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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). Resting removes all fatigue penalties.

Rest in style

Resting in a rented inn room heals 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 manual's 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.

Poison

Poison is an all-too-frequent adventuring hazard: bites, stings, deadly potions, drugged wines, bad food. Several spells either slow the onset (giving time for further treatment) or negate the poison entirely.

Warning

Cure spells do not negate the progress of poison — they only heal damage already suffered.

A character attacked with a poisoned weapon or by a venomous creature makes a save vs. Poison; depending on the type, this either negates the poison or reduces its effects. Poisons are usually deadly within hours, so finding quick treatment is recommended.

Paralysis

A character or creature affected by paralysis is totally immobile for the spell's duration. The victim can breathe, think, see, and hear, but cannot speak or move.


Source: bgee/original_manuals/baldurs_gate_1_ee_mastering_melee_and_magic.pdf — "Effects of Fatigue", "Effects of Encumbrance", "Effects of Intoxication", "Effects of Poison", "Paralysis", "Poison".