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Resting is the primary way the player and their companions can restore lost [[Hit Points]] and uses of their [[Spells#Spell Slots|Spell Slots]], class abilities, and certain items.
{{PageSeo
| description = Resting is a gameplay mechanic used to restore lost hit points and depleted resources. Long Rests restore all lost hit points and spent resources, whereas Short Rests restore a limited amount of hit points, and a smaller variety of resources.
| image = Long Rest.webp
}}
'''Resting''' is a gameplay mechanic used to restore lost [[hit points]] and depleted [[resources]].


There are two types of resting: Long Rests and Short Rests.
Rests can be either long or short. '''Long rests''' restore all lost hit points and spent resources, whereas '''short rests''' restore a limited amount of hit points, and a smaller variety of resources.


== Long Rest ==
== Long rest ==
[[File:Long Rest.webp|thumb|Starting a long rest at camp]]
[[File:Long Rest.webp|thumb|Starting a long rest at camp]]
Ends the day and restores all of the following:
Long rests are primarily taken [[Campsite|at camp]] and restore the following:
* All [[Hit Points]]
* All hit points
* All uses of [[Spells#Spell Slots|Spell Slots]]
* All [[Spells#Spell Slots|spell slots]]
* All class ability uses
* All resources
* Restores all Short Rests available to the party
* Use of certain item actions
* Restores use of certain item actions
* [[Illithid power]] dialogue options
=== Partial rest ===
Taking a long rest passes the night, and costs 40 (80 in tactician or honour difficulty) [[camp supplies]]. If the party lacks the required supplies, they may instead take a ''partial rest'', which restores the following:
* Restore hit points up to half of their maximum.
* Restore resources up to half of the character's maximum, rounded down.
** This includes class-specific resources such as spell slots, {{r|ki}}s, and {{r|supdie|forceplural=yes}}.
* Refreshes cooldowns, including items, and class features like [[Song of Rest]] or [[Portent]] and most [[illithid powers]].
** [[Luck of the Far Realms]] is not restored as it costs a hidden resource you only have a max one of, which gets rounded down to 0.


Many [[Companions|Companion]] interactions and dialogues will occur when Long Resting. Long rests can also advance certain time-sensitive story elements.
Short rests are not restored when performing a partial long rest while the Bard's [[Song of Rest]] ability does.


Many [[origin]], [[Companions|companion]] and [[camp followers|camp follower]] interactions will occur when long resting. Long rests can also advance certain [[Time sensitive activities|time-sensitive content]].


To begin a Long Rest, use the Waypoint system or the Resting icon to go to the [[Campsite]] and interact with one of the bedrolls around the campfire, the campfire itself, or use the Long Rest button again when inside the Campsite. A long rest requires expending 40 [[Camp Supplies]] (regardless of the number of characters in the party this amount is always 40).
=== Consequences of long resting ===
If the party has taken on [[Time_sensitive_activities|time sensitive quests]], those will progress by long resting, sometimes with terrible outcomes; for example, if taking a long rest right after starting {{Quest|Investigate the Beach}}, {{CharLink|Mirkon}} will be killed by the {{CharLink|Harpy|Harpies}}.


Each act will have a handful of quests that will advance if the player long rests.{{clear}}


Alternatively, the player can do a '''Partial Long Rest''', by not expending 40 [[Camp Supplies]].
== Short rest ==
When performing a partial rest, the Long Rest will instead only do the following:
Twice per long rest, the party can take a short rest, which restores the following:
* Restore [[Hit Points]] up to half of their maximum
* Hit points up to half of their maximum (rounded down)
* Restore up to half of the character's maximum [[Spells#Spell Slots|Spell Slots]]
* Uses of [[weapon actions]]
* [[Bard|Bards]] of level 5 or higher regain their [[Bardic Inspiration]] charges
* [[Cleric|Clerics]] regain their [[Channel Divinity]] charges
* [[Druid|Druids]] regain their [[Wild Shape|Wild Shapes]]
* [[Fighter|Fighters]] regain the use of their [[Action Surge]] and [[Second Wind]] abilities, and their [[Superiority Die|Superiority Dice]]
* [[Monk|Monks]] regain their [[Ki Point|Ki]]
* [[Paladin|Paladins]] regain their [[Channel Oath]] charge
* [[Warlock]] spell slots
* The following [[Illithid Powers]]: [[Psionic Overload]], [[Force Tunnel]], [[Stage Fright]], [[Repulsor]], [[Shield of Thralls]], [[Black Hole]], [[Absorb Intellect]], and [[Fracture Psyche]]
Note that characters that are not in the active party do not benefit from short rests; they do not regain hit points or resources.


Short Rests are not restored when performing a partial rest.
== Additional Types ==
{{clear}}
There are additional features ingame which function similarly to taking a rest;
* The level 2 [[Bard]] feature {{SAI|Song of Rest}} functions identically to a short rest.
* {{RarityItem|Potion of Angelic Reprieve}} functions as a short rest (in addition to recovering all expended {{SpellSlot|1|1}} and {{SpellSlot|2|1}} [[Spell Slot]]s), if the character consuming it is left asleep, uninterrupted, for 2 turns.
* {{RarityItem|Potion of Angelic Slumber}} functions as a long rest, if the character consuming it is left asleep, uninterrupted, for 2 turns.
* {{SAI|Divine Intervention: Opulent Revival}} restores the party as if they took a long rest, revives any downed party members, and can even be used in combat. However, any form of Divine Intervention can only be used once per character in the entire game.
* Using a Restoration Pod found aboard the [[Nautiloid]] in the prologue or the [[Mindflayer colony]] in Act Two, or the boudoir in the [[House of Hope]] in Act Three will restore the party as if they took a long rest, ''without'' ending relevant effects like {{SAI|Goodberry}} or [[Elixirs]].


== Short Rest ==
{{NavGameplay}}
Twice per [[Long Rest]], the party can take a '''Short Rest'''. This heals each party member for an amount of [[Hit Points]] equal to half their maximum (rounded down). Some classes also receive additional benefits from short rests, including but not limited to:
[[Category:Gameplay mechanics]]
* [[Warlock|Warlocks]] regain their [[Spells#Spell Slots|Spell Slots]]
* [[Cleric|Clerics]] regain their Channel Divinity charge
* [[Paladin|Paladins]] regain their Channel Oath charge
* [[Fighter|Fighters]] regain the use of their [[Action Surge]] ability
 
In addition, all uses of [[Weapon Actions]] are restored by Short Resting.
 
The level 2 [[Bard]] ability, [[File:Song of Rest Icon.png|link=Song of Rest|frameless|upright=0.1]] [[Song of Rest]], can grant the party an additional Short Rest.
 
[[Category: Gameplay Mechanics]]

Latest revision as of 08:37, 11 October 2024

Resting is a gameplay mechanic used to restore lost hit points and depleted resources.

Rests can be either long or short. Long rests restore all lost hit points and spent resources, whereas short rests restore a limited amount of hit points, and a smaller variety of resources.

Long rest[edit | edit source]

Starting a long rest at camp

Long rests are primarily taken at camp and restore the following:

Partial rest[edit | edit source]

Taking a long rest passes the night, and costs 40 (80 in tactician or honour difficulty) camp supplies. If the party lacks the required supplies, they may instead take a partial rest, which restores the following:

  • Restore hit points up to half of their maximum.
  • Restore resources up to half of the character's maximum, rounded down.
    • This includes class-specific resources such as spell slots, Ki Points, and Superiority Dice.
  • Refreshes cooldowns, including items, and class features like Song of Rest or Portent and most illithid powers.
    • Luck of the Far Realms is not restored as it costs a hidden resource you only have a max one of, which gets rounded down to 0.

Short rests are not restored when performing a partial long rest while the Bard's Song of Rest ability does.

Many origin, companion and camp follower interactions will occur when long resting. Long rests can also advance certain time-sensitive content.

Consequences of long resting[edit | edit source]

If the party has taken on time sensitive quests, those will progress by long resting, sometimes with terrible outcomes; for example, if taking a long rest right after starting Investigate the Beach Investigate the Beach, Mirkon Mirkon will be killed by the Harpy Harpies.

Each act will have a handful of quests that will advance if the player long rests.

Short rest[edit | edit source]

Twice per long rest, the party can take a short rest, which restores the following:

Note that characters that are not in the active party do not benefit from short rests; they do not regain hit points or resources.

Additional Types[edit | edit source]

There are additional features ingame which function similarly to taking a rest;

  • The level 2 Bard feature Song of Rest Song of Rest functions identically to a short rest.
  • Potion of Angelic Reprieve functions as a short rest (in addition to recovering all expended 1 Level 1 Spell Slots.png and 1 Level 2 Spell Slots.png Spell Slots), if the character consuming it is left asleep, uninterrupted, for 2 turns.
  • Potion of Angelic Slumber functions as a long rest, if the character consuming it is left asleep, uninterrupted, for 2 turns.
  • Divine Intervention: Opulent Revival Divine Intervention: Opulent Revival restores the party as if they took a long rest, revives any downed party members, and can even be used in combat. However, any form of Divine Intervention can only be used once per character in the entire game.
  • Using a Restoration Pod found aboard the Nautiloid in the prologue or the Mindflayer colony in Act Two, or the boudoir in the House of Hope in Act Three will restore the party as if they took a long rest, without ending relevant effects like Goodberry Goodberry or Elixirs.