Death
What dying costs, where it sends you, how you get your belongings back, and what happens to a disconnected character.
You die when your health falls below 1. You become a ghost at the Gates of the Underworld, and everything you carried stays in your corpse where you fell, except the few things bound to you. Your coins stay with you.
Death also takes all the experience you had gathered towards your next level. You keep the level itself. This is one of the hard rules every character plays by.
Protection from death#
In the Explorer's Training Grounds, Master Toren's protection catches you. You wake in the Main Hall with half your health and whatever was fighting you stops. There is no level limit on it, and because you never die, you keep all your experience.
Some places carry you off instead of letting you die. In a scheduled Colosseum bout or on an arena floor, a beaten fighter is taken to the surgeons with nothing lost; see The Colosseum. In the Knucklebone Crypt a beaten player is put out at its door alive and whole, though the fall counts against the run; see Dungeons.
Some abilities step in before death. Blessed Rebirth is a cleric passive from level 49 that works once an hour: you rise with a quarter of your health instead of dying, and the fight goes on. Intercession can spend its ward to leave its target at 1 health. Morbis's Spiral Key blessing is spent to return its bearer alive to the bier in the House of Names. The Deathwarden passive has a chance to carry a dying cleric to the Gates alive. Each has its own conditions, so read the ability or blessing before you rely on it.
When you die#
The realm is told of your death in a banner, in red if another player killed you. A quest whose rules forbid dying fails at that point. You lose a random part of your spell points, up to half, become a ghost and arrive at the Gates of the Underworld.
Your corpse holds what you wore and wielded, your bags and everything in them. Items bound to you stay with you instead, among them guild items, the Grim Satchel, the Tideglass Compass and clan insignia.
Getting your belongings back#
Go back to the body and use get all from corpse or loot. There is no way
to fetch a corpse to you: retrievecorpse does not exist under the hard
rules.
A player's corpse is not private storage. Anyone can loot it or carry it off, and a group with automatic looting may empty it.
A player's corpse lasts two hours, rotting through stages as it goes. When it rots away, whatever is still inside drops to the floor of the room. Corpses do not survive a reboot. Get important things back before you leave them.
A cleric or paladin with Resurrect can use your corpse to call you back from the Gates. Anything still in the corpse comes back with you.
Returning from the Gates#
The Gates of the Underworld have no ordinary exits. Verathos the Gatekeeper
leads the way back. Type pray to begin; the ritual takes a little under a
minute and costs no coin, items or experience.
You return alive at Cirelle's shrine in Aurin with health, spell points and endurance restored and any poison cleared. The experience death took does not come back. Your corpse and what is in it stay where you fell.
If something moves you away from the Gates during the ritual, the ritual ends and you come back to life where you are. If you log out while dead, you are a ghost at the Gates when you next log in.
Other losses#
Death does not take a level or charge coin, and it causes no extra wear on your gear; gear wears through use in combat. Your companions do not follow you into death: they wait where you fell. See Companions.
Disconnecting during combat#
quit is refused while anything in the room has you on its enemy list.
Once you have escaped or finished the fight, you can quit.
If your connection drops, your character slumps unconscious where it stood for five minutes. The body can still be attacked, and it neither fights nor recovers. Log back in during that time and you are back in control. If the body is killed, you return at your next login as a ghost at the Gates. Damage already taken is saved when the body is put away.
Autogroup has different rules. A character on autogroup carries on with
the party until autogroup ends or twenty minutes pass without a fight. The
unconscious spell after that is twenty minutes too. See
Groups before leaving a character on
autogroup.
Related pages#
- Combat for attacks, defenses and fleeing.
- Player Killing for deaths at another player's hand.
- Vitals for recovery.
- Conditions for effects that stop you escaping.
- Durability for equipment wear and repairs.
- Quests for objectives and failure conditions.