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* SymmetricEffect: An effect that impacts every player in the same way, whether in relative or absolute terms.
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* {{HP To One}}: An attack that always reduces its targets' HitPoints to one (i.e. 1 HP away from death).

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* {{HP To One}}: HPTo1: An attack that always reduces its targets' HitPoints to one (i.e. 1 HP away from death).

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Eleventh Hour Superpower shows as 11th, so it goes at the top of the list.


* EleventhHourSuperpower: A powerful, unique weapon or ability suddenly obtained near the end of the game to help the hero get through the final challenges.



* EleventhHourSuperpower: A powerful, unique weapon or ability suddenly obtained near the end of the game to help the hero get through the final challenges.
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* EnemyScan: HP: 200 MP: 90 Element: Potassium Weakness: [[TastesLikeDiabetes Widdle Kitties]]

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* EnemyScan: HP: 200 200. MP: 90 90. Element: Potassium Potassium. Weakness: [[TastesLikeDiabetes [[SickeninglySweet Widdle Kitties]]Kitties]].
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* DeliberatelyNonLethalAttack: A attack that can't kill your enemies.
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* NonHealthDamage: Damage that's not dealt to health. Some of its sub-tropes are on this index.

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* GradualRegeneration: HitPoints and/or ManaPoints are restored over time, depending if it's an ability or an item.

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* GradualRegeneration: HitPoints and/or ManaPoints are Something's restored over time, depending if it's an ability or an item.


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* StaminaBurn: Some that targets the stamina stat or value, provided it's not another name for HitPoints.
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* AirDashing: A burst of forward momentum in the air.
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+ StatusEffect

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+ StatusEffectStatusEffects



* CirclingBirdies: A visual indicator of being dazed and/or confused and/or under certain StandardStatusEffects.

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* CirclingBirdies: A visual indicator of being dazed and/or confused and/or under certain StandardStatusEffects.StatusEffects.
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+ StatusEffectsStatusEffect
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* CorrallingVacuum: An ability that pulls enemies in an area together to facilitate follow-up attacks on them.

Added: 15

Removed: 286

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+ StatusEffects



* StatusEffect: Anything that changes how a character plays or battles, whether for good or ill:
** StatusAilment: Negative secondary effects that impair one's ability to fight an extended battle.
** StatusBuff: Positive secondary affects in one form or another to a character or an ally.
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That's not It Only Works Once (a trope which is never even mentioned on that page, btw), it's just being scarce.


* TooAwesomeToUse: It's ''so'' awesome, you actually don't want to use it; usually because ItOnlyWorksOnce.

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* TooAwesomeToUse: It's ''so'' awesome, but can be used so few times that you actually don't want to use it; usually because ItOnlyWorksOnce.it.
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* ChainLethalityEnabler: An effect which makes it easier for a character who gets a kill to immediately follow up with another kill.
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* FireWaterWind: A less common but still present trinity of elements often found in games.

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Added a trope


* GoombaStomp: Enemies in {{Platform Game}}s can be defeated just by landing on top of them.

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* FullHealthBonus: A skill that is most effective when the player is at full health.
* GoombaStomp: Enemies in {{Platform Game}}s can be defeated just by the player landing on top of them.
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* PercentBasedValues: Something's effect calculates the value used as a percentage of another value.
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Relaunched trope.

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* AntiDebuff: Measures that can be taken against getting debuffed.
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* VideoGameSliding: Characters can often slide from a complete standstill, with enough force to break walls or kill enemies.
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* SelfDamagingAttackBackfire: Your own attack ends up hurting you.

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Condensed


* AlwaysAccurateAttack\\
This attack will never miss its target. Ever.
* AntiEscapeMechanism\\
A move that can be used against fleeing foes in order to thwart their attempts.
* AreaOfEffect \\
Attacks that hit a wide area, rather than a specific target. Beware friendly fire!
* ArrowsOnFire \\
Arrows can kill you. But they can ''kill you better'' if [[KillItWithFire they're on fire]]!
* AttackReflector \\
A technique that reflects an attack back to the attacker.
* AutoRevive \\
With the right item or spell, a character will be automatically revived in the event of their own KO.
* AwesomeButImpractical \\
A great, flashy move, which is hard to use or does little damage.
* BackStab \\
A stealth attack from behind that does massive damage.
* BallisticBone \\
An attack that launches bones.
* BeatTheCurseOutOfHim\\
The way to free a cursed or possessed person is to beat him up.
* BeehiveBarrier \\
A barrier made up of geometric shapes.
* BoozeBasedBuff \\
Video games portray drunkenness in silly ways, often with positive status effects.
* BoringButPractical \\
The mainstays of your skillset that you use over and over again, because they are the most effective.
* BubbleGun \\
The gun shoots bubbles. [[WhatKindOfLamePowerIsHeartAnyway Lame.]]
* CastFromHitPoints \\
A spell that draws from the user's own health or life energy.
* CastFromMoney \\
It costs money every time that power is being used.
* ChainLightning \\
A multi-hit [[LightningCanDoAnything lightning]] attack.
* ChargedAttack \\
Charge up a skill by either collecting items or holding a button.
* CirclingBirdies \\
A visual indicator of being dazed and/or confused and/or under certain StandardStatusEffects.
* CombinationAttack \\
A special attack that occurs when two or more characters use certain attacks at the same time or in rapid succession.
* {{Combos}} \\
A sequence of moves that string together.
* CooldownManipulation \\
Where you can manipulate the {{Cooldown}} of your abilities (or your foes').
* CounterAttack \\
When the enemy attacks, you swat him right back.
* CriticalHit \\
An attack randomly does extra (or double) damage.
* CriticalFailure \\
A chance for automatic failure (or EpicFail) when executing a skill or spell.
* DamageDiscrimination \\
In videogames, things that do damage to one thing don't always do damage to something else.
* DamageIncreasingDebuff \\
A status ailment making its subject take more damage somehow.
* DamageOverTime \\
A negative status that inflicts a small amount of damage on a unit at regular time intervals.

to:


* AlwaysAccurateAttack\\
AlwaysAccurateAttack: This attack will never miss its target. Ever.
* AntiEscapeMechanism\\
AntiEscapeMechanism: A move that can be used against fleeing foes in order to thwart their attempts.
* AreaOfEffect \\
AreaOfEffect: Attacks that hit a wide area, rather than a specific target. Beware friendly fire!
* ArrowsOnFire \\
ArrowsOnFire: Arrows can kill you. But they can ''kill you better'' if [[KillItWithFire they're on fire]]!
* AttackReflector \\
AttackReflector: A technique that reflects an attack back to the attacker.
* AutoRevive \\
AutoRevive: With the right item or spell, a character will be automatically revived in the event of their own KO.
* AwesomeButImpractical \\
AwesomeButImpractical: A great, flashy move, which is hard to use or does little damage.
* BackStab \\
BackStab: A stealth attack from behind that does massive damage.
* BallisticBone \\
BallisticBone: An attack that launches bones.
* BeatTheCurseOutOfHim\\
BeatTheCurseOutOfHim: The way to free a cursed or possessed person is to beat him up.
* BeehiveBarrier \\
BeehiveBarrier: A barrier made up of geometric shapes.
* BoozeBasedBuff \\
BoozeBasedBuff: Video games portray drunkenness in silly ways, often with positive status effects.
* BoringButPractical \\
BoringButPractical: The mainstays of your skillset that you use over and over again, because they are the most effective.
* BubbleGun \\
BubbleGun: The gun shoots bubbles. [[WhatKindOfLamePowerIsHeartAnyway Lame.]]
* CastFromHitPoints \\
CastFromHitPoints: A spell that draws from the user's own health or life energy.
* CastFromMoney \\
CastFromMoney: It costs money every time that power is being used.
* ChainLightning \\
ChainLightning: A multi-hit [[LightningCanDoAnything lightning]] attack.
* ChargedAttack \\
ChargedAttack: Charge up a skill by either collecting items or holding a button.
* CirclingBirdies \\
CirclingBirdies: A visual indicator of being dazed and/or confused and/or under certain StandardStatusEffects.
* CombinationAttack \\
CombinationAttack: A special attack that occurs when two or more characters use certain attacks at the same time or in rapid succession.
* {{Combos}} \\
{{Combos}}: A sequence of moves that string together.
* CooldownManipulation \\
CooldownManipulation: Where you can manipulate the {{Cooldown}} of your abilities (or your foes').
* CounterAttack \\
CounterAttack: When the enemy attacks, you swat him right back.
* CriticalHit \\
CriticalHit: An attack randomly does extra (or double) damage.
* CriticalFailure \\
CriticalFailure: A chance for automatic failure (or EpicFail) when executing a skill or spell.
* DamageDiscrimination \\
DamageDiscrimination: In videogames, things that do damage to one thing don't always do damage to something else.
* DamageIncreasingDebuff \\
DamageIncreasingDebuff: A status ailment making its subject take more damage somehow.
* DamageOverTime \\
DamageOverTime: A negative status that inflicts a small amount of damage on a unit at regular time intervals.



* DashAttack \\
An attack that simultaneously moves the user in a forward direction.
* DeathOrGloryAttack \\
A high risk attack that can be very powerful but can also backfire or disadvantage you.
* DesperationAttack \\
A super-attack available (or more powerful) only when the user is near death.
* DisadvantageousDisintegration \\
Your attack destroys not only your enemy, but also all the valuable stuff he would otherwise have dropped.
* DiscOneNuke \\
An exploit where a powerful item or technique is achieved early on in the game.
* DoubleJump \\
Jump once, then you jump again in mid-air. No, it shouldn't be possible, but it's fun.
* DrawAggro \\
Abilities that make enemies focus on one player, usually the tank in the party.
* ElementalRockPaperScissors \\
Ice beats water. Water beats fire. Fire beats... [[VideoGame/KingdomOfLoathing spooky]]?
* ElementalTiers \\
Elemental weapons (and sometimes spells) are drastically different in power level.
* EleventhHourSuperpower \\
A powerful, unique weapon or ability suddenly obtained near the end of the game to help the hero get through the final challenges.
* EnemyScan \\
HP: 200 MP: 90 Element: Potassium Weakness: [[TastesLikeDiabetes Widdle Kitties]]
* EvolvingAttack \\
An ability which can grow or change as you use it or [[LevelGrinding gain levels]].
* EXSpecialAttack \\
A special attack that has been powered up by spending part of a meter.
* FieldPowerEffect\\
When the characters get supernatural bonuses or weaknesses based on the battlefield conditions.
* FinishingMove \\
A special combat maneuver you can only use to finish off a battle.
* FireIceLightning \\
The three most common elements in [=RPG=]s.
* FirstPersonSnapshooter \\
The increasingly common gameplay feature that has the player taking pictures of enemies, items, [=NPCs=], or features in the environment.
* FixedDamageAttack\\
A skill that does a set amount of damage, regardless of the caster's or target's statistics, or pretty much anything else.
* GoombaStomp \\
Enemies in {{Platform Game}}s can be defeated just by landing on top of them.
** GoombaSpringboard \\
Games where you can stomp on an enemy to end up ''higher'' than where you started from.
* GradualRegeneration \\
HitPoints and/or ManaPoints are restored over time, depending if it's an ability or an item.
* GrappleMove \\
An attack done by grabbing an enemy and usually throwing them after.
* GrindBoots \\
Characters can grind a rail without a skateboard--just with their shoes.
* GroundPound \\
The player jumps, ducks or crouches in the air, and comes down powerfully onto the ground.
* GroundPunch \\
When one or several of a character's attacks or moves involves punching the ground.
* HerdHittingAttack \\
An attack that makes standing around in a group a bad idea.
* HomeRunHitter \\
An ability that hits so powerfully that the opponent is knocked all the way into the distance ([[ATwinkleInTheSky twinkle!]])
* {{HP To One}} \\
An attack that always reduces its targets' HitPoints to one (i.e. 1 HP away from death).
* ImmuneToFlinching \\
The ability to avoid the recoil/stun animations when being hit.
* InfinityPlusOneElement \\
A unique spell or element only usable by bosses or special units, with no weaknesses.
* InvulnerableAttack \\
An attack that makes you invincible while it's charging or executing.
* KamehameHadoken \\
An incredibly destructive, solid blast of PureEnergy emitted from the hands.
* KnockbackEvasion \\
An action performed to stop [[{{Knockback}} being knocked back]] by a hit.
* LagCancel \\
A move you can do to shorten the amount of lag time after an attack, letting you move again more quickly.
* LastChanceHitPoint \\
If a normally lethal amount of damage instead reduces a character to their last HitPoint, and they can endure one more attack before being knocked out.
* LastDiscMagic \\
In {{Eastern RPG}}s, although magic is usually less efficient than melee attacks, a spell or set of spells later in the game will be much better than the rest.
* LastDitchMove \\
An attack thrown by an enemy just before it dies.
* LevelDrain \\
In {{RPG}}s, certain enemies can take {{Character Level}}s away from you (usually temporarily).
* LifeDrain \\
An attack that hurts your opponent and heals you.
* LimitBreak \\
A powerful attack or technique available after some requirement during battles (e.g. damage received) is fulfilled.
* LimitedMoveArsenal \\
Characters can't just use everything they know; they have to rely on a limited subset of them during battles.
* LootCommand \\
A specific command you need to loot something from a defeated enemy.
* LootMakingAttack \\
An attack or ability that creates items after attacking an enemy.
* MagikarpPower \\
A character or ability that seems [[WhatKindOfLamePowerIsHeartAnyway completely useless]] at first, but with repeated use and patience can be highly effective later.
* ManaBurn \\
An attack that damages the target's [[ManaMeter magic points]].
* ManaDrain \\
A skill that drains a target's [[ManaMeter magic points]] and gives it to the caster.
* ManaShield \\
A skill that makes attacks damage your [[ManaMeter magic points]] instead of your HitPoints.
* MaximumHPReduction \\
Attacks that reduce the maximum number of HitPoints, not just their current amount.
* MutualDisadvantage\\
When two sides are equally impervious (or vulnerable) to the other's skills or powers.
* NewSkillAsReward \\
You received your flashy new ability or crafting technique as a reward for completing a task.
* NonElemental \\
An enemy or spell that has no elemental affinity and hence no strengths or weaknesses against elemental opponents.
* NonStandardSkillLearning \\
This skill is learned in a different way than other skills in the game.
* OneHitKill \\
A spell or attack that will instantly defeat the target... ''[[PowerfulButInaccurate if]]'' [[PowerfulButInaccurate it hits]].
* OnlyFleshIsSafe\\
This attack only damages or affects inorganic and inanimate matter. Biological life is immune.
* PercentDamageAttack \\
A spell or attack that lowers the target's HP by a fraction of the current amount regardless of other factors. Often cannot inflict a killing blow.
* PlayerGuidedMissile \\
You can ''personally'' ensure your attack hits its target, by guiding it there yourself.
* PowerCopying \\
Where the hero can copy the abilities of bad guys and use them from then on.
* QuirkyBard \\
A gimmick class, character or unit often added by game designers trying to add variety.
* RandomEffectSpell \\
Nobody knows for sure what will happen ... do you feel lucky, punk?
* RandomizedDamageAttack \\
An attack/ability that has its damage/quality etc randomized per each usage, forcing you to be wise on using it.
* RecoveryAttack \\
An ability to fight back after getting knocked down.
* ReduceAggro \\
Items and abilities that make foes less likely to go after you.
* ReverseShrapnel \\
An ability that surrounds the user with deadly items, which then home in on enemies.
* ReviveKillsZombie \\
Situation where an undead or zombie enemy is damaged by healing magic or items.
* RollingAttack \\
You roll yourself into stuff to travel quickly, and deal damage in the process!
* SacrificialRevivalSpell \\
This spell kills you, but it brings someone back to life.
* SecondaryFire \\
Where a gun can have a second "fire" button with a different effect than the primary "fire" button.
* ShockwaveStomp \\
Where a boss or character can smash on the ground and send out a wave of energy that causes damage.
* SituationalDamageAttack \\
An attack that depends on some certain variable/action that can make it more powerful.
* SlapOnTheWristNuke \\
A powerful attack that is nonetheless far less damaging than its depiction implies.
* SlideAttack \\
A low-sliding action that sits between offensive option and a means of mobility.
* SpecialAttack \\
Any weapon, move, or tactic that is normally not a basic punch, kick, or whatever other forms of attack the user normally uses. May or may not require some form of {{Mana}} or energy to power it.
* SpellCrafting \\
When a setting lets you make up or cobble together spells or powers.
* SpinAttack \\
You spin around like a maniac in an attempt to make cheeky enemies give you a little breathing room.
* SplashDamage \\
An attack that does damage in a radius around where it initially hits, dealing less damage farther from the center.
* SplashDamageAbuse \\
Abusing an attack's SplashDamage or AreaOfEffect to get enhanced performance.
* SprintShoes \\
An item, ability, or spell that enables the player character to move around cities and town faster. May or may not have any use in actual combat.
* StageFatality \\
A finisher that sends the opponent into some environmental hazard.
* StatusBuffDispel \\
A spell that negates {{Status Buff}}s that enemies (or the players) have cast on themselves.
* StatusEffect \\
Anything that changes how a character plays or battles, whether for good or ill:
** StatusAilment \\
Negative secondary effects that impair one's ability to fight an extended battle.
** StatusBuff \\
Positive secondary affects in one form or another to a character or an ally.
* StrongFleshWeakSteel\\
Where meat trumps metal and fleshy characters are (sometimes inexplicably) more durable than armored tanks.
* SummonMagic \\
The ability to call on a magical, often mythological entity without the hassle of actually having it follow you around.
* SuperMode \\
A mode where an individual temporarily becomes much stronger, almost always accompanied by a visible change towards the badass end of the spectrum.
* SwordBeam \\
You swing your sword, and a beam of energy shoots out to hit opponents from a distance.
* TimeRewindMechanic \\
An ability to rewind in-game time at any point.
* TooAwesomeToUse \\
It's ''so'' awesome, you actually don't want to use it; usually because ItOnlyWorksOnce.
* TornadoMove \\
The ability to throw tornados or hurricanes to your enemies.
* TurnUndead \\
A standard spell which causes TheUndead to panic or be destroyed, depending on the work.
* UnblockableAttack \\
An attack that can't be blocked; it breaks any defense or counter. Can usually be ''dodged'' or ''interrupted'', however.
* UselessItem \\
Man, this would be a great item if the programmers remembered what it was meant to do.
* UselessUsefulNonCombatAbilities\\
Abilities that let you get through situations without fighting, but end up not being all that useful.
* UselessUsefulSpell \\
A spell or effect which sounds useful in theory, but rarely ever works in your favor.
* UselessUsefulStealth \\
When sneaking past an opponent isn't as easy (or rewarding) as just plain fighting them.
* VideoGameDashing \\
For when a character zooms forward for no explainable reason.
* VideoGameFlight \\
Somewhat ironically, video games that actually let your character fly freely about the world don't always ''let'' your character fly ''freely'' about the world.
* VideoGameStealing \\
YOINK! ''[[Webcomic/{{Adventurers}} You stole PIANO!]]''
* WallJump \\
Who needs stairs? Just bounce yourself off the wall!
* YouNukeEm \\
Tactical or strategic nuclear warheads used in gameplay.
* YouShouldntKnowThisAlready \\
You get an item or instrument that can do all sorts of things - but you can't do them yet, because your in-universe character hasn't "learned" about them yet.
* YouWillNotEvadeMe\\
A move that pulls a target to your location.

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* DashAttack \\
DashAttack: An attack that simultaneously moves the user in a forward direction.
* DeathOrGloryAttack \\
DeathOrGloryAttack: A high risk attack that can be very powerful but can also backfire or disadvantage you.
* DesperationAttack \\
DesperationAttack: A super-attack available (or more powerful) only when the user is near death.
* DisadvantageousDisintegration \\
DisadvantageousDisintegration: Your attack destroys not only your enemy, but also all the valuable stuff he would otherwise have dropped.
* DiscOneNuke \\
DiscOneNuke: An exploit where a powerful item or technique is achieved early on in the game.
* DoubleJump \\
DoubleJump: Jump once, then you jump again in mid-air. No, it shouldn't be possible, but it's fun.
* DrawAggro \\
DrawAggro: Abilities that make enemies focus on one player, usually the tank in the party.
* ElementalRockPaperScissors \\
ElementalRockPaperScissors: Ice beats water. Water beats fire. Fire beats... [[VideoGame/KingdomOfLoathing spooky]]?
* ElementalTiers \\
ElementalTiers: Elemental weapons (and sometimes spells) are drastically different in power level.
* EleventhHourSuperpower \\
EleventhHourSuperpower: A powerful, unique weapon or ability suddenly obtained near the end of the game to help the hero get through the final challenges.
* EnemyScan \\
EnemyScan: HP: 200 MP: 90 Element: Potassium Weakness: [[TastesLikeDiabetes Widdle Kitties]]
* EvolvingAttack \\
EvolvingAttack: An ability which can grow or change as you use it or [[LevelGrinding gain levels]].
* EXSpecialAttack \\
EXSpecialAttack: A special attack that has been powered up by spending part of a meter.
* FieldPowerEffect\\
FieldPowerEffect: When the characters get supernatural bonuses or weaknesses based on the battlefield conditions.
* FinishingMove \\
FinishingMove: A special combat maneuver you can only use to finish off a battle.
* FireIceLightning \\
FireIceLightning: The three most common elements in [=RPG=]s.
* FirstPersonSnapshooter \\
FirstPersonSnapshooter: The increasingly common gameplay feature that has the player taking pictures of enemies, items, [=NPCs=], or features in the environment.
* FixedDamageAttack\\
FixedDamageAttack: A skill that does a set amount of damage, regardless of the caster's or target's statistics, or pretty much anything else.
* GoombaStomp \\
GoombaStomp: Enemies in {{Platform Game}}s can be defeated just by landing on top of them.
** GoombaSpringboard \\
GoombaSpringboard: Games where you can stomp on an enemy to end up ''higher'' than where you started from.
* GradualRegeneration \\
GradualRegeneration: HitPoints and/or ManaPoints are restored over time, depending if it's an ability or an item.
* GrappleMove \\
GrappleMove: An attack done by grabbing an enemy and usually throwing them after.
* GrindBoots \\
GrindBoots: Characters can grind a rail without a skateboard--just with their shoes.
* GroundPound \\
GroundPound: The player jumps, ducks or crouches in the air, and comes down powerfully onto the ground.
* GroundPunch \\
GroundPunch: When one or several of a character's attacks or moves involves punching the ground.
* HerdHittingAttack \\
HerdHittingAttack: An attack that makes standing around in a group a bad idea.
* HomeRunHitter \\
HomeRunHitter: An ability that hits so powerfully that the opponent is knocked all the way into the distance ([[ATwinkleInTheSky twinkle!]])
* {{HP To One}} \\
One}}: An attack that always reduces its targets' HitPoints to one (i.e. 1 HP away from death).
* ImmuneToFlinching \\
ImmuneToFlinching: The ability to avoid the recoil/stun animations when being hit.
* InfinityPlusOneElement \\
InfinityPlusOneElement: A unique spell or element only usable by bosses or special units, with no weaknesses.
* InvulnerableAttack \\
InvulnerableAttack: An attack that makes you invincible while it's charging or executing.
* KamehameHadoken \\
KamehameHadoken: An incredibly destructive, solid blast of PureEnergy emitted from the hands.
* KnockbackEvasion \\
KnockbackEvasion: An action performed to stop [[{{Knockback}} being knocked back]] by a hit.
* LagCancel \\
LagCancel: A move you can do to shorten the amount of lag time after an attack, letting you move again more quickly.
* LastChanceHitPoint \\
LastChanceHitPoint: If a normally lethal amount of damage instead reduces a character to their last HitPoint, and they can endure one more attack before being knocked out.
* LastDiscMagic \\
LastDiscMagic: In {{Eastern RPG}}s, although magic is usually less efficient than melee attacks, a spell or set of spells later in the game will be much better than the rest.
* LastDitchMove \\
LastDitchMove: An attack thrown by an enemy just before it dies.
* LevelDrain \\
LevelDrain: In {{RPG}}s, certain enemies can take {{Character Level}}s away from you (usually temporarily).
* LifeDrain \\
LifeDrain: An attack that hurts your opponent and heals you.
* LimitBreak \\
LimitBreak: A powerful attack or technique available after some requirement during battles (e.g. damage received) is fulfilled.
* LimitedMoveArsenal \\
LimitedMoveArsenal: Characters can't just use everything they know; they have to rely on a limited subset of them during battles.
* LootCommand \\
LootCommand: A specific command you need to loot something from a defeated enemy.
* LootMakingAttack \\
LootMakingAttack: An attack or ability that creates items after attacking an enemy.
* MagikarpPower \\
MagikarpPower: A character or ability that seems [[WhatKindOfLamePowerIsHeartAnyway completely useless]] at first, but with repeated use and patience can be highly effective later.
* ManaBurn \\
ManaBurn: An attack that damages the target's [[ManaMeter magic points]].
* ManaDrain \\
ManaDrain: A skill that drains a target's [[ManaMeter magic points]] and gives it to the caster.
* ManaShield \\
ManaShield: A skill that makes attacks damage your [[ManaMeter magic points]] instead of your HitPoints.
* MaximumHPReduction \\
MaximumHPReduction: Attacks that reduce the maximum number of HitPoints, not just their current amount.
* MutualDisadvantage\\
MutualDisadvantage: When two sides are equally impervious (or vulnerable) to the other's skills or powers.
* NewSkillAsReward \\
NewSkillAsReward: You received your flashy new ability or crafting technique as a reward for completing a task.
* NonElemental \\
NonElemental: An enemy or spell that has no elemental affinity and hence no strengths or weaknesses against elemental opponents.
* NonStandardSkillLearning \\
NonStandardSkillLearning: This skill is learned in a different way than other skills in the game.
* OneHitKill \\
OneHitKill: A spell or attack that will instantly defeat the target... ''[[PowerfulButInaccurate if]]'' [[PowerfulButInaccurate it hits]].
* OnlyFleshIsSafe\\
OnlyFleshIsSafe: This attack only damages or affects inorganic and inanimate matter. Biological life is immune.
* PercentDamageAttack \\
PercentDamageAttack: A spell or attack that lowers the target's HP by a fraction of the current amount regardless of other factors. Often cannot inflict a killing blow.
* PlayerGuidedMissile \\
PlayerGuidedMissile: You can ''personally'' ensure your attack hits its target, by guiding it there yourself.
* PowerCopying \\
PowerCopying: Where the hero can copy the abilities of bad guys and use them from then on.
* QuirkyBard \\
QuirkyBard: A gimmick class, character or unit often added by game designers trying to add variety.
* RandomEffectSpell \\
RandomEffectSpell: Nobody knows for sure what will happen ... do you feel lucky, punk?
* RandomizedDamageAttack \\
RandomizedDamageAttack: An attack/ability that has its damage/quality etc randomized per each usage, forcing you to be wise on using it.
* RecoveryAttack \\
RecoveryAttack: An ability to fight back after getting knocked down.
* ReduceAggro \\
ReduceAggro: Items and abilities that make foes less likely to go after you.
* ReverseShrapnel \\
ReverseShrapnel: An ability that surrounds the user with deadly items, which then home in on enemies.
* ReviveKillsZombie \\
ReviveKillsZombie: Situation where an undead or zombie enemy is damaged by healing magic or items.
* RollingAttack \\
RollingAttack: You roll yourself into stuff to travel quickly, and deal damage in the process!
* SacrificialRevivalSpell \\
SacrificialRevivalSpell: This spell kills you, but it brings someone back to life.
* SecondaryFire \\
SecondaryFire: Where a gun can have a second "fire" button with a different effect than the primary "fire" button.
* ShockwaveStomp \\
ShockwaveStomp: Where a boss or character can smash on the ground and send out a wave of energy that causes damage.
* SituationalDamageAttack \\
SituationalDamageAttack: An attack that depends on some certain variable/action that can make it more powerful.
* SlapOnTheWristNuke \\
SlapOnTheWristNuke: A powerful attack that is nonetheless far less damaging than its depiction implies.
* SlideAttack \\
SlideAttack: A low-sliding action that sits between offensive option and a means of mobility.
* SpecialAttack \\
SpecialAttack: Any weapon, move, or tactic that is normally not a basic punch, kick, or whatever other forms of attack the user normally uses. May or may not require some form of {{Mana}} or energy to power it.
* SpellCrafting \\
SpellCrafting: When a setting lets you make up or cobble together spells or powers.
* SpinAttack \\
SpinAttack: You spin around like a maniac in an attempt to make cheeky enemies give you a little breathing room.
* SplashDamage \\
SplashDamage: An attack that does damage in a radius around where it initially hits, dealing less damage farther from the center.
* SplashDamageAbuse \\
SplashDamageAbuse: Abusing an attack's SplashDamage or AreaOfEffect to get enhanced performance.
* SprintShoes \\
SprintShoes: An item, ability, or spell that enables the player character to move around cities and town faster. May or may not have any use in actual combat.
* StageFatality \\
StageFatality: A finisher that sends the opponent into some environmental hazard.
* StatusBuffDispel \\
StatusBuffDispel: A spell that negates {{Status Buff}}s that enemies (or the players) have cast on themselves.
* StatusEffect \\
StatusEffect: Anything that changes how a character plays or battles, whether for good or ill:
** StatusAilment \\
StatusAilment: Negative secondary effects that impair one's ability to fight an extended battle.
** StatusBuff \\
StatusBuff: Positive secondary affects in one form or another to a character or an ally.
* StrongFleshWeakSteel\\
StrongFleshWeakSteel: Where meat trumps metal and fleshy characters are (sometimes inexplicably) more durable than armored tanks.
* SummonMagic \\
SummonMagic: The ability to call on a magical, often mythological entity without the hassle of actually having it follow you around.
* SuperMode \\
SuperMode: A mode where an individual temporarily becomes much stronger, almost always accompanied by a visible change towards the badass end of the spectrum.
* SwordBeam \\
SwordBeam: You swing your sword, and a beam of energy shoots out to hit opponents from a distance.
* TimeRewindMechanic \\
TimeRewindMechanic: An ability to rewind in-game time at any point.
* TooAwesomeToUse \\
TooAwesomeToUse: It's ''so'' awesome, you actually don't want to use it; usually because ItOnlyWorksOnce.
* TornadoMove \\
TornadoMove: The ability to throw tornados tornadoes or hurricanes to your enemies.
* TurnUndead \\
TurnUndead: A standard spell which causes TheUndead to panic or be destroyed, depending on the work.
* UnblockableAttack \\
UnblockableAttack: An attack that can't be blocked; it breaks any defense or counter. Can usually be ''dodged'' or ''interrupted'', however.
* UselessItem \\
UselessItem: Man, this would be a great item if the programmers remembered what it was meant to do.
* UselessUsefulNonCombatAbilities\\
UselessUsefulNonCombatAbilities: Abilities that let you get through situations without fighting, but end up not being all that useful.
* UselessUsefulSpell \\
UselessUsefulSpell: A spell or effect which sounds useful in theory, but rarely ever works in your favor.
* UselessUsefulStealth \\
UselessUsefulStealth: When sneaking past an opponent isn't as easy (or rewarding) as just plain fighting them.
* VideoGameDashing \\
VideoGameDashing: For when a character zooms forward for no explainable reason.
* VideoGameFlight \\
VideoGameFlight: Somewhat ironically, video games that actually let your character fly freely about the world don't always ''let'' your character fly ''freely'' about the world.
* VideoGameStealing \\
VideoGameStealing: YOINK! ''[[Webcomic/{{Adventurers}} You stole PIANO!]]''
* WallJump \\
WallJump: Who needs stairs? Just bounce yourself off the wall!
* YouNukeEm \\
YouNukeEm: Tactical or strategic nuclear warheads used in gameplay.
* YouShouldntKnowThisAlready \\
YouShouldntKnowThisAlready: You get an item or instrument that can do all sorts of things - but you can't do them yet, because your in-universe character hasn't "learned" about them yet.
* YouWillNotEvadeMe\\
YouWillNotEvadeMe: A move that pulls a target to your location.
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* LootMakingAttack ]]

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* LootMakingAttack ]]\\
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* LootMakingAttack ]]
An attack or ability that creates items after attacking an enemy.
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added new trope to this index

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* NewSkillAsReward \\
You received your flashy new ability or crafting technique as a reward for completing a task.
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* AntiDebuff\\
Measures that can be taken against getting debuffed.
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* AntiDebuff\\
Measures that can be taken against getting debuffed.
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* EXSpecialAttack \\
A special attack that has been powered up by spending part of a meter.
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* TimeRewindMechanic \\
An ability to rewind in-game time at any point.
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Indexing a newly launched trope.

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* ReduceAggro \\
Items and abilities that make foes less likely to go after you.
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* OneHitKill \\
A spell or attack that will instantly defeat the target... ''[[PowerfulButInaccurate if]]'' [[PowerfulButInaccurate it hits]].

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