Know what you risk

Death

Death takes only what you carry. Bank what you can't lose.

Kept on death5best items
Always safe

Your progress

Your XP, levels, bank and records are never lost.

Kept

Your best 5

You keep your 5 most valuable weapons, armour, jewellery or Glasshorn. Masterwork items and the Glasshorn come first, then rare drops, then the rest by value.

Dropped

Everything else

Supplies, potions, arrows, Crowns, loot and any gear past your best 5 drop where you die.

Outlaws

Outlaws keep nothing

Attack a player who didn't attack you first and you are Outlawed for 3 minutes; each new attack restarts it. Die while Outlawed and everything you carry drops, Glasshorn included.

Fighting back against your attacker within those 3 minutes never makes you an Outlaw. Hitting anyone else does, even with a spell's splash. Being killed by a player never costs your best 5 on its own.

Death pile

Get back to it

For the first minute, only your killer can loot your pile, or only you if no player killed you. Then anyone can for 59 minutes. After an hour, it is gone.

Glasshorn

Wilds deaths crack it

Dying in the Wilds cracks every Glasshorn you carry, kept or dropped. A cracked horn gives no boost until you repair it at the Artifice station (Artifice 55, 50 Magic Crystals). A horn takes 3 repairs; the next Wilds death after that shatters it.