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Conditions: Difference between revisions
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'''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. | ||
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: 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 == | ||
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| 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 || | ||
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| 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. | ||
|- | |- | ||
|} | |} | ||
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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. See more either by clicking the "more" button, or the full list at [[List of Conditions]]. | |||
{{ConditionsTableHeader}} | {{ConditionsTableHeader}} |
Revision as of 15:01, 29 December 2023
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
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 , and/or at the same time since they all have the Stack ID 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 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 it's current duration. Often used by equipment variation of conditions, E.g. if you have 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 from drinking a Potion of Speed and drink another one, you will replace the condition you currently have, immediately making you .
- 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 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 is a condition that doesn't have a duration, instead it is automatically applied if you are 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 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 creatures turn.
- EndTurn
- The condition loses its duration at the end of the creatures turn. An example of this is 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 .
- StartRound
- 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
- 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
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:
Name | Description |
---|---|
None | |
Performing | |
InitiateCombat | |
BringIntoCombat | |
ForceOverhead | Will display the condition over the creature's model when applied and removed. |
IsChanneled | |
IsInvulnerable | Creatures this condition is applied to can not take damage. |
ExcludeFromPortraitRendering | |
LoseControl | |
ForceNeutralInteractions | |
PeaceOnly | Can only be used outside combat. |
AllowLeaveCombat | |
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 | |
DisableOverhead | Does not show the condition over the creature's model when applied and removed. |
Condition types
Some conditions have a "type" that 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 | |||
Charmed | |||
Cursed | (none) | ||
Diseased | (none) | ||
Frightened | |||
Incapacitated | |||
Maimed | |||
Poisoned | |||
Polymorphed |
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Prone | |||
Unconscious | (none) |
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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.
More...Condition | Effects |
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