Recovery and Rest Cycles: Difference between revisions
Created page with "The recovery of lost <code>HP</code>, class archetype features and spell slots are handled through the rest cycle system in ''The Domains of Dread'', which does not have an explicit HTF (hunger, thirst, fatigue) system. Every class archetype recovers usage of features primarily from this system as opposed to “per day” or through IRT cooldowns, though IRT cooldowns may be used for other purposes. == Rest Cycles == A character..." |
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== Rest Cycles == | == Rest Cycles == | ||
A character must wait | A character must wait 20 minutes IRT before they may rest again after their most recent rest cycle. This interregnum period does not scale with level. Instead, a character must have also been out of combat for 30 seconds IRT before resting becomes available. | ||
The rest cycle NUI window may be invoked by using the <code>''!rest''</code>, short alias <code>''!r''</code> [[Chat Commands|chat command]]. In order to successfully complete a rest cycle and recover class archetype features and/or spell slots, the rest quality meter must meet or exceed <code>100%</code>. A character’s <code>CON</code> | The rest cycle NUI window may be invoked by using the <code>''!rest''</code>, short alias <code>''!r''</code> [[Chat Commands|chat command]]. In order to successfully complete a rest cycle and recover class archetype features and/or spell slots, the rest quality meter must meet or exceed <code>100%</code>. A character’s <code>CON</code> influences how readily they appreciate rest quality points, with more delicate characters requiring additional rest items in order to achieve <code>100%</code>. | ||
<code>HP</code> is restored at a ratio of <code>1:2</code> per rest quality point, therefore <code>50%</code> of a character’s total <code>HP (rounded down)</code> is restored at <code>100%</code> rest quality by default, and <code>100%</code> at <code>200%</code> rest quality or higher. | <code>HP</code> is restored at a ratio of <code>1:2</code> per rest quality point, therefore <code>50%</code> of a character’s total <code>HP (rounded down)</code> is restored at <code>100%</code> rest quality by default, and <code>100%</code> at <code>200%</code> rest quality or higher. | ||
Certain statuses such as being afflicted with fatigue, disease or poison add penalties to rest quality unless cured with an applicable rest item that rest cycle. | Certain statuses such as being afflicted with ''<code>[[Status Effects|fatigue]]</code>'', disease or poison add penalties to rest quality unless cured with an applicable rest item that rest cycle. | ||
Some recovery items are more effective if used at rest time, such as bandages guaranteeing curing the ''<code>bleeding</code>'' status as well as granting flat <code>HP</code> that rest cycle. Other items such as cloaks and bedrolls will increase rest quality without being consumed but may lose efficacy over time until patched and/or repaired either through a service provided by a non player character or through the [[Crafting and Professions|crafting]] system. | Some recovery items are more effective if used at rest time, such as bandages guaranteeing curing the ''<code>bleeding</code>'' status as well as granting flat <code>HP</code> that rest cycle. Other items such as cloaks and bedrolls will increase rest quality without being consumed but may lose efficacy over time until patched and/or repaired either through a service provided by a non player character or through the [[Crafting and Professions|crafting]] system. | ||
Environmental factors near the character also have a major effect on rest quality and may even cap it at a certain % if present or not present. Most importantly, before any modifiers from class archetype features, [[Races|race]] or [[Backgrounds|background]], a character is unable to raise rest quality beyond <code>75%</code> if a lit campfire is not nearby at rest time. | Environmental factors near the character also have a major effect on rest quality and may even cap it at a certain % if present or not present. Most importantly, before any other modifiers such as those from class archetype features, [[Races|race]] or [[Backgrounds|background]], a character is unable to raise rest quality beyond <code>75%</code> if a lit campfire is not nearby at rest time if resting outdoors or in an inhospitable interior like a cave. Conversely some interiors such as inn rooms guarantee at least <code>100%</code> rest qualify before any other modifiers. | ||
Resting takes | Resting takes 30 seconds IRT to complete and will be interrupted if the character resting is forced into combat. Items used at rest time will not be vacated should interruptions occur. Certain areas, such as [[oubliettes]], may impose heavy restrictions on rest cycles including disallowing resting altogether. | ||
== Recovery Outside of Rest Cycles == | == Recovery Outside of Rest Cycles == | ||
Recovery items | Recovery items beside [[Enchanting]] potions and [[Herblore]] salves always roll [[Handle Medicine]] to determine effectiveness when used outside of rest cycles, with its maximum possible restoration or curing listed in its item description. Particularly advanced recovery items such as sutures may fail to heal <code>HP</code> if the Handle Medicine check does not beat its <code>DC</code>, in exchange for healing more <code>HP</code> on success than more rudimentary solutions. | ||
Latest revision as of 23:13, 4 June 2025
The recovery of lost HP, class archetype features and spell slots are handled through the rest cycle system in The Domains of Dread, which does not have an explicit HTF (hunger, thirst, fatigue) system. Every class archetype recovers usage of features primarily from this system as opposed to “per day” or through IRT cooldowns, though IRT cooldowns may be used for other purposes.
Rest Cycles
A character must wait 20 minutes IRT before they may rest again after their most recent rest cycle. This interregnum period does not scale with level. Instead, a character must have also been out of combat for 30 seconds IRT before resting becomes available.
The rest cycle NUI window may be invoked by using the !rest, short alias !r chat command. In order to successfully complete a rest cycle and recover class archetype features and/or spell slots, the rest quality meter must meet or exceed 100%. A character’s CON influences how readily they appreciate rest quality points, with more delicate characters requiring additional rest items in order to achieve 100%.
HP is restored at a ratio of 1:2 per rest quality point, therefore 50% of a character’s total HP (rounded down) is restored at 100% rest quality by default, and 100% at 200% rest quality or higher.
Certain statuses such as being afflicted with fatigue, disease or poison add penalties to rest quality unless cured with an applicable rest item that rest cycle.
Some recovery items are more effective if used at rest time, such as bandages guaranteeing curing the bleeding status as well as granting flat HP that rest cycle. Other items such as cloaks and bedrolls will increase rest quality without being consumed but may lose efficacy over time until patched and/or repaired either through a service provided by a non player character or through the crafting system.
Environmental factors near the character also have a major effect on rest quality and may even cap it at a certain % if present or not present. Most importantly, before any other modifiers such as those from class archetype features, race or background, a character is unable to raise rest quality beyond 75% if a lit campfire is not nearby at rest time if resting outdoors or in an inhospitable interior like a cave. Conversely some interiors such as inn rooms guarantee at least 100% rest qualify before any other modifiers.
Resting takes 30 seconds IRT to complete and will be interrupted if the character resting is forced into combat. Items used at rest time will not be vacated should interruptions occur. Certain areas, such as oubliettes, may impose heavy restrictions on rest cycles including disallowing resting altogether.
Recovery Outside of Rest Cycles
Recovery items beside Enchanting potions and Herblore salves always roll Handle Medicine to determine effectiveness when used outside of rest cycles, with its maximum possible restoration or curing listed in its item description. Particularly advanced recovery items such as sutures may fail to heal HP if the Handle Medicine check does not beat its DC, in exchange for healing more HP on success than more rudimentary solutions.