Delusions of Grandeur

Help Topics :: death

.: Help for death

When your hitpoints fall to zero or less, you'll drop to the ground and begin
to bleed out. While bleeding out, each round you'll fall more and more into
the negative range. Any spells you were casting are lost.

Once you reach -10 hitpoints, you will die!

Death Penalties:
  - One of your core attributes will permanently weaken slightly.
  - Skills you haven't practiced recently may grow rusty and diminish.
  - You'll be transported home with all pools restored.

A Word on Early Forgiveness:
  While you are still finding your feet, falling costs you nothing extra --
  the penalties above do not bite until you have trained enough to have
  something worth losing. Do not let that early mercy fool you into thinking
  death is free. Once you have grown, it costs, and it does not warn you the
  day the grace runs out. Learn to flee now, while the lesson is cheap.

The best defense against death is staying aware of your health and knowing
when to flee. Skills and attributes you use regularly are protected
from decay -- keep training and they'll endure.

Submission Exception:
  If you were knocked out by a grapple submission (subdue or
  cripple outcome), you wake at the temple with NO stat decay —
  your opponent chose not to kill you. A cripple submission also
  leaves a broken limb that persists for around an hour of play
  time before recovering naturally.
  A portion of your carried gold is transferred to your opponent
  in either case.
  See help submission.

See also: help sethome,
  help submission