Status and Conditions¶
Several conditions can modify what your characters do day to day — most are managed by resting.
Fatigue¶
Your characters must rest both to memorise spells and to regain strength.
- Open a character's priest or wizard spell page, configure the spells you want to memorise, then click the rest icon. You rest for eight hours unless interrupted, then awaken refreshed.
- If the party was injured, members regain a few hit points per rest.
A character can operate at peak efficiency for 24 hours of game time (≈2 hours real time). After that, fatigue sets in: for every 4 game-hours past the 24-hour mark the character takes a –1 luck penalty (–1 to all rolls). Characters with high or low Constitution are more or less resilient and can travel for longer or shorter without rest. Resting removes all fatigue penalties.
Rest in style
Characters resting in rented rooms while visiting an inn will heal more or less depending on the quality of the room.
Encumbrance¶
Each character has a fixed number of inventory slots plus paper-doll equipment slots. The total weight a character may carry is governed by their Strength — see the weight tables in the appendix.
Carrying too much slows or stops movement.
Intoxication¶
All the better inns serve a variety of intoxicants. Drinking to excess impairs combat ability. Sufficient drink bolsters morale, but the trade-off in effectiveness rarely makes it worth it.
- The number of drinks you can take before suffering penalties depends on your Constitution — a Constitution of 3 character is tipsy after a single drink.
- Recovery is uniform: a good night's sleep negates all effects regardless of how much was drunk.
Indeed, I have seen fellows with heroic constitutions drink seemingly endless amounts and suffer no visible effects.
— Volo
Perhaps "heroic" is the wrong choice of word in this instance.
— Elminster
Poison¶
Poison is an all-too-frequent adventuring hazard: bites, stings, deadly potions, drugged wines, bad food, all at the hands of malevolent wizards, evil assassins, hideous monsters, and incompetent innkeepers.
Several spells either slow the onset of a poison (giving time for further treatment) or negate it entirely.
Warning
Cure spells do not negate the progress of a poison — they only heal damage already suffered.
Source: bg2ee/original_manuals/baldurs_gate_2_ee_mastering_melee_and_magic.pdf — "Effects of Fatigue", "Effects of Encumbrance", "Effects of Intoxication", "Effects of Poison".