Rest Mode
Rest Mode lets your character sit down out of battle to recover Health and Energy and ease Fatigue. Hunger and Thirst rise faster, while Vision and defences fall. Find a safe spot and deal with dangerous conditions before resting. Rest Mode does not save the game; see Rest and saving for sleep and saves.
Contents
Starting and stopping rest
Out of battle, use Rest in the interface or your assigned rest hotkey. Your character sits down and turns advance automatically; use the same control again to stop. Finish scene transitions, cutscenes or actions that lock the inventory before trying to rest.
If you have Starvation or Dehydration, eat or drink to lower the meter before trying again. These are not the complete list of rest-blocking effects. If rest is still unavailable, check your status tooltips and look for visible enemies attacking, fleeing or already hostile to you.
Opening the journal, world map or panels such as the inventory pauses automatic turns. Closing them resumes rest rather than starting a new rest session.
How much you recover
With no negative effects, rest adds 20 Health-restoration points and 50 Energy-restoration points per turn to your existing rates. This does not mean you regain 20 Health or 50 Energy each turn.
A restoration payout occurs each time its progress reaches 100, with leftover progress retained. Negative effects and Injuries reduce the rest bonus. Pain and Intoxication continue following their own rules; resting does not replace pain relief or detoxification.
| Item | Rest contribution | Calculation | Examples and notes |
|---|---|---|---|
| Health Restoration | +20 points per turn with no negative effects; −4 for each n, with a +2 floor | The final rate is the sum of the base 10 points, gear/effects and the Rest Mode bonus, with a 0–100 range. Each 100 bar points produces 5% of Max Health rounded up, then Healing Efficiency is applied and rounded; Health cannot exceed its current replenishment threshold. | With n = 0, no other modifiers and an empty bar, the rate is 30 points per turn; the first payout occurs on turn 4 and leaves 20 points in the bar. |
| Energy Restoration | +50 points per turn with no negative effects; −5 for each n, with a +5 floor | The final rate is the sum of 2 × Vitality, gear/effects and the Rest Mode bonus, with a 0–100 range. Each 100 bar points restores 5% of Max Energy. | This is restoration-bar efficiency, not that many Energy points restored directly each turn. |
| Negative-effect count n | An ordinary negative effect counts as 1; an Injury counts by its degree | Each +1 n removes 4 Health-restoration points and 5 Energy-restoration points, down to floors of 2 and 5. With Make a Halt learned, this penalty is removed and the calculation uses n = 0. | More severe Injuries slow recovery by reducing the stance's contribution to the restoration bars. |
| Injury / body-part Condition | Uses only the part of a Health-restoration payout that exceeds the recoverable Health gap | Without additional passive modifiers, Condition restored per damaged body part = k × (100 × overflow Health ÷ Max Health) ÷ damaged-part count. A degree-one or degree-two Injury uses k = 0.25; otherwise k = 0.40. | Rest Mode does not repair Injuries directly each turn. A Health-restoration payout must first overflow the current Health replenishment threshold. |
| Fatigue | −0.01 per turn | This change is applied directly to Fatigue; it is not rescaled by Max Energy or Fatigue Gain. | One hundred uninterrupted turns correspond to −1 Fatigue while the world and other conditions continue advancing. |
Costs and dangers
Enemies still act while you rest. Vision shrinks and Dodge, Block and Counter Chances suffer severe penalties. Automatic interruption is not a guarantee of safety.
Equipped torches go out on entry and relight on exit. You cannot attack or use skills or spells while resting; stop resting when you need to act.
| Risk | Rest modifier | Final effect |
|---|---|---|
| Vision | Subtract Base Vision × 0.70, rounded down | Final Vision still uses the full attribute formula, with a minimum of 1 and maximum of 15; Ever Vigilant changes this Rest Mode penalty to 0. |
| Dodge Chance | −200 percentage points | The full attribute formula then clamps the final value to a minimum of −25%. |
| Block Chance | −200 percentage points | The final value has a 0% floor. It is also zero when no eligible weapon is available. |
| Counter Chance | −200 percentage points | The final value has a 0% floor. |
| Actions and light | Attacks, skills, spells and manually ending the turn are locked; equipped torches are extinguished | Leaving removes the locks and relights torches that were extinguished on entry. |
Why rest stops
Damage, an enemy that triggers the danger check, or a dangerous rest-blocking effect stops rest automatically. Deal with Starvation and Dehydration using supplies instead of waiting for rest to clear them.
Moving, teleporting or changing scenes, starting dialogue, opening settings, clicking the ground and going to bed also cancel rest. Skip Turn stops rest without skipping an extra turn. Equipping an item briefly exits and then re-enters rest.
Needs and other conditions
Longer rest uses more supplies. Lower Health and Energy generally increase the Hunger and Thirst gained while resting. The table gives the base per-turn gain before applicable resistance and skill modifiers.
Rest Mode does not save the game. See Rest and saving for sleep, beds and saves. A particular dungeon effect doubles its Morale and Sanity drain while resting; this is not a fixed cost at every location.
| Item | Per-turn formula or multiplier | Notes |
|---|---|---|
| Hunger | 0.06 × (3 − current Health/Max Health − Health replenishment threshold/100)^4, capped at 0.30 | Raw gain is 0.06–0.30 per turn; positive gain is then multiplied by (1 − Hunger Resistance/100), and Austerity multiplies it by another 0.90. |
| Thirst | 0.06 × (2 − current Energy/Max Energy)^4, capped at 0.30 | Raw gain is 0.06–0.30 per turn. Hunger Resistance does not affect it; Austerity multiplies it by 0.90. |
| Dungeon-whisper Morale and Sanity loss | ×2 while resting | This multiplier belongs to a particular dungeon effect; Rest Mode itself has no fixed Morale or Sanity drain. |
- Rest and saving
- Hunger and Thirst
- Food compendium
- Morale and Sanity · In development
- Dungeon Conditions