Sleep

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Sleep is an optional action available at the bed in the player's home from 6:00 PM through 5:59 AM. Sleeping normally advances the clock to 9:00 AM, clears missed-sleep fatigue, and may trigger a story dream or a random Sleep Event.

Sleep is separate from the midnight transition. Midnight and Moon Events occur even if the player stays awake.

What sleeping does

  • advances the clock to the normal 9:00 AM wake time;
  • resets the Sleepless Counter;
  • removes the cumulative missed-sleep states;
  • checks for the first eligible unfinished story dream; and
  • if no story dream takes priority, rolls a Luck-influenced good or bad night.

Story dreams replace the random sleep-event roll for that night. A forced-good tutorial sleep and Restful Sleep also prevent bad-night outcomes.

Good and bad nights

Luck changes the first decision: whether the night is good or bad.

Luck state Good night Bad night
Very Unlucky 33.33% 66.67%
Unlucky 41.67% 58.33%
Normal 50% 50%
Lucky 58.33% 41.67%
Very Lucky 66.67% 33.33%
Restful Sleep or forced-good tutorial sleep 100% 0%

The outcome within the selected good or bad pool is a separate roll. See Sleep Events for individual rewards, penalties, encounters, and conditions.

Remaining awake

The Sleepless Counter increases at midnight when the player has not slept. A Night-Owl Potion has a 50% chance to prevent an increase. Sleeping resets the counter and removes the states below.

Counter New effect Mechanical effect
1 None No mechanical penalty
2 Heavy Eyelids −15% EXP gain
3 Slow Reflexes −15% Agility
4 Sleep Deprivation and Deeper Insight −15% Food Effect; −30% MP cost
5 Awakened Senses and Mind Rot +15% physical and magical damage; −10% Hit Rate
6+ Fully Awake +10 percentage points to Critical Rate

These effects are cumulative: later thresholds do not remove the earlier states.

Dying in sleep

Death is only one conditional result inside the bad-night system. It requires all of the following:

  • no story dream takes priority;
  • the night is bad;
  • the difficulty is not Hard or Nightmare;
  • Autosave Erase is disabled;
  • an independent 50% eligibility roll succeeds; and
  • the sleep-hazard roll selects tier 1, a 1-in-6 result.
Luck state Overall eligible-sleep death chance Exact fraction
Very Unlucky 5.56% 1/18
Unlucky 4.86% 7/144
Normal 4.17% 1/24
Lucky 3.47% 5/144
Very Lucky 2.78% 1/36

The event subtracts exactly 1,000 HP with death allowed. A character above 1,000 HP can survive the damage, although the death-routing flag is still set. On standard eligible difficulties, an actual game over normally returns the player home, resets the world as part of the recovery flow, and removes 5% of current gold. An equipped Opal Ring +2 can break to prevent that standard gold loss. Custom difficulty uses its configured loss and does not use the same ring-protection check.

Gallery

See also