Sleep
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.

