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Death and waking up
When you fall, you wake up in Aldhearth, a little lighter in the purse.
While you are down, the screen says what got you, with a line under it: EATEN or SLAIN by a Grown, SKEWERED on spikes, SPLAT after a long fall, MELTED in lava, KABOOM in a blast, SNIPED by an archer, OOPS for your own bomb, and more. The chat says the same line with where you wake.
- Gold: you lose a tenth of the gold you carry. Gold in your vault in Aldhearth is safe.
- Trade packs: you drop the pack you carry, and anyone can pick it up.
- Your gear and bag stay with you. Gear does wear with use, and broken gear gives nothing until it is repaired: mend it at any anvil before it breaks (see When gear breaks).
- Beds: craft a bed and choose to wake there instead of in Aldhearth.
- PvP. Open-world PvP is for the reborn: duels and the arena are for everyone.
- Outlaws (a red name and a skull, for killing players who did not choose PvP) lose extra gold and drop half of two random stacks from their bag.
- A guest loses nothing. Fall on a Home's land that is not yours (not your own, your group's, your guild's, or a friend's who lets you build there) and you lose nothing at all: no gold, nothing drops, and a trade pack stays on your back (it counts as made where you wake). Nobody is told they defeated you. This is so trial vaults and traps are a game, not a way to rob visitors: see Wick the Tinker and trial vaults. It does not hold for an outlaw, in a duel, or in a dungeon, the arena or an event.
- Lava and fire take about 35 and 12 life a second, and armour does not help. Lava another player poured (anywhere but on their own Home's land) is their blow: it hurts you only as their sword could, so not at all while their PvP is off (outside the Contested Wilds, unless you hit them first), and a death in it is their kill. Away from a Home's land, nobody else's ram shoves you into lava or fire, and nobody else's drop-floor opens under you. See Fire and fluids.
In dungeons and rifts
- In a dungeon, a fall pulls you back to the last safe room, and your group can revive you.
- In a Wane rift anything goes: no revives, and anyone may attack anyone.
Leaving the game
- Log out in the open world and your character stays for a minute: it falls, and monsters and players can still hit it. Log out in a town (or anywhere safe) and you leave at once.
- Log out inside a town’s walls and you come back rested: see resting.