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Arelith Wiki

World Systems:
Settlements - Factions
Quarters - Shops - Bank
Riding - Sailing
Communication - Portals
Time - Containers/Bags
Radiant Heart - Assassin's Guild
Sencliff's Pirates
Character Systems:
Description - Disguise / Covered
Languages - Experience - Quests
Pickpocket - Rest
Death - Lycanthropy - Investigate
Sequencers - Runic Sequencers
Arelith Changes:
Classes - Skills - Feats
Spells - Summons - Misc
Rules - Roleplay - Maps
Console Commands
Common Bugs - Staff
Support Tickets - Character Remake

Death occurs when a creature reaches -10 hit points. On Arelith, as in most of D&D settings, death is not the end of the player experience. Several options are available on Arelith to characters who have died, as described below.


There are three ways to die:

  • One way is by taking so much damage that your character hits -10 hp.
  • The second is failing a saving throw versus a spell that kills instantly.
  • Lastly, if any of your characters 'status' meters get to -100%, they will die (that is to say; thirst, hunger, exhaustion and sobriety but not piety).

When a character is losing hitpoints, they can still act normally until reaching 0 HP. Once a character runs out of hitpoints, falling to the threshold of 0 to -9, they will proceed to fall to the floor and "bleed", gradually losing 1 hitpoint each round.

When a character is dying, one of these things will happen:

  • Divine intervention may occur at the moment your character would normally die. Your character will be restored to full hitpoints, all effects (good or bad) will be removed from them, and they will be granted a Greater Sanctuary effect that lasts a few seconds. This can only happen to characters whose deity is of the War & Destruction, Hearth & Home or Nature aspects. All the other deity aspects have a minor chance of divine intervention though. Its chance of occurring is dependent on the character's piety, and it will significantly drain the character's piety if it does occur.
  • The character may "stabilize", where the gradual loss of Hitpoints is halted and reverses, until the character has one hitpoint left and stands up again.
  • The character, if not healed, will bleed to death and die. This is the most common outcome.

Being killed by a NPC Monster will incur a small experience penalty upon death. Being killed by a Player Character will not. In both cases, all the gold and corpses character carried will be gone from their inventory and left behind. All carried equipment will stay with the dead character. When a character dies (by any means) they leave a corpse with all their gold on the ground at the location where they fell. Deceased characters cannot retrieve their own dropped gold. This hidden state will not effect gold dropped from Subdual or Bleedout states.

Any form of Death or Subdual will now drop all fixtures in your inventory in a 1.5m radius around you. They will NOT be dropped as fixtures but instead as an item you can pick up that represents it, this is to stop fixture bombing. Fixtures dropped as loot bags will now be flagged as not to be cleaned up. This means you will be able to leave items dropped by others and not feel guilt. Furthermore, you can return and acquire dropped fixtures as a result, given sufficient and reasonable time has passed if it was PvP related. Alternatively, you could seek others to help retrieve your fixtures and in doing so make RP. Gold and fixtures are dropped in a 1m radius.

The Following fixtures are exempt from this:

  • The two runic circles
  • Playing cards
  • All candles
  • All seeds
  • Bedrolls

The Death Area

Once character has died, dead character's spirit will be transported to a foggy area known as Fugue Plane, outside the walls of the city of Kelemvor, where they are able to interact with the spirits of other dead Player characters (if there are any). A character cannot engage in PvP or cast magic while in the Death Area.

Please note that Fugue is an IC area, and all the rules still apply.

Death and Memory Loss

Players are not entitled to remember anything related to the fugue or entering it. Once your character has died you will know nothing of your encounters in the fugue even after respawning. You are allowed to know information leading up to your death but not the person who struck the final blow. This is in effort to treat death more seriously across the server and to remove the undesired effect of people running up after respawning and stating someone just killed them.

For example:

Player X,Y and Z are conversing. Hostilities boil between X and Z, Y is the witness. Player X dies to Player Z and enters the fugue. Player X cannot recall that Player Z was the one who struck the final blow, but can remember details that they were talking to Player Z and Y and are now hazy of the situation that transpired. Player X cannot respawn and run into town and claim the Player Z killed them.

  • If you have further questions, please reach out to the DM team and we will expand if needed.

FAQ from Spyre

What happens if there is a witness and they inform me of it after the fact?

  • That is perfectly fine - so long as there is sufficient RP from the witness to inform you then you will know the details. That is roleplay. Your character will still be uncertain of the situation, so it is up to you to take it at face value or to not trust it.

Can this be waived?

  • The short answer is no. While the 48 HR rule is waived, that is done on an OOC basis between players to enable continued interaction if they encounter one another again (if they respawn) or allow for continued roleplay. But, the intent is to keep uniformity on treatment without creating exceptions for the amnesia around death. We do not want to create "loop holes" that would be abusable and also remove the seriousness that is being pushed towards death. So players should always have the amnesia.

I cannot remember the killing blow. What can I remember?

  • A good rule of thumb is to misremember leading details to the first strike, in my opinion. You are allowed to remember interactions with who was there but have to have amnesia around who delivered the killing blow. If I was to personally represent it, I would represent only remembering up to the first point of the RP interactive that started to be hostile and have amnesia of the rest. This then protects yourself and the aggressors roleplay and treats the matter more seriously. It will also prevent the "John just killed me!" claims that we see happen.

If we cannot remember the PvP in full, how does that make the 48 HR work?

  • Players remember the PvP interactions and acknowledge the 48 HR rule starts when they enter the fugue. It's an OOC response to the reaction and is meant to be a good faith measure between you and your opponent. So it is on the player to know not to interact with the person and the responsibility of both to distance one another if they run into each other accidentally. The character that died just does not know who did it. But you do!

Returning to the living

Well. You are dead. A few things may happen from here:

  • You may be left to rot. Other characters may pick, and drop your body anywhere.
  • Somebody may cast - or use an expensive scroll of Raise Dead or Resurrection to bring you back to life.
  • Somebody may hoist your character's corpse and take it to a wayshrine, or any permanent altar, where your corpse will be dropped and, after a short time of praying, you may be returned to the living.
  • If there were other characters involved, it may be wise to maintain OOC communication so you can gauge what to do next, but if nothing seems to be happening, you can have your character respawn. Respawn is walking into the beams of light, literally. The pillars scattered in the Fugue Plane will bring your character back to the real world at their respawn point. There is a small XP cost and a collective of penalties for respawning, explained further below.
  • You will be asked if you consent to being raised if one of the below methods is used. It will include the method of revival being attempted, and a reminder for the 48 hour waiving if you accept provided you died to a player in PvP. The window remains for 30 seconds it will close indicating a fail state to the caster of the spell and the target. Picking up or dropping a corpse will close the consent window.
    An alter/wayshrine
    Raise dead

If a character has a Mark of Despair or a Mark of Destiny, then a death counts as a death, regardless of whether they resurrected or not.

There are a few important things to note about this:

  • The first character to lift corpse will gain all of the gold that dying character was carrying.
  • Using certain Area of Affect spells (like Ice Storm), or attacking directly will destroy the corpse and prevent it from being raised, forcing a respawn and thus, an Experience point penalty. Some players consider this to be griefing or poor sportsmanship, but it is never considered obligatory to provide the chance of a raise, and you are free to bash a corpse if it suits your character's roleplay. That said, doing it purely to inflict an experience point penalty, or having a character whose roleplay is built around "bashing" for the sake of it, is likely to be considered a breach of both the Be Nice Rule and the Roleplay Rule. When a corpse is bashed, the remains include a skull item bearing the name of the character killed.
  • Player will get a message while in death for every action taken with corpse, including if it is picked up, dropped, or destroyed.
  • Respawning will make the corpse disappear.
  • Respawning has a 5 minutes timer.

Enemies (NPCs / MOBs) Respawning

Respawning may also refer to enemies respawning in an area. Refer to Quests.

The respawn penalty

On top of the normal experience cost, when you respawn (and only when you respawn going through the portal gate!) will drain a larger experience cost than the one you get when you die, and incur a lingering stat penalty. Both of these are relative to the level of your character.

All your stats will be severely reduced depending your level. The duration goes as follows: Strength has been replaced with AB and damage penalties.

  • PvE and PvP deaths have (characterlevel / 3) * 0.5 IG hours (10 RL minutes).

Respawn points

Your "respawn point" is the place your character is returned to once they respawn. The default is the point where the character first entered the server, such as the boat in the Temple District.

You can change your respawn point at any time by 'talking' to one and choosing to 'bind your soul.' There are respawn points hidden all over the world, including in most major settlements. It's up to your character to find them in-game.

Consequences of death


"There is no server rule saying that death has to mean anything beyond the mechanical impact. I quite agree, however, that this leads to unsatisfying stories. But writing a good story can't be done against a background of ooc competition. The only way to get good conflict stories is to co-operate in their writing, which means ooc communication between the parties involved to agree a context in which actions can be interpreted and the story progressed.
The friendly DM team are around to judge on any specific cases, but I'd encourage anyone engaged in conflict RP to maintain open and friendly ooc channels with their IC opponent(s)."

Permanent death of character

Permanent death, or permadeath, of a character can occur in one of these cases:

If a character is deleted through any of these ways, they may not be remade.