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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 possessing the required supplies, the party can take a long rest, which restores 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, Portent and most illithid powers
    • Luck of the Far Realms is not restored as it costs a hidden resource which is a maximum of 1, and is rounded from one-half down to zero (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 which advance upon 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. Characters who are not in the active party do not benefit from short rests and do not regain hit points or resources. Short rests restore the following:

Additional Types[edit | edit source]

There are additional features in-game which function similarly to taking a rest;