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Dying, and what it costs

Almost every death here is free. The three that are not, what a skull changes, and how to check before you go.

Most of this game is safe. A boss lair, a raid, an instance, the arena at home and the whole of the map south of the ditch all cost you nothing at all when you die - you keep every item, walk back and carry on. Losing things is the Wilderness's job and nowhere else's.

Wherever you are, ::kept draws the answer for where you are standing right now: what you would keep on the left, what you would lose on the right, and what the loss is worth. It is worth pressing before you cross the ditch rather than after.

What a Wilderness death costs

You keep your three most valuable items. The Protect Item prayer keeps a fourth.

A skull takes all of that away: skulled, you keep nothing, and Protect Item gives you one item back instead of a fourth. You get a skull by attacking another player in the Wilderness without being attacked first, and it lasts twenty minutes. ::skull gives you one deliberately, and the rejuvenation pools at home will take one off again.

Everything else you were carrying goes to whoever killed you, or on the floor if nothing did.

Untradeables are never lost. Whatever the value, whatever the Wilderness level, they come home with you. There is exactly one exception, and it is the Bounty Hunter target teleport tab, which is destroyed - it is untradeable so that only a player who paid for the unlock can hold one, and that must not also make it risk-free.

Four tradeable things are never protected and always drop, however valuable they are:

Each of those is loot that is meant to be taken. A master clue always ends in the Wilderness, and the whole point of carrying one is that somebody can stop you.

Gear that breaks

At Wilderness level 20 and deeper, eleven untradeable items do not come home intact. They still cannot be taken from you, but they break, and Perdu at home charges to mend them - and your killer is paid part of what that repair costs. Item repair is the whole list and the prices.

Above level 20 the same items simply survive.

One-life accounts

A Hardcore Ironman spends the rank on any death, anywhere, safe or not - that is what the mode is. The account carries on as an ordinary Ironman afterwards, and the death is written down with the tile and whatever killed you. Ranks and modes has the rest of the ladder.

An ordinary Ironman loses nothing extra: a death costs an Ironman exactly what it costs anybody else.

The two deaths that cost something without dropping anything

  • The Doom of Mokhaiotl is a safe death, but it forfeits the pool you had not banked. That is the whole gamble of going one delve deeper.
  • A tournament knock-out leaves you as a ghost until the bracket finishes. Nothing is lost; you were fighting on a fixed loadout anyway.