Condition

Conditions are negative status effects that are placed upon a character either by a skill or by their environment. A single character can only be affected by a single instance of a particular condition at a time, though re-imposing a condition will reset its duration. Conditions can be removed by some monk skills. Several skills, particularly certain warrior skills, only achieve their maximum effect if the target is already suffering from a condition.

Conditions include:
 * [[Image:Bleeding.JPG|36px]] Bleeding, -3 Health degeneration
 * [[Image:Blindness.jpg|36px]] Blindness, 90% chance to miss
 * [[Image:Burning.jpg|36px]] Burning, -7 Health degeneration
 * [[Image:Crippled.jpg|36px]] Crippled, 50% slower movement
 * [[Image:Dazed.jpg|36px]] Dazed, twice as long to cast spells, spells are easily interrupted
 * [[Image:DeepWound.JPG|36px]] Deep Wound, 20% less maximum health, 20% less healing on this character
 * [[Image:Disease.png|36px]] Disease, -4 Health degeneration, contagious to all adjacent of the same species
 * [[Image:Poison.jpg|36px]] Poison, -4 Health degeneration
 * [[Image:Weakness.png|36px]] Weakness, 66% less damage dealt in combat

Skills that can remove conditions

 * Antidote Signet (removes Poison, Disease, and Blind)
 * Cautery Signet (removes all from party members and causes burning for 1 second for each)

See also the condition removal quick reference.

Skills that can transfer conditions

 * Draw Conditions (from ally to self)
 * Martyr (from party to self)
 * Infuse Condition (from self to minion)
 * Plague Signet (from self to foe)
 * Plague Touch (from self to touched foe)
 * Plague Sending (from self to target and adjacent foes)
 * Verata's Sacrifice (from undead minion to self)
 * Epidemic (from foe to adjacent foes)
 * Fevered Dreams (from foe to foes in the area)

Skills that involve conditions in other ways
This list does not include skills that only depend on specific condition types. (Refer to the specific condition articles for those.)
 * "Victory is Mine!" (Health and energy for conditions suffered by foes)
 * "I Will Survive!" (Health regeneration for each condition you suffer)
 * Melandru's Resilience (Health and energy regeneration for each condition and hex you suffer)
 * Scavenger Strike (Extra damage if foe is suffering from a condition)
 * Discord (if suffering condition and hexed or enchanted then take damage)
 * Vile Miasma (if foe is suffering from a condition then suffers degen also)
 * Fragility (Damage when foe suffers or recovers from a condition)
 * Resilient Was Xiko (+2 health regen per condition or hex you are suffering, when dropped lose conditions)
 * Resilient Weapon (+5 health regen and +24 armor if suffering from a hex or condition)
 * Reap Impurities (Health for conditions suffered by struck foes)

Condition Chain
Skills that require one condition, including knock down, to cause another make the following chain:


 * Axe Rake (causes Crippling if the target suffers a Deep Wound.)
 * Axe Twist (causes Weakness if target suffers a Deep Wound.)
 * Belly Smash (causes Blindness if the target is knocked down.)
 * Crushing Blow (causes a Deep Wound if the target is knocked down.)
 * Gash (causes a Deep Wound if the target is Bleeding.)
 * Heavy Blow (causes knock down if the target has Weakness.)
 * Lacerating Chop (causes Bleeding if the target is knocked down.)
 * Brambles (causes Bleeding to anyone who is knocked down.)
 * Hunter's Shot (causes Bleeding if the target is moving or knocked down.)
 * Virulence (causes Weakness, Poison and Disease if the target has any condition.)
 * Stoning (causes knock down if the target has Weakness.)
 * Falling Spider (causes Poison if the target is knocked down.)
 * Iron Palm (causes knock down if the target has any condition or hex.)

Related Articles

 * Death penalty
 * Exhaustion
 * Knockdown
 * Morale Boost