Follow TV Tropes

Following

History Main / AntidoteEffect

Go To

OR

Added: 547

Changed: 29

Is there an issue? Send a MessageReason:
None


** ''FinalFantasyXIV'' has various types of potions, ethers, and status curing potions which are incredibly handy for new players/players using a new class, but the items get outclassed very quickly; healers will have spells that not only restores HP in amounts far beyond what potions can heal, but they also get a spell that removes nasty status effects from a player. Granted, potions are instant use, but they have lengthy cool downs to prevent them from being spammed, which limits their overall usefulness. For example, an Elixir, which restores a few hundred HP and MP at once, requires the user to wait several minutes before they can use another or any other similar item. Spell casting is only limited by cast time and the user's remaining MP. Gold Needles are an exception since Petrification can only be cured with the use of a Gold Needle (Esuna/Leeches doesn't cure it, despite the spells being able to cure everything else).

to:

** ''FinalFantasyXIV'' has various types of potions, ethers, and status curing potions which are incredibly handy for new players/players using a new class, but the items get outclassed very quickly; healers will have spells that not only restores HP in amounts far beyond what potions can heal, but they also get a spell that removes nasty status effects from a player. Granted, potions are instant use, use (with no class restrictions), but they have lengthy cool downs to prevent them from being spammed, which limits their overall usefulness. For example, an Elixir, which restores a few hundred HP and MP at once, requires the user to wait several minutes before they can use another or any other similar item. Spell casting is only limited by cast time and the user's remaining MP. Gold Needles are an exception since Petrification can only be cured with the use of a Gold Needle (Esuna/Leeches doesn't cure it, despite the spells being able to cure everything else).else).
*** Many status effects only last for a short amount of time anyway (unlike the older games) and those that are critical to manage in boss fights usually can't be cured at all except for specific elements of the boss arena itself (such as fruits or specific areas).
*** Phoenix Downs also suffer from this, unusually for the series. They are rare and you can only carry one at once, but they can also only be used out of combat, which is rarely useful. At best, it skips the waiting period after changing to a different class so you can cast Raise.
Is there an issue? Send a MessageReason:
None


* ''KingdomOfLoathing's'' soft green echo eyedrop antidote is a cure-all for any status effect. It's possible to perm all skills to heal status ailments, these are easy to farm and preferable to whore. There are many other items with the Antidote Effect that may be hoarded and be left unused at the end of ascension ("Why do I still have a dozen gobs of wet hair, two 8-balls, fourteen chaos butterflies, and a depantsing bomb?")

to:

* ''KingdomOfLoathing's'' ''VideoGame/KingdomOfLoathing'''s soft green echo eyedrop antidote is a cure-all for any status effect. It's possible to perm all skills to heal status ailments, these are easy to farm and preferable to whore. There are many other items with the Antidote Effect that may be hoarded and be left unused at the end of ascension ("Why do I still have a dozen gobs of wet hair, two 8-balls, fourteen chaos butterflies, and a depantsing bomb?")
Is there an issue? Send a MessageReason:
None


** Healing items are less necessary than in traditional RPGs, thanks to Pokémon Centers fully healing and curing everything ''for free''. You'll be able to save virtually every item in the game for the Elite Four.

to:

** Healing items are less necessary than in traditional RPGs, [=RPGs=], thanks to Pokémon Centers fully healing and curing everything ''for free''. You'll be able to save virtually every item in the game for the Elite Four.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/CitizensOfEarth'', most status-healing items only remove a single stack of their corresponding status ailment, but most ailments only get bad when you have several stacks of them at once. Even then, it is usually a better use of your time to just attack and ignore the status effects, or use a status-healing skill, which generates energy for the user in addition to healing a party member.

Added: 319

Changed: 119

Is there an issue? Send a MessageReason:
None


* Several examples from ''Pokémon'':
** Every healing item ''except'' actual Antidotes is rendered obsolete thanks to Pokemon Centers fully healing and curing everything ''for free''. You'll be able to save virtually every item in the game for the Elite Four.
** ''VideoGame/PokemonRedAndBlue'' eventually gave the player the Pokeflute item, an infinite-use cure for sleep that rendered the one-use-only Awakening item completely useless.
** Similarly, in ''VideoGame/PokemonRubyAndSapphire'' a set of volcanic glass flutes are available to cure certain status effects at will; Blue for sleep, Red for infatuation, and Yellow for confusion. The latter two are especially useful as the only means to cure those ailments (short of waiting) are single-use hold items that must be set up before the fight.

to:

* Several examples from ''Pokémon'':
''Franchise/{{Pokemon}}'':
** Every healing item ''except'' actual Antidotes is rendered obsolete Healing items are less necessary than in traditional RPGs, thanks to Pokemon Pokémon Centers fully healing and curing everything ''for free''. You'll be able to save virtually every item in the game for the Elite Four.
** ''VideoGame/PokemonRedAndBlue'' eventually gave the player the Pokeflute Poké Flute item, an infinite-use cure for sleep that rendered the one-use-only Awakening item completely useless.
** Similarly, in ''VideoGame/PokemonRubyAndSapphire'' a set of volcanic glass flutes are available to cure certain status effects at will; Blue for sleep, Red for infatuation, and Yellow for confusion. The latter two are especially useful as the only means to cure those ailments (short of switching out or waiting) are single-use hold items that must be set up before the fight.


Added DiffLines:

** For certain Pokémon, their own moveset can negate the need for healing items or vice versa. For instance, the move Heal Bell can remove most status effects from the entire team (making status-healing items nearly pointless) or the X Defense item can increase the Defense stat (negating the need for the move Harden).
Is there an issue? Send a MessageReason:
Whoring doesn\'t seem to be relevant to the trope; if it is, maybe someone can explain


The Antidote Effect is an illustration of the fact that, although game designers work very hard to implement depth, strategy, and balance into a game's various systems and mechanics, {{Whoring}} something is often exponentially more effective.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/ShiningForce'' gives you four inventory slots per character, one of which is taken up by their weapon. Any poisoned character takes 2 damage at the end of each round, regardless of level or health. On your absolute weakest character at the lowest possible level, this amounts to only 1/5 of their HP. You start the games with a Healer that learns Detox at very low levels, and poison can be cured in any town between fights for less than the cost of one Antidote.
Is there an issue? Send a MessageReason:
None


* Inverted in ''VideoGame/SkiesOfArcadia'', where you will gain access to a skill that protects your entire party from magic for a turn that is inexpensive enough to be used ''every'' turn. It also blocks your own magic, but items work just fine. Furthermore, the game's battle system uses a party-wide resource bar for special attacks and spells, but items do not consume this bar, so you're indirectly increasing your damage by using items instead of spells. Finally, [[MoneyForNothing the game throws money at you]], especially during the later half, and healing items are always inexpensive.

to:

* Inverted in ''VideoGame/SkiesOfArcadia'', where somewhere around the first dungeon (or earlier if you get lucky with random drops) you will gain access to a skill that protects your entire party from magic for a turn that is inexpensive enough to be used ''every'' turn. It also blocks your own magic, but items work just fine. Furthermore, the game's battle system uses a party-wide resource bar for special attacks and spells, but items do not consume this bar, so you're indirectly increasing your damage by using items instead of spells. Finally, [[MoneyForNothing the game throws money at you]], especially during the later half, and healing items are always inexpensive.

Added: 595

Changed: 1

Is there an issue? Send a MessageReason:
None


* ''VideoGame/ParasiteEve'' averts the trope. You have one ability that removes poison and another that can remove everything, but costs a bit of parasite energy to use (using too much parasite energy in battle greatly reduces its recharge rate). Items that cure status ailments are plentiful to find and they also have a secondary use; using a curative item while you are healthy will grant you immunity to that status effect once. The sequel uses the same system for items as well.

to:

* ''VideoGame/ParasiteEve'' averts the trope. You have one ability that removes poison and another that can remove everything, but costs a bit of parasite energy to use (using too much parasite energy in battle greatly reduces its recharge rate). Items that cure status ailments are plentiful to find and they also have a secondary use; using a curative item while you are healthy will grant you immunity to that status effect once. The sequel uses the same system for items as well. well.
* Inverted in ''VideoGame/SkiesOfArcadia'', where you will gain access to a skill that protects your entire party from magic for a turn that is inexpensive enough to be used ''every'' turn. It also blocks your own magic, but items work just fine. Furthermore, the game's battle system uses a party-wide resource bar for special attacks and spells, but items do not consume this bar, so you're indirectly increasing your damage by using items instead of spells. Finally, [[MoneyForNothing the game throws money at you]], especially during the later half, and healing items are always inexpensive.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''FinalFantasyXIV'' has various types of potions, ethers, and status curing potions which are incredibly handy for new players/players using a new class, but the items get outclassed very quickly; healers will have spells that not only restores HP in amounts far beyond what potions can heal, but they also get a spell that removes nasty status effects from a player. Granted, potions are instant use, but they have lengthy cool downs to prevent them from being spammed, which limits their overall usefulness. For example, an Elixir, which restores a few hundred HP and MP at once, requires the user to wait several minutes before they can use another or any other similar item. Spell casting is only limited by cast time and the user's remaining MP. Gold Needles are an exception since Petrification can only be cured with the use of a Gold Needle (Esuna/Leeches doesn't cure it, despite the spells being able to cure everything else).


Added DiffLines:

* ''VideoGame/ParasiteEve'' averts the trope. You have one ability that removes poison and another that can remove everything, but costs a bit of parasite energy to use (using too much parasite energy in battle greatly reduces its recharge rate). Items that cure status ailments are plentiful to find and they also have a secondary use; using a curative item while you are healthy will grant you immunity to that status effect once. The sequel uses the same system for items as well.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Likewise in {{Skyrim}}, where an easy enchantment renders all those Cure Disease potions useless. You can also become either a werewolf or a vampire, both of which grant extra awesome powers and full disease immunity.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In {{Morrowind}}, curing diseases can be done via spells, scrolls, potions or at shrines. At a certain point in the main quest, you become immune to diseases, rendering these potions and scrolls vendor trash (and earlier if you pick up the rather cheap spell). Similar for the four types of teleportation spells; they can be used via enchanted items or scrolls, but in the long run it's cheaper and more convenient to just buy the spells and sell any such items you pick up.
** The same cure disease spell is available in {{Oblivion}} as an alternative to potions.
Is there an issue? Send a MessageReason:
None


** Averted again in ''Birth by Sleep'' and ''Dream Drop Distance". Both games make use of the Command Deck for abilities and items, not unlike an ATB bar but just for abilities. Cure Spells and the like require recharge, however Potions and other Items require no recharge. Not only do you not have to worry about not having a Cure Spell available in the middle of a hectic boss fight (unless you simply run out of Potions) you can make use of more Command Deck slots, rather than using extra slots for extra Cure Spells (you get 5 Potions per slot). Also mighty handy during a certain boss fight in ''Birth by Sleep''. [[spoiler: The Secret Boss Fight, Vanitas Sentiment, will COPY any Cure Spell you throw out. So if you decide to lay down a Curaga to heal up, Vanitas will just copy it and heal himself. However he'll do no such thing when it comes to Items. They're pretty much your only way to survive that fight.]]

to:

** Averted again in ''Birth by Sleep'' and ''Dream Drop Distance".Distance''. Both games make use of the Command Deck for abilities and items, not unlike an ATB bar but just for abilities. Cure Spells and the like require recharge, however Potions and other Items require no recharge. Not only do you not have to worry about not having a Cure Spell available in the middle of a hectic boss fight (unless you simply run out of Potions) you can make use of more Command Deck slots, rather than using extra slots for extra Cure Spells (you get 5 Potions per slot). Also mighty handy during a certain boss fight in ''Birth by Sleep''. [[spoiler: The Secret Boss Fight, Vanitas Sentiment, will COPY any Cure Spell you throw out. So if you decide to lay down a Curaga to heal up, Vanitas will just copy it and heal himself. However he'll do no such thing when it comes to Items. They're pretty much your only way to survive that fight.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Averted again in ''Birth by Sleep'' and ''Dream Drop Distance". Both games make use of the Command Deck for abilities and items, not unlike an ATB bar but just for abilities. Cure Spells and the like require recharge, however Potions and other Items require no recharge. Not only do you not have to worry about not having a Cure Spell available in the middle of a hectic boss fight (unless you simply run out of Potions) you can make use of more Command Deck slots, rather than using extra slots for extra Cure Spells (you get 5 Potions per slot). Also mighty handy during a certain boss fight in ''Birth by Sleep''. [[spoiler: The Secret Boss Fight, Vanitas Sentiment, will COPY any Cure Spell you throw out. So if you decide to lay down a Curaga to heal up, Vanitas will just copy it and heal himself. However he'll do no such thing when it comes to Items. They're pretty much your only way to survive that fight.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** It's basically the cyclical way Yu-Gi-Oh...and most card games work, especially in correlation to the Meta. Two decks exemplify this trope well. Dark Worlds and Burn variants (usually Chain Burn). Both decks get erratic amounts of top placement in major tournaments, while in others they're nowhere to be seen. Why? Well in normal circumstances both decks are very hard and annoying to defeat. Dark Worlds are quick, mess with your hand, can abuse Skill Drain, have a recurring 2700(3000 under their Field Spell) beater and are just generally all around annoying. Chain Burn stops you from ever getting any attacks off with a copious amount of battle stoppers, and then just sit behind them while they lay waste to your Life Points with a barrage of burn card chains, while also refilling their hand with Accumulated Fortune, and Jar of Greed/Legacy of Yata-Garasu. The problem with both of these decks is that they're HIGHLY susceptible to the side deck to the point that when properly sided against, they're dead on arrival. So when either deck scores a top placement, everyone will side against them. When that happens, they don't top again until people stop siding due to not seeing the decks again. Tl;dr, the AntidoteEffect allows Dark Worlds and Chain Burn to sneak top placement at majors at least once a format.
Is there an issue? Send a MessageReason:
None


** Or [[BoringButPractical simply turn into a Dragoon which cures status effects]].

to:

** Or [[BoringButPractical [[MundaneUtility simply turn into a Dragoon which cures status effects]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** A set of rare items is supposed to be used for weapon/armor customization, but the abilities they give are kind of lame. However, [[NotTheIntendedUse you can use them for Rikku's best overdrives: Trio of 9999 and Hyper Mighty G.]] The former makes all blows and healing do a minimum of 9999 HP damage/healing, while the latter grants the entire party Protect, Shell, Haste, Regen and Auto Life. You WILL need Hyper Mighty G when fighting some of the [[BonusBoss Monster Arena creations.]]
Is there an issue? Send a MessageReason:
None


** The ''Call'' command in ''VideoGame/PokemonColosseum'' and ''[[VideoGame/PokemonXDGaleOfDarkness XD]]'' causes a Pokémon not in Hyper or Reverse Modes to wake up from sleep or (in ''XD'') increase their Accuracy, essentially rendering the Awakening and Accuracy X items completely useless.

to:

** The ''Call'' command in ''VideoGame/PokemonColosseum'' and ''[[VideoGame/PokemonXDGaleOfDarkness XD]]'' causes a Pokémon not in Hyper or Reverse Modes to wake up from sleep or (in ''XD'') increase their Accuracy, essentially rendering the Awakening and X Accuracy X items completely useless.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Every healing item ''except'' actual Antidotes is rendered obsolete thanks to Pokemon Centers fully healing and curing everything ''for free''. You'll be able to save virtually every item in the game for the Elite Four.
Is there an issue? Send a MessageReason:
None


* The {{Disgaea}} series features "Fairy Dust", a cheap item that removes status effects. It's rendered almost entirely useless once you get a character with access to the "Espoir" spell which does the same thing, and like all spells can be cast at a long range over a wide area with advancement. ''Technically'' it could be useful if you are on a map with lots of Silence GeoEffects, but that's probably not common enough to require carrying one (and Geo Effects never happen on your base panel, so there's always at least one safe place to cast from).

to:

* The {{Disgaea}} ''Franchise/{{Disgaea}}'' series features "Fairy Dust", a cheap item that removes status effects. It's rendered almost entirely useless once you get a character with access to the "Espoir" spell which does the same thing, and like all spells can be cast at a long range over a wide area with advancement. ''Technically'' it could be useful if you are on a map with lots of Silence GeoEffects, but that's probably not common enough to require carrying one (and Geo Effects never happen on your base panel, so there's always at least one safe place to cast from).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** ''FFXIII'''s status-blocking accessories fall victim to this as well. The game throws them at you like they're going out of style, but each one eats up an accessory slot and only gives an inexcusable base 30% chance of blocking its associated status ailment. Combine that with the fact that status ailments aren't particularly crippling outside of certain boss fights, and you'll realize you're better off selling the accessories and just slinging Esuna around whenever statuses show up.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/RadiantHistoria'' has this pretty badly with its status-curing items. Who's going to spend even a paltry 50 G on an Antidote (which may or may not be useful in any given battle) when the money could instead be put toward items that restore characters' MP (which is pretty much guaranteed to be useful in any given battle and can more often than not be used to cure the status effect anyway)? For the status effects that outright prevent characters from acting (Sleep, Paralysis, etc.), it might be useful to have a few items to get rid of them in case the character with the curative spell gets hit by the status effect, but since MP-restoring items in this game are relatively easy to come by and most of the status-curing spells are very cheap to cast, Antidotes and the like end up either simply staying in your inventory just because (there are virtually no limitations on inventory size) or used as VendorTrash.

Added: 1500

Removed: 1497

Is there an issue? Send a MessageReason:
None


** ''VideoGame/FinalFantasyTacticsAdvance'' not only has several spells or skills available to easily get rid of most effects (especially the Paladin skill Nurse, which affects the user and nearby targets, has no cost ''and'' heals some hitpoints), it also makes you choose between being able to use items at all or using the skills from another job instead. And many status effects fade after a few turns anyway. The sequel makes item a bit more useful with Rangers being able to reverse the effect and use them to harm enemies. Unfortunately, the status effect items aren't any more reliable than job alternatives which are often either free or can hit several targets, and may have a wider range and/or deal damage, too. However, there is one job (Alchemist) which gives you Item as a ''third'' slot, leaving you able to use that, your primary class abilities, and a secondary class.



** In ''VideoGame/FinalFantasyVIII'' it is possible to use GF abilities to refine various antidotes into either magic of a similar effect, or of the affliction they would normally cure. It is also possible for the GF Siren to learn an in-combat Action Ability called "Treatment," which completely cures all status effects on a party member.
*** Although the "Treatment" Ability falls even more neatly into this trope than regular antidotes. You can only equip three Action Abilities (not counting "Fight" which is permanent) and equipping "Treatment" means you've spent a slot that could be used for something else.



* ''VideoGame/FinalFantasyTacticsAdvance'' not only has several spells or skills available to easily get rid of most effects (especially the Paladin skill Nurse, which affects the user and nearby targets, has no cost ''and'' heals some hitpoints), it also makes you choose between being able to use items at all or using the skills from another job instead. And many status effects fade after a few turns anyway. The sequel makes item a bit more useful with Rangers being able to reverse the effect and use them to harm enemies. Unfortunately, the status effect items aren't any more reliable than job alternatives which are often either free or can hit several targets, and may have a wider range and/or deal damage, too. However, there is one job (Alchemist) which gives you Item as a ''third'' slot, leaving you able to use that, your primary class abilities, and a secondary class.



* In ''VideoGame/FinalFantasyVIII'' it is possible to use GF abilities to refine various antidotes into either magic of a similar effect, or of the affliction they would normally cure. It is also possible for the GF Siren to learn an in-combat Action Ability called "Treatment," which completely cures all status effects on a party member.
** Although the "Treatment" Ability falls even more neatly into this trope than regular antidotes. You can only equip three Action Abilities (not counting "Fight" which is permanent) and equipping "Treatment" means you've spent a slot that could be used for something else.
Is there an issue? Send a MessageReason:
None


* Averted (mostly) in the ''Franchise/{{Shin Megami Tensei}}'' series, in particular ''{{Shin Megami Tensei Nocturne}}''. Very few demons tend to learn even one status-healing spell and sometimes a limit on the number of skills a demon/persona can have, eating slots that could be saved for more important things, so such items can be quite valuable. Especially since having even a generally mild status effect like poison can mean death if caught without a status healing item.

to:

* Averted (mostly) in the ''Franchise/{{Shin Megami Tensei}}'' ''Franchise/ShinMegamiTensei'' series, in particular ''{{Shin Megami Tensei Nocturne}}''.''VideoGame/ShinMegamiTenseiIIINocturne''. Very few demons tend to learn even one status-healing spell and sometimes a limit on the number of skills a demon/persona can have, eating slots that could be saved for more important things, so such items can be quite valuable. Especially since having even a generally mild status effect like poison can mean death if caught without a status healing item.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Or [[BoringButPractical simply turn into a Dragoon which cures status effects]].
Is there an issue? Send a MessageReason:
None


* In ''TheLegendOfDragoon'' there are some nasty status effects that do not go away after battle and magic is rare. This ought to make items more useful, except for the fact that the player has a paltry ''32'' inventory slots and nothing stacks. This leaves very little spare room for situational items and so if a particularly nasty enemy manages to poison two of your team members then you may be better off simply reloading your last save.

to:

* In ''TheLegendOfDragoon'' ''VideoGame/TheLegendOfDragoon'' there are some nasty status effects that do not go away after battle and magic is rare. This ought to make items more useful, except for the fact that the player has a paltry ''32'' inventory slots and nothing stacks. This leaves very little spare room for situational items and so if a particularly nasty enemy manages to poison two of your team members then you may be better off simply reloading your last save.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''TheLegendOfDragoon'' there are some nasty status effects that do not go away after battle and magic is rare. This ought to make items more useful, except for the fact that the player has a paltry ''32'' inventory slots and nothing stacks. This leaves very little spare room for situational items and so if a particularly nasty enemy manages to poison two of your team members then you may be better off simply reloading your last save.
Is there an issue? Send a MessageReason:
None


** [[VideoGame/DragonAgeII The sequel]] has injury kits drop much more frequently (you'll rarely have less than 10 before the last sections of the game, especially since any injuries are healed just by going to Hawke's house, unless playing on the hardest difficulty with a poorly organized party), but considering the fact that you could theoretically have a party with no mages, the lyrium potions become so much free, [[MoneyForNothing overabundant]] cash. The same could be said for the stamina potions in a party with three mages and a single tank.

to:

** [[VideoGame/DragonAgeII The sequel]] has injury kits drop much more frequently (you'll rarely have less than 10 before the last sections of the game, especially since any injuries are healed just by going to Hawke's house, unless playing on the hardest difficulty with a poorly organized party), but considering the fact that you could theoretically have a party with no mages, the lyrium potions become so much free, [[MoneyForNothing overabundant]] cash. The same could be said for the stamina potions in a party with three mages and a single tank. A Mage Hawke with the Spirit Healer specialisation has access to the Second Chance passive ability, which makes party members immune to injuries. Given that Hawke must always be in the party, this applies the Antidote Effect to injury kits.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The {{Disgaea}} series features "Fairy Dust", a cheap item that removes status effects. It's rendered almost entirely useless once you get a character with access to the "Espoir" spell which does the same thing, and like all spells can be cast at a long range over a wide area with advancement. ''Technically'' it could be useful if you are on a map with lots of Silence GeoEffects, but that's probably not common enough to require carrying one (and Geo Effects never happen on your base panel, so there's always at least one safe place to cast from).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Until you realize that the infinite-use Chibikko Hammer can apply and remove the Mini status, and that [[GoodBadBugs you can only have one major status ailment at a time]], at which point those status-restoring herbs look a lot less useful...

Top