Editing Conditions

From Baldur's Gate 3 Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
'''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.  
'''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.  


== Stack ID ==
== Condition Types ==
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 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 (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
: 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
: 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 ==
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 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.
 
The different tick types are:
; StartTurn
: The condition loses its duration at the start of the creature's turn.
; 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}}.
; 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 ==
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:
{| class="wikitable"
! Name !! Description
|-
| {{SP|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}} ||
|-
| {{SP|Blind}} ||
|-
| {{SP|MultiplyEffectsByDuration}} || The effects of this condition is multiplied by the amount of turns remaining.
|-
| {{SP|TickingWithSource}} ||
|-
| {{SP|DisableOverhead}} || Does not show the condition over the creature's model when applied and removed.
|-
| {{SP|DisableCombatlog}} || Does not show the condition in the combat log when applied or removed.
|-
| {{SP|DisablePortraitIndicator}} || This condition is hidden and not shown on the creature.
|-
| {{SP|ExecuteFunctorsOnOwner}} ||
|-
| {{SP|IsInvulnerableVisible}} ||
|-
| {{SP|ApplyToDead}} ||
|-
| {{SP|GiveExp}} ||
|-
| {{SP|Burning}} ||
|-
| {{SP|NonExtendable}} ||
|-
| {{SP|FreezeDuration}} || This condition does not lose duration over time.
|-
| {{SP|UnavailableInActiveRoll}} ||
|-
| {{SP|OverheadOnTurn}} || Will display the condition over the creatrues model at the start of their turn.
|-
| {{SP|UnsheathInstrument}} ||
|-
| {{SP|IndicateDarkness}} ||
|-
| {{SP|LoseControlFriendly}} ||
|-
| {{SP|DisableCapabilitiesMessage}} ||
|-
| {{SP|AllowLeaveDisallowJoinCombat}} ||
|}
 
== Condition types ==
Some conditions have a "type" that indicates how the condition can be removed, prevented, or how it reacts to other actions.
Some conditions have a "type" that indicates how the condition can be removed, prevented, or how it reacts to other actions.


Line 124: Line 8:
{| class="wikitable"
{| class="wikitable"
! Type !! Representative<ref name="representative"/> !! Removal !! Prevention
! Type !! Representative<ref name="representative"/> !! Removal !! Prevention
|-
| {{Condition Type|blinded}} || {{Cond|Blinded}}
||
:{{SAI|Heal}}
:{{SmItemIcon|Remedial Potion}}
:[[Blinded (Condition Type)#Removal|(more)]] 
||
:{{RarityItem|Shar's Spear of Evening}}
:{{RarityItem|Steelwatcher Helmet}}
:[[Blinded (Condition Type)#Prevention|(more)]] 
|-
| {{Condition Type|charmed}} || {{Cond|Charmed}}
||
:{{SAI|Dispel Evil And Good: Break Enchantment}}
:{{SAI|Stillness of Mind}}
:[[Charmed (Condition Type)#Removal|(more)]] 
||
:{{SAI|Fey Ancestry}} <ref name="adv" />
:{{SAI|Beguiling Defences}}
:{{SAI|Calm Emotions}}
:[[Charmed (Condition Type)#Prevention|(more)]] 
|-
|-
| {{Condition Type|cursed}} || ''(none)''
| {{Condition Type|cursed}} || ''(none)''
Line 166: Line 29:
:[[Diseased (Condition Type)#Prevention|(more)]]
:[[Diseased (Condition Type)#Prevention|(more)]]


|-
| {{Condition Type|frightened}} || {{Cond|Frightened}}
||
:{{SAI|Dispel Evil and Good}}
:{{SAI|Stillness of Mind}}
:[[Frightened (Condition Type)#Removal|(more)]] 
||
:{{SAI|Aura of Courage}}
:{{SAI|Calm Emotions}}
:{{SAI|Heroism}}
:{{SAI|Nature's Ward}} <ref name="elemental-fey" />
:[[Frightened (Condition Type)#Prevention|(more)]] 
|-
| {{Condition Type|incapacitated}} || {{Cond|Incapacitated}}
||
:[[Incapacitated (Condition Type)#Removal|(more)]]
||
:[[Incapacitated (Condition Type)#Prevention|(more)]] 
|-
|{{Condition Type|Maimed}}
|{{Cond|Maimed}}
|
:{{SAI|Lesser Restoration}}
:{{SAI|Lay on Hands}}
:{{SAI|Heal}}
:[[Diseased (Condition Type)#Removal|(more)]] 
|-
|-
| {{Condition Type|poisoned}} || {{Cond|Poisoned}}
| {{Condition Type|poisoned}} || {{Cond|Poisoned}}
Line 214: Line 50:
:{{SAI|Immutable Form}}
:{{SAI|Immutable Form}}
:[[Polymorphed (Condition Type)#Prevention|(more)]]  
:[[Polymorphed (Condition Type)#Prevention|(more)]]  
|-
| {{Condition Type|charmed}} || {{Cond|Charmed}}
||
:{{SAI|Calm Emotions}}
:{{SAI|Dispel Evil and Good}}
:{{SAI|Stillness of Mind}}
:[[Charmed (Condition Type)#Removal|(more)]]
||
:{{SAI|Fey Ancestry}} <ref name="adv"/>
:{{SAI|Beguiling Defences}}
:{{SmItemIcon|Elixir of Peerless Focus}} <ref name="adv"/>
:[[Charmed (Condition Type)#Prevention|(more)]]
|-
| {{Condition Type|frightened}} || {{Cond|Frightened}}
||
:{{SAI|Dispel Evil and Good}}
:{{SAI|Stillness of Mind}}
:[[Frightened (Condition Type)#Removal|(more)]]
||
:{{SAI|Heroism}}
:{{SAI|Aura of Courage}}
:{{SAI|Nature's Ward}} <ref name="elemental-fey"/>
:[[Frightened (Condition Type)#Prevention|(more)]]
|-
| {{Condition Type|incapacitated}} || {{Cond|Incapacitated}}
||
:[[Incapacitated (Condition Type)#Removal|(more)]]
||
:[[Incapacitated (Condition Type)#Prevention|(more)]]
|-
|-


Line 224: Line 92:


|-
|-
| {{Condition Type|unconscious}} || ''(none)''
| ''(none)'' || {{Cond|Unconscious}}
||
||
:[[Unconscious (Condition Type)#Removal|(more)]]  
:[[Unconscious (Condition Type)#Removal|(more)]]  
||
||
:[[Unconscious (Condition Type)#Prevention|(more)]]  
:[[Unconscious (condition Type)#Prevention|(more)]]  




|-
| {{Condition Type|blinded}} || {{Cond|Blinded}}
||
:{{SAI|Heal}}
:{{SmItemIcon|Remedial Potion}}
:[[Blinded (Condition Type)#Removal|(more)]]
||
:{{RarityItem|Shar's Spear of Evening}}
:{{RarityItem|Steelwatcher Helmet}}
:[[Blinded (Condition Type)#Prevention|(more)]]
|-
|}
|}
<references>
<references>
Line 239: Line 118:


== 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.
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]].


{{ConditionsTableHeader}}
{{ConditionsTableHeader}}
Line 253: Line 132:
{{ConditionsTableFooter}}
{{ConditionsTableFooter}}


[[Category:Conditions]]
[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]
Please note that all contributions to Baldur's Gate 3 Wiki are considered to be released under the CC BY-NC-SA license, except when noted otherwise (see BG3Wiki:Copyrights for details). If you do not want your writing to be edited and redistributed at will, do not submit it here. Per our Content Rules, you are promising that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)