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Resting

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

Overview[edit | edit source]

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. Taking a long rest passes the night, and costs 40 (80 in tactician or honour difficulty, up to 120 in custom difficulty) camp supplies.

Full rest[edit | edit source]

If having the required supplies, long rests restore the following:

Partial rest[edit | edit source]

If lacking the required supplies, the party can instead take a partial rest, which restores the following:

  • Hit points - up to half of their maximum, rounded down
  • Resources - up to half of the character's maximum, rounded down
  • Refreshing of 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 that is a max of 1, which gets rounded down to 0.

Short rests are not restored when performing a partial long rest.

Consequences of long resting[edit | edit source]

Many origin, companion and camp follower interactions occur on long resting. Long rests can also advance certain time-sensitive content; additionally each act has a handful of quests that advance if the long resting.

Any Temporary bonuses with "Duration: Until Long rest" end.

Any effects of Elixirs end.

Short rest[edit | edit source]

Twice per long rest, the party can take a short rest without travelling to the camp, which restores the following things. 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;