Rest is essential for healing wounds and recovering from the rigors of adventure.
What is a Rest?
A rest is 4 hours of downtime, also known as a watch. During this time, a character can sleep, tend wounds, study, or engage in light activity.
Recovery Options
At any point, a character can elect to recover. This is a move action that restores HP equal to the character's HD in exchange for one level of fatigue.
After each four hours of rest, you may choose one of the following:
1. Recover HP - Attempt to heal without gaining fatigue 2. Reduce Fatigue - Automatically reduce your fatigue level by one step
You also regain all recoverable rounds of strain after just a few minutes of rest.
Recovering Hit Points
After combat, once you have recovered from strain, you may attempt to recover HP:
- Make a recovery check after a full rest (4 hours)
- Success restores HP based on your class and abilities
- Wounds reduce your Maximum HP and require additional checks to heal
- Each fatigue level gained through recover can itself be recovered by resting one watch
Magical Healing
Magical healing is the fastest way to recover HP. Zealots often cure HP damage directly, while other classes may use charms, elixirs, potions, or similar magic.
If magical healing is used, the target can attempt to heal wounds instead of normal HP damage:
| Wound Severity | Healing Needed Before Attempt | Check |
| Minor wound | 4+ healing | Caster makes a success roll to heal the wound |
| Moderate wound | 8+ healing | Caster makes a success roll to heal the wound |
| Serious wound | 12+ healing | Specialist magic or care; target makes a CON save |
| Critical wound | 16+ healing | Specialist magic or care; target makes a CON save |
If the attempt fails, the healing does not cure HP damage.
Interrupted Rest
If your rest is interrupted by:
- Strenuous activity (combat, running, etc.)
- Persistent nightmares
- Other disturbances
Insufficient Sleep
Less than four hours of sleep is unproductive for healing:
- If you get less than 4 hours of sleep per 24-hour period:
Pushing Through Fatigue
You can choose to keep going despite fatigue:
- You may fatigue yourself all the way to useless condition
- With full rest (24 hours), you can improve up to two fatigue levels
- Some abilities, racial traits, or items may allow faster recovery
Quick Reference
| Activity | Duration | Effect |
| Short rest | Few minutes | Recover strain rounds |
| Full rest | 4 hours (1 watch) | Recover HP OR reduce fatigue |
| Extended rest | 8 hours (2 watches) | Recover HP AND reduce fatigue |
| Full day rest | 24 hours | Improve up to 2 fatigue levels |
Healing Assistance
Other characters can assist with healing:
- Healer ability: +2 to recovery checks
- Medical kit: Required for some healing attempts
- Magical healing: Can restore HP instantly, but wounds still require checks