Rest, recovery and interrupted sleep
Find a good rest spot
Sanctuary ground gives a recovery tick every rest turn. A bed or tent on your tile or beside it gives one every 2. A campfire or hearth beside you gives one every 3, including on a diagonal. Sitting on a table and chair tile gives one every 4. Ordinary ground gives one every 5 and does not refill Manna. If several spots apply, the first in this order takes priority.
What a recovery tick restores
A paying tick restores 2% of your effective maximum health, rounded down with a minimum of 1, plus any flat rest bonus. It cannot exceed that maximum. A safe rest spot also restores a quarter of the current Manna cap, rounded up with a minimum of 2, stopping at full. For example, a 10-point Manna cap gives 3 per tick, or just the amount missing when less than 3 is needed.
Rest & Recover waits for both pools
Rest & Recover continues until both health and Manna are full at a safe spot. On ordinary ground, it only waits for health because Manna cannot refill there. Use Rest to begin recovery where you stand, or choose Rest & Recover from the bed or chair menu when it is offered. Moving or acting stops automatic rest.
Eat and drink before resting
The Rest control refuses a mortal whose Hunger or Thirst is at or below a quarter of its maximum. Automatic recovery and timed sleeps also wake at that line. Vampires use a quarter of their potency-scaled blood maximum instead. At an empty need, ordinary rest recovery cannot pay at all. A downed co-op body does not recover by resting.
Sleeping still uses supplies
Before food, companion and regional effects, an automatically resting mortal uses Hunger and Thirst at a quarter of the awake rate on turns when health recovery is not due. A turn due to restore health through rest uses the full awake rate. The turns between recovery ticks use the slower rate even while health is still missing. This uses your health, needs and rest count at the start of the turn. If a threat blocks the later recovery, that does not give back the food or water. This is separate from resurrection sickness and the higher water use in the Sun Wastes.
Choose when to wake
Beds and tents offer Sleep until morning at night, Wait until night during the day, and Sleep until the Dimming passes while that event is active. Campfire and hearth menus offer the matching timed rest. Morning sleep normally ends at early dawn, 80 turns into the 2,000-turn day cycle. Waiting until night also ends if the Dimming begins. Waiting through the Dimming ends when that event passes.
Danger can wake you
A visible threat can cut ordinary recovery short. Timed bed sleep checks a shorter nearby area than campfire rest. Friendly pets, peaceful villagers and grazing animals do not count as hostile sleepers' threats. A phasing creature normally ignores a sleeping body, but being provoked by your side makes it a threat again. Sleeping enemies have further exceptions, so a creature's asleep pose alone does not promise safety. Automatic sanctuary sleep skips the ordinary creature wake checks, though each recovery tick still uses the normal threat check.
Walls help with ordinary walkers
In a small, fully enclosed overworld room, an ordinary walking enemy seen outside can leave you asleep. Something within one tile, something already in the room, or something able to act over walls still wakes you. Shooters, casters, phasing creatures and door-opening people are among those exceptions. An open doorway, water edge or very large room does not give the same protection. This room check does not apply inside an interior scene or dungeon.
Resting with a party
Timed sleep advances the shared clock automatically when every present player is asleep. An absent player does not block it. Rest & Recover can take your own turns while a partner stays awake. A threat near another present player can also wake the party. Each sleeper still uses their own position for rest recovery. In the current co-op rules, a vampire must take its own recovery turns. Waiting through another player’s sleep turns does not restore that vampire’s health or Manna.
The Wilds and prison cots have their own rules
The Wilds uses Camp work sleep, warmth, bedding and interrupted jobs. A held prisoner uses Serve your sentence on the cot. Visiting family and a fallen vampire's grave wait pass time through separate rules and do not grant the ordinary rest action's healing. Use the guide for the mode or situation you are in.
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