Rest healing and hostile-area interruptions
Resting restores health when enemies are not nearby. In hostile areas, sleep can be interrupted, and the threat depends on the area. The announcement does not give a radius for nearby enemies, a safe-area list or an interruption percentage.
Treat rest as a situation-dependent recovery option. If testing, keep a manual save, record the area and visible threats, and compare the before/after health and whether rest ended unexpectedly. This is an observation workflow, not a guaranteed safe resting route.
Healing and interruption are different questions
First ask whether nearby enemies prevent the healing condition. Then distinguish an interrupted rest from one that completed without the expected recovery. The announcement does not publish the full decision logic connecting these states.
An area-dependent threat does not establish that a particular named location is always safe. A successful single rest is one observation, not proof of a zero interruption chance; a failed rest does not establish a fixed encounter schedule.
Record a useful rest test
Write down the named build, a location description, whether you observed enemies, starting and ending health, and whether rest was interrupted. Keep uncertain enemy proximity marked as unknown rather than forcing a yes/no answer.
Use repeated records to investigate a pattern, not to announce a percentage from a tiny convenience sample. Reloading one save or repeating one area may bias the observations; the log deliberately does not calculate a chance.
Next steps and evidence
This guide summarizes the official announcement, not a completed in-game test. Use the source cards to inspect the developer’s wording and keep your own tested build attached to any conflicting observation.