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Galsin is near the final quest to do in Act 1. Ruins is one of the first.
One area that is time limited is the Grymforge. If you rest more than once or twice there there will be a rebellion and when you return from camp the whole place will be empty and you'll miss out on the quests there (grumbles in 4 wizard party that requires long rests after every couple of fights).
I learned the latter the hard way, by heading up to see it, then long resting. The fire was out and the office lady was dead.
I did pretty much all other act one quests before I went to get Halsin and I had no issues at all. If you move to a different area, where the game tells you that quests will move forward if you leave, and you leave, then of course the quests will progress without you.
Ah, my Drow's favourite pastime!
Agree to help Goblins
Steal the Idol before the ritual is complete (this automatically starts fights between the Tieflings and Druids)
Or anything else that would obviously trigger hostilities (Killing Kagha or Zevlor)
If I am forgetting any obvious triggers, I apologize. But Long Resting has nothing to do with the Druid Ritual. It's making something happen THEN long resting that does it.
Like all quests in this game, they rely on triggers. These triggers can, and usually are, based on where you go to make the trigger happen...
With some glaring exceptions..
Long resting is dangerous... but ONE long rest is the same as 30 long rests for this mechanic. Once a quest is triggered, IF it needs doing before a long rest it does not matter how MANY you do... one will fail it.
And you will KNOW if this is the case. When a quest like this comes up, it will alert you that, while walking about, your journal has a new quest.
READ IT. NOW.
If it implies urgency... do not rest. Investigate it before you sleep.
The Grove is not like that. This YouTuber debunked it thoroughly.
https://www.youtube.com/watch?v=kGbLSKtMkLk
1: Grove assault if you agreed to side with Minthara/Goblins. You do need to long rest to get the fight to start but if you long rest again before actually doing the battle at the gates it goes on without you present.
2: House on fire in act 1. If you long rest or even just let time pass after getting to the house the NPC inside will die so you won't see her again in act 2 or 3 if you don't save her as soon as you show up to the fire.
3: Saving Nere from the collapsed tunnel in Grymforge. If you try to long rest you actually get a pop-up from him saying he'll die because the quest is urgent.
4: Act 3 there is a quest about stopping the newspaper from printing a negative story about you, if you don't deal with the quest before long resting it auto fails and the vendors will like you a lot less making shop prices increase.
The only other thing that actually progresses quests automatically are the the pool at the bottom of the temple you get sent to after getting to Moonrise Towers. Once you go into that pool it cuts of your access to the majority of side quests and you can no longer travel back to the act 1 zones (mountain pass, underdark etc). Also going to act 3 cuts off access to act 1 and 2 completely.
I've often wondered when Orin threatens to kill her kidnap victim, whether there is a timer before she does so. I don't THINK so ... some say it starts after killing grandpa Sar, but I don 't think I've seen that either.
I think the main "timer" for the Grove is don't go to the Mountain Pass. If you do without resolving things, the Grove will seal.