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Conditions

Conditions are changes in a character's status, both beneficial and harmful. They can be imposed by certain Spells, class features, surfaces and other environmental hazards, etc. Many conditions are temporary, and some can be removed with the right spell or potion.
Stack ID[edit section | visual editor]
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. For example, it is not possible to have Hastened, and Celestial Haste and Haste Spores at the same time since they all have the stack ID HASTE. What happens the same condition and / or stack ID is applied again is determined by the combination of stack type and stack priority of the conditions which are to be applied.
Stack type[edit section | visual editor]
Stack type determines what happens when a condition is applied when that same condition or a condition with the same stack ID is already present. It resolves which condition applies or remains if multiple conditions of the same stack ID are brought upon a creature, and determines 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 a character has Barkskin until long rest and equips the Barkskin Armour, the condition from the armour does not replace the one they have until long rest.
- Overwrite
- The present condition is replaced by the new one. For example, if a character has Hastened from drinking a Potion of Speed and drinks another one, it replaces the condition they currently have, immediately making them Lethargic.
- Additive
- The duration of the new condition is added onto the duration of the already present condition. So if a creature has 1 turn of Radiating Orb remaining and receives it again for 2 turns, it then has 3 turns remaining.
Duration[edit section | visual editor]
The duration of a condition is determined by the source the condition is applied from. Some conditions do not have durations. These may be conditions which are active based on something else, like a passive feature or standing near something. The condition Lightly Obscured is a condition that does not have a duration. Instead it is automatically applied if a creature is Hiding in a place with scant lighting, and is automatically removed when hiding ends. There are also conditions that do not lose duration over time. These may be conditions that lose duration as a result of something else, like Arcane Ward which loses duration when its bearer is hit. Conditions also do not lose duration if a character is in in dialogue or a cutscene. However, this only counts for characters that are actuslly part of the dialogue/cutscene, not just listening in.
Tick type[edit section | visual editor]
Tick type determines when a condition reduces its remaining duration and applies its effects. Most of the time this is either at the start or end of an affected creature's turn. When a party member is outside turn-based mode or combat mode, one turn is 6 seconds. 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 effectively last one turn less than their stated duration. For example, a 1 turn duration Frozen effect (from Chilled) ends immediately at the start of the frozen creature's turn without disabling it for a single turn. A 2 turn Frozen effect (from Encrusted with Frost) effectively lasts only 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. If a creature applies a condition like this to itself that lasts for 1 turn it loses the condition as soon as soon as it ends its turn, for example using 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 section | visual editor]
Some conditions have special properties that make them behave in different ways such as 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 | Displays the condition over the creature's model when applied and removed. |
| IsChanneled | |
| IsInvulnerable | Creatures with this condition do not take damage. |
| ExcludeFromPortraitRendering | |
| LoseControl | Suspends player control of the character, skipping their 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 does not shown on the creature. |
| ExecuteFunctorsOnOwner | |
| IsInvulnerableVisible | |
| ApplyToDead | This condition persists even if the object/creatures dies, and remains both 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 | Displays the condition over the creatrues model at the start of their turn. |
| UnsheathInstrument | |
| IndicateDarkness | |
| LoseControlFriendly | |
| DisableCapabilitiesMessage | |
| AllowLeaveDisallowJoinCombat |
Condition types[edit section | visual editor]
Some conditions have a "type" which 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 | Blinded | ||
| Charmed | Charmed | ||
| Cursed | (none) | ||
| Diseased | (none) | ||
| Frightened | Frightened | ||
| Incapacitated | Incapacitated | ||
| Paralyzed | Paralysed | ||
| Petrified | Petrified | ||
| Poisoned | Poisoned | ||
| Polymorphed | Polymorphed |
|
|
| Prone | Prone | ||
| Restrained | Restrained | ||
| Sleeping | Sleeping | ||
| Stunned | Stunned | ||
| Unconscious | (none) |
|
List of Conditions[edit section | visual editor]
The list of all conditions in the game is split into the following pages so as to limit the size of each page:





























































































































































































