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Death

When you are killed your body stays where it fell and you wake up in the Fugue Plane. Getting back into the world is Resurrection.

Before you die: your god may catch you

If your character has a deity, the deity may raise you on the spot. The chance is 10%, +1% per 4 levels: 10% at level 1, 20% at level 40. A character with no deity gets no roll, and is told so when it dies.

If the deity answers, you are raised where you fell, with 1 round (6 seconds) of protection. If the deity refuses, a lawful good character with the Guardian Angel feat is raised by the angel instead, once per in-game day (48 minutes).

What happens the moment you die

  • You are raised where you stood and sent to the Fugue Plane.
  • Your body stays behind, on the spot where you were killed.
  • You keep everything you were carrying. Two things fall to the ground: another player's corpse you were carrying, and anything you had stolen from a player.
  • If you were on a mount, you are dismounted.
  • An epic summon of yours is destroyed.
  • Your rest timer is cleared.
  • A dead henchman of yours is raised.

Your corpse

Anyone can pick a corpse up, as long as a large item still fits in their pack. A carried corpse weighs what the dead character weighed. Put down, it is a body again. It keeps the dead character's name and portrait either way.

The on-the-spot resurrections need the corpse: a spell, a scroll, a wand or a balm used on the body, or the body carried to a Temple Cleric. Those are on Resurrection.

In an instanced dungeon the corpse is moved out, because the instance closes:

  • If you were the last player in the instance when you died, the corpse appears at your faction's graveyard.
  • When the last member of a party leaves an instance, any corpse still inside is moved to the graveyards.

The Fugue Plane

You arrive dead, and your character is saved as you arrive. While you are dead you stay in the Fugue: leave it any other way and you are put back within a minute.

Any creature that is not a player or a DM is removed on entry. A living character who ends up there is sent back to where they started.

The Guardian is the way out. What each of its offers costs is on Resurrection.

Deaths that do not work this way

The arena, an event team, a test character, purgatory. No corpse and no Fugue: everyone in the area is told who killed whom, and you press Respawn. On an event team the respawn can wait on a timer, and you return to your team's respawn point or to your side of the arena.

A PvP kill that does not meet the requirements for one. You are raised where you fell with no penalty, held still for a moment, and told why.

A kill by a DM sends you to the Fugue like any other, but it does not count against a hardcore character.

What a raise costs

Being brought back costs experience, and it never costs you a level. Below level 40, a cost that would take a level becomes experience debt instead, which you pay off by earning experience. The prices, the options and the debt limit are on Resurrection.

If your character is hardcore

A hardcore character that dies stops being alive. It becomes dying if a Pure Balm can still reach it and lost if it cannot, and either way the death is announced. What the two states mean, and how long the window is, is on Hardcore.

See also