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
| Where | You lose | At most |
|---|---|---|
| The Yard | 5% | 250 |
| The Gloam | 10% | 1,000 |
| The Lantern Mire | 10% | 2,000 |
| The Boneyard | 10% | 3,500 |
| The Boardwalk | 10% | 4,000 |
| Cabin Coast | 10% | 4,000 |
| The Lighthouse | 10% | 4,000 |
| Pirate's Pier | 10% | 4,000 |
| Skull Isle | 10% | 4,000 |
| Shipwreck Isle | 10% | 4,000 |
| Cloudreach | 10% | 5,000 |
| The Golden Sands | 10% | 5,000 |
| The Thunderhead | 10% | 6,000 |
| The Carnival | 10% | 7,000 |
| The Vault | 10% | 8,000 |
| The Trailer Park | 10% | 9,000 |
| The Frozen Reach | 10% | 10,000 |
| The Primeval Valley | 10% | 10,000 |
| The Wilderness | 10% | 10,000 |
| The Deep Wild | 15% | 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
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