Editing Conditions

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: 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 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.
: 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.
; 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}}.
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== 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 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.
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.
 
[[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]] 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.
=== Tick type ===
=== Tick type ===
Tick type determines when a condition loses its duration, which most of the time is either at the start or end of the creatures turn. Tick type is not displayed in-game.  
Tick type determines when a condition loses its duration, which most of the time is either at the start or end of the creatures turn. Tick type is not displayed in-game.  
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The different tick types are:
The different tick types are:
; StartTurn
; StartTurn
: The condition loses its duration at the start of the creature's turn.
: The condition loses its duration at the start of the creatures turn.
; EndTurn
; EndTurn
: The condition loses its duration at the end of the creature's 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 its turn, for example using {{SAI|Action Surge}}.
: The condition loses its 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 its turn, for example using {{SAI|Action Surge}}.
; StartRound
; 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.
: 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.
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! Name !! Description
! Name !! Description
|-
|-
| {{SP|None}} ||
| None ||  
|-
| {{SP|Performing}} ||
|-
| {{SP|InitiateCombat}} ||
|-
| {{SP|BringIntoCombat}} ||
|-
| {{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}} ||
|-
| {{SP|ForceNeutralInteractions}} ||
|-
| {{SP|PeaceOnly}} || Can only be used outside combat.
|-
| {{SP|AllowLeaveCombat}} ||
|-
| {{SP|DisableImmunityOverhead}} ||
|-
| {{SP|DisableInteractions}} ||
|-
| {{SP|Toggle}} ||
|-
| {{SP|IgnoreResting}} || This condition is not removed after a [[long rest]].
|-
|-
| {{SP|IgnoredByImmobilized}} ||  
| Performing ||  
|-
|-
| {{SP|Blind}} ||  
| InitiateCombat ||
|-
|-
| {{SP|MultiplyEffectsByDuration}} || The effects of this condition is multiplied by the amount of turns remaining.
| BringIntoCombat ||  
|-
|-
| {{SP|TickingWithSource}} ||  
| ForceOverhead || Will display the condition over the creature's model when applied and removed.
|-
|-
| {{SP|DisableOverhead}} || Does not show the condition over the creature's model when applied and removed.
| IsChanneled ||
|-
|-
| {{SP|DisableCombatlog}} || Does not show the condition in the combat log when applied or removed.
| IsInvulnerable || Creatures this condition is applied to can not take damage.
|-
|-
| {{SP|DisablePortraitIndicator}} || This condition is hidden and not shown on the creature.
| ExcludeFromPortraitRendering ||  
|-
|-
| {{SP|ExecuteFunctorsOnOwner}} ||  
| LoseControl ||
|-
|-
| {{SP|IsInvulnerableVisible}} ||  
| ForceNeutralInteractions ||  
|-
|-
| {{SP|ApplyToDead}} ||  
| PeaceOnly || Can only be used outside combat.
|-
|-
| {{SP|GiveExp}} ||  
| AllowLeaveCombat ||  
|-
|-
| {{SP|Burning}} ||  
| DisableImmunityOverhead ||  
|-
|-
| {{SP|NonExtendable}} ||  
| DisableInteractions ||  
|-
|-
| {{SP|FreezeDuration}} || This condition does not lose duration over time.
| Toggle ||  
|-
|-
| {{SP|UnavailableInActiveRoll}} ||  
| IgnoreResting || This condition is not removed after a [[long rest]].
|-
|-
| {{SP|OverheadOnTurn}} || Will display the condition over the creatrues model at the start of their turn.
| IgnoredByImmobilized ||  
|-
|-
| {{SP|UnsheathInstrument}} ||  
| Blind ||  
|-
|-
| {{SP|IndicateDarkness}} ||  
| MultiplyEffectsByDuration || The effects of this condition is multiplied by the amount of turns remaining.
|-
|-
| {{SP|LoseControlFriendly}} ||  
| TickingWithSource ||  
|-
|-
| {{SP|DisableCapabilitiesMessage}} ||  
| DisableOverhead || Does not show the condition over the creature's model when applied and removed.
|-
|-
| {{SP|AllowLeaveDisallowJoinCombat}} ||
|}
|}


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== List of Conditions ==
== 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.
Below is a few examples of conditions that can be applied to player characters and NPCs. See more either by clicking the "more" button, or the full list at [[List of Conditions]].


{{ConditionsTableHeader}}
{{ConditionsTableHeader}}
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