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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.
'''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]]
Activating a Long Rest brings the party to a separate isolated camping map that takes on a unique appearance based on the current environment. The appearance of the camp also evolves as you progress in the story gathering more companions and allies.
Long rests are primarily taken [[Campsite|at camp]] and restore the following:
 
* All hit points
Utilising the bed roll in camp ends the day and restores all of the following:
* All [[Spells#Spell Slots|spell slots]]
* All [[Hit Points]]
* All resources
* All uses of [[Spells#Spell Slots|Spell Slots]]
* All class ability uses
* All Short Rests available to the party
* Use of certain item actions
* Use of certain item actions
* Once-per-long-rest special [[Illithid Power]] dialogue options
* [[Illithid power]] dialogue options
 
=== Partial rest ===
Many [[Companions|Companion]] interactions and dialogues will occur when Long Resting. Long rests can also advance certain time-sensitive story elements.
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.


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


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.
== Additional Types ==
There are additional features ingame which function similarly to taking a rest;
* The level 2 [[Bard]] feature {{SAI|Song of Rest}} functions as 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]].


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Latest revision as of 19:52, 19 April 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.

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

Short rest[edit | edit source]

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

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 as 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.