollable for several turns. It breaks with an enemy attack.
* In ''''VideoGame/BlackSigil: Blade of the Exiled'', being put to sleep stops a character from acting for a few turns, but being attacked will wake you up, physical or magical. Tends to be undone by angry monsters before you need to bother curing it, unless the only creatures present like reinflicting Sleep over and over.
* Sleep in the ''VideoGame/DragonQuest'' series tends to last for several turns, and it usually cannot be interrupted by physical attacks.
* In almost every ''Franchise/FinalFantasy'' game, sleeping could be cured with brute force, so you could have your SquishyWizard or WhiteMage smack the sleeping characters for little damage and wake them up.
** In ''VideoGame/FinalFantasyXI'', since you can't attack other [=PCs=], Cure spells wake an ally up instead. Even Cure I will do.
** Of note: In ''VideoGame/FinalFantasyX'', monsters afflicted by "Sleep" actually ''do'' curl up and go to sleep on the screen, rather than just having "ZZZ" over their heads. The developers went above and beyond, there.
* ''VideoGame/LunarTheSilverStar'' puts a variation on the "sleep" status by making whomever is hit in sleep state take double the damage of any attack.
* Appears in the more recent ''Franchise/KingdomHearts'' games, in the usual style of being unable to do anything until struck or, more rarely, waking on one's own. Victims use the same animation they would as if they were stunned.
** ''VideoGame/KingdomHearts3DDreamDropDistance'' has a special focus on this status effect, as, because of the [[JustifiedTrope justification]] for the Drop system (that is, Sora is awake while Riku is asleep and vice-versa), the Sleep status effect will not only make you sleep but will also speed up the Drop gauge, which can only be slowed down in two ways: By Dropping (changing characters and making the fight you were in reset when you return to use the first one) and buying its slow down with Dream Points, or by using a Drop-Me-Not or Drop-Me-Never, which reset the gauge and slow it down, but takes up a command slot, which makes it [[AwesomeButImpractical impractical]] in battle. It is also the status effect-based spell with the second-most tiers, after Zero Gravity.
* Appears in ''VideoGame/{{Xenoblade}}'', where the victim is unable to act for a lengthy period of time, and is guaranteed to be critically hit, but will wake up upon taking damage.
** It returns in ''VideoGame/XenobladeChroniclesX'', which also features the "Soft Touch" weapon skill that gives attacks a chance of not awakening sleeping enemies.
* The "stun" status effect in the ''VideoGame/HarryPotter'' Game Boy Color games is closer to this than paralysis, as being damaged snaps both characters and enemies out of it.
* In ''VideoGame/LufiaCurseOfTheSinistrals'', Sleep immobilizes the afflicted character, is ''not'' broken by being attacked, and ''prevents the player from switching to another character''. While it has the shortest duration of all status effects by a large margin, getting hit with Sleep without an Awake or a Miracle to spare is going to hurt.
* Is a first level spell in ''VideoGame/TheDarkSpire'' and will be useful to the very end. Sleep not only has an extremely high chance of hitting, but ''it usually lasts the entire battle''. At least until you get to higher levels, at which point you'll still find it to be very useful in crippling an enemy group (or all enemies, with a later spell) for one turn at the least. The best part? Slept enemies have their defences completely shut down, meaning they're practically guaranteed to die if you target them. Enemies can use it as well, but by the time it shows up, you'll be able to resist it, making it less of an issue.

[[AC:SportsGame]]
* One powerup in ''[[VideoGame/BackyardSports Backyard Football]]'' makes the other characters fall asleep, allowing the player with the ball to easily score a touchdown.

to:

* ''Franchise/{{Pokemon}}'' uses this, which prevents attacking for 1-7 ''VideoGame/FinalFantasyII'' has Silence as the ''temporary'' version, wearing off after a few turns (lowered to 1-3 or 4 when battle ends. Amnesia serves as the permanent version. These also prevent enemies from using bow attacks or items, since they're treated as spells by the game.
* You can tell when characters
in later games). Pokémon ''VideoGame/FinalFantasyVII'' have been silenced because they have a large speech bubble filled with VisibleSilence over their heads.
* Ward from ''VideoGame/FinalFantasyVIII'' and Garnet/Dagger from ''VideoGame/FinalFantasyIX'' lose their voices for segments of
the abilities Insomnia or Vital Spirit are immune game, and can still cast magic (though, during that segment, Garnet will occasionally fail to this. Amusingly, do what you can wake them up with a reusable flute item in some versions, and in ''Colosseum'' you can just ''yell at them''.
** And then there's the move Rest, which forces your Pokémon
ask her to sleep for two turns (not counting the one used doing it), but fully restores its health and removes other status effects. It's a key component in many tournament players' lineups.
** There's
do). They're also a move called "Snore" that can only be used while a Pokémon is asleep. There's also "Sleep Talk" where the Pokémon will use a random move while asleep. Either one of these will likely be found on a Pokémon that knows Rest.
*** Or they'll be holding a Chesto Berry, which cures Sleep immediately; this pretty much lets the Pokemon itself use a Full Restore (full HP recovery and wipes any Status Effects).
*** Sleep also makes a Pokémon
still susceptible to the attacks Nightmare (which does damage each turn until sleep ends) and Dream Eater (which allows the user Silence status ailment. [[FridgeLogic Go figure.]]
** They seemed
to [[LifeDrain recover half the damage they inflicted]]).
** In the card game, a sleeping Pokémon can't attack or retreat. Between turns, its owner flips a coin. If it lands on heads, the Pokémon wakes up.
* ''VideoGame/LostKingdoms II'' had this, but the target in question stops moving and recovers health slowly. Plus, as to add some realism, Tara kneels down while asleep. The sequence she does to fall asleep and wake up immobilizes her, as if playing with Tara wasn't hard enough as it is.
* In ''VideoGame/ShinMegamiTenseiIIINocturne'', you will actually beg to be put to sleep. It immobilises you, but restores HP ''and'' MP. Anyone who plays this knows that mana is like gold dust in this game, what with the critical macca shortage one starts experiencing early on due to having to pay considerable sums of money that increase the more you need healing, as opposed to the typical '[[TraumaInn 100 gil full rest]]'. Of course, this is only for the first part of the game, until the spellcasters doing this couple this with ''Eternal Rest'' — an unavoidable OneHitKill which will only kill sleeping people.
** In ''VideoGame/DigitalDevilSaga'', [[TheLoad Cielo]] has a move tailored to exploit his weakness to ailments: ''Null Sleep'', which will effectively ''null all attacks he receives'' when he's sleeping. ''Very'' useful against the BonusBoss.
* ''VideoGame/EarthBound'' has this, rendering the character uncontrollable for several turns. It breaks with an enemy attack.
* In ''''VideoGame/BlackSigil: Blade of the Exiled'', being put to sleep stops a character from acting for a few turns, but being attacked will wake you up, physical or magical. Tends to be undone by angry monsters before you need to bother curing it, unless the only creatures present like reinflicting Sleep over and over.
* Sleep in the ''VideoGame/DragonQuest'' series tends to last for several turns, and it usually cannot be interrupted by physical attacks.
* In almost every ''Franchise/FinalFantasy'' game, sleeping could be cured with brute force, so you could
have your SquishyWizard or WhiteMage smack the sleeping characters for little damage and wake them up.
** In ''VideoGame/FinalFantasyXI'', since you can't attack other [=PCs=], Cure spells wake an ally up instead. Even Cure I will do.
** Of note: In
learnt, seeing how in ''VideoGame/FinalFantasyX'', monsters being silenced prevents your character from using magic, abilities, and [[ArsonMurderAndJaywalking saying their victory quotes at the end of the battle]].
** In ''VideoGame/FinalFantasyVI'', Dadaluma whistles for help at one point as part of his AI script (it's not a listed ability). The game even plays a whistling sound effect. Silencing the boss ([[DevelopersForesight not that you can at that point without cheating, as you don't get Siren, the Esper that teaches it, until after the boss]]) prevents this.
* The ''VideoGame/FinalFantasyXIII'' games refer to this status as "Fog" instead.
* Also used somewhat intuitively in ''VideoGame/{{Wizardry}} 8'' in that, of the four schools of magic, silencing does nothing to stop alchemists from using spells ("Sure, I can't talk, but that's not stopping me from throwing explosives"). However, while it makes sense for Wizardry and Divine spells (which require incantations and prayers) to be affected, Silence will also, bizarrely, affect [[PsychicPowers Psionics]]...
* In ''VideoGame/IcewindDale'', one of the first mini-bosses is an evil cleric who has things to say when she dies. If she is Silenced at the time, [[GameBreakingBug the game is locked in a during-event state and it is impossible to save the game at all]].
* ''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', 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'. Characters
afflicted by "Sleep" actually ''do'' curl up will have their voices muted, and go are unable to sleep 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 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 dodge.
** ''VideoGame/Persona5'' calls it 'Forget', which causes the character afflicted to forget how to summon their Persona.
** The [[Franchise/ShinMegamiTensei main series]] also has the ailment, as Mute.
* ''VideoGame/WildArms'' games call this "Misery" and it affects all Force abilities.
* "Stopspell" from the first ''VideoGame/DragonQuest'' games does ExactlyWhatItSaysOnTheTin, blocking your opponent from using his spells. It can be a lifesaver if you're facing a spellcasting enemy and want to stop him from using his nastier magic (particularly if he can also cast Stopspell) on you. It's known as "Fizzle" in the recent translations, and it affects a whole group of enemies to boot! Needless to say, it gets annoying when enemies start tossing it at your entire party.
* ''VideoGame/{{Exile}}'' has [[color:lightgrey:''Dumbfounded'']], where the character forgets their spells. This is to avoid the whole "Why can they speak?" issue.
* Some enemies in ''VideoGame/{{Earthbound}}'' can disrupt your senses, making you unable to use PSI.
* In ''VideoGame/{{Mother 3}}'', if you get inflicted with "forgetfulness", you won't be able to use any skills/PSI.
** The game also has a ridiculous variant, ''fleas'', which occasionally distract characters into missing turns or losing concentration.
* ''Franchise/TheElderScrolls'':
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' both have the Silence spell, which prevents the target from casting spells of their own for the effect's duration. ''Morrowind'' also has a lesser version of this effect called "Sound". It doesn't completely prevent the target from casting spells, but it makes them more likely to fail to cast it. (According to flavor text, the "Sound" distracts them from the act of casting.)
** It should also be noted that these spells ''only'' work
on the screen, actual casting of spells. A silenced character can still use scrolls, potions, enchanted items, racial powers, and birthsign powers (which all function very similarly to spells).
* ''''VideoGame/BlackSigil'': Blade of the Exiled'' -- Silenced characters cannot cast magic, but can still use physical techniques that consume SP as well as normal attacks. Combo-attacks are disabled if the Silenced character's half of the attack is magical-based as well.
* ''VideoGame/ChronoCross'' has element-specific silencing; the Anti-elements will prevent one character from using that color element until the battle ends or the status is removed, and there's one type of element that can seal all elements.
* The Arts Seal status in ''VideoGame/{{Xenoblade}}'' prevents you from using any attacks or abilities other than the basic auto-attack.
* ''VideoGame/GoldenSun'' has the Seal status, which is basically the game's version of silence. Characters that are affected by Seal are prevented from using [[MagicByAnyOtherName Psynergy]]. Enemies can be affected by Seal, but a lot of them have monster skills that aren't affected. Only enemies that "cast" their abilities
rather than just having "ZZZ" over their heads. "use" or "unleash" them will be impacted. On the other hand, there's nothing stopping a sealed player character from unleashing Djinn and using SummonMagic.
*
The developers went above three binding statuses (head, arm, and beyond, there.
* ''VideoGame/LunarTheSilverStar'' puts a variation on the "sleep" status by making whomever is hit
leg) in sleep state take double the damage ''VideoGame/EtrianOdyssey'' prevent use of any attack.
* Appears in the more recent ''Franchise/KingdomHearts'' games, in the usual style of being unable to do anything until struck or, more rarely, waking on one's own. Victims use the same animation they would as if they were stunned.
** ''VideoGame/KingdomHearts3DDreamDropDistance'' has a special focus on this status effect, as, because of the [[JustifiedTrope justification]] for the Drop system (that is, Sora is awake while Riku is asleep and vice-versa), the Sleep status effect will not only make you sleep but will also speed up the Drop gauge, which can only be slowed down in two ways: By Dropping (changing characters and making the fight you were in reset when you return to use the first one) and buying its slow down with Dream Points, or by using a Drop-Me-Not or Drop-Me-Never, which reset the gauge and slow it down, but takes up a command slot, which makes it [[AwesomeButImpractical impractical]] in battle. It is also the status effect-based spell with the second-most tiers, after Zero Gravity.
* Appears in ''VideoGame/{{Xenoblade}}'', where the victim is unable to act for a lengthy period of time, and is guaranteed to be critically hit, but will wake up upon taking damage.
** It returns in ''VideoGame/XenobladeChroniclesX'', which also features the "Soft Touch" weapon
skill that gives attacks involves said body part, and all skills are blocked by one. Head bind is the closest to a chance of traditional "silence" status, as skills without any obvious physical action involved, including most abilities you'd call "spells", require an unbound head. Each one also has a secondary effect: head bind lowers accuracy (but not awakening sleeping enemies.
* The "stun" status effect
as much as blind), arm bind cuts physical attack damage in the ''VideoGame/HarryPotter'' Game Boy Color games is closer to this than paralysis, as being damaged snaps both characters half, and enemies out of it.
* In ''VideoGame/LufiaCurseOfTheSinistrals'', Sleep immobilizes the afflicted character, is ''not'' broken by being attacked,
leg bind prevents escape, lowers turn order, and ''prevents the player from switching to another character''. While it makes dodging less likely.
* ''VideoGame/MagicalStarsign''
has the shortest duration of all "sickness" status effects by a large margin, getting hit with Sleep without an Awake or a Miracle where your character's too busy coughing and wheezing to spare is going to hurt.
properly chant their spells.
* Is a first level spell Shows up in ''VideoGame/TheDarkSpire'' and will be useful to the very end. Sleep not only has an extremely high chance of hitting, but ''it usually lasts the entire battle''. At least until you get to higher levels, at as a second level Priest spell, which point you'll still find it to be very useful in crippling an get far, far more use of than any enemy group (or all enemies, with a later spell) for one turn at it. Magic is ''incredibly'' dangerous, but spellcasters are vulnerable to the least. The best part? Slept enemies have their defences completely shut down, spell, meaning they're practically guaranteed you're free to die if you target them. Enemies can use it as well, but by the time it shows up, turn what would normally be a party wipe into a free kill. It also targets groups instead of individuals, so it's unlikely you'll be able need to resist it, making cast it less of more than once.
* ''VideoGame/XenobladeChroniclesX'' has the Virus condition, which blocks ranged arts.
* ''Franchise/{{Pokemon}}'' has a certain take on this, inflicted by the attack "Throat Chop". Any Pokemon hit by it can't use [[MakeMeWannaShout sound-based attacks]] for two turns.
* The Numbness status in ''VideoGame/IDOLAPhantasyStarSaga'' prevents the victim from using Skills or [[LimitBreak Elemental Blast]], but otherwise lets the victim use their normal attack.
* ''Videogame/MightAndMagic'' ''X'' has Feeblemind status, which prevents one from using any spells. Thankfully, there is a potion that cures it in case your healer gets afflicted with it.

[[AC: ShootEmUp]]
* The Weapon Failure status in ''VideoGame/{{Enigmata}}'' is
an issue.

[[AC:SportsGame]]
* One powerup in ''[[VideoGame/BackyardSports Backyard Football]]''
inversion -- it makes the other characters fall asleep, allowing the player with the ball you unable to easily score a touchdown.
use your regular weapons, but you can use your skills.



* ''TabletopGame/DungeonsAndDragons'' has rules for being woken up either by the noise of battle or by an ally shaking you. Magical sleep is extra deep so the noise won't wake you.
** Also, if you're damaged during sleep, instead of waking you up, it most likely kills you – sleeping characters are considered helpless and are thus vulnerable to [[OneHitKill being Coup-De-Grâce'd]].
* ''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.

* ''GURPS'' Afflictions can incapacitate their target in a variety of ways. To get the effect that "sleep" usually has in [=RPG=]s, you want to Daze them; Unconsciousness makes them fall over, and they can't be woken up until it wears off, other magic effects notwithstanding.

to:

* ''TabletopGame/DungeonsAndDragons'' has rules 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 woken up either by the noise of battle or by an ally shaking you. Magical sleep is extra deep so the noise won't wake you.
** Also, if you're damaged during sleep, instead of waking you up,
unable to hear yourself speak makes it most likely kills you – sleeping characters are considered helpless and are thus vulnerable slightly more difficult, but not impossible, to [[OneHitKill being Coup-De-Grâce'd]].
control your voice.
* ''TabletopGame/{{Pathfinder}}'' has this. In First Edition it can be very effective (sleeping characters are helpless, and can thus be insta-killed has the same Silence spell from D&D, 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). all the same exploits. 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.

* ''GURPS'' Afflictions can incapacitate their
base Silence spell requires a willing target in and only affects them, making it primarily a variety stealth spell. The heightened version of ways. To get the effect 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.
* ''TabletopGame/{{GURPS}}'' has both Mana Damper and Neutralize. The former acts on the mana level of the area, perhaps an area consisting of only one person (if you take appropriate enhancements). Neutralize disables an advantage; this is something innate to the character, rather than a spell they learned. Neutralize is meant for use against ''psionic'' powers, which are ostensibly different from magic in
that "sleep" usually they're something a character does entirely with their mind, not requiring mana or magic words or any of that stuff; but if the GM allows it, there's nothing really stopping you from using Neutralize to cancel a sorcerer's ability to generate mana.
* ''TabletopGame/MagicTheGathering''
has in [=RPG=]s, you want to Daze them; Unconsciousness makes them fall over, and they can't be woken up the card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205119 Silence]], which prevents players other than the caster from casting spells until it wears off, other magic effects notwithstanding.
the end of that turn. The art depicts this as [[WipeThatSmileOffYourFace magically removing the mouths of the affected planeswalkers]].



* ''VideoGame/{{Warframe}}'' features two warframes that can put enemies to sleep: Equinox in her Night form with ''Rest'' and Ivara with ''Sleep Arrow''. Sleeping enemies are completely unaware of their surroundings, and will only wake up when their health drops below a certain threshold depending on the rank of the ability.

[[AC:TowerDefense]]
* In ''VideoGame/PlantsVsZombies'', all mushrooms will sleep during daytime levels, unable to perform their role. The only way to wake them up is via a Coffee Bean.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has the tranquilization. When Boombox Zombie lifts his boombox to play love songs, all plants on the lawn except low-lying ones and Phat Beets get tranquilized for a while. The visual effect resembles Charm, however.

to:

* ''VideoGame/{{Warframe}}'' features two warframes that can put enemies to sleep: Equinox has a roundabout sort of silence in her Night form with ''Rest'' Magnetic damage: It drains both shields and Ivara with ''Sleep Arrow''. Sleeping enemies are completely unaware of their surroundings, and will only wake energy, which is used for abilities. Magnetic procs also stop Energy from being picked up when their health drops below or otherwise acquired for as long as it persists. Energy also does not regenerate on its own without a certain threshold depending on the rank mod, and even then, it's a painfully slow regen. Magnetic is one of the ability.

[[AC:TowerDefense]]
* In ''VideoGame/PlantsVsZombies'', all mushrooms will sleep during daytime levels, unable to perform their role. The only way to wake
more hated debuffs for this reason. Corpus and Corrupted "Nullifier" enemies have a large bubble shield that protects them up is via from a Coffee Bean.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has
certain amount of damage and stops all Warframe abilities within the tranquilization. When Boombox Zombie lifts his boombox to play love songs, all plants on the lawn except low-lying ones shield, while Corpus Scrambus and Phat Beets get tranquilized for a while. The visual effect resembles Charm, however.
Comba enemies can project an energy field that disables certain types of Tenno abilities.
** Played straight with Banshee's Silence ability when used in Conclave (the game's [=PvP=] mode). It stops enemy Tenno from being able to use abilities in its area of effect.



* ''Franchise/{{Disgaea}}''[='=]s version of sleep immobilizes the character. Said character can be woken up with any attack, but in return the attack will be treated as a CriticalHit.
* In ''VideoGame/FellSealArbitersMark'', Sleep makes the character skip their turn for three turns. It ends if the target takes any damage.

to:

* ''Franchise/{{Disgaea}}''[='=]s version of sleep immobilizes However, in ''VideoGame/FinalFantasyTacticsAdvance'', being silenced will only block off abilities that would intuitively require speaking -- magic spells, but also abilities like "Cheer" and "Advice".
** Its cousin, Addled, blocks ''everything'' that isn't a basic attack and movement, but it barely ever shows up.
** Silence also blocks off certain physical abilities like
the character. Said character Warrior's Shout abilities. However, being silenced never actually makes characters or monsters unable to talk.
* In ''Franchise/{{Disgaea}}'', being hit with Amnesia from an attack (marked by red question marks floating over the victim's head) will result in the victim being unable to use anything other than regular attacks.
** In ''VideoGame/PhantomBrave'' and ''VideoGame/MakaiKingdom'', it prohibits all but a weapon's basic non-MP-using attack. The same
can be woken up with any attack, but achieved by standing on Silence GeoEffects in return the attack will be treated as a CriticalHit.
''Disgaea''.
* In ''VideoGame/FellSealArbitersMark'', Sleep makes ''VideoGame/FellSealArbitersMark'' has Mute, which prevents the character skip their turn for three turns. It ends if from casting spells, and Cripple, which prevents the target takes any damage. from using skills.
* In ''Franchise/FireEmblem'', silence was caused by the Silence staff, that renders magic and staff users useless as it seals up the 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.

[[AC:WideOpenSandbox]]
* ''VideoGame/{{Terraria}}'' has Silenced, which prevents the player from using items that require mana.



[[folder:Silenced]]
They won't be able to use magic. This is a holdover from the classic fantasy trope that you have to say magic words (sometimes rhyming ones) or [[ByThePowerOfGreyskull chant a spell's name]] in order to use magic, so being muted would logically prevent that. However, the trope often gets carried over into game settings where magic clearly doesn't work that way, or where magic isn't even present. Particularly hilarious when the enemy silences a HeroicMime. Games with voice acting will sometimes have the characters [[GameplayAndStorySegregation still be able to talk]] even while "silenced".

[[AC:ActionAdventure]]
* ''VideoGame/DustAnElysianTail'' has enemies that can silence your SnarkyNonHumanSidekick Fidget, which leaves her unable to cast projectiles but also works in the literal sense. When this is explained to him, Dust is... not particularly upset about it.

[[AC:FightingGame]]
* 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 the course of 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.).

to:

[[folder:Silenced]]
They won't be able to use magic. This is a holdover from
[[folder:Blindness]]
Either totally stops or sharply decreases
the classic fantasy trope that you have to say magic words (sometimes rhyming ones) or [[ByThePowerOfGreyskull chant a spell's name]] in order to use magic, so being muted would logically prevent that. However, the trope often gets carried over into game settings where magic clearly doesn't work that way, or where magic isn't even present. Particularly hilarious when the enemy silences a HeroicMime. Games with voice acting will sometimes have the characters [[GameplayAndStorySegregation still be able to talk]] even while "silenced".

[[AC:ActionAdventure]]
* ''VideoGame/DustAnElysianTail'' has enemies that can silence your SnarkyNonHumanSidekick Fidget, which leaves her unable to cast projectiles but also works in the literal sense. When this is explained to him, Dust is... not particularly upset about it.

[[AC:FightingGame]]
* Mute status in ''VideoGame/Persona4Arena'' disables all attacks that require summoning character's Persona — including several normal
accuracy of physical attacks, most specials and supers, and [[ComboBreaker Bursts]]. It much as Silence does for magic. Depending on the game, the accuracy penalty 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 the course of 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.).
range from automatic misses to severe to negligible.



* ''VideoGame/{{Overwatch}}'' provides the sci-fi equivalent, as [[HollywoodHacking Sombra's hack]] disables the use of all activated abilities (including things like [[SuperSoldier Soldier 76's]] ''sprinting'').
* ''VideoGame/ApexLegends'': Revenant's tactical ability, the aptly named "Silence", fires a grenade that prevents the use of tactical and ultimate abilities.

to:

* ''VideoGame/{{Overwatch}}'' provides The Tranquilizer Gun in ''VideoGame/PerfectDark'' blurs the sci-fi equivalent, as [[HollywoodHacking Sombra's hack]] disables the use player's vision, and completely blinds enemies.
* Some missions
of all activated abilities (including things like [[SuperSoldier Soldier 76's]] ''sprinting'').
* ''VideoGame/ApexLegends'': Revenant's tactical ability, the aptly named "Silence", fires a grenade
''VideoGame/GhostRecon: Advanced Warfighter'' have jamming devices that prevents the use of tactical blur your HUD with static and ultimate abilities.
disrupt your EnemyDetectingRadar.



* In ''VideoGame/WorldOfWarcraft'', Warlocks additionally have the so-called "Curse of Tongues", which slows down casting and makes the target speak Demonic — in the in-game chat! — as long as it lasts. The Warlock pet Felhunter, specialized in killing spellcasters, has an ability that interrupts spellcasting and temporarily stops the caster from casting any spells from the same school of magic.
** The mage Counterspell works much like the Felhunter Counterspell, but stronger.
** Shadow Priests get a Silence spell as well... although a Silenced enemy is prevented from casting spells, but not from '''yelling for help'''.
*** Or if it's a Warrior '''''Shouting'''''.
*** The Silence skill is also one of the Dark Ranger's abilities in ''VideoGame/WarcraftIII''.
** Marksmanship Hunters get an ability called Silencing Shot. Guess what it does. This skill is available to all talents since Pandaria.
** Since Cataclysm, pretty much everyone can interrupt and/or silence a casting target, at least for a few seconds.
* In ''VideoGame/AceOnline'', I-Gears can Silence enemy gears and block them from using their skills.
* ''VideoGame/GuildWars'' has a particularly nasty status condition called Dazed. Characters suffering from it take twice as long to cast their spells and said spells can be interrupted by any attack that hits them.
** "Interrupt" is a mechanic which does ExactlyWhatItSaysOnTheTin and can be thought of as active Silencing: it requires very good timing, but a player with a bar full of interruption skills can prevent their enemies from successfully casting any spells. Doing so is known in-game as "[[AndIMustScream shut-down]]", and there is an entire class devoted to it. (Ironically, this class barely has any skills which apply the Dazed condition. They don't need it.)
* Silenis in ''VideoGame/SkiesOfArcadia''. [[spoiler:It's actually highly recommended for fighting Zelos, as it will mostly use Magic. (Zelos uses 5 elements; Silver magic cannot be used in Ship battles.)]]
* In ''VideoGame/RagnarokOnline'', when you're Silenced, your character gets a speech bubble with VisibleSilence and you can't use any Skills — magical or physical (apparently skills require you to [[CallingYourAttacks call your attacks]]?). For classes that rely mostly on magic, like Wizards and Priests, until this wears off, you're screwed... especially if your Priest, who can Cure it, is silenced.

to:

* In ''VideoGame/WorldOfWarcraft'', Warlocks additionally have ''VideoGame/RagnarokOnline'' has blindness not only decrease accuracy and dodge rate, but also limits the so-called "Curse of Tongues", which slows down casting and makes actual area a player can see.
* ''VideoGame/{{Everquest}}'' had blindness affect a player far more than a monster by making it impossible for
the target speak Demonic — in player to see by [[InterfaceScrew turning the in-game chat! — as long as it lasts. The Warlock pet Felhunter, specialized in killing spellcasters, has an ability visual field black]] (and if you were using the interface that interrupts spellcasting and temporarily stops had menus overlap the caster from casting any spells from visual field, you couldn't see the same school of magic.
** The mage Counterspell works much like the Felhunter Counterspell, but stronger.
** Shadow Priests get a Silence spell
menus either). Interestingly, though, you could still do anything as well... although a Silenced enemy is prevented from casting normal, such as cast spells, but not from '''yelling for help'''.
*** Or if it's a Warrior '''''Shouting'''''.
*** The Silence skill is also one
select targets, etc.; you just had to be able to do it without seeing (i.e. memorize the location of the Dark Ranger's abilities in ''VideoGame/WarcraftIII''.
** Marksmanship Hunters get an ability called Silencing Shot. Guess what it does. This skill is available to all talents since Pandaria.
** Since Cataclysm, pretty much everyone can interrupt and/or silence a casting target, at least for a few seconds.
* In ''VideoGame/AceOnline'', I-Gears can Silence enemy gears
mouse and block them from using their skills.
try to navigate through menus without actually seeing them, or use macros).
* ''VideoGame/GuildWars'' has a particularly nasty status this condition called Dazed. Characters suffering from it take twice as long well, giving physical attacks a 90% chance to cast their spells and said spells miss.
* In ''VideoGame/GuildWars2'', this condition causes a guaranteed miss, but only for the next attack.
* If there's one thing that rogues in ''VideoGame/WorldOfWarcraft'' are known for, it's that they
can be interrupted righteous dicks. Especially with their ability "Blind", which, in this case, renders the target completely useless and wandering around for a good 10 seconds. Any damage will cause the the afflicted character to "see" again by any attack that hits them.
knowing where their opponent is and cancel the wandering effect.
** "Interrupt" is a mechanic which In Mists of Pandaria, this skill lasts for about 60-90 seconds, making it an additional crowd control.
* ''VideoGame/CityOfHeroes''
does ExactlyWhatItSaysOnTheTin and can be thought of as active Silencing: it requires very good timing, have a "blinded" effect, but a all this typically does is reduce player perception, making enemies either completely invisible, or only visible when they are very close to the character. However, powers that apply blind effects typically come with a bar full accuracy-reducing effects anyway, so it's relatively safe to say that blindness makes seeing and hitting enemies harder. Oddly, it does not make seeing TERRAIN harder, causing many an instance of interruption running into a seemingly empty, clearly visible room, only to be insta-killed by enemies which were there, but you just didn't see.
* ''VideoGame/EVEOnline'' sort of has three types of Blind. Players can use Tracking Disruptors to severely reduce the accuracy of turrets, Electronic Counter-Measures that have a random chance (depending on
skills can and the targetted ships) to completely jam the target and prevent their enemies them from successfully casting any spells. Doing so is known in-game as "[[AndIMustScream shut-down]]", and there is an entire class devoted locking on to it. (Ironically, this class barely anything, or Sensor Dampeners to reduce targeting range.
* ''VideoGame/PhantasyStarOnline2''
has any skills Mirage, which apply occasionally causes the Dazed condition. They don't need it.)
* Silenis in ''VideoGame/SkiesOfArcadia''. [[spoiler:It's actually highly recommended for fighting Zelos, as it will mostly use Magic. (Zelos uses 5 elements; Silver magic cannot be used in Ship battles.)]]
* In ''VideoGame/RagnarokOnline'', when
afflicted character's attacks to whiff. Depending on what weapon you're Silenced, using, you may not notice that it's affecting your character gets a speech bubble with VisibleSilence and you can't use any Skills — magical or physical (apparently skills require you hit rate at all; Twin Machinegun wielders will probably refuse to [[CallingYourAttacks call your attacks]]?). For classes acknowledge that rely mostly on magic, like Wizards and Priests, until this wears off, you're screwed... especially if your Priest, who can Cure it, is silenced.
it does anything at all, while Sword wielders will probably find a fifth of their hits not doing pretty much anything.



* Silence is a fairly common debuff in ''VideoGame/LeagueOfLegends''. It prevents the use of ''all'' abilities, including items with active effects and summoner spells.
* Silence also shows up in ''VideoGame/HeroesOfTheStorm'', functioning just like in League. The name is a bit jarring, considering the game is a crossover between Blizzard's [[VideoGame/WarCraft fantasy]] [[{{VideoGame/Diablo}} franchises]] where silence is at home, but also its [[VideoGame/StarCraft sci-fi]] [[{{VideoGame/Overwatch}} games]] where "silencing" doesn't really make sense.

to:

* Silence is a fairly common Some champions in ''VideoGame/LeagueOfLegends'' can apply the "Blind" debuff in ''VideoGame/LeagueOfLegends''. It prevents on enemies, causing all attacks to miss. It's usually short-lived, but it can mean a world of difference when facing an enemy that relies heavily on basic attacks to deal damage, especially if they also rely on lifesteal to maintain health.
* ''VideoGame/HeroesOfTheStorm'' has a blind as well, which also causes basic attacks to fail. Cassia is entirely built around
the use of ''all'' abilities, including items concept, as she applies a nasty blind effect with active effects an ability and summoner spells.
* Silence also shows up in ''VideoGame/HeroesOfTheStorm'', functioning just like in League. The name is a bit jarring, considering the game is a crossover between Blizzard's [[VideoGame/WarCraft fantasy]] [[{{VideoGame/Diablo}} franchises]] where silence is at home, but also its [[VideoGame/StarCraft sci-fi]] [[{{VideoGame/Overwatch}} games]] where "silencing" doesn't really make sense.
deals bonus damage to blinded enemies.



* ''VideoGame/WarcraftIII'': The Dark Ranger has this as one of her spells; afflicted units have a bubble with an exclamation mark above their heads. It can also be used to interrupt a channeling spell.
* Justified in ''VideoGame/BrutalLegend''. The ''Silence'' guitar solo [[MummyWrap wraps the opposing hero unit in mummy bandages]], which not only prevents them from using their guitar properly, but also ''unable to speak'' and therefore cannot issue commands.

to:

* ''VideoGame/WarcraftIII'': The Dark Ranger In ''VideoGame/StarcraftBroodWar'', the terran Medic can use a flash grenade to blind enemy troops permanently. This becomes useless if you have the "Reveal Map" cheat activated, or if the unit has this as one of her spells; afflicted a spotter.
** However, when used on a 'Detector', it becomes unable to see invisible
units have a bubble that aren't in its now limited field of vision, even with an exclamation mark above a spotter.
* ''VideoGame/{{Warcraft}}'': Averted -- the spell that causes units to miss is called Curse, and is used by Banshees, who use
their heads. It can also be used screams to interrupt a channeling spell.
* Justified in ''VideoGame/BrutalLegend''. The ''Silence'' guitar solo [[MummyWrap wraps
disorient targets.
** Played straight with
the opposing hero unit in mummy bandages]], Dragonhawk's Cloud spell, which not only prevents them ''buildings'' from using their guitar properly, but also ''unable to speak'' and therefore cannot issue commands.
attacking.



* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, the Sealed status prevents you from using Talismans (magic scrolls, basically), but doesn't prevent you from throwing them or sticking them to items. Shoulder Ache is a combination of this and Decover, preventing you from throwing items and raising healing orbs (unusually, including the {{Panacea}}).
* Casting Silence in ''VideoGame/DungeonCrawlStoneSoup'' creates a zone of pure silence around the caster; within this zone, no scrolls may be read, and no spells may be cast except by creatures that are innately capable of casting magic without speaking (mostly demons). However, the zone steadily shrinks in size before fading away — the caster is always left with a few turns where they are the only one silenced, which might be fatal if they didn't quite manage to kill that ancient lich before it regained the ability to cast spells.
** There's also a lesser form of silence in the Engulfed status, which is applied by the attacks of water elementals. While engulfed, creatures have the same penalties as Silence in addition to taking continuous asphyxiation damage... [[DevelopersForesight unless they can either breathe water or survive without breathing]].
* The ''VideoGame/PokemonMysteryDungeon'' games feature the rare "Muzzled" status, which prevents a Pokémon from using any moves involving its mouth. It blocks not just shouting moves, but also breath attacks, biting moves, and even eating and drinking.

to:

* ''VideoGame/NetHack'' does interesting things with blindness; when the main character is blinded, in addition to the usual effects, the player can't see any enemies on their screen -- unless they have the "Telepathy" trait, in which case they gain the ability to see virtually all enemies on ''the map''. There's even a "Blindfold" item which is supposed to be worn by telepaths. Blindness also prevents the character from seeing what's on the ground, forcing them to use their hands. Woe be to the adventurer who just killed a cockatrice and isn't wearing gloves! Scrolls can't be recognized or read (instead of "a scroll labeled AXLDFKJ" you just get "a scroll"), gemstones are all "stones", and in general a blinded character will learn that there's DevelopersForesight.
* In the ''VideoGame/PokemonMysteryDungeon'' series, blindness makes the entire screen black except for the Pokémon you control and causes the player's map to stop displaying the positions of items, enemies, and allies. In addition, while blind, your character can't map out the dungeon floor. Fortunately, nothing stops you from checking the layout of things from a teammate's viewpoint by opening the menu.
* Other {{roguelikes}} tend to limit the area which the player can see, though it is still possible to attack and hit enemies in the darkness.
* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, the Sealed status prevents you from using Talismans (magic scrolls, basically), but doesn't prevent you from throwing them or sticking them Blindness both limits your visibility range to items. Shoulder Ache is a combination of this and Decover, preventing you from throwing items and raising healing orbs (unusually, including the {{Panacea}}).
* Casting Silence in ''VideoGame/DungeonCrawlStoneSoup'' creates a zone of pure silence around the caster; within this zone, no scrolls may be read, and no spells may be cast except by creatures that are innately capable of casting magic without speaking (mostly demons). However, the zone steadily shrinks in size before fading away — the caster is always left with a few turns where they are the only one silenced, which might be fatal if they didn't quite manage to kill that ancient lich before it regained the ability to cast spells.
** There's also a lesser form of silence in the Engulfed status, which is applied by the attacks of water elementals. While engulfed, creatures have the same penalties as Silence in addition to taking continuous asphyxiation damage... [[DevelopersForesight unless they can either breathe water or survive without breathing]].
* The ''VideoGame/PokemonMysteryDungeon'' games feature the rare "Muzzled" status, which prevents a Pokémon from using any moves involving its mouth. It blocks not
near-zero (it's just shouting moves, but also breath attacks, biting moves, barely large enough to see a small amount of any enemies beside you) and even eating and drinking.
decreases your accuracy.



* ''VideoGame/FinalFantasyII'' has Silence as the ''temporary'' version, wearing off after a few turns or when battle ends. Amnesia serves as the permanent version. These also prevent enemies from using bow attacks or items, since they're treated as spells by the game.
* You can tell when characters in ''VideoGame/FinalFantasyVII'' have been silenced because they have a large speech bubble filled with VisibleSilence over their heads.
* Ward from ''VideoGame/FinalFantasyVIII'' and Garnet/Dagger from ''VideoGame/FinalFantasyIX'' lose their voices for segments of the game, and can still cast magic (though, during that segment, Garnet will occasionally fail to do what you ask her to do). They're also still susceptible to the Silence status ailment. [[FridgeLogic Go figure.]]
** They seemed to have learnt, seeing how in ''VideoGame/FinalFantasyX'', being silenced prevents your character from using magic, abilities, and [[ArsonMurderAndJaywalking saying their victory quotes at the end of the battle]].
** In ''VideoGame/FinalFantasyVI'', Dadaluma whistles for help at one point as part of his AI script (it's not a listed ability). The game even plays a whistling sound effect. Silencing the boss ([[DevelopersForesight not that you can at that point without cheating, as you don't get Siren, the Esper that teaches it, until after the boss]]) prevents this.
* The ''VideoGame/FinalFantasyXIII'' games refer to this status as "Fog" instead.
* Also used somewhat intuitively in ''VideoGame/{{Wizardry}} 8'' in that, of the four schools of magic, silencing does nothing to stop alchemists from using spells ("Sure, I can't talk, but that's not stopping me from throwing explosives"). However, while it makes sense for Wizardry and Divine spells (which require incantations and prayers) to be affected, Silence will also, bizarrely, affect [[PsychicPowers Psionics]]...
* In ''VideoGame/IcewindDale'', one of the first mini-bosses is an evil cleric who has things to say when she dies. If she is Silenced at the time, [[GameBreakingBug the game is locked in a during-event state and it is impossible to save the game at all]].
* ''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', 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'. 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 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 dodge.
** ''VideoGame/Persona5'' calls it 'Forget', which causes the character afflicted to forget how to summon their Persona.
** The [[Franchise/ShinMegamiTensei main series]] also has the ailment, as Mute.
* ''VideoGame/WildArms'' games call this "Misery" and it affects all Force abilities.
* "Stopspell" from the first ''VideoGame/DragonQuest'' games does ExactlyWhatItSaysOnTheTin, blocking your opponent from using his spells. It can be a lifesaver if you're facing a spellcasting enemy and want to stop him from using his nastier magic (particularly if he can also cast Stopspell) on you. It's known as "Fizzle" in the recent translations, and it affects a whole group of enemies to boot! Needless to say, it gets annoying when enemies start tossing it at your entire party.
* ''VideoGame/{{Exile}}'' has [[color:lightgrey:''Dumbfounded'']], where the character forgets their spells. This is to avoid the whole "Why can they speak?" issue.
* Some enemies in ''VideoGame/{{Earthbound}}'' can disrupt your senses, making you unable to use PSI.
* In ''VideoGame/{{Mother 3}}'', if you get inflicted with "forgetfulness", you won't be able to use any skills/PSI.
** The game also has a ridiculous variant, ''fleas'', which occasionally distract characters into missing turns or losing concentration.
* ''Franchise/TheElderScrolls'':
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' both have the Silence spell, which prevents the target from casting spells of their own for the effect's duration. ''Morrowind'' also has a lesser version of this effect called "Sound". It doesn't completely prevent the target from casting spells, but it makes them more likely to fail to cast it. (According to flavor text, the "Sound" distracts them from the act of casting.)
** It should also be noted that these spells ''only'' work on the actual casting of spells. A silenced character can still use scrolls, potions, enchanted items, racial powers, and birthsign powers (which all function very similarly to spells).
* ''''VideoGame/BlackSigil'': Blade of the Exiled'' -- Silenced characters cannot cast magic, but can still use physical techniques that consume SP as well as normal attacks. Combo-attacks are disabled if the Silenced character's half of the attack is magical-based as well.
* ''VideoGame/ChronoCross'' has element-specific silencing; the Anti-elements will prevent one character from using that color element until the battle ends or the status is removed, and there's one type of element that can seal all elements.
* The Arts Seal status in ''VideoGame/{{Xenoblade}}'' prevents you from using any attacks or abilities other than the basic auto-attack.
* ''VideoGame/GoldenSun'' has the Seal status, which is basically the game's version of silence. Characters that are affected by Seal are prevented from using [[MagicByAnyOtherName Psynergy]]. Enemies can be affected by Seal, but a lot of them have monster skills that aren't affected. Only enemies that "cast" their abilities rather than "use" or "unleash" them will be impacted. On the other hand, there's nothing stopping a sealed player character from unleashing Djinn and using SummonMagic.
* The three binding statuses (head, arm, and leg) in ''VideoGame/EtrianOdyssey'' prevent use of any skill that involves said body part, and all skills are blocked by one. Head bind is the closest to a traditional "silence" status, as skills without any obvious physical action involved, including most abilities you'd call "spells", require an unbound head. Each one also has a secondary effect: head bind lowers accuracy (but not as much as blind), arm bind cuts physical attack damage in half, and leg bind prevents escape, lowers turn order, and makes dodging less likely.
* ''VideoGame/MagicalStarsign'' has the "sickness" status where your character's too busy coughing and wheezing to properly chant their spells.
* Shows up in ''VideoGame/TheDarkSpire'' as a second level Priest spell, which you'll get far, far more use of than any enemy with it. Magic is ''incredibly'' dangerous, but spellcasters are vulnerable to the spell, meaning you're free to turn what would normally be a party wipe into a free kill. It also targets groups instead of individuals, so it's unlikely you'll need to cast it more than once.
* ''VideoGame/XenobladeChroniclesX'' has the Virus condition, which blocks ranged arts.
* ''Franchise/{{Pokemon}}'' has a certain take on this, inflicted by the attack "Throat Chop". Any Pokemon hit by it can't use [[MakeMeWannaShout sound-based attacks]] for two turns.
* The Numbness status in ''VideoGame/IDOLAPhantasyStarSaga'' prevents the victim from using Skills or [[LimitBreak Elemental Blast]], but otherwise lets the victim use their normal attack.
* ''Videogame/MightAndMagic'' ''X'' has Feeblemind status, which prevents one from using any spells. Thankfully, there is a potion that cures it in case your healer gets afflicted with it.

[[AC: ShootEmUp]]
* The Weapon Failure status in ''VideoGame/{{Enigmata}}'' is an inversion -- it makes you unable to use your regular weapons, but you can use your skills.

to:

* ''VideoGame/FinalFantasyII'' has Silence as This is one of the ''temporary'' version, wearing off after a few turns or when battle ends. Amnesia serves as the permanent version. These also prevent enemies from using bow status effects in ''[[VideoGame/KingdomHearts358DaysOver2 Kingdom Hearts 358/2 Days]]''. It causes most physical attacks or items, since they're treated to miss, though magic attacks are unaffected. For who knows what reason, even ''[[spoiler:Riku]]'' is affected by Blindness, even though [[spoiler:he's ''blindfolded as spells by it is'']].
** In later titles, [[InterfaceScrew it limits your field of vision to a tiny circle around your character]]. In
the game.
case of enemies, it just makes them attack in random directions at random times.
* You can tell when And on the opposite end, games like ''VideoGame/{{Wizardry}}'' also include characters in ''VideoGame/FinalFantasyVII'' have been silenced because they have a large speech bubble filled with VisibleSilence over their heads.
* Ward from ''VideoGame/FinalFantasyVIII''
terrible directional hearing. How the heck else can one explain the tendency to be surrounded by enemies and Garnet/Dagger from ''VideoGame/FinalFantasyIX'' lose their voices accidentally shoot someone ''standing right next to you''?
* In the ''Franchise/FinalFantasy'' games, this has a tendency to be a not-very-large accuracy drop.
** Since the first three ''Franchise/FinalFantasy'' games had characters swing multiple times
for segments of each attack, and the game, and can still cast magic (though, during that segment, Garnet will occasionally fail blindness effect was not generally severe enough to do what make you ask her to do). They're also still susceptible to the Silence status ailment. [[FridgeLogic Go figure.]]
** They seemed to have learnt, seeing how
miss with all of them, it functionally just resulted in ''VideoGame/FinalFantasyX'', being silenced prevents your character from using magic, abilities, and [[ArsonMurderAndJaywalking saying their victory quotes at the end of the battle]].
lower damage.
** In the SNES and PSX versions of ''VideoGame/FinalFantasyVI'', Dadaluma whistles blindness is ''intended to be an accuracy drop... but a glitch makes physical accuracy (and therefore blindness) do nothing, with one exception: Strago can learn any Lore he ''sees'' [[DeathIsASlapOnTheWrist (whether or not he survives seeing it)]], so if he can't see anything, he can't learn any Lores.
** In ''VideoGame/FinalFantasyVIII'', reaching the accuracy [[{{Cap}} cap of 255]]% renders a character completely unhindered by blind. Protagonist Squall Leonhart and his rival Seifer Almasy, two {{Gunblade}} masters, sport a natural 255% accuracy with their weapons by default. They're ''that'' badass. Selphie also reaches maximum accuracy and functional immunity to Blind if her nunchaku are upgraded to their ultimate model, the Strange Vision, while all other main party members bar Zell are capable of reaching 255% via junctioning.
* ''VideoGame/EarthBound'' wins the award
for help at one point as part of his AI script (it's not a listed ability). The game even plays a whistling sound effect. Silencing the boss ([[DevelopersForesight not that you can at that point without cheating, as you don't get Siren, the Esper that teaches it, until after the boss]]) prevents this.
* The ''VideoGame/FinalFantasyXIII'' games refer to
most ridiculous name for this status as "Fog" instead.
* Also used somewhat intuitively in ''VideoGame/{{Wizardry}} 8'' in that, of the four schools of magic, silencing does nothing to stop alchemists from using spells ("Sure, I can't talk, but that's not stopping me from throwing explosives"). However, while it makes sense for Wizardry and Divine spells (which require incantations and prayers) to be affected, Silence will also, bizarrely, affect [[PsychicPowers Psionics]]...
* In ''VideoGame/IcewindDale'', one of the first mini-bosses is an evil cleric who has things to say when she dies. If she is Silenced at the time, [[GameBreakingBug the game is locked in a during-event state and it is impossible to save the game at all]].
* ''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', 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...
effect, which will always fail, making them waste a turn.
** ''VideoGame/Persona4''
it calls this ailment 'Silence'. Characters "uncontrollable crying".
* ''VideoGame/RadiataStories'' actually blurs and pixelates the screen when your character is
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 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 dodge.
** ''VideoGame/Persona5'' calls it 'Forget', which causes
with Blind, so neither the character afflicted to forget how to summon their Persona.
** The [[Franchise/ShinMegamiTensei main series]] also has
''nor the ailment, as Mute.
* ''VideoGame/WildArms'' games call this "Misery" and it affects all Force abilities.
* "Stopspell" from the first ''VideoGame/DragonQuest'' games does ExactlyWhatItSaysOnTheTin, blocking your opponent from using his spells. It
player'' can be a lifesaver if you're facing a spellcasting enemy and want to stop him from using his nastier magic (particularly if he can also cast Stopspell) on you. It's known as "Fizzle" in the recent translations, and it affects a whole group of enemies to boot! Needless to say, it gets annoying when enemies start tossing it at your entire party.
* ''VideoGame/{{Exile}}'' has [[color:lightgrey:''Dumbfounded'']], where the character forgets their spells. This is to avoid the whole "Why can they speak?" issue.
* Some enemies in ''VideoGame/{{Earthbound}}'' can disrupt your senses, making you unable to use PSI.
see what's going on.
* In ''VideoGame/{{Mother 3}}'', if you get inflicted with "forgetfulness", you won't be able to use any skills/PSI.
** The game also has a ridiculous variant, ''fleas'',
''VideoGame/MegaManXCommandMission'', which occasionally distract characters into missing turns or losing concentration.
* ''Franchise/TheElderScrolls'':
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''
replaces standard status effects and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' both have the Silence spell, which prevents the target from casting spells of with robotics-themed counterparts, not only does this status reduce the character's accuracy, but their own for evasive ability as well (can't dodge what you can't see, right?).
* In
the effect's duration. ''Morrowind'' also has a lesser version of ''Franchise/{{Pokemon}}'' games, there are moves that reduce the opponent's accuracy, which usually involve throwing something in their eyes. Though like most stat modifications, this effect called "Sound". It doesn't completely prevent is canceled as soon as the target from casting spells, but it makes them more likely to fail to cast it. (According to flavor text, victim is switched out or otherwise leaves the "Sound" distracts them from the act of casting.)
** It should also be noted that these spells ''only'' work on the actual casting of spells. A silenced character can still use scrolls, potions, enchanted items, racial powers, and birthsign powers (which all function very similarly to spells).
battle.
* In ''''VideoGame/BlackSigil'': Blade of the Exiled'' -- Silenced Exiled'', Blind results in a pretty standard reduction to your accuracy. This can be especially frustrating when it hits the DesignatedHero before he can use any magic.
* In the ''VideoGame/DragonQuest'' series,
characters cannot can get "dazzled" from a variety of moves. It can be very frustrating, as the only cure is patience.
* In ''VideoGame/BaldursGate'', Blindness offers a -4 penalty to armour class and [=THAC0=], and reduces sight range to 1. In layman's terms: You hit worse, you get hit easier, and targeting anyone outside of melee range, with whatever weapon or spells you have, is impossible. Enemy mages and archers struck by this spell
cast magic, but can still use physical techniques that consume SP as well as normal attacks. Combo-attacks are disabled if defensive spells and then stand dumbfounded unless you charge them in melee, since their AI sticks in them into an illegal behavioural mode (i.e. try to target foes at range, find you can't due to the Silenced character's half of the attack is magical-based as well.
* ''VideoGame/ChronoCross'' has element-specific silencing; the Anti-elements will prevent one character from using that color element until the battle ends or the status is removed, and there's one type of element that can seal all elements.
* The Arts Seal status in ''VideoGame/{{Xenoblade}}'' prevents you from using any attacks or abilities other than the basic auto-attack.
spell). [[TheComputerIsACheatingBastard Several enemies completely disregard this penalty, however]].
* ''VideoGame/GoldenSun'' has the Seal Delusion status, which is basically reduces the game's version of silence. Characters that are affected by Seal are prevented from using [[MagicByAnyOtherName Psynergy]]. Enemies can be affected by Seal, but a lot of them have monster skills that aren't affected. Only enemies that "cast" their abilities rather than "use" or "unleash" them will be impacted. On creature's accuracy.
* In
the other hand, there's nothing stopping a sealed player character from unleashing Djinn and using SummonMagic.
* The three binding statuses (head, arm, and leg) in ''VideoGame/EtrianOdyssey'' prevent use of any skill that involves said body part, and all skills are blocked by one. Head bind is the closest to a traditional "silence" status, as skills without any obvious physical action involved, including most abilities you'd call "spells", require an unbound head. Each one also has a secondary effect: head bind lowers accuracy (but not as much as blind), arm bind cuts physical attack damage in half, and leg bind prevents escape, lowers turn order, and makes dodging less likely.
* ''VideoGame/MagicalStarsign'' has the "sickness" status where your character's too busy coughing and wheezing to properly chant their spells.
* Shows up in ''VideoGame/TheDarkSpire'' as a second level Priest spell, which you'll get far, far more use of than any enemy with it. Magic is ''incredibly'' dangerous, but spellcasters are vulnerable to the spell, meaning you're free to turn what would normally be a party wipe into a free kill. It also targets groups instead of individuals, so it's unlikely you'll need to cast it more than once.
* ''VideoGame/XenobladeChroniclesX'' has the Virus condition, which blocks ranged arts.
* ''Franchise/{{Pokemon}}'' has a certain take on this, inflicted by the attack "Throat Chop". Any Pokemon hit by it can't use [[MakeMeWannaShout sound-based attacks]] for two turns.
* The Numbness status in ''VideoGame/IDOLAPhantasyStarSaga'' prevents the victim from using Skills or [[LimitBreak Elemental Blast]], but otherwise lets the victim use their normal attack.
* ''Videogame/MightAndMagic'' ''X'' has Feeblemind status, which prevents one from using any spells. Thankfully, there is a potion that cures it in case your healer gets afflicted with it.

[[AC: ShootEmUp]]
* The Weapon Failure status in ''VideoGame/{{Enigmata}}'' is an inversion -- it
''VideoGame/MegamanBattleNetwork'' series, this effect makes you unable to use your regular weapons, but see any objects or enemies, though you can use still see incoming attacks just fine. When it's on AI-controlled foes, they either attack aimlessly or stop attacking entirely.
* 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).
** In ''Fallout 1'' and ''2'', characters could be blinded by attacks to the eyes.
* ''VideoGame/ParasiteEve'' has the Blind status reduce the range of
your skills.
weapons to such a small amount that even being on top of the enemy won't guarantee a hit. ''VideoGame/ParasiteEve2'' doubles the effect of Blind with InterfaceScrew by darkening the screen while also preventing you from targeting enemies so that you can't auto aim with your guns.
* ''VideoGame/StarOceanTheLastHope'' has the Fog status that cancels any targeting ability of the character as the character pretty much becomes unable to see, most of the time causing said character to attack the air instead of the enemy.
* ''VideoGame/PhantasyStarNova'' not only blackens the area around the center of your screen, but it also tints the camera around your character an extremely dark orange that's difficult to see through. It also disables your lock-on so you don't cheat the effect.
* ''VideoGame/TheElderScrollsIIIMorrowind'' has the Blind spell effect. When cast on the player character, it darkens the screen by a percentage equal to the spell's power. At max power, the spell blackens the screen entirely. Unfortunately, it is something of a UselessUsefulSpell against [=NPCs=], who are much less handicapped by the effects (even at 100%). One LethalJokeItem is called "Boots of Blinding Speed", which increases your speed by 200 (the normal max is 100) but makes it impossible to see where you're going. If you cast a magic resistance spell before equipping the boots, you can negate the blind effect while keeping the full speed boost.



* ''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.
* ''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.
* ''TabletopGame/{{GURPS}}'' has both Mana Damper and Neutralize. The former acts on the mana level of the area, perhaps an area consisting of only one person (if you take appropriate enhancements). Neutralize disables an advantage; this is something innate to the character, rather than a spell they learned. Neutralize is meant for use against ''psionic'' powers, which are ostensibly different from magic in that they're something a character does entirely with their mind, not requiring mana or magic words or any of that stuff; but if the GM allows it, there's nothing really stopping you from using Neutralize to cancel a sorcerer's ability to generate mana.
* ''TabletopGame/MagicTheGathering'' has the card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205119 Silence]], which prevents players other than the caster from casting spells until the end of that turn. The art depicts this as [[WipeThatSmileOffYourFace magically removing the mouths of the affected planeswalkers]].

to:

* A possible effect of a ''TabletopGame/{{GURPS}}'' Affliction. Generally, this gives a -8 penalty to all attacks, which is enormous in ''GURPS'' terms.
* Blindness in
''TabletopGame/DungeonsAndDragons'' has the Silence spell, of course affects whether you hit an opponent (in 3rd edition on, all enemies have total concealment, which works exactly as it says, creating gives a spherical area 50% chance of total silence. Unlike many other examples, however, this does prevent all forms of sound, including normal speech, sounds of battle, etc. missing), but also affects your AC (You get -2 and even stops sonic attacks lose your Dex bonus in 3E) and certain abilities 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 rely on a willing warrior, get him next to the {{Squishy Wizard}} and the mage is sight (Spot checks automatically silenced. Or cast it on a rock, fail, 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 Search checks are 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.
lot harder.)
* In ''TabletopGame/{{Pathfinder}}'' First Edition has Edition, Blindness is basically the same Silence spell from D&D, with as in 3.5 D&D-- 50% miss chance on all the same exploits. In attacks, penalties to defense and you move at half speed. Second Edition makes the base Silence spell requires defensive penalties 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.
* ''TabletopGame/{{GURPS}}'' has both Mana Damper and Neutralize. The former acts on the mana level of the area, perhaps an area consisting of only one person (if you take appropriate enhancements). Neutralize disables an advantage; this is something innate to the character, rather than a spell they learned. Neutralize is meant for use against ''psionic'' powers, which are ostensibly different from magic in that they're something a character does entirely with their mind, not requiring mana or magic words or any of that stuff;
little less harsh, but if the GM allows it, there's nothing really stopping you from using Neutralize to cancel a sorcerer's ability to generate mana.
* ''TabletopGame/MagicTheGathering'' has the card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205119 Silence]], which prevents players other than the caster from casting spells until the end of that turn. The art depicts this as [[WipeThatSmileOffYourFace magically removing the mouths of the affected planeswalkers]].
otherwise keeps it similar.



* ''VideoGame/{{Warframe}}'' has a roundabout sort of silence in Magnetic damage: It drains both shields and energy, which is used for abilities. Magnetic procs also stop Energy from being picked up or otherwise acquired for as long as it persists. Energy also does not regenerate on its own without a certain mod, and even then, it's a painfully slow regen. Magnetic is one of the more hated debuffs for this reason. Corpus and Corrupted "Nullifier" enemies have a large bubble shield that protects them from a certain amount of damage and stops all Warframe abilities within the shield, while Corpus Scrambus and Comba enemies can project an energy field that disables certain types of Tenno abilities.
** Played straight with Banshee's Silence ability when used in Conclave (the game's [=PvP=] mode). It stops enemy Tenno from being able to use abilities in its area of effect.

to:

* ''VideoGame/{{Warframe}}'' has a roundabout sort of silence in Magnetic damage: It drains both shields and energy, which is used for abilities. Magnetic procs also stop Energy from being picked up or otherwise acquired for as long as it persists. Energy also does not regenerate on its own without a In ''VideoGame/{{Warframe}}'', certain mod, and even then, it's a painfully slow regen. Magnetic is one of the more hated debuffs for this reason. Corpus and Corrupted "Nullifier" warframes can apply blind to enemies have a large bubble shield that protects them from a certain amount in their line of damage sight: Excalibur with ''Radial Blind'' (and the Umbra variant's ''Radial Howl''), Inaros' ''[[AHandfulForAnEye Desiccation]]'' and stops all Warframe abilities within the shield, while Corpus Scrambus and Comba Mirage's ''Prism''. Gara's passive can blind enemies if she is standing in bright light. Blinded enemies cannot attack and will run away if they hear gunfire, and are open to melee finisher attacks.
** Corpus Denial Bursas
can project an energy field that disables certain types of Tenno abilities.
** Played straight with Banshee's Silence ability when used in Conclave (the game's [=PvP=] mode). It stops enemy Tenno from being able
fire beams to use abilities in its area of effect.
blind Tenno, turning their screen white for the duration.



* However, in ''VideoGame/FinalFantasyTacticsAdvance'', being silenced will only block off abilities that would intuitively require speaking -- magic spells, but also abilities like "Cheer" and "Advice".
** Its cousin, Addled, blocks ''everything'' that isn't a basic attack and movement, but it barely ever shows up.
** Silence also blocks off certain physical abilities like the Warrior's Shout abilities. However, being silenced never actually makes characters or monsters unable to talk.
* In ''Franchise/{{Disgaea}}'', being hit with Amnesia from an attack (marked by red question marks floating over the victim's head) will result in the victim being unable to use anything other than regular attacks.
** In ''VideoGame/PhantomBrave'' and ''VideoGame/MakaiKingdom'', it prohibits all but a weapon's basic non-MP-using attack. The same can be achieved by standing on Silence GeoEffects in ''Disgaea''.
* ''VideoGame/FellSealArbitersMark'' has Mute, which prevents the character from casting spells, and Cripple, which prevents the target from using skills.
* In ''Franchise/FireEmblem'', silence was caused by the Silence staff, that renders magic and staff users useless as it seals up the 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.

to:

* However, in ''VideoGame/FinalFantasyTacticsAdvance'', being silenced will only block off abilities In ''VideoGame/HeroesOfMightAndMagic 3'', Blind is a spell from the Fire school (because the game has no Light magic, but the spell graphics look like flashing stuff) that would intuitively require speaking -- magic spells, but also abilities like "Cheer" and "Advice".
** Its cousin, Addled, blocks ''everything'' that isn't a basic attack and movement, but it barely ever shows up.
** Silence also blocks off certain physical abilities like the Warrior's Shout abilities. However, being silenced never actually makes characters or monsters unable to talk.
* In ''Franchise/{{Disgaea}}'', being hit with Amnesia from an attack (marked by red question marks floating over the victim's head) will result in the victim being unable to use anything other than regular attacks.
** In ''VideoGame/PhantomBrave'' and ''VideoGame/MakaiKingdom'', it prohibits all but a weapon's basic non-MP-using attack. The same can be achieved by standing on Silence GeoEffects in ''Disgaea''.
* ''VideoGame/FellSealArbitersMark'' has Mute, which
completely prevents the character affected units from casting spells, ever getting a turn. Being attacked breaks the effect (whether or not they then get to retaliate depends on if it was an Expert-level Blind). In 5, this is changed, and Cripple, which Blindness, now in the Dark Magic school, essentially becomes another Paralysis and prevents the target from using skills.
doing anything until attacked.

[[AC:TurnBasedTactics]]
* In ''Franchise/FireEmblem'', silence was caused by ''VideoGame/MarioPlusRabbidsKingdomBattle'' has the Silence staff, that renders magic and staff users useless as it seals up the 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 "Ink" status, where it disables a character's head is encased in a large blob of ink for a turn, making them able to attack (but still able to move and use passive skills).
* In ''VideoGame/FellSealArbitersMark'', Blind halves
the heroes from using assist moves such as Rally Attack and healing skills like Restore.
target’s accuracy for several turns.

[[AC:ShootEmUp]]
* One of [[VideoGame/{{Touhou}} Mystia Lorelei's]] spellcards restricts the player's vision to a tiny circle around them. In a BulletHell game.



* ''VideoGame/{{Terraria}}'' has Silenced, which prevents the player from using items that require mana.

to:

* ''VideoGame/{{Minecraft}}'' has blindness from potions that reduces your visibility to just a block's distance. This doesn't affect mobs and the potion can't be crafted normally, but it is common in adventure maps and multiplayer servers.
* ''VideoGame/{{Terraria}}'' has Silenced, three variants which prevents reduce the player from using items field of vision -- Blindness, Blackout, and Obstructed -- the difference being that require mana.the latter two are more intense and can't be prevented by wearing a blindfold (as Blindness can).



[[folder:Blindness]]
Either totally stops or sharply decreases the accuracy of physical attacks, much as Silence does for magic. Depending on the game, the accuracy penalty can range from automatic misses to severe to negligible.

to:

[[folder:Blindness]]
Either totally stops or sharply decreases
[[folder:Berserk/Rage]]
Describes a character who can't be controlled, loses all of their abilities except their basic attack, though at least berserked characters are still attacking
the accuracy of physical attacks, much proper side, unlike Confused or Charm. This is often accompanied by an attack power boost, and sometimes by a decrease in defense as Silence does for magic. Depending well. This can sometimes be exploited to one's advantage, depending on whether the game, the accuracy penalty can range victim is a fighter or spellcaster; some games even classify it as a ''positive'' [[StatusBuff status effect]].

[[AC:FightingGame]]
* ''VideoGame/Persona4Arena'' copies this effect
from automatic misses the original RPG -- an enraged character deals increased damage, but is unable to severe to negligible.
block until it wears off. In ''Ultimax'', Rise actually inflicts it on herself during one of her SP Skills, making it extremely dangerous if it whiffs.



* The Tranquilizer Gun in ''VideoGame/PerfectDark'' blurs the player's vision, and completely blinds enemies.
* Some missions of ''VideoGame/GhostRecon: Advanced Warfighter'' have jamming devices that blur your HUD with static and disrupt your EnemyDetectingRadar.

to:

* The Tranquilizer Gun in ''VideoGame/PerfectDark'' blurs ''VideoGame/{{DooM}}'' has the player's vision, ''Berserker Pack'', which disables all weapons except for the fist and completely blinds enemies.
* Some missions of ''VideoGame/GhostRecon: Advanced Warfighter'' have jamming devices that blur your HUD with static
buffs it to insane levels, and disrupt your EnemyDetectingRadar.
makes the player invincible. It wears off after a short while. You're still in the drivers seat, however.

[[AC:HackAndSlash]]
* In ''VideoGame/DiabloII'', the Barbarian class can acquire the skill Berserk. Using this skill increases their attack rating, damage, and converts said damage to magic damage instead of physical, but every time they use it, their defense rating is set to 0 for a short duration. A certain runeword item allows other classes access to the Berserk skill as well.



* ''VideoGame/RagnarokOnline'' has blindness not only decrease accuracy and dodge rate, but also limits the actual area a player can see.
* ''VideoGame/{{Everquest}}'' had blindness affect a player far more than a monster by making it impossible for the player to see by [[InterfaceScrew turning the visual field black]] (and if you were using the interface that had menus overlap the visual field, you couldn't see the menus either). Interestingly, though, you could still do anything as normal, such as cast spells, select targets, etc.; you just had to be able to do it without seeing (i.e. memorize the location of the mouse and try to navigate through menus without actually seeing them, or use macros).
* ''VideoGame/GuildWars'' has this condition as well, giving physical attacks a 90% chance to miss.
* In ''VideoGame/GuildWars2'', this condition causes a guaranteed miss, but only for the next attack.
* If there's one thing that rogues in ''VideoGame/WorldOfWarcraft'' are known for, it's that they can be righteous dicks. Especially with their ability "Blind", which, in this case, renders the target completely useless and wandering around for a good 10 seconds. Any damage will cause the the afflicted character to "see" again by knowing where their opponent is and cancel the wandering effect.
** In Mists of Pandaria, this skill lasts for about 60-90 seconds, making it an additional crowd control.
* ''VideoGame/CityOfHeroes'' does have a "blinded" effect, but all this typically does is reduce player perception, making enemies either completely invisible, or only visible when they are very close to the character. However, powers that apply blind effects typically come with accuracy-reducing effects anyway, so it's relatively safe to say that blindness makes seeing and hitting enemies harder. Oddly, it does not make seeing TERRAIN harder, causing many an instance of running into a seemingly empty, clearly visible room, only to be insta-killed by enemies which were there, but you just didn't see.
* ''VideoGame/EVEOnline'' sort of has three types of Blind. Players can use Tracking Disruptors to severely reduce the accuracy of turrets, Electronic Counter-Measures that have a random chance (depending on skills and the targetted ships) to completely jam the target and prevent them from locking on to anything, or Sensor Dampeners to reduce targeting range.
* ''VideoGame/PhantasyStarOnline2'' has Mirage, which occasionally causes the afflicted character's attacks to whiff. Depending on what weapon you're using, you may not notice that it's affecting your hit rate at all; Twin Machinegun wielders will probably refuse to acknowledge that it does anything at all, while Sword wielders will probably find a fifth of their hits not doing pretty much anything.

[[AC:{{MOBA}}s]]
* Some champions in ''VideoGame/LeagueOfLegends'' can apply the "Blind" debuff on enemies, causing all attacks to miss. It's usually short-lived, but it can mean a world of difference when facing an enemy that relies heavily on basic attacks to deal damage, especially if they also rely on lifesteal to maintain health.
* ''VideoGame/HeroesOfTheStorm'' has a blind as well, which also causes basic attacks to fail. Cassia is entirely built around the concept, as she applies a nasty blind effect with an ability and deals bonus damage to blinded enemies.

to:

* ''VideoGame/RagnarokOnline'' has blindness not only decrease accuracy and dodge rate, but also limits the actual area a player can see.
* ''VideoGame/{{Everquest}}'' had blindness affect a player far more than a monster by making it impossible for the player to see by [[InterfaceScrew turning the visual field black]] (and if you were using the interface that had menus overlap the visual field, you couldn't see the menus either). Interestingly, though, you could still do anything as normal, such as cast spells, select targets, etc.; you just had to be able to do it without seeing (i.e. memorize the location
There are lots of the mouse and try to navigate through menus without actually seeing them, or use macros).
* ''VideoGame/GuildWars'' has this condition as well, giving physical attacks a 90% chance to miss.
* In ''VideoGame/GuildWars2'', this condition causes a guaranteed miss, but only for the next attack.
* If there's one thing that rogues in
''VideoGame/WorldOfWarcraft'' are known for, it's mobs that they can be righteous dicks. Especially with go berserk when their ability "Blind", which, in this case, renders the target completely useless and wandering around for hit points fall below a good 10 seconds. Any damage will cause the the afflicted character to "see" again by knowing where their opponent is and cancel the wandering effect.
certain percentage. Conveniently, they're often called "Foo Berserkers".
** In Mists of Pandaria, this skill lasts for about 60-90 seconds, making it an additional crowd control.
* ''VideoGame/CityOfHeroes'' does
Some ogres have a "blinded" effect, particularly silly version of it: it increases their attack power, but all this typically does is reduce player perception, making enemies either completely invisible, or only visible when they are very close to the character. However, powers that apply blind effects typically come with accuracy-reducing effects anyway, also slows their attack speed so it's relatively safe to say that blindness makes seeing and hitting enemies harder. Oddly, it does not make seeing TERRAIN harder, causing many an instance of running into a seemingly empty, clearly visible room, only to be insta-killed by enemies which were there, but you just didn't see.
* ''VideoGame/EVEOnline'' sort of has three types of Blind. Players can use Tracking Disruptors to severely reduce the accuracy of turrets, Electronic Counter-Measures that have a random chance (depending on skills and the targetted ships) to completely jam the target and prevent them from locking on to anything, or Sensor Dampeners to reduce targeting range.
* ''VideoGame/PhantasyStarOnline2'' has Mirage, which occasionally causes the afflicted character's attacks to whiff. Depending on what weapon you're using, you may not notice
much that it's affecting your hit rate at all; Twin Machinegun wielders will probably refuse to acknowledge basically canceled out ''and'' slows them down so much that it does anything at all, while Sword wielders will probably find a fifth of their hits not doing pretty much anything.

[[AC:{{MOBA}}s]]
* Some champions in ''VideoGame/LeagueOfLegends'' can apply the "Blind" debuff on enemies, causing all attacks to miss. It's usually short-lived, but it can mean a world of difference when facing
ranged classes have an enemy even easier time dealing with them.
*** Very few mobs have an ability
that relies heavily on basic attacks to deal deals severe damage, especially if they but also rely ''enrages the player''.
** Many bosses have a so-called '[[TurnsRed hard enrage]]', where after a certain period of time, their damage goes through the roof, killing everyone in seconds. A 'soft' enrage does the same thing, except here the boss gradually gets stronger throughout the fight until it becomes impossible.
** Additionally, warriors have both a talent called Berserker Rage and a fighting mode called Berserker Stance. The warrior Berserker effects will increase damage done but also damage taken, and a berserk warrior is immune to Fear spells.
** Feral Druids get an ability literally called Berserk. Depending
on lifesteal the form it's used in, it either halves the cost of your abilities (Cat) or removes the cooldown of one ability (Mangle-Bear).
** Warlocks used
to maintain health.
* ''VideoGame/HeroesOfTheStorm'' has
have a blind as well, Curse of Recklessness that made the affected target hit harder, but reduced defense. Its ''real'' purpose, though, was that an afflicted mob would not run away in fear and draw in more mobs into the battle.
** Death Knights have Unholy Frenzy,
which increases attack speed but also causes basic attacks to fail. Cassia is entirely built around the concept, target to lose health.
* I-Gears from ''VideoGame/AceOnline'' have Berserk
as she applies a nasty blind effect their other [[MacrossMissileMassacre signature attack]], apart from frenzy.
* Lord Knights in ''VideoGame/RagnarokOnline'' can purposely go Berserk. It ups their attack speed, hit chance, and overall attack power for the duration. Unfortunately, their defense drops, and Berserk mode slowly zaps away their HP. Oh, and they can't even chat
with an ability and deals bonus guildmates until it wears off... or they die, whatever happens first.
* Blades in ''VideoGame/{{FlyFF}}'' have the Berserk self-buff, which increases their
damage to blinded enemies.
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[[note]]Melee damage is based on STR, but blades' skill damage is based on DEX[[/note]], a 1v1 blade won't be using skills anyways, and the rare skill blade won't need the attack speed from Berserk[[note]]as attack speed is also based on DEX[[/note]].



* In ''VideoGame/StarcraftBroodWar'', the terran Medic can use a flash grenade to blind enemy troops permanently. This becomes useless if you have the "Reveal Map" cheat activated, or if the unit has a spotter.
** However, when used on a 'Detector', it becomes unable to see invisible units that aren't in its now limited field of vision, even with a spotter.
* ''VideoGame/{{Warcraft}}'': Averted -- the spell that causes units to miss is called Curse, and is used by Banshees, who use their screams to disorient targets.
** Played straight with the Dragonhawk's Cloud spell, which prevents ''buildings'' from attacking.

[[AC:{{Roguelike}}]]
* ''VideoGame/NetHack'' does interesting things with blindness; when the main character is blinded, in addition to the usual effects, the player can't see any enemies on their screen -- unless they have the "Telepathy" trait, in which case they gain the ability to see virtually all enemies on ''the map''. There's even a "Blindfold" item which is supposed to be worn by telepaths. Blindness also prevents the character from seeing what's on the ground, forcing them to use their hands. Woe be to the adventurer who just killed a cockatrice and isn't wearing gloves! Scrolls can't be recognized or read (instead of "a scroll labeled AXLDFKJ" you just get "a scroll"), gemstones are all "stones", and in general a blinded character will learn that there's DevelopersForesight.
* In the ''VideoGame/PokemonMysteryDungeon'' series, blindness makes the entire screen black except for the Pokémon you control and causes the player's map to stop displaying the positions of items, enemies, and allies. In addition, while blind, your character can't map out the dungeon floor. Fortunately, nothing stops you from checking the layout of things from a teammate's viewpoint by opening the menu.
* Other {{roguelikes}} tend to limit the area which the player can see, though it is still possible to attack and hit enemies in the darkness.
* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, Blindness both limits your visibility range to near-zero (it's just barely large enough to see a small amount of any enemies beside you) and decreases your accuracy.

to:

* In ''VideoGame/StarcraftBroodWar'', the terran Medic can use Averted in ''VideoGame/WarcraftIII'', where several spells inflict a flash grenade to blind enemy troops permanently. This becomes useless if you have the "Reveal Map" cheat activated, or if berserk-like status but the unit has a spotter.
remains controllable. Bloodlust increases movement and attack speed (and size, for some reason), Unholy Frenzy causes continuous damage by accelerating the target, and the actual Berserk ability causes the unit to take more damage in exchange for increased attack speed.
** However, On some custom maps, the uncontrollable effect is duplicated by temporarily transferring the unit to the neutral hostile faction, which is, well, hostile to all players.

[[AC:{{Roguelike}}s]]
* ''VideoGame/DungeonCrawlStoneSoup'' features berserk as a somewhat risky status buff;
when used on a 'Detector', it becomes berserked, your character gains both the Haste and Might statuses, moving much faster and hitting much harder in exchange for being unable to see invisible units that aren't in its now limited field of vision, even with a spotter.
* ''VideoGame/{{Warcraft}}'': Averted -- the spell that causes units to miss is called Curse, and is used by Banshees, who use their screams to disorient targets.
** Played straight with the Dragonhawk's Cloud spell, which prevents ''buildings'' from attacking.

[[AC:{{Roguelike}}]]
* ''VideoGame/NetHack'' does interesting
perform most actions beyond hitting things with blindness; when and a period of debilitating slowness after the main character status wears off. Intentionally going berserk is blinded, in addition to generally considered a sound strategy so long as you account for the usual effects, the player can't see any enemies on their screen -- unless they have the "Telepathy" trait, in which case they gain drawbacks; there's even a ''god'' for berserkers, Trog, who grants you the ability to see virtually all enemies on ''the map''. There's even a "Blindfold" item which is supposed go berserk for free and powers to be worn by telepaths. Blindness also prevents support your rages. ''Un''intentionally going berserk (through either a detrimental mutation or the character from seeing what's on the ground, forcing them to use their hands. Woe influence of a magical artifact), however, can be to the adventurer who just killed a cockatrice and isn't wearing gloves! Scrolls can't be recognized or read (instead of "a scroll labeled AXLDFKJ" you just get "a scroll"), gemstones are all "stones", and in general a blinded character will learn that there's DevelopersForesight.
* In the ''VideoGame/PokemonMysteryDungeon'' series, blindness makes the entire screen black except for the Pokémon you control and causes the player's map to stop displaying the positions of items, enemies, and allies. In addition, while blind,
dangerous, especially if your character can't map out the dungeon floor. Fortunately, nothing stops you from checking the layout of things from a teammate's viewpoint by opening the menu.
* Other {{roguelikes}} tend to limit the area which the player can see, though it is still possible to attack and hit
isn't really designed for physical combat.
** Certain
enemies in will go berserk themselves, which makes them significantly more dangerous. Then there are the darkness.
* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, Blindness both limits your visibility range to near-zero (it's just barely large enough to see a small amount
moths of any enemies beside wrath, which can make other creatures (even you) go berserk.
* ''VideoGame/DwarfFortress'' characters can randomly become enraged during combat, though this is more likely if the character's personality is prone to anger. An enraged character can only perform "wild" attacks, which are fast
and decreases your accuracy.
PowerfulButInaccurate.



* This is one of the status effects in ''[[VideoGame/KingdomHearts358DaysOver2 Kingdom Hearts 358/2 Days]]''. It causes most physical attacks to miss, though magic attacks are unaffected. For who knows what reason, even ''[[spoiler:Riku]]'' is affected by Blindness, even though [[spoiler:he's ''blindfolded as it is'']].
** In later titles, [[InterfaceScrew it limits your field of vision to a tiny circle around your character]]. In the case of enemies, it just makes them attack in random directions at random times.
* And on the opposite end, games like ''VideoGame/{{Wizardry}}'' also include characters with terrible directional hearing. How the heck else can one explain the tendency to be surrounded by enemies and accidentally shoot someone ''standing right next to you''?
* In the ''Franchise/FinalFantasy'' games, this has a tendency to be a not-very-large accuracy drop.
** Since the first three ''Franchise/FinalFantasy'' games had characters swing multiple times for each attack, and the blindness effect was not generally severe enough to make you miss with all of them, it functionally just resulted in lower damage.
** In the SNES and PSX versions of ''VideoGame/FinalFantasyVI'', blindness is ''intended to be an accuracy drop... but a glitch makes physical accuracy (and therefore blindness) do nothing, with one exception: Strago can learn any Lore he ''sees'' [[DeathIsASlapOnTheWrist (whether or not he survives seeing it)]], so if he can't see anything, he can't learn any Lores.
** In ''VideoGame/FinalFantasyVIII'', reaching the accuracy [[{{Cap}} cap of 255]]% renders a character completely unhindered by blind. Protagonist Squall Leonhart and his rival Seifer Almasy, two {{Gunblade}} masters, sport a natural 255% accuracy with their weapons by default. They're ''that'' badass. Selphie also reaches maximum accuracy and functional immunity to Blind if her nunchaku are upgraded to their ultimate model, the Strange Vision, while all other main party members bar Zell are capable of reaching 255% via junctioning.
* ''VideoGame/EarthBound'' wins the award for the most ridiculous name for this status effect, which it calls "uncontrollable crying".
* ''VideoGame/RadiataStories'' actually blurs and pixelates the screen when your character is afflicted with Blind, so neither the character ''nor the player'' can see what's going on.
* In ''VideoGame/MegaManXCommandMission'', which replaces standard status effects and spells with robotics-themed counterparts, not only does this status reduce the character's accuracy, but their evasive ability as well (can't dodge what you can't see, right?).
* In the ''Franchise/{{Pokemon}}'' games, there are moves that reduce the opponent's accuracy, which usually involve throwing something in their eyes. Though like most stat modifications, this is canceled as soon as the victim is switched out or otherwise leaves the battle.
* In ''''VideoGame/BlackSigil'': Blade of the Exiled'', Blind results in a pretty standard reduction to your accuracy. This can be especially frustrating when it hits the DesignatedHero before he can use any magic.
* In the ''VideoGame/DragonQuest'' series, characters can get "dazzled" from a variety of moves. It can be very frustrating, as the only cure is patience.
* In ''VideoGame/BaldursGate'', Blindness offers a -4 penalty to armour class and [=THAC0=], and reduces sight range to 1. In layman's terms: You hit worse, you get hit easier, and targeting anyone outside of melee range, with whatever weapon or spells you have, is impossible. Enemy mages and archers struck by this spell cast defensive spells and then stand dumbfounded unless you charge them in melee, since their AI sticks in them into an illegal behavioural mode (i.e. try to target foes at range, find you can't due to the spell). [[TheComputerIsACheatingBastard Several enemies completely disregard this penalty, however]].
* ''VideoGame/GoldenSun'' has the Delusion status, which reduces the affected creature's accuracy.
* In the ''VideoGame/MegamanBattleNetwork'' series, this effect makes you unable to see any objects or enemies, though you can still see incoming attacks just fine. When it's on AI-controlled foes, they either attack aimlessly or stop attacking entirely.
* 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).
** In ''Fallout 1'' and ''2'', characters could be blinded by attacks to the eyes.
* ''VideoGame/ParasiteEve'' has the Blind status reduce the range of your weapons to such a small amount that even being on top of the enemy won't guarantee a hit. ''VideoGame/ParasiteEve2'' doubles the effect of Blind with InterfaceScrew by darkening the screen while also preventing you from targeting enemies so that you can't auto aim with your guns.
* ''VideoGame/StarOceanTheLastHope'' has the Fog status that cancels any targeting ability of the character as the character pretty much becomes unable to see, most of the time causing said character to attack the air instead of the enemy.
* ''VideoGame/PhantasyStarNova'' not only blackens the area around the center of your screen, but it also tints the camera around your character an extremely dark orange that's difficult to see through. It also disables your lock-on so you don't cheat the effect.
* ''VideoGame/TheElderScrollsIIIMorrowind'' has the Blind spell effect. When cast on the player character, it darkens the screen by a percentage equal to the spell's power. At max power, the spell blackens the screen entirely. Unfortunately, it is something of a UselessUsefulSpell against [=NPCs=], who are much less handicapped by the effects (even at 100%). One LethalJokeItem is called "Boots of Blinding Speed", which increases your speed by 200 (the normal max is 100) but makes it impossible to see where you're going. If you cast a magic resistance spell before equipping the boots, you can negate the blind effect while keeping the full speed boost.

to:

* This is one of the status effects in ''[[VideoGame/KingdomHearts358DaysOver2 Kingdom Hearts 358/2 Days]]''. It causes most physical attacks to miss, though magic attacks are unaffected. For who knows what reason, even ''[[spoiler:Riku]]'' is affected by Blindness, even though [[spoiler:he's ''blindfolded as it is'']].
** In later titles, [[InterfaceScrew it limits your field of vision to a tiny circle around your character]]. In the case of enemies, it just makes them attack in random directions at random times.
* And on the opposite end, games like ''VideoGame/{{Wizardry}}'' also include characters with terrible directional hearing. How the heck else can one explain the tendency to be surrounded by enemies and accidentally shoot someone ''standing right next to you''?
* In the ''Franchise/FinalFantasy'' games, this has a tendency to be a not-very-large accuracy drop.
** Since the first three
Many ''Franchise/FinalFantasy'' games had characters swing multiple times have the player capable of casting berserk on enemies as well as themselves. Perfect for each attack, preventing [[SquishyWizard weak enemy mages]] from casting their powerful spells.
** ''VideoGame/FinalFantasyXII'' treats Berserk as a positive status trait. It's cured by Dispel, the positive effect remover, enemies often use it on themselves, and it speeds up attacks greatly. Just don't use it on your lead character, or you won't go anywhere until it wears off.
** ''VideoGame/FinalFantasyX2'' has an entire class devoted to the spell Berserk (aka The Berserker Dressphere), the spell in case can only be cast on the caster.
** ''VideoGame/FinalFantasyIV'' has the berserk white magic spell, which does just what it says above. In addition, the "Avenger" two-handed sword, when wielded by Cecil, causes him to go into a permanent Berserk-mode,
and the blindness effect was not generally severe enough to make you miss with all of them, it functionally just resulted in lower damage.
** In
ultra-rare Flan Princess enemy has a "dance" that both changes the SNES battle music and PSX versions of ''VideoGame/FinalFantasyVI'', blindness is ''intended causes the whole party to be an accuracy drop... but a glitch go berserk.
** ''VideoGame/FinalFantasyV'' had the Berserker job. Simply ''being'' that job
makes physical accuracy (and therefore blindness) do nothing, with one exception: Strago can learn any Lore he ''sees'' [[DeathIsASlapOnTheWrist (whether or not he survives seeing it)]], so if he can't see anything, he can't learn any Lores.
** In ''VideoGame/FinalFantasyVIII'', reaching the accuracy [[{{Cap}} cap of 255]]% renders
a character completely unhindered by blind. Protagonist Squall Leonhart constantly berserk, and his rival Seifer Almasy, two {{Gunblade}} masters, sport a natural 255% accuracy with their one of the abilities you can learn from that class allows you to carry that trait over to other jobs. Interestingly, they still have {{M|anaMeter}}P, allowing them to wield runic weapons by default. They're ''that'' badass. Selphie also reaches maximum accuracy at full power (they drain the user's MP). Conveniently, only berserkers can wield axes, and functional immunity to Blind if her nunchaku are upgraded to their ultimate model, one of the Strange Vision, while all other main very few runic weapons is one.
** ''VideoGame/FinalFantasyVI'' didn't have that much use for it, but one particularly nasty boss [[LoopholeAbuse becomes trivial if Berserked]] -- instead of hammering the
party members bar Zell are capable of reaching 255% via junctioning.
* ''VideoGame/EarthBound'' wins
with powerful magic, he attacks for pathetic damage. Furthermore, there were two characters who harkened back to the award Berserker class from ''V'':
*** Gau the WildChild could use "Rages", where he would mimic an animal but be otherwise uncontrollable
for the most ridiculous name duraction of the fight. Each Rage used either a normal attack or an ability specific to the creature being mimicked, many of them {{Game Breaker}}s.
*** Umaro the yeti was a classic Berserker, uncontrollable 24/7, but by equipping him with certain relics, you could influence his behavior to include more attacks beyond simple club strikes.
** Berserk is a status effect in the ''VideoGame/FinalFantasyTactics'' games, but it's rarely especially useful
for this either the player or enemies to inflict it on each other. ''VideoGame/FinalFantasyTacticsA2'' featured the Berserker class, which had the ability to make itself Berserk if you felt like it.
* In the ''VideoGame/{{Persona}}'' series, Berserk actually ''is'' a negative
status effect, which since it calls "uncontrollable crying".
* ''VideoGame/RadiataStories'' actually blurs and pixelates
also halves the screen when your character is afflicted with Blind, so neither the character ''nor the player'' can see what's going on.
* In ''VideoGame/MegaManXCommandMission'', which replaces standard status effects and spells with robotics-themed counterparts, not only does this status reduce the
character's accuracy, defense power, and just in case you're thinking "Oh well, at least you get a massive boost in attack", nuh-uh: the berserked characters will prioritize hitting the enemies that will be affected less by it (ie. ones that resist, reflect, absorb or null Phys) or just won't be killed in one hit by them. And of course, [[TheComputerIsACheatingBastard an enemy's ailment spells will nearly always hit you while yours rarely work]]. So if your dedicated healer, who usually has the lowest max HP of the group, is hit with Berserk...
** However, there is a boss in the game whose strategy revolves around Berserking your characters and decimating them with powerful physical attacks. But the boss is also weak against one of the three physical weapon types, specifically, Pierce! So equip your Main Character with a spear, bring Aigis, Ken, and Yukari, and then watch the boss get torn apart. One is advised to keep at least one person free of Rage, however, because the boss also uses Megidolaon, and you need someone who can heal.
*** For bonus points, that boss is ''the final Tartarus boss''. What a way to end the dungeon.
** ''VideoGame/ShinMegamiTenseiStrangeJourney'' has the Rage ailment. You lose all control of the affected members of your party. You gain great attack power,
but begin uncontrollably attacking ''anyone'' on the battlefield. Maybe it can kill the enemy, yes, but more likely to wind up killing your own party. Did I mention there's almost no way to cure it except extremely rare items? And that the FinalBoss also has it?
** The [[Franchise/ShinMegamiTensei series]] also has a form of PracticalTaunt which greatly boosts enemies' Attack while dropping
their evasive ability Defense to nothing.
*** Which is quite useful,
as well (can't dodge what you can cast Dekaja on the enemy as well, which reverts the enemies' offensive power to normal, or if you are affected, use Dekunda and your defense returns to normal. So essentially it's a free Tarukaja (Offense up) for you and Rakunda (Defense down) towards the enemy.
*** VideoGame/DigitalDevilSaga has a boss fight against Ravana ([[spoiler:Varin Omega/Colonel Beck]]), who uses an attack called Hunger Wave. This causes the party to sink into a form of Berserk that is actually gnawing hunger -- either they lose health from starvation or turn on each other. None of your items or skills can cure it; only Sera's song can do so. Fortunately, she's watching the battle and will run in at the start of any round where a party member is suffering from it, using her song to cure one member of the party; unfortunately, since she has no combat ability, she
can't see, right?).
* In
risk staying for longer than necessary, and thus can only cure one party member at a time. The FinalBoss of the first game, Hari-Hara, is also capable of using Hunger Wave, but by then, you're practically NighInvulnerable if you prepare properly, which means that you only have to worry about Hari-Hara's unique [[NonElemental Almighty attacks]] and the health loss from the gnawing hunger.
*
''Franchise/{{Pokemon}}'' games, there are moves has several attacks that reduce work like a temporary version of Berserk, causing the user to automatically keep using that one move repeatedly for a certain number of turns (somewhere from 2 to 5, usually randomly chosen). There's also the move Encore, which forces the ''opponent'' to use the same move they used last repeatedly until it wears off.
** In the first generation games (Red/Blue/Yellow), the move Rage made the user go mad, refusing to do anything else (even let you use items or switch it out), and getting angrier and therefore stronger every time the user took damage. Strangely enough, only one PP was used up starting this -- subsequent attacks (also called Rage) didn't use any PP. It was not a very good attack. However, later versions changed it so that Rage was just like most other attacks and simply gained more power as the user took damage.
** The second generation games (Gold/Silver/Crystal) introduced Swagger, a move that increases
the opponent's accuracy, 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 usually involve throwing something 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.
** There is also the move Taunt, which prevents the use of non-damaging moves.
* An [[http://www.mariowiki.com/Paper_Mario/Beta_elements#Unused_Badges unused badge]]
in their eyes. Though ''VideoGame/PaperMario's'' ROM data gives Mario this effect. His ATK increases by 2, and he automatically attacks with either a standard jump or hammer attack.
* ''VideoGame/ShadowHearts'' has a slightly different version of Berserk that works a little bit
like the Confuse status (see below). It's not a status that can be directly inflicted; however, stay in battle too long and your characters ''will'' go Berserk once they run out of Sanity Points. Also, if you want the protagonist to learn his most stat modifications, this is canceled as soon as the victim is switched out or otherwise leaves the battle.
powerful abilities, [[GuideDangIt you have to let him go Berserk.]]
* In ''''VideoGame/BlackSigil'': Blade of the Exiled'', Blind results a Berserk character doesn't get any significant boost to their power, but cannot be controlled and will physically attack as they see fit. Most of the time, they manage to attack enemies, so it's not so bad until you find monsters that love to inflict Berserk while only being vulnerable to magical damage.
* ''VideoGame/BreathOfFireIII'': While not so much a curable status effect, having Rei [[spoiler:transform into his Weretiger form]] will cause him to become ''much'' stronger but uncontrollable, having him only attack physically, and becoming increasingly likely to attack allies every turn he stays
in a that form. Luckily, you can easily fix this by using Influence, which is normally [[UselessUsefulSpell pretty standard reduction useless]]. With it, however, you can use Influence to your accuracy. This target a boss monster and have Rei only attack them [[UselessUsefulSpell for the whole fight]].
* In ''VideoGame/MarioAndLuigiBowsersInsideStory'', Bowser
can be get hit with the Fury ailment if he takes too many hits (complete with him [[TurnsRed Turning Red]] and [[HighPressureEmotion steaming up]]). He's still perfectly controllable, but his Attack goes up and his Defense goes down.
** Given that it's possible to avoid every single attack with good timing, this can easily be CursedWithAwesome
* Most ''VideoGame/{{Suikoden}}'' games treat Berserk as a buff more than a StandardStatusEffect: Berserked characters have amped-up attack and the rune that gives them the amped attack takes up a slot and... that's it. They can still be controlled normally and suffer no other hindrances. As a result, most players actively seek out the effect for as many characters that can spare the slot. ''VideoGame/SuikodenV'' reduced its usefulness by making characters in this state uncontrollable.
* In ''VideoGame/PlanescapeTorment'', one of Morte's main powers was Litany of Curses, which caused him to spout a random insult at the targeted foe. If they failed the saving throw to resist, they were rendered unable to do anything for a short time except to attempt melee attacks against Morte. Unlike many versions of Berserk, this was a pure debuff -- the target not only took a penalty to their armor class for the duration, but also had a penalty to attack and damage. As Morte had an already good armor class, high hit points, and very good resistance to most forms of damage, this made it a very effective ability,
especially frustrating when if it hits was fully upgraded (each upgrade was gained by certain events that caused Morte to learn new insults, measured in-game by giving the DesignatedHero before he can use any magic.
* In the ''VideoGame/DragonQuest'' series, characters can get "dazzled" from
target a variety of moves. It can be very frustrating, as the only cure is patience.
* In ''VideoGame/BaldursGate'', Blindness offers a -4
larger penalty to armour class and [=THAC0=], and reduces sight range to 1. In layman's terms: You hit worse, you get hit easier, and targeting anyone outside of melee range, with whatever weapon or spells you have, is impossible. Enemy mages and archers struck by this spell cast defensive spells and then stand dumbfounded unless you charge them in melee, since their AI sticks in them into an illegal behavioural mode (i.e. try to target foes at range, find you can't due to on the spell). [[TheComputerIsACheatingBastard Several saving throw). [[DevelopersForesight The ability only worked on enemies completely disregard this penalty, however]].
that were smart enough to understand what he was saying, though]].
* ''VideoGame/GoldenSun'' ''VideoGame/SouthParkTheStickOfTruth'' has the Delusion Pissed Off status, which reduces forces the affected creature's accuracy.
* In the ''VideoGame/MegamanBattleNetwork'' series, this effect makes you unable to see any objects or enemies, though you can still see incoming attacks just fine. When it's on AI-controlled foes, they either attack aimlessly or stop attacking entirely.
* 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).
** In ''Fallout 1'' and ''2'', characters could be blinded by attacks to the eyes.
* ''VideoGame/ParasiteEve'' has the Blind status reduce the range of your weapons to such a small amount that even being on top of the enemy won't guarantee a hit. ''VideoGame/ParasiteEve2'' doubles the effect of Blind with InterfaceScrew by darkening the screen while also preventing you from targeting enemies so that you can't auto aim with your guns.
* ''VideoGame/StarOceanTheLastHope'' has the Fog status that cancels any targeting ability of the character as the character pretty much becomes unable to see, most of the time causing said character
afflicted to attack the air instead of the enemy.
* ''VideoGame/PhantasyStarNova'' not only blackens the area around the center of your screen, but it also tints the camera around your character an extremely dark orange that's difficult to see through.
person who pissed them off. It also disables your lock-on so you don't cheat the effect.
special attacks, forcing them to use regular moves.
* ''VideoGame/TheElderScrollsIIIMorrowind'' ''Franchise/TheElderScrolls'' series has the Blind "Frenzy" (sometimes called "Fury") spell effect. When cast on the player character, it darkens the screen by a percentage equal dating back to the spell's power. At max power, the spell blackens the screen entirely. Unfortunately, it is something of a UselessUsefulSpell against [=NPCs=], who are much less handicapped ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''. [=NPCs=] afflicted by the effects (even at 100%). One LethalJokeItem is called "Boots of Blinding Speed", which increases your speed by 200 (the normal max is 100) but makes it impossible to see where you're going. If you cast a magic resistance spell before equipping the boots, you can negate the blind effect while keeping the full speed boost.
will begin attacking any nearby targets, friend and foe alike.



* A possible effect of a ''TabletopGame/{{GURPS}}'' Affliction. Generally, this gives a -8 penalty to all attacks, which is enormous in ''GURPS'' terms.
* Blindness in ''TabletopGame/DungeonsAndDragons'' of course affects whether you hit an opponent (in 3rd edition on, all enemies have total concealment, which gives a 50% chance of missing), but also affects your AC (You get -2 and lose your Dex bonus in 3E) and certain abilities that rely on sight (Spot checks automatically fail, and Search checks are a lot harder.)
* 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.

to:

* A possible effect of a ''TabletopGame/{{GURPS}}'' Affliction. Generally, this gives a -8 penalty to all attacks, which is enormous in ''GURPS'' terms.
* Blindness in ''TabletopGame/DungeonsAndDragons'' of course affects whether you hit
Not an opponent (in 3rd edition on, all enemies have total concealment, which gives a 50% chance of missing), official status condition, but also affects your AC (You get -2 and lose your Dex bonus several effects in 3E) and certain abilities that rely on sight (Spot checks automatically fail, and Search checks are a lot harder.)
* In
''TabletopGame/{{Pathfinder}}'' First Edition, Blindness give bonuses to creatures' combat abilities while preventing them from doing anything requiring concentration. The most well-known of these is basically the same as in 3.5 D&D-- 50% miss chance on Barbarian's Rage class feature. Virtually all attacks, penalties these effects are either self-only or require willing targets, so there's no way to defense and enrage an enemy spellcaster to shut down their magic.
* You can take this as a ''character flaw'' in ''TabletopGame/{{GURPS}}'', in which case
you move at half speed. Second Edition makes the defensive penalties have to roll to avoid flying into a little less harsh, but otherwise keeps it similar.
rage during a fight. Affliction attacks can give temporary disadvantages like this one.



* In ''VideoGame/{{Warframe}}'', certain warframes can apply blind to enemies in their line of sight: Excalibur with ''Radial Blind'' (and the Umbra variant's ''Radial Howl''), Inaros' ''[[AHandfulForAnEye Desiccation]]'' and Mirage's ''Prism''. Gara's passive can blind enemies if she is standing in bright light. Blinded enemies cannot attack and will run away if they hear gunfire, and are open to melee finisher attacks.
** Corpus Denial Bursas can fire beams to blind Tenno, turning their screen white for the duration.

to:

* In ''VideoGame/{{Warframe}}'', certain warframes ''VideoGame/{{Warframe}}'': Equinox can apply blind to inflict Berserk on her enemies in their line of sight: Excalibur her Day form with ''Radial Blind'' (and the Umbra variant's ''Radial Howl''), Inaros' ''[[AHandfulForAnEye Desiccation]]'' and Mirage's ''Prism''. Gara's passive can blind enemies if she is standing in bright light. Blinded enemies cannot ''Rage'', which increases affected enemies' attack and will run away if they hear gunfire, and are open to melee finisher attacks.
** Corpus Denial Bursas can fire beams to blind Tenno, turning their screen white for the duration.
movement speed but also increases damage taken.



* In ''VideoGame/HeroesOfMightAndMagic 3'', Blind is a spell from the Fire school (because the game has no Light magic, but the spell graphics look like flashing stuff) that completely prevents affected units from ever getting a turn. Being attacked breaks the effect (whether or not they then get to retaliate depends on if it was an Expert-level Blind). In 5, this is changed, and Blindness, now in the Dark Magic school, essentially becomes another Paralysis and prevents the target from doing anything until attacked.

[[AC:TurnBasedTactics]]
* ''VideoGame/MarioPlusRabbidsKingdomBattle'' has the "Ink" status, where a character's head is encased in a large blob of ink for a turn, making them able to attack (but still able to move and use passive skills).
* In ''VideoGame/FellSealArbitersMark'', Blind halves the target’s accuracy for several turns.

[[AC:ShootEmUp]]
* One of [[VideoGame/{{Touhou}} Mystia Lorelei's]] spellcards restricts the player's vision to a tiny circle around them. In a BulletHell game.

to:

* ''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.
* In ''Franchise/FireEmblem'', the berserk effect forces characters to attack whoever is closest to them, which usually means their own allies. This is especially problematic late in the game.
* In ''VideoGame/HeroesOfMightAndMagic 3'', Blind is a the Berserk spell from (Fire school) forces the Fire school (because affected unit to automatically attack the game has no Light magic, closest target, be it friend or foe. A very powerful ability at Expert rank (where it becomes an area of effect), as a hero with it can force some of the opponent's units to duke it out between each other instead of attacking his units. In 5, the Dwarven Berserker can cast it on himself, dramatically increasing attack power, but attacking friendly units if no foes are in range.
* In ''VideoGame/LostDimension'', characters who hit 0 Sanity in battle will go berserk. Berserk characters stop providing passive support to their allies, suffer a 50% drop in defense, gain a damage buff, and start attacking enemies automatically. However, they will continue to use their psychic skills, often with gay abandon. Considering said skills have a Sanity cost that contributed to this state in
the spell graphics look first place, but skills used like flashing stuff) this ignore the cost and carry no penalty for being used, intentionally berserking your characters is a crucial tactic.
* ''VideoGame/SouthParkTheFracturedButWhole'' brings back the Pissed Off status as an effect
that can only be inflicted on enemies, forcing them to focus on attacking whichever character inflicted the effect. Moves that inflict this also tend to give the user the Blocking effect at the same time, giving them a shield which completely prevents affected units from ever getting a turn. Being attacked breaks the effect (whether or not they then get to retaliate depends on if it was an Expert-level Blind). In 5, this is changed, and Blindness, now in the Dark Magic school, essentially becomes another Paralysis and prevents the target from doing anything absorbs all non-knockback damage until attacked.

[[AC:TurnBasedTactics]]
* ''VideoGame/MarioPlusRabbidsKingdomBattle'' has the "Ink" status, where a character's head is encased in a large blob of ink for a turn, making them able to attack (but still able to move and use passive skills).
* In ''VideoGame/FellSealArbitersMark'', Blind halves the target’s accuracy for several turns.

[[AC:ShootEmUp]]
* One of [[VideoGame/{{Touhou}} Mystia Lorelei's]] spellcards restricts the player's vision to a tiny circle around them. In a BulletHell game.
their next turn.



* ''VideoGame/{{Minecraft}}'' has blindness from potions that reduces your visibility to just a block's distance. This doesn't affect mobs and the potion can't be crafted normally, but it is common in adventure maps and multiplayer servers.
* ''VideoGame/{{Terraria}}'' has three variants which reduce the field of vision -- Blindness, Blackout, and Obstructed -- the difference being that the latter two are more intense and can't be prevented by wearing a blindfold (as Blindness can).

to:

* ''VideoGame/{{Minecraft}}'' has blindness from potions that reduces your visibility to just a block's distance. This doesn't affect mobs and the potion can't be crafted normally, but it is common in adventure maps and multiplayer servers.
* ''VideoGame/{{Terraria}}'' has three variants Tipsy, caused by drinking ale, which reduce the field of vision -- Blindness, Blackout, and Obstructed -- the difference reduced defense but enhances physical stats. Despite being that considered a negative status, the latter two defense drop is barely noticeable on later stages of the game, while the physical buffs are more intense and can't be prevented by wearing a blindfold (as Blindness can).quite important.



[[folder:Berserk/Rage]]
Describes a character who can't be controlled, loses all of their abilities except their 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:

[[folder:Berserk/Rage]]
Describes a character who can't be controlled, loses all of
[[folder:Confused]]
Characters will act unpredictably. They may strike enemies,
their abilities except their basic attack, though at least berserked companions, or even themselves. Or they may just do nothing and skip a turn. Often, the computer takes complete control of confused characters are and [[AIRoulette selects commands at random]], although in some cases the player will still attacking be able to issue commands and the proper side, unlike Confused or Charm. This is 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]].

A variation that
often accompanied by an attack power boost, and sometimes by a decrease comes up in defense as well. This can sometimes be exploited to one's advantage, depending on whether the victim is a fighter or spellcaster; some more action-oriented games even classify it as a ''positive'' [[StatusBuff status effect]].
randomly scrambles the player's directional controls, so if they try to move forward, they go left instead. More insidious games will also screw up button presses or re-scramble the controls periodically.



* ''VideoGame/Persona4Arena'' copies this effect from the original RPG -- an enraged character deals increased damage, but is unable to block until it wears off. In ''Ultimax'', Rise actually inflicts it on herself during one of her SP Skills, making it extremely dangerous if it whiffs.

to:

* ''VideoGame/Persona4Arena'' copies this effect from the original RPG -- an enraged character deals increased damage, but is unable to block until it wears off. In ''Ultimax'', Rise actually inflicts it on herself during ''VideoGame/EternalChampions'' had one of her SP Skills, making it extremely dangerous if it whiffs.
the most insidious control-scrambles in video game history with Xavier's Confusion spell. Even the attack buttons got mixed up with the directional controls, meaning that a victim trying to attack could end up jumping instead, leaving them wide open.
* ''VideoGame/Persona4Arena'': Panicked characters will have their left-right controls reversed, throwing off the player's movement, block, and skill inputs.



* ''VideoGame/{{DooM}}'' has the ''Berserker Pack'', which disables all weapons except for the fist and buffs it to insane levels, and makes the player invincible. It wears off after a short while. You're still in the drivers seat, however.

to:

* ''VideoGame/{{DooM}}'' has ''[[VideoGame/PerfectDark Perfect Dark Zero]]''[='s=] Psychosis Gun negates all forms of team-coloration and enables the ''Berserker Pack'', which disables all weapons except for victim's friendly-fire. When everyone is the fist and buffs it same dull gray color, it's surprisingly easy to insane levels, and makes the player invincible. It wears off after a short while. You're still in the drivers seat, however.
panic at an approaching teammate...



* In ''VideoGame/DiabloII'', the Barbarian class can acquire the skill Berserk. Using this skill increases their attack rating, damage, and converts said damage to magic damage instead of physical, but every time they use it, their defense rating is set to 0 for a short duration. A certain runeword item allows other classes access to the Berserk skill as well.

to:

* In ''VideoGame/DiabloII'', the Barbarian The necromancer class in ''VideoGame/DiabloII'' can acquire the skill Berserk. Using cause this skill increases effect on non-player enemies via one of their attack rating, damage, and converts said damage to magic damage instead of physical, but every time they use it, their defense rating is set to 0 for a short duration. A certain Curse skills. Certain items, such as the runeword "Dream", give a chance for the Confuse curse to be cast on enemies when the wearer of the item allows other classes access to the Berserk skill as well.
is struck by a hostile attack.



* There are lots of ''VideoGame/WorldOfWarcraft'' mobs that go berserk when their hit points fall below a certain percentage. Conveniently, they're often called "Foo Berserkers".
** Some ogres have a particularly silly version of it: it increases their attack power, but also slows their attack speed so much that it's basically canceled out ''and'' slows them down so much that ranged classes have an even easier time dealing with them.
*** Very few mobs have an ability that deals severe damage, but also ''enrages the player''.
** Many bosses have a so-called '[[TurnsRed hard enrage]]', where after a certain period of time, their damage goes through the roof, killing everyone in seconds. A 'soft' enrage does the same thing, except here the boss gradually gets stronger throughout the fight until it becomes impossible.
** Additionally, warriors have both a talent called Berserker Rage and a fighting mode called Berserker Stance. The warrior Berserker effects will increase damage done but also damage taken, and a berserk warrior is immune to Fear spells.
** Feral Druids get an ability literally called Berserk. Depending on the form it's used in, it either halves the cost of your abilities (Cat) or removes the cooldown of one ability (Mangle-Bear).
** Warlocks used to have a Curse of Recklessness that made the affected target hit harder, but reduced defense. Its ''real'' purpose, though, was that an afflicted mob would not run away in fear and draw in more mobs into the battle.
** Death Knights have Unholy Frenzy, which increases attack speed but also causes the target to lose health.
* I-Gears from ''VideoGame/AceOnline'' have Berserk as their other [[MacrossMissileMassacre signature attack]], apart from frenzy.
* Lord Knights in ''VideoGame/RagnarokOnline'' can purposely go Berserk. It ups their attack speed, hit chance, and overall attack power for the duration. Unfortunately, their defense drops, and Berserk mode slowly zaps away their HP. Oh, and they can't even chat with guildmates until it wears off... or they die, whatever happens first.
* 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[[note]]Melee damage is based on STR, but blades' skill damage is based on DEX[[/note]], a 1v1 blade won't be using skills anyways, and the rare skill blade won't need the attack speed from Berserk[[note]]as attack speed is also based on DEX[[/note]].

[[AC:RealTimeStrategy]]
* Averted in ''VideoGame/WarcraftIII'', where several spells inflict a berserk-like status but the unit remains controllable. Bloodlust increases movement and attack speed (and size, for some reason), Unholy Frenzy causes continuous damage by accelerating the target, and the actual Berserk ability causes the unit to take more damage in exchange for increased attack speed.
** On some custom maps, the uncontrollable effect is duplicated by temporarily transferring the unit to the neutral hostile faction, which is, well, hostile to all players.

[[AC:{{Roguelike}}s]]
* ''VideoGame/DungeonCrawlStoneSoup'' features berserk as a somewhat risky status buff; when berserked, your character gains both the Haste and Might statuses, moving much faster and hitting much harder in exchange for being unable to perform most actions beyond hitting things and a period of debilitating slowness after the status wears off. Intentionally going berserk is generally considered a sound strategy so long as you account for the drawbacks; there's even a ''god'' for berserkers, Trog, who grants you the ability to go berserk for free and powers to support your rages. ''Un''intentionally going berserk (through either a detrimental mutation or the influence of a magical artifact), however, can be dangerous, especially if your character isn't really designed for physical combat.
** Certain enemies will go berserk themselves, which makes them significantly more dangerous. Then there are the moths of wrath, which can make other creatures (even you) go berserk.
* ''VideoGame/DwarfFortress'' characters can randomly become enraged during combat, though this is more likely if the character's personality is prone to anger. An enraged character can only perform "wild" attacks, which are fast and PowerfulButInaccurate.

to:

* There are lots of ''VideoGame/WorldOfWarcraft'' mobs that go berserk when their hit points fall below In ''VideoGame/PhantasyStarOnline'', the Panic status effect causes the player's character to run in random directions. Confused enemies will instead attack whatever is closest.
* ''VideoGame/CityOfHeroes'' has
a certain percentage. Conveniently, they're often called "Foo Berserkers".
** Some ogres have a particularly silly
player-controlled version of it: it increases their attack power, but also slows their attack speed so much that it's basically canceled out ''and'' slows them down so much that ranged classes have an even easier time dealing with them.
*** Very few mobs have an ability that deals severe damage, but also ''enrages the player''.
** Many bosses have a so-called '[[TurnsRed hard enrage]]', where after a certain period of time, their damage goes through the roof, killing everyone
this in seconds. A 'soft' enrage does the same thing, except here the boss gradually gets stronger throughout the fight until it becomes impossible.
** Additionally, warriors have both a talent called Berserker Rage and a fighting mode called Berserker Stance. The warrior Berserker effects will increase damage done but also damage taken, and a berserk warrior is immune to Fear spells.
** Feral Druids get an ability literally called Berserk. Depending on
the form it's used in, it either halves of Confuse powers. When a player is confused, the cost of your player's powers lose friend/foe recognition abilities (Cat) or removes (so you can attack allies and heal enemies), and upon activating any power, the player's target shifts to a randomly-selected character, friend or foe, and the power is executed on that target. This is dangerous, because the character could potentially work anyway, or it could potentially backfire horribly. On the other hand, standing still and doing nothing is still an option. Because of player abuse, confuse effects from enemies have such short duration that they barely have any effect.
* In ''VideoGame/GuildWars2'', this condition does damage every time a skill is used.
* While fairly rare in ''VideoGame/WorldOfWarcraft'', a fairly notorious confuse effect came from Blackheart the Inciter, who confused the entire party for 15 seconds every minute or so, then just sat back and watched the fun. Apart from using everyone's
cooldown of abilities, the actions taken were pretty random, and one ability (Mangle-Bear).
** Warlocks used to have a Curse
of Recklessness that made the affected more notorious ones was a druid who woke up from their confusion to find they'd teleported themselves to Moonglade. Which is in another dimension. Probably not what the programmers intended.
** 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.
* ''VideoGame/PhantasyStarOnline2'' has Panic, inflicted by the Light element. The effect is mostly different on players, but on enemies, it causes them to
target hit harder, but reduced defense. Its ''real'' purpose, though, was that an afflicted mob would not run away in fear and draw in more mobs into the battle.
** Death Knights have Unholy Frenzy, which increases attack speed but also causes the target to lose health.
* I-Gears from ''VideoGame/AceOnline'' have Berserk as
other enemies of their other [[MacrossMissileMassacre signature attack]], apart from frenzy.
own race.

[[AC:PuzzleGame]]
* Lord Knights Confused pieces in ''VideoGame/RagnarokOnline'' can purposely go Berserk. It ups their attack speed, hit chance, and overall attack power for the duration. Unfortunately, their defense drops, and Berserk mode slowly zaps away their HP. Oh, and they ''VideoGame/ElementalStory'' strengthen enemy attacks when matched.

[[AC:{{Roguelike}}]]
* In ''VideoGame/NetHack'', you
can't even chat with guildmates until it wears off... or they die, whatever cast spells while confused, and attempting to move will cause you to move in a random direction, attacking any monster that happens first.
* Blades
to be in ''VideoGame/{{FlyFF}}'' the way (even if the monster is neutral or friendly). Further, many scrolls will 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[[note]]Melee damage is based on STR, but blades' skill damage is based on DEX[[/note]], effect if read while confused. Woe to the unfortunate who reads a 1v1 blade won't be using skills anyways, scroll of genocide while confused [[note]]This results in an instant death[[/note]].
* 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 Nontraitor/Self Control IQ/Team skill. It's easily one of the most troublesome status ailments due to how common it is,
and the rare skill blade won't need fact that it drastically reduces your chances of hitting an enemy if you lack moves that hit every tile adjacent to you.
** Helpfully, you can still throw items in whatever direction you want, including projectile items.
* In ''VideoGame/DungeonOfTheEndless'',
the confused status (inflicted by the Pepperspray module and Skroig's Red Plume) is more akin to a Charm effect that causes enemies to attack speed from Berserk[[note]]as attack speed is also based on DEX[[/note]].

[[AC:RealTimeStrategy]]
each other. Thankfully, it only affects enemies and not your heroes.
* Averted in ''VideoGame/WarcraftIII'', where several spells inflict a berserk-like status but In the unit remains controllable. Bloodlust increases ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, Confused causes both movement and attack speed (and size, for some reason), Unholy Frenzy causes continuous damage by accelerating the target, and the actual Berserk ability causes the unit to take more damage in exchange for increased attack speed.
** On some custom maps, the uncontrollable effect is duplicated by temporarily transferring the unit to the neutral hostile faction, which is, well, hostile to all players.

[[AC:{{Roguelike}}s]]
* ''VideoGame/DungeonCrawlStoneSoup'' features berserk as a somewhat risky status buff; when berserked, your character gains both the Haste and Might statuses, moving much faster and hitting much harder in exchange for being unable to perform most actions beyond hitting things and a period of debilitating slowness after the status wears off. Intentionally going berserk is generally considered a sound strategy so long as you account for the drawbacks; there's even a ''god'' for berserkers, Trog, who grants you the ability
attacks to go berserk for free and powers to support your rages. ''Un''intentionally going berserk (through either a detrimental mutation or the influence of a magical artifact), however, can be dangerous, especially if your character isn't really designed for physical combat.
** Certain enemies will go berserk themselves, which makes them significantly more dangerous. Then there are the moths of wrath, which can make
in random directions, usually (but not always) other creatures (even you) go berserk.
* ''VideoGame/DwarfFortress'' characters can randomly become enraged during combat, though this is more likely if
than the character's personality intended direction. Throwing items is prone strangely unaffected, making it the preferred way to anger. An enraged character can only perform "wild" attacks, which are fast and PowerfulButInaccurate.
fight while confused.



* Many ''Franchise/FinalFantasy'' games have the player capable of casting berserk on enemies as well as themselves. Perfect for preventing [[SquishyWizard weak enemy mages]] from casting their powerful spells.
** ''VideoGame/FinalFantasyXII'' treats Berserk as a positive status trait. It's cured by Dispel, the positive effect remover, enemies often use it on themselves, and it speeds up attacks greatly. Just don't use it on your lead character, or you won't go anywhere until it wears off.
** ''VideoGame/FinalFantasyX2'' has an entire class devoted to the spell Berserk (aka The Berserker Dressphere), the spell in case can only be cast on the caster.
** ''VideoGame/FinalFantasyIV'' has the berserk white magic spell, which does just what it says above. In addition, the "Avenger" two-handed sword, when wielded by Cecil, causes him to go into a permanent Berserk-mode, and the ultra-rare Flan Princess enemy has a "dance" that both changes the battle music and causes the whole party to go berserk.
** ''VideoGame/FinalFantasyV'' had the Berserker job. Simply ''being'' that job makes a character constantly berserk, and one of the abilities you can learn from that class allows you to carry that trait over to other jobs. Interestingly, they still have {{M|anaMeter}}P, allowing them to wield runic weapons at full power (they drain the user's MP). Conveniently, only berserkers can wield axes, and one of the very few runic weapons is one.
** ''VideoGame/FinalFantasyVI'' didn't have that much use for it, but one particularly nasty boss [[LoopholeAbuse becomes trivial if Berserked]] -- instead of hammering the party with powerful magic, he attacks for pathetic damage. Furthermore, there were two characters who harkened back to the Berserker class from ''V'':
*** Gau the WildChild could use "Rages", where he would mimic an animal but be otherwise uncontrollable for the duraction of the fight. Each Rage used either a normal attack or an ability specific to the creature being mimicked, many of them {{Game Breaker}}s.
*** Umaro the yeti was a classic Berserker, uncontrollable 24/7, but by equipping him with certain relics, you could influence his behavior to include more attacks beyond simple club strikes.
** Berserk is a status effect in the ''VideoGame/FinalFantasyTactics'' games, but it's rarely especially useful for either the player or enemies to inflict it on each other. ''VideoGame/FinalFantasyTacticsA2'' featured the Berserker class, which had the ability to make itself Berserk if you felt like it.
* In the ''VideoGame/{{Persona}}'' series, Berserk actually ''is'' a negative status effect, since it also halves the afflicted character's defense power, and just in case you're thinking "Oh well, at least you get a massive boost in attack", nuh-uh: the berserked characters will prioritize hitting the enemies that will be affected less by it (ie. ones that resist, reflect, absorb or null Phys) or just won't be killed in one hit by them. And of course, [[TheComputerIsACheatingBastard an enemy's ailment spells will nearly always hit you while yours rarely work]]. So if your dedicated healer, who usually has the lowest max HP of the group, is hit with Berserk...
** However, there is a boss in the game whose strategy revolves around Berserking your characters and decimating them with powerful physical attacks. But the boss is also weak against one of the three physical weapon types, specifically, Pierce! So equip your Main Character with a spear, bring Aigis, Ken, and Yukari, and then watch the boss get torn apart. One is advised to keep at least one person free of Rage, however, because the boss also uses Megidolaon, and you need someone who can heal.
*** For bonus points, that boss is ''the final Tartarus boss''. What a way to end the dungeon.
** ''VideoGame/ShinMegamiTenseiStrangeJourney'' has the Rage ailment. You lose all control of the affected members of your party. You gain great attack power, but begin uncontrollably attacking ''anyone'' on the battlefield. Maybe it can kill the enemy, yes, but more likely to wind up killing your own party. Did I mention there's almost no way to cure it except extremely rare items? And that the FinalBoss also has it?
** The [[Franchise/ShinMegamiTensei series]] also has a form of PracticalTaunt which greatly boosts enemies' Attack while dropping their Defense to nothing.
*** Which is quite useful, as you can cast Dekaja on the enemy as well, which reverts the enemies' offensive power to normal, or if you are affected, use Dekunda and your defense returns to normal. So essentially it's a free Tarukaja (Offense up) for you and Rakunda (Defense down) towards the enemy.
*** VideoGame/DigitalDevilSaga has a boss fight against Ravana ([[spoiler:Varin Omega/Colonel Beck]]), who uses an attack called Hunger Wave. This causes the party to sink into a form of Berserk that is actually gnawing hunger -- either they lose health from starvation or turn on each other. None of your items or skills can cure it; only Sera's song can do so. Fortunately, she's watching the battle and will run in at the start of any round where a party member is suffering from it, using her song to cure one member of the party; unfortunately, since she has no combat ability, she can't risk staying for longer than necessary, and thus can only cure one party member at a time. The FinalBoss of the first game, Hari-Hara, is also capable of using Hunger Wave, but by then, you're practically NighInvulnerable if you prepare properly, which means that you only have to worry about Hari-Hara's unique [[NonElemental Almighty attacks]] and the health loss from the gnawing hunger.
* ''Franchise/{{Pokemon}}'' has several attacks that work like a temporary version of Berserk, causing the user to automatically keep using that one move repeatedly for a certain number of turns (somewhere from 2 to 5, usually randomly chosen). There's also the move Encore, which forces the ''opponent'' to use the same move they used last repeatedly until it wears off.
** In the first generation games (Red/Blue/Yellow), the move Rage made the user go mad, refusing to do anything else (even let you use items or switch it out), and getting angrier and therefore stronger every time the user took damage. Strangely enough, only one PP was used up starting this -- subsequent attacks (also called Rage) didn't use any PP. It was not a very good attack. However, later versions changed it so that Rage was just like most other attacks and simply gained more power as the user took damage.
** 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.
** There is also the move Taunt, which prevents the use of non-damaging moves.
* An [[http://www.mariowiki.com/Paper_Mario/Beta_elements#Unused_Badges unused badge]] in ''VideoGame/PaperMario's'' ROM data gives Mario this effect. His ATK increases by 2, and he automatically attacks with either a standard jump or hammer attack.
* ''VideoGame/ShadowHearts'' has a slightly different version of Berserk that works a little bit like the Confuse status (see below). It's not a status that can be directly inflicted; however, stay in battle too long and your characters ''will'' go Berserk once they run out of Sanity Points. Also, if you want the protagonist to learn his most powerful abilities, [[GuideDangIt you have to let him go Berserk.]]
* In ''''VideoGame/BlackSigil'': Blade of the Exiled'', a Berserk character doesn't get any significant boost to their power, but cannot be controlled and will physically attack as they see fit. Most of the time, they manage to attack enemies, so it's not so bad until you find monsters that love to inflict Berserk while only being vulnerable to magical damage.
* ''VideoGame/BreathOfFireIII'': While not so much a curable status effect, having Rei [[spoiler:transform into his Weretiger form]] will cause him to become ''much'' stronger but uncontrollable, having him only attack physically, and becoming increasingly likely to attack allies every turn he stays in that form. Luckily, you can easily fix this by using Influence, which is normally [[UselessUsefulSpell pretty useless]]. With it, however, you can use Influence to target a boss monster and have Rei only attack them [[UselessUsefulSpell for the whole fight]].
* In ''VideoGame/MarioAndLuigiBowsersInsideStory'', Bowser can be get hit with the Fury ailment if he takes too many hits (complete with him [[TurnsRed Turning Red]] and [[HighPressureEmotion steaming up]]). He's still perfectly controllable, but his Attack goes up and his Defense goes down.
** Given that it's possible to avoid every single attack with good timing, this can easily be CursedWithAwesome
* Most ''VideoGame/{{Suikoden}}'' games treat Berserk as a buff more than a StandardStatusEffect: Berserked characters have amped-up attack and the rune that gives them the amped attack takes up a slot and... that's it. They can still be controlled normally and suffer no other hindrances. As a result, most players actively seek out the effect for as many characters that can spare the slot. ''VideoGame/SuikodenV'' reduced its usefulness by making characters in this state uncontrollable.
* In ''VideoGame/PlanescapeTorment'', one of Morte's main powers was Litany of Curses, which caused him to spout a random insult at the targeted foe. If they failed the saving throw to resist, they were rendered unable to do anything for a short time except to attempt melee attacks against Morte. Unlike many versions of Berserk, this was a pure debuff -- the target not only took a penalty to their armor class for the duration, but also had a penalty to attack and damage. As Morte had an already good armor class, high hit points, and very good resistance to most forms of damage, this made it a very effective ability, especially if it was fully upgraded (each upgrade was gained by certain events that caused Morte to learn new insults, measured in-game by giving the target a larger penalty on the saving throw). [[DevelopersForesight The ability only worked on enemies that were smart enough to understand what he was saying, though]].
* ''VideoGame/SouthParkTheStickOfTruth'' has the Pissed Off status, which forces the afflicted to attack the person who pissed them off. It also disables special attacks, forcing them to use regular moves.
* ''Franchise/TheElderScrolls'' series has the "Frenzy" (sometimes called "Fury") spell dating back to ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''. [=NPCs=] afflicted by the effect will begin attacking any nearby targets, friend and foe alike.

to:

* Many ''VideoGame/EarthBound'' has ''two'' versions of this ailment: the standard confusion (referred to as "feeling strange"), and "Mushroomization" which doubles as a [[InterfaceScrew Meta-Effect]] out of battle.
* Confusion in most games (most notably the
''Franchise/FinalFantasy'' games have the player capable of casting berserk on enemies series) isn't really confusion so much as well as it is a disguised '''Charm''' effect: a temporary FaceHeelTurn in which your characters will do nothing but attack each other or themselves. Perfect for preventing [[SquishyWizard weak enemy mages]] from casting their powerful spells.
** ''VideoGame/FinalFantasyXII'' treats Berserk as
However, a positive status trait. It's cured by Dispel, the positive effect remover, enemies often use it on themselves, and it speeds up attacks greatly. Just don't use it on your lead character, or you won't go anywhere until it wears off.
** ''VideoGame/FinalFantasyX2'' has an entire class devoted to the spell Berserk (aka The Berserker Dressphere), the spell in case can only be cast on the caster.
** ''VideoGame/FinalFantasyIV'' has the berserk white magic spell, which does just what it says above. In addition, the "Avenger" two-handed sword, when wielded by Cecil, causes him to go into a permanent Berserk-mode, and the ultra-rare Flan Princess enemy has a "dance"
few games actually avert that both changes the battle music and causes the whole party to go berserk.
** ''VideoGame/FinalFantasyV'' had the Berserker job. Simply ''being'' that job makes a character constantly berserk, and one of the abilities you can learn from that class allows you to carry that trait over to other jobs. Interestingly, they still have {{M|anaMeter}}P, allowing them to wield runic weapons at full power (they drain the user's MP). Conveniently, only berserkers can wield axes, and one of the very few runic weapons is one.
** ''VideoGame/FinalFantasyVI'' didn't have that much use for it, but one particularly nasty boss [[LoopholeAbuse becomes trivial if Berserked]] -- instead of hammering the party with powerful magic, he attacks for pathetic damage. Furthermore, there were two characters who harkened back to the Berserker class from ''V'':
*** Gau the WildChild could use "Rages", where he would mimic an animal but be otherwise uncontrollable for the duraction of the fight. Each Rage used either a normal attack or an ability specific to the creature being mimicked, many of them {{Game Breaker}}s.
*** Umaro the yeti was a classic Berserker, uncontrollable 24/7, but by equipping him with certain relics, you could influence his behavior to include more attacks beyond simple club strikes.
** Berserk is a status effect in the
description (namely ''VideoGame/FinalFantasyTactics'' games, but it's rarely and ''[[VideoGame/FinalFantasyX2 Final Fantasy X-2]]''), where your characters' actions are truly random. However, this can actually prove to be ''worse'', especially useful when your Confused character uses that [[TooAwesomeToUse Megalixir]] you've saved up for either so long [[WhatAnIdiot while your party is at full health/MP]]...
** ''VideoGame/FinalFantasyVI'' wins the award for "Best FridgeLogic as a Result of a StandardStatusEffect, EVER" -- Sabin, while zombified (which is similar to muddle, but can't be cured by attacking the victim), can use Phantom Rush on himself. Phantom Rush is an attack that does damage by ''running around the target''. The attack animation for this is ''weird''.
** Confusion in ''VideoGame/FinalFantasyX'' means that they ''can'' attack the enemy, but usually don't; this can lead to [[HilarityEnsues much hilarity]] when Wakka hits ''himself'' in the head with a petrifying blitzball and dies instantly.
** And then you've got the infamous Malboros, who in most games ''love'' inflicting this status and '''Berserk''' together. On ''all'' of your party members. All you can do then is pray that the first character who gets hit can survive the blow (which they ''rarely'' do); if not, the combination turns into the status effect equivalent of a TotalPartyKill.
* In ''VideoGame/InfiniteUndiscovery'', if
the player or enemies to inflict it on each other. ''VideoGame/FinalFantasyTacticsA2'' featured character gets confused, the Berserker class, which had the ability to make itself Berserk if game [[InterfaceScrew inverts your controls]] and turns off [[FriendlyFireproof friendly fire immunity]], but you felt like it.
* In the ''VideoGame/{{Persona}}'' series, Berserk actually ''is'' a negative status effect, since it also halves the afflicted character's defense power, and just in case you're thinking "Oh well, at least you get a massive boost in attack", nuh-uh: the berserked
aren't forced to attack anyone. Other characters will prioritize hitting the enemies that will be affected less by it (ie. ones that resist, reflect, absorb or null Phys) or just won't be killed in one hit by them. And of course, [[TheComputerIsACheatingBastard an enemy's ailment spells will nearly always hit you while yours rarely work]]. So if your dedicated healer, who usually has the lowest max HP of the group, is hit with Berserk...
** However, there is a boss in the game whose strategy revolves around Berserking your characters and decimating them with powerful physical attacks. But the boss is also weak against one of the three physical weapon types, specifically, Pierce! So equip your Main Character with a spear, bring Aigis, Ken, and Yukari, and then watch the boss get torn apart. One is advised to keep at least one person free of Rage, however, because the boss also uses Megidolaon, and you need someone who can heal.
*** For bonus points, that boss is ''the final Tartarus boss''. What a way to end the dungeon.
** ''VideoGame/ShinMegamiTenseiStrangeJourney'' has the Rage ailment. You lose all control of the affected members of your party. You gain great
attack power, but begin uncontrollably attacking ''anyone'' on the battlefield. Maybe it can kill the enemy, yes, but more likely to wind up killing your own party. Did I mention there's almost no way to cure it except extremely rare items? And that the FinalBoss also has it?
** The [[Franchise/ShinMegamiTensei series]] also has a form of PracticalTaunt which greatly boosts enemies' Attack while dropping their Defense to nothing.
*** Which
whatever is quite useful, nearest as you can cast Dekaja on the enemy as well, which reverts the enemies' offensive power to normal, or if you are affected, use Dekunda and your defense returns to normal. So essentially it's a free Tarukaja (Offense up) for you and Rakunda (Defense down) towards the enemy.
*** VideoGame/DigitalDevilSaga has a boss fight against Ravana ([[spoiler:Varin Omega/Colonel Beck]]), who uses an attack called Hunger Wave. This causes the party to sink into a form of Berserk that is actually gnawing hunger -- either they lose health from starvation or turn on each other. None of your items or skills can cure it; only Sera's song can do so. Fortunately, she's watching the battle and will run in at the start of any round where a party member is suffering from it, using her song to cure one member of the party; unfortunately, since she has no combat ability, she can't risk staying for longer than necessary, and thus can only cure one party member at a time. The FinalBoss of the first game, Hari-Hara, is also capable of using Hunger Wave, but by then, you're practically NighInvulnerable if you prepare properly, which means that you only have to worry about Hari-Hara's unique [[NonElemental Almighty attacks]] and the health loss from the gnawing hunger.
usual.
* ''Franchise/{{Pokemon}}'' uses this. When confused, a Pokémon has several attacks a chance of hurting itself rather than the opponent each time you try to attack. After a few turns, the Pokémon can snap out of it, or it can leave battle to do so.
** Confusion is one of the few status aliments in the Pokémon series
that work like a temporary version can stack with other status effects, and it's also one of Berserk, causing the user to automatically keep using only a few that one move repeatedly for a certain number couldn't be cured by some sort of turns (somewhere from 2 to 5, usually randomly chosen). There's also the move Encore, which forces the ''opponent'' to use the same move they used last repeatedly until it wears off.
** In
item (at least not in the first generation games (Red/Blue/Yellow), the move Rage made the user go mad, refusing to do anything else (even let you use items of games; Full Restores, Full Heals, or switch Max Revives can cure it out), and getting angrier and therefore stronger every time the user took damage. Strangely enough, only one PP was used up starting this -- in subsequent attacks (also called Rage) didn't use any PP. generations). It was not a very good attack. However, later versions changed it so that Rage was just like most other attacks and simply gained more power as the user took damage.
** 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 seems to have 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 largest number of Swagger.
** There is also the move Taunt, which prevents the use of non-damaging moves.
* An [[http://www.mariowiki.com/Paper_Mario/Beta_elements#Unused_Badges unused badge]] in ''VideoGame/PaperMario's'' ROM data gives Mario this effect. His ATK increases by 2, and he automatically attacks with either a standard jump or hammer attack.
* ''VideoGame/ShadowHearts'' has a slightly different version of Berserk that works a little bit like the Confuse status (see below). It's not a status
moves that can be directly inflicted; however, stay in battle too long and your characters ''will'' go Berserk once they run out of Sanity Points. Also, if you want the protagonist to learn his most powerful abilities, [[GuideDangIt you have to let him go Berserk.cause it, [[TheComputerIsACheatingBastard at least when fighting computers...]]
** In the card game, if a confused Pokémon tries to attack, its owner must flip a coin. If the flip lands on tails, it does 30 damage to itself. Like in the games, switching it out cures it. In earlier rulesets, confused Pokémon had to pass a coin flip to switch out, too, and if they failed, they still had to pay the energy required to retreat.
* In ''''VideoGame/BlackSigil'': Blade ''Franchise/ShinMegamiTensei'' games, confuse has a chance of making the Exiled'', a Berserk affected character doesn't get any significant boost to their power, but cannot be controlled do something... well, really stupid. A common manifestation is inexplicably tossing macca everywhere or simply hurting themselves à la Pokémon.
** ''VideoGame/Persona4''[[note]]''Golden'' renamed it Panic[[/note]]
and will physically attack as they see fit. Most of the time, they manage to attack enemies, so it's not so bad until you find monsters that love to inflict Berserk while only being vulnerable to magical damage.
* ''VideoGame/BreathOfFireIII'': While not so much a curable status effect, having Rei [[spoiler:transform into his Weretiger form]] will cause him to become ''much'' stronger but uncontrollable, having him only attack physically, and becoming increasingly likely to attack allies every turn he stays in that form. Luckily, you can easily fix this by using Influence, which is normally [[UselessUsefulSpell pretty useless]]. With it, however, you can use Influence to target a boss monster and
''VideoGame/Persona5'' have Rei only attack them [[UselessUsefulSpell for the whole fight]].
* In ''VideoGame/MarioAndLuigiBowsersInsideStory'', Bowser can be get hit with the Fury ailment if he takes too many hits (complete with him [[TurnsRed Turning Red]] and [[HighPressureEmotion steaming up]]). He's still perfectly controllable, but his Attack goes up and his Defense goes down.
** Given that it's possible to avoid every single attack with good timing, this can easily be CursedWithAwesome
* Most ''VideoGame/{{Suikoden}}'' games treat Berserk as a buff more than a StandardStatusEffect: Berserked characters have amped-up attack and the rune that gives them the amped attack takes up a slot and... that's it. They can still be controlled normally and suffer no other hindrances. As a result, most players actively seek out the effect for as many characters that can spare the slot. ''VideoGame/SuikodenV'' reduced its usefulness by making characters in this state uncontrollable.
* In ''VideoGame/PlanescapeTorment'', one of Morte's main powers was Litany of Curses, which caused him to spout a random insult at the targeted foe. If they failed the saving throw to resist, they were rendered unable to do anything for a short time except to attempt melee attacks against Morte. Unlike many versions of Berserk, this was a pure debuff -- the target not only took a penalty to their armor class for the duration, but also had a penalty to attack and damage. As Morte had an already good armor class, high hit points, and very good resistance to most forms of damage, this made it a very effective ability, especially if it was fully upgraded (each upgrade was gained by certain events that caused Morte to learn new insults, measured in-game by giving the target a larger penalty on the saving throw). [[DevelopersForesight The ability only worked on enemies that were smart enough to understand what he was saying, though]].
* ''VideoGame/SouthParkTheStickOfTruth'' has the Pissed Off status, which forces
Confusion where the afflicted character either "does nothing", "throws some money to attack opponent", "uses an item" or "throws an item to opponent". There's a exploit that involves confusing the person who pissed sidequest bosses from Mementos and watch them off. It also disables special attacks, forcing them drop absurd amounts of Macca to use regular moves.
* ''Franchise/TheElderScrolls'' series has
the "Frenzy" (sometimes called "Fury") spell dating back to ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''. [=NPCs=] afflicted by point that you won't be worrying about money for the effect will begin attacking any nearby targets, friend and foe alike.rest of the game.
* A confused character in ''VideoGame/ChronoTrigger'' will attack whatever is the closest to him, be it friend or foe.
* Suffering confusion in ''VideoGame/RadiataStories'' will make your player character control awkwardly, and your attacks can damage your allies.
* In ''VideoGame/WorldOfMana'', confusion temporarily [[InterfaceScrew reverses your controls]].
* ''VideoGame/WildArms'' will allow you to choose an option in battle, but not the target.
* Confusion in the ''VideoGame/DragonQuest'' series isn't ''just'' "randomly attack an ally". Confused characters and enemies can wind up doing some pretty funny things, such as trying to run away but failing, trying to attack but not being able to keep up with your body, and sometimes getting paralyzed for no good reason. Ironically, the paralysis is actually ''beneficial'' to the player, as it prevents the character from attacking his allies!
* In the ''Franchise/KingdomHearts'' series, confusion simply reverses your controls for the duration. In the case of enemies, it makes them attack erratically, and allows them to hurt friend and foe alike.
** Made nastier in ''VideoGame/KingdomHearts3DDreamDropDistance'', thanks to it enabling friendly fire for your dream eater allies who attack rather haphazardly and can cause significantly more damage than enemies.
* A particularly annoying variant of it is present in ''VideoGame/{{Xenoblade}}'', where it causes the afflicted characters to run around aimlessly and uncontrollably. They're also completely incapable of doing anything else until it wears off.
* In the ''VideoGame/MegaManBattleNetwork'' series, confusion either randomizes or reverses the player's movements, depending on the game. Against the AI, it causes them to move more slowly and makes their attacks not function properly, if at all (bombs become duds and boomerangs will fly off the screen instead of looping back, to name a few examples).
* Certain ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' enemies can be Frenzied by the crippling of a certain body part. The Mesmetron has this effect on human targets, if it doesn't cause [[YourHeadAsplode their head to asplode]] in the process.
* ''VideoGame/ParasiteEve'' has your movement controls reconfigured when you're affected by Confusion, while causing the same status effect to enemies makes them mindlessly spin in place and don't attack you. ''VideoGame/ParasiteEve2'' keeps the screwed up controls effect, but has it happen at random instead of being constant.

[[AC:ShootEmUp]]
* Two variants exist in the WebGame ''VideoGame/{{Enigmata}}''. Engine Failure inverts your controls, while Chaos makes you move around erratically.



* 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.
* You can take this as a ''character flaw'' in ''TabletopGame/{{GURPS}}'', in which case you have to roll to avoid flying into a rage during a fight. Affliction attacks can give temporary disadvantages like this one.

to:

* Not an official status condition, but several effects ''TabletopGame/DungeonsAndDragons'' had the "behave randomly" version of this, as well as the more permanent ''Insanity''. The "attack self" variant was also present in the psionic power ''Death Urge''.
*
''TabletopGame/{{Pathfinder}}'' give bonuses First Edition used D&D 3.5's version of Confusion, which gave a 25% chance each turn to creatures' combat abilities attack the nearest creature, attack oneself, babble incoherently, or act normally. But if you were attacked while preventing them from doing anything requiring concentration. The most well-known of these is confused, you automatically retaliated instead, so having more than one person confused could quickly result in an enforced duel to the Barbarian's Rage class feature. Virtually all these effects are either self-only or require willing 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, so 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 way to enrage an enemy spellcaster to shut down their magic.
* You can
chance of acting normally. The good news is each time you take this as a ''character flaw'' in ''TabletopGame/{{GURPS}}'', in which case 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.
* Fright Checks in ''TabletopGame/{{GURPS}}'' can sometimes be changed into Awe or Confusion checks, which are mechanically similar, but
roll to avoid flying into on a rage during a fight. Affliction attacks different table for their effects. The Terror advantage, appropriately modified, can give temporary disadvantages like cause any of them.
* There exists a "Stupidity" rule in ''TabletopGame/{{Warhammer}}'', mostly applied to large monsters, where it has a chance of doing nothing. [[TheFightingNarcissist Sigvald the Magnificent]] has
this one.
rule, not because of his intellect, but because he has his entire unit stop so he can admire his reflection in their polished shields.



* ''VideoGame/{{Warframe}}'': Equinox can inflict Berserk on her enemies in her Day form with ''Rage'', which increases affected enemies' attack and movement speed but also increases damage taken.

to:

* ''VideoGame/{{Warframe}}'': Equinox can inflict Berserk on her In ''VideoGame/KidIcarusUprising'', confused players will wander uncontrollably in various directions and randomly attack.
* ''VideoGame/{{Warframe}}'' comes with Radiation damage, which causes afflicted
enemies in her Day form with ''Rage'', which increases to attack whatever's closest to them, be it friend or foe -- though, if Tenno are close enough or present enough of a threat, the confused enemies may still shoot at them. If a player is affected enemies' attack and movement speed but by Radiation, their FriendlyFireproof nature is turned off. There's also increases damage taken.
Nyx' ''Chaos'' power which causes a much longer duration Confusion effect that's extremely useful in higher level missions, and the ''Irradiating Disarm'' Augment for Loki's Radial Disarm power.



* ''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.
* In ''Franchise/FireEmblem'', the berserk effect forces characters to attack whoever is closest to them, which usually means their own allies. This is especially problematic late in the game.
* In ''VideoGame/HeroesOfMightAndMagic 3'', the Berserk spell (Fire school) forces the affected unit to automatically attack the closest target, be it friend or foe. A very powerful ability at Expert rank (where it becomes an area of effect), as a hero with it can force some of the opponent's units to duke it out between each other instead of attacking his units. In 5, the Dwarven Berserker can cast it on himself, dramatically increasing attack power, but attacking friendly units if no foes are in range.
* In ''VideoGame/LostDimension'', characters who hit 0 Sanity in battle will go berserk. Berserk characters stop providing passive support to their allies, suffer a 50% drop in defense, gain a damage buff, and start attacking enemies automatically. However, they will continue to use their psychic skills, often with gay abandon. Considering said skills have a Sanity cost that contributed to this state in the first place, but skills used like this ignore the cost and carry no penalty for being used, intentionally berserking your characters is a crucial tactic.
* ''VideoGame/SouthParkTheFracturedButWhole'' brings back the Pissed Off status as an effect that can only be inflicted on enemies, forcing them to focus on attacking whichever character inflicted the effect. Moves that inflict this also tend to give the user the Blocking effect at the same time, giving them a shield which completely absorbs all non-knockback damage until their next turn.

[[AC:WideOpenSandbox]]
* ''VideoGame/{{Terraria}}'' has Tipsy, caused by drinking ale, which reduced defense but enhances physical stats. Despite being considered a negative status, the defense drop is barely noticeable on later stages of the game, while the physical buffs are quite important.

to:

* ''VideoGame/FellSealArbitersMark'' treats Berserk as ''VideoGame/ShiningForce'' is a negative status. little more merciful with its confusion: A unit affected by it will uncontrollably attack lot of the nearest unit, whether they’re friend or foe.
time, the confused character just stands there and mumbles to himself.
* In ''Franchise/FireEmblem'', the berserk effect forces characters ''VideoGame/HeroesOfMightAndMagic'', Confusion makes units sometimes forget to attack whoever is closest retaliate, and shooters sometimes forget to them, which usually means their own allies. This is especially problematic late in the game.
shoot.
* In ''VideoGame/HeroesOfMightAndMagic 3'', ''VideoGame/SouthParkTheFracturedButWhole'', the Berserk spell (Fire school) forces Confused status makes the affected unit to automatically character attack whichever ally or enemy is the closest target, be it friend or foe. A very powerful ability at Expert rank (where it becomes an area of effect), as a hero with it can force some of the opponent's units to duke it out between each other instead of attacking his units. In 5, the Dwarven Berserker can cast it on himself, dramatically increasing attack power, but attacking friendly units if no foes are in range.
* In ''VideoGame/LostDimension'', characters who hit 0 Sanity in battle will go berserk. Berserk characters stop providing passive support to their allies, suffer a 50% drop in defense, gain a damage buff, and start attacking enemies automatically. However, they will continue to use their psychic skills, often with gay abandon. Considering said skills have a Sanity cost that contributed to this state
time, or possibly even both in the first place, but skills used like this ignore the cost and carry no penalty for being used, intentionally berserking your characters is a crucial tactic.
* ''VideoGame/SouthParkTheFracturedButWhole'' brings back the Pissed Off status as an effect that can only be inflicted on enemies, forcing them to focus on attacking whichever character inflicted the effect. Moves that inflict this also tend to give the user the Blocking effect at the same time, giving them a shield
case of attacks which completely absorbs all non-knockback damage until their next turn.

[[AC:WideOpenSandbox]]
* ''VideoGame/{{Terraria}}'' has Tipsy, caused by drinking ale, which reduced defense but enhances physical stats. Despite being considered a negative status, the defense drop is barely noticeable on later stages of the game, while the physical buffs are quite important.
hit multiple targets.



[[folder:Confused]]
Characters will act unpredictably. They may strike enemies, their companions, or even 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]].

A variation that often comes up in more action-oriented games randomly scrambles the player's directional controls, so if they try to move forward, they go left instead. More insidious games will also screw up button presses or re-scramble the controls periodically.

[[AC:FightingGame]]
* ''VideoGame/EternalChampions'' had one of the most insidious control-scrambles in video game history with Xavier's Confusion spell. Even the attack buttons got mixed up with the directional controls, meaning that a victim trying to attack could end up jumping instead, leaving them wide open.
* ''VideoGame/Persona4Arena'': Panicked characters will have their left-right controls reversed, throwing off the player's movement, block, and skill inputs.

[[AC:FirstPersonShooter]]
* ''[[VideoGame/PerfectDark Perfect Dark Zero]]''[='s=] Psychosis Gun negates all forms of team-coloration and enables the victim's friendly-fire. When everyone is the same dull gray color, it's surprisingly easy to panic at an approaching teammate...

to:

[[folder:Confused]]
Characters will act unpredictably. They may strike enemies,
[[folder:Charm]]
Your character gets controlled by the other side and often can attack you with both
their companions, or even themselves. Or basic attacks as well as their spells and special abilities. If the person taken over can cast healing magic, they may just do nothing and skip a turn. Often, even use the computer takes complete control magic to cure the members of confused characters and [[AIRoulette selects commands at random]], the enemy party. This can sometimes be one of the harder to cure effects, although in some cases sometimes simply [[GetAholdOfYourselfMan attacking 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.charmed person can break its effect]]. When players use this on enemies, they are [[SetAMookToKillAMook Setting A Mook To Kill A Mook]].

A variation that often comes up in more action-oriented games randomly scrambles [[AC:ActionAdventure]]
* ''VideoGame/CastlevaniaPortraitOfRuin'' has one boss, Astarte
the player's directional controls, so Egyptian queen, do this; if they try to move forward, they go left instead. More insidious games will also screw up button presses or re-scramble the controls periodically.

[[AC:FightingGame]]
* ''VideoGame/EternalChampions'' had one of the most insidious control-scrambles in video game history with Xavier's Confusion spell. Even the attack buttons got mixed up with the directional controls, meaning that a victim trying to attack could end up jumping instead, leaving them wide open.
* ''VideoGame/Persona4Arena'': Panicked
you're playing as Jonathan (or have both characters will out at once), she blows a kiss that can charm him into attacking Charlotte. A potential pain, since Jonathan has the higher ATK, as well as a more diverse weaponry; imagine carrying a [[TakenForGranite Medusa whip]] into this fight then have their left-right controls reversed, throwing off the player's movement, block, him charmed: One hit on Charlotte and skill inputs.

[[AC:FirstPersonShooter]]
* ''[[VideoGame/PerfectDark Perfect Dark Zero]]''[='s=] Psychosis Gun negates all forms of team-coloration and enables the victim's friendly-fire. When everyone is the same dull gray color,
it's surprisingly easy game over.
* ''VideoGame/CastlevaniaHarmonyOfDespair'' brings back Astarte with the same gimmick. Due
to panic at an approaching teammate...
the game's nature where you may or may not play multiplayer, it's possible to fight her with a solo male character, in which case the charm works as a stun instead of FaceHeelTurn.



* The necromancer class in ''VideoGame/DiabloII'' can cause this effect on non-player enemies via one of their Curse skills. Certain items, such as the runeword "Dream", give a chance for the Confuse curse to be cast on enemies when the wearer of the item is struck by a hostile attack.

to:

* The necromancer class in ''VideoGame/DiabloII'' can cause has a short duration version of this effect on non-player enemies via one of their Curse skills. Certain items, such as that can be caused by the runeword "Dream", give a chance for Paladin skill Conversion and the Confuse curse to be cast on enemies when the wearer of the item is struck by a hostile attack.
Assassin skill Mind Blast.



* In ''VideoGame/PhantasyStarOnline'', the Panic status effect causes the player's character to run in random directions. Confused enemies will instead attack whatever is closest.
* ''VideoGame/CityOfHeroes'' has a player-controlled version of this in the form of Confuse powers. When a player is confused, the player's powers lose friend/foe recognition abilities (so you can attack allies and heal enemies), and upon activating any power, the player's target shifts to a randomly-selected character, friend or foe, and the power is executed on that target. This is dangerous, because the character could potentially work anyway, or it could potentially backfire horribly. On the other hand, standing still and doing nothing is still an option. Because of player abuse, confuse effects from enemies have such short duration that they barely have any effect.
* In ''VideoGame/GuildWars2'', this condition does damage every time a skill is used.
* While fairly rare in ''VideoGame/WorldOfWarcraft'', a fairly notorious confuse effect came from Blackheart the Inciter, who confused the entire party for 15 seconds every minute or so, then just sat back and watched the fun. Apart from using everyone's cooldown abilities, the actions taken were pretty random, and one of the more notorious ones was a druid who woke up from their confusion to find they'd teleported themselves to Moonglade. Which is in another dimension. Probably not what the programmers intended.
** 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.
* ''VideoGame/PhantasyStarOnline2'' has Panic, inflicted by the Light element. The effect is mostly different on players, but on enemies, it causes them to target other enemies of their own race.

[[AC:PuzzleGame]]
* Confused pieces in ''VideoGame/ElementalStory'' strengthen enemy attacks when matched.

to:

* In ''VideoGame/PhantasyStarOnline'', Once again, there are several different versions of this in ''VideoGame/WorldOfWarcraft''. The most famous is the Panic status effect causes Priest spell "Mind Control", which lets you control a hostile enemy or player. In [[PlayerVersusEnvironment PvE]], it's used as a form of crowd control with the player's character addition of using enemy attacks againt them. In [=PvP=], it's used to run in random directions. Confused enemies make enemy players jump off cliffs. Mind Control is also used by certain enemies, probably most effectively by [[CosmicHorror Yogg-Saron]], who casts an unbreakable Mind Control spell on any player whose Sanity Buff hits zero. Depending on the encounter, it might last until the end of the battle, a fixed amount of time (requiring other players to incapacitate victims), or breaks when the target takes enough damage.
** There are also spells such as "Enslave Demon", which allow players to take an enemy creature as a pet for a short time. Unlike the Hunter's Tame Beast skill, Enslave Demon eventually breaks and the demon turns against the player.
** And of course, the warlock demon pet Succubus has a spell, called Seduce, which
will instead attack whatever is closest.
stop an enemy humanoid in their tracks with infatuation (complete with floating hearts) until they are hit or the spell runs out. The improved Succubus (Shivarra) available to Demonology warlocks has a Mesmerize that can be used on non-humanoids.
** In Mists of Pandaria expansion, one of the Mantids of Klaxxi can teach you this skill, although only useable in the same area against most humanoid enemies.
* ''VideoGame/CityOfHeroes'' has a player-controlled version of this charm-like powers in the form of Confuse powers. When a player is confused, the player's powers lose friend/foe recognition abilities (so you can confuse used on NPC characters. The confused enemy will not just attack at random, it will specifically and exclusively target its own allies and heal enemies), ignore the players. If all of its allies are down and upon activating any power, players are all that's left, it will idle until killed or until the player's target shifts to a randomly-selected character, friend or foe, and the power is executed on that target. This is dangerous, because the character could potentially work anyway, or it could potentially backfire horribly. On the other hand, standing still and doing nothing is still an option. Because of player abuse, effect wears off. However, confuse effects from enemies have such short duration that they barely have any effect.
* In ''VideoGame/GuildWars2'', this condition does damage every time a skill is used.
* While fairly rare in ''VideoGame/WorldOfWarcraft'', a fairly notorious confuse effect came from Blackheart
will not prevent the Inciter, who confused the entire party for 15 seconds every minute or so, then just sat back and watched the fun. Apart enemy from using everyone's cooldown abilities, beneficial powers on its allies at the actions taken were pretty random, same time, leading to the bizarre spectacle of a zombie master killing his own zombies, resurrecting them, then killing them again, or a sorcerer alternating between blasting and one healing his friends.
* ''VideoGame/FinalFantasyXIV'' has Siren, a boss monster who can charm party members into attacking each other (which you can't normally do). The first stage
of Charm has a slight bleed effect where the more notorious ones was target loses some HP for a druid who woke up from their confusion few seconds, and the only way to find they'd teleported themselves remove Charm is to Moonglade. Which restore the target's HP to full. If the effect is in another dimension. Probably not what the programmers intended.
** When the computer
removed in time, Charm takes control of a character, it seems like the player completely as they just smash attack their own party.

[[AC:RealTimeStrategy]]
* ''VideoGame/WarcraftIII'': Banshees have the Possession spell, which sacrifices them in exchange for control of the unit. While it's possible to do this on a WorkerUnit and include the enemy's units in your army, the food meter is shared by
all units, meaning you can't have two separate armies.
** The Dark Ranger has
the buttons randomly. This ends up doing things like Charm ability, a permanent mind control spell.
* ''VideoGame/StarCraftI'': The Dark Archon's Mind Control minds controls an enemy. Unlike ''VideoGame/{{Warcraft}}'', each food meter is separate, allowing you to have two full-sized armies (if you have the resources for it).
** ''VideoGame/StarcraftII'': The Infestor's Neural Parasite ability allows you to control a single enemy until it or the Infestor (who is completely helpless and immobile, what with controlling the unit via a stretchy tentacle) dies. The campaign version removes the need for the Infestor to channel the spell, while the
human using "Every Man For Himself" to break out campaign gives Nova's Domination ability, which lets her control one enemy at a time. The Dark Archon and its Mind Control ability returns in ''Legacy of said the Void'', however mind control.
controlled units now count towards a single food meter similar to ''Warcraft III''.
* ''VideoGame/PhantasyStarOnline2'' ''VideoGame/DawnOfWar'': The Dark Eldar Archon has Panic, inflicted by the Light element. The effect is mostly different on players, but on enemies, Crucible of Malediction ability. While it doesn't let you control the unit, it causes them to target other enemies attack friendly units for a short time.
** The Winter Assault campaign has a Sorcerer mind control entire squads
of their own race.

[[AC:PuzzleGame]]
* Confused pieces in ''VideoGame/ElementalStory'' strengthen enemy attacks when matched.
Guardsmen so they can be sacrificed.



* In ''VideoGame/NetHack'', you can't cast spells while confused, and attempting to move will cause you to move in a random direction, attacking any monster that happens to be in the way (even if the monster is neutral or friendly). Further, many scrolls will have a different effect if read while confused. Woe to the unfortunate who reads a scroll of genocide while confused [[note]]This results in an instant death[[/note]].
* 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 Nontraitor/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.
** Helpfully, you can still throw items in whatever direction you want, including projectile items.
* In ''VideoGame/DungeonOfTheEndless'', the confused status (inflicted by the Pepperspray module and Skroig's Red Plume) is more akin to a Charm effect that causes enemies to attack each other. Thankfully, it only affects enemies and not your heroes.
* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, Confused causes both movement and attacks to go in random directions, usually (but not always) other than the intended direction. Throwing items is strangely unaffected, making it the preferred way to fight while confused.

to:

* In ''VideoGame/NetHack'', you can't cast spells while confused, and attempting to move will cause you to move in a random direction, attacking any monster that happens to be in the way (even if the monster is neutral or friendly). Further, many scrolls will have a different effect if read while confused. Woe to the unfortunate who reads a scroll of genocide while confused [[note]]This results in an instant death[[/note]].
* 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 Nontraitor/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.
** Helpfully, you can still throw items in whatever direction you want, including projectile items.
* In ''VideoGame/DungeonOfTheEndless'', the confused status (inflicted by the Pepperspray module and Skroig's Red Plume) is more akin to a Charm effect that causes enemies to attack each other. Thankfully, it only affects enemies and not your heroes.
* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, Confused causes both movement and attacks to go in random directions, usually (but not always) other than the intended direction. Throwing items is strangely unaffected, making it the preferred way while you can't be Charmed, enemies can, causing them to fight while confused.
other enemies on your behalf; it wears off if you attack the enemy, and charmed enemies can sometimes still attack you if there aren't any enemies nearby. This can be dangerous, because low- and mid-level monsters level up when they kill other monsters, which can potentially create an enemy too powerful to beat early in the game. This is only a problem early on, before enemies are always Lv.3.
* The Enslavement spell is ''VideoGame/DungeonCrawlStoneSoup'''s version of Charm, which gets an enemy to fight for you until the spell wears off. Getting enslaved by a monster (or [[DevelopersForesight trying to enslave yourself]]) causes Confusion instead. The god [[TheUnpronounceable Yredelemnul]] gives pious followers a more permanent version in Enslave Soul, which binds a single creature permanently into service if you kill it quickly enough after casting.
* ''VideoGame/TheBindingOfIsaac'': Charmed is an effect first added in Rebirth that makes enemies attack other enemies. It can be applied with tears if you have the right items, and is automatically applied to monsters you summon to make them friendly.



* ''VideoGame/EarthBound'' has ''two'' versions of this ailment: the standard confusion (referred to as "feeling strange"), and "Mushroomization" which doubles as a [[InterfaceScrew Meta-Effect]] out of battle.
* Confusion in most games (most notably the ''Franchise/FinalFantasy'' series) isn't really confusion so much as it is a disguised '''Charm''' effect: a temporary FaceHeelTurn in which your characters will do nothing but attack each other or themselves. However, a few games actually avert that description (namely ''VideoGame/FinalFantasyTactics'' and ''[[VideoGame/FinalFantasyX2 Final Fantasy X-2]]''), where your characters' actions are truly random. However, this can actually prove to be ''worse'', especially when your Confused character uses that [[TooAwesomeToUse Megalixir]] you've saved up for so long [[WhatAnIdiot while your party is at full health/MP]]...
** ''VideoGame/FinalFantasyVI'' wins the award for "Best FridgeLogic as a Result of a StandardStatusEffect, EVER" -- Sabin, while zombified (which is similar to muddle, but can't be cured by attacking the victim), can use Phantom Rush on himself. Phantom Rush is an attack that does damage by ''running around the target''. The attack animation for this is ''weird''.
** Confusion in ''VideoGame/FinalFantasyX'' means that they ''can'' attack the enemy, but usually don't; this can lead to [[HilarityEnsues much hilarity]] when Wakka hits ''himself'' in the head with a petrifying blitzball and dies instantly.
** And then you've got the infamous Malboros, who in most games ''love'' inflicting this status and '''Berserk''' together. On ''all'' of your party members. All you can do then is pray that the first character who gets hit can survive the blow (which they ''rarely'' do); if not, the combination turns into the status effect equivalent of a TotalPartyKill.
* In ''VideoGame/InfiniteUndiscovery'', if the player character gets confused, the game [[InterfaceScrew inverts your controls]] and turns off [[FriendlyFireproof friendly fire immunity]], but you aren't forced to attack anyone. Other characters will attack whatever is nearest as usual.
* ''Franchise/{{Pokemon}}'' uses this. When confused, a Pokémon has a chance of hurting itself rather than the opponent each time you try to attack. After a few turns, the Pokémon can snap out of it, or it can leave battle to do so.
** Confusion is one of the few status aliments in the Pokémon series that can stack with other status effects, and it's also one of only a few that couldn't be cured by some sort of item (at least not in the first generation of games; Full Restores, Full Heals, or Max Revives can cure it in subsequent generations). It also seems to have the largest number of moves that can cause it, [[TheComputerIsACheatingBastard at least when fighting computers...]]
** In the card game, if a confused Pokémon tries to attack, its owner must flip a coin. If the flip lands on tails, it does 30 damage to itself. Like in the games, switching it out cures it. In earlier rulesets, confused Pokémon had to pass a coin flip to switch out, too, and if they failed, they still had to pay the energy required to retreat.
* 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 à la Pokémon.
** ''VideoGame/Persona4''[[note]]''Golden'' renamed it Panic[[/note]] and ''VideoGame/Persona5'' have Confusion where the afflicted character either "does nothing", "throws some money to opponent", "uses an item" or "throws an item to opponent". There's a exploit that involves confusing the sidequest bosses from Mementos and watch them drop absurd amounts of Macca to the point that you won't be worrying about money for the rest of the game.
* A confused character in ''VideoGame/ChronoTrigger'' will attack whatever is the closest to him, be it friend or foe.
* Suffering confusion in ''VideoGame/RadiataStories'' will make your player character control awkwardly, and your attacks can damage your allies.
* In ''VideoGame/WorldOfMana'', confusion temporarily [[InterfaceScrew reverses your controls]].
* ''VideoGame/WildArms'' will allow you to choose an option in battle, but not the target.
* Confusion in the ''VideoGame/DragonQuest'' series isn't ''just'' "randomly attack an ally". Confused characters and enemies can wind up doing some pretty funny things, such as trying to run away but failing, trying to attack but not being able to keep up with your body, and sometimes getting paralyzed for no good reason. Ironically, the paralysis is actually ''beneficial'' to the player, as it prevents the character from attacking his allies!
* In the ''Franchise/KingdomHearts'' series, confusion simply reverses your controls for the duration. In the case of enemies, it makes them attack erratically, and allows them to hurt friend and foe alike.
** Made nastier in ''VideoGame/KingdomHearts3DDreamDropDistance'', thanks to it enabling friendly fire for your dream eater allies who attack rather haphazardly and can cause significantly more damage than enemies.
* A particularly annoying variant of it is present in ''VideoGame/{{Xenoblade}}'', where it causes the afflicted characters to run around aimlessly and uncontrollably. They're also completely incapable of doing anything else until it wears off.
* In the ''VideoGame/MegaManBattleNetwork'' series, confusion either randomizes or reverses the player's movements, depending on the game. Against the AI, it causes them to move more slowly and makes their attacks not function properly, if at all (bombs become duds and boomerangs will fly off the screen instead of looping back, to name a few examples).
* Certain ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' enemies can be Frenzied by the crippling of a certain body part. The Mesmetron has this effect on human targets, if it doesn't cause [[YourHeadAsplode their head to asplode]] in the process.
* ''VideoGame/ParasiteEve'' has your movement controls reconfigured when you're affected by Confusion, while causing the same status effect to enemies makes them mindlessly spin in place and don't attack you. ''VideoGame/ParasiteEve2'' keeps the screwed up controls effect, but has it happen at random instead of being constant.

[[AC:ShootEmUp]]
* Two variants exist in the WebGame ''VideoGame/{{Enigmata}}''. Engine Failure inverts your controls, while Chaos makes you move around erratically.

to:

* ''VideoGame/EarthBound'' has ''two'' versions of The ''VideoGame/{{SaGa|RPG}}'' series from the ''VideoGame/{{Romancing SaGa}}'' trilogy onward is notorious for this ailment: the standard confusion (referred to as "feeling strange"), and "Mushroomization" which doubles as a [[InterfaceScrew Meta-Effect]] out of battle.
* Confusion in most games (most notably the ''Franchise/FinalFantasy'' series) isn't really confusion so much as it is a disguised '''Charm''' effect: a temporary FaceHeelTurn in which your characters will do nothing but attack each other or themselves. However, a few games actually avert that description (namely ''VideoGame/FinalFantasyTactics'' and ''[[VideoGame/FinalFantasyX2 Final Fantasy X-2]]''), where your characters' actions are truly random. However, this can actually prove to be ''worse'',
ailment, especially at certain bosses.
* There is a sort of Charm effect in ''Franchise/{{Pokemon}}'';
when your Confused character uses that [[TooAwesomeToUse Megalixir]] you've saved up for so long [[WhatAnIdiot while your party a Pokemon is at full health/MP]]...
** ''VideoGame/FinalFantasyVI'' wins
under the award for "Best FridgeLogic as a Result effects of a StandardStatusEffect, EVER" -- Sabin, while zombified (which is similar to muddle, but can't be cured by attacking the victim), can use Phantom Rush on himself. Phantom Rush ''Infatuation'' status condition, there is an attack that does damage by ''running around the target''. The attack animation for this is ''weird''.
** Confusion in ''VideoGame/FinalFantasyX'' means
a 50% chance that they ''can'' will be unable to perform their attack (in which case they are "immobilized by love"). This condition is caused by the enemy, but usually don't; this can lead to [[HilarityEnsues much hilarity]] when Wakka hits ''himself'' in move Attract and the head ability Cute Charm, and only affects Pokemon of the opposite gender (e.g, a female Pokemon who uses Attract on a male Pokemon, or is struck with a petrifying blitzball and dies instantly.
** And then you've got the infamous Malboros, who in most games ''love'' inflicting this status and '''Berserk''' together. On ''all'' of your party members. All you can do then is pray that the first character who gets hit can survive the blow (which they ''rarely'' do); if not, the combination turns into the status effect equivalent of a TotalPartyKill.
* In ''VideoGame/InfiniteUndiscovery'', if the player character gets confused, the game [[InterfaceScrew inverts your controls]] and turns off [[FriendlyFireproof friendly fire immunity]], but you aren't forced to
physical attack anyone. Other characters will attack whatever is nearest as usual.
* ''Franchise/{{Pokemon}}'' uses this. When confused,
by a male Pokemon; genderless Pokémon has a chance of hurting itself rather than the opponent each time you try to attack. After a few turns, the and Pokémon can snap out of it, or it can leave battle with the ability Oblivious are completely immune to do so.
the effect).
** Confusion Infatuation is one of the few status aliments in the effects (along Confusion, Curse, Nightmare, and such) that can stack on top of other conditions (such as paralysis making it almost imposssible for a Pokémon series that can stack with other status effects, to attack).
* ''The'' worst possible effect to suffer in ''VideoGame/{{Persona 3}}''
and it's also one of only a few that couldn't be cured by some sort of item (at least not in extension the first generation of games; Full Restores, Full Heals, or Max Revives can cure it in subsequent generations). It also seems to have the largest number of moves that can cause it, [[TheComputerIsACheatingBastard at least when fighting computers...]]
** In the card game, if a confused Pokémon tries to attack, its owner must flip a coin. If the flip lands on tails, it does 30 damage to itself. Like in the games, switching it out cures it. In earlier rulesets, confused Pokémon had to pass a coin flip to switch out, too, and if they failed, they still had to pay the energy required to retreat.
* In
''Franchise/ShinMegamiTensei'' games, confuse series, especially if one of your healers gets hit. One of the most famous screw-yous in the game is if the final boss of the former hits your healer with Charm, and the healer in turn casts the full-heal Diarahan on it. To put it in perspective, the final boss's last form has a chance of making 6000 hitpoints. Characters in your party should at this point deal about 150 damage per hit. And the affected charm-reheal cycle can theoretically go on forever.
** Hell, it doesn't even have to be the final boss -- the third boss in ''Persona 3'' is fond of charming opponents, as are many random encounters. If the player
character do something... well, really stupid. A common manifestation is inexplicably tossing macca everywhere hit with Charm, you can only hope that your party finishes off the enemy while you waste turns getting messages reading "[Character Name] has turned against the party!" Since only you can change tactics or simply hurting themselves à la Pokémon.
use items, you become a spectator until the battle ends or Charm breaks on its own.
** ''VideoGame/Persona4''[[note]]''Golden'' renamed it Panic[[/note]] and ''VideoGame/Persona5'' calls this ailment Brainwash, and those under it will take more damage from Psychic type skills.
** Other games in the series
have Confusion where the afflicted physical or potent magical attacks that will additionally slap everyone on your party with this, adding insult to injury.
* A Charmed
character either "does nothing", "throws some money to opponent", "uses an item" or "throws an item to opponent". There's a exploit that involves confusing in ''''VideoGame/BlackSigil'': Blade of the sidequest bosses from Mementos Exiled'' will, as per standard, turn on your party. Luckily, they aren't very smart and watch them drop absurd amounts of Macca tend to avoid using their more powerful spells and attacks.
* Called Enthralled in ''VideoGame/TheLastRemnant'' (and
the point visual effect is the union being controlled by the enemy with marionette strings), the victim of this effect will attack your other unions and always kill them, since they do the same damage that you won't be worrying about money do controlling them. The only saving grace is that you can also kill them quite easily, and revive them in the same turn.
* A handful of enemies in ''VideoGame/FinalFantasyVI'' (Coco, a basic enemy and Goddess, one of the last bosses, both of which look like human women) have the incredibly annoying spell Love Token, which causes the affected character to leap in front of any attacks aimed toward that enemy, taking the damage instead. They will even jump in the way of their ''own'' attacks if commanded to attack that enemy. Generally, the simplest way to deal with this is to kill the affected character and revive them, and hope that the enemy doesn't use the move again.
* ''VideoGame/{{Transistor}}'' has Switch() makes targets defend Red and attack other Process units for a short time. In an upgrade slot, it allows most other functions to do the same.
* ''VideoGame/XenobladeChroniclesX'' has the Control status, arguably the most crippling in the game; It lasts longer than most other ailments at a full minute, Controlled enemies will attack any other hostiles or simply sit quietly and let the party pummel them if there aren't any, and controlled enemies are vulnerable to the game's only OneHitKill skill, Servant Sacrifice. Only a few of the game's {{Bonus Boss}}es are capable of inflicting control on party members.
* ''Franchise/TheElderScrolls'' series has has the Command, Frenzy, Fury, Rally, and other similar spells which have this effect. "Command" lets you take control of a NPC or creature with a level lower than that of the spell's magnitude. The affected target will fight on your side
for the rest of spell's duration. "Frenzy" and "Fury" will cause the game.target to attack any nearby targets for the spell's duration. Rally will aggro a neutral target into joining the fight on your side for the spell's duration.
* A confused character in ''VideoGame/ChronoTrigger'' will attack whatever is the closest to him, be it friend or foe.
* Suffering confusion in ''VideoGame/RadiataStories'' will make your player character control awkwardly, and your attacks can damage your allies.
* In ''VideoGame/WorldOfMana'', confusion temporarily [[InterfaceScrew reverses your controls]].
* ''VideoGame/WildArms'' will allow you to choose an option in battle, but not the target.
* Confusion in the ''VideoGame/DragonQuest'' series isn't ''just'' "randomly attack an ally". Confused characters and enemies can wind up doing some pretty funny things, such as trying to run away but failing, trying to attack but not being able to keep up with your body, and sometimes getting paralyzed for no good reason. Ironically, the paralysis is actually ''beneficial'' to the player, as it prevents the character from attacking his allies!
* In the ''Franchise/KingdomHearts'' series, confusion simply reverses your controls for the duration. In the case of enemies, it makes them attack erratically, and allows them to hurt friend and foe alike.
** Made nastier in ''VideoGame/KingdomHearts3DDreamDropDistance'', thanks to it enabling friendly fire for your dream eater allies who attack rather haphazardly and can cause significantly more damage than enemies.
* A particularly annoying variant of it is present in ''VideoGame/{{Xenoblade}}'', where it causes the afflicted characters to run around aimlessly and uncontrollably. They're also completely incapable of doing anything else until it wears off.
* In the ''VideoGame/MegaManBattleNetwork'' series, confusion either randomizes or reverses the player's movements, depending on the game. Against the AI, it causes them to move more slowly and makes their attacks not function properly, if at all (bombs become duds and boomerangs will fly off the screen instead of looping back, to name a few examples).
* Certain ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' enemies can be Frenzied by the crippling of a certain body part. The Mesmetron has this effect on human targets, if it doesn't cause [[YourHeadAsplode their head to asplode]] in the process.
* ''VideoGame/ParasiteEve'' has your movement controls reconfigured when you're affected by Confusion, while causing the same status effect to enemies makes them mindlessly spin in place and don't attack you. ''VideoGame/ParasiteEve2'' keeps the screwed up controls effect, but has it happen at random instead of being constant.

[[AC:ShootEmUp]]
* Two variants exist in the WebGame ''VideoGame/{{Enigmata}}''. Engine Failure inverts your controls, while Chaos makes you move around erratically.



* ''TabletopGame/DungeonsAndDragons'' had the "behave randomly" version of this, as well as the more permanent ''Insanity''. The "attack self" variant was also present in the psionic power ''Death Urge''.
* ''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.
* Fright Checks in ''TabletopGame/{{GURPS}}'' can sometimes be changed into Awe or Confusion checks, which are mechanically similar, but roll on a different table for their effects. The Terror advantage, appropriately modified, can cause any of them.
* There exists a "Stupidity" rule in ''TabletopGame/{{Warhammer}}'', mostly applied to large monsters, where it has a chance of doing nothing. [[TheFightingNarcissist Sigvald the Magnificent]] has this rule, not because of his intellect, but because he has his entire unit stop so he can admire his reflection in their polished shields.

to:

* Depending on the skill levels of the players involved, Charms in ''TabletopGame/DungeonsAndDragons'' had the "behave randomly" version of this, as well as the more permanent ''Insanity''. The "attack self" variant was also present are usually less "make them attack their friends" than "make them think you're their best friend in the psionic power ''Death Urge''.
whole world". They won't attack the charmer (or his allies, if the charmer asks nicely), but neither will they just attack their friends without good cause (though the cause can conceivably be because they're attacking his new best friend in the whole world).
** On the other hand, the "Dominate" spells have the charmer actually taking over the mind of the victim, thus making these more like the standard Charm status effect from other games.
* ''TabletopGame/{{Pathfinder}}'' First Edition used D&D 3.5's version of Confusion, which gave a 25% chance each turn to attack has Charm and Dominate just like D&D. Charm makes the nearest creature, attack oneself, babble incoherently, or act normally. But 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 were attacked while confused, you automatically retaliated instead, so having more than one person confused could quickly result in an enforced duel to do anything hostile towards them. Dominate controls the death. In target totally, and can singlehandedly swing the outcome of fights; because of this Second Edition you have defensive penalties and always attack (or take actions like drawing a weapon that will enable you made Dominate much harder to attack). If you have targets, they're chosen randomly (i.e. by pull off, usually requiring 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 target to be broken out of it before you kill an ally or die yourself. Probably.
critically fail their save.
* Fright Checks in ''TabletopGame/{{GURPS}}'' can sometimes be changed into Awe or Confusion checks, which are mechanically similar, but roll on a different table has Mind Control for their effects. The Terror advantage, appropriately modified, can cause any of them.
* There exists a "Stupidity" rule in ''TabletopGame/{{Warhammer}}'', mostly applied to large monsters, where it has a chance of doing nothing. [[TheFightingNarcissist Sigvald
the Magnificent]] has this rule, not because usual, temporary version of his intellect, but because he has his entire unit stop this; it comes in degrees, so he can admire his reflection if you have to decide every last little thing your new puppet does, the advantage is worth fewer points. For vampires, zombies, and the like, the Dominance advantage will infect your enemy and make them your thrall, although to ''keep'' them as your thrall, you have to pay Character Points to get them as an Ally.
* Many Blue or Red effects and enchantments
in their polished shields.
''TabletopGame/MagicTheGathering'' involve "stealing" enemy creatures to fight for you.



* In ''VideoGame/KidIcarusUprising'', confused players will wander uncontrollably in various directions and randomly attack.
* ''VideoGame/{{Warframe}}'' comes with Radiation damage, which causes afflicted enemies to attack whatever's closest to them, be it friend or foe -- though, if Tenno are close enough or present enough of a threat, the confused enemies may still shoot at them. If a player is affected by Radiation, their FriendlyFireproof nature is turned off. There's also Nyx' ''Chaos'' power which causes a much longer duration Confusion effect that's extremely useful in higher level missions, and the ''Irradiating Disarm'' Augment for Loki's Radial Disarm power.

to:

* In ''VideoGame/KidIcarusUprising'', confused ''VideoGame/{{Warframe}}'': Nyx can pull this off with her "Mind Control" power. Not only does this mean enemies fight for you and use any of their special powers for you, but any "friendly fire" is ignored... until the end of the effect, at which point the Mind Controlled enemy takes all the damage they should have, all at once. This was added due to complaints from Nyx players will wander uncontrollably in various directions and randomly attack.
* ''VideoGame/{{Warframe}}'' comes with Radiation damage, which causes afflicted enemies to attack whatever's closest to them, be it friend or foe -- though, if Tenno are close enough or present enough of a threat, the confused enemies may still
that other players would just shoot at them. If a player is affected by Radiation, their FriendlyFireproof nature mind-controlled puppets out of reflex (or to be assholes), basically causing them to waste energy.

[[AC:TowerDefense]]
* ''VideoGame/PlantsVsZombies'' has the Hypno-shroom. Any zombie that eats it
is turned off. There's also Nyx' ''Chaos'' power which over to your side, making it very useful against [[LightningBruiser Football Zombies]] and [[MookMaker Dancing Zombies]]. In [[VideoGame/PlantsVsZombies2ItsAboutTime the sequel]], using Plant Food on it will cause the zombie that eats it to [[OneWingedAngel turn into a hypnotized Gargantuar]] that can easily crush the zombies in its way.
* ''VideoGame/PlantsVsZombies2ItsAboutTime''
** The Perfume-shroom
causes a much longer duration Confusion effect that's extremely useful in higher level missions, this on dinosaurs. Normally, the [[InvincibleMinorMinion dinosaurs can't be harmed by plants]] and greatly help the ''Irradiating Disarm'' Augment for Loki's Radial Disarm power.
zombies, but when they're charmed, they OneHitKill the zombies instead.
** The Caulipower fires a hypnotizing blast at a random zombie, turning them over to your side ala the Hypno-Shroom. Best of all, it can even affect Zombies that don't eat, such as Mecha-Football Zombies, Excavator Zombies or Gargantuars.



* ''VideoGame/ShiningForce'' is a little more merciful with its confusion: A lot of the time, the confused character just stands there and mumbles to himself.
* In ''VideoGame/HeroesOfMightAndMagic'', Confusion makes units sometimes forget to retaliate, and shooters sometimes forget to shoot.
* In ''VideoGame/SouthParkTheFracturedButWhole'', the Confused status makes the affected character attack whichever ally or enemy is the closest at the time, or possibly even both in the case of attacks which hit multiple targets.

to:

* ''VideoGame/ShiningForce'' is a little more merciful with its confusion: A lot One of the time, standout examples from the confused character just stands there and mumbles ''Franchise/FinalFantasy'' series comes from ''VideoGame/FinalFantasyTacticsA2''. In one mission, you're assigned to himself.
go take out a group of Cassie Malboros, pink Malboros with ribbons (implied to be the source of THE Ribbons, the ultimate status-effect-nullifying accessory). The major difficulty of the fight is the fact that the Cassies have an area-effect perfectly-accurate Charm ability.
** ''VideoGame/FinalFantasyTactics'' takes this a step further with the "Invite" status, which is a permanent Charm effect. If the Invited enemy survives the battle, it will even join your team. Luckily, enemies never try this on your units.
* In ''VideoGame/HeroesOfMightAndMagic'', Confusion makes ''VideoGame/HeroesOfMightAndMagic 3'' has the usually useless Hypnotize, 5 has Puppet Master.
* ''[[VideoGame/Disgaea5AllianceOfVengeance Disgaea 5]]'' introduces Charm as one of its two new status ailments. Charmed
units sometimes forget will attack their allies, though as a tradeoff the ailment tends to retaliate, only last a short while. Seraphina, a [[HornyDevils Succubus]], has her Overload skill being a mass-charm effect, but [[CripplingOverspecialization it only affects male targets.]] Said Overload does upgrade during the story, allowing the player to outright control the affected targets, though again, females are unaffected. Of course, the Kunoichi and shooters sometimes forget Succubi can inflict this as well, theirs being able to shoot.
even charm female opponents.
* In ''VideoGame/SouthParkTheFracturedButWhole'', the Confused Charmed status causes a character to attack their allies and heal their enemies for a set number of turns, until they take damage, or until the player removes it with a Cleansing move if able. They're also counted as an enemy for the purpose of ally attacks. It's mainly inflicted by enemies, but the player can also use it with the Plantmancer's Sweet Scent ability.
* In ''VideoGame/FellSealArbitersMark'', the Charm
status makes the an affected character attack whichever ally or unit take actions which are beneficial to the enemy is the closest at the time, or possibly even both in the case of attacks which hit multiple targets.team. Fortunately, it ends early if they take any damage.



[[folder:Charm]]
Your character gets controlled by the other side and often can attack you with both their basic attacks as well as their spells and special abilities. If the person taken over can cast healing magic, they may even use the magic to cure the members of the enemy party. This can sometimes be one of the harder to cure effects, although sometimes simply [[GetAholdOfYourselfMan attacking the charmed person can break its effect]]. When players use this on enemies, they are [[SetAMookToKillAMook Setting A Mook To Kill A Mook]].

[[AC:ActionAdventure]]
* ''VideoGame/CastlevaniaPortraitOfRuin'' has one boss, Astarte the Egyptian queen, do this; if you're playing as Jonathan (or have both characters out at once), she blows a kiss that can charm him into attacking Charlotte. A potential pain, since Jonathan has the higher ATK, as well as a more diverse weaponry; imagine carrying a [[TakenForGranite Medusa whip]] into this fight then have him charmed: One hit on Charlotte and it's game over.
* ''VideoGame/CastlevaniaHarmonyOfDespair'' brings back Astarte with the same gimmick. Due to the game's nature where you may or may not play multiplayer, it's possible to fight her with a solo male character, in which case the charm works as a stun instead of FaceHeelTurn.

to:

[[folder:Charm]]
Your character gets controlled by
[[folder:Frozen]]
Characters are unable to act, sometimes adding a defense debuff or critical hit multiplier on
the other side and often can attack you with both their basic attacks as well as their spells and special abilities. If the person taken over can cast healing magic, they may even use the magic recipient for good measure: after all, freezing something makes it brittle. Like sleep, this condition tends to cure the members of stick around, but if the enemy party. This 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.]]

[[AC:FightingGame]]
* Characters
can sometimes be one frozen in ''VideoGame/SuperSmashBros''. Most of the harder to cure effects, although sometimes simply [[GetAholdOfYourselfMan attacking time it's the charmed person result of the Freezie item, though the Ice Climbers can break its effect]]. When players use this on enemies, they are [[SetAMookToKillAMook Setting A Mook To Kill A Mook]].

[[AC:ActionAdventure]]
* ''VideoGame/CastlevaniaPortraitOfRuin'' has one boss, Astarte the Egyptian queen, do this; if you're playing as Jonathan (or have both characters out at once), she blows
induce it for a kiss that can charm him into attacking Charlotte. A potential pain, since Jonathan has the higher ATK, as well as a more diverse weaponry; imagine carrying a [[TakenForGranite Medusa whip]] into this fight then have him charmed: One hit on Charlotte split second and it's game over.
* ''VideoGame/CastlevaniaHarmonyOfDespair'' brings back Astarte with the same gimmick. Due to the game's nature where you may or may not play multiplayer, it's
a possible effect of Game and Watch's Side B. They're encased in a large chunk of ice that can't be knocked back very far, but still allows the character to fight her with take damage. Mashing is required to break out, and the more damage a solo male character, character has, the longer they stay in. Fire-based moves break the ice instantly, however.
* Sub Zero's signature attack
in the ''Franchise/MortalKombat'' series, which case also has a {{F|inishingMove}}atality [[LiterallyShatteredLives variation]].
* Xavier does his own version of this in ''VideoGame/EternalChampions'' with an expensive twist: Instead of encasing them in ice, he turns them into ''gold''.

[[AC:FirstPersonShooter]]
* The Winter Blast plasmid in
the charm works as a stun instead of FaceHeelTurn.
''VideoGame/BioShock'' series is more or less what it sounds like. Frozen enemies can be [[LiterallyShatteredLives shattered]], but this [[DisadvantageousDisintegration destroys any loot they were carrying]].



* ''VideoGame/DiabloII'' has a short duration version of this that can be caused by the Paladin skill Conversion and the Assassin skill Mind Blast.

to:

* ''VideoGame/DiabloII'' has a short duration version of this that can be caused by In ''VideoGame/DiabloII'', the Paladin skill Conversion and Frozen status severely slows down those afflicted. When killed, there's a good chance the Assassin skill Mind Blast.
target will shatter, destroying the corpse.



* Once again, there are several different versions of this in ''VideoGame/WorldOfWarcraft''. The most famous is the Priest spell "Mind Control", which lets you control a hostile enemy or player. In [[PlayerVersusEnvironment PvE]], it's used as a form of crowd control with the addition of using enemy attacks againt them. In [=PvP=], it's used to make enemy players jump off cliffs. Mind Control is also used by certain enemies, probably most effectively by [[CosmicHorror Yogg-Saron]], who casts an unbreakable Mind Control spell on any player whose Sanity Buff hits zero. Depending on the encounter, it might last until the end of the battle, a fixed amount of time (requiring other players to incapacitate victims), or breaks when the target takes enough damage.
** There are also spells such as "Enslave Demon", which allow players to take an enemy creature as a pet for a short time. Unlike the Hunter's Tame Beast skill, Enslave Demon eventually breaks and the demon turns against the player.
** And of course, the warlock demon pet Succubus has a spell, called Seduce, which will stop an enemy humanoid in their tracks with infatuation (complete with floating hearts) until they are hit or the spell runs out. The improved Succubus (Shivarra) available to Demonology warlocks has a Mesmerize that can be used on non-humanoids.
** In Mists of Pandaria expansion, one of the Mantids of Klaxxi can teach you this skill, although only useable in the same area against most humanoid enemies.
* ''VideoGame/CityOfHeroes'' has charm-like powers in the form of confuse used on NPC characters. The confused enemy will not just attack at random, it will specifically and exclusively target its own allies and ignore the players. If all of its allies are down and players are all that's left, it will idle until killed or until the effect wears off. However, confuse effects will not prevent the enemy from using beneficial powers on its allies at the same time, leading to the bizarre spectacle of a zombie master killing his own zombies, resurrecting them, then killing them again, or a sorcerer alternating between blasting and healing his friends.
* ''VideoGame/FinalFantasyXIV'' has Siren, a boss monster who can charm party members into attacking each other (which you can't normally do). The first stage of Charm has a slight bleed effect where the target loses some HP for a few seconds, and the only way to remove Charm is to restore the target's HP to full. If the effect is not removed in time, Charm takes control of the player completely as they attack their own party.

to:

* Once again, there are several different Being frozen in ''VideoGame/RagnarokOnline'' is easily cured -- just get hit. The biggest problem is that it changes the character's element to Water for the duration of the effect, increasing damage from Wind based attacks.
* ''VideoGame/WorldOfWarcraft'' has three
versions of being frozen; one simply renders you unable to move (but does not prevent other actions), while the second is this trope. In most cases, it immediately wears off upon receiving any damage. Mages deserve special mention for being able to freeze ''themselves'' in a block of ice, clearing all debuffs and becoming invulnerable for up to 10 seconds, at the cost of being unable to act (though they can manually cancel it after the immediate danger is over). The third type, used primarily by bosses, encases the target in a block of ice that must be destroyed via attacks to free the player. If not broken, the player will stay in there more or less forever (or at least until the encounter ends or they die).
** Very few monsters have a Freeze spell that stuns the player for a long time (about 10 seconds), deals periodic damage, and does not break on damage. Getting hit by this usually means a trip to the spirit healer. Most mobs with this spell have since been removed or nerfed.
** Frost mages can also do this to enemies, though it mostly functions as a stun aside from the target taking more damage from another of their signature spells, Frostlance.
* ''VideoGame/MonsterHunter'' takes
this in ''VideoGame/WorldOfWarcraft''. The most famous two forms. Iceblight is the Priest spell "Mind Control", a Chill, which lets causes you control to lose Stamina faster (its counterpart, Waterblight, causes you to recover Stamina slower). There's also Snowy, which covers your character in ice, slows you down, and keeps you from attacking.
* ''VideoGame/SpiralKnights'' has
a hostile enemy bit of a merciful Freeze: You may not move or player. In [[PlayerVersusEnvironment PvE]], it's used change direction, but can still attack and shield, and recovery is as a form of simple as being hit by anything or thawing naturally. A great crowd control with the addition of using enemy attacks againt them. In [=PvP=], it's used to make enemy players jump off cliffs. Mind Control is also used by certain enemies, probably most status, though, as frozen monsters are effectively by [[CosmicHorror Yogg-Saron]], out of the fight, and monsters actually take decent damage if they thaw.
* ''VideoGame/AdventureQuestWorlds'' has the Mage's Ice Shard attack, which inflicts Frozen Blood, which reduces the damage a monster inflicts on you. In addition, if a Fireball is cast upon a monster
who casts an unbreakable Mind Control has Frozen Blood on them, the attack does double damage.
** ''VideoGame/DragonFable'' does much the same thing. The Ice
spell on any player whose Sanity Buff hits zero. Depending reduces enemy damage and leaves the enemy extra vulnerable to Fire spell damage.
* ''VideoGame/PhantasyStarOnline2'' traps you in an ice crystal whenever you're Frozen. You can't influence how soon you break out of it, so you'll have to wait it out or wait for someone to cure you of it with Anti or a Sol Atomizer. Amusingly, some monsters can also be frozen even if the crystal is much smaller than they are. Certain bosses also have unique reactions to Freeze; for example, inflicting Freeze
on the encounter, it might last until fire dragon boss Vol Dragon will cause his feet to freeze over.
* ''VideoGame/BladeAndSoul'' does a unique take on
the end Frozen concept; in fact, there are two of the battle, them. The first is your traditional "Frozen=cannot perform any action" variation. While you can inflict Frozen on your enemies, they are also immune to damage while in a fixed amount frozen state. The more useful form of time (requiring this is to inflict ''yourself'' with Frozen status, as they not only make you immune to damage for several seconds, some builds even allow you to ''heal'' proportional to damage inflicted while being Frozen. The second variant simply immobilizes your target so that they cannot approach you. Since most [=PvE=] opponents are melee-type creatures, this is an excellent way to defeat them without much effort. Of course, ranged characters are mostly unaffected and in [=PvP=], other players to incapacitate victims), or breaks when the target takes enough damage.
** There are also spells such as "Enslave Demon", which allow players to take an enemy creature as a pet for a short time. Unlike the Hunter's Tame Beast skill, Enslave Demon eventually breaks and the demon turns against the player.
** And of course, the warlock demon pet Succubus has a spell, called Seduce, which will stop an enemy humanoid in their tracks with infatuation (complete with floating hearts) until they are hit or the spell runs out. The improved Succubus (Shivarra) available to Demonology warlocks has a Mesmerize
have moves that can be used on non-humanoids.
** In Mists
break out of Pandaria expansion, one of the Mantids of Klaxxi can teach you this skill, although only useable Frozen status (of any kind).

[[AC:PlatformGame]]
* Yetis and blue drone pods
in the same area against most humanoid enemies.
* ''VideoGame/CityOfHeroes'' has charm-like powers
''VideoGame/MetalSlug'' series can freeze your character in the form of confuse used on NPC characters. The confused enemy will not just attack at random, it will specifically and exclusively target its own allies and ignore the players. If all of its allies are down and players are all that's left, it will idle until killed or until the effect wears off. However, confuse effects will not prevent the enemy a snowman, from using beneficial powers on its allies at which you have to [[SmashingSurvival waggle the same time, leading to the bizarre spectacle of a zombie master killing his own zombies, resurrecting them, then killing them again, or a sorcerer alternating between blasting joystick and healing his friends.
* ''VideoGame/FinalFantasyXIV'' has Siren, a boss monster who can charm party members into attacking each other (which you can't normally do). The first stage of Charm has a slight bleed effect where the target loses some HP for a few seconds, and the only way
mash buttons]] to remove Charm is to restore the target's HP to full. If the effect is not removed in time, Charm takes control of the player completely as they attack their own party.
escape.



* ''VideoGame/WarcraftIII'': Banshees have the Possession spell, which sacrifices them in exchange for control of the unit. While it's possible to do this on a WorkerUnit and include the enemy's units in your army, the food meter is shared by all units, meaning you can't have two separate armies.
** The Dark Ranger has the Charm ability, a permanent mind control spell.
* ''VideoGame/StarCraftI'': The Dark Archon's Mind Control minds controls an enemy. Unlike ''VideoGame/{{Warcraft}}'', each food meter is separate, allowing you to have two full-sized armies (if you have the resources for it).
** ''VideoGame/StarcraftII'': The Infestor's Neural Parasite ability allows you to control a single enemy until it or the Infestor (who is completely helpless and immobile, what with controlling the unit via a stretchy tentacle) dies. The campaign version removes the need for the Infestor to channel the spell, while the human campaign gives Nova's Domination ability, which lets her control one enemy at a time. The Dark Archon and its Mind Control ability returns in ''Legacy of the Void'', however mind controlled units now count towards a single food meter similar to ''Warcraft III''.
* ''VideoGame/DawnOfWar'': The Dark Eldar Archon has the Crucible of Malediction ability. While it doesn't let you control the unit, it causes them to attack friendly units for a short time.
** The Winter Assault campaign has a Sorcerer mind control entire squads of Guardsmen so they can be sacrificed.

[[AC:{{Roguelike}}]]
* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, while you can't be Charmed, enemies can, causing them to fight other enemies on your behalf; it wears off if you attack the enemy, and charmed enemies can sometimes still attack you if there aren't any enemies nearby. This can be dangerous, because low- and mid-level monsters level up when they kill other monsters, which can potentially create an enemy too powerful to beat early in the game. This is only a problem early on, before enemies are always Lv.3.
* The Enslavement spell is ''VideoGame/DungeonCrawlStoneSoup'''s version of Charm, which gets an enemy to fight for you until the spell wears off. Getting enslaved by a monster (or [[DevelopersForesight trying to enslave yourself]]) causes Confusion instead. The god [[TheUnpronounceable Yredelemnul]] gives pious followers a more permanent version in Enslave Soul, which binds a single creature permanently into service if you kill it quickly enough after casting.
* ''VideoGame/TheBindingOfIsaac'': Charmed is an effect first added in Rebirth that makes enemies attack other enemies. It can be applied with tears if you have the right items, and is automatically applied to monsters you summon to make them friendly.

to:

* ''VideoGame/WarcraftIII'': Banshees In ''VideoGame/CommandAndConquer'', any frozen unit/building can be shattered and killed by even the most pitiful attack. In one hit.
** This is probably more realistic than it seems for sufficiently-frozen things (and it would
have to be ''cold'' to freeze something that quickly), since the Possession spell, which sacrifices bonding breaks down at low temperatures. If you ever get the chance, dip a piece of something soft like an orange or a rubber hose in a tub of liquid nitrogen and throw it at the wall.
* In ''VideoGame/WarcraftIII'', certain units (namely [[DracoLich Frost Wyrms]]) can freeze buildings, preventing
them in exchange for control of from producing. When used against normal units, the unit. While it's possible to do this on a WorkerUnit attack only slows them down.
* In all 3 Patapon games, Patapons, enemies,
and include bosses can get frozen and will not move from their place until cured or killed.
** One boss even starts
the enemy's battle in a chunk of ice and occasionally freezes everyone on screen (even himself).
* ''{{StarCraftIIHeartOfTheSwarm}}'' has a level where storms regularly lower the temperature to less than deep space, encasing all
units in ice (including yours). Your first objective is to make your army, units immune to the food meter is shared by all units, meaning you can't have two separate armies.
** The Dark Ranger has
cold, then attack the Charm ability, a permanent mind control spell.
* ''VideoGame/StarCraftI'': The Dark Archon's Mind Control minds controls an enemy. Unlike ''VideoGame/{{Warcraft}}'', each food meter is separate, allowing you to have two full-sized armies (if you have the resources for it).
** ''VideoGame/StarcraftII'': The Infestor's Neural Parasite ability allows you to control a single
enemy until it or while they're frozen.

[[AC:{{Roguelike}}s]]
* Being frozen in ''VideoGame/PokemonMysteryDungeon'' renders
the Infestor (who is victim completely helpless and immobile, what with controlling the unit via a stretchy tentacle) dies. The campaign version removes the need for the Infestor to channel the spell, while the human campaign gives Nova's Domination ability, but also protects them from harm until they thaw out, which lets her control one enemy at a time. The Dark Archon and happens on its Mind Control ability returns in ''Legacy of the Void'', however mind controlled units now count towards a single food meter similar to ''Warcraft III''.
* ''VideoGame/DawnOfWar'': The Dark Eldar Archon has the Crucible of Malediction ability. While it doesn't let
own but can happen faster if you control the unit, it causes hit them to attack friendly units for with a short time.
** The Winter Assault campaign has a Sorcerer mind control entire squads of Guardsmen so they can be sacrificed.

[[AC:{{Roguelike}}]]
fire move.
* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, while you can't be Charmed, ''VideoGame/DungeonCrawl'', attacking cold-blooded enemies can, causing (reptiles, amphibians, [[DraconicHumanoid draconians]]) with weapons of freezing or certain Ice Magic spells has a decent chance of slowing them to fight other enemies on your behalf; it wears off if you attack the enemy, and charmed enemies can sometimes still attack you if there aren't any enemies nearby. This can be dangerous, because low- and mid-level monsters level up when they kill other monsters, which can potentially create an enemy too powerful to beat early in the game. This is only a problem early on, before enemies are always Lv.3.
* The Enslavement spell is ''VideoGame/DungeonCrawlStoneSoup'''s version of Charm, which gets an enemy to fight for you until
down. There's also the spell wears off. Getting enslaved by a monster (or [[DevelopersForesight trying to enslave yourself]]) causes Confusion instead. The god [[TheUnpronounceable Yredelemnul]] gives pious followers a more permanent version in Enslave Soul, Metabolic Englaciation, which binds a single creature permanently slows everything in sight (cold-blooded creatures are slowed longer), and the most powerful Ice Magic spell, Glaciate, does tons of damage, slows down everything it hits, and freezes anything it kills into service if you kill it quickly enough after casting.
* ''VideoGame/TheBindingOfIsaac'': Charmed is an effect first added in Rebirth
a block of ice that makes enemies attack other enemies. It can be applied with tears if you have the right items, and is automatically applied to monsters you summon to make them friendly.
melts away shortly afterwards.



* The ''VideoGame/{{SaGa|RPG}}'' series from the ''VideoGame/{{Romancing SaGa}}'' trilogy onward is notorious for this ailment, especially at certain bosses.
* There is a sort of Charm effect in ''Franchise/{{Pokemon}}''; when a Pokemon is under the effects of the ''Infatuation'' status condition, there is a 50% chance that they will be unable to perform their attack (in which case they are "immobilized by love"). This condition is caused by the move Attract and the ability Cute Charm, and only affects Pokemon of the opposite gender (e.g, a female Pokemon who uses Attract on a male Pokemon, or is struck with a physical attack by a male Pokemon; genderless Pokémon and Pokémon with the ability Oblivious are completely immune to the effect).
** Infatuation is one of the few status effects (along Confusion, Curse, Nightmare, and such) that can stack on top of other conditions (such as paralysis making it almost imposssible for a Pokémon to attack).
* ''The'' worst possible effect to suffer in ''VideoGame/{{Persona 3}}'' and by extension the ''Franchise/ShinMegamiTensei'' series, especially if one of your healers gets hit. One of the most famous screw-yous in the game is if the final boss of the former hits your healer with Charm, and the healer in turn casts the full-heal Diarahan on it. To put it in perspective, the final boss's last form has 6000 hitpoints. Characters in your party should at this point deal about 150 damage per hit. And the charm-reheal cycle can theoretically go on forever.
** Hell, it doesn't even have to be the final boss -- the third boss in ''Persona 3'' is fond of charming opponents, as are many random encounters. If the player character is hit with Charm, you can only hope that your party finishes off the enemy while you waste turns getting messages reading "[Character Name] has turned against the party!" Since only you can change tactics or use items, you become a spectator until the battle ends or Charm breaks on its own.
** ''VideoGame/Persona5'' calls this ailment Brainwash, and those under it will take more damage from Psychic type skills.
** Other games in the series have physical or potent magical attacks that will additionally slap everyone on your party with this, adding insult to injury.
* A Charmed character in ''''VideoGame/BlackSigil'': Blade of the Exiled'' will, as per standard, turn on your party. Luckily, they aren't very smart and tend to avoid using their more powerful spells and attacks.
* Called Enthralled in ''VideoGame/TheLastRemnant'' (and the visual effect is the union being controlled by the enemy with marionette strings), the victim of this effect will attack your other unions and always kill them, since they do the same damage that you do controlling them. The only saving grace is that you can also kill them quite easily, and revive them in the same turn.
* A handful of enemies in ''VideoGame/FinalFantasyVI'' (Coco, a basic enemy and Goddess, one of the last bosses, both of which look like human women) have the incredibly annoying spell Love Token, which causes the affected character to leap in front of any attacks aimed toward that enemy, taking the damage instead. They will even jump in the way of their ''own'' attacks if commanded to attack that enemy. Generally, the simplest way to deal with this is to kill the affected character and revive them, and hope that the enemy doesn't use the move again.
* ''VideoGame/{{Transistor}}'' has Switch() makes targets defend Red and attack other Process units for a short time. In an upgrade slot, it allows most other functions to do the same.
* ''VideoGame/XenobladeChroniclesX'' has the Control status, arguably the most crippling in the game; It lasts longer than most other ailments at a full minute, Controlled enemies will attack any other hostiles or simply sit quietly and let the party pummel them if there aren't any, and controlled enemies are vulnerable to the game's only OneHitKill skill, Servant Sacrifice. Only a few of the game's {{Bonus Boss}}es are capable of inflicting control on party members.
* ''Franchise/TheElderScrolls'' series has has the Command, Frenzy, Fury, Rally, and other similar spells which have this effect. "Command" lets you take control of a NPC or creature with a level lower than that of the spell's magnitude. The affected target will fight on your side for the spell's duration. "Frenzy" and "Fury" will cause the target to attack any nearby targets for the spell's duration. Rally will aggro a neutral target into joining the fight on your side for the spell's duration.

[[AC:TabletopGames]]
* Depending on the skill levels of the players involved, Charms in ''TabletopGame/DungeonsAndDragons'' are usually less "make them attack their friends" than "make them think you're their best friend in the whole world". They won't attack the charmer (or his allies, if the charmer asks nicely), but neither will they just attack their friends without good cause (though the cause can conceivably be because they're attacking his new best friend in the whole world).
** On the other hand, the "Dominate" spells have the charmer actually taking over the mind of the victim, thus making these more like the standard Charm status effect from other games.
* ''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.
* ''TabletopGame/{{GURPS}}'' has Mind Control for the usual, temporary version of this; it comes in degrees, so if you have to decide every last little thing your new puppet does, the advantage is worth fewer points. For vampires, zombies, and the like, the Dominance advantage will infect your enemy and make them your thrall, although to ''keep'' them as your thrall, you have to pay Character Points to get them as an Ally.
* Many Blue or Red effects and enchantments in ''TabletopGame/MagicTheGathering'' involve "stealing" enemy creatures to fight for you.

to:

* The ''VideoGame/{{SaGa|RPG}}'' series from [[AnIcePerson Vexen]] can freeze Sora in every battle against him in the ''VideoGame/{{Romancing SaGa}}'' trilogy onward ''Franchise/KingdomHearts'' series. Most ice-based enemies can also freeze you in ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]''... even if you are playing as Vexen.
* In ''VideoGame/FinalFantasyIX'', being frozen additionally makes you [[LiterallyShatteredLives die if you are hit by a melee attack]].
* Certain Fire type attacks allow frozen ''Franchise/{{Pokemon}}'' to free themselves... but freezing moves are unlikely to be used on them in the first place. In fact, Freeze
is notorious for this ailment, especially at certain bosses.
* There is a sort of Charm
the least seen standard status effect in ''Franchise/{{Pokemon}}''; when a Pokemon is under the effects of the ''Infatuation'' status condition, there is a 50% chance that they will be unable to perform their attack (in which case they are "immobilized by love"). This condition is caused by the move Attract and the ability Cute Charm, and only affects Pokemon of the opposite gender (e.g, a female Pokemon who uses Attract on a male Pokemon, or is struck with a physical attack by a male Pokemon; genderless Pokémon games, as it has no dedicated high-accuracy move and is only found as a low-percentage side effect of most Ice moves.
** An alternate way to defrost a frozen
Pokémon is to trick your opponent into hitting them with a Fire-type attack by switching Pokémon. Of course, you want to be sure that your Pokémon will survive the ability Oblivious are completely immune fire attack before you try this.
** As of Generation II, there's also about a 10% chance of your Pokémon thawing out by itself on its turn.
** The Water-type move, Scald, can thaw out the user if it is frozen and the foe using the said move can thaw out foe as well.
* ''VideoGame/PaperMarioTheThousandYearDoor'', you can be frozen by certain enemies. Due
to the effect).
** Infatuation
ice area coming in late in the game, and enemies that use the effect only appearing in certain areas, it isn't that high a priority for players... but due to the fact that enemies can still hit you while you're frozen, you take damage when you thaw, AND you can get re-frozen rather easily, this is one of the few more perilous status effects (along Confusion, Curse, Nightmare, and such) in the game (and it doesn't help that can stack on top of other conditions (such as paralysis making it almost imposssible for a Pokémon to attack).
* ''The'' worst possible effect to suffer in ''VideoGame/{{Persona 3}}'' and by extension
the BonusBoss has the ability to freeze you with one of its [[BreathWeapon breath attacks]]).
*
''Franchise/ShinMegamiTensei'' series, especially if one of your healers gets hit. One of games using the most famous screw-yous in Press Turn system make the game is if Frozen effect a godsend when it affects enemies. Frozen enemies will have their Agility reduced to zero, and all physical attacks will ignore their defense and will always hit critical, which gives you an extra turn. A high-level spell called Cocytus (and its upgraded form, Niflheim) will almost always inflict this status. It's the final boss only feasible method of killing [[BossInMookClothing Arahabakis]]. Of course, the former hits your healer with Charm, effect is just as devastating when ''you'' are affected. What really takes the cake though is that Frozen characters lose all of their resistances to physical damage.
* ''VideoGame/WorldOfMana'' calls this the "Snowman" ailment; in ''VideoGame/LegendOfMana'', this results in massive damage while frozen.
* In ''VideoGame/FinalFantasyVI'', frozen characters turn blue and are unable to act, though they'll accept commands if they're frozen on their turn; they'll carry out the command when thawed. Fire breaks this effect
and the healer in turn casts the full-heal Diarahan on it. To put it in perspective, the final boss's last form has 6000 hitpoints. afflicted is immune to ice.
* In ''VideoGame/PhantasyStarUniverse'', ice techniques and bullets can produce this status at random.
Characters in your party should at this point deal about 150 damage per hit. And the charm-reheal cycle can theoretically go on forever.
** Hell, it doesn't even have to be the final boss -- the third boss in ''Persona 3'' is fond of charming opponents, as are many random encounters. If the player character is hit with Charm, you can only hope that your party finishes off the enemy while you waste turns getting messages reading "[Character Name] has turned against the party!" Since only you can change tactics or use items, you become a spectator until the battle ends or Charm breaks on its own.
** ''VideoGame/Persona5'' calls this ailment Brainwash, and those under it
will take more damage from Psychic type skills.
** Other games
be trapped in the series have physical or potent magical attacks that will additionally slap everyone on your party with this, adding insult to injury.
* A Charmed character in ''''VideoGame/BlackSigil'': Blade of the Exiled'' will, as per standard, turn on your party. Luckily, they aren't very smart
ice and tend unable to avoid using their more powerful spells and move for a short period of time, making them easy targets for other attacks.
* Called Enthralled Freezards and other ice-based monsters in ''VideoGame/TheLastRemnant'' (and the visual effect is the union being controlled by the enemy with marionette strings), the victim later ''Franchise/TheLegendOfZelda'' games can do this.
* ''VideoGame/TheElderScrollsVSkyrim'' adds a Downplayed version
of this effect to [[AnIcePerson Ice-based]] spells. Targets will attack your other unions and always kill them, since they do the same damage that you do controlling them. The only saving grace have their movement speed reduced as well as drain their [[SprintMeter Fatigue]]. This is that you can also kill naturally a very good counter to melee based warriors, who will be slowed (allowing a SquishyWizard GlassCannon to fall back) as well as prevent them quite easily, and revive them in the same turn.
* A handful of enemies in ''VideoGame/FinalFantasyVI'' (Coco, a basic enemy and Goddess, one of the last bosses, both of which look like human women) have the incredibly annoying spell Love Token, which causes the affected character to leap in front of any
from performing power attacks aimed toward that enemy, taking the damage instead. They will even jump in the way of their ''own'' attacks if commanded to attack that enemy. Generally, the simplest way to deal with this is to kill the affected character and revive them, and hope that the enemy doesn't use the move again.
* ''VideoGame/{{Transistor}}'' has Switch() makes targets defend Red and attack other Process units for a short time. In an upgrade slot, it allows most other functions to do the same.
* ''VideoGame/XenobladeChroniclesX'' has the Control status, arguably the most crippling in the game; It lasts longer than most other ailments at a full minute, Controlled enemies will attack any other hostiles or simply sit quietly and let the party pummel them if there aren't any, and controlled enemies are vulnerable to the game's only OneHitKill skill, Servant Sacrifice. Only a few of the game's {{Bonus Boss}}es are capable of inflicting control on party members.
* ''Franchise/TheElderScrolls'' series has has the Command, Frenzy, Fury, Rally, and other similar spells which have this effect. "Command" lets you take control of a NPC or creature with a level lower than that of the spell's magnitude. The affected target will fight on your side for the spell's duration. "Frenzy" and "Fury" will cause the target to attack any nearby targets for the spell's duration. Rally will aggro a neutral target into joining the fight on your side for the spell's duration.

[[AC:TabletopGames]]
* Depending on the skill levels of the players involved, Charms in ''TabletopGame/DungeonsAndDragons'' are usually less "make them attack their friends" than "make them think you're their best friend in the whole world". They won't attack the charmer (or his allies, if the charmer asks nicely), but neither will they just attack their friends without good cause (though the cause can conceivably be because they're attacking his new best friend in the whole world).
** On the other hand, the "Dominate" spells have the charmer actually taking over the mind of the victim, thus making these more like the standard Charm status effect from other games.
(which require Fatigue).

[[AC:TabletopGame]]
* ''TabletopGame/{{Pathfinder}}'' doesn't have a standard status effect for this, but has Charm a number of spells and Dominate just like D&D. Charm makes abilities that can accomplish it. The exact rules vary by effect, but generally hold 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 place, requiring a Strength check to break free, and often deal cold damage every turn as well. Often the target to critically fail target's allies can assist, either by making Strength checks of their save.
* ''TabletopGame/{{GURPS}}'' has Mind Control for
own to break the usual, temporary version of this; ice, attacking it comes in degrees, so if you have normally to decide every last little thing your new puppet does, inflict damage on it, or dealing fire damage to the advantage is worth fewer points. For vampires, zombies, and victim to melt the like, the Dominance advantage will infect your enemy and make them your thrall, although to ''keep'' them as your thrall, you have to pay Character Points to get them as an Ally.
* Many Blue or Red effects and enchantments in ''TabletopGame/MagicTheGathering'' involve "stealing" enemy creatures to fight for you.
ice.



* ''VideoGame/{{Warframe}}'': Nyx can pull this off with her "Mind Control" power. Not only does this mean enemies fight for you and use any of their special powers for you, but any "friendly fire" is ignored... until the end of the effect, at which point the Mind Controlled enemy takes all the damage they should have, all at once. This was added due to complaints from Nyx players that other players would just shoot their mind-controlled puppets out of reflex (or to be assholes), basically causing them to waste energy.

to:

* ''VideoGame/{{Warframe}}'': Nyx can pull Being Frozen is one of the most dangerous status effects in ''VideoGame/KidIcarusUprising''. It wears off quickly, but being unable to move or attack is pretty much a death sentence in multiplayer mode. However, it's still possible to use certain powers, like Effect Recovery or Warp, to try and get out of it. Otherwise, you just have to mash buttons and hope you break free.
* Freeze Missiles in the ''VideoGame/TwistedMetal'' series are ExactlyWhatItSaysOnTheTin. Opponents tend to spam
this off attack repeatedly, while hammering you with her "Mind Control" power. Not only does this mean machine guns or other weapons, trapping you in a CycleOfHurting until death.
* In ''VideoGame/{{Warframe}}'',
enemies fight for you and use any of their special powers for you, but any "friendly fire" is ignored... until killed under the end effect of the effect, at which point the Mind Controlled enemy takes all the damage they should have, all at once. This was added due to complaints from Nyx players a cold proc turns into ice.
** [[AnIcePerson Frost]] has two abilities
that other players would just shoot their mind-controlled puppets out of reflex (or to be assholes), basically causing them to waste energy.
can freeze enemies solid, and a third when used under the right conditions or when augmented.



* ''VideoGame/PlantsVsZombies'' has the Hypno-shroom. Any zombie that eats it is turned over to your side, making it very useful against [[LightningBruiser Football Zombies]] and [[MookMaker Dancing Zombies]]. In [[VideoGame/PlantsVsZombies2ItsAboutTime the sequel]], using Plant Food on it will cause the zombie that eats it to [[OneWingedAngel turn into a hypnotized Gargantuar]] that can easily crush the zombies in its way.
* ''VideoGame/PlantsVsZombies2ItsAboutTime''
** The Perfume-shroom causes this on dinosaurs. Normally, the [[InvincibleMinorMinion dinosaurs can't be harmed by plants]] and greatly help the zombies, but when they're charmed, they OneHitKill the zombies instead.
** The Caulipower fires a hypnotizing blast at a random zombie, turning them over to your side ala the Hypno-Shroom. Best of all, it can even affect Zombies that don't eat, such as Mecha-Football Zombies, Excavator Zombies or Gargantuars.

to:

* ''VideoGame/PlantsVsZombies'' has ''VideoGame/PlantsVsZombies'': The Ice-shroom temporarily freezes all zombies on screen.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'':
** The Iceberg Lettuce temporarily freezes
the Hypno-shroom. Any first zombie that eats it is turned over to your side, making it very useful against [[LightningBruiser Football Zombies]] and [[MookMaker Dancing Zombies]]. In [[VideoGame/PlantsVsZombies2ItsAboutTime the sequel]], using steps on it. Using a Plant Food on it will cause the zombie that eats lets it to [[OneWingedAngel turn into a hypnotized Gargantuar]] that can easily crush freeze all the zombies in its way.
* ''VideoGame/PlantsVsZombies2ItsAboutTime''
on the screen temporarily. Snow Pea's and Cold Snapdragon's Plant Food abilities also cause freezing.
** In Frostbite Caves, freezing winds and Hunter Zombie snowballs will gradually cause your plants to freeze up. It takes 3 "hits" to freeze a plant, and frozen plants are unable to move while also becoming obstacles that block shots.
* ''VideoGame/{{Arknights}}'':
The Perfume-shroom causes this on dinosaurs. Normally, second half of episode 6 introduces enemy casters and [[ActionBomb infused slugs]] that can freeze your operators with ice-based arts. They first inflict the [[InvincibleMinorMinion dinosaurs can't be harmed by plants]] and greatly help Cold status which slows an operator's attack speed, then can inflict a Cold operator with the zombies, but when they're charmed, they OneHitKill the zombies instead.
** The Caulipower fires a hypnotizing blast at a random zombie, turning
Frozen status, preventing them over to your side ala the Hypno-Shroom. Best of all, it can even affect Zombies from attacking or using skills. These enemies are also paired with enemies that don't eat, such as Mecha-Football Zombies, Excavator Zombies or Gargantuars.
deal increased damage to Frozen operators.



* One of the standout examples from the ''Franchise/FinalFantasy'' series comes from ''VideoGame/FinalFantasyTacticsA2''. In one mission, you're assigned to go take out a group of Cassie Malboros, pink Malboros with ribbons (implied to be the source of THE Ribbons, the ultimate status-effect-nullifying accessory). The major difficulty of the fight is the fact that the Cassies have an area-effect perfectly-accurate Charm ability.
** ''VideoGame/FinalFantasyTactics'' takes this a step further with the "Invite" status, which is a permanent Charm effect. If the Invited enemy survives the battle, it will even join your team. Luckily, enemies never try this on your units.
* ''VideoGame/HeroesOfMightAndMagic 3'' has the usually useless Hypnotize, 5 has Puppet Master.
* ''[[VideoGame/Disgaea5AllianceOfVengeance Disgaea 5]]'' introduces Charm as one of its two new status ailments. Charmed units will attack their allies, though as a tradeoff the ailment tends to only last a short while. Seraphina, a [[HornyDevils Succubus]], has her Overload skill being a mass-charm effect, but [[CripplingOverspecialization it only affects male targets.]] Said Overload does upgrade during the story, allowing the player to outright control the affected targets, though again, females are unaffected. Of course, the Kunoichi and Succubi can inflict this as well, theirs being able to even charm female opponents.
* In ''VideoGame/SouthParkTheFracturedButWhole'', the Charmed status causes a character to attack their allies and heal their enemies for a set number of turns, until they take damage, or until the player removes it with a Cleansing move if able. They're also counted as an enemy for the purpose of ally attacks. It's mainly inflicted by enemies, but the player can also use it with the Plantmancer's Sweet Scent ability.
* 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:

* One of the standout examples from the ''Franchise/FinalFantasy'' series comes from ''VideoGame/FinalFantasyTacticsA2''. In one mission, you're assigned to go take out a group of Cassie Malboros, pink Malboros with ribbons (implied to be the source of THE Ribbons, the ultimate status-effect-nullifying accessory). The major difficulty of the fight is the fact that the Cassies have an area-effect perfectly-accurate Charm ability.
** ''VideoGame/FinalFantasyTactics'' takes this a step further with the "Invite" status, which is a permanent Charm effect. If the Invited enemy survives the battle, it will even join your team. Luckily, enemies never try this on your units.
* ''VideoGame/HeroesOfMightAndMagic 3'' has the usually useless Hypnotize, 5 has Puppet Master.
* ''[[VideoGame/Disgaea5AllianceOfVengeance Disgaea 5]]'' introduces Charm as one of its two new status ailments. Charmed units will attack their allies, though as a tradeoff the ailment tends to only last a short while. Seraphina, a [[HornyDevils Succubus]], has her Overload skill being a mass-charm effect, but [[CripplingOverspecialization it only affects male targets.]] Said Overload does upgrade during the story, allowing the player to outright control the affected targets, though again, females are unaffected. Of course, the Kunoichi and Succubi can inflict this as well, theirs being able to even charm female opponents.
* In ''VideoGame/SouthParkTheFracturedButWhole'', the Charmed Chilled status causes simply forces a character to skip their next turn.

[[AC:TurnBasedTactics]]
* In ''Gorky 17'' (or: ''VideoGame/{{Odium}}''), being frozen renders you unable to act ''and'' more vulnerable to damage.
* In ''VideoGame/MarioPlusRabbidsKingdomBattle'', being frozen lasts a single turn and renders you unable to use passive skills, such as counter attacks and shields. Characters can still move and
attack their allies and heal their enemies for a set number of turns, until they take damage, or until while in this state.

[[AC:WideOpenSandbox]]
* ''VideoGame/{{Terraria}}'' has Frozen, which prevent
the player removes it with a Cleansing move if able. They're also counted as an enemy for the purpose of ally attacks. It's mainly inflicted by enemies, but the player can also use it with the Plantmancer's Sweet Scent ability.
* 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.
from moving or using items.



[[folder:Frozen]]
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.]]

[[AC:FightingGame]]
* Characters can be frozen in ''VideoGame/SuperSmashBros''. Most of the time it's the result of the Freezie item, though the Ice Climbers can induce it for a split second and it's a possible effect of Game and Watch's Side B. They're encased in a large chunk of ice that can't be knocked back very far, but still allows the character to take damage. Mashing is required to break out, and the more damage a character has, the longer they stay in. Fire-based moves break the ice instantly, however.
* Sub Zero's signature attack in the ''Franchise/MortalKombat'' series, which also has a {{F|inishingMove}}atality [[LiterallyShatteredLives variation]].
* Xavier does his own version of this in ''VideoGame/EternalChampions'' with an expensive twist: Instead of encasing them in ice, he turns them into ''gold''.

[[AC:FirstPersonShooter]]
* The Winter Blast plasmid in the ''VideoGame/BioShock'' series is more or less what it sounds like. Frozen enemies can be [[LiterallyShatteredLives shattered]], but this [[DisadvantageousDisintegration destroys any loot they were carrying]].

[[AC:HackAndSlash]]
* In ''VideoGame/DiabloII'', the Frozen status severely slows down those afflicted. When killed, there's a good chance the target will shatter, destroying the corpse.

to:

[[folder:Frozen]]
[[folder:Petrified]]
[[TakenForGranite
Characters are likewise unable to act, act]], and are for all functionally dead; indeed, should the entire party become petrified, expect to see a GameOver. One of the most persistent status effects, generally -- it seldom heals on its own, and sometimes adding a defense debuff or critical hit multiplier on even the recipient for good measure: after all, freezing something makes TraumaInn can't cure it brittle. Like sleep, this condition tends to stick around, but if the enemy is dumb enough -- you ''need'' to use a fire attack on a frozen character, that will often cure spell or item. Petrified characters are frequently invulnerable to all further damage, but in some cases they may actually suffer ''increased'' damage from attacks, or even become LiterallyShatteredLives.

[[AC:ActionAdventure]]
* In many of
the effect. [[HarmlessFreezing Don't expect it later ''Franchise/{{Castlevania}}'' games, being turned to have any lasting effects.]]

[[AC:FightingGame]]
* Characters can be frozen
stone freezes you temporarily, but also makes you far more vulnerable to damage -- gods help you if this happens in ''VideoGame/SuperSmashBros''. the BonusDungeon. Most of the time it's time, you have to shake yourself out, whereas Alucard can have his helper doing this with a... hammer.
* Gorgons can turn you to stone in ''VideoGame/GodOfWar''. Wiggling
the result of the Freezie item, though the Ice Climbers can induce it for a split second and it's a possible effect of Game and Watch's Side B. They're encased in a large chunk of ice that can't be knocked back very far, but still allows the character to take damage. Mashing is required to joystick will break out, and you out of it (and you have to do it fast before somebody breaks you). But if Kratos is in midair when he's petrified, he shatters on hitting the more damage ground -- Game Over. In each game, you acquire a character has, the longer they stay in. Fire-based moves break the ice instantly, however.
* Sub Zero's signature attack in the ''Franchise/MortalKombat'' series, which also has a {{F|inishingMove}}atality [[LiterallyShatteredLives variation]].
* Xavier does his own version
means of this in ''VideoGame/EternalChampions'' with an expensive twist: Instead of encasing them in ice, he turns them into ''gold''.

[[AC:FirstPersonShooter]]
* The Winter Blast plasmid in the ''VideoGame/BioShock'' series is more or less what it sounds like. Frozen
petrifying your enemies can be [[LiterallyShatteredLives shattered]], but as well.
* The Black Crystal in ''VideoGame/PathwaysIntoDarkness'' does
this [[DisadvantageousDisintegration destroys any loot they were carrying]].

[[AC:HackAndSlash]]
* In ''VideoGame/DiabloII'', the Frozen status severely slows down those afflicted. When killed, there's a good chance the target will shatter, destroying the corpse.
to enemies.



* Being frozen in ''VideoGame/RagnarokOnline'' is easily cured -- just get hit. The biggest problem is that it changes the character's element to Water for the duration of the effect, increasing damage from Wind based attacks.
* ''VideoGame/WorldOfWarcraft'' has three versions of being frozen; one simply renders you unable to move (but does not prevent other actions), while the second is this trope. In most cases, it immediately wears off upon receiving any damage. Mages deserve special mention for being able to freeze ''themselves'' in a block of ice, clearing all debuffs and becoming invulnerable for up to 10 seconds, at the cost of being unable to act (though they can manually cancel it after the immediate danger is over). The third type, used primarily by bosses, encases the target in a block of ice that must be destroyed via attacks to free the player. If not broken, the player will stay in there more or less forever (or at least until the encounter ends or they die).
** Very few monsters have a Freeze spell that stuns the player for a long time (about 10 seconds), deals periodic damage, and does not break on damage. Getting hit by this usually means a trip to the spirit healer. Most mobs with this spell have since been removed or nerfed.
** Frost mages can also do this to enemies, though it mostly functions as a stun aside from the target taking more damage from another of their signature spells, Frostlance.
* ''VideoGame/MonsterHunter'' takes this in two forms. Iceblight is a Chill, which causes you to lose Stamina faster (its counterpart, Waterblight, causes you to recover Stamina slower). There's also Snowy, which covers your character in ice, slows you down, and keeps you from attacking.
* ''VideoGame/SpiralKnights'' has a bit of a merciful Freeze: You may not move or change direction, but can still attack and shield, and recovery is as simple as being hit by anything or thawing naturally. A great crowd control status, though, as frozen monsters are effectively out of the fight, and monsters actually take decent damage if they thaw.
* ''VideoGame/AdventureQuestWorlds'' has the Mage's Ice Shard attack, which inflicts Frozen Blood, which reduces the damage a monster inflicts on you. In addition, if a Fireball is cast upon a monster who has Frozen Blood on them, the attack does double damage.
** ''VideoGame/DragonFable'' does much the same thing. The Ice spell reduces enemy damage and leaves the enemy extra vulnerable to Fire spell damage.
* ''VideoGame/PhantasyStarOnline2'' traps you in an ice crystal whenever you're Frozen. You can't influence how soon you break out of it, so you'll have to wait it out or wait for someone to cure you of it with Anti or a Sol Atomizer. Amusingly, some monsters can also be frozen even if the crystal is much smaller than they are. Certain bosses also have unique reactions to Freeze; for example, inflicting Freeze on the fire dragon boss Vol Dragon will cause his feet to freeze over.
* ''VideoGame/BladeAndSoul'' does a unique take on the Frozen concept; in fact, there are two of them. The first is your traditional "Frozen=cannot perform any action" variation. While you can inflict Frozen on your enemies, they are also immune to damage while in a frozen state. The more useful form of this is to inflict ''yourself'' with Frozen status, as they not only make you immune to damage for several seconds, some builds even allow you to ''heal'' proportional to damage inflicted while being Frozen. The second variant simply immobilizes your target so that they cannot approach you. Since most [=PvE=] opponents are melee-type creatures, this is an excellent way to defeat them without much effort. Of course, ranged characters are mostly unaffected and in [=PvP=], other players have moves that break out of Frozen status (of any kind).

[[AC:PlatformGame]]
* Yetis and blue drone pods in the ''VideoGame/MetalSlug'' series can freeze your character in a snowman, from which you have to [[SmashingSurvival waggle the joystick and mash buttons]] to escape.

to:

* Being frozen Stone Curse in ''VideoGame/RagnarokOnline'' is easily cured -- just get hit. The biggest problem is that it changes has the character's traditional effect, as well as changing the target's element to Water for the duration of the effect, increasing Earth, causing double damage from Wind based attacks.
Fire effects.
* ''VideoGame/WorldOfWarcraft'' has three versions of being frozen; Also appears in one simply renders you unable to move (but does not prevent other actions), while the second is this trope. In most cases, it immediately wears off upon receiving any damage. Mages deserve special mention for being able to freeze ''themselves'' in a block of ice, clearing all debuffs and becoming invulnerable for up to 10 seconds, at the cost of being unable to act (though they can manually cancel it after the immediate danger is over). The third type, used primarily by bosses, encases the target in a block of ice that must be destroyed via attacks to free the player. If not broken, the player will stay in there more or less forever (or at least until the encounter ends or they die).
** Very few monsters have a Freeze spell that stuns the player for a long time (about 10 seconds), deals periodic damage, and does not break on damage. Getting hit by this usually means a trip to the spirit healer. Most mobs with this spell have since been removed or nerfed.
** Frost mages can also do this to enemies, though it mostly functions as a stun aside from the target taking more damage from another of their signature spells, Frostlance.
* ''VideoGame/MonsterHunter'' takes this in two forms. Iceblight is a Chill, which causes you to lose Stamina faster (its counterpart, Waterblight, causes you to recover Stamina slower). There's also Snowy, which covers your character in ice, slows you down, and keeps you from attacking.
* ''VideoGame/SpiralKnights'' has a bit of a merciful Freeze: You may not move or change direction, but can still attack and shield, and recovery is as simple as being hit by anything or thawing naturally. A great crowd control status, though, as frozen monsters are effectively out
of the fight, and monsters actually take decent damage if they thaw.
* ''VideoGame/AdventureQuestWorlds'' has the Mage's Ice Shard attack,
raids of ''VideoGame/WorldOfWarcraft'', which inflicts Frozen Blood, which reduces the damage a monster inflicts on you. In addition, if a Fireball is cast upon a monster who has Frozen Blood on them, the attack does double damage.
** ''VideoGame/DragonFable'' does much the same thing. The Ice spell reduces enemy damage and leaves the enemy extra vulnerable to Fire spell damage.
* ''VideoGame/PhantasyStarOnline2'' traps you in an ice crystal whenever you're Frozen. You can't influence how soon you break out of it, so you'll have to wait it out or wait for someone to cure you of it with Anti or a Sol Atomizer. Amusingly, some monsters can also be frozen even if the crystal is much smaller than they are. Certain bosses also have unique reactions to Freeze; for example, inflicting Freeze on the fire dragon boss Vol Dragon will cause his feet to freeze over.
* ''VideoGame/BladeAndSoul'' does a unique take on the Frozen concept; in fact, there are two of them. The first is your traditional "Frozen=cannot perform any action" variation. While you can inflict Frozen on your enemies, they are also immune to damage while in a frozen state. The more useful form of this is to inflict ''yourself'' with Frozen status, as they not
only make you immune to damage for several seconds, some builds even allow you to ''heal'' proportional to damage inflicted while being Frozen. The second variant simply immobilizes your target so that they cannot approach you. Since most [=PvE=] opponents are melee-type creatures, this is an excellent way to defeat them without much effort. Of course, ranged characters are mostly unaffected and in [=PvP=], other triggers on players have moves that break out having too many stacks of Frozen status (of any kind).

[[AC:PlatformGame]]
* Yetis and blue drone pods in the ''VideoGame/MetalSlug'' series can freeze your character in
a snowman, from which you have to [[SmashingSurvival waggle the joystick and mash buttons]] to escape.
certain debuff.



* In ''VideoGame/CommandAndConquer'', any frozen unit/building can be shattered and killed by even the most pitiful attack. In one hit.
** This is probably more realistic than it seems for sufficiently-frozen things (and it would have to be ''cold'' to freeze something that quickly), since the bonding breaks down at low temperatures. If you ever get the chance, dip a piece of something soft like an orange or a rubber hose in a tub of liquid nitrogen and throw it at the wall.
* In ''VideoGame/WarcraftIII'', certain units (namely [[DracoLich Frost Wyrms]]) can freeze buildings, preventing them from producing. When used against normal units, the attack only slows them down.
* In all 3 Patapon games, Patapons, enemies, and bosses can get frozen and will not move from their place until cured or killed.
** One boss even starts the battle in a chunk of ice and occasionally freezes everyone on screen (even himself).
* ''{{StarCraftIIHeartOfTheSwarm}}'' has a level where storms regularly lower the temperature to less than deep space, encasing all units in ice (including yours). Your first objective is to make your units immune to the cold, then attack the enemy while they're frozen.

[[AC:{{Roguelike}}s]]
* Being frozen in ''VideoGame/PokemonMysteryDungeon'' renders the victim completely immobile, but also protects them from harm until they thaw out, which happens on its own but can happen faster if you hit them with a fire move.
* In ''VideoGame/DungeonCrawl'', attacking cold-blooded enemies (reptiles, amphibians, [[DraconicHumanoid draconians]]) with weapons of freezing or certain Ice Magic spells has a decent chance of slowing them down. There's also the spell Metabolic Englaciation, which slows everything in sight (cold-blooded creatures are slowed longer), and the most powerful Ice Magic spell, Glaciate, does tons of damage, slows down everything it hits, and freezes anything it kills into a block of ice that melts away shortly afterwards.

to:

* In ''VideoGame/CommandAndConquer'', any frozen unit/building can be shattered and killed by even the most pitiful attack. In one hit.
** This is probably more realistic than it seems for sufficiently-frozen things (and it would have to be ''cold'' to freeze something that quickly), since the bonding breaks down at low temperatures. If you ever get the chance, dip a piece of something soft like an orange or a rubber hose in a tub of liquid nitrogen and throw it at the wall.
* In ''VideoGame/WarcraftIII'', certain units (namely [[DracoLich Frost Wyrms]]) this is a beneficial ability which can freeze buildings, preventing them from producing. When be used against normal units, on undead gargoyles. While petrified, the attack only slows them down.
gargoyle is unable to act, but its armor goes way up and it regenerates health rapidly. A similar situation occurs with gargoyles in the ''VideoGame/WorldOfWarcraft'' raid instance called Naxxramas Necropolis.

[[AC:{{Roguelike}}]]
* In all 3 Patapon games, Patapons, enemies, and bosses can get frozen and will not move from their place until cured or killed.
** One boss even starts
''VideoGame/NetHack'', being turned to stone is game over, since there's nobody to turn you back. But depending on the battle in a chunk source of ice and occasionally freezes everyone on screen (even himself).
* ''{{StarCraftIIHeartOfTheSwarm}}'' has a level where storms regularly lower
the temperature effect, it may come on slow enough that you have a chance to less than deep space, encasing all units in ice (including yours). Your first objective is save yourself by casting Stone to make your units immune to Flesh, praying, or eating something acidic -- the cold, then attack the enemy while they're frozen.

[[AC:{{Roguelike}}s]]
effect seems to be explained by calcium buildup. Eating a lizard corpse also fixes slow petrification for some reason.
* Being frozen petrified in ''VideoGame/PokemonMysteryDungeon'' ''VideoGame/DungeonCrawl'' renders the victim completely immobile, you basically helpless, but it also protects them from harm until they thaw out, gives you resistance to incoming damage. However, it also renders you horribly vulnerable to the Lee's Rapid Deconstruction and Shatter spells, [[LiterallyShatteredLives which happens on its own but can happen faster if make quick work of hard, brittle objects.]] One unique, the dwarf Jorgrun, bases his entire strategy around petrifying you hit them with a fire move.
* In ''VideoGame/DungeonCrawl'', attacking cold-blooded enemies (reptiles, amphibians, [[DraconicHumanoid draconians]]) with weapons of freezing or certain Ice Magic spells has a decent chance of slowing them down. There's also the spell Metabolic Englaciation, which slows everything in sight (cold-blooded creatures are slowed longer),
and the most powerful Ice Magic spell, Glaciate, does tons of damage, slows down everything it hits, and freezes anything it kills into a block of ice that melts away shortly afterwards.
then blowing up your petrified form.



* [[AnIcePerson Vexen]] can freeze Sora in every battle against him in the ''Franchise/KingdomHearts'' series. Most ice-based enemies can also freeze you in ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]''... even if you are playing as Vexen.
* In ''VideoGame/FinalFantasyIX'', being frozen additionally makes you [[LiterallyShatteredLives die if you are hit by a melee attack]].
* Certain Fire type attacks allow frozen ''Franchise/{{Pokemon}}'' to free themselves... but freezing moves are unlikely to be used on them in the first place. In fact, Freeze is the least seen standard status effect in the Pokémon games, as it has no dedicated high-accuracy move and is only found as a low-percentage side effect of most Ice moves.
** An alternate way to defrost a frozen Pokémon is to trick your opponent into hitting them with a Fire-type attack by switching Pokémon. Of course, you want to be sure that your Pokémon will survive the fire attack before you try this.
** As of Generation II, there's also about a 10% chance of your Pokémon thawing out by itself on its turn.
** The Water-type move, Scald, can thaw out the user if it is frozen and the foe using the said move can thaw out foe as well.
* ''VideoGame/PaperMarioTheThousandYearDoor'', you can be frozen by certain enemies. Due to the ice area coming in late in the game, and enemies that use the effect only appearing in certain areas, it isn't that high a priority for players... but due to the fact that enemies can still hit you while you're frozen, you take damage when you thaw, AND you can get re-frozen rather easily, this is one of the more perilous status effects in the game (and it doesn't help that the BonusBoss has the ability to freeze you with one of its [[BreathWeapon breath attacks]]).
* ''Franchise/ShinMegamiTensei'' games using the Press Turn system make the Frozen effect a godsend when it affects enemies. Frozen enemies will have their Agility reduced to zero, and all physical attacks will ignore their defense and will always hit critical, which gives you an extra turn. A high-level spell called Cocytus (and its upgraded form, Niflheim) will almost always inflict this status. It's the only feasible method of killing [[BossInMookClothing Arahabakis]]. Of course, the effect is just as devastating when ''you'' are affected. What really takes the cake though is that Frozen characters lose all of their resistances to physical damage.
* ''VideoGame/WorldOfMana'' calls this the "Snowman" ailment; in ''VideoGame/LegendOfMana'', this results in massive damage while frozen.
* In ''VideoGame/FinalFantasyVI'', frozen characters turn blue and are unable to act, though they'll accept commands if they're frozen on their turn; they'll carry out the command when thawed. Fire breaks this effect and the afflicted is immune to ice.
* In ''VideoGame/PhantasyStarUniverse'', ice techniques and bullets can produce this status at random. Characters will be trapped in ice and unable to move for a short period of time, making them easy targets for other attacks.
* Freezards and other ice-based monsters in the later ''Franchise/TheLegendOfZelda'' games can do this.
* ''VideoGame/TheElderScrollsVSkyrim'' adds a Downplayed version of this effect to [[AnIcePerson Ice-based]] spells. Targets will have their movement speed reduced as well as drain their [[SprintMeter Fatigue]]. This is naturally a very good counter to melee based warriors, who will be slowed (allowing a SquishyWizard GlassCannon to fall back) as well as prevent them from performing power attacks (which require Fatigue).

to:

* [[AnIcePerson Vexen]] can freeze Sora in every Many examples throughout ''Franchise/FinalFantasy'':
** ''VideoGame/FinalFantasyX'' has the Monster Arena boss Shinryu and its "Eraser" attack, which unavoidably petrifies a target. Not even Deathproof or Stoneproof armor (or a Ribbon for that matter) will stop it. Plus, the
battle against him in the ''Franchise/KingdomHearts'' series. Most ice-based enemies can also freeze you in ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]''... even if you are playing as Vexen.
* In ''VideoGame/FinalFantasyIX'',
is underwater, and being frozen additionally petrified while underwater instantly shatters the victim (on account of the character sinking to the floor and breaking on impact). When this happens, that character can't be revived for the remainder of the battle. Since you can't swap anyone in for this fight (exactly three of the [=PCs=] can hold their breath indefinitely or fight underwater), you can't even let an aeon take the hit. The only saving grace is that once you lose two party members to Eraser, Shinryu won't use the attack anymore.
** ''VideoGame/FinalFantasyIV'' has Gradual Petrify, which
makes you take double (and triple and quadruple damage) every time you are hit with it; after three times, you become a statue. It's the bread-and-butter attack of the Demon Wall.
** ''VideoGame/FinalFantasyIX'' features an evil forest that (along with the monsters inside) turned to stone when you beat the boss at its heart. For some reason, this also affected a side character caught in the monsters' clutches. While normally, the "soft" item would let you cure the petrified status on anybody; in order to save them, you have to get your hands on a ''Super''-soft.
* The later games in the ''VideoGame/{{Wizardry}}'' series feature a particularly nasty Stone effect -- it damages vitality the same as dying, and when you do cure a stoned character, it's quite possible they died while stoned, necessitating resurrection ''and'' inflicting the vitality loss for dying...
* In ''VideoGame/PaperMario64'', the Stone Cap does this. Like the Tanuki Suit in Super Mario Bros 3, 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 partner to get some free hits in.
* In ''VideoGame/BaldursGate'', two of the most powerful spells were Stone to Flesh and Flesh to Stone. One specific NPC in the game is trapped in a petrified state. If you use a Stone to Flesh spell on the "Statue", she will be extremely grateful and wish to join your party.
* The ''VideoGame/WildArms'' series replaces this with Brass, which, like in FFIV, is a slow countdown until your character is turned into metal.
* ''VideoGame/EarthBound'' 's version of this is diamondization. The character is functionally dead, and you even get a red tinted interface just like when someone has died. (They also look quite comical out of battle, with a head encased in a perfect cut diamond.)
* In ''VideoGame/{{Lufia}}'', petrified characters can still be attacked, but they take zero HP damage until cured.
* ''Very'' frustrating in ''Franchise/ShinMegamiTensei'', since being Petrified is basically a one-hit kill as all attacks on the Petrified character are instantly treated as Criticals, which, depending on the mechanics of the game, may give them extra turns or the chance to inflict devastating combos. Since TheComputerIsACheatingBastard, it'll probably only be a matter of time until [[WeCannotGoOnWithoutYou your main character is hit]] unless you're playing VideoGame/DigitalDevilSaga, in which case it's GameOver if all controllable characters are turned to stone. Did I mention that depending on the game, [[BlowYouAway Force attacks]] will ''instantly''
[[LiterallyShatteredLives die if shatter any Petrified victims]] while a single physical attack has a slight chance to do that as well?
** Petrification has been ''somewhat'' nerfed in most recent games... kind of. You basically become kinda like a OneHitPointWonder, and the character will remain alive (but immobilized) until hit with anything (especially Physical, Force, or Almighty attacks). On the other hand, it's ''very'' hard to find an item cure.
** Hell, Petrification is so effective that it's one huge DiscOneNuke in pretty much every game that includes it. One of the best grinding strategies in ''VideoGame/ShinMegamiTenseiStrangeJourney'' is to pick a gun that has a Petrifying skill, find the biggest, baddest enemy
you can find, and ''face him alone''. On the other hand, it's GameOver if the main character is petrified in that game.
** ''VideoGame/PersonaQShadowOfTheLabyrinth'' is much more forgiving, as petrified characters take ''less'' damage than normal. But they can't act or gain EXP until they're cured. Not to mention, the skills Stona and Stone Breath
are hit by a melee attack]].
* Certain Fire type attacks allow frozen ''Franchise/{{Pokemon}}''
enemy exclusive skills, so you will never be able to free themselves... use this ailment against your foes.
* The ''VideoGame/ShadowHearts'' series also features Petrification. It turns the afflicted character into a sitting duck that can be killed in one hit.
* In ''Videogame/DragonsDogma'', Petrification is slow-acting
but freezing moves are unlikely to be used on them in lethal unless treated. When petrified, the first place. In fact, Freeze victim is the least seen standard dramatically slowed until they eventually become a statue.
* The Kaclang
status effect shows up in the Pokémon several ''VideoGame/DragonQuest'' games, as it has no dedicated high-accuracy move and is only found as a low-percentage side effect of most Ice moves.
** An alternate way to defrost a frozen Pokémon is to trick your opponent into hitting them with a Fire-type attack
either by switching Pokémon. Of course, you want to be sure that your Pokémon will survive the fire attack before you try this.
** As of Generation II, there's also about a 10% chance of your Pokémon thawing out by itself on its turn.
** The Water-type move, Scald, can thaw out the user if it is frozen and the foe using the said move can thaw out foe as well.
* ''VideoGame/PaperMarioTheThousandYearDoor'', you can be frozen by certain enemies. Due to the ice area coming in late in the game, and enemies that use the effect only appearing in certain areas, it isn't that high a priority for players... but due to the fact that enemies can still hit you while you're frozen, you take damage when you thaw, AND you can get re-frozen rather easily, this is one of the more perilous status effects in the game (and it doesn't help that the BonusBoss has the ability to freeze you with one of its [[BreathWeapon breath attacks]]).
* ''Franchise/ShinMegamiTensei'' games using the Press Turn system make the Frozen effect a godsend when it affects enemies. Frozen enemies will have their Agility reduced to zero, and all physical attacks will ignore their defense and will always hit critical, which gives you an extra turn. A high-level spell called Cocytus (and its upgraded form, Niflheim) will almost always inflict this status. It's the only feasible method of killing [[BossInMookClothing Arahabakis]]. Of course, the effect is just as devastating when ''you'' are affected. What really takes the cake though is that Frozen characters lose all of their resistances to physical damage.
* ''VideoGame/WorldOfMana'' calls this the "Snowman" ailment; in ''VideoGame/LegendOfMana'', this results in massive damage while frozen.
* In ''VideoGame/FinalFantasyVI'', frozen characters turn blue and are unable to act, though they'll accept commands if they're frozen on their turn; they'll carry out the command when thawed. Fire breaks this effect and the afflicted is immune to ice.
* In ''VideoGame/PhantasyStarUniverse'', ice techniques and bullets can produce this status at random. Characters will be trapped in ice and unable to move for a short period of time, making them easy targets for other attacks.
* Freezards and other ice-based
monsters in (often gargoyles) or the later ''Franchise/TheLegendOfZelda'' games can do this.
* ''VideoGame/TheElderScrollsVSkyrim'' adds
party. It turns the caster into a Downplayed version of this effect steel statue, preventing all damage but all action as well[[note]]The stated use for such an attack is to [[AnIcePerson Ice-based]] spells. Targets will have their movement speed reduced as well as drain their [[SprintMeter Fatigue]]. This learn the enemy attack patterns, but the far better use is naturally a very good counter to melee based warriors, who will be slowed (allowing a SquishyWizard GlassCannon to fall back) as well as prevent them from performing power make an enemy with strong magic attacks (which require Fatigue).
run out of MP[[/note]].



* ''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.

to:

* ''TabletopGame/{{Pathfinder}}'' doesn't can have a standard status effect for this, this occur if you fight monsters like medusas or basilisks. A petrified character is unable to do much, but has a number of spells is still alive and abilities 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 accomplish it. The exact rules vary by effect, but generally hold quickly swing the target in place, requiring outcome of a Strength check fight. In Second Edition most of these effects were toned down; petrification tends to break free, occur gradually, only becoming total after multiple failed saves, and often deal cold damage every turn as well. Often the target's allies can assist, either by making Strength checks of their own sometimes allowing subsequent saves to break the ice, attacking it normally to inflict damage on it, or dealing fire damage to the victim to melt the ice.
recover without magical aid.



* Being Frozen is one of the most dangerous status effects in ''VideoGame/KidIcarusUprising''. It wears off quickly, but being unable to move or attack is pretty much a death sentence in multiplayer mode. However, it's still possible to use certain powers, like Effect Recovery or Warp, to try and get out of it. Otherwise, you just have to mash buttons and hope you break free.
* Freeze Missiles in the ''VideoGame/TwistedMetal'' series are ExactlyWhatItSaysOnTheTin. Opponents tend to spam this attack repeatedly, while hammering you with machine guns or other weapons, trapping you in a CycleOfHurting until death.
* In ''VideoGame/{{Warframe}}'', enemies killed under the effect of a cold proc turns into ice.
** [[AnIcePerson Frost]] has two abilities that can freeze enemies solid, and a third when used under the right conditions or when augmented.

[[AC:TowerDefense]]
* ''VideoGame/PlantsVsZombies'': The Ice-shroom temporarily freezes all zombies on screen.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'':
** The Iceberg Lettuce temporarily freezes the first zombie that steps on it. Using a Plant Food on it lets it freeze all the zombies on the screen temporarily. Snow Pea's and Cold Snapdragon's Plant Food abilities also cause freezing.
** In Frostbite Caves, freezing winds and Hunter Zombie snowballs will gradually cause your plants to freeze up. It takes 3 "hits" to freeze a plant, and frozen plants are unable to move while also becoming obstacles that block shots.
* ''VideoGame/{{Arknights}}'': The second half of episode 6 introduces enemy casters and [[ActionBomb infused slugs]] that can freeze your operators with ice-based arts. They first inflict the Cold status which slows an operator's attack speed, then can inflict a Cold operator with the Frozen status, preventing them from attacking or using skills. These enemies are also paired with enemies that deal increased damage to Frozen operators.

to:

* Being Frozen Petrification is one of essentially the most dangerous status effects same as Freezing in ''VideoGame/KidIcarusUprising''. It wears off quickly, but being unable to move or attack is pretty much a death sentence in multiplayer mode. However, it's still possible to use certain powers, like Effect Recovery or Warp, to try and get out of it. Otherwise, you just have to mash buttons and hope you break free.
* Freeze Missiles in the ''VideoGame/TwistedMetal'' series are ExactlyWhatItSaysOnTheTin. Opponents tend to spam this attack repeatedly, while hammering you with machine guns or other weapons, trapping you in a CycleOfHurting until death.
* In ''VideoGame/{{Warframe}}'', enemies killed under the effect of a cold proc turns into ice.
** [[AnIcePerson Frost]] has two abilities
''VideoGame/KidIcarusUprising'', except that can freeze enemies solid, and a third when used under the right conditions or when augmented.

[[AC:TowerDefense]]
* ''VideoGame/PlantsVsZombies'': The Ice-shroom temporarily freezes all zombies on screen.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'':
** The Iceberg Lettuce temporarily freezes the first zombie that steps on it. Using a Plant Food on it lets it freeze all the zombies on the screen temporarily. Snow Pea's and Cold Snapdragon's Plant Food abilities also cause freezing.
** In Frostbite Caves, freezing winds and Hunter Zombie snowballs will gradually cause your plants to freeze up. It takes 3 "hits" to freeze a plant, and frozen plants are unable to move while also becoming obstacles that block shots.
* ''VideoGame/{{Arknights}}'': The second half of episode 6 introduces enemy casters and [[ActionBomb infused slugs]] that can freeze your operators with ice-based arts. They first inflict the Cold status which slows an operator's attack speed, then can inflict a Cold operator with the Frozen status, preventing them from attacking or using skills. These enemies are also paired with enemies that deal
petrified target's defense is increased damage to Frozen operators.
while afflicted, although it does last a little longer. You can try breaking out of it faster by moving the Circle Pad in different directions.



* In ''VideoGame/SouthParkTheFracturedButWhole'', the Chilled status simply forces a character to skip their next turn.

to:

* In ''VideoGame/SouthParkTheFracturedButWhole'', the Chilled status simply forces Gorgons will do this in ''VideoGame/FireEmblemTheSacredStones''. The first turn a character has been petrified, any creature that attacks the character has a higher chance of scoring a CriticalHit.
* ''VideoGame/OgreBattle'' features Cockatrices and Gorgons, whose breath and gaze carry a high chance
to skip their next turn.
petrify. Once petrified, the victim may as well be dead for good, given how rare the curing item is. And if it hits an important character...
* A Medusa's melee attack can do this in ''VideoGame/HeroesOfMightAndMagic 3''. It breaks on damage and is for all intents and purposes another Paralyse.
* ''VideoGame/SouthParkTheFracturedButWhole'' uses a version of this called [[spoiler:[[YouAreGrounded Grounded]]]] as a unique effect in the boss battle against [[spoiler:Stephen Stotch]]. In that battle, the player character's LimitBreak is replaced with the ability to remove the status from one party member per turn, and they themselves are immune to it.



* In ''Gorky 17'' (or: ''VideoGame/{{Odium}}''), being frozen renders you unable to act ''and'' more vulnerable to damage.
* In ''VideoGame/MarioPlusRabbidsKingdomBattle'', being frozen lasts a single turn and renders you unable to use passive skills, such as counter attacks and shields. Characters can still move and attack while in this state.

to:

* In ''Gorky 17'' (or: ''VideoGame/{{Odium}}''), being frozen renders you unable to act ''and'' more vulnerable to damage.
* In ''VideoGame/MarioPlusRabbidsKingdomBattle'', being frozen lasts
''VideoGame/MarioPlusRabbidsKingdomBattle'' has Stone, which prevents all actions for a single turn and renders you unable to use passive skills, such as counter attacks and shields. Characters can still move and attack while in this state.
turn.



* ''VideoGame/{{Terraria}}'' has Frozen, which prevent the player from moving or using items.

to:

* ''VideoGame/{{Terraria}}'' has Frozen, Stoned, which prevent not only dismounts the player player, prevents them from moving or and using items.items, removes the effects of fall damage-negating accessories, and increases fall damage, which means a fall while affected by this debuff will likely be lethal... unless the player is under the effects of a Featherfall Potion.



[[folder:Petrified]]
[[TakenForGranite Characters are likewise unable to act]], and are for all functionally dead; indeed, should the entire party become petrified, expect to see a GameOver. One of the most persistent status effects, generally -- it seldom heals on its own, and sometimes even the TraumaInn can't cure it -- you ''need'' to use a spell or item. Petrified characters are frequently invulnerable to all further damage, but in some cases they may actually suffer ''increased'' damage from attacks, or even become LiterallyShatteredLives.

[[AC:ActionAdventure]]
* In many of the later ''Franchise/{{Castlevania}}'' games, being turned to stone freezes you temporarily, but also makes you far more vulnerable to damage -- gods help you if this happens in the BonusDungeon. Most of the time, you have to shake yourself out, whereas Alucard can have his helper doing this with a... hammer.
* Gorgons can turn you to stone in ''VideoGame/GodOfWar''. Wiggling the joystick will break you out of it (and you have to do it fast before somebody breaks you). But if Kratos is in midair when he's petrified, he shatters on hitting the ground -- Game Over. In each game, you acquire a means of petrifying your enemies as well.
* The Black Crystal in ''VideoGame/PathwaysIntoDarkness'' does this to enemies.

to:

[[folder:Petrified]]
[[TakenForGranite Characters
[[folder:Slow]]
Causes a character to attack and possibly move more slowly. Shows up more often in games without a turn-based combat system, as the effect is more suited to real-time action. The turn-based variant usually involves causing the affected character's turn to come up less frequently. Usually appears in games with a Haste spell, and the two effects will usually cancel each other out.

[[AC:Action]]
* ''VideoGame/TheMatrixPathOfNeo'' has this if you miss connecting with an enemy too many times until it goes away.
** Also, the Witch Queen has this as an explicit ability.
* In ''VideoGame/TheWonderful101'', Unite Bomb inflicts this on enemies. [[MirrorBoss Prince Vorkken]], Tumeekys, and Koh-Tumeekys can inflict this on you.

[[AC:FirstPersonShooter]]
* ''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.
* In ''VideoGame/TeamFortress2'', the [[BatterUp Sandman]] fully paralyzes if you hit someone with the ball at very long range, but closer than that, it only slows their movement down instead of stopping them entirely. [[GatlingGood Natascha]] slows you down while it damages you. In Mann Vs. Machine, Jarate and Mad Milk can both be upgraded to slow affected enemies down, while explosive headshots from the Sniper's primary weapons (besides the Huntsman) have a slowdown effect on everything withing their range that last longer with upgrades; the former
are likewise unable to act]], so powerful they basically make every other Scout and are for all functionally dead; indeed, should Sniper secondary weapon useless in comparison.
* In
the entire party become petrified, expect to see a GameOver. One of the most persistent status effects, generally -- it seldom heals on its own, and sometimes even the TraumaInn can't cure it -- you ''need'' to use a spell or item. Petrified ''VideoGame/RainbowSix'' series, Wounded (crippled) characters walk with a limp and are frequently invulnerable unable to all further damage, but in some cases they may actually suffer ''increased'' damage from attacks, or even become LiterallyShatteredLives.

[[AC:ActionAdventure]]
run, as well having impaired aim.
* In many of the later ''Franchise/{{Castlevania}}'' games, being turned to stone freezes you temporarily, but also makes you far more vulnerable to damage -- gods help you if this happens in the BonusDungeon. Most of the time, you have to shake yourself out, whereas Alucard can have his helper doing this with a... hammer.
* Gorgons can turn you to stone in ''VideoGame/GodOfWar''. Wiggling the joystick will break you out of it (and you have to do it fast before somebody breaks you). But if Kratos is in midair when he's petrified, he shatters on hitting the ground -- Game Over. In each game, you acquire a means of petrifying your enemies as well.
* The Black Crystal in ''VideoGame/PathwaysIntoDarkness''
''Videogame/{{Evolve}}'', Gorgon's web snare does this to enemies.
as well as a poison DOT.

[[AC:HackAndSlash]]
* ''VideoGame/DiabloII'' has certain items that cause this effect. The Clay Golem summoned minion of the Necromancer class also slows its target.



* Stone Curse in ''VideoGame/RagnarokOnline'' has the traditional effect, as well as changing the target's element to Earth, causing double damage from Fire effects.
* Also appears in one of the raids of ''VideoGame/WorldOfWarcraft'', which only triggers on players having too many stacks of a certain debuff.

to:

* Stone Curse A-Gears in ''VideoGame/AceOnline'' have this as one of their exclusive skillset. It's possible to snare ''yourself'' if you're not careful...
* ''VideoGame/PhantasyStarOnline'' had Slow Traps cause this. This was a big problem since the trap appeared out of nowhere for non-androids and those without Trap Visions and it didn't last long enough to warrant a Lv.6 Anti spell.
* At the beginning, ''VideoGame/CityOfHeroes'' did not have a cap to the amount of slow effects that could be stacked upon an enemy (or the player even), meaning that it was possible to keep stacking slow effects until the target was literally paralyzed. It wasn't long before the game was patched to put in a limit preventing this situation from occurring.
* ''VideoGame/EVEOnline'' has Stasis Webifiers used to cripple the velocity of enemy ships, usually to negate [[FragileSpeedster speedtanking]].
* Mages in ''VideoGame/WorldOfWarcraft'' have a literal version of this with the ''Slow'' spell, but every other class can do the same thing in one form or another.
** Monsters also commonly have abilities to slow their enemies, the most common being the ''dazed'' effect that all of them can inflict on players with melee attacks if they are hit in the back, which also forces them off their mount, slowing them down even further.
* ''VideoGame/GuildWars'' has "crippled" as a condition, in addition to a number of hexes.
* ''VideoGame/GuildWars2'' has both "crippled" (which slows movement a lot) and "chilled" (which slows movement less but also increases the recharge time for skills).
*
''VideoGame/RagnarokOnline'' has the traditional effect, as well as changing the target's element to Earth, causing double damage from Fire effects.
skill [[ExactlyWhatItSaysOnTheTin Decrease Agility.]] It not only lowers your attack speed and agi stat temporarily, but your character visibly walks slower.
* Also appears in ''VideoGame/SpiralKnights'': stun causes lowered movement and attack speed. Generally caused by massive hits, and even has a gong sound when inflicted.

[[AC:{{MOBA}}s]]
* Slows are
one of the raids of ''VideoGame/WorldOfWarcraft'', most common crowd control mechanics in ''VideoGame/LeagueOfLegends''. They typically only reduce movement speed, but abilities that also slow the enemy's attack speed are not unheard of.
* Multiple heroes in ''VideoGame/HeroesOfTheStorm'' have slow in their skill set. Some only slow an enemy's movement speed, others slow both movement speed and basic attack speed --
which only triggers is devastating against heroes that rely on players having too many stacks basic attacks for their damage output.
** Jaina's entire skill set is dedicated to slowing enemies thanks to her trait Frostbite, which applies slow on enemies and increasing the damage they take from her spells. Talents can increase the amount and duration
of the slow.

[[AC:PartyGame]]
* ''VideoGame/CrashBash'' has this in some Crate Crush arenas. If you grab giant Z by accident, your movement, including kicking and throwing, will be slown down to
a certain debuff.
crawl, making you much easier target.

[[AC:PlayByPostGames]]
* This is the passive ability of Mordred's Noble Phantasm Clarent in ''Roleplay/FateNuovoGuerra''. Flynning with it lowers enemy AGI by making their weapon feel heavier with each stroke exchanged.



* In ''VideoGame/WarcraftIII'', this is a beneficial ability which can be used on undead gargoyles. While petrified, the gargoyle is unable to act, but its armor goes way up and it regenerates health rapidly. A similar situation occurs with gargoyles in the ''VideoGame/WorldOfWarcraft'' raid instance called Naxxramas Necropolis.

to:

* In ''VideoGame/WarcraftIII'', this is a beneficial ''VideoGame/WarcraftIII'' has the Sorceress' Slow spell, an autocast ability which can be used on undead gargoyles. While petrified, that, well, slows down the gargoyle is unable enemy. Any kind of frost magic has this effect as well (this naturally spread to act, but its armor goes way up the TowerDefense and it regenerates health rapidly. A similar situation occurs MOBA genres), along with gargoyles in the ''VideoGame/WorldOfWarcraft'' raid instance other spells like Earthquake and Cripple.

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



* In ''VideoGame/NetHack'', being turned to stone is game over, since there's nobody to turn you back. But depending on the source of the effect, it may come on slow enough that you have a chance to save yourself by casting Stone to Flesh, praying, or eating something acidic -- the effect seems to be explained by calcium buildup. Eating a lizard corpse also fixes slow petrification for some reason.
* Being petrified in ''VideoGame/DungeonCrawl'' renders you basically helpless, but it also gives you resistance to incoming damage. However, it also renders you horribly vulnerable to the Lee's Rapid Deconstruction and Shatter spells, [[LiterallyShatteredLives which make quick work of hard, brittle objects.]] One unique, the dwarf Jorgrun, bases his entire strategy around petrifying you and then blowing up your petrified form.

to:

* In ''VideoGame/NetHack'', ''VideoGame/DungeonOfTheEndless'', The Neurostun Module and Golgy's Webslinger ability are able to slow down the movement (but not attacking speed) of enemies in the room. This can stack, causing mobs to slow to a crawl. Any hero in a room with monsters is slightly slowed down too, but if one of the monsters is a Chimera Hydra, it causes an even greater slowing effect.
* Slows are a decently common effect in ''VideoGame/TheBindingOfIsaac''. They're especially notable for
being turned the only debuff that can be applied to stone is game over, since there's nobody to turn you back. But depending Isaac himself, either via webs or oil left on the source ground by enemies or with one of the effect, it may come on slow enough that you have a chance to save yourself by casting Stone to Flesh, praying, or eating something acidic -- the effect seems to be explained by calcium buildup. Eating a lizard corpse also fixes slow petrification for some reason.
* Being petrified in ''VideoGame/DungeonCrawl'' renders you basically helpless, but it also gives you resistance to incoming damage. However, it also renders you horribly vulnerable to the Lee's Rapid Deconstruction and Shatter spells, [[LiterallyShatteredLives which make quick work of hard, brittle objects.]] One unique, the dwarf Jorgrun, bases his entire strategy around petrifying you and then blowing up your petrified form.
Death's attacks.



* Many examples throughout ''Franchise/FinalFantasy'':
** ''VideoGame/FinalFantasyX'' has the Monster Arena boss Shinryu and its "Eraser" attack, which unavoidably petrifies a target. Not even Deathproof or Stoneproof armor (or a Ribbon for that matter) will stop it. Plus, the battle is underwater, and being petrified while underwater instantly shatters the victim (on account of the character sinking to the floor and breaking on impact). When this happens, that character can't be revived for the remainder of the battle. Since you can't swap anyone in for this fight (exactly three of the [=PCs=] can hold their breath indefinitely or fight underwater), you can't even let an aeon take the hit. The only saving grace is that once you lose two party members to Eraser, Shinryu won't use the attack anymore.
** ''VideoGame/FinalFantasyIV'' has Gradual Petrify, which makes you take double (and triple and quadruple damage) every time you are hit with it; after three times, you become a statue. It's the bread-and-butter attack of the Demon Wall.
** ''VideoGame/FinalFantasyIX'' features an evil forest that (along with the monsters inside) turned to stone when you beat the boss at its heart. For some reason, this also affected a side character caught in the monsters' clutches. While normally, the "soft" item would let you cure the petrified status on anybody; in order to save them, you have to get your hands on a ''Super''-soft.
* The later games in the ''VideoGame/{{Wizardry}}'' series feature a particularly nasty Stone effect -- it damages vitality the same as dying, and when you do cure a stoned character, it's quite possible they died while stoned, necessitating resurrection ''and'' inflicting the vitality loss for dying...
* In ''VideoGame/PaperMario64'', the Stone Cap does this. Like the Tanuki Suit in Super Mario Bros 3, 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 partner to get some free hits in.
* In ''VideoGame/BaldursGate'', two of the most powerful spells were Stone to Flesh and Flesh to Stone. One specific NPC in the game is trapped in a petrified state. If you use a Stone to Flesh spell on the "Statue", she will be extremely grateful and wish to join your party.
* The ''VideoGame/WildArms'' series replaces this with Brass, which, like in FFIV, is a slow countdown until your character is turned into metal.
* ''VideoGame/EarthBound'' 's version of this is diamondization. The character is functionally dead, and you even get a red tinted interface just like when someone has died. (They also look quite comical out of battle, with a head encased in a perfect cut diamond.)
* In ''VideoGame/{{Lufia}}'', petrified characters can still be attacked, but they take zero HP damage until cured.
* ''Very'' frustrating in ''Franchise/ShinMegamiTensei'', since being Petrified is basically a one-hit kill as all attacks on the Petrified character are instantly treated as Criticals, which, depending on the mechanics of the game, may give them extra turns or the chance to inflict devastating combos. Since TheComputerIsACheatingBastard, it'll probably only be a matter of time until [[WeCannotGoOnWithoutYou your main character is hit]] unless you're playing VideoGame/DigitalDevilSaga, in which case it's GameOver if all controllable characters are turned to stone. Did I mention that depending on the game, [[BlowYouAway Force attacks]] will ''instantly'' [[LiterallyShatteredLives shatter any Petrified victims]] while a single physical attack has a slight chance to do that as well?
** Petrification has been ''somewhat'' nerfed in most recent games... kind of. You basically become kinda like a OneHitPointWonder, and the character will remain alive (but immobilized) until hit with anything (especially Physical, Force, or Almighty attacks). On the other hand, it's ''very'' hard to find an item cure.
** Hell, Petrification is so effective that it's one huge DiscOneNuke in pretty much every game that includes it. One of the best grinding strategies in ''VideoGame/ShinMegamiTenseiStrangeJourney'' is to pick a gun that has a Petrifying skill, find the biggest, baddest enemy you can find, and ''face him alone''. On the other hand, it's GameOver if the main character is petrified in that game.
** ''VideoGame/PersonaQShadowOfTheLabyrinth'' is much more forgiving, as petrified characters take ''less'' damage than normal. But they can't act or gain EXP until they're cured. Not to mention, the skills Stona and Stone Breath are enemy exclusive skills, so you will never be able to use this ailment against your foes.
* The ''VideoGame/ShadowHearts'' series also features Petrification. It turns the afflicted character into a sitting duck that can be killed in one hit.
* In ''Videogame/DragonsDogma'', Petrification is slow-acting but lethal unless treated. When petrified, the victim is dramatically slowed until they eventually become a statue.
* The Kaclang status effect shows up in several ''VideoGame/DragonQuest'' games, either by monsters (often gargoyles) or the party. It turns the caster into a steel statue, preventing all damage but all action as well[[note]]The stated use for such an attack is to learn the enemy attack patterns, but the far better use is to make an enemy with strong magic attacks run out of MP[[/note]].

to:

* Many examples throughout ''Franchise/FinalFantasy'':
** ''VideoGame/FinalFantasyX'' has
In the Monster Arena boss Shinryu ''Franchise/FinalFantasy'' series, after ''[[VideoGame/FinalFantasyIV IV]]'', it makes the ATP bar fill up a lot, well, slower. In the DS remake of ''IV'', this is absolutely ''necessary'' to survive all the bosses, and its "Eraser" attack, which unavoidably petrifies a target. Not even Deathproof or Stoneproof armor (or a Ribbon for that matter) will stop it. Plus, the battle is underwater, and being petrified while underwater instantly shatters the victim (on account most of the character sinking to the floor and breaking on impact). When this happens, late game random encounters. On that character can't be revived for note, in several games in the remainder series, it's one of the battle. Since you can't swap anyone in for this fight (exactly three of the [=PCs=] can hold their breath indefinitely or fight underwater), you can't even let an aeon take the hit. The only saving grace is status effects bosses are vulnerable to.
* There are a few attacks
that once you lose two party members to Eraser, Shinryu won't use lower your ''Franchise/{{Pokemon}}'''s speed, the attack anymore.
** ''VideoGame/FinalFantasyIV'' has Gradual Petrify,
most notable of these being String Shot, a move found on most common Bug Pokémon. A more frustrating example (as the bugs are pathetically weak anyway) is the powerful Bubblebeam move, which makes you take double (and triple deals damage and quadruple damage) every time you are hit with it; after three times, you become has a statue. It's the bread-and-butter attack chance of the Demon Wall.
** ''VideoGame/FinalFantasyIX'' features an evil forest that (along with the monsters inside) turned to stone when you beat the boss at its heart. For some reason, this also affected a side character caught
lowering your speed. Misty and her Starmie back in the monsters' clutches. While normally, first games loved this move, and the "soft" item would let speed-lowering meant that Starmie could quite easily hit you cure the petrified status on anybody; with two Bubblebeams in order to save them, a row, knocking out most Pokémon. Only two types [[note]]technically three, but there's ''no'' way you have to get your hands on a ''Super''-soft.
Dragon-type by this point[[/note]] resist the water-type Bubblebeam, and one of them is Water itself. If you didn't pick Bulbasaur, you're in for one hell of a battle.
* The ''''VideoGame/BlackSigil'': Blade of the Exiled'': A Slowed character's Speed is heavily reduced, making their time bar fill up slower, and thus giving them less actions.
* "Heavy" status in ''VideoGame/{{Ys}} VI''.
* Present in
later games in the ''VideoGame/{{Wizardry}}'' series feature a particularly nasty Stone effect -- ''Franchise/KingdomHearts'' series. It turns your enemies into sitting ducks, as it damages vitality the same as dying, and slows down all of their animations, including their flinching from taking damage. Not terribly threatening when you do cure a stoned character, it's quite possible they died while stoned, necessitating resurrection ''and'' inflicting used against you, as it increases the vitality loss for dying...
* In ''VideoGame/PaperMario64'', the Stone Cap does this. Like the Tanuki Suit in Super Mario Bros 3, it makes you immune to damage, but you can't do anything until it wears off,
length of your defensive actions, thus making it mostly for providing some time for easy to wait it out with minimal or no harm.
* ''VideoGame/{{Bastion}}'' has an enemy called the Gasbag, which leaves a noxious trail behind that damages you while in contact and cuts
your partner speed significantly. You can still attack and block the same, but dodging and walking are slowed.
** The player can also inflict a damage-over-time status on enemies with upgrades
to get some free hits in.
the War Machete and the Breaker's Bow.
* In ''VideoGame/BaldursGate'', two of the most powerful spells were Stone to Flesh ''VideoGame/{{Fallout}}'' series, player's and Flesh to Stone. One specific NPC in the game is trapped in a petrified state. If you use a Stone to Flesh spell on the "Statue", she will enemy's body parts can be extremely grateful and wish to join your party.
* The ''VideoGame/WildArms'' series replaces this with Brass, which, like in FFIV, is a slow countdown until
"crippled", impairing movement, vision, perception, endurance, etc. Also, your character is turned into metal.
* ''VideoGame/EarthBound'' 's version of this is diamondization. The character is functionally dead,
becomes overencumbered and you even get a red tinted interface just like when someone has died. (They also look quite comical out of battle, with a head encased in a perfect cut diamond.)
* In ''VideoGame/{{Lufia}}'', petrified characters can still be attacked, but
unable to run if they take zero HP damage until cured.
* ''Very'' frustrating in ''Franchise/ShinMegamiTensei'', since being Petrified is basically a one-hit kill as all attacks on the Petrified character
are instantly treated as Criticals, which, depending on the mechanics of the game, may give them extra turns or the chance to inflict devastating combos. Since TheComputerIsACheatingBastard, it'll probably only be a matter of time until [[WeCannotGoOnWithoutYou carrying too much stuff in their inventory.
* ''VideoGame/PanzerDragoon Saga'''s Slow makes
your main character battle gauges fill more slowly; dragon positioning is hit]] unless you're playing VideoGame/DigitalDevilSaga, unaffected.
* The Slowed status
in which case it's GameOver if all controllable characters are turned to stone. Did I mention that depending on the game, [[BlowYouAway Force attacks]] will ''instantly'' [[LiterallyShatteredLives shatter any Petrified victims]] while a single physical attack has a slight chance to do that as well?
** Petrification has been ''somewhat'' nerfed in most recent games... kind of. You basically become kinda like a OneHitPointWonder, and
''VideoGame/SouthParkTheStickOfTruth'' makes the character will remain alive (but immobilized) until hit with anything (especially Physical, Force, or Almighty attacks). On the other hand, it's ''very'' hard to find an item cure.
** Hell, Petrification is so effective that it's one huge DiscOneNuke
attack less often.
* Two variants exist
in pretty much every game that includes it. One of the best grinding strategies in ''VideoGame/ShinMegamiTenseiStrangeJourney'' is to pick ''VideoGame/ChildOfLight''. Slowed slows down a gun that has a Petrifying skill, find the biggest, baddest enemy you can find, and ''face him alone''. On the other hand, it's GameOver if the main character on the "Wait" portion of the CombatantCooldownSystem, but doesn't affect cast time. A second player can use Igniculus to blind foes, which halves their speed on ''both'' the "Wait" and "Cast" portions.
* ''Franchise/TheElderScrolls''
** Through ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', there are spells available which reduce movement speed by either reducing the target's "Speed" Attribute or their "Athletics" Skill.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' drops both Attributes and the Athletics Skill, so directly slowing foes
is petrified in that game.
** ''VideoGame/PersonaQShadowOfTheLabyrinth'' is much more forgiving,
no longer possible. However, as petrified mentioned under "Freeze" above, [[AnIcePerson Ice-based]] magic now has this as an added effect.

[[AC: ShootEmUp]]
* In ''VideoGame/{{Enigmata}}'', getting hit by red lasers will cause this effect. It's temporary and lasts for a short while.

[[AC:SurvivalHorror]]
* In the ''Franchise/ResidentEvil'' franchise starting with ''2'',
characters take ''less'' damage than normal. But they can't act or gain EXP until they're cured. Not to mention, the skills Stona and Stone Breath are enemy exclusive skills, so you will never be able to use this ailment against your foes.
* The ''VideoGame/ShadowHearts'' series also features Petrification. It turns the afflicted character into a sitting duck that can be killed in one hit.
* In ''Videogame/DragonsDogma'', Petrification is slow-acting but lethal unless treated. When petrified, the victim is dramatically slowed until they eventually
become a statue.
* The Kaclang status effect shows up in several ''VideoGame/DragonQuest'' games, either by monsters (often gargoyles) or the party. It turns the caster into a steel statue, preventing all damage but all action as well[[note]]The stated use for such an attack is to learn the enemy attack patterns, but the far better use is to make an enemy with strong magic attacks run out of MP[[/note]].
crippled and slow down at low health.



* ''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.

to:

* ''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 Slow status. In First Edition petrification effects 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 quickly swing the outcome of a fight. severely curtail some characters (or monsters) combat capability. In Second Edition most Edition, it simply reduces the number 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.
actions you can take on your turn.



* Petrification is essentially the same as Freezing in ''VideoGame/KidIcarusUprising'', except that the petrified target's defense is increased while afflicted, although it does last a little longer. You can try breaking out of it faster by moving the Circle Pad in different directions.

[[AC:TurnBasedStrategy]]
* Gorgons will do this in ''VideoGame/FireEmblemTheSacredStones''. The first turn a character has been petrified, any creature that attacks the character has a higher chance of scoring a CriticalHit.
* ''VideoGame/OgreBattle'' features Cockatrices and Gorgons, whose breath and gaze carry a high chance to petrify. Once petrified, the victim may as well be dead for good, given how rare the curing item is. And if it hits an important character...
* A Medusa's melee attack can do this in ''VideoGame/HeroesOfMightAndMagic 3''. It breaks on damage and is for all intents and purposes another Paralyse.
* ''VideoGame/SouthParkTheFracturedButWhole'' uses a version of this called [[spoiler:[[YouAreGrounded Grounded]]]] as a unique effect in the boss battle against [[spoiler:Stephen Stotch]]. In that battle, the player character's LimitBreak is replaced with the ability to remove the status from one party member per turn, and they themselves are immune to it.

[[AC:TurnBasedTactics]]
* ''VideoGame/MarioPlusRabbidsKingdomBattle'' has Stone, which prevents all actions for a single turn.

to:

* Petrification ''VideoGame/{{Warframe}}'' has Cold damage, which usually does this, but can occasionally freeze an enemy too. Slowing and freezing enemies is essentially [[AnIcePerson Frost's]] entire gimmick.

[[AC:TowerDefense]]
* ''VideoGame/PlantsVsZombies'': Both
the same as Freezing in ''VideoGame/KidIcarusUprising'', except Snow Pea and Winter Melon give zombies a chilled effect, causing them to move at half speed.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'': Besides the chilled status, there exist two more:
** Sap-Fling throws sticky sap onto a tile, making all zombies walking on it to move slower
** Stallia explodes into a 3x3 area of perfume
that temporarily slows down zombies caught in it.
* ''VideoGame/{{Arknights}}'': This is
the petrified target's defense is increased while afflicted, although it does last a little longer. You can try breaking out main purpose of it faster by moving slow-type Supporter operators, who briefly slow an enemy's movement with every hit, delaying their advance. Some operators outside the Circle Pad in different directions.

[[AC:TurnBasedStrategy]]
* Gorgons will do this in ''VideoGame/FireEmblemTheSacredStones''. The first turn
Supporter class are also able to slow enemies with their skills. From the enemy side, there is a character has been petrified, any creature type of enemy drone that attacks the character has a higher chance of scoring a CriticalHit.
* ''VideoGame/OgreBattle'' features Cockatrices and Gorgons, whose breath and gaze carry a high chance to petrify. Once petrified, the victim may as well be dead for good, given how rare the curing item is. And if it hits an important character...
* A Medusa's melee
doesn't directly attack your operators, but emits a cold aura that slows the attack rate of any operator within its considerably large range.

[[AC: TurnBasedStrategy]]
* ''VideoGame/HeroesOfMightAndMagic'' games usually have a Slow spell that does exactly what you think it does. An expert Earth mage in 3
can do this in ''VideoGame/HeroesOfMightAndMagic 3''. It breaks on damage slow down a whole army.
* In ''VideoGame/BattleForWesnoth'', slow reduces your unit movement points
and is for all intents and purposes another Paralyse.
* ''VideoGame/SouthParkTheFracturedButWhole'' uses a version of this called [[spoiler:[[YouAreGrounded Grounded]]]] as a unique
attack damage. The effect in ends after you end your turn.
* In ''VideoGame/SouthParkTheFracturedButWhole'',
the boss battle against [[spoiler:Stephen Stotch]]. In that battle, the player Slowed effect reduces a character's LimitBreak is replaced with movement speed, or the ability to remove the status from one party member number of squares they can move per turn, by one.
* In ''VideoGame/FellSealArbitersMark'', Slow delays the character’s next few turns in the initiative order. It counters
and they themselves are immune to it.

[[AC:TurnBasedTactics]]
* ''VideoGame/MarioPlusRabbidsKingdomBattle'' has Stone, which prevents all actions for a single turn.
is countered by Haste.



* ''VideoGame/{{Terraria}}'' has Stoned, which not only dismounts the player, prevents them from moving and using items, removes the effects of fall damage-negating accessories, and increases fall damage, which means a fall while affected by this debuff will likely be lethal... unless the player is under the effects of a Featherfall Potion.

to:

* ''VideoGame/{{Terraria}}'' has Stoned, Chilled, Slow and Oozed, which not only dismounts reduce movement speed, the player, prevents them from moving and using items, removes latter being more intense than the effects of fall damage-negating accessories, and increases fall damage, which means a fall while affected by first.
* ''VideoGame/{{Minecraft}}'' have slowness potions that reduces your movement speed when affected. You can also cause
this debuff will likely be lethal... unless effect on mobs and other players as well. There's also a variant called Mining Fatigue, inflicted by Elder Guardians to prevent the player is under from excavating their Ocean Monument, this doesn't slow the effects of player but it does slow their attack speed by a Featherfall Potion. good bit, and drops their mining speed to less than a crawl.



[[folder:Slow]]
Causes a character to attack and possibly move more slowly. Shows up more often in games without a turn-based combat system, as the effect is more suited to real-time action. The turn-based variant usually involves causing the affected character's turn to come up less frequently. Usually appears in games with a Haste spell, and the two effects will usually cancel each other out.

[[AC:Action]]
* ''VideoGame/TheMatrixPathOfNeo'' has this if you miss connecting with an enemy too many times until it goes away.
** Also, the Witch Queen has this as an explicit ability.
* In ''VideoGame/TheWonderful101'', Unite Bomb inflicts this on enemies. [[MirrorBoss Prince Vorkken]], Tumeekys, and Koh-Tumeekys can inflict this on you.

[[AC:FirstPersonShooter]]
* ''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.
* In ''VideoGame/TeamFortress2'', the [[BatterUp Sandman]] fully paralyzes if you hit someone with the ball at very long range, but closer than that, it only slows their movement down instead of stopping them entirely. [[GatlingGood Natascha]] slows you down while it damages you. In Mann Vs. Machine, Jarate and Mad Milk can both be upgraded to slow affected enemies down, while explosive headshots from the Sniper's primary weapons (besides the Huntsman) have a slowdown effect on everything withing their range that last longer with upgrades; the former are so powerful they basically make every other Scout and Sniper secondary weapon useless in comparison.
* In the ''VideoGame/RainbowSix'' series, Wounded (crippled) characters walk with a limp and are unable to run, as well having impaired aim.
* In ''Videogame/{{Evolve}}'', Gorgon's web snare does this as well as a poison DOT.

[[AC:HackAndSlash]]
* ''VideoGame/DiabloII'' has certain items that cause this effect. The Clay Golem summoned minion of the Necromancer class also slows its target.

to:

[[folder:Slow]]
Causes
[[folder:Stop]]
[[TimeStandsStill Stops
a character to attack and possibly move more slowly. Shows up more often in games without a turn-based combat system, as the effect is more suited to real-time action. The turn-based variant usually involves causing the affected character's turn to come up less frequently. Usually appears in games with a Haste spell, and the two effects will usually cancel each other out.

[[AC:Action]]
* ''VideoGame/TheMatrixPathOfNeo'' has this if you miss connecting with an enemy too many times until it goes away.
** Also, the Witch Queen has this as an explicit ability.
* In ''VideoGame/TheWonderful101'', Unite Bomb inflicts this on enemies. [[MirrorBoss Prince Vorkken]], Tumeekys, and Koh-Tumeekys can inflict this on you.

[[AC:FirstPersonShooter]]
* ''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.
* In ''VideoGame/TeamFortress2'', the [[BatterUp Sandman]] fully paralyzes if you hit someone with the ball at very long range, but closer than that, it only slows their movement down instead of stopping them entirely. [[GatlingGood Natascha]] slows you down while it damages you. In Mann Vs. Machine, Jarate and Mad Milk can both be upgraded to slow affected enemies down, while explosive headshots from the Sniper's primary weapons (besides the Huntsman) have a slowdown effect on everything withing their range that last longer with upgrades; the former are so powerful they basically make every other Scout and Sniper secondary weapon useless in comparison.
* In the ''VideoGame/RainbowSix'' series, Wounded (crippled) characters walk with a limp and
time.]] They are unable to run, as well having impaired aim.
* In ''Videogame/{{Evolve}}'', Gorgon's web snare does this as well as
take any action--much like Paralysis--but Stop is a poison DOT.

[[AC:HackAndSlash]]
* ''VideoGame/DiabloII'' has certain items that cause this effect. The Clay Golem summoned minion of
much stronger effect and generally cannot be cured in the Necromancer class same manner. In some systems a Stopped character is also slows its target.
considered functionally dead.



* A-Gears in ''VideoGame/AceOnline'' have this as one of their exclusive skillset. It's possible to snare ''yourself'' if you're not careful...
* ''VideoGame/PhantasyStarOnline'' had Slow Traps cause this. This was a big problem since the trap appeared out of nowhere for non-androids and those without Trap Visions and it didn't last long enough to warrant a Lv.6 Anti spell.
* At the beginning, ''VideoGame/CityOfHeroes'' did not have a cap to the amount of slow effects that could be stacked upon an enemy (or the player even), meaning that it was possible to keep stacking slow effects until the target was literally paralyzed. It wasn't long before the game was patched to put in a limit preventing this situation from occurring.
* ''VideoGame/EVEOnline'' has Stasis Webifiers used to cripple the velocity of enemy ships, usually to negate [[FragileSpeedster speedtanking]].
* Mages in ''VideoGame/WorldOfWarcraft'' have a literal version of this with the ''Slow'' spell, but every other class can do the same thing in one form or another.
** Monsters also commonly have abilities to slow their enemies, the most common being the ''dazed'' effect that all of them can inflict on players with melee attacks if they are hit in the back, which also forces them off their mount, slowing them down even further.
* ''VideoGame/GuildWars'' has "crippled" as a condition, in addition to a number of hexes.
* ''VideoGame/GuildWars2'' has both "crippled" (which slows movement a lot) and "chilled" (which slows movement less but also increases the recharge time for skills).
* ''VideoGame/RagnarokOnline'' has the skill [[ExactlyWhatItSaysOnTheTin Decrease Agility.]] It not only lowers your attack speed and agi stat temporarily, but your character visibly walks slower.
* ''VideoGame/SpiralKnights'': stun causes lowered movement and attack speed. Generally caused by massive hits, and even has a gong sound when inflicted.

to:

* A-Gears in ''VideoGame/AceOnline'' have this as one of their exclusive skillset. It's possible to snare ''yourself'' if you're not careful...
* ''VideoGame/PhantasyStarOnline'' had Slow Traps cause this. This was a big problem since the trap appeared out of nowhere for non-androids and those without Trap Visions and it didn't last long enough to warrant a Lv.6 Anti spell.
* At the beginning, ''VideoGame/CityOfHeroes'' did not have a cap to the amount of slow effects that could be stacked upon an enemy (or the player even), meaning that it was possible to keep stacking slow effects until the target was literally paralyzed. It wasn't long before the game was patched to put in a limit preventing this situation from occurring.
* ''VideoGame/EVEOnline'' has Stasis Webifiers used to cripple the velocity of enemy ships, usually to negate [[FragileSpeedster speedtanking]].
* Mages in
Some ''VideoGame/WorldOfWarcraft'' have enemies use a literal version of this with the ''Slow'' Time Stop spell, but every other class can do the same thing in one form or another.
** Monsters also commonly have abilities to slow their enemies, the most common being the ''dazed''
in-game effect that all of them can inflict on players with melee attacks if they are hit in is identical to being Stunned for the back, which also forces them off their mount, slowing them down even further.
duration.
* ''VideoGame/GuildWars'' ''VideoGame/{{Maplestory}}'' has "crippled" as a condition, in addition to a number of hexes.
* ''VideoGame/GuildWars2'' has both "crippled" (which slows movement a lot) and "chilled" (which slows movement less
this, but also increases the recharge time for skills).
* ''VideoGame/RagnarokOnline'' has the skill [[ExactlyWhatItSaysOnTheTin Decrease Agility.]] It not only lowers your attack speed and agi stat temporarily, but your character visibly walks slower.
* ''VideoGame/SpiralKnights'': stun causes lowered movement and attack speed. Generally caused by massive hits, and even has a gong sound when inflicted.
it is referred to as "Stun" instead.



* Slows are one of the most common crowd control mechanics in ''VideoGame/LeagueOfLegends''. They typically only reduce movement speed, but abilities that also slow the enemy's attack speed are not unheard of.
* Multiple heroes in ''VideoGame/HeroesOfTheStorm'' have slow in their skill set. Some only slow an enemy's movement speed, others slow both movement speed and basic attack speed -- which is devastating against heroes that rely on basic attacks for their damage output.
** Jaina's entire skill set is dedicated to slowing enemies thanks to her trait Frostbite, which applies slow on enemies and increasing the damage they take from her spells. Talents can increase the amount and duration of the slow.

[[AC:PartyGame]]
* ''VideoGame/CrashBash'' has this in some Crate Crush arenas. If you grab giant Z by accident, your movement, including kicking and throwing, will be slown down to a crawl, making you much easier target.

[[AC:PlayByPostGames]]
* This is the passive ability of Mordred's Noble Phantasm Clarent in ''Roleplay/FateNuovoGuerra''. Flynning with it lowers enemy AGI by making their weapon feel heavier with each stroke exchanged.

to:

* Slows are one of ''VideoGame/HeroesOfTheStorm'': Chromie, Zeratul, Maiev and Medivh can inflict the most common crowd control mechanics in ''VideoGame/LeagueOfLegends''. They typically only reduce movement speed, but abilities that also slow the enemy's attack speed are not unheard of.
* Multiple heroes in ''VideoGame/HeroesOfTheStorm'' have slow in their skill set. Some only slow an enemy's movement speed, others slow both movement speed and basic attack speed -- which is devastating against heroes that rely on basic attacks for their damage output.
** Jaina's entire skill set is dedicated to slowing enemies thanks to her trait Frostbite, which applies slow
Stopped effect on enemies and increasing which prevent all actions on the damage they take from her spells. Talents can increase character for the amount and duration of the slow.

[[AC:PartyGame]]
* ''VideoGame/CrashBash'' has this in some Crate Crush arenas. If you grab giant Z by accident, your movement, including kicking and throwing, will be slown down to a crawl, making you much easier target.

[[AC:PlayByPostGames]]
* This
duration. It is the passive ability of Mordred's Noble Phantasm Clarent in ''Roleplay/FateNuovoGuerra''. Flynning only debuff that can stop characters with it lowers enemy AGI by making their weapon feel heavier with each stroke exchanged.
''Unstoppable'' status.



* ''VideoGame/WarcraftIII'' has the Sorceress' Slow spell, an autocast ability that, well, slows down the enemy. Any kind of frost magic has this effect as well (this naturally spread to the TowerDefense and MOBA genres), along with other spells like Earthquake and Cripple.

[[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.

[[AC:{{Roguelike}}]]
* In ''VideoGame/DungeonOfTheEndless'', The Neurostun Module and Golgy's Webslinger ability are able to slow down the movement (but not attacking speed) of enemies in the room. This can stack, causing mobs to slow to a crawl. Any hero in a room with monsters is slightly slowed down too, but if one of the monsters is a Chimera Hydra, it causes an even greater slowing effect.
* Slows are a decently common effect in ''VideoGame/TheBindingOfIsaac''. They're especially notable for being the only debuff that can be applied to Isaac himself, either via webs or oil left on the ground by enemies or with one of Death's attacks.

to:

* ''VideoGame/WarcraftIII'' ''VideoGame/StarCraftI'' has the Sorceress' Slow Arbiter's Stasis spell, an autocast ability that, well, slows down the enemy. Any kind of frost magic has this effect as well (this naturally spread to the TowerDefense and MOBA genres), along with other spells like Earthquake and Cripple.

[[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.

[[AC:{{Roguelike}}]]
* In ''VideoGame/DungeonOfTheEndless'', The Neurostun Module and Golgy's Webslinger ability are able to slow down the movement (but not
which prevents units from attacking speed) of enemies in or taking damage.
* ''VideoGame/StarcraftII'' has
the room. This Mothership's Vortex spell, which has the same effect but by sucking all the units inside an UnrealisticBlackHole, who pop back out when the spell is done.
** Matriarch Vorazun in Co-op Commanders mode has access to Black Hole, which is similar to Vortex but the units inside
can stack, causing mobs to slow to a crawl. Any hero in a room with monsters is slightly slowed down too, but if one be attacked for the duration.
* ''VideoGame/EmpireEarth'': One
of the monsters is a Chimera Hydra, it causes an even greater slowing effect.
* Slows are a decently common effect in ''VideoGame/TheBindingOfIsaac''. They're especially notable for being
robots had the only debuff that can be applied ability to Isaac himself, either via webs send units forward in time, preventing them from acting or oil left on the ground by enemies or with one of Death's attacks.
taking damage until they returned.



* In the ''Franchise/FinalFantasy'' series, after ''[[VideoGame/FinalFantasyIV IV]]'', it makes the ATP bar fill up a lot, well, slower. In the DS remake of ''IV'', this is absolutely ''necessary'' to survive all the bosses, and most of the late game random encounters. On that note, in several games in the series, it's one of the only status effects bosses are vulnerable to.
* There are a few attacks that lower your ''Franchise/{{Pokemon}}'''s speed, the most notable of these being String Shot, a move found on most common Bug Pokémon. A more frustrating example (as the bugs are pathetically weak anyway) is the powerful Bubblebeam move, which deals damage and has a chance of lowering your speed. Misty and her Starmie back in the first games loved this move, and the speed-lowering meant that Starmie could quite easily hit you with two Bubblebeams in a row, knocking out most Pokémon. Only two types [[note]]technically three, but there's ''no'' way you have a Dragon-type by this point[[/note]] resist the water-type Bubblebeam, and one of them is Water itself. If you didn't pick Bulbasaur, you're in for one hell of a battle.
* ''''VideoGame/BlackSigil'': Blade of the Exiled'': A Slowed character's Speed is heavily reduced, making their time bar fill up slower, and thus giving them less actions.
* "Heavy" status in ''VideoGame/{{Ys}} VI''.
* Present in later games in the ''Franchise/KingdomHearts'' series. It turns your enemies into sitting ducks, as it slows down all of their animations, including their flinching from taking damage. Not terribly threatening when it's used against you, as it increases the length of your defensive actions, thus making it easy to wait it out with minimal or no harm.
* ''VideoGame/{{Bastion}}'' has an enemy called the Gasbag, which leaves a noxious trail behind that damages you while in contact and cuts your speed significantly. You can still attack and block the same, but dodging and walking are slowed.
** The player can also inflict a damage-over-time status on enemies with upgrades to the War Machete and the Breaker's Bow.
* In the ''VideoGame/{{Fallout}}'' series, player's and enemy's body parts can be "crippled", impairing movement, vision, perception, endurance, etc. Also, your character becomes overencumbered and unable to run if they are carrying too much stuff in their inventory.
* ''VideoGame/PanzerDragoon Saga'''s Slow makes your battle gauges fill more slowly; dragon positioning is unaffected.
* The Slowed status in ''VideoGame/SouthParkTheStickOfTruth'' makes the character attack less often.
* Two variants exist in ''VideoGame/ChildOfLight''. Slowed slows down a character on the "Wait" portion of the CombatantCooldownSystem, but doesn't affect cast time. A second player can use Igniculus to blind foes, which halves their speed on ''both'' the "Wait" and "Cast" portions.
* ''Franchise/TheElderScrolls''
** Through ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', there are spells available which reduce movement speed by either reducing the target's "Speed" Attribute or their "Athletics" Skill.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' drops both Attributes and the Athletics Skill, so directly slowing foes is no longer possible. However, as mentioned under "Freeze" above, [[AnIcePerson Ice-based]] magic now has this as an added effect.

[[AC: ShootEmUp]]
* In ''VideoGame/{{Enigmata}}'', getting hit by red lasers will cause this effect. It's temporary and lasts for a short while.

[[AC:SurvivalHorror]]
* In the ''Franchise/ResidentEvil'' franchise starting with ''2'', characters become crippled and slow down at low health.

[[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.

[[AC:ThirdPersonShooter]]
* ''VideoGame/{{Warframe}}'' has Cold damage, which usually does this, but can occasionally freeze an enemy too. Slowing and freezing enemies is [[AnIcePerson Frost's]] entire gimmick.

[[AC:TowerDefense]]
* ''VideoGame/PlantsVsZombies'': Both the Snow Pea and Winter Melon give zombies a chilled effect, causing them to move at half speed.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'': Besides the chilled status, there exist two more:
** Sap-Fling throws sticky sap onto a tile, making all zombies walking on it to move slower
** Stallia explodes into a 3x3 area of perfume that temporarily slows down zombies caught in it.
* ''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 operators, but emits a cold aura that slows the attack rate of any operator within its considerably large range.

[[AC: TurnBasedStrategy]]
* ''VideoGame/HeroesOfMightAndMagic'' games usually have a Slow spell that does exactly what you think it does. An expert Earth mage in 3 can slow down a whole army.
* In ''VideoGame/BattleForWesnoth'', slow reduces your unit movement points and attack damage. The effect ends after you end your turn.
* In ''VideoGame/SouthParkTheFracturedButWhole'', the Slowed effect reduces a character's movement speed, or the number of squares they can move per turn, by one.
* In ''VideoGame/FellSealArbitersMark'', Slow delays the character’s next few turns in the initiative order. It counters and is countered by Haste.

[[AC:WideOpenSandbox]]
* ''VideoGame/{{Terraria}}'' has Chilled, Slow and Oozed, which reduce movement speed, the latter being more intense than the first.
* ''VideoGame/{{Minecraft}}'' have slowness potions that reduces your movement speed when affected. You can also cause this effect on mobs and other players as well. There's also a variant called Mining Fatigue, inflicted by Elder Guardians to prevent the player from excavating their Ocean Monument, this doesn't slow the player but it does slow their attack speed by a good bit, and drops their mining speed to less than a crawl.

to:

* In the ''Franchise/FinalFantasy'' series, after ''[[VideoGame/FinalFantasyIV IV]]'', it makes the ATP bar fill up a lot, well, slower. In the DS remake of ''IV'', Early [=RPG=]s treated this is absolutely ''necessary'' to survive all the bosses, and most as a sort of the late game random encounters. On that note, in several games in the series, it's one of the only status effects bosses are vulnerable to.
* There are a few attacks that lower your ''Franchise/{{Pokemon}}'''s speed, the most notable of these being String Shot, a move found on most common Bug Pokémon. A more frustrating example (as the bugs are pathetically weak anyway) is the powerful Bubblebeam move, which deals damage and has a chance of lowering your speed. Misty and her Starmie back in the first games loved this move, and the speed-lowering meant that Starmie could quite easily hit you with two Bubblebeams in a row, knocking out most Pokémon. Only two types [[note]]technically three,
high-end Paralyze, but there's ''no'' way you have a Dragon-type by this point[[/note]] resist the water-type Bubblebeam, and one of them is Water itself. If you didn't pick Bulbasaur, you're in for one hell of a battle.
* ''''VideoGame/BlackSigil'': Blade of the Exiled'': A Slowed character's Speed is heavily reduced, making their time bar fill up slower, and thus giving them less actions.
* "Heavy" status in ''VideoGame/{{Ys}} VI''.
* Present in
later games attribute it to time magic, in which case time stops for the target, but they can still be affected normally.
* In
the ''Franchise/KingdomHearts'' series. It turns your enemies into sitting ducks, series, it has the typical effect of stopping the victim's movements, but all hits and damage the target takes will only register once the Stop effect wears off, which can potentially result in them being immobilized for quite some time even after it wears off.
* In the ''VideoGame/PaperMario'' series, Immobilization works this way,
as it slows down all is caused by using the Stop Watch item, and afflicted characters are shown to be stuck in the middle of their animations, including their flinching from taking damage. Not terribly threatening when it's used against you, as it increases the length of your defensive actions, thus making it easy to wait it out with minimal or no harm.
* ''VideoGame/{{Bastion}}'' has an enemy called the Gasbag, which leaves a noxious trail behind that damages you while in contact and cuts your speed significantly. You can still attack and block the same, but dodging and walking are slowed.
** The player can also inflict a damage-over-time status on enemies with upgrades to the War Machete and the Breaker's Bow.
* In the ''VideoGame/{{Fallout}}'' series, player's and enemy's body parts can be "crippled", impairing movement, vision, perception, endurance, etc. Also, your character becomes overencumbered
damage animation and unable to run move.
* Several ''Franchise/FinalFantasy'' games have this: it typically wears off after a certain amount of turns. In ''VideoGame/FinalFantasyIX'',
if they are carrying too much stuff in their inventory.
* ''VideoGame/PanzerDragoon Saga'''s Slow makes your battle gauges fill more slowly; dragon positioning is unaffected.
* The Slowed status in ''VideoGame/SouthParkTheStickOfTruth'' makes the character attack less often.
* Two variants exist in ''VideoGame/ChildOfLight''. Slowed slows down a character on the "Wait" portion of the CombatantCooldownSystem, but doesn't affect cast time. A second player can use Igniculus to blind foes, which halves their speed on ''both'' the "Wait" and "Cast" portions.
* ''Franchise/TheElderScrolls''
** Through ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', there are spells available which reduce movement speed by either reducing the target's "Speed" Attribute or their "Athletics" Skill.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' drops both Attributes and the Athletics Skill, so directly slowing foes is no longer possible. However, as mentioned under "Freeze" above, [[AnIcePerson Ice-based]] magic now has this as an added effect.

[[AC: ShootEmUp]]
* In ''VideoGame/{{Enigmata}}'', getting hit by red lasers will cause this effect. It's temporary and lasts for a short while.

[[AC:SurvivalHorror]]
* In the ''Franchise/ResidentEvil'' franchise starting with ''2'',
all characters become crippled and are afflicted with stop, it's game over.
* The "Stop" spell in ''VideoGame/GoldenSun'' is only used to capture a particularly elusive Djinni. If usedd on people, their speech is a
slow down at low health.

[[AC:TabletopGame]]
VisibleSilence.
* ''TabletopGame/{{Pathfinder}}'' has a Slow status. In First Edition, it gives a few minor penalties, cuts Shows up in ''VideoGame/CitizensOfEarth''. you can cause it, among other ways, by having your speed, and most importantly, prevents you from using your full complement of actions Mom impose a Time-out on your turn, an enemy, or by having the Photographer take a Freeze-Frame shot.
* ''VideoGame/DragonAgeOrigins'' has "Force Field" spell,
which can severely curtail some characters (or monsters) combat capability. In Second Edition, it simply reduces the number of actions you can take be used on your turn.

[[AC:ThirdPersonShooter]]
allies and enemies; affected unit cannot make any action and is immune to damage for few seconds. Spell's target is still susceptible to non-damaging spells and abilities, like curses.

[[AC:TabletopGames]]
* ''VideoGame/{{Warframe}}'' has Cold damage, Inverted in ''TabletopGame/DungeonsAndDragons'', which usually does this, but can occasionally freeze an enemy too. Slowing and freezing enemies is [[AnIcePerson Frost's]] entire gimmick.

[[AC:TowerDefense]]
* ''VideoGame/PlantsVsZombies'': Both the Snow Pea and Winter Melon give zombies
has a chilled effect, causing them to move at half speed.
* ''VideoGame/PlantsVsZombies2ItsAboutTime'': Besides the chilled status, there exist two more:
** Sap-Fling throws sticky sap onto a tile, making all zombies walking on it to move slower
** Stallia explodes into a 3x3 area of perfume that temporarily slows down zombies caught in it.
* ''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 operators, but emits a cold aura that slows the attack rate of any operator within its considerably large range.

[[AC: TurnBasedStrategy]]
* ''VideoGame/HeroesOfMightAndMagic'' games usually have a Slow
Time Stop spell that does exactly what you think it does. An expert Earth mage in 3 can slow down a whole army.
* In ''VideoGame/BattleForWesnoth'', slow reduces your unit movement points and attack damage. The
instead affects the caster, removing them from the current time stream. This effect ends after you end your turn.
* In ''VideoGame/SouthParkTheFracturedButWhole'',
only affects the Slowed effect reduces a character's movement speed, or the number of squares they can move per caster, who in turn, by one.
* In ''VideoGame/FellSealArbitersMark'', Slow delays the character’s next few turns in the initiative order. It counters and is countered by Haste.

[[AC:WideOpenSandbox]]
* ''VideoGame/{{Terraria}}'' has Chilled, Slow and Oozed, which reduce movement speed, the latter being more intense
can only affect himself with abilities while removed. Spells that run on a timer can also be cast as long as they don't affect anything other than the first.
* ''VideoGame/{{Minecraft}}'' have slowness potions
caster or the area (resulting in a very nasty combo with casting several delayed-blast fireballs on a descending timer, that reduces your movement speed all go off when affected. You can also cause Time Stop ends).
** The Temporal Stasis spell has
this effect on mobs and other players as well. There's its target-- they are suspended in time, unable to be harmed but also a variant called Mining Fatigue, inflicted by Elder Guardians unable to prevent do anything whatsoever. Only a very few specific effects can free the player victim from excavating their Ocean Monument, this doesn't slow the player but it does slow their attack speed by a good bit, and drops their mining speed to less than a crawl.spell.



[[folder:Stop]]
[[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.

[[AC:{{MMORPG}}s]]
* Some ''VideoGame/WorldOfWarcraft'' enemies use a Time Stop spell, but the in-game effect is identical to being Stunned for the duration.
* ''VideoGame/{{Maplestory}}'' has this, but it is referred to as "Stun" instead.

to:

[[folder:Stop]]
[[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
[[folder:Weird Transformation]]
The
character is also considered functionally dead.

[[AC:{{MMORPG}}s]]
[[BalefulPolymorph turned into a weird (sometimes humorous) but universally weak creature]]. The specific creature tends to vary from game to game--frogs, pigs, scarecrows, eggplants, rice balls, whatever--but if this happens to you, you can be sure you're going to have lowered stats (often to the effect of becoming a OneHitPointWonder) and some inaccessible commands. Sometimes, the attack, spell, or item that causes this effect doubles as a way to cure it (and vice versa).

[[AC:ActionGame]]
* Some ''VideoGame/WorldOfWarcraft'' In ''VideoGame/GodHand'', boss Shannon can turn you into a chihuahua (The game has a weird obsession with the dogs) for about thirty seconds. In this state, you are much slower, much more vulnerable and can't attack and Shannon chases after you ready to [[KickTheDog kick you]]. Hilariously, dog you has fur patterned after your jacket and an adorable miniature bandanna.
* In ''VideoGame/TheWonderful101'', Vijounne has the ability to turn Wonder-Blue into a puppy dog during his solo fight with her, rendering him completely helpless for the duration of the effect. If this sounds similar to the ''VideoGame/GodHand'' example, it's probably because [[Creator/PlatinumGames the]] [[Creator/HidekiKamiya creators]] are the same.

[[AC:BoardGames]]
* In the board game ''TabletopGame/{{Talisman}}'', you may get turned into a frog temporarily. You lose all your items and companions, and you're very weak while this is in effect.

[[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]].
[[AC:FirstPersonShooter]]
* ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'' both have items that launch projectiles that do that -- the "Morph Ovum" (turns
enemies use a Time Stop spell, but into chickens), and the in-game effect [[MessyPig "Porkalator"]], respectively.
* Rose from ''VideoGame/PlantsVsZombiesGardenWarfare 2'' has the ability "Goatify" which fires a magic blast with a small splash. Any zombies hit by this are temporarily turned into Stinky Goats, who have reduced power and weak abilities. Of course, the Hover-Goat 3000
is identical to immune, by virtue of ''already being Stunned for the duration.
a Goat''.

[[AC:HackAndSlash]]
* ''VideoGame/{{Maplestory}}'' has this, but it is referred to as "Stun" instead.
In ''VideoGame/DiabloII'' you can socket a helm with some runes and wear it, giving you a 1% Chance To Cast Level 50 Delirium When Struck (morph). When this happens, you temporarily transform into a tiny weak demonling carrying a spear.



* ''VideoGame/HeroesOfTheStorm'': Chromie, Zeratul, Maiev and Medivh can inflict the Stopped effect on enemies which prevent all actions on the character for the duration. It is the only debuff that can stop characters with ''Unstoppable'' status.

[[AC:RealTimeStrategy]]
* ''VideoGame/StarCraftI'' has the Arbiter's Stasis spell, which prevents units from attacking or taking damage.
* ''VideoGame/StarcraftII'' has the Mothership's Vortex spell, which has the same effect but by sucking all the units inside an UnrealisticBlackHole, who pop back out when the spell is done.
** Matriarch Vorazun in Co-op Commanders mode has access to Black Hole, which is similar to Vortex but the units inside can be attacked for the duration.
* ''VideoGame/EmpireEarth'': One of the robots had the ability to send units forward in time, preventing them from acting or taking damage until they returned.

to:

* ''VideoGame/HeroesOfTheStorm'': Chromie, Zeratul, Maiev and Zander's ''Sheep Trick'' ability in ''VideoGame/{{Battlerite}}'', which functions as a longer-lasting Silence effect that ends early if the target enough damage.
* ''VideoGame/HeroesOfTheStorm'':
** Brightwing's ''Polymorph'' turns an enemy into a harmless critter for a few seconds. It is notably a very powerful point-and-click crowd control effect with no drawbacks, making it very effective on mobile heroes like Tracer or Genji.
**
Medivh has a more powerful version in ''Poly Bomb'', which turns enemies into sheep and spreads to nearby enemies within the area of effect when it expires -- thus having the potential to infinitely sheeping the enemy team if they are grouped up together.
* In ''VideoGame/Dota2'', this is known as ''Hex''. Anyone
can inflict the Stopped this effect on enemies if they purchase the Scythe of Vyse, which prevent all actions on turns an enemy into a pig (the item is often called "Sheepstick" by players because in [[VideoGame/DefenseOfTheAncientsAllStars the character for first game]], it turned them into sheep. [[TheArtifact The name stuck despite no longer being accurate]]). Meanwhile, Lion and the duration. It is Shadow Shaman have ''Hex'' as part of their abilities, with Lion turning foes into frogs (or fish when equipped with the only debuff that can stop Fin King's Charm cosmetic item) and Shadow Shaman into chicken (or, with the Lamb to the Slaughter cosmetic item, into lambs, referencing the previously-mentioned sheepstick meme).

[[AC:{{MMORPG}}s]]
* This is a fairly rare instance of player
characters with ''Unstoppable'' status.

[[AC:RealTimeStrategy]]
* ''VideoGame/StarCraftI'' has the Arbiter's Stasis spell, which prevents units from attacking or taking damage.
* ''VideoGame/StarcraftII'' has the Mothership's Vortex spell, which has the same effect but by sucking all the units inside an UnrealisticBlackHole, who pop back out when the spell is done.
** Matriarch Vorazun in Co-op Commanders mode has
having useful access to Black Hole, which is similar to Vortex but the units inside can be attacked for the duration.
* ''VideoGame/EmpireEarth'': One of the robots had the
such an ability: in ''VideoGame/WorldOfWarcraft'', a mage's ability to send units forward "sheep" mobs is a vital aspect of crowd control. However, it does have a downside: the target rapidly restores health and mana, whereas the monster version of this or similar spells do not (anymore).
** In more recent patches, Shamans have been given a similar ability; Hex, which turns the target into a frog. The major difference is that Hex does not regenerate health OR break on damage, with the trade off being that it can be cast much less often.
* ''VideoGame/GuildWars2'' has the Moa Morph skill, which turns the target into a flightless moa bird.
* In ''VideoGame/RagnarokOnline'' you can do this to enemies, using a certain dagger or accessory. But rather than just downgrading the monster, it 'randomly picks one''. This can lead to impressive minibosses inhabiting a low-level area and stomping on new players.
** Professors/Scholars have a just-for-fun skill called Abracadabra that when used makes the user perform a random skill. You can have Professors doing Assassin skills, it's quite funny. What's even better is that once
in a while you'll use a skill called Summon Monster, and if used on another monster it can ocassionally turn it into a Boss monster... complete with drops! To prevent people from spamming Abra it's a costly skill consuming two yellow gems per use.

[[AC:PlatformGame]]
* ''VideoGame/KidIcarus'' gives a rare platformer example in the Eggplant Wizards. If Pit gets hit with one of the eggplants they toss, the upper half of his body gets transformed into an eggplant, rendering him unable to use any weapons or items. Oh, and he has to backtrack to the nearest available hospital in order to remove the curse, which may mean dodging MANY monsters if you intend to get there alive.
** The Eggplant status is back in ''[[VideoGame/KidIcarusUprising Uprising]]'', although now it simply wears off after
time, preventing them from acting or taking damage and it can be caused by players themselves when using certain powers and items. There's also a newly introduced transformation; being turned into [[DeepFriedWhatever Tempura]]. It's very similar, but you lose stamina more quickly. And if you're caught by a Tempura Wizard in that state, it will ''eat you'' for a OneHitKill!
* Every ''VideoGame/RatchetAndClank'' game has one weapon that you can use to turn your enemies into game-specific animals. From chickens to penguins. Stronger versions of the weapons usually make the transformed foe explode when near other enemies.
* Magicians in the ''VideoGame/GhostsNGoblins'' series temporarily turn Arthur into a certain creature depending on what armor he is wearing.
* Scientists in ''VideoGame/MetalSlug 4'' shoot darts that turn the player character into a monkey, who can jump higher and climb along ceilings, but moves slower on the ground and can only use an Uzi for a weapon.
* Being caught in a crushing trap in the ''VideoGame/{{Bonk}}'' series turns Bonk into a crab, who can fit into small spaces but has hardly any attack range.

[[AC:{{Roguelike}}]]
* ''VideoGame/ShirenTheWanderer: Mysterious Dungeon 2'' features an enemy that at low levels turns your items into rice balls, but at its maximum level turns YOU into a riceball! You're able to move around but do nothing else
until they returned.
it wears off.
* In ''VideoGame/NetHack'' you can catch lycanthropy from being bitten by lycanthropes, which will cause you to randomly turn into the relevant type of animal for short periods of time.
* The [[BalefulPolymorph Polymorph]] spell in ''VideoGame/DungeonCrawl'' can change you into one of several "bad forms", including bat, pig, mushroom, porcupine, or wisp. It can even change you into a form that players can take through spells, like a spider or ice beast, but [[ShapeshifterModeLock you can't change back voluntarily when polymorphed]], even if you know the spell in question. Of course, being polymorphed also has a very slight chance of [[ScaledUp turning you into a dragon]], which can be extremely satisfying and hilarious. There's also the Porkalator spell known by the unique enchantress [[SpellMyNameWithAnS Kirke]], which will only ever turn you into a pig.
** Polymorphing other creatures transforms them into another creature of the same type (i.e. natural, demonic, plant, etc.) and roughly the same strength. This can help neutralize dangerous casters or enemies that you can't fight effectively, but watch out — some enemies have surprisingly high HD and can turn into some very nasty things, like dragons or titans.
* The ''VideoGame/PokemonMysteryDungeon'' games feature the Decoy status, which turns the afflicted Pokémon into a Substitute doll, which tends to draw fire from enemies.



* Early [=RPG=]s treated this as a sort of high-end Paralyze, but later games attribute it to time magic, in which case time stops for the target, but they can still be affected normally.
* In the ''Franchise/KingdomHearts'' series, it has the typical effect of stopping the victim's movements, but all hits and damage the target takes will only register once the Stop effect wears off, which can potentially result in them being immobilized for quite some time even after it wears off.
* In the ''VideoGame/PaperMario'' series, Immobilization works this way, as it is caused by using the Stop Watch item, and afflicted characters are shown to be stuck in the middle of their damage animation and unable to move.
* Several ''Franchise/FinalFantasy'' games have this: it typically wears off after a certain amount of turns. In ''VideoGame/FinalFantasyIX'', if all characters are afflicted with stop, it's game over.
* The "Stop" spell in ''VideoGame/GoldenSun'' is only used to capture a particularly elusive Djinni. If usedd on people, their speech is a slow VisibleSilence.
* Shows up in ''VideoGame/CitizensOfEarth''. you can cause it, among other ways, by having your Mom impose a Time-out on an enemy, or by having the Photographer take a Freeze-Frame shot.
* ''VideoGame/DragonAgeOrigins'' has "Force Field" spell, which can be used on allies and enemies; affected unit cannot make any action and is immune to damage for few seconds. Spell's target is still susceptible to non-damaging spells and abilities, like curses.

[[AC:TabletopGames]]
* Inverted in ''TabletopGame/DungeonsAndDragons'', which has a Time Stop spell that instead affects the caster, removing them from the current time stream. This effect only affects the caster, who in turn, can only affect himself with abilities while removed. Spells that run on a timer can also be cast as long as they don't affect anything other than the caster or the area (resulting in a very nasty combo with casting several delayed-blast fireballs on a descending timer, that all go off when Time Stop ends).
** 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.

to:

* Early [=RPG=]s treated this as a sort of high-end Paralyze, but later games attribute it to time magic, in which case time stops ''VideoGame/FinalFantasyVI'' has the {{Kappa}}/Imp status where stats are severely lowered and all special abilities are locked except for the target, but they can still be affected normally.
* In
Imp spell. However, there are Imp equipment found in the ''Franchise/KingdomHearts'' series, it has the typical effect of stopping the victim's movements, but all hits and damage the target takes will only register once the Stop effect wears off, which can potentially result in them being immobilized for quite some time even after it wears off.
* In the ''VideoGame/PaperMario'' series, Immobilization works this way, as it is caused by using the Stop Watch item, and afflicted
game that are completely useless on regular characters are shown to be stuck but godly when equipped on an Imp. There is also the "Zombie" status effect, which overlaps this with "confuse". the character turns green, is counted as "dead" and only attacks hand-to-hand.
** Many games
in the middle of their damage animation and unable to move.
* Several
''Franchise/FinalFantasy'' games have this: it typically wears off after series feature a certain Frog or a Mini status which blocks all actions except a very weak physical attack (and sometimes the Frog spell as well). Oddly enough, ''VideoGame/FinalFantasyIV'' features the Frog Status, the Mini Status, and the one-time Pig Status. The Pig status effect prevents magic (except Pig itself) but doesn't affect your stats, the Mini status effect cuts the target's defense, attack, and evasion to zero while doubling the amount of turns. damage the target takes, and Toad is the same as Mini, but it also prevents the target from using magic that isn't the Toad spell.
*** ''VideoGame/FinalFantasyIII'' has turning the party small, and into frogs, part of the [[GameplayAndStorySegregation storyline]]. Multiple times, in fact. And you still run into random encounters and in one case fight a boss when Mini or frogs -- these encounters are virtually unwinnable unless you've got a magic-heavy party.
** ''VideoGame/FinalFantasyIX'' didn't include this status effect in the battle system, but an important NPC suffers from the classic Toad (in this case a Frog actually) transformation. It's effect on his mind (limiting his intellect) is an important plot point later on. Trying to create an item that will cure him is a rather annoying FetchQuest with nebulous guidelines.
*
In ''VideoGame/FinalFantasyIX'', if ''VideoGame/SecretOfMana'', the Lunar element spell, Change Form turned enemies into weaker monsters of the same type, permanently. The utterly whimsical, Lunar Magic, however, afflicted enemies with the "Wimp Out" effect which would greatly weaken them in a similar manner, but only for a limited time.
* In ''VideoGame/SuperMarioRPG'', there is a GuideDangIt item that lets you inflict [[ExactlyWhatItSaysOnTheTin Sheep status]] on the enemies, effectively killing them in one hit. Using this item enough changes it to an even better version of the same thing, as it now targets
all enemies at once.
** In normal gameplay, some enemies can turn your
characters are afflicted with stop, it's game over.
* The "Stop" spell
into scarecrows (disables basic attacks and items) or mushrooms (can't act, but slowly regenerates). Oddly, actual numeric stats aren't lowered in ''VideoGame/GoldenSun'' either condition.
* In the first four ''[[VideoGame/DotHackGUGames .hack//]]'' games, this
is only the player, Kite's, special ability, the Data Drain. Data Drain is typically used on invincible boss monsters to capture a particularly elusive Djinni. If usedd on people, their speech is a slow VisibleSilence.
* Shows up in ''VideoGame/CitizensOfEarth''.
make them vulnerable, but you can use it on regular enemies as well, which will cause it, among other ways, by them to transform into the lowest level monster that shares their general "form". Since you can only use data drain a limited number of times before getting a game over, this is normally avoided, but it can let you make your way deep into dungeons even if you're too low of a level. And, of course, a monster that's been data drained gives next to no experience, so it will actually prevent you from leveling up normally if you use it too much.
* ''Franchise/TheElderScrolls'' series has the recurring MagicStaff "Wabbajack", a [[LegendaryWeapon legendary]] artifact associated with Sheogorath, the [[OurGodsAreDifferent Daedric Prince]] of [[MadGod Madness]]. Fittingly, it randomly transforms the target into something else. It can, for instance, turn a bandit into a sheep, or a monstrous [[OurDemonsAreDifferent lesser Daedra]], or into a ''pile of coins''. It's a JokeItem for
having some fun, more than anything else. However, under the right circumstances, it can be a LethalJokeItem as well.
* Pumpkin in ''VideoGame/StarOceanTheLastHope'' does [[ExactlyWhatItSaysOnTheTin exactly what it says]]. Anyone affected can only roll around the battlefield.
* 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.
** In that game, anyone who enters the Dark World changes into a form based on their inner self. Link has to acquire a certain item to retain his normal form while in the Dark World, but those golden traps somehow nullify the item's effect for a while.
* In many ''VideoGame/CastlevaniaPortraitOfRuin'' you actually use this intentionally to access small passages. You're still subject to the terrible attack/defense parts though, and no enemies cast it on you.
* Dalles in ''VideoGame/{{Ys}} II'' turns Adol into a blue-green monster, and you must go on a long FetchQuest to return to form. Bammy in ''Ys IV'' can also turn Adol into a demon.
* These occasionally pop up in ''Franchise/ShinMegamiTensei'' games, though they are ''much'' rarer than other ailments. Examples are ''Bael's Bane'' from Baal Avatar in ''VideoGame/ShinMegamiTenseiIIINocturne'' and ''Zotzilaha's Bane'' from ''VideoGame/DigitalDevilSaga''.
* In ''VideoGame/EpicBattleFantasy4'' there is the "slimed" status which turns one of
your Mom impose character into a Time-out on an enemy, or by having slime. When transformed, the Photographer take character cannot attack, cannot have items used on them, and have reduced stats. The only way to turn back into a Freeze-Frame shot.
human is to wait or to die.

[[AC:RealTimeStrategy]]
* ''VideoGame/DragonAgeOrigins'' has "Force Field" Sorceresses in ''VideoGame/WarcraftIII'' can temporarily turn units into sheep, making them completely helpless and open to damage (unlike the Mage version in ''VideoGame/WorldOfWarcraft''). The ''VideoGame/WarcraftII'' version was even worse, as the unit was lost permanently.
** Frozen Throne gives the Shadow Hunter's Hex ability, which turns the unit into a random critter. Unlike the Sorceress'
spell, which it can be used on allies and enemies; affected unit cannot make any action and is immune to damage for few seconds. Spell's Heroes, though with a reduced duration like most other such abilities.

[[AC:TabletopGame]]
* The Baleful Polymorph spell in ''TabletopGame/{{Pathfinder}}'' can turn the
target is still susceptible into a harmless critter, effectively taking it out of the battle. In First Edition, if they fail the Fortitude save to non-damaging spells resist transforming, they get to make a Will save-- if they succeed they retain their mind and abilities, memories in their new body, but if they fail their mind becomes typical of the creature they've become. In Second Edition, like curses.

[[AC:TabletopGames]]
* Inverted in ''TabletopGame/DungeonsAndDragons'', which has a Time Stop spell that instead affects the caster, removing them from the current time stream. This effect only affects the caster, who in turn, can only affect himself with abilities while removed. Spells that run on a timer can also be cast as long as they don't affect anything other than the caster or the area (resulting in a very nasty combo with casting several delayed-blast fireballs on a descending timer, that all go off when Time Stop ends).
** The Temporal Stasis spell has
many "save-or-suck" spells, this effect on its target-- they are suspended in time, unable to be harmed but also unable to do anything whatsoever. Only was nerfed-- a very few specific effects can free normal failed save transforms the victim from this spell.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.

[[AC:TowerDefense]]
* ''VideoGame/PlantsVsZombies2ItsAboutTime'': The Wizard Zombie fought in the Dark Ages uses dark magic to turn plants into [[BalefulPolymorph completely useless sheep]]. Thankfully, killing the Wizard breaks the spell on all plants it has turned.



[[folder:Weird Transformation]]
The character is [[BalefulPolymorph turned into a weird (sometimes humorous) but universally weak creature]]. The specific creature tends to vary from game to game--frogs, pigs, scarecrows, eggplants, rice balls, whatever--but if this happens to you, you can be sure you're going to have lowered stats (often to the effect of becoming a OneHitPointWonder) and some inaccessible commands. Sometimes, the attack, spell, or item that causes this effect doubles as a way to cure it (and vice versa).

[[AC:ActionGame]]
* In ''VideoGame/GodHand'', boss Shannon can turn you into a chihuahua (The game has a weird obsession with the dogs) for about thirty seconds. In this state, you are much slower, much more vulnerable and can't attack and Shannon chases after you ready to [[KickTheDog kick you]]. Hilariously, dog you has fur patterned after your jacket and an adorable miniature bandanna.
* In ''VideoGame/TheWonderful101'', Vijounne has the ability to turn Wonder-Blue into a puppy dog during his solo fight with her, rendering him completely helpless for the duration of the effect. If this sounds similar to the ''VideoGame/GodHand'' example, it's probably because [[Creator/PlatinumGames the]] [[Creator/HidekiKamiya creators]] are the same.

[[AC:BoardGames]]
* In the board game ''TabletopGame/{{Talisman}}'', you may get turned into a frog temporarily. You lose all your items and companions, and you're very weak while this is in effect.

[[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:

[[folder:Weird Transformation]]
The
[[folder:Fear]]
Causes a
character is [[BalefulPolymorph turned into a weird (sometimes humorous) but universally weak creature]]. The specific creature tends to vary from game to game--frogs, pigs, scarecrows, eggplants, rice balls, whatever--but if this happens to you, you can be sure you're going to have lowered stats (often to the effect of becoming a OneHitPointWonder) and some inaccessible commands. Sometimes, the attack, spell, or item that causes this effect doubles as a way to cure it (and vice versa).

[[AC:ActionGame]]
* In ''VideoGame/GodHand'', boss Shannon can turn you into a chihuahua (The game has a weird obsession with the dogs) for about thirty seconds. In this state, you are much slower, much more vulnerable and can't attack and Shannon chases after you ready to [[KickTheDog kick you]]. Hilariously, dog you has fur patterned after your jacket and an adorable miniature bandanna.
* In ''VideoGame/TheWonderful101'', Vijounne has the ability to turn Wonder-Blue into a puppy dog during his solo fight with her, rendering him
run away, perhaps even completely helpless for fleeing the duration of the effect. If this sounds similar to the ''VideoGame/GodHand'' example, it's probably because [[Creator/PlatinumGames the]] [[Creator/HidekiKamiya creators]] are the same.

[[AC:BoardGames]]
* In the board game ''TabletopGame/{{Talisman}}'', you may get turned into a frog temporarily. You lose all your items and companions, and you're very weak while this is in effect.

[[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
battle. Otherwise, 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 may be unable to take any actions due to fear, or may suffer lowered attack instead turns every character into a generic imp/goblin creature, due to the [[LoadsAndLoadsOfCharacters large roaster]].and defensive scores.



* ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'' both have items that launch projectiles that do that -- the "Morph Ovum" (turns enemies into chickens), and the [[MessyPig "Porkalator"]], respectively.
* Rose from ''VideoGame/PlantsVsZombiesGardenWarfare 2'' has the ability "Goatify" which fires a magic blast with a small splash. Any zombies hit by this are temporarily turned into Stinky Goats, who have reduced power and weak abilities. Of course, the Hover-Goat 3000 is immune, by virtue of ''already being a Goat''.

to:

* ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'' both have items that launch projectiles that do that -- the "Morph Ovum" (turns enemies into chickens), and the [[MessyPig "Porkalator"]], respectively.
* Rose from ''VideoGame/PlantsVsZombiesGardenWarfare 2''
''VideoGame/TeamFortress2'' has the ability "Goatify" ghosts in two of its Halloween maps to date, which fires cause the player to [[ScreamsLikeALittleGirl Scream Like a magic blast with a small splash. Any zombies hit by this are temporarily turned into Stinky Goats, who have reduced power Little Girl]] and weak abilities. Of course, be unable to wield a weapon for a few seconds, though curiously they will still be able to taunt. The same effect happens to players on the Hover-Goat 3000 is immune, by virtue losing team at the end of ''already being a Goat''.
round, including ''both teams'' in the case of a stalemate.



* In ''VideoGame/DiabloII'' you can socket a helm with some runes and wear it, giving you a 1% Chance To Cast Level 50 Delirium When Struck (morph). When this happens, you temporarily transform into a tiny weak demonling carrying a spear.

[[AC:{{MOBA}}s]]
* Zander's ''Sheep Trick'' ability in ''VideoGame/{{Battlerite}}'', which functions as a longer-lasting Silence effect that ends early if the target enough damage.
* ''VideoGame/HeroesOfTheStorm'':
** Brightwing's ''Polymorph'' turns an enemy into a harmless critter for a few seconds. It is notably a very powerful point-and-click crowd control effect with no drawbacks, making it very effective on mobile heroes like Tracer or Genji.
** Medivh has a more powerful version in ''Poly Bomb'', which turns enemies into sheep and spreads to nearby enemies within the area of effect when it expires -- thus having the potential to infinitely sheeping the enemy team if they are grouped up together.
* In ''VideoGame/Dota2'', this is known as ''Hex''. Anyone can inflict this effect if they purchase the Scythe of Vyse, which turns an enemy into a pig (the item is often called "Sheepstick" by players because in [[VideoGame/DefenseOfTheAncientsAllStars the first game]], it turned them into sheep. [[TheArtifact The name stuck despite no longer being accurate]]). Meanwhile, Lion and the Shadow Shaman have ''Hex'' as part of their abilities, with Lion turning foes into frogs (or fish when equipped with the Fin King's Charm cosmetic item) and Shadow Shaman into chicken (or, with the Lamb to the Slaughter cosmetic item, into lambs, referencing the previously-mentioned sheepstick meme).

to:

* In ''VideoGame/DiabloII'' you can socket a helm has items with some runes and wear it, giving you a 1% Chance To Cast Level 50 Delirium When Struck (morph). When this happens, you temporarily transform into a tiny weak demonling carrying a spear.

[[AC:{{MOBA}}s]]
* Zander's ''Sheep Trick'' ability in ''VideoGame/{{Battlerite}}'', which functions as a longer-lasting Silence
the "Hit Causes Monster to Flee" mod. The effect that ends early if can also be caused by the target enough damage.
* ''VideoGame/HeroesOfTheStorm'':
** Brightwing's ''Polymorph'' turns an enemy into a harmless critter for a few seconds. It is notably a very powerful point-and-click crowd control effect with no drawbacks, making it very effective on mobile heroes like Tracer or Genji.
Barbarian skills Howl and Grim Ward, and the Terror Necromancer curse.
** Medivh has a more powerful version in ''Poly Bomb'', which turns enemies into sheep and spreads to nearby enemies within the area of effect when it expires -- thus having the potential to infinitely sheeping the enemy team if they are grouped up together.
* In ''VideoGame/Dota2'', this is known as ''Hex''. Anyone can inflict this effect if they purchase the Scythe of Vyse, which turns an enemy into a pig (the item is often called "Sheepstick" by players because in [[VideoGame/DefenseOfTheAncientsAllStars the first game]], it turned them into sheep. [[TheArtifact The name stuck despite no longer being accurate]]). Meanwhile, Lion and the Shadow Shaman have ''Hex'' as part of their abilities, with Lion turning foes into frogs (or fish when equipped with the Fin King's Charm cosmetic item) and Shadow Shaman into chicken (or, with the Lamb to the Slaughter cosmetic item, into lambs, referencing the previously-mentioned sheepstick meme).



* This is a fairly rare instance of player characters having useful access to such an ability: in ''VideoGame/WorldOfWarcraft'', a mage's ability to "sheep" mobs is a vital aspect of crowd control. However, it does have a downside: the target rapidly restores health and mana, whereas the monster version of this or similar spells do not (anymore).
** In more recent patches, Shamans have been given a similar ability; Hex, which turns the target into a frog. The major difference is that Hex does not regenerate health OR break on damage, with the trade off being that it can be cast much less often.
* ''VideoGame/GuildWars2'' has the Moa Morph skill, which turns the target into a flightless moa bird.
* In ''VideoGame/RagnarokOnline'' you can do this to enemies, using a certain dagger or accessory. But rather than just downgrading the monster, it 'randomly picks one''. This can lead to impressive minibosses inhabiting a low-level area and stomping on new players.
** Professors/Scholars have a just-for-fun skill called Abracadabra that when used makes the user perform a random skill. You can have Professors doing Assassin skills, it's quite funny. What's even better is that once in a while you'll use a skill called Summon Monster, and if used on another monster it can ocassionally turn it into a Boss monster... complete with drops! To prevent people from spamming Abra it's a costly skill consuming two yellow gems per use.

[[AC:PlatformGame]]
* ''VideoGame/KidIcarus'' gives a rare platformer example in the Eggplant Wizards. If Pit gets hit with one of the eggplants they toss, the upper half of his body gets transformed into an eggplant, rendering him unable to use any weapons or items. Oh, and he has to backtrack to the nearest available hospital in order to remove the curse, which may mean dodging MANY monsters if you intend to get there alive.
** The Eggplant status is back in ''[[VideoGame/KidIcarusUprising Uprising]]'', although now it simply wears off after time, and it can be caused by players themselves when using certain powers and items. There's also a newly introduced transformation; being turned into [[DeepFriedWhatever Tempura]]. It's very similar, but you lose stamina more quickly. And if you're caught by a Tempura Wizard in that state, it will ''eat you'' for a OneHitKill!
* Every ''VideoGame/RatchetAndClank'' game has one weapon that you can use to turn your enemies into game-specific animals. From chickens to penguins. Stronger versions of the weapons usually make the transformed foe explode when near other enemies.
* Magicians in the ''VideoGame/GhostsNGoblins'' series temporarily turn Arthur into a certain creature depending on what armor he is wearing.
* Scientists in ''VideoGame/MetalSlug 4'' shoot darts that turn the player character into a monkey, who can jump higher and climb along ceilings, but moves slower on the ground and can only use an Uzi for a weapon.
* Being caught in a crushing trap in the ''VideoGame/{{Bonk}}'' series turns Bonk into a crab, who can fit into small spaces but has hardly any attack range.

to:

* This is a fairly rare instance of player characters having useful access to such an ability: Warlocks in ''VideoGame/WorldOfWarcraft'', ''VideoGame/WorldOfWarcraft'' are well known for this ability, but a mage's ability to "sheep" mobs is a vital aspect of crowd control. However, it does few other classes have a downside: the target rapidly restores health and mana, whereas the monster version of this or similar spells do not (anymore).
** In more recent patches, Shamans
limited versions; priests have been given a similar ability; Hex, Psychic Scream and warriors Intimidating Shout, both of which turns the target into will scatter an entire group. Warlocks have Howl of Terror for mass fear, and a frog. The major difference is Death Coil that Hex does not regenerate health OR break on is instant, deals damage, with heals the trade off being that warlock and fears for a short time -- very useful as it can be chained into a regular fear afterwards against an opponent that would not normally let you cast it. Hunters can only use it on beasts.
** Since this can be problematic in PvE (feared enemies might run into others and alert them to the fight), pretty
much less often.
all fear effects can be modified by glyphs to have targets stay in place rather than running away.
* ''VideoGame/CityOfHeroes'' has two types of Fear effects, owing to its development history. One type causes NPC enemies (and NPC enemies only) to simply drop what they are doing and run away. This does not work on players, as it is an order to the AI. The second type of Fear affects both NPC and player characters, causing them to tremble with fear and be unable to take any action. Characters trembling in fear, however, can still lash out at attackers, essentially getting one free attack to retaliate with when attacked, though this is only doable every once in a while, rather than full-time.
* ''VideoGame/GuildWars2'' has the Moa Morph skill, a "fear" condition which turns interrupts skills and causes the target into a flightless moa bird.
* In ''VideoGame/RagnarokOnline'' you can do this
to enemies, using run away for a certain dagger or accessory. But rather than just downgrading short period of time.
* ''VideoGame/TheLordOfTheRingsOnline'' has fear and dread. Fear is pretty common; dread is produced only by
the monster, it 'randomly picks one''. This can lead to impressive minibosses inhabiting a low-level area and stomping on new players.
top bosses.
** Professors/Scholars have a just-for-fun skill called Abracadabra that when used makes the user perform a random skill. You can have Professors doing Assassin skills, it's quite funny. What's even better is that once in a while you'll use a skill called Summon Monster, and if used on another monster it can ocassionally turn it into a Boss monster... complete with drops! To prevent people from spamming Abra it's a costly skill consuming two yellow gems per use.

[[AC:PlatformGame]]
* ''VideoGame/KidIcarus''
Fear gives a rare platformer example in the Eggplant Wizards. If Pit gets hit with one of the eggplants they toss, the upper half of his body gets transformed into an eggplant, rendering him unable to use any weapons or items. Oh, and he has to backtrack to the nearest available hospital in order to remove the curse, which may mean dodging MANY monsters if you intend to get there alive.
** The Eggplant status is back in ''[[VideoGame/KidIcarusUprising Uprising]]'', although now it simply wears off after
damage over time, and it can be caused by players themselves when using certain powers and items. There's also a newly introduced transformation; being turned into [[DeepFriedWhatever Tempura]]. It's very similar, but you lose stamina more quickly. And if you're caught by a Tempura Wizard in that state, it will ''eat you'' for a OneHitKill!
* Every ''VideoGame/RatchetAndClank'' game has one weapon that you can use to turn your enemies into game-specific animals. From chickens to penguins. Stronger versions of the weapons usually make the transformed foe explode when near other enemies.
* Magicians in the ''VideoGame/GhostsNGoblins'' series temporarily turn Arthur into a certain creature
since health is morale, or assorted debuffs, depending on what armor he is wearing.
* Scientists in ''VideoGame/MetalSlug 4'' shoot darts that turn
the source.
** Dread reduces effective level, maximum morale and power. At high strength, it forces
the player character into a monkey, who to cower helplessly, while reducing morale to 1% of normal. In the worst cases, the Eye of Sauron fills the screen, blinding the hapless player.

[[AC:{{MOBA}}s]]
* Some champions in ''VideoGame/LeagueOfLegends''
can jump higher inspire Fear in enemies, slowing them and climb along ceilings, but moves slower on the ground and can only use an Uzi causing them to run around randomly for a weapon.
short period. Although less reliable than a straight-up stun, it does mean that they can walk closer to danger. Or further away.
* Being caught Gul'dan has a large AreaOfEffect fear as a Heroic in a crushing trap in ''VideoGame/HeroesOfTheStorm''. It causes enemies to run away from the ''VideoGame/{{Bonk}}'' series turns Bonk center of the spell, which can be pretty disastrous if it pointed you towards the enemy team.
* In ''VideoGame/Dota2'', fear causes enemies to run towards their home base with increased speed. Useful for getting foes off your tail when you're being chased, but can also be used to lead them
into an ambush when your teammates are positioned between the enemies and their base. In a crab, who can fit case of GameplayAndStorySegregation, the Night Stalker's ''Crippling Fear'' ability doesn't actually inflict this effect on foes due to being made before the fear effect was implemented into small spaces but the game, instead, it acts as a combined Silence and Blind effect.

[[AC:PlayByPostGames]]
* El Cid's Noble Phantasms in ''Roleplay/FateNuovoGuerra'' focus on this, particularly the attack[=/=]defense-lowering effect. Servants with high Bravery are unaffected.

[[AC:RealTimeStrategy]]
* ''VideoGame/DawnOfWar'': the MoraleMechanic means there are many, many ways to cause fear, the most obvious being to stay in combat for too long. The Necron Lord
has hardly any attack range.
an ability that not only reduces morale to zero, it also causes enemies to run (Berserkers of Khorne get a similar ability in Soulstorm), while Dark Eldar get Terrorfex and Horrorfex grenades. Banshees can scream to demoralize enemies, and most invisible/sniper/both units will break enemies before they kill them.



* ''VideoGame/ShirenTheWanderer: Mysterious Dungeon 2'' features an enemy that at low levels turns your items into rice balls, but at its maximum level turns YOU into a riceball! You're able to move around but do nothing else until it wears off.
* In ''VideoGame/NetHack'' you can catch lycanthropy from being bitten by lycanthropes, which will cause you to randomly turn into the relevant type of animal for short periods of time.
* The [[BalefulPolymorph Polymorph]] spell in ''VideoGame/DungeonCrawl'' can change you into one of several "bad forms", including bat, pig, mushroom, porcupine, or wisp. It can even change you into a form that players can take through spells, like a spider or ice beast, but [[ShapeshifterModeLock you can't change back voluntarily when polymorphed]], even if you know the spell in question. Of course, being polymorphed also has a very slight chance of [[ScaledUp turning you into a dragon]], which can be extremely satisfying and hilarious. There's also the Porkalator spell known by the unique enchantress [[SpellMyNameWithAnS Kirke]], which will only ever turn you into a pig.
** Polymorphing other creatures transforms them into another creature of the same type (i.e. natural, demonic, plant, etc.) and roughly the same strength. This can help neutralize dangerous casters or enemies that you can't fight effectively, but watch out — some enemies have surprisingly high HD and can turn into some very nasty things, like dragons or titans.
* The ''VideoGame/PokemonMysteryDungeon'' games feature the Decoy status, which turns the afflicted Pokémon into a Substitute doll, which tends to draw fire from enemies.

to:

* ''VideoGame/ShirenTheWanderer: Mysterious Dungeon 2'' features an enemy that at low levels turns your items into rice balls, but at its maximum level turns YOU into a riceball! You're able to move around but do nothing else until it wears off.
* In ''VideoGame/NetHack'' you can catch lycanthropy from being bitten by lycanthropes, which will cause you to randomly turn into the relevant type of animal for short periods of time.
* The [[BalefulPolymorph Polymorph]] spell in ''VideoGame/DungeonCrawl'' can change you into one of several "bad forms", including bat, pig, mushroom, porcupine, or wisp. It can even change you into a form that players can take through spells, like a spider or ice beast, but [[ShapeshifterModeLock you can't change back voluntarily when polymorphed]], even if you know the spell in question. Of course, being polymorphed also has a very slight chance of [[ScaledUp turning you into a dragon]], which can be extremely satisfying and hilarious. There's also the Porkalator spell known by the unique enchantress [[SpellMyNameWithAnS Kirke]], which will only ever turn you into a pig.
** Polymorphing other creatures transforms them into another creature of the same type (i.e. natural, demonic, plant, etc.) and roughly the same strength. This can help neutralize dangerous casters or enemies that you can't fight effectively, but watch out — some enemies have surprisingly high HD and can turn into some very nasty things, like dragons or titans.
* The
''VideoGame/PokemonMysteryDungeon'' games feature the Decoy status, which turns series, fear simply causes the afflicted Pokémon into 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 Substitute doll, Pokemon that's being controlled by the player. It's most frequently seen as the result of the completely useless Run Away ability, which tends inflicts its user with the status when it reaches critical HP, and it'll remain until their HP is restored.
* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, Scared acts as a combination of ManaBurn and poison, quickly draining your SP. This can be dangerous, as not only is SP required
to draw fire use Talismans, your damage is also increased based on your SP; because of this, fear quickly hobbles you. Interestingly, it can be cured by using an SP recovery item[[note]]A likeness (picture), suggesting that the cure is simply calming down.[[/note]].
* In ''VideoGame/DungeonCrawl'', fear used to be much more common as many creatures would become terrified and flee at low health. This was eventually phased out, as most players found it annoying to have to chase down things they wanted to kill. You can still force things to flee
from enemies.
you by reading a Scroll of Fear or casting Cause Fear, but some enemies (mainly [[BearsAreBadNews bears]]) might [[TurnsRed go berserk]] instead of fleeing.



* ''VideoGame/FinalFantasyVI'' has the {{Kappa}}/Imp status where stats are severely lowered and all special abilities are locked except for the Imp spell. However, there are Imp equipment found in the game that are completely useless on regular characters but godly when equipped on an Imp. There is also the "Zombie" status effect, which overlaps this with "confuse". the character turns green, is counted as "dead" and only attacks hand-to-hand.
** Many games in the ''Franchise/FinalFantasy'' series feature a Frog or a Mini status which blocks all actions except a very weak physical attack (and sometimes the Frog spell as well). Oddly enough, ''VideoGame/FinalFantasyIV'' features the Frog Status, the Mini Status, and the one-time Pig Status. The Pig status effect prevents magic (except Pig itself) but doesn't affect your stats, the Mini status effect cuts the target's defense, attack, and evasion to zero while doubling the amount of damage the target takes, and Toad is the same as Mini, but it also prevents the target from using magic that isn't the Toad spell.
*** ''VideoGame/FinalFantasyIII'' has turning the party small, and into frogs, part of the [[GameplayAndStorySegregation storyline]]. Multiple times, in fact. And you still run into random encounters and in one case fight a boss when Mini or frogs -- these encounters are virtually unwinnable unless you've got a magic-heavy party.
** ''VideoGame/FinalFantasyIX'' didn't include this status effect in the battle system, but an important NPC suffers from the classic Toad (in this case a Frog actually) transformation. It's effect on his mind (limiting his intellect) is an important plot point later on. Trying to create an item that will cure him is a rather annoying FetchQuest with nebulous guidelines.
* In ''VideoGame/SecretOfMana'', the Lunar element spell, Change Form turned enemies into weaker monsters of the same type, permanently. The utterly whimsical, Lunar Magic, however, afflicted enemies with the "Wimp Out" effect which would greatly weaken them in a similar manner, but only for a limited time.
* In ''VideoGame/SuperMarioRPG'', there is a GuideDangIt item that lets you inflict [[ExactlyWhatItSaysOnTheTin Sheep status]] on the enemies, effectively killing them in one hit. Using this item enough changes it to an even better version of the same thing, as it now targets all enemies at once.
** In normal gameplay, some enemies can turn your characters into scarecrows (disables basic attacks and items) or mushrooms (can't act, but slowly regenerates). Oddly, actual numeric stats aren't lowered in either condition.
* In the first four ''[[VideoGame/DotHackGUGames .hack//]]'' games, this is the player, Kite's, special ability, the Data Drain. Data Drain is typically used on invincible boss monsters to make them vulnerable, but you can use it on regular enemies as well, which will cause them to transform into the lowest level monster that shares their general "form". Since you can only use data drain a limited number of times before getting a game over, this is normally avoided, but it can let you make your way deep into dungeons even if you're too low of a level. And, of course, a monster that's been data drained gives next to no experience, so it will actually prevent you from leveling up normally if you use it too much.
* ''Franchise/TheElderScrolls'' series has the recurring MagicStaff "Wabbajack", a [[LegendaryWeapon legendary]] artifact associated with Sheogorath, the [[OurGodsAreDifferent Daedric Prince]] of [[MadGod Madness]]. Fittingly, it randomly transforms the target into something else. It can, for instance, turn a bandit into a sheep, or a monstrous [[OurDemonsAreDifferent lesser Daedra]], or into a ''pile of coins''. It's a JokeItem for having some fun, more than anything else. However, under the right circumstances, it can be a LethalJokeItem as well.
* Pumpkin in ''VideoGame/StarOceanTheLastHope'' does [[ExactlyWhatItSaysOnTheTin exactly what it says]]. Anyone affected can only roll around the battlefield.
* 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.
** In that game, anyone who enters the Dark World changes into a form based on their inner self. Link has to acquire a certain item to retain his normal form while in the Dark World, but those golden traps somehow nullify the item's effect for a while.
* In many ''VideoGame/CastlevaniaPortraitOfRuin'' you actually use this intentionally to access small passages. You're still subject to the terrible attack/defense parts though, and no enemies cast it on you.
* Dalles in ''VideoGame/{{Ys}} II'' turns Adol into a blue-green monster, and you must go on a long FetchQuest to return to form. Bammy in ''Ys IV'' can also turn Adol into a demon.
* These occasionally pop up in ''Franchise/ShinMegamiTensei'' games, though they are ''much'' rarer than other ailments. Examples are ''Bael's Bane'' from Baal Avatar in ''VideoGame/ShinMegamiTenseiIIINocturne'' and ''Zotzilaha's Bane'' from ''VideoGame/DigitalDevilSaga''.
* 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.

[[AC:RealTimeStrategy]]
* Sorceresses in ''VideoGame/WarcraftIII'' can temporarily turn units into sheep, making them completely helpless and open to damage (unlike the Mage version in ''VideoGame/WorldOfWarcraft''). The ''VideoGame/WarcraftII'' version was even worse, as the unit was lost permanently.
** Frozen Throne gives the Shadow Hunter's Hex ability, which turns the unit into a random critter. Unlike the Sorceress' spell, it can be used on Heroes, though with a reduced duration like most other such abilities.

[[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.

[[AC:TowerDefense]]
* ''VideoGame/PlantsVsZombies2ItsAboutTime'': The Wizard Zombie fought in the Dark Ages uses dark magic to turn plants into [[BalefulPolymorph completely useless sheep]]. Thankfully, killing the Wizard breaks the spell on all plants it has turned.

to:

* ''VideoGame/FinalFantasyVI'' has the {{Kappa}}/Imp status where stats are severely lowered and all special abilities are locked except for the Imp spell. However, there are Imp equipment found in the game that are completely useless on regular characters but godly when equipped on an Imp. There is also the "Zombie" status effect, which overlaps this with "confuse". the character turns green, is counted as "dead" and only attacks hand-to-hand.
** Many games in the ''Franchise/FinalFantasy'' series feature a Frog or a Mini status which blocks all actions except a very weak physical attack (and sometimes the Frog spell as well). Oddly enough, ''VideoGame/FinalFantasyIV'' features the Frog Status, the Mini Status, and the one-time Pig Status. The Pig status effect prevents magic (except Pig itself) but doesn't affect your stats, the Mini status effect cuts the target's defense, attack, and evasion to zero while doubling the amount of damage the target takes, and Toad is the same as Mini, but it also prevents the target from using magic that isn't the Toad spell.
*** ''VideoGame/FinalFantasyIII'' has turning the party small, and into frogs, part of the [[GameplayAndStorySegregation storyline]]. Multiple times, in fact. And you still run into random encounters and in one case fight a boss when Mini or frogs -- these encounters are virtually unwinnable unless you've got a magic-heavy party.
** ''VideoGame/FinalFantasyIX'' didn't include this status effect in the battle system, but an important NPC suffers from the classic Toad (in this case a Frog actually) transformation. It's effect on his mind (limiting his intellect) is an important plot point later on. Trying to create an item that will cure him is a rather annoying FetchQuest with nebulous guidelines.
* In ''VideoGame/SecretOfMana'', the Lunar element spell, Change Form turned enemies into weaker monsters of the same type, permanently. The utterly whimsical, Lunar Magic, however, afflicted enemies with the "Wimp Out" effect which would greatly weaken them in a similar manner, but only for a limited time.
* In ''VideoGame/SuperMarioRPG'', there is a GuideDangIt item that lets you inflict [[ExactlyWhatItSaysOnTheTin Sheep status]] on the enemies, effectively killing them in one hit. Using this item enough changes it to an even better version of the same thing, as it now targets all enemies at once.
** In normal gameplay, some enemies can turn your characters into scarecrows (disables basic attacks and items) or mushrooms (can't act, but slowly regenerates). Oddly, actual numeric stats aren't lowered in either condition.
* In the first four ''[[VideoGame/DotHackGUGames .hack//]]'' games, this is the player, Kite's, special ability, the Data Drain. Data Drain is typically used on invincible boss monsters to make them vulnerable, but you can use it on regular enemies as well, which will cause them to transform into the lowest level monster that shares their general "form". Since you can only use data drain a limited number of times before getting a game over, this is normally avoided, but it can let you make your way deep into dungeons even if you're too low of a level. And, of course, a monster that's been data drained gives next to no experience, so it will actually prevent you from leveling up normally if you use it too much.
* ''Franchise/TheElderScrolls'' series has the recurring MagicStaff "Wabbajack", a [[LegendaryWeapon legendary]] artifact associated with Sheogorath, the [[OurGodsAreDifferent Daedric Prince]] of [[MadGod Madness]]. Fittingly, it randomly transforms two such effects: TurnUndead for undead enemies and ''Demoralize'' for everybody else. In both cases, they make the target much more likely to flee battle.
* In ''Franchise/{{Pokemon}}'', the move Roar scares the opponent
into something else. It can, for instance, fleeing the battle (or switching out in trainer battles). The mysterious ghosts in Lavender Tower (pre-Silph Scope) make your Pokémon "paralysed with fear" and unable to do anything.
** Also, several moves have a chance of making the opponent flinch, which makes them skip their attack. Only the faster Pokémon can cause flinching, so one strategy used is "para-flinch": first paralyze the opponent, which will pretty much ensure that you go first, then use Flinching attacks. Even if the attack doesn't make the enemy flinch, there is still a 25% chance it will skip its
turn due to the paralysis, thus really cutting down the probability the opponent will attack. There also exists one attack, Fake Out, which strikes first and has a bandit into 100% chance of making the opponent flinch... but it can only be used on the first turn that Pokémon was sent out and does barely any damage. The King's Rock item, when held, automatically adds a sheep, chance of flinching to any attack. Finally, some Pokémon have abilities to deal with flinching, either by preventing them (Inner Focus) or a monstrous [[OurDemonsAreDifferent lesser Daedra]], or into a ''pile of coins''. by raising Speed when flinched (Steadfast), presumably so they go first and thus cannot flinch from attacks any more.
* Fear in ''VideoGame/SuperMarioRPG'' halves the victim's attack and defense, making their attacks weaker and making them take more damage from hits.
It's a JokeItem for having some fun, more than anything else. However, under the right circumstances, pain to deal with when it happens to you, but you can be a LethalJokeItem as well.
* Pumpkin in ''VideoGame/StarOceanTheLastHope'' does [[ExactlyWhatItSaysOnTheTin exactly what it says]]. Anyone affected can only roll around the battlefield.
* 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.
** In that game, anyone who enters the Dark World changes into a form based on their inner self. Link has to acquire a certain item to retain his normal form while in the Dark World, but those golden traps somehow nullify the item's effect for a while.
* In many ''VideoGame/CastlevaniaPortraitOfRuin'' you actually use this intentionally to access small passages. You're still subject to the terrible attack/defense parts though, and no
fear upon enemies cast it on you.
too, primarily with Bowser's Big Boo spell.
* Dalles in ''VideoGame/{{Ys}} II'' turns Adol into a blue-green monster, ''Franchise/ShinMegamiTensei''
** ''VideoGame/{{Persona}}'' has two versions: Fear
and you must go on Distress. Fear will sometimes cause a long FetchQuest party member to return to form. Bammy in ''Ys IV'' can also turn Adol into freeze up, stealing their turn, and sometimes makes them run away outright. Distress weakens them, and any attack that hits them while they're distressed is an automatic CriticalHit. An additional OneHitKill move, Ghastly Wail, will infallibly execute any enemy and ally inflicted with Fear.
** ''VideoGame/ShinMegamiTenseiStrangeJourney'' has it as
a demon.
* These occasionally pop up in
very rare effect.
**
''Franchise/ShinMegamiTensei'' games, though they are ''much'' rarer than other ailments. Examples are ''Bael's Bane'' from Baal Avatar in ''VideoGame/ShinMegamiTenseiIIINocturne'' and ''Zotzilaha's Bane'' from ''VideoGame/DigitalDevilSaga''.
games also occasionally have Intimidate as a conversation skill.
* In ''VideoGame/EpicBattleFantasy4'' there is the "slimed" Fear was another status which turns one of your effect used in ''VideoGame/TheLegendOfDragoon''. It cuts attack and defense in half, and the afflicted character into a slime. When transformed, the character cannot attack, cannot is shown to have items used on blue skulls floating around them, and have reduced stats. The only way to turn back visibly shivering.
* NPC's in ''VideoGame/{{Fallout 3}}'' go
into a human fight-or-flight state when under attack, sometimes even randomly.
* The Flare Gun in ''VideoGame/FalloutNewVegas: Lonesome Road'' has this effect on Deathclaws and other abominations.
* Fear in ''VideoGame/FossilFighters'' acts as a disabler, causing some of the affected viviosaur's abilities to become unavailable.
* ''VideoGame/BravelyDefault'' has the Dread ailment, which makes it so the player cannot use the Brave or Default commands, two of the main gameplay commands. Every other command
is unaffected and stats remain unchanged
* The Fear status in ''VideoGame/LufiaCurseOfTheSinistrals'' locks a character's IP meter at zero, preventing the use of charged or special attacks.
* The Horror spell in ''VideoGame/DragonAgeOrigins'' causes the target
to wait or "cower in fear, unable to die.

[[AC:RealTimeStrategy]]
* Sorceresses in ''VideoGame/WarcraftIII''
move". It can temporarily be combined with the Sleep spell to inflict a nightmare on the enemy.
* The Fear status in ''VideoGame/IDOLAPhantasyStarSaga'' forces the victim to skip their
turn units into sheep, making them until it wears off. Only a few characters can inflict it, most infamously Wyndis.

[[AC:TabletopGames]]
* ''TabletopGame/DungeonsAndDragons'' likes this one with basic fear spells and fear auras that surround powerful enemies. Fear also comes in several increments, from "Shaken" which merely reduces your combat effectiveness to "Cowering" which renders you
completely helpless and open to damage (unlike the Mage version in ''VideoGame/WorldOfWarcraft''). helpless.
**
The ''VideoGame/WarcraftII'' version was even worse, as the unit was lost permanently.
** Frozen Throne gives the Shadow Hunter's Hex ability, which turns the unit into a random critter. Unlike the Sorceress' spell, it can be used on Heroes, though
TabletopGame/{{Ravenloft}} setting expanded upon this with Fear and Horror checks. Failing a reduced duration like most other such abilities.

[[AC:TabletopGame]]
Fear check had similar effects to standard fear-based magic, whereas Horror could (depending on how badly one succumbed) produce various sorts of long-term psychological trauma.
* 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 Edition borrowed D&D 3.5's system of fear. Low levels merely gave small penalties, while higher levels forced you to resist transforming, they get run away or cower in fear. In Second Edition there's a single Frightened status, which gives a penalty equal 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 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.
* ''TabletopGame/MagicTheGathering'' has a keyword for Fear: It makes
the creature they've become. In Second Edition, like many "save-or-suck" spells, this was nerfed-- with it unblockable except by artifact creatures (no emotions) and black creatures (who, presumably, would not be afraid of what other things are afraid of.) A newer ability called Intimidate makes a normal failed save transforms creature unblockable except by artifact creatures (again, no emotions) and creatures that share a color with that creature (why would one be intimidated by something familiar?)
** The newest iteration of
the victim for ability (the previous ones had UselessUsefulSpell problems) is Menace, where the creature cannot be blocked except by two or more creatures (Too scary to face alone? Get help from a minute, lets them keep friend.)
* ''TabletopGame/TheOneRing'': Characters who fail a Fear Test roll, such as when exposed to a Nazgûl's EmotionBomb, are unable to spend Hope points to boost
their mind, and allows them to use dice rolls or activate other abilities while the source of their actions fear is nearby.

[[AC:ThirdPersonShooter]]
* This is the secondary effect of Heat damage in ''VideoGame/{{Warframe}}'' (the primary effect being damage). Only enemies flail in fear when on fire; Tenno couldn't care less.
** Nekros can cast Terrify on groups of enemies
to make additional saves them run the hell away as fast as they can. Oddly, this also makes their armor less effective if they have any.

[[AC:TurnBasedStrategy]]
* In a double example of Weird Transformation and Fear, in ''VideoGame/FinalFantasyTactics'' reducing a character's brave
to recover early. Only minimal levels will transform them into a critical failure chicken; they automatically flee every turn and regenerate their brave.

[[AC:WideOpenSandbox]]
* The Wall of Flesh boss in ''VideoGame/{{Terraria}}'' inflicts the horrified debuff to all players in the vicinity and strangely, actually ''prevents'' the player from fleeing. In addition, confusion
causes a permanent (body and mind) transformation.

[[AC:TowerDefense]]
* ''VideoGame/PlantsVsZombies2ItsAboutTime'': The Wizard Zombie fought in
enemies to move away from the Dark Ages uses dark magic to turn plants into [[BalefulPolymorph completely useless sheep]]. Thankfully, killing player, as the Wizard breaks effect normally inverts the spell on all plants it has turned.player's controls.



[[folder:Fear]]
Causes a character to run away, perhaps even completely fleeing the battle. Otherwise, the character may be unable to take any actions due to fear, or may suffer lowered attack and defensive scores.

to:

[[folder:Fear]]
Causes a character
[[folder:A Meta-Effect]]
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 run away, perhaps [[JustifiedTrope justify]] within the context of the game world, so it often gets folded in with Confusion, curses, or sanity somehow.

[[AC:ActionGame]]
* 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 completely fleeing deleting the battle. Otherwise, mem card [thankfully falsely] and putting up a SequelHook card).
* The gene disruptor beam in ''VideoGame/{{Evolva}}'', which has two effects: on your party members that you're not controlling at
the character may be unable to take any actions due to fear, or may suffer lowered moment, it makes them attack and defensive scores.
each other, something like Confusion; on the directly controlled partly member, it inverts the controls.

[[AC:DrivingGame]]
* Some versions of ''VideoGame/MarioKart'' have an "oil" weapon that splatters a player's screen with dripping black spots, making it extremely hard to see where you're driving.



* ''VideoGame/TeamFortress2'' has ghosts in two of its Halloween maps to date, which cause the player to [[ScreamsLikeALittleGirl Scream Like a Little Girl]] and be unable to wield a weapon for a few seconds, though curiously they will still be able to taunt. The same effect happens to players on the losing team at the end of a round, including ''both teams'' in the case of a stalemate.

[[AC:HackAndSlash]]
* ''VideoGame/DiabloII'' has items with the "Hit Causes Monster to Flee" mod. The effect can also be caused by the Barbarian skills Howl and Grim Ward, and the Terror Necromancer curse.

to:

* ''VideoGame/TeamFortress2'' In ''VideoGame/BioShock1'', you can get Jack drunk. Your screen goes into double vision, and you lurch around.
* ''VideoGame/{{Borderlands}}''
has ghosts in two of its Halloween maps to date, the Daze effect for enemies and players. A character who is dazed moves slower and their accuracy drops.
* ''VideoGame/TeamFortressClassic'' gives the Spy Gas Grenades,
which cause players who are hit by it to experience severe hallucinations, which include seeing enemies and teammates, among other things. The Medic and Scout get Concussion Grenades, which cause those hit to have their view sway uncontrollably, making it harder to aim.
* Flashbang grenades in ''VideoGame/RainbowSix'', ''VideoGame/ModernWarfare'', and other FPS series temporarily blind and deafen
the player to [[ScreamsLikeALittleGirl Scream Like a Little Girl]] and enemies.
* The Flash Missile in the ''VideoGame/{{Descent}}'' series does ExactlyWhatItSaysOnTheTin. One boss in the second game has ''homing'' flash missiles that have a more intense flash than the player's.
* The ''VideoGame/ModernWarfare'' series has the Scrambler, which disables a player's radar, and the {{EMP}}, which completely knocks out the HUD, along with any electronic accessories, and makes the screen fuzzy.
* In ''VideoGame/{{Marathon}}'''s Pfhor ship levels, the magnetic fields scramble your motion detector.

[[AC: MazeGame]]
* Certain ''VideoGame/{{Bomberman}}'' games have skull tiles, which cause random effects such as causing Bomberman to continuously drop bombs,
be unable to wield a weapon for a few seconds, though curiously they will still be able to taunt. The same effect happens to players on the losing team at the end of a round, including ''both teams'' in the case of a stalemate.

[[AC:HackAndSlash]]
* ''VideoGame/DiabloII'' has items with the "Hit Causes Monster to Flee" mod.
drop bombs, move too fast or too slow, etc. The effect can also be caused transmitted to other players by the Barbarian skills Howl and Grim Ward, and the Terror Necromancer curse.
touching them.



* Warlocks in ''VideoGame/WorldOfWarcraft'' are well known for this ability, but a few other classes have limited versions; priests have Psychic Scream and warriors Intimidating Shout, both of which will scatter an entire group. Warlocks have Howl of Terror for mass fear, and a Death Coil that is instant, deals damage, heals the warlock and fears for a short time -- very useful as it can be chained into a regular fear afterwards against an opponent that would not normally let you cast it. Hunters can only use it on beasts.
** Since this can be problematic in PvE (feared enemies might run into others and alert them to the fight), pretty much all fear effects can be modified by glyphs to have targets stay in place rather than running away.
* ''VideoGame/CityOfHeroes'' has two types of Fear effects, owing to its development history. One type causes NPC enemies (and NPC enemies only) to simply drop what they are doing and run away. This does not work on players, as it is an order to the AI. The second type of Fear affects both NPC and player characters, causing them to tremble with fear and be unable to take any action. Characters trembling in fear, however, can still lash out at attackers, essentially getting one free attack to retaliate with when attacked, though this is only doable every once in a while, rather than full-time.
* ''VideoGame/GuildWars2'' has a "fear" condition which interrupts skills and causes the target to run away for a short period of time.
* ''VideoGame/TheLordOfTheRingsOnline'' has fear and dread. Fear is pretty common; dread is produced only by the top bosses.
** Fear gives damage over time, since health is morale, or assorted debuffs, depending on the source.
** Dread reduces effective level, maximum morale and power. At high strength, it forces the player to cower helplessly, while reducing morale to 1% of normal. In the worst cases, the Eye of Sauron fills the screen, blinding the hapless player.

to:

* Warlocks in While usually not a status effect per se, ''VideoGame/WorldOfWarcraft'' are well known characters can get drunk, which obscures the players vision of the game and makes movement rather uncontrollable. This is usually done intentionally for this ability, fun (ingame holidays often serve free alcohol), but a few other classes have limited versions; priests have Psychic Scream and warriors Intimidating Shout, both instances of which will scatter an entire group. Warlocks have Howl it being inflicted by monsters exist as well. Unfortunately, characters sober up from those much faster. It also simulates impaired judgment when your character is "totally smashed", by making anything with a level look up to five levels lower than it actually is. A very subtle side-effect of Terror for mass fear, and a Death Coil being drunken is that your depth perception actually is instant, deals damage, heals the warlock and fears for a short time -- very useful as it can be chained into a regular fear afterwards against an opponent that would not normally let you cast it. Hunters can only use it on beasts.
slightly off.
** Since this can be problematic Getting your character drunk in PvE (feared enemies might run into others and alert them to the fight), pretty much all fear effects can be modified by glyphs to have targets stay in place rather than running away.
* ''VideoGame/CityOfHeroes'' has two types of Fear effects, owing to its development history. One type causes NPC enemies (and NPC enemies only) to simply drop what they are doing and run away. This does not work on players, as it is an order to the AI. The second type of Fear affects both NPC and player characters, causing them to tremble with fear and be unable to take any action. Characters trembling in fear, however, can still lash out at attackers, essentially getting one free attack to retaliate with when attacked, though this is only doable every once in a while, rather than full-time.
* ''VideoGame/GuildWars2'' has a "fear" condition which interrupts skills and causes the target to run away for a short period of time.
*
''VideoGame/TheLordOfTheRingsOnline'' has fear works mostly the same way, with the addition of your character eventually passing out and dread. Fear is pretty common; dread is produced only by the top bosses.
** Fear gives damage over time, since health is morale, or assorted debuffs, depending on the source.
** Dread reduces effective level, maximum morale and power. At high strength, it forces the player to cower helplessly,
[[WhatDidIDoLastNight waking up somewhere else]]. A number of ingame holiday quests require that your character be drunk while reducing morale to 1% of normal. In doing them.
** ''VideoGame/GuildWars'' has this too: drinking alcohol will give your character
the worst cases, "intoxicated" effect, causing the Eye of Sauron fills screen to blur (with the screen, blinding effect becoming more pronounced the hapless player.
more you've had) and make your character randomly emote (/sit, /moan etc) and mutter amusing things ("I love you man!", "I think I'm gonna be sick"). This is mostly just for fun, but a handful of [[PlayerVersusEnvironment PvE]]-only skills in the game require that your character be intoxicated to get the full effect from them.
* In ''VideoGame/PhantasyStarOnline2'', Panic scrambles your controls. It also makes it so you can hit other players with your attacks, but it's difficult to kill your allies this way.

[[AC:Platformers]]
* The infamous "Touch Fuzzy, Get Dizzy" InterfaceScrew from VideoGame/YoshisIsland.



* Some champions in ''VideoGame/LeagueOfLegends'' can inspire Fear in enemies, slowing them and causing them to run around randomly for a short period. Although less reliable than a straight-up stun, it does mean that they can walk closer to danger. Or further away.
* Gul'dan has a large AreaOfEffect fear as a Heroic in ''VideoGame/HeroesOfTheStorm''. It causes enemies to run away from the center of the spell, which can be pretty disastrous if it pointed you towards the enemy team.
* In ''VideoGame/Dota2'', fear causes enemies to run towards their home base with increased speed. Useful for getting foes off your tail when you're being chased, but can also be used to lead them into an ambush when your teammates are positioned between the enemies and their base. In a case of GameplayAndStorySegregation, the Night Stalker's ''Crippling Fear'' ability doesn't actually inflict this effect on foes due to being made before the fear effect was implemented into the game, instead, it acts as a combined Silence and Blind effect.

[[AC:PlayByPostGames]]
* El Cid's Noble Phantasms in ''Roleplay/FateNuovoGuerra'' focus on this, particularly the attack[=/=]defense-lowering effect. Servants with high Bravery are unaffected.

[[AC:RealTimeStrategy]]
* ''VideoGame/DawnOfWar'': the MoraleMechanic means there are many, many ways to cause fear, the most obvious being to stay in combat for too long. The Necron Lord has an ability that not only reduces morale to zero, it also causes enemies to run (Berserkers of Khorne get a similar ability in Soulstorm), while Dark Eldar get Terrorfex and Horrorfex grenades. Banshees can scream to demoralize enemies, and most invisible/sniper/both units will break enemies before they kill them.

to:

* Some champions Nocturne's ultimate ability in ''VideoGame/LeagueOfLegends'' can inspire Fear in enemies, slowing -- aptly named ''Paranoia'' -- darkens the screens of all opponents, reducing their vision range and making them and causing unable to see their teammates. Interestingly, old lore actually tried to justify it as Nocturne's power affecting summoners themselves (in other words, the {{Player Character}}s), making them to run around randomly for a short period. Although less reliable than a straight-up stun, it does mean that they can walk closer to danger. Or further away.
untrustful and suspicious of each other.
* Gul'dan has a large AreaOfEffect fear as a Heroic in ''VideoGame/HeroesOfTheStorm''. It causes enemies to run away from ''VideoGame/HeroesOfTheStorm'': Dehaka's ''Isolation'' and Maiev's ''Containment Disc'' reduce the center of the spell, victim's sight range to 1, which can be pretty disastrous if it pointed you towards literally blinds the enemy team.
* In ''VideoGame/Dota2'', fear causes enemies
player to run towards their home base with increased speed. Useful for getting foes off your tail when you're being chased, but can also be used anything that is not right next to lead them into an ambush when your teammates are positioned between the enemies and their base. character.

[[AC:RhythmGame]]
* ''VideoGame/{{R2Beat}}''
**
In a case of GameplayAndStorySegregation, the Night Stalker's ''Crippling Fear'' ability online item battles, there's an offensive item called "headphone", although this item doesn't actually inflict this effect on foes due to being made before screw the fear effect was implemented into visual interface, it has a purpose to distract / screw players audibly from performing the game, instead, gameplay perfectly as it acts as a combined Silence and Blind effect.

[[AC:PlayByPostGames]]
* El Cid's Noble Phantasms in ''Roleplay/FateNuovoGuerra'' focus on this, particularly
temporarily replaces the attack[=/=]defense-lowering effect. Servants certain song in gameplay with high Bravery are unaffected.

[[AC:RealTimeStrategy]]
* ''VideoGame/DawnOfWar'':
the MoraleMechanic means there are many, many ways to cause fear, fake song came from the most obvious being headphone.
** in the same modes, there's a "fog" item, which is
to stay in combat for too long. The Necron Lord has an ability that not only reduces morale to zero, it also causes enemies to run (Berserkers of Khorne get a similar ability in Soulstorm), while Dark Eldar get Terrorfex remove the timing windows on-screen and Horrorfex grenades. Banshees can scream blocks players from seeing the certain obstacle notes clearly, making it difficult to demoralize enemies, and most invisible/sniper/both units will break enemies before they kill them.
perform it in full-combo.



* 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.
* In the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, Scared acts as a combination of ManaBurn and poison, quickly draining your SP. This can be dangerous, as not only is SP required to use Talismans, your damage is also increased based on your SP; because of this, fear quickly hobbles you. Interestingly, it can be cured by using an SP recovery item[[note]]A likeness (picture), suggesting that the cure is simply calming down.[[/note]].
* In ''VideoGame/DungeonCrawl'', fear used to be much more common as many creatures would become terrified and flee at low health. This was eventually phased out, as most players found it annoying to have to chase down things they wanted to kill. You can still force things to flee from you by reading a Scroll of Fear or casting Cause Fear, but some enemies (mainly [[BearsAreBadNews bears]]) might [[TurnsRed go berserk]] instead of fleeing.

to:

* In ''VideoGame/NetHack'' has the ''VideoGame/PokemonMysteryDungeon'' series, fear simply hallucination effect, which causes the afflicted Pokemon to run away until it wears off. It can't be inflicted by any standard moves (Orbs symbols representing monsters and Dark-type team attacks being items to constantly shift, makes it impossible to distinguish whether a monster is hostile/neutral/friendly, makes the only options), plus it has absolutely no effect on a Pokemon that's being controlled by game give humorous alternate message, and in the player. It's most frequently seen as Slash'EM variant makes the result contents of your pack look different every time you examine your inventory. Combat messages from monsters while hallucinating even list things that aren't even part of the completely useless Run Away ability, which inflicts its user with the status when it reaches critical HP, game, such as [[Franchise/StarTrek Klingons]] and it'll remain until their HP is restored.
Franchise/{{Pokemon}}.
* In ''VideoGame/StarTrekArmada'', the ''VideoGame/IzunaLegendOfTheUnemployedNinja'' series, Scared acts as a combination [[Franchise/StarTrek Borg]] have the nanites ability. When cast on one of ManaBurn and poison, quickly draining your SP. This can be dangerous, as not ships, your control panels and minimap run around the screen. Not only is SP required does this obscure half of the battle, but hotkeys are disabled too, you have to use Talismans, your damage is also increased based find and click on your SP; because of this, fear quickly hobbles you. Interestingly, moving command bar to issue orders. Just hope it can be cured by using an SP recovery item[[note]]A likeness (picture), suggesting that the cure is simply calming down.[[/note]].
* In ''VideoGame/DungeonCrawl'', fear used to be much more common as many creatures would become terrified and flee at low health. This was eventually phased out, as most players found it annoying to have to chase down things they wanted to kill. You can still force things to flee from you by reading a Scroll of Fear or casting Cause Fear, but some enemies (mainly [[BearsAreBadNews bears]]) might [[TurnsRed go berserk]] instead of fleeing.
isn't hiding behind something else!



* ''Franchise/TheElderScrolls'' series has two such effects: TurnUndead for undead enemies and ''Demoralize'' for everybody else. In both cases, they make the target much more likely to flee battle.
* In ''Franchise/{{Pokemon}}'', the move Roar scares the opponent into fleeing the battle (or switching out in trainer battles). The mysterious ghosts in Lavender Tower (pre-Silph Scope) make your Pokémon "paralysed with fear" and unable to do anything.
** Also, several moves have a chance of making the opponent flinch, which makes them skip their attack. Only the faster Pokémon can cause flinching, so one strategy used is "para-flinch": first paralyze the opponent, which will pretty much ensure that you go first, then use Flinching attacks. Even if the attack doesn't make the enemy flinch, there is still a 25% chance it will skip its turn due to the paralysis, thus really cutting down the probability the opponent will attack. There also exists one attack, Fake Out, which strikes first and has a 100% chance of making the opponent flinch... but it can only be used on the first turn that Pokémon was sent out and does barely any damage. The King's Rock item, when held, automatically adds a chance of flinching to any attack. Finally, some Pokémon have abilities to deal with flinching, either by preventing them (Inner Focus) or by raising Speed when flinched (Steadfast), presumably so they go first and thus cannot flinch from attacks any more.
* Fear in ''VideoGame/SuperMarioRPG'' halves the victim's attack and defense, making their attacks weaker and making them take more damage from hits. It's a pain to deal with when it happens to you, but you can inflict fear upon enemies too, primarily with Bowser's Big Boo spell.
* ''Franchise/ShinMegamiTensei''
** ''VideoGame/{{Persona}}'' has two versions: Fear and Distress. Fear will sometimes cause a party member to freeze up, stealing their turn, and sometimes makes them run away outright. Distress weakens them, and any attack that hits them while they're distressed is an automatic CriticalHit. An additional OneHitKill move, Ghastly Wail, will infallibly execute any enemy and ally inflicted with Fear.
** ''VideoGame/ShinMegamiTenseiStrangeJourney'' has it as a very rare effect.
** ''Franchise/ShinMegamiTensei'' games also occasionally have Intimidate as a conversation skill.
* Fear was another status effect used in ''VideoGame/TheLegendOfDragoon''. It cuts attack and defense in half, and the afflicted character is shown to have blue skulls floating around them, and visibly shivering.
* NPC's in ''VideoGame/{{Fallout 3}}'' go into a fight-or-flight state when under attack, sometimes even randomly.
* The Flare Gun in ''VideoGame/FalloutNewVegas: Lonesome Road'' has this effect on Deathclaws and other abominations.
* Fear in ''VideoGame/FossilFighters'' acts as a disabler, causing some of the affected viviosaur's abilities to become unavailable.
* ''VideoGame/BravelyDefault'' has the Dread ailment, which makes it so the player cannot use the Brave or Default commands, two of the main gameplay commands. Every other command is unaffected and stats remain unchanged
* The Fear status in ''VideoGame/LufiaCurseOfTheSinistrals'' locks a character's IP meter at zero, preventing the use of charged or special attacks.
* The Horror spell in ''VideoGame/DragonAgeOrigins'' causes the target to "cower in fear, unable to move". It can be combined with the Sleep spell to inflict a nightmare on the enemy.
* The Fear status in ''VideoGame/IDOLAPhantasyStarSaga'' forces the victim to skip their turn until it wears off. Only a few characters can inflict it, most infamously Wyndis.

[[AC:TabletopGames]]
* ''TabletopGame/DungeonsAndDragons'' likes this one with basic fear spells and fear auras that surround powerful enemies. Fear also comes in several increments, from "Shaken" which merely reduces your combat effectiveness to "Cowering" which renders you completely helpless.
** The TabletopGame/{{Ravenloft}} setting expanded upon this with Fear and Horror checks. Failing a Fear check had similar effects to standard fear-based magic, whereas Horror could (depending on how badly one succumbed) produce various sorts of long-term psychological trauma.
* ''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.
* ''TabletopGame/MagicTheGathering'' has a keyword for Fear: It makes the creature with it unblockable except by artifact creatures (no emotions) and black creatures (who, presumably, would not be afraid of what other things are afraid of.) A newer ability called Intimidate makes a creature unblockable except by artifact creatures (again, no emotions) and creatures that share a color with that creature (why would one be intimidated by something familiar?)
** The newest iteration of the ability (the previous ones had UselessUsefulSpell problems) is Menace, where the creature cannot be blocked except by two or more creatures (Too scary to face alone? Get help from a friend.)
* ''TabletopGame/TheOneRing'': Characters who fail a Fear Test roll, such as when exposed to a Nazgûl's EmotionBomb, are unable to spend Hope points to boost their dice rolls or activate other abilities while the source of their fear is nearby.

to:

* ''Franchise/TheElderScrolls'' series has two such effects: TurnUndead for undead enemies and ''Demoralize'' for everybody else. In both cases, they ''VideoGame/BatenKaitos'', you select the "spirit numbers" on each magnus card to make combos. These numbers typically appear in the target much more likely to flee battle.
* In ''Franchise/{{Pokemon}}'',
corners of each card, and the move Roar scares numbers stay in the opponent into fleeing same place every time the battle (or switching out in trainer battles). The mysterious ghosts in Lavender Tower (pre-Silph Scope) make your Pokémon "paralysed with fear" magnuss card is used. However, the status effects Headache and unable to do anything.
** Also, several moves have a chance of making
Confusion change this. Headache causes the opponent flinch, numbers to shift to the center of each edge, rather than at the corners, and the numbers are switched up. Confusion makes the numbers to actually ''spin around the card'', which makes them skip their getting good combos much more difficult.
* Confusion in ''VideoGame/DigimonWorld3'' changes your battle menu to include actions such as Laugh, Cry, and Seduce. One of the actions will correspond to your basic
attack. Only The others do exactly what they say.
* You know how every game in
the faster Pokémon can cause flinching, so one strategy used is "para-flinch": first paralyze ''VideoGame/ShadowHearts'' franchise (minus ''[[EarlyInstallmentWeirdness Koudelka]]'') utilizes the opponent, which will pretty much ensure Judgment Ring in order to determine whether you act in combat and how accurately you do so? You better believe that you go first, then use Flinching attacks. Even if the attack doesn't make the enemy flinch, there Ring itself is still a 25% chance it will skip its turn due subject to the paralysis, thus really cutting status effects.
** "Tight Ring" narrows
down the probability target areas.
** "Reverse Ring" reverses
the opponent direction that the bar sweeps.
** "Blind Ring" eliminates the target areas entirely to force you to hit them from memory.
** "Fast Ring" speeds the sweep up.
** "Fickle Ring" causes the bar to become sporadic in its speed.
** "Small Ring" shrinks the Ring itself.
** "Up Ring" gradually accelerates the bar's sweep.
** "Fake Ring" throws false target areas at you.
** "Random Ring" changes the target areas around between appearances.
* "Confuse" status in the ''VideoGame/{{Ys}}'' series reverses your controls.
* In ''VideoGame/ChronoCross'', the Flu status
will attack. There also exists one attack, Fake Out, which strikes first and has a 100% chance of making the opponent flinch... but it can only be used mess up your controls while on the first turn that Pokémon was sent out and does barely any damage. field.
*
The King's Rock item, when held, automatically adds a chance of flinching to any attack. Finally, some Pokémon have abilities to deal with flinching, either by preventing them (Inner Focus) or by raising Speed when flinched (Steadfast), presumably so they go first and thus cannot flinch from attacks any more.
* Fear in ''VideoGame/SuperMarioRPG'' halves the victim's attack and defense, making their attacks weaker and making them take more damage from hits. It's a pain to deal with when it happens to you, but you can inflict fear upon enemies too, primarily with Bowser's Big Boo spell.
* ''Franchise/ShinMegamiTensei''
** ''VideoGame/{{Persona}}'' has two versions: Fear and Distress. Fear will sometimes cause a party member to freeze up, stealing their turn, and sometimes makes them run away outright. Distress weakens them, and any attack that hits them while they're distressed is an automatic CriticalHit. An additional OneHitKill move, Ghastly Wail, will infallibly execute any enemy and ally inflicted with Fear.
** ''VideoGame/ShinMegamiTenseiStrangeJourney'' has it as a very rare effect.
** ''Franchise/ShinMegamiTensei'' games also occasionally have Intimidate as a conversation skill.
* Fear was another status
Drunk effect used in ''VideoGame/TheLegendOfDragoon''. It cuts attack ''VideoGame/LiveALive'' will randomize your movement controls and defense in half, and the afflicted character is shown to have blue skulls floating around them, and visibly shivering.
prevent you from using most attacks.
* NPC's Recieving a Concussion (crippled head) in ''VideoGame/{{Fallout 3}}'' go into and ''VideoGame/FalloutNewVegas'' causes blurred vision and ringing in the ears, and reduces Perception. Certain types of poison in the latter game have a fight-or-flight state when under attack, sometimes even randomly.
similar effect. Vault 106 has its atmosphere injected with a psychoactive drug that periodically causes hallucinations.
* ''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 Flare Gun in ''VideoGame/FalloutNewVegas: Lonesome Road'' has this effect on Deathclaws sequel keeps Confusion with similar mechanics, but the controls will change at random instead.
* Snapshots from ''VideoGame/{{Transistor}}'' have an "obscuring generator" that can create glitchy clouds that appear during Turn() and hide everything except for Red
and other abominations.
enemies, making it guesswork to maneuver and attack them.

[[AC:TableTopRoleplayingGame]]
* Fear In a table-top role-playing game, the GM will describe what your character observes. The GM's maps and description are your interface. If enemies are using illusion powers, disguises, and so forth, there's no guarantee what you're seeing is ''real.''
* The GM Intrusion mechanic
in ''VideoGame/FossilFighters'' acts as a disabler, causing some {{Numenera}} is the ability of the affected viviosaur's abilities GM to become unavailable.simply enter the game, make things more complicated, and grant you bonus ExperiencePoints for dealing with it.
* ''TabletopGame/LamentationsOfTheFlamePrincess'' has many, many, MANY ways of pprovoking this, the best exemple being one of the possible epic fails for the summoning spell, which has a PC die and take the Refereeree's place, who then has to roll a character and have it go up a level in order to get his place back.

* ''VideoGame/BravelyDefault'' has the Dread ailment, which makes it so the player cannot use the Brave or Default commands, two of the main gameplay commands. Every other command is unaffected and stats remain unchanged
* The Fear status in ''VideoGame/LufiaCurseOfTheSinistrals'' locks a character's IP meter at zero, preventing the use of charged or special attacks.
* The Horror spell in ''VideoGame/DragonAgeOrigins'' causes the target to "cower in fear, unable to move". It can be combined with the Sleep spell to inflict a nightmare on the enemy.
* The Fear status in ''VideoGame/IDOLAPhantasyStarSaga'' forces the victim to skip their turn until it wears off. Only a few characters can inflict it, most infamously Wyndis.

[[AC:TabletopGames]]
* ''TabletopGame/DungeonsAndDragons'' likes this one with basic fear spells and fear auras that surround powerful enemies. Fear also comes in several increments, from "Shaken" which merely reduces your combat effectiveness to "Cowering" which renders you completely helpless.
** The TabletopGame/{{Ravenloft}} setting expanded upon this with Fear and Horror checks. Failing a Fear check had similar effects to standard fear-based magic, whereas Horror could (depending on how badly one succumbed) produce various sorts of long-term psychological trauma.
* ''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.
* ''TabletopGame/MagicTheGathering'' has a keyword for Fear: It makes the creature with it unblockable except by artifact creatures (no emotions) and black creatures (who, presumably, would not be afraid of what other things are afraid of.) A newer ability called Intimidate makes a creature unblockable except by artifact creatures (again, no emotions) and creatures that share a color with that creature (why would one be intimidated by something familiar?)
** The newest iteration of the ability (the previous ones had UselessUsefulSpell problems) is Menace, where the creature cannot be blocked except by two or more creatures (Too scary to face alone? Get help from a friend.)
* ''TabletopGame/TheOneRing'': Characters who fail a Fear Test roll, such as when exposed to a Nazgûl's EmotionBomb, are unable to spend Hope points to boost their dice rolls or activate other abilities while the source of their fear is nearby.



* This is the secondary effect of Heat damage in ''VideoGame/{{Warframe}}'' (the primary effect being damage). Only enemies flail in fear when on fire; Tenno couldn't care less.
** Nekros can cast Terrify on groups of enemies to make them run the hell away as fast as they can. Oddly, this also makes their armor less effective if they have any.

[[AC:TurnBasedStrategy]]
* In a double example of Weird Transformation and Fear, in ''VideoGame/FinalFantasyTactics'' reducing a character's brave to minimal levels will transform them into a chicken; they automatically flee every turn and regenerate their brave.

to:

* This is You can blind opponents in multiplayer by using a power in ''VideoGame/KidIcarusUprising''. It completely blacks out the secondary effect of Heat damage in ''VideoGame/{{Warframe}}'' (the primary effect screen for a few seconds. There's also the Spinning and Shaking status effects. Spinning causes the camera to wildly spin around at high speeds to disorient you. Shaking causes the targeting reticule to erratically move around uncontrollably, ruining your accuracy.
* In ''VideoGame/MaxPayne3'', after
being damage). Only enemies flail [[GameBreakingInjury shot by a sniper]] in fear when on fire; Tenno couldn't care less.
** Nekros can cast Terrify on groups of enemies to make them run the hell away as fast as they can. Oddly, this also makes their armor less effective if they have any.

[[AC:TurnBasedStrategy]]
Chapter 3, Max suffers from both [[ImpairmentShot impaired vision]] and slowed movement.
* In ''VideoGame/{{Warframe}}'', being afflicted with a double example of Weird Transformation and Fear, in ''VideoGame/FinalFantasyTactics'' reducing a character's brave to minimal levels Magnetic proc will transform them into [[InterfaceScrew cause a chicken; they automatically flee every turn screen wide distortion]] in addition to draining the warframe's shield and regenerate their brave.
energy.



* The Wall of Flesh boss in ''VideoGame/{{Terraria}}'' inflicts the horrified debuff to all players in the vicinity and strangely, actually ''prevents'' the player from fleeing. In addition, confusion causes enemies to move away from the player, as the effect normally inverts the player's controls.

to:

* The Wall of Flesh boss in In ''VideoGame/GrandTheftAutoIV'', Niko can get drunk, with realistic InterfaceScrew effects and impaired driving ability.
** ''VideoGame/{{Minecraft}}'' has a similar effect with the nausea status, causing the screen to warp and wobble, making it difficult to see where you're walking.
*
''VideoGame/{{Terraria}}'' inflicts the horrified debuff to all players in the vicinity and strangely, has Confusion, which actually ''prevents'' works by reversing the player from fleeing. In addition, confusion causes enemies to move away from controls.
* ''VideoGame/RetroCityRampage'' distorts
the player, as game image when the effect normally inverts player is DrunkOnMilk (which also has a Poison effect) or under the player's controls. influence of [[MushroomSamba psychedelic mushrooms]].



[[folder:A Meta-Effect]]
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.

[[AC:ActionGame]]
* 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).
* The gene disruptor beam in ''VideoGame/{{Evolva}}'', which has two effects: on your party members that you're not controlling at the moment, it makes them attack each other, something like Confusion; on the directly controlled partly member, it inverts the controls.

[[AC:DrivingGame]]
* Some versions of ''VideoGame/MarioKart'' have an "oil" weapon that splatters a player's screen with dripping black spots, making it extremely hard to see where you're driving.

[[AC:FirstPersonShooter]]
* In ''VideoGame/BioShock1'', you can get Jack drunk. Your screen goes into double vision, and you lurch around.
* ''VideoGame/{{Borderlands}}'' has the Daze effect for enemies and players. A character who is dazed moves slower and their accuracy drops.
* ''VideoGame/TeamFortressClassic'' gives the Spy Gas Grenades, which cause players who are hit by it to experience severe hallucinations, which include seeing enemies and teammates, among other things. The Medic and Scout get Concussion Grenades, which cause those hit to have their view sway uncontrollably, making it harder to aim.
* Flashbang grenades in ''VideoGame/RainbowSix'', ''VideoGame/ModernWarfare'', and other FPS series temporarily blind and deafen the player and enemies.
* The Flash Missile in the ''VideoGame/{{Descent}}'' series does ExactlyWhatItSaysOnTheTin. One boss in the second game has ''homing'' flash missiles that have a more intense flash than the player's.
* The ''VideoGame/ModernWarfare'' series has the Scrambler, which disables a player's radar, and the {{EMP}}, which completely knocks out the HUD, along with any electronic accessories, and makes the screen fuzzy.
* In ''VideoGame/{{Marathon}}'''s Pfhor ship levels, the magnetic fields scramble your motion detector.

[[AC: MazeGame]]
* Certain ''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.

to:

[[folder:A Meta-Effect]]
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
[[folder:Instant Death]]
A.k.a. OneHitKill. One cast, one death, no waiting. Obviously this is a ridiculously powerful ability, and it's
often gets folded in reserved for bosses--games where common enemies can use this with Confusion, curses, or sanity somehow.

[[AC:ActionGame]]
* Most of
regularity tend to be frustrating, since there's often nothing you can do to stop it except pray to 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).
* The gene disruptor beam in ''VideoGame/{{Evolva}}'', which has two effects: on your
RandomNumberGod that it misses. Your party members that you're not controlling at the moment, it makes them attack each other, something like Confusion; on the directly controlled partly member, it inverts the controls.

[[AC:DrivingGame]]
* Some versions of ''VideoGame/MarioKart''
will rarely have an "oil" weapon that splatters a player's screen any resistance to this effect whatsoever, whereas [[TheComputerIsACheatingBastard enemies are frequently born with dripping black spots, resistance to it]] and [[ContractualBossImmunity bosses have contractual immunity to it]], making it extremely hard to see where you're driving.

[[AC:FirstPersonShooter]]
* In ''VideoGame/BioShock1'', you can get Jack drunk. Your screen goes into double vision, and you lurch around.
* ''VideoGame/{{Borderlands}}'' has the Daze effect for enemies and players. A character who is dazed moves slower and their accuracy drops.
* ''VideoGame/TeamFortressClassic'' gives the Spy Gas Grenades, which cause players who are hit by it to experience severe hallucinations, which include seeing enemies and teammates, among other things. The Medic and Scout get Concussion Grenades, which cause those hit to have their view sway uncontrollably, making it harder to aim.
* Flashbang grenades
a UselessUsefulSpell in ''VideoGame/RainbowSix'', ''VideoGame/ModernWarfare'', and other FPS series temporarily blind and deafen the player and enemies.
* The Flash Missile in the ''VideoGame/{{Descent}}'' series does ExactlyWhatItSaysOnTheTin. One boss in the second game has ''homing'' flash missiles that have a more intense flash than the player's.
* The ''VideoGame/ModernWarfare'' series has the Scrambler, which disables a player's radar, and the {{EMP}}, which completely knocks out the HUD, along with any electronic accessories, and makes the screen fuzzy.
* In ''VideoGame/{{Marathon}}'''s Pfhor ship levels, the magnetic fields scramble your motion detector.

[[AC: MazeGame]]
* Certain ''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.
most systems.



* While usually not a status effect per se, ''VideoGame/WorldOfWarcraft'' characters can get drunk, which obscures the players vision of the game and makes movement rather uncontrollable. This is usually done intentionally for fun (ingame holidays often serve free alcohol), but a few instances of it being inflicted by monsters exist as well. Unfortunately, characters sober up from those much faster. It also simulates impaired judgment when your character is "totally smashed", by making anything with a level look up to five levels lower than it actually is. A very subtle side-effect of being drunken is that your depth perception actually is slightly off.
** Getting your character drunk in ''VideoGame/TheLordOfTheRingsOnline'' works mostly the same way, with the addition of your character eventually passing out and [[WhatDidIDoLastNight waking up somewhere else]]. A number of ingame holiday quests require that your character be drunk while doing them.
** ''VideoGame/GuildWars'' has this too: drinking alcohol will give your character the "intoxicated" effect, causing the screen to blur (with the effect becoming more pronounced the more you've had) and make your character randomly emote (/sit, /moan etc) and mutter amusing things ("I love you man!", "I think I'm gonna be sick"). This is mostly just for fun, but a handful of [[PlayerVersusEnvironment PvE]]-only skills in the game require that your character be intoxicated to get the full effect from them.
* In ''VideoGame/PhantasyStarOnline2'', Panic scrambles your controls. It also makes it so you can hit other players with your attacks, but it's difficult to kill your allies this way.

[[AC:Platformers]]
* The infamous "Touch Fuzzy, Get Dizzy" InterfaceScrew from VideoGame/YoshisIsland.

[[AC:{{MOBA}}s]]
* Nocturne's ultimate ability in ''VideoGame/LeagueOfLegends'' -- aptly named ''Paranoia'' -- darkens the screens of all opponents, reducing their vision range and making them unable to see their teammates. Interestingly, old lore actually tried to justify it as Nocturne's power affecting summoners themselves (in other words, the {{Player Character}}s), making them untrustful and suspicious of each other.
* ''VideoGame/HeroesOfTheStorm'': Dehaka's ''Isolation'' and Maiev's ''Containment Disc'' reduce the victim's sight range to 1, which literally blinds the player to anything that is not right next to the character.

[[AC:RhythmGame]]
* ''VideoGame/{{R2Beat}}''
** 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.
** 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.

[[AC:{{Roguelike}}]]
* ''VideoGame/NetHack'' has the hallucination effect, which causes the symbols representing monsters and items to constantly shift, makes it impossible to distinguish whether a monster is hostile/neutral/friendly, makes the game give humorous alternate message, and in the Slash'EM variant makes the contents of your pack look different every time you examine your inventory. Combat messages from monsters while hallucinating even list things that aren't even part of the game, such as [[Franchise/StarTrek Klingons]] and Franchise/{{Pokemon}}.
* In ''VideoGame/StarTrekArmada'', the [[Franchise/StarTrek Borg]] have the nanites ability. When cast on one of your ships, your control panels and minimap run around the screen. Not only does this obscure half of the battle, but hotkeys are disabled too, you have to find and click on your moving command bar to issue orders. Just hope it isn't hiding behind something else!

to:

* While usually not a status effect per se, ''VideoGame/WorldOfWarcraft'' characters can get drunk, likes to give bosses OneHitKill abilities, but special mention goes to Archimonde. Anyone who has had to learn this encounter will be ''very'' familiar with his [=Finger of Death=] ability, which obscures he uses to mop up the players vision of the game and makes movement rather uncontrollable. This is usually done intentionally for fun (ingame holidays often serve free alcohol), but a few instances of it being inflicted by monsters exist as well. Unfortunately, characters sober up from those much faster. It also simulates impaired judgment raid when things go pear-shaped. Under certain conditions he uses [=Hand of Death=] instead, which does five times the damage (five fingers, geddit?). To everyone at once. Ouch.
** The description for the [=Finger of Death=] move strays into LargeHam territory. ''Inflicts 20,000 Shadow damage to you,
your children, and your children's children!''
** Let's not forget Yogg-Saron's berserk ability, which is really straightforward. ''Extinguishes all life. Kaput.''
* ''VideoGame/CityOfHeroes'' has what's known as the "one-shot code", which basically prevents a player
character is "totally smashed", by making anything with a level look up to five levels lower than it actually is. A very subtle side-effect of from being drunken is that your depth perception actually is slightly off.
** Getting your
taken down to no HitPoints if he started from full HitPoints. However, a character drunk starting out damage can very much be taken out in ''VideoGame/TheLordOfTheRingsOnline'' works mostly one hit, and attacks that deal multiple "ticks" of damage will get around this safeguard anyway. That said, some very powerful bosses can and will use large-scale, incredibly devastating attacks that have the potential to kill every player in the vicinity, often using circumstances to sidestep safeguards.
* ''VideoGame/PhantasyStarOnline'''s Megid. It casts a dark ball that (sometimes) instantly kills an enemy. A UselessUsefulSpell when used by a player... but when used by an enemy you can expect it to work 99% of the time. Specifically, Ob Lilies in Ultimate Caves just LOVE this spell. It does have an AchillesHeel however, it's chance to work is modified by your EDK stat. Too bad most armors don't have much more than 20, and you 'could' sacrifice slots for EDK units, but you just lose too much.
** It also subverts the UselessUsefulSpell a little if a Force has it at level 30. (Which is a 100% chance to work... modified by Enemy EDK.) There are quite a few enemies that you could use it on with great effect, but most enemies have an extremely high EDK stat, making it useless agenst other enemies.
** The special attack for weapons, 'Hell' does
the same way, thing, but with one diffrence. A unit called V502 doubles the addition chance of your character eventually passing out it working. If you have a high ammount of accuracy and [[WhatDidIDoLastNight waking up somewhere else]]. A number of ingame holiday quests require that your character be drunk while doing them.
**
a V502 unit, you can use the Hell special on just about any non-boss enemy.
*
''VideoGame/GuildWars'' has gives this too: drinking alcohol will give mechanic to a handful of environmental hazards in the game, most notably ''the entire ground'' in the Desolation. (Crossing the Desolation requires taming a giant {{Sandworm}} and riding around in its mouth.) It's also used for fun in outposts -- the only persistent areas in the game, where players can't attack or use skills -- during certain holiday events. Because of this, instant deaths don't count as "real" deaths; your character won't get any death penalty and the "intoxicated" effect, causing the screen death won't get added to blur (with the effect becoming more pronounced the more you've had) and make your character randomly emote (/sit, /moan etc) and mutter amusing things ("I love you man!", "I think I'm gonna be sick"). This is mostly just for fun, but a handful of [[PlayerVersusEnvironment PvE]]-only skills in death count.
* ''VideoGame/RagnarokOnline'' has
the game require that your character be intoxicated to get the full effect from them.
* In ''VideoGame/PhantasyStarOnline2'', Panic scrambles your controls. It also makes it so you can hit other players with your attacks, but it's difficult to kill your allies this way.

[[AC:Platformers]]
* The infamous "Touch Fuzzy, Get Dizzy" InterfaceScrew from VideoGame/YoshisIsland.

[[AC:{{MOBA}}s]]
* Nocturne's ultimate ability in ''VideoGame/LeagueOfLegends'' -- aptly named ''Paranoia'' -- darkens the screens of all opponents, reducing their vision range and making them unable to see their teammates. Interestingly, old lore actually tried to justify it as Nocturne's power affecting summoners themselves (in other words, the {{Player Character}}s), making them untrustful and suspicious of each other.
* ''VideoGame/HeroesOfTheStorm'': Dehaka's ''Isolation'' and Maiev's ''Containment Disc'' reduce the victim's sight range to 1, which literally blinds the player to anything that is not right next to the character.

[[AC:RhythmGame]]
* ''VideoGame/{{R2Beat}}''
** In online item battles, there's an offensive item called "headphone", although this item
Coma status, whick 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.
** 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.

[[AC:{{Roguelike}}]]
* ''VideoGame/NetHack'' has the hallucination effect, which causes the symbols representing monsters and items to constantly shift, makes it impossible to distinguish whether a monster is hostile/neutral/friendly, makes the game give humorous alternate message, and in the Slash'EM variant makes the contents of
kill you outright but reduces your pack look different every time you examine your inventory. Combat messages from monsters while hallucinating even list things HP to 1, meaning that aren't even part of the game, such as [[Franchise/StarTrek Klingons]] and Franchise/{{Pokemon}}.
* In ''VideoGame/StarTrekArmada'', the [[Franchise/StarTrek Borg]] have the nanites ability. When cast on one of your ships, your control panels and minimap run around the screen. Not only does this obscure half of the battle, but hotkeys are disabled too, you have to find and click on your moving command bar to issue orders. Just hope it isn't hiding behind something else!
slightest poke will kill you.



* In ''VideoGame/BatenKaitos'', you select the "spirit numbers" on each magnus card to make combos. These numbers typically appear in the corners of each card, and the numbers stay in the same place every time the magnuss card is used. However, the status effects Headache and Confusion change this. Headache causes the numbers to shift to the center of each edge, rather than at the corners, and the numbers are switched up. Confusion makes the numbers to actually ''spin around the card'', which makes getting good combos much more difficult.
* Confusion in ''VideoGame/DigimonWorld3'' changes your battle menu to include actions such as Laugh, Cry, and Seduce. One of the actions will correspond to your basic attack. The others do exactly what they say.
* You know how every game in the ''VideoGame/ShadowHearts'' franchise (minus ''[[EarlyInstallmentWeirdness Koudelka]]'') utilizes the Judgment Ring in order to determine whether you act in combat and how accurately you do so? You better believe that the Ring itself is subject to status effects.
** "Tight Ring" narrows down the target areas.
** "Reverse Ring" reverses the direction that the bar sweeps.
** "Blind Ring" eliminates the target areas entirely to force you to hit them from memory.
** "Fast Ring" speeds the sweep up.
** "Fickle Ring" causes the bar to become sporadic in its speed.
** "Small Ring" shrinks the Ring itself.
** "Up Ring" gradually accelerates the bar's sweep.
** "Fake Ring" throws false target areas at you.
** "Random Ring" changes the target areas around between appearances.
* "Confuse" status in the ''VideoGame/{{Ys}}'' series reverses your controls.
* In ''VideoGame/ChronoCross'', the Flu status will mess up your controls while on the field.
* The Drunk effect in ''VideoGame/LiveALive'' will randomize your movement controls and prevent you from using most attacks.
* 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.
* ''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.
* Snapshots from ''VideoGame/{{Transistor}}'' have an "obscuring generator" that can create glitchy clouds that appear during Turn() and hide everything except for Red and other enemies, making it guesswork to maneuver and attack them.

[[AC:TableTopRoleplayingGame]]
* In a table-top role-playing game, the GM will describe what your character observes. The GM's maps and description are your interface. If enemies are using illusion powers, disguises, and so forth, there's no guarantee what you're seeing is ''real.''
* The GM Intrusion mechanic in {{Numenera}} is the ability of the GM to simply enter the game, make things more complicated, and grant you bonus ExperiencePoints for dealing with it.
* ''TabletopGame/LamentationsOfTheFlamePrincess'' has many, many, MANY ways of pprovoking this, the best exemple being one of the possible epic fails for the summoning spell, which has a PC die and take the Refereeree's place, who then has to roll a character and have it go up a level in order to get his place back.

[[AC:ThirdPersonShooter]]
* You can blind opponents in multiplayer by using a power in ''VideoGame/KidIcarusUprising''. It completely blacks out the screen for a few seconds. There's also the Spinning and Shaking status effects. Spinning causes the camera to wildly spin around at high speeds to disorient you. Shaking causes the targeting reticule to erratically move around uncontrollably, ruining your accuracy.
* In ''VideoGame/MaxPayne3'', after being [[GameBreakingInjury shot by a sniper]] in Chapter 3, Max suffers from both [[ImpairmentShot impaired vision]] and slowed movement.
* In ''VideoGame/{{Warframe}}'', being afflicted with a Magnetic proc will [[InterfaceScrew cause a screen wide distortion]] in addition to draining the warframe's shield and energy.

[[AC:WideOpenSandbox]]
* In ''VideoGame/GrandTheftAutoIV'', Niko can get drunk, with realistic InterfaceScrew effects and impaired driving ability.
** ''VideoGame/{{Minecraft}}'' has a similar effect with the nausea status, causing the screen to warp and wobble, making it difficult to see where you're walking.
* ''VideoGame/{{Terraria}}'' has Confusion, which actually works by reversing the player controls.
* ''VideoGame/RetroCityRampage'' distorts the game image when the player is DrunkOnMilk (which also has a Poison effect) or under the influence of [[MushroomSamba psychedelic mushrooms]].
[[/folder]]

[[folder:Instant Death]]
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.

[[AC:{{MMORPG}}s]]
* ''VideoGame/WorldOfWarcraft'' likes to give bosses OneHitKill abilities, but special mention goes to Archimonde. Anyone who has had to learn this encounter will be ''very'' familiar with his [=Finger of Death=] ability, which he uses to mop up the raid when things go pear-shaped. Under certain conditions he uses [=Hand of Death=] instead, which does five times the damage (five fingers, geddit?). To everyone at once. Ouch.
** The description for the [=Finger of Death=] move strays into LargeHam territory. ''Inflicts 20,000 Shadow damage to you, your children, and your children's children!''
** Let's not forget Yogg-Saron's berserk ability, which is really straightforward. ''Extinguishes all life. Kaput.''
* ''VideoGame/CityOfHeroes'' has what's known as the "one-shot code", which basically prevents a player character from being taken down to no HitPoints if he started from full HitPoints. However, a character starting out damage can very much be taken out in one hit, and attacks that deal multiple "ticks" of damage will get around this safeguard anyway. That said, some very powerful bosses can and will use large-scale, incredibly devastating attacks that have the potential to kill every player in the vicinity, often using circumstances to sidestep safeguards.
* ''VideoGame/PhantasyStarOnline'''s Megid. It casts a dark ball that (sometimes) instantly kills an enemy. A UselessUsefulSpell when used by a player... but when used by an enemy you can expect it to work 99% of the time. Specifically, Ob Lilies in Ultimate Caves just LOVE this spell. It does have an AchillesHeel however, it's chance to work is modified by your EDK stat. Too bad most armors don't have much more than 20, and you 'could' sacrifice slots for EDK units, but you just lose too much.
** It also subverts the UselessUsefulSpell a little if a Force has it at level 30. (Which is a 100% chance to work... modified by Enemy EDK.) There are quite a few enemies that you could use it on with great effect, but most enemies have an extremely high EDK stat, making it useless agenst other enemies.
** The special attack for weapons, 'Hell' does the same thing, but with one diffrence. A unit called V502 doubles the chance of it working. If you have a high ammount of accuracy and a V502 unit, you can use the Hell special on just about any non-boss enemy.
* ''VideoGame/GuildWars'' gives this mechanic to a handful of environmental hazards in the game, most notably ''the entire ground'' in the Desolation. (Crossing the Desolation requires taming a giant {{Sandworm}} and riding around in its mouth.) It's also used for fun in outposts -- the only persistent areas in the game, where players can't attack or use skills -- during certain holiday events. Because of this, instant deaths don't count as "real" deaths; your character won't get any death penalty and the death won't get added to your death count.
* ''VideoGame/RagnarokOnline'' has the Coma status, whick doesn't kill you outright but reduces your HP to 1, meaning that the slightest poke will kill you.

[[AC:RolePlayingGame]]
Is there an issue? Send a MessageReason:
None


** Insanity is essentially a combo of Berserk/Silenced, as it causes Personality and Intellect to take a dive plus any RestingRecovery does not recover any MP (in fact, even if the person has MP ''before'' resting, they will wake up with 0 MP), but it makes Strength skyrockets. Bad if it happens to your mage or healer, but insanity is benefical to Knights that have zero magical skills to begin with.

to:

** Insanity is essentially a combo of Berserk/Silenced, as it causes Personality and Intellect to take a dive plus any RestingRecovery does not recover any MP (in fact, even if the person has MP ''before'' resting, they will wake up with 0 MP), but it makes Strength skyrockets.skyrocket. Bad if it happens to your mage or healer, but insanity is benefical to Knights that have zero magical skills to begin with.
Is there an issue? Send a MessageReason:
None


** Insanity is essentially a combo of Berserk/Silenced, as it causes Personality and Intellect to take a dive plus any RestingRecovery dioes not recover any MP (in fact, even if the person has MP ''before'' resting, they will wake up with 0 MP), but it makes Strength skyrockets. Bad if it happens to your mage or healer, but insanity is benefical to Knights that have zero magical skills to begin with.

to:

** Insanity is essentially a combo of Berserk/Silenced, as it causes Personality and Intellect to take a dive plus any RestingRecovery dioes does not recover any MP (in fact, even if the person has MP ''before'' resting, they will wake up with 0 MP), but it makes Strength skyrockets. Bad if it happens to your mage or healer, but insanity is benefical to Knights that have zero magical skills to begin with.

Added: 1180

Changed: 372

Removed: 1180

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* ''Videogame/MightAndMagic'' ''VI-VIII'' has quite a few statuses that change around stats and toy with HP/MP recovery, plus have some other effects that don't really fit anywhere else:
** Insanity is essentially a combo of Berserk/Silenced, as it causes Personality and Intellect to take a dive plus any RestingRecovery dioes not recover any MP (in fact, even if the person has MP ''before'' resting, they will wake up with 0 MP), but it makes Strength skyrockets. Bad if it happens to your mage or healer, but insanity is benefical to Knights that have zero magical skills to begin with.
** Curse also decreases magically related stats but on top it causes any spell to fail 50% of time.
** Weak decreases physical stats and most importantly any physical damage your character does is reduced to half. You will most likely see this when you cross map borders without enough food rations.
** Poison in this game is not actually a Damage-over-Time effect, but it reduces your stats as well, decreases HP/MP restored by RestingRecovery, and ''worsens'' over time if not treated (read: bigger stat penalties). Disease works in a similar fashion.
** Drunk is a rare status caused by drinking from specific wells, and it also decreases most of stats since, well, you don't expect drunk to have the best coordination in the country, but the Luck gets doubled for some reason.

to:

* ''Videogame/MightAndMagic'' ''VI-VIII'' has quite a few statuses that change around stats and toy with HP/MP recovery, plus have some other effects that don't really fit anywhere else:
** Insanity is essentially a combo of Berserk/Silenced, as it causes Personality and Intellect to take a dive plus any RestingRecovery dioes not recover any MP (in fact, even if the person has MP ''before'' resting, they will wake up with 0 MP), but it makes Strength skyrockets. Bad if it happens to your mage or healer, but insanity is benefical to Knights that have zero magical skills to begin with.
** Curse also decreases magically related stats but on top it causes any spell to fail 50% of time.
** Weak decreases physical stats and most importantly any physical damage your character does is reduced to half. You will most likely see this when you cross map borders without enough food rations.
** Poison in this game is not actually a Damage-over-Time effect, but it reduces your stats as well, decreases HP/MP restored by RestingRecovery, and ''worsens'' over time if not treated (read: bigger stat penalties). Disease works in a similar fashion.
** Drunk is a rare status caused by drinking from specific wells, and it also decreases most of stats since, well, you don't expect drunk to have the best coordination in the country, but the Luck gets doubled for some reason.




to:

* ''Videogame/MightAndMagic'' ''VI-VIII'' has quite a few statuses that change around stats and toy with HP/MP recovery, plus have some other effects that don't really fit anywhere else:
** Insanity is essentially a combo of Berserk/Silenced, as it causes Personality and Intellect to take a dive plus any RestingRecovery dioes not recover any MP (in fact, even if the person has MP ''before'' resting, they will wake up with 0 MP), but it makes Strength skyrockets. Bad if it happens to your mage or healer, but insanity is benefical to Knights that have zero magical skills to begin with.
** Curse also decreases magically related stats but on top it causes any spell to fail 50% of time.
** Weak decreases physical stats and most importantly any physical damage your character does is reduced to half. You will most likely see this when you cross map borders without enough food rations.
** Poison in this game is not actually a Damage-over-Time effect, but it reduces your stats as well, decreases HP/MP restored by RestingRecovery, and ''worsens'' over time if not treated (read: bigger stat penalties). Disease works in a similar fashion.
** Drunk is a rare status caused by drinking from specific wells, and it also decreases most of stats since, well, you don't expect drunk to have the best coordination in the country, but the Luck gets doubled for some reason.

Added: 1180

Changed: 186

Is there an issue? Send a MessageReason:
None



to:

* ''Videogame/MightAndMagic'' ''VI-VIII'' has quite a few statuses that change around stats and toy with HP/MP recovery, plus have some other effects that don't really fit anywhere else:
** Insanity is essentially a combo of Berserk/Silenced, as it causes Personality and Intellect to take a dive plus any RestingRecovery dioes not recover any MP (in fact, even if the person has MP ''before'' resting, they will wake up with 0 MP), but it makes Strength skyrockets. Bad if it happens to your mage or healer, but insanity is benefical to Knights that have zero magical skills to begin with.
** Curse also decreases magically related stats but on top it causes any spell to fail 50% of time.
** Weak decreases physical stats and most importantly any physical damage your character does is reduced to half. You will most likely see this when you cross map borders without enough food rations.
** Poison in this game is not actually a Damage-over-Time effect, but it reduces your stats as well, decreases HP/MP restored by RestingRecovery, and ''worsens'' over time if not treated (read: bigger stat penalties). Disease works in a similar fashion.
** Drunk is a rare status caused by drinking from specific wells, and it also decreases most of stats since, well, you don't expect drunk to have the best coordination in the country, but the Luck gets doubled for some reason.
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/{{Arknights}}'': The second half of episode 6 introduces enemy casters and [[ActionBomb infused slugs]] that can freeze your operators with ice-based arts. They first inflict the Cold status which slows an operator's attack speed, then can inflict a Cold operator with the Frozen status, preventing them from attacking or using skills. These enemies are also paired with enemies that deal increased damage to Frozen operators.
Is there an issue? Send a MessageReason:
Fix.


* ''VideoGame/XenobladeChroniclesX'' has the Control status, arguably the most crippling in the game; It lasts longer than most other ailments at a full minute, Controlled enemies will attack any other hostiles or simply sit quietly and let the party pummel them if there aren't any, and controlled enemies are vulnerable to the game's only OneHitKill skill, Servant Sacrifice. Only a few of the game's BonusBosses are capable of inflicting control on party members.

to:

* ''VideoGame/XenobladeChroniclesX'' has the Control status, arguably the most crippling in the game; It lasts longer than most other ailments at a full minute, Controlled enemies will attack any other hostiles or simply sit quietly and let the party pummel them if there aren't any, and controlled enemies are vulnerable to the game's only OneHitKill skill, Servant Sacrifice. Only a few of the game's BonusBosses {{Bonus Boss}}es are capable of inflicting control on party members.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/GoldenSun'' has the Seal status, which is basically the game's version of silence. Characters that are affected by Seal are prevented from using Pysnergy (game's word for magic). Enemies can be affected by Seal, but thanks to how enemies use their abilities, enemies that "use" Pysnergy aren't affected by seal (X used Y!). Only enemies that rely on "casting" will be affected by Seal (X casts Y!). Since most enemies use Pysnergy instead of casting, the Seal status does nothing to them.

to:

* ''VideoGame/GoldenSun'' has the Seal status, which is basically the game's version of silence. Characters that are affected by Seal are prevented from using Pysnergy (game's word for magic). [[MagicByAnyOtherName Psynergy]]. Enemies can be affected by Seal, but thanks to how enemies use their abilities, enemies but a lot of them have monster skills that "use" Pysnergy aren't affected by seal (X used Y!). affected. Only enemies that rely on "casting" "cast" their abilities rather than "use" or "unleash" them will be affected by Seal (X casts Y!). Since most enemies use Pysnergy instead of casting, impacted. On the Seal status does other hand, there's nothing to them.stopping a sealed player character from unleashing Djinn and using SummonMagic.
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None

Added DiffLines:

[[AC:PartyGame]]
* ''VideoGame/CrashBash'' has this in some Crate Crush arenas. If you grab giant Z by accident, your movement, including kicking and throwing, will be slown down to a crawl, making you much easier target.
Is there an issue? Send a MessageReason:
None


* ''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:

* ''TabletopGame/{{Pathfinder}}'' first edition First Edition has the same Silence spell from D&D, with all the same exploits. In second edition 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.

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