Overview
The Dragon’s Neck takes the approach that resurrection magic is an almost entirely lost art. Therefore, whenever you mechanically die on the server it will be treated as if you were badly wounded and a mechanical debuff will be applied to you after you ‘respawn’ which symbolizes this. Only permadeath will be considered actual, in-character death as far as the server is concerned.
Note: This article deals primarily with mechanics for death/dying. If you would like details on Roleplay, or Opting In to Permadeath, please review the PvP & Conflict page.
Bleeding Out (PvE Mechanics)
- Player Characters will begin bleeding once they drop below 1HP.
- While bleeding, PCs have a 5% chance each round to stabilize and return to 1HP.
- PCs that are healed at any point during the Bleed-Out phase will be stabilized to 1HP.
- When reaching -10HP:
- All Silver the Player was holding is dropped upon death.
- Players receive a debuff (symbolizing a grim wound).
- Debuff Effects:
- 1st defeat: -1AC, -1AB, -4CON
- 2nd defeat (if debuff is not cleansed): -4AC, -4AB, -4CON, 25% Spell Failure, 100 xp per level loss.
- 3rd defeat (if debuff is not cleansed): -6AC, -6AB, -4CON, 50% Spell Failure, 100 xp per level loss.
- 4th defeat (if debuff is not cleansed): Permadeath.
- This debuff can only be cleansed by an NPC priest at a temple for the price of 60sp/level.
- Debuff Effects:
- Players will be presented with an option to either remain unconscious at -10HP, or to "Respawn", which will jump players back to the entrance of the Dungeon/Area and cause them to lose all of their carried silver.
- If at least one other player is close to the player’s downed body when no enemies are present, Respawning will allow them to rise where they died instead.
Note: For information as to HOW to Opt-In for Permadeath (All players are Opted-Out at creation with the exception of Peasants and Warlocks), please review the PvP & Conflict Page.
(PvP-Only) Non-Permadeath "Death"
Dying & Death during PvP is a more consequential process. There are multiple stages available to players when it comes to PvP:
- Losing a Subdual combat: No mechanical consequences.
- Dropping below 1HP follows the Bleed-Out mechanic described in the PvE section.
- Dropping to -10 HP from PvP Combat:
- Player's spirit is sent to Fugue while their body remains at the location it was downed at.
- All Silver the Player was holding is dropped upon death.
- Upon interacting with the Fugue guardian and returning to their corpse:
- The Grievous Wound debuff lasts seven Real Life days with no chance of recovery before that time.
- RPXP is still available.
- Player's spirit is sent to Fugue while their body remains at the location it was downed at.
Permadeath is confirmed or avoided by a roll-based system, meaning that each time a player opted into permadeath is reduced to -10 hp (referred to as ‘Downed’) from another player that’s opted into permadeath, they must make a D100 roll which decides whether or not they permanently die.
An opted-in character’s first Downed state received from PvP with another opted-in character will require their player to make a relatively easy roll. A roll of 21+ will be required for that character’s survival, giving them an 80% chance of escaping permadeath. For each subsequent PvP death, the difficulty of the roll is increased by 20, decreasing the probability of their survival by 20%.
Thus, after being Downed 5 times from PvP with another opted-in character, even the luckiest opted-in character who has escaped death on all previous occasions, against mounting odds, will inevitably die permanently with a 0% chance of survival.
For clarity, a table of the necessary permadeath rolls and percentage chance of survival for an opted-in character after being Downed a certain number of times from PvP with other opted-in characters is shown below:
Number of times Downed | Roll necessary for survival (D100) | Percentage chance of survival |
1 | 21-100 | 80% |
2 | 41-100 | 60% |
3 | 61-100 | 40% |
4 | 81-100 | 20% |
5 | N/A | 0% |
(PvP-Only) Regardless of Permadeath vs Non-Permadeath
When a player exits the Fugue Plane they receive double RPXP for two hours, up to 50% of their total XP Lost. It is not guaranteed a player will realize the entire 50% of the XP before the time elapses.
Permadeath Rewards
- In the event a Character is retired permanently (whether through permadeath or something else), the player will receive a portion of the closured character's XP, GP and CXP (Crafting XP) that can be used for a new Character. Contact a DM to receive these benefits.
- XP: 1.75 Levels * Dead PC Level (Rounded Down)
- Examples:
- Permakilled Level 18 PC: New PC receives level 10 free.
- Permakilled Level 9 PC: New PC receives level 5 free.
- GP: 500gp/New Level
- Examples:
- Permakilled Level 18 PC = Level 10 New PC = 5,000gp
- Permakilled Level 9 PC = Level 5 New PC = 2,500gp
- XP: 1.75 Levels * Dead PC Level (Rounded Down)
- CXP: 50% of all CXP can be redistributed as the player sees fit & within Profession guidelines.
FAQ
If there are any frequent questions that arise following the announcement of this new system, we will update this section of the post to address them for anyone curious.