Survival
Resting and time
Where you can rest, how often, and the two clocks that run the online world.
Where you can rest
At a fire, a tent or a bed. Press R. A tavern room, a lit campfire and your own camp all work.
Online, a night passes at once, but at most once every ten minutes of play. Party members within 15 metres sleep the night with you.
Two clocks
Online there are two separate times, and knowing which is which saves confusion.
| Clock | Runs | Used for |
|---|---|---|
| The world’s | On real time. One game day is one real hour. Resting, travel, jail and training do not move it. | Sky, day and night, shop hours, full moons, quest timers |
| Your character’s | Only while you play. Resting, travel, jail and training spend it. Stops when you log off. | Wounds, spell effects, hunger, disease, guild ranks, room rentals, loans, repairs |
What that means in practice
- A quest that needs a certain time of day waits for the world’s clock. Resting will not get you there faster.
- Quest days only pass while you are playing. Logging off never makes you late.
- A quest that just makes you wait (“come back in a few days”) moves on after a couple of minutes of play.
Category: Survival