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Conditions: Difference between revisions
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| {{SP|InitiateCombat}} || | | {{SP|InitiateCombat}} || | ||
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| {{SP|BringIntoCombat}} || | | {{SP|BringIntoCombat}} || Upon applying a condition flagged with this tag: the party is forced into combat. | ||
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| {{SP|ForceOverhead}} || Will display the condition over the creature's model when applied and removed. | | {{SP|ForceOverhead}} || Will display the condition over the creature's model when applied and removed. | ||
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| {{SP|ExcludeFromPortraitRendering}} || | | {{SP|ExcludeFromPortraitRendering}} || | ||
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| {{SP|LoseControl}} || | | {{SP|LoseControl}} ||Disallows the player to control the character, skipping these characters user interface | ||
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| {{SP|ForceNeutralInteractions}} || | | {{SP|ForceNeutralInteractions}} || | ||
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| {{SP|PeaceOnly}} || Can only be used outside combat. | | {{SP|PeaceOnly}} || Can only be used outside combat. | ||
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| {{SP|AllowLeaveCombat}} || | | {{SP|AllowLeaveCombat}} || No forced turn-based combat: meaning enemies are still hostile but not actively attacking the party | ||
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| {{SP|DisableImmunityOverhead}} || | | {{SP|DisableImmunityOverhead}} || | ||
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| {{SP|IsInvulnerableVisible}} || | | {{SP|IsInvulnerableVisible}} || | ||
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| {{SP|ApplyToDead}} || | | {{SP|ApplyToDead}} || This condition '''persists''' even if the object/creatures dies in death and after resurrection. | ||
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| {{SP|GiveExp}} || | | {{SP|GiveExp}} || Flag used to give the party expierence points upon: resolving a (potential) combat situation | ||
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| {{SP|Burning}} || | | {{SP|Burning}} || | ||
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{{ConditionsTableFooter}} | {{ConditionsTableFooter}} | ||
{{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 , and/or 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 .
- 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 is a condition that doesn't have a duration, instead it is automatically applied if you are 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 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 effect (from ) will end immediately at the start of the frozen creature's turn without disabling it for a single turn. A 2 turn effect (from ) 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 . 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 .
- 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 |
---|---|---|---|
Blinded | |||
Charmed | |||
Cursed | (none) | ||
Diseased | (none) | ||
Frightened | |||
Incapacitated | |||
Maimed | |||
Poisoned | |||
Polymorphed |
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||
Prone | |||
Unconscious | (none) |
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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.
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