EastScape Wikibuilt from the game itself

Dying

Dying costs some of the tickets you're carrying, never your gear. The Wilderness is the exception.

On this page: What you keep · The bill, by map · The Wilderness · Tips

What you keep

  • You keep everything you're wearing and carrying. There's no gravestone to run back to and nothing to lose for good.
  • What it costs is a share of the tickets on you, capped by where you died. The deeper the zone, the more a death stings, but it's never everything. It's called the hospital bill.

The bill, by map

WhereYou loseAt most
The Yard5%250
The Gloam10%1,000
The Lantern Mire10%2,000
The Boneyard10%3,500
The Boardwalk10%4,000
Cabin Coast10%4,000
The Lighthouse10%4,000
Pirate's Pier10%4,000
Skull Isle10%4,000
Shipwreck Isle10%4,000
Cloudreach10%5,000
The Golden Sands10%5,000
The Thunderhead10%6,000
The Carnival10%7,000
The Vault10%8,000
The Trailer Park10%9,000
The Frozen Reach10%10,000
The Primeval Valley10%10,000
The Wilderness10%10,000
The Deep Wild15%250,000

The Depths of the Mountain sends no bill at all.

The Wilderness

  • Other players can attack you there, and nothing waives the bill. A death there takes 10% of the tickets you carry (up to 10,000 tickets; in the Deep Wild 15%, up to 250,000 tickets), and if a player killed you, they get it.
  • Stay too long and the House sends a Collector after you. A heat bar under your buffs shows how close it is, and killing one pays its pouch and a bounty.
  • 25% of the time you also drop one piece of what you're wearing on the ground, and whoever killed you gets first claim on it for a minute.
  • In return, a kill there pays more: 25% more combat xp and tickets in the Wilderness, 50% more in the Deep Wild.

Tips

  • The bank won't hold tickets, so spend them before a long trip out and a death costs you almost nothing: the percentage is of what you're carrying.
  • A Witch's brew (in the Long Night) or the Ferryman's Coin makes a death free.
  • Eat before you need to. Cooked and smoked fish are most of the healing in the game, and the cauldron's salves heal at once: Salt salve 140, Field salve 260, Royal salve 440.
  • Out of a fight your health creeps back, 10 points every twenty seconds. In a fight, nothing comes back on its own, and the fight doesn't pause while you look for something.

More in Starting out

Start here · Keybinds · The casino · Tickets and the Prize Counter · The road out · Chat commands