Healing
Damaged characters who have at least half of their Wounds remaining recover 1 Wound after a peaceful night’s rest. Taking a watch shift does not prevent this recovery unless something happens during the shift. Damaged characters who have at least half of their Wounds remaining can also recover an additional 1d3 Wounds by resting a full day. To count as a full day of “rest,” a character cannot engage in any strenuous activity, including, but not limited to traveling, fighting, researching, running, searching, hunting, or foraging, and the character must have adequate food and water. Basically, the character can do no more than converse and walk around his immediate area.
Characters who have less than half of their Wounds remaining are in worse shape. They recover nothing from a night’s rest, and recover only 1 Wound by resting a full day.
A character at 0 Wounds or fewer cannot carry equipment or stand, and can do nothing but crawl at a movement rate of 10'. They may instead spend a single action — casting a spell, or standing up to move and attack — after which they faint for 1d6 hours. See Damage for the full rule.
If the character rests the entire day in a comfortable bed in a clean room, then an additional 1 Wound is recovered.
Characters who have suffered temporary ability score loss recover at a rate of one point (for all affected ability scores) per day of rest. All affected ability scores regain an additional point at the end of a full week of rest.
Characters can make no recovery if resting in a dungeon or similarly hostile environment.
Healing restores Wounds and ability scores only to their normal maximum, never more.
Stamina Recovery
Stamina recovers faster than Wounds, but it still demands rest. Characters with depleted Stamina are not injured — they are exhausted, and increasingly exposed to real harm with every fight they take.
1-hour rest: After 6 Turns (one hour) of uninterrupted rest, a character rolls their class Stamina die (d4, d3, or d2 depending on class tier) and recovers that many Stamina points, up to their maximum. This may be taken anywhere, including inside a dungeon, but the Referee makes a Wandering Encounter check for each Turn spent resting. Characters on watch or actively moving cannot benefit.
Full recovery: A full night of sleep in a safe location (an inn, a secured camp) restores Stamina completely. The same conditions that prevent Wounds recovery apply: characters in a dungeon or similarly hostile environment cannot fully restore Stamina there.
Warning
Healing Spells and Miracles restore Wounds only, not Stamina. A Cleric can mend torn flesh but cannot replenish battle-readiness. Stamina only returns with rest.