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Conditions

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Active conditions are listed on the top left of the character's portrait.

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 HastenedHastened, and Celestial HasteCelestial Haste and Haste SporesHaste 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 LethargicLethargic.
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 ObscuredLightly Obscured is a condition that does not have a duration. Instead it is automatically applied if a creature is HidingHiding 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 WardArcane 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 FrozenFrozen effect (from ChilledChilled) ends immediately at the start of the frozen creature's turn without disabling it for a single turn. A 2 turn FrozenFrozen effect (from Encrusted with FrostEncrusted 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 WardBlade 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 SurgeAction 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
BlindedBlinded BlindedBlinded
HealHeal
Lesser RestorationLesser Restoration
Remedial Potion
(more)
Shar's Spear of Evening
Steelwatcher Helmet
(more)
CharmedCharmed CharmedCharmed
Dispel Evil And Good: Break EnchantmentDispel Evil And Good: Break Enchantment
Stillness of MindStillness of Mind
(more)
Beguiling DefencesBeguiling Defences
Calm EmotionsCalm Emotions
Fey AncestryFey Ancestry [2]
(more)
CursedCursed (none)
Greater RestorationGreater Restoration
Remove CurseRemove Curse
(more)
(more)
DiseasedDiseased (none)
HealHeal
Lay on HandsLay on Hands
Lesser RestorationLesser Restoration
(more)
Divine HealthDivine Health
Purity of BodyPurity of Body
(more)
FrightenedFrightened FrightenedFrightened
Dispel Evil and GoodDispel Evil and Good
Stillness of MindStillness of Mind
(more)
Aura of CourageAura of Courage
Calm EmotionsCalm Emotions
HeroismHeroism
Nature's WardNature's Ward [3]
(more)
IncapacitatedIncapacitated IncapacitatedIncapacitated
(more)
(more)
ParalyzedParalyzed ParalysedParalysed
Arrow of Salving
Lesser RestorationLesser Restoration
(more)
Elixir of Guileful Movement
Ring of Free Action
Freedom of MovementFreedom of Movement
(more)
PetrifiedPetrified PetrifiedPetrified
Basilisk Oil
Greater RestorationGreater Restoration
(more)
PoisonedPoisoned PoisonedPoisoned
Antidote
Lay on HandsLay on Hands
Lesser RestorationLesser Restoration
(more)
Elixir of Poison Resistance
Protection from PoisonProtection from Poison[2]
Purity of BodyPurity of Body
(more)
PolymorphedPolymorphed PolymorphedPolymorphed
Losing all your hit pointshit points[verify]
(more)
Immutable FormImmutable Form
(more)
ProneProne ProneProne
HelpHelp
(more)
(more)
RestrainedRestrained RestrainedRestrained
HelpHelp
(more)
Elixir of Guileful Movement
Ring of Free Action
Freedom of MovementFreedom of Movement
(more)
SleepingSleeping SleepingSleeping
ShoveShove
ProneProne
WetWet
(more)
StunnedStunned StunnedStunned
Freedom of MovementFreedom of Movement
Greater RestorationGreater Restoration
(more)
UnconsciousUnconscious (none)
(more)
(more)


  1. Many Condition Types have a specific condition that serves as the most basic form.
  2. 2.0 2.1 Gives AdvantageAdvantage on Saving ThrowSaving Throws
  3. Elemental and fey only.

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: