Death
What happens when you fall, what you leave behind in your corpse, how you come back, and what a dropped connection costs you.
You die when your health falls below 1. Your body stays where it fell, and everything you were carrying stays with it. Your coins do not, and neither do the few items that are bound to you for life. Your corpse is open to anyone who finds it, so getting back to it quickly matters.
Before any of that happens, two things can save you.
Being saved#
The Training Grounds. Death is disabled throughout the Explorer's Training Grounds in Aurin. Fall there and a golden light catches you: every enemy forgets you, you are healed to half your maximum health, and you are set down in the Main Hall with Master Toren, who explains in no uncertain terms what would have happened anywhere else. Nothing is lost, nothing is logged, and the protection has no level limit, no cooldown and no cap on how often it fires. This is where new characters are meant to learn to fight.
Blessed Rebirth. A cleric of level 49 or above simply does not die the
first time it happens in any given hour. Golden fire takes them instead and
they rise again at a quarter of their maximum health. They are still in the
fight, and nothing has cleared their enemies, so it buys a recovery rather than
an escape. It costs nothing and needs no activation. Typing blessedrebirth
only explains the passive.
Dying properly#
Everything else follows the same sequence. The world dims, your spirit shimmers and fades from the room, and your death is announced on the death channel to everyone listening. Any quest you were running that forbade death fails immediately. You lose a random portion of your current spell points, up to half. You are restored to half your maximum health, turned into a ghost, and moved to the Gates of the Underworld.
Your corpse#
Your corpse is left in the room where you died, and everything you carried is inside it: what you wore, what you wielded, and every bag with its contents.
Items bound to you for life never leave you, so they come with you to the Underworld. That covers your guild items, the Grim Satchel, the Tideglass Compass, a clan insignia, and anything else that refuses to be dropped. Your coins come with you too.
Once you are back among the living, return to where you fell and type
get all from corpse, or loot.
Your corpse is not protected. Anyone who finds it can loot it, bury it or carry it off, a group with auto-loot on will empty it along with everything else in the room, and a necromancer can use it like any other corpse. What is taken from it is gone unless the taker hands it back.
A player's corpse lasts two hours. It begins to stink after forty minutes, is a pile of rotting flesh after eighty, and at two hours it is gone, leaving whatever it still held on the floor of the room. A corpse does not survive a reboot at all, so fetch your belongings before you log off for the night.
A cleric or paladin with Resurrect can kneel by your corpse while you wait at the Gates and call you straight back to it, with everything it still holds returned to you.
The Gates of the Underworld#
The Gates are a single room of shadow and bone at the threshold of Morbis' realm, and they have no exits. You cannot walk out, and wandering is not an option. Verathos, Gatekeeper of the Underworld, is waiting for you, and he cannot be attacked.
The only way through is pray. Any form of the word works. Verathos hears you,
tells you the thread of your life is not yet cut, and begins a ritual that runs
for a little under a minute. He takes nothing for it: no experience, no items
and no coin.
When the ritual completes you are returned to Cirelle's shrine in Aurin, alive, with your health, spell points and stamina fully restored and any poison cleared. Your level does not change, and nothing lingers afterwards. From there it is a walk back to your corpse.
If some other effect removes you from the Gates part-way through, such as a summons or a teleport, the ritual is abandoned and you are revived on the spot where you arrive.
If you log out while dead you will log back in at the Gates, still a ghost, with Verathos still waiting.
What death does not cost#
- No coins are taken by dying.
- No experience is taken and no experience debt is charged.
- Your gear does not lose durability from dying. Condition is worn down by fighting, not by falling.
- You do not lose a level.
- There is no lasting debuff, sickness or recovery penalty after you return.
Leaving a fight, and leaving badly#
You cannot quit while anything hostile is in the room with you, and it does
not matter whether you have swung back. There is no timer and no grace period:
the moment nothing present has you on its enemy list, quitting works again.
This applies to everyone.
Dropping your connection is not a way around that. When your link goes, your body slumps to the ground unconscious and stays exactly where it was. It is still a valid target, and it will not fight back or recover, because its heartbeat is switched off. Anything that was attacking you carries on attacking you.
That body remains in the world for five minutes. If you reconnect within that window you wake up where you fell, and the room is told you have regained consciousness. If you do not, the body fades to safety - but the damage it took while you were away is saved first, so pulling the plug is never an undo for a beating.
If your unconscious body is killed, you die exactly as if you had been there.
You will reconnect as a ghost at the Gates of the Underworld with Verathos'
price still to pay. flee before you disconnect, or finish the fight.
Related pages#
- Combat covers fleeing and the mitigation that keeps you alive.
- Vitals covers recovering afterwards.
- Conditions covers the effects that stop you running away.
- Durability covers gear wear, which dying does not cause.
- Quests covers the objectives a death can fail.