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 option | Time | Health | Mana | Conditions recovered |
|---|---|---|---|---|
| Passive mending | Each full hour outside combat or other stressful situations | 1 HB slot | 5 Mana | None specified |
| Short Rest | 2 hours | 5 HB slots | Half your total Mana, rounded down | Normal Minor Injury; may reselect active External Buffs if you gained access to a new one that day |
| Long Rest | 8 hours | Full HB | Full Mana | All Fatigued stacks; normal Major Injury; Long-Term Minor Injury |
| Full Day's Rest | 30 hours | Full HB | Full Mana | Long-Term Major Injury and other long-term injuries requiring a full day |
Recovery cannot raise Health or Mana above the crawler's maximum.
Injuries
| Injury | Penalty | Becomes long-term when… | Normal recovery | Long-term recovery |
|---|---|---|---|---|
| Minor Injury | −2 to all Checks | You gain another Minor Injury while already affected | Short Rest | Long Rest |
| Major Injury | −5 to all Checks | You gain another Major Injury while already affected | Long Rest | Full 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
- Heal Spell: every crawler learns it upon entering the World Dungeon; it restores 20% HB, normally 2 of a crawler's 10 slots.
- Healing potions/items: restore the slots or percentage stated by the item.
- Mana: can also be restored by Mana Toast in some saferooms, Mana Potions, gear, Skills, and Buffs.
- Recovery Buff: restores full Health, once per 5 hours.
- Restore Buff: restores full Mana, once per 5 hours.
- Replenish Buff: regains Int Mana every 10 minutes.
- Regeneration and gear effects: follow the specific Skill or item text.
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
- Dying begins at 0% HB. Heal at least 1 HB slot to stabilize the crawler.
- Healing can be used as an Interrupt in the Reaction Phase, so it lands before announced Mob damage.
- A Dying crawler cannot act, move, speak, or use their HUD.
- The Dying Debuff table gives them a countdown equal to their Con Mod. Reduce it at each Clean Up and whenever they would take damage.
- If healed during Step 4 of the same round they dropped, they may use any Actions they still had.
- The Taint Debuff prevents all healing until it ends.
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
| Situation | Usually choose |
|---|---|
| Light damage; no nearby saferoom; the scene is calm | Passive mending while traveling or planning, if the GM agrees the time is unstressful |
| Up to 5 lost slots, low Mana, or a Minor Injury | Short Rest |
| Heavy damage, empty Mana, Fatigued stacks, Major Injury, or Long-Term Minor Injury | Long Rest |
| Long-Term Major Injury | Full Day's Rest |
Remember that a dungeon day is 30 hours, and every floor has a collapse clock. Resting trades time for resources.
Examples
- A crawler with 15 total Mana takes a Short Rest and regains 7 Mana.
- A crawler missing 3 HB slots and 10 Mana who spends 2 safe, unstressful hours passively mending regains 2 slots and 10 Mana. A Short Rest over the same period instead restores up to 5 slots and half total Mana.
- A second Minor Injury does not create a
−4penalty; it becomes a Long-Term Minor Injury with the listed−2penalty and now requires a Long Rest.
Sources
- Core Rulebook: Chapter 2, Health Menu—Healing, Resting, Buffs, Debuffs, Injuries, and Mana.
- Rules For Survival: Health Menu—Healing, Resting, Buffs, Debuffs, Injuries, and Mana.
- Atlas: Tutorial Floors: saferooms and First Floor timing.