21
editsAd placeholder
Conditions: Difference between revisions
Jump to navigation
Jump to search
Corrected spelling errors, added some punctuation, and reformatted some sentences.
m (Minor clarification for one sentence.) |
(Corrected spelling errors, added some punctuation, and reformatted some sentences.) |
||
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, | '''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 == | == Stack ID == | ||
All conditions have a stack ID that | 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 a condition with the same condition or a condition with the same stack ID is already present, is decided by the [[stack type]] of the condition you are applying. | ||
== Stack type == | == Stack type == | ||
Stack type determines what | 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 | ; Stack | ||
: 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. | ||
Line 13: | Line 13: | ||
: 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}}. | ||
; Additive | ; 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 | : 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 == | == 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 | 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 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 | 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 | ; StartTurn | ||
: The condition loses duration at the start of the creatures turn. | : The condition loses its duration at the start of the creatures turn. | ||
; EndTurn | ; EndTurn | ||
: The condition loses 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 | : 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 duration at the start of the ''round''. The start of the round | : The condition loses 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 | ; EndRound | ||
: The condition loses duration at the end of the ''round''. The end of the round | : The condition loses 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 == | == Status properties == | ||
Line 43: | Line 47: | ||
| BringIntoCombat || | | BringIntoCombat || | ||
|- | |- | ||
| ForceOverhead || Will display the condition over the | | ForceOverhead || Will display the condition over the creature's model when applied and removed. | ||
|- | |- | ||
| IsChanneled || | | IsChanneled || | ||
Line 75: | Line 79: | ||
| TickingWithSource || | | TickingWithSource || | ||
|- | |- | ||
| DisableOverhead || Does not show the condition over the | | DisableOverhead || Does not show the condition over the creature's model when applied and removed. | ||
|- | |- | ||
|} | |} | ||
Line 201: | Line 205: | ||
== List of Conditions == | == List of Conditions == | ||
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}} |