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'''Conditions''' are changes in a character's status, both beneficial and harmful. They can be inflicted by certain [[Spells]], class features, surfaces and other environmental hazards, and so on. Many conditions are temporary, and some can also be removed with the right spell or potion.  
'''Conditions''' are changes in a character's status, both beneficial and harmful. They can be inflicted by certain [[Spells]], class features, surfaces and other environmental hazards, etc. Many conditions are temporary, and some can also be removed with the right spell or potion.  


== Stack ID ==
== Stack ID ==
All conditions have a stack ID that is not visible in-game. Two conditions with the same stack ID cannot be applied at the same time. It is for example not possible to have {{cond|Hastened}}, {{cond|Celestial Haste}} and/or {{cond|Haste Spores}} at the same time since they all have the Stack ID {{code|HASTE}}. What happends when applying a condition when the same condition or a condition with the same stack ID is present is decided by the conditions [[Stack type]].
All conditions have a stack ID that are not visible in-game. Two conditions with the same stack ID cannot be applied at the same time. It is for example not possible to have {{cond|Hastened}}, {{cond|Celestial Haste}} and/or {{cond|Haste Spores}} at the same time since they all have the stack ID {{code|HASTE}}. What happens when applying the same condition again or a applying a condition with the same stack ID, is decided by the [[stack type]] and/or [[stack priority]] of the condition you are applying.


== Stack type ==
== Stack type ==
Stack type determines what happends when applying a condition when that same condition or a condition with the same stack ID is already present. This tells you which condition you will end up with if you try to apply multiple conditions of the same stack ID, and tells you which conditions can be added on top of each other for increased duration. There are four different stack types:
Stack type determines what happens when applying a condition, when that same condition or a condition with the same stack ID is already present. This tells you which condition you will end up with if you try to apply multiple conditions of the same stack ID, and tells you which conditions can be added on top of each other for increased duration.  
 
There are four different stack types:
; Stack
; Stack
: The new condition is applied separately, allowing multiple instances of the same condition.
: The new condition is applied separately, allowing multiple instances of the same condition.
; Ignore
; Ignore
: The new condition is not applied, and the present stays as it is keeping it's current duration. Often used by equipment variation of conditions, E.g. if you have [[Barkskin (Condition)|Barkskin]] until long rest and equip the [[Barkskin Armour]], the condition from the armour will not replace the one you have until long rest.
: The new condition is not applied, and the present stays as it is keeping its current duration. Often used by equipment variation of conditions, e.g. if you have [[Barkskin (Condition)|Barkskin]] until long rest and equip the [[Barkskin Armour]], the condition from the armour will not replace the one you have until long rest.
; Overwrite
; Overwrite
: The present condition is replaced by the new one. E.g. if you have [[Hastened (Condition)|Hastened]] from drinking a {{RarityItem|Potion of Speed}} and drink another one, you will replace the condition you currently have, immediately making you {{Cond|Lethargic}}.
: The present condition is replaced by the new one. E.g. if you have [[Hastened (Condition)|Hastened]] from drinking a {{RarityItem|Potion of Speed}} and drink another one, you will replace the condition you currently have, immediately making you {{Cond|Lethargic}}.
; Additive
; Additive
: The duration of the new condition is added onto the duration of the already present condition. E.g. if a creature as 1 turn of [[Radiating Orb (Condition)|Radiating Orb]] remaining and receives it again for 2 turns, it will have 3 turns remaning.
: The duration of the new condition is added onto the duration of the already present condition. E.g. if a creature as 1 turn of [[Radiating Orb (Condition)|Radiating Orb]] remaining and receives it again for 2 turns, it will have 3 turns remaining.


== Duration ==
== Duration ==
The duration of a condition is determined by the source the condition is applied from. Some conditions do not have durations. This may be conditions who are active based on something else like a passive feature or standing near something. The condition {{Cond|Lightly Obscured}} is a condition that doesn't have a duration, instead it is automatically applied if you are {{cond|Hiding}} in a place with little light, and is automatically removed when not hiding anymore. [[tick type]] is a mechanic that determines when a condition loses it's duration. When you are outside [[turn-based mode]] or combat mode, one turn is 6 seconds.
The duration of a condition is determined by the source the condition is applied from. Some conditions do not have durations. This may be conditions that are active based on something else, like a passive feature or standing near something. The condition {{Cond|Lightly Obscured}} is a condition that doesn't have a duration, instead it is automatically applied if you are {{cond|Hiding}} in a place with little light, and is automatically removed when not hiding anymore. There are also conditions that don't lose duration over time. This may be conditions that lose duration as a result of something else, like {{cond|Arcane Ward}} which loses duration when you are hit. Conditions also don't lose duration if you are in dialogue or a cutscene. However, this only counts for character that are part of the dialogue/cutscene and not just listening in.
 
[[Tick type]] is a mechanic that determines when a condition loses its duration. When you are outside [[turn-based mode]] or combat mode, one turn is 6 seconds.
 
=== Tick type ===
=== Tick type ===
Tick type determines when a condition loses it's duration, which most of the time is either at the start or end of the creatures turn. Tick type is not displayed in-game. The different tick types are:
Tick type determines when a condition reduces its remaining duration and applies its effects. Most of the time it is either at the start or end of the affected creature's turn. Tick type is not displayed in-game, but it can be particularly important for short duration effects.
 
{{See also|Status properties/TickingWithSource}}
 
The different tick types are:
; StartTurn
; StartTurn
: The condition loses duration at the start of the creatures turn.
: The condition loses its duration at the start of the creature's turn which is the default behaviour. Conditions with this tick type will effectively last one turn less than its stated duration. For example, a 1 turn duration {{Cond|Frozen}} effect (from {{Cond|Chilled}}) will end immediately at the start of the frozen creature's turn without disabling it for a single turn. A 2 turn {{Cond|Frozen}} effect (from {{Cond|Encrusted with Frost}}) will effectively only last for 1 turn for the same reason.
; EndTurn
; EndTurn
: The condition loses duration at the end of the creatures turn. An example of this is [[Blade Ward (Condition)|Blade Ward]]. If a creature applies a condition like this to itself that lasts for 1 turn it will lose that condition as soon as soon as it ends it's turn, for example using {{SAI|Action Surge}}.  
: The condition loses its duration at the end of the creature's turn. An example of this is {{Cond|Blade Ward}}. If a creature applies a condition like this to itself that lasts for 1 turn it will lose that condition as soon as soon as it ends its turn, for example using {{SAI|Action Surge}}.
; StartRound
; StartRound
: The condition loses duration at the start of the ''round''. The start of the round happends before the first creature in the initiate order starts it's turn.
: The condition loses its duration at the start of the ''round''. The start of the round happens before the first creature in the initiative order starts its turn.
; EndRound
; EndRound
: The condition loses duration at the end of the ''round''. The end of the round happends after the last creature in the initiate order ends it's turn.
: The condition loses its duration at the end of the ''round''. The end of the round happens after the last creature in the initiative order ends its turn.


== Status properties ==
== Status properties ==
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! Name !! Description
! Name !! Description
|-
|-
| None ||  
| {{SP|None}} ||
|-
| {{SP|Performing}} ||
|-
| {{SP|InitiateCombat}} ||
|-
| {{SP|BringIntoCombat}} || Upon applying a condition flagged with this tag: the party is forced into combat.
|-
| {{SP|ForceOverhead}} || Will display the condition over the creature's model when applied and removed.
|-
| {{SP|IsChanneled}} ||
|-
| {{SP|IsInvulnerable}} || Creatures this condition is applied to can not take damage.
|-
| {{SP|ExcludeFromPortraitRendering}} ||
|-
| {{SP|LoseControl}} ||Disallows the player to control the character, skipping these characters user interface
|-
| {{SP|ForceNeutralInteractions}} ||
|-
| {{SP|PeaceOnly}} || Can only be used outside combat.
|-
| {{SP|AllowLeaveCombat}} || No forced turn-based combat: meaning enemies are still hostile but not actively attacking the party
|-
| {{SP|DisableImmunityOverhead}} ||
|-
| {{SP|DisableInteractions}} ||
|-
| {{SP|Toggle}} ||
|-
| {{SP|IgnoreResting}} || This condition is not removed after a [[long rest]].
|-
|-
| Performing ||  
| {{SP|IgnoredByImmobilized}} ||  
|-
|-
| InitiateCombat ||
| {{SP|Blind}} ||  
|-
|-
| BringIntoCombat ||  
| {{SP|MultiplyEffectsByDuration}} || The effects of this condition is multiplied by the amount of turns remaining.
|-
|-
| ForceOverhead || Will display the condition over the creates model when applied and removed.
| {{SP|TickingWithSource}} || Duration ticks down on the turn of the condition's source.
|-
|-
| IsChanneled ||
| {{SP|DisableOverhead}} || Does not show the condition over the creature's model when applied and removed.
|-
|-
| IsInvulnerable || Creatures this condition is applied to can not take damage.
| {{SP|DisableCombatlog}} || Does not show the condition in the combat log when applied or removed.
|-
|-
| ExcludeFromPortraitRendering ||  
| {{SP|DisablePortraitIndicator}} || This condition is hidden and not shown on the creature.
|-
|-
| LoseControl ||
| {{SP|ExecuteFunctorsOnOwner}} ||  
|-
|-
| ForceNeutralInteractions ||  
| {{SP|IsInvulnerableVisible}} ||  
|-
|-
| PeaceOnly || Can only be used outside combat.
| {{SP|ApplyToDead}} || This condition '''persists''' even if the object/creatures dies in death and after resurrection.
|-
|-
| AllowLeaveCombat ||  
| {{SP|GiveExp}} || Flag used to give the party expierence points upon: resolving a (potential) combat situation
|-
|-
| DisableImmunityOverhead ||  
| {{SP|Burning}} ||  
|-
|-
| DisableInteractions ||  
| {{SP|NonExtendable}} ||  
|-
|-
| Toggle ||  
| {{SP|FreezeDuration}} || This condition does not lose duration over time.
|-
|-
| IgnoreResting || This condition is not removed after a [[long rest]].
| {{SP|UnavailableInActiveRoll}} ||  
|-
|-
| IgnoredByImmobilized ||  
| {{SP|OverheadOnTurn}} || Will display the condition over the creatrues model at the start of their turn.
|-
|-
| Blind ||  
| {{SP|UnsheathInstrument}} ||  
|-
|-
| MultiplyEffectsByDuration || The effects of this condition is multiplied by the amount of turns remaining.
| {{SP|IndicateDarkness}} ||  
|-
|-
| TickingWithSource ||  
| {{SP|LoseControlFriendly}} ||  
|-
|-
| DisableOverhead || Does not show the condition over the creatures model when applied and removed.
| {{SP|DisableCapabilitiesMessage}} ||  
|-
|-
| {{SP|AllowLeaveDisallowJoinCombat}} ||
|}
|}


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== List of Conditions ==
== List of Conditions ==
The following is a small sample of the conditions known to the wiki. See more either by clicking the "more" button, or the full list at [[List of Conditions]].
Below is a few examples of conditions that can be applied to player characters and NPCs. Click the "more" button for a paginated listing of all conditions registered in the wiki's database.


{{ConditionsTableHeader}}
{{ConditionsTableHeader}}
{{#cargo_query: tables = conditions
{{#cargo_query: tables = conditions
| fields = name, icon, effects
| fields = _pageName = page, name, icon, effects
| limit = 10
| limit = 10
| order by = name
| order by = name
Line 215: Line 255:
{{ConditionsTableFooter}}
{{ConditionsTableFooter}}


[[Category:Conditions]]
{{Gameplay}}
[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]

Latest revision as of 14:47, 29 August 2024

Conditions are changes in a character's status, both beneficial and harmful. They can be inflicted by certain Spells, class features, surfaces and other environmental hazards, etc. Many conditions are temporary, and some can also be removed with the right spell or potion.

Stack ID[edit | edit source]

All conditions have a stack ID that are not visible in-game. Two conditions with the same stack ID cannot be applied at the same time. It is for example not possible to have Hastened Hastened, Celestial Haste Celestial Haste and/or Haste Spores Haste Spores at the same time since they all have the stack ID HASTE. What happens when applying the same condition again or a applying a condition with the same stack ID, is decided by the stack type and/or stack priority of the condition you are applying.

Stack type[edit | edit source]

Stack type determines what happens when applying a condition, when that same condition or a condition with the same stack ID is already present. This tells you which condition you will end up with if you try to apply multiple conditions of the same stack ID, and tells you which conditions can be added on top of each other for increased duration.

There are four different stack types:

Stack
The new condition is applied separately, allowing multiple instances of the same condition.
Ignore
The new condition is not applied, and the present stays as it is keeping its current duration. Often used by equipment variation of conditions, e.g. if you have Barkskin until long rest and equip the Barkskin Armour, the condition from the armour will not replace the one you have until long rest.
Overwrite
The present condition is replaced by the new one. E.g. if you have Hastened from drinking a Potion of Speed and drink another one, you will replace the condition you currently have, immediately making you Lethargic Lethargic.
Additive
The duration of the new condition is added onto the duration of the already present condition. E.g. if a creature as 1 turn of Radiating Orb remaining and receives it again for 2 turns, it will have 3 turns remaining.

Duration[edit | edit source]

The duration of a condition is determined by the source the condition is applied from. Some conditions do not have durations. This may be conditions that are active based on something else, like a passive feature or standing near something. The condition Lightly Obscured Lightly Obscured is a condition that doesn't have a duration, instead it is automatically applied if you are Hiding Hiding in a place with little light, and is automatically removed when not hiding anymore. There are also conditions that don't lose duration over time. This may be conditions that lose duration as a result of something else, like Arcane Ward Arcane Ward which loses duration when you are hit. Conditions also don't lose duration if you are in dialogue or a cutscene. However, this only counts for character that are part of the dialogue/cutscene and not just listening in.

Tick type is a mechanic that determines when a condition loses its duration. When you are outside turn-based mode or combat mode, one turn is 6 seconds.

Tick type[edit | edit source]

Tick type determines when a condition reduces its remaining duration and applies its effects. Most of the time it is either at the start or end of the affected creature's turn. Tick type is not displayed in-game, but it can be particularly important for short duration effects.

The different tick types are:

StartTurn
The condition loses its duration at the start of the creature's turn which is the default behaviour. Conditions with this tick type will effectively last one turn less than its stated duration. For example, a 1 turn duration Frozen Frozen effect (from Chilled Chilled) will end immediately at the start of the frozen creature's turn without disabling it for a single turn. A 2 turn Frozen Frozen effect (from Encrusted with Frost Encrusted with Frost) will effectively only last for 1 turn for the same reason.
EndTurn
The condition loses its duration at the end of the creature's turn. An example of this is Blade Ward Blade Ward. If a creature applies a condition like this to itself that lasts for 1 turn it will lose that condition as soon as soon as it ends its turn, for example using Action Surge Action Surge.
StartRound
The condition loses its duration at the start of the round. The start of the round happens before the first creature in the initiative order starts its turn.
EndRound
The condition loses its duration at the end of the round. The end of the round happens after the last creature in the initiative order ends its turn.

Status properties[edit | edit source]

Some conditions have special properties that make them behave in different ways like initiating combat or not losing duration over time.

Here is a list of all Status properties:

Name Description
None
Performing
InitiateCombat
BringIntoCombat Upon applying a condition flagged with this tag: the party is forced into combat.
ForceOverhead Will display the condition over the creature's model when applied and removed.
IsChanneled
IsInvulnerable Creatures this condition is applied to can not take damage.
ExcludeFromPortraitRendering
LoseControl Disallows the player to control the character, skipping these characters user interface
ForceNeutralInteractions
PeaceOnly Can only be used outside combat.
AllowLeaveCombat No forced turn-based combat: meaning enemies are still hostile but not actively attacking the party
DisableImmunityOverhead
DisableInteractions
Toggle
IgnoreResting This condition is not removed after a long rest.
IgnoredByImmobilized
Blind
MultiplyEffectsByDuration The effects of this condition is multiplied by the amount of turns remaining.
TickingWithSource Duration ticks down on the turn of the condition's source.
DisableOverhead Does not show the condition over the creature's model when applied and removed.
DisableCombatlog Does not show the condition in the combat log when applied or removed.
DisablePortraitIndicator This condition is hidden and not shown on the creature.
ExecuteFunctorsOnOwner
IsInvulnerableVisible
ApplyToDead This condition persists even if the object/creatures dies in death and after resurrection.
GiveExp Flag used to give the party expierence points upon: resolving a (potential) combat situation
Burning
NonExtendable
FreezeDuration This condition does not lose duration over time.
UnavailableInActiveRoll
OverheadOnTurn Will display the condition over the creatrues model at the start of their turn.
UnsheathInstrument
IndicateDarkness
LoseControlFriendly
DisableCapabilitiesMessage
AllowLeaveDisallowJoinCombat

Condition types[edit | edit source]

Some conditions have a "type" that indicates how the condition can be removed, prevented, or how it reacts to other actions.

Here are some ways to remove or prevent certain conditions. For a full list of cures and preventions for each condition type, see their articles.

Type Representative[1] Removal Prevention
Condition Type Icon.pngBlinded Blinded Blinded
Heal Heal
Remedial Potion
(more)
Shar's Spear of Evening
Steelwatcher Helmet
(more)
Condition Type Icon.pngCharmed Charmed Charmed
Dispel Evil And Good: Break Enchantment Dispel Evil And Good: Break Enchantment
Stillness of Mind Stillness of Mind
(more)
Fey Ancestry Fey Ancestry [2]
Beguiling Defences Beguiling Defences
Calm Emotions Calm Emotions
(more)
Condition Type Icon.pngCursed (none)
Remove Curse Remove Curse
Greater Restoration Greater Restoration
(more)
(more)
Condition Type Icon.pngDiseased (none)
Lesser Restoration Lesser Restoration
Lay on Hands Lay on Hands
Heal Heal
(more)
Divine Health Divine Health
Purity of Body Purity of Body
(more)
Condition Type Icon.pngFrightened Frightened Frightened
Dispel Evil and Good Dispel Evil and Good
Stillness of Mind Stillness of Mind
(more)
Aura of Courage Aura of Courage
Calm Emotions Calm Emotions
Heroism Heroism
Nature's Ward Nature's Ward [3]
(more)
Condition Type Icon.pngIncapacitated Incapacitated Incapacitated
(more)
(more)
Condition Type Icon.pngMaimed Maimed Maimed
Lesser Restoration Lesser Restoration
Lay on Hands Lay on Hands
Heal Heal
(more)
Condition Type Icon.pngPoisoned Poisoned Poisoned
Antidote
Lesser Restoration Lesser Restoration
Lay on Hands Lay on Hands
(more)
Protection from Poison Protection from Poison[2]
Elixir of Poison Resistance
Purity of Body Purity of Body
(more)
Condition Type Icon.pngPolymorphed Polymorphed Polymorphed
Losing all your HP Icon.png hit points[Needs Verification]
(more)
Immutable Form Immutable Form
(more)
Condition Type Icon.pngProne Prone Prone
Help Help
(more)
(more)
Condition Type Icon.pngUnconscious (none)
(more)
(more)


  1. Many Condition Types have a specific condition that serves as the most basic form.
  2. 2.0 2.1 Gives Advantage Icon.png Advantage on Saving throws
  3. Elemental and fey only.

List of Conditions[edit | edit source]

Below is a few examples of conditions that can be applied to player characters and NPCs. Click the "more" button for a paginated listing of all conditions registered in the wiki's database.

More...
Condition Effects

A Clown in Town (Condition) A Clown in Town

  • Rue the day you crossed a fey. You were cruel to Dolly Thrice; now you'll have to pay the price.
  • This condition can only be obtained by smashing the Moonlantern held by Kar'niss.
  • Applies clown makeup to the victim.

A Mist Most Scarlet (Condition) A Mist Most Scarlet

A Most Bloody Inheritance (Condition) A Most Bloody Inheritance

Aberrant Shape (Condition) Aberrant Shape

Ability Drain: Dexterity (Condition) Ability Drain: Dexterity

Ability Drain: Strength (Condition) Ability Drain: Strength

Abjure Enemy: Frightened (Condition) Abjure Enemy: Frightened

Abjure Enemy: Slow (Condition) Abjure Enemy: Slow

Absolute Consumption (Condition) Absolute Consumption

  • All of the creature's abilities are reduced by 5. When this effect ends, it drops Prone Prone

Absolute's Enemy (Condition) Absolute's Enemy

  • Enemies have Advantage Icon.png Advantage on attacks against you.