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Status and Conditions

Several conditions can modify what your characters do day to day. Most are managed by resting; a few require spells or counter-magic to clear.

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 party members are injured, they regain a few hit points per rest.

Rest in style

Characters resting in rented inn rooms heal more or less depending on the room's quality.

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

Many establishments 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.
  • 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 poison type, this either negates or lessens the effects. Poisons are usually deadly within minutes, so finding quick treatment is essential.

Paralysis

A character or creature affected by paralysis is totally immobile for the duration of the effect. The victim can breathe, think, see, and hear, but cannot speak or move in any manner.

Phased

When characters are phased, they become temporarily disassociated in space. They can still move and attack as normal, but they take magic damage over time until the phasing passes, at which point they resume their physical forms.


Source: iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — "Effects of Fatigue", "Effects of Encumbrance", "Effects of Intoxication", "Effects of Poison", "Paralysis", "Phased", "Poison".