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Death and Respawn

Getting killed in the World of Torr is not permanent nor overly penalized. Dying in a role-playing game is part of the game. The glorious and dramatic death of your character should happen occasionally but should never be overly frustrating while at the same time remain highly undesirable.

The penalty for dying revolves around the loss or damage of items and not Experience Points. Thus your characters progress is never "reversed" and vast amounts of time are not "lost" when your character dies bringing you back to where you started that evening or worse. This also gives some control to the player over the amount of risk vs. reward he or she wants to undergo. If you take nothing but a club and padded armor into a dungeon and vault the rest of your equipment, you have almost nothing to lose if you die allowing you to "explore" some potentially dangerous areas without fear of losing half your character. However if you take your shiny new Galvorn Full Plate and high quality Eog Bastard Sword out of your vault to go dungeon romping, you will surely fare much better, but if you get over zealous and have to respawn you stand to lose several thousand gold worth of property. There is also item decay to consider (See Item Decay) which should keep you from wasting "combat time" with your hi quality equipment when all you are doing is taking on kobolds.

Money in the World of Torr can be acquired relatively easily and in large quantities, however there are also several things that cost money to give you character advantage when adventuring. There are very little things in the world that are "mandatory" to buy except perhaps food and shelter and even that can be gotten for free in certain slums. If your character is buying seriously expensive items it is for a higher advantage and is not mandatory just to survive.

 

Penalties for Death and Respawning

Getting killed, as in, receiving the blow that makes your character fall will serve to add a few points of decay on the items that you have equipped (See Item Decay), the amount of decay varies but the total is spread out over several random items, this cannot be avoided regardless of who or what killed you or where you fell.

Item Shatter: There is also a single item that will take the "hit" from your death blow, this item has a good chance of shattering outright or at least being "Damaged" and taking about 2d8 worth of durability loss. The priority of which item will take the blow goes from your Helmet to Jewelry to what's in your hands to cloaks, bracers, boots, and finally to your armor. There is a 1 in 3 chance that a higher priority item will be skipped over to affect the one below it and keep going down the line. If you have nothing equipped in that slot then it's skipped automatically. In the end your armor will take the hit unless you are wearing nothing at all. You should consider carrying a backup weapon or maybe some light armor in case  yours is destroyed in this way.

The penalty for respawning after your "death" varies depending on where you get killed at. Generally speaking , you will take very little or no loss at all when killed near populated areas like towns and cities, even to an enemy force. However If you respawn in the middle of an incredibly hostile area, you can expect a significant loss in terms of gold and items you are carrying. XP loss on respawn is very low, the real penalty for re-spawning is the loss of a most of your items. Item destruction is mandatory for any kind of world economy to move and in addition to item decay, re-spawning is the only other way to remove items from the game.

Controlled Areas: Generally areas that have normal structures and guards roaming around are considered controlled areas. Cities and rural countryside are good examples. If you get killed in an area like this you will not lose any items and re-spawning will take you to the local Temple where you will recover from your injuries (i.e. you didn't really "die" you were rescued)

Hostile Areas: Just about everything else is considered a hostile area and a message in your chat box should warn you of this fact upon entering it. If you must respawn in a hostile area you will have some of your carried items destroyed. The remaining items have a chance of either being kept on you or placed in a Tombstone that is created at the spot where you re-spawned. The tombstone will also take a percentage of your carried gold and also destroy some of it.

The percentage of items and money destroyed is equal to 1% for every level you have with a minimum of 5%. The percentage of money and the chance an item will be moved to your corpse is equal to double that destruction percentage. For example: a level 15 player upon respawning will lose 15% of his items and gold and then have another 30% of his money and items moved to his tombstone. Anyone can recover items from this tombstone. After respawning you will be resurrected at a local temple with your remaining items as described above.

XP Loss: If you are forced to respawn in a hostile area you will incur an XP loss of 1% of your current XP total

Exiles Get DOUBLE Penalty!: If you are an exile you will suffer DOUBLE the item loss chances and double the XP loss as well. Exiles are also not "safe" when dying within a friendly kingdom (Doomsha) and will always lose/drop items to a corpse when killed. Being an exile is a much more hardcore form of game play than non-exile!

PLEASE NOTE:  You Hit Points and death is being tracked in a persistent database. If you leave the game while your character is still dead in an attempt to avoid losing your items, your character will be STRIPPED down to nothing but 1/4th the gold you were carrying and jail rags to wear when you come back in, all your items will be destroyed. There is no benefit of the doubt given to legitimate computer crashes or connection problems while your character was dead as that would be totally unenforceable.

 

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