The images show the game's current interface; the background, names and numbers are sample data.
On Nareth death is not the end. The shard that pierced your chest pulls you back to life after every death: in a thousand years you are the first the ash would not let go. Coming back can have a price, though.
The death screen
When you fall, the screen darkens and the You died panel appears:
- who killed you (or, if that is unknown, your last opponent);
- the experience loss rule;
- two buttons with a countdown: Here (available after 10 seconds) and In town (available after 7 seconds).
After reviving, a notice shows what you actually lost (for example "Experience lost: 80,000 (1.0%)"), or that you got away with nothing this time.
Reviving
| Choice | Available after | Where you revive |
|---|---|---|
| Here | 10 seconds | where you fell |
| In town | 7 seconds | at the map's return point |
| No choice | automatically after 3 minutes | at the map's return point, with half health |
You can also revive inside a dungeon, and an Ashwell run doesn't end with a death: the run bar counts deaths. In the arena you cannot revive until the match is over.
If you log out during a dungeon or run and can no longer return to its instance, you reappear in your capital.
Experience loss
You lose experience when a monster kills you, and not even always then: each death gives you a two-in-three chance to escape the loss. The loss is a percentage of the experience needed for your next level:
| Your level | Loss (if you don't escape it) |
|---|---|
| 1–9 | none |
| 10–27 | 4% |
| 28–44 | 3% |
| 45–62 | 2% |
| 63–300 | 1% |
- There is no experience loss in the arena.
Resurrection Rune
The legendary Resurrection Rune, as part of a runeword (together with a trigger rune, in your weapon or armor), saves you once every 5 minutes: instead of the killing blow you stay on your feet with 30% health. More about runes: Elder Runes.
See also: Elder Runes, Ashwell, Dungeons, First Steps.
