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- Monster Hunter had an extensive list of power-ups the player could brew to temporarily boost his stats, have infinite stamina, or even extend the length of his or her health meter.
- Eternal Darkness plays with this a little. A Functional Magic spell (Enchant Item) provides a boost of attack power to any weapon, but only if you cast the spell using the alignment that beats the enemy's in Elemental Rock-Paper-Scissors. Using the wrong alignment will either result in a very tiny bit of extra damage, or hardly any damage at all.
- Played perfectly straight with the Mantorok rune, though, which provided bonus damage against absolutely everything.
- The Elixir Soup in The Legend of Zelda: The Wind Waker doubles Link's attack power until the next time he is hit by an enemy or hazard. The Fairy Tears and Rare Chu Jelly have a similar effect in The Legend of Zelda: Twilight Princess, but only for a few seconds.
- The Legend of Zelda: Link's Awakening has a truer example in the Pieces of Power, which are pickups that occasionally drop from slain enemies and have the effect of doubling your damage output for as long as you stay on the current "screen". There are also Guardian Acorns, which function similarly except that they halve the damage you receive.
- The Dynasty Warriors series lets you pick up Random Drops from enemies, some of which give these effects for 30 seconds each. An axe doubles the player's attack power, a chest plate doubles the player's defense, and a pair of boots raises the player's speed.
- The Smash Ball in the Super Smash Bros. series, which allows a character to perform a Final Smash, is like this. In particular:
- Bowser and Wario's Final Smashes are both temporary Quad Damage effects: with Bowser's being a large increase in reach and knockback and Wario's being a large increase in speed and mobility.
- R.O.B.'s Final Smash in Brawl is like this too, giving him constant laser eyes for a little while.
- In for 3DS and Wii U, Lucario gains the ability to transform into Mega Lucario instead of using Aura Storm, and newcomer Little Mac can turn into Giga Mac for his Final Smash.
First Person Shooter
- The Trope Namer is the eponymous item from the Quake franchise, which does exactly what the name implies (except in 3, where it only triples the damage).
- The original Doom had an item called Berserker Pack, which would not only allow players to do as much damage with their fists as they would with the rocket launcher, but also make them rip and tear enemy guts for the rest of the level.
- Doom 3: Resurrection of Evil featured a rechargeable artifact that would stop time, make the player invincible, and exponentially increase the player's attack power.
- Doom (2016) has an actual Quad Damage power up (sans Quake logo but with the original sounds) that's usable in both single and multiplayer, as well as the classic Berserker Pack.
- Duke Nukem 3D had the "steroids", which, when activated, increase running speed, jumping distance, and melee damage with the kick attack. It also returned you to normal size if you had been hit with the Shrink Ray.
- All the games in the Unreal franchise have the UDamage/Damage Amplifier: a floaty-rotatey gold or purple double-damage powerup vaguely in the shape of the letter U or the Skaarj claws shape, depending on the game.
- Unreal only had a toggled power-amp inventory item which only affected energy weapons.
- Unreal Tournament 2003 introduced the adrenaline meter. When filled, by your actions or by finding pickups, it allowed a player to enter a button combo for a specific bonus: speed, extra damage, extra armor or regenerating health.
- Heretic featured the Tome of Power, which not only powers up all your weapons, but changes the way they functioned. For instance, a Tome-powered Elven Wand (think pistol) shoots out a shotgun-like spread of pellets, and your Dragon Claw (think chaingun) shoots out large orbs which shoot bursts of pellets in all directions.
- Painkiller used the Black Tarot mechanic, where players could complete optional challenges in levels to get new cards, which were places using gold collected in the levels. Two types of cards, Silver and Golden cards. Silver cards were permanent, meaning they lasted through the entire level, but there were only two slots for them. Golden cards had three slots, and could be activated one per level. (More with the right Silver cards.) In fact, one of these is a literal quad damage card, and with a card that doubles your attack speed, it's possible to get effective octuple damage.
- There's also a skull powerup which temporarily removes many weaknesses of many weapons (for an example, making shotgun accurate).
- Team Fortress 2 has critical hits (300% base damage), which, while the power up for them is only available in mannpower mode and around hallowen, it can also be triggered by a Medic wielding a fully-charged Kritzkrieg.
- Certain usable items can also grant brief moments of crits or mini-crits (135% base damage), with the Scout being their most notable user. The Crit-a-Cola gives you infinite mini-crits for a brief amount of time, but also causes any hits landed on you to become mini-crits. The Heavy has the KGB (Killing Gloves of Boxing), which briefly give guaranteed crits to all his weapons when he punches someone out. He can also consume the Buffalo Steak Sandvich to gain a boost to damage for 15 seconds in the form of unlimited mini-crits as well as a speed buff that boosts his speed above all other classes save the Medic and the Scout, but at the cost of only using his melee attacks and taking a higher amount of damage as well.
- The Nazi Zombies mode in Treyarch's Call of Duty games has "instakill", causing all damage to be lethal for a short amount of time.
- Blood has the Guns Akimbo powerup. It allows you to fire two weapons at once, doubling your firepower.
- Serious Sam has the Serious Damage Power-Up.
- Halo games from Halo 4 onward have the Damage Boost power-up. It doubles your damage output, but it also causes your Spartan to noticeably glow red.
- Lineage 2 has Soulshots and Spiritshots (Including it's "Blessed" variation), they're wasted depending on the weapon (though they're bough in thousands usually) and are divided in grades (no-grade, grade D,C,B,A and S).
- TAGAP has a Quad Damage powerup which causes your weapon to fire 4x the usual number of bullets per shot. The manual lampshades the improbability of these kind of powerups, stating that it is "based on alien technology and obviously designed after spending too many nights at the arcade, so stop asking how it works, okay?"
- The Fairyland Story has several powerups that temporarily increase the power of Ptolemy's wand.
- In Drakengard, the black orb dropped as a reward for a large-enough Combo grants you a massive damage boost, with a black-and-red trail from your weapon being the visual cue.
- The Spirit Command "Valor" in the Super Robot Wars series, which doubles the damage. The original Japanese name for it is "Nekketsu" which of course means "Hot Blood". Several of the "Official" games in the series (i.e.: those that have licensed series'), also has "Soul", which raises the damage to 2.5 (or, in older games, to 3x).
- In Pokémon, several moves have the effect of boosting the Pokemon's attack, special attack, speed, or critical hit rate. These stat boosts only last until the player switches Pokemon. There are also a few items (X-items, berries, etc) that can give the same temporary stat boosts, though most held items have effects that last the whole battle.
- Vay has the Thyxaal spell. It has one of the highest MP costs of any spell in the game, but it grants any ally (usually Sandor) a massive strength boost for their next attack.
- Trigger Knight has the Divine Edge, which multiplies damage by 10,000%! The catch is that it lasts only for your very next attack, you have to buy it, and it replaces the slot for your healing Elixir. But it's the only way to stand a reasonable chance against a dragon.
- Common in Final Fantasy games:
- Final Fantasy VI had an item that did this for weapons - the Offering turned the typical Attack option into four successive attacks. It's also possible to simultaneously equip the Genji Glove to hold two weapons at once and get four attacks with each one. At high levels this is sufficient damage to kill any non-physical-immune enemy you encounter including the final boss. Particularly if one of the weapons being uses it Ragnarok or Illumina, which each have a fairly high chance of casting a strong spell (for no MP cost) when swung.
- Final Fantasy VII features the Quadra Magic Materia, which lets you cast a spell from an attached Materia four times consecutively (but with a weaker power, usually about 75%).
- There is also the 4x Attack Materia (the second tier of the 2x Attack Materia), which like the Offering from VI changes the standard Attack command into multiple attacks. The 2x version always just attacks the same target twice, but the 4x will randomly select enemy targets for every hit after the first. Very useful against one big enemy, but a sometimes a mixed blessing against groups or in tactical situations where the player wants to avoid attacking a specific enemy (like trying to catch a Chocobo). The other issue when facing groups is that the targeting seems to be determined before the damage is dealt, so the attacks will sometimes be spent doing massive overkill to one weak enemy in the group instead of spreading the pain around when a single hit could wipe out each of them.
- Final Fantasy VIII has Rinoa's 'Angel Wing' limit, which places the spellcaster equivalent of a Berserk status effect on Rinoa. While under the effects of Angel Wing, she uses a randomly selected spell each turn, at five times her normal power. With the right setup, you can completely eliminate the random factor, and get her to exclusively cast Meteor, allowing her to inflict an average of 60,000 damage per turn.
- In Final Fantasy IX, Steiner's Trance doesn't give him a new ability like every other character gets, but triples his attack power.
- The Dancer class in Final Fantasy V has an opportunity out of four to use "Sword Dance" when using the Dance ability (boosted to a 50% chance when wearing certain equipment). Sword Dance quadruples the damage of the standard attack, stacks with the already-powerful Sword Magic, and never misses (unless the target is immune to element/status of the Sword Magic). It doesn't trigger the added effects of weapons, making the Chicken Knife an excellent choice.
- Also from V, Sword Magic. First-level elemental magic (and poison) hitting a weakness can deal double damage and ignore defense, second level deals triple the damage, and third level magic (as well as Bio and Holy) deal precisely four times the damage - if the enemy is a Heavy-type monster, otherwise, it deals instant death disregarding immunity to One-Hit Kill abilities. Flare Sword enhances damage and cuts down defense against it to one fourth of its nominal value, becoming this trope in a slightly indirect way.
Shoot 'Em Up
- Atomic Robo-Kid has the "Rensha" item, which gives auto-fire for 30 seconds.
- The 2*Damage utility from Worms not only doubles damage, but also doubles the blast radius and launching power of the chosen weapon. If you have a Super Weapon on hand, you can easily destroy a third of the map on that turn, along with either overkilling or drowning any worms there.
- In Warcraft III, scrolls are used as portable powerups bestowed to all allies around the hero, from health and mana to extra armor or damage (or, in high-end scrolls, some combination of the above).
- The expansion introduced runes, one-use powerups sometimes left behind by enemies that affect not only the hero picking it up but all surrounding units as well. Some are the usual health/mana/speed boosts, but there are more interesting ones like placing an invisible ward to watch the area, giving every unit a Single-Use Shield against magic, resurrecting dead allies, or even bringing a dead enemy to life under your command.
Third Person Shooter
- Oni's health pack, the hypospray, would also trigger a special overdrive mode if it raised the health of the character over 100%.
- Grand Theft Auto - At several points in the third game, as well as Vice City and San Andreas, you can find an "adrenaline pill". If you pick it up, everything slows to a crawl for a brief time, and when you punch anyone, they literally go flying twenty or so feet backwards, usually dying on impact. Unfortunately, the pill cannot be picked up and used somewhere else, so its effectiveness is somewhat limited.
- This can be enabled by a cheat without the everything-slowing-down side effect. The results are hilarious.
- Note that the adrenaline pill is not normally available in San Andreas (most likely due to the strong anti-drugs theme of the game), only available through mods or trainers.
- Grand Theft Auto II had some "Fast reload" and "Double damage" pickups, which do exactly what they say.