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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