Spend time. Get less dead.

Resting Recovery

Short, long, and full-day rests alongside passive mending, Mana recovery, injuries, and emergency healing.

Players & GMsHealth · Mana · Rest timing · Injuries · Dying

Fast reference for recovering Health Bar slots, Mana, Fatigue, and injuries. F means the current Floor number.

Rest options

Formal rests must be spent in a saferoom doing nothing strenuous. Sleeping in a private room works, but relaxed eating, chatting, or watching recaps also qualifies. Manual labor does not.

Recovery optionTimeHealthManaConditions recovered
Passive mendingEach full hour outside combat or other stressful situations1 HB slot5 ManaNone specified
Short Rest2 hours5 HB slotsHalf your total Mana, rounded downNormal Minor Injury; may reselect active External Buffs if you gained access to a new one that day
Long Rest8 hoursFull HBFull ManaAll Fatigued stacks; normal Major Injury; Long-Term Minor Injury
Full Day's Rest30 hoursFull HBFull ManaLong-Term Major Injury and other long-term injuries requiring a full day

Recovery cannot raise Health or Mana above the crawler's maximum.

Injuries

InjuryPenaltyBecomes long-term when…Normal recoveryLong-term recovery
Minor Injury−2 to all ChecksYou gain another Minor Injury while already affectedShort RestLong Rest
Major Injury−5 to all ChecksYou gain another Major Injury while already affectedLong RestFull Day's Rest (30 hours)

Potent late-floor magic or high-tier loot may accelerate injury recovery, but such effects are rare on early Floors.

Other recovery methods

Healing is always applied in slots, not by reversing the damage calculation. Erase lost slots from red toward green and stop at 100%.

When someone is Dying

The Dying prose says “Con,” but both Debuff tables say Con Mod. This sheet follows the table; agree on the ruling at your table.

Rest planning

SituationUsually choose
Light damage; no nearby saferoom; the scene is calmPassive mending while traveling or planning, if the GM agrees the time is unstressful
Up to 5 lost slots, low Mana, or a Minor InjuryShort Rest
Heavy damage, empty Mana, Fatigued stacks, Major Injury, or Long-Term Minor InjuryLong Rest
Long-Term Major InjuryFull Day's Rest

Remember that a dungeon day is 30 hours, and every floor has a collapse clock. Resting trades time for resources.

Examples

Sources

Back to top ↑