STAGE · Privateer's Hold
Dying online
Draft — Draft: checked against the game source, not yet read through end to endAvailable from the startOnline death returns you to a safe point with half health and takes one tenth of the gold you carry.
This page is further along your path. Read ahead if you’re curious; you can return when you reach this stage.
Getting back
If you die in Privateer's Hold online, you return to the Hold's start marker. If you die in another dungeon, you wake just outside its entrance. Above ground, the game chooses a nearby temple, town or graveyard as your safe point.
A party member's Resurrect spell is a separate rescue path: they target your fallen body, and a successful rescue raises you where you lie. It withdraws the ordinary respawn's stated gold loss. It is not the same as choosing respawn, and special areas or death states can prevent resurrection.
If you are alive but stuck, /unstuck offers another route: indoors it leaves by the door you entered; outdoors it takes you to the nearest town. See Keys and commands for the command and cancellation.
PvP death in the Open Zone later has separate loss and return rules. Do not apply this page's ordinary carried-gold penalty to it.
What death costs
You return with half your maximum health, rounded down, and at least 1 health. The game removes one part in 10 of the gold you carry, rounded down. Gold in the bank and letters of credit are not part of this carried-gold penalty.
The online death screen lets you respawn immediately with Enter or wait for the automatic respawn. The loss is shown on the death screen before the game applies it.
What you keep
The ordinary death penalty does not destroy your items, equipment or quest items. It subtracts from your carried gold, and the revival restores the living character rather than replacing their inventory. Banked gold and letters of credit are outside that carried-gold deduction.
There are separate exceptions to item safety: the world respawn also checks whether a revenant killer takes a piece, and the Open Zone has its own death drops. Keeping your pack through an ordinary death does not protect it from those systems or undo wear from the fight.
Common mistakes
Carrying all your gold into a dungeon: the ordinary penalty reaches your whole carried purse.
Skipping the bank before a risky trip: gold left in the bank is outside the carried-gold penalty.
Entering an Open Zone fight unprepared: PvP death there follows separate rules, including death drops.
Next
Sources & checked facts
src/scenes/worldModes.js:onlineRespawn(Privateer's Hold return)src/scenes/world.js:respawnOnlinePlayer(dungeon and exterior return)src/scenes/world.js:resurrectInPlace, ordinary revival, revenant theft and Open Zone branchessrc/scenes/hostMagic.js:hasResurrect,fallenInReach, fallen party-body targeting and cast gatesrc/systems/deathRespawn.js:SAFE_KINDS,nearestSafeLocation,RESPAWN_HEALTH_FRACTIONsrc/systems/deathRespawn.js:reviveForPlay(revival changes without replacing inventory)src/systems/deathPenalty.js:DEATH_GOLD_DIVISOR,deathGoldLoss,applyDeathPenaltysrc/systems/deathPenalty.js:stateDeathLoss,statedDeathLoss, purse-only deduction and bank/credit exclusionsrc/net/chatCommands.js:/unstuckhelp; see the linked Keys and commands pagesrc/ui/deathScreen.js:ONLINE_RESPAWN_SECONDSResearch note:
handbook/research/H1.md
Facts used on this page
- Carried gold loss divisor: 10
src/systems/deathPenalty.js·DEATH_GOLD_DIVISOR