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1. corpse death morgue ghost die dying soul fray
Players never drop corpses; not in PK and not in NPC combat. This means
players do not lose items upon death (unless they are flagged as 'rotdeath',
which means they will disappear when you die).

When your character dies, you are transported to a hospital in Hillock Hills
or in your house hall, if you are in a house that has such a room.

Upon death, your soul is violently frayed into pieces and will take 25
minutes to mend itself. While your soul is shredded, you will deal 20% less
damage but your experience modifier will be boosted by 50%. You also lose
2% of all gold that has not been put in the bank, but you will not lose more
than 1000 gold. You also lose 10% of your total amount of experience while
targeting a main class and 25,000 experience if targeting a subclass. You
will never lose enough to make you lose a level.

If you are targeting a class which is Legend level or above, you will lose 7
faux levels upon death, but never enough to put you in a faux level debt.

For 15 minutes after dying, you will be in a ghost mode, where you will have
a chance to regain the lost gold and a portion of the experience if there is
a cleric available with the resurrection spell. However, if you attack a
monster while ghosted, your body will solidify and the resurrection spell
will no longer work. To see if a player can be resurrected, he or she will
have (Ghost) next to his or her name in a room.

All cooldowns are cleared upon death.

Related helpfiles: EXP TNL, Phoenix Down, Resurrection, Soften Death.




2. mob deaths tolls
There are many positives to just grinding and gaining levels. However,
there is one positive in particular that could very well be the best of them
all! With each 2000 mobs killed throughout the world, there are 30 minutes
of doubled experience. Whoever kills the 2000th mob receives a reward in
questpoints!

Note that the mob death will not go up if you kill mobs more than 15 levels
lower than your character's level.

Related helpfiles: Gamestats.



3. 36 death chambers of death chambers death
The 36 Chambers of Death is a perilous journey for all adventurers,
especially to those of a significant lower caliber than that of higher end
warriors and spellcasters. Each chamber contains its own void of insanity,
and is equipped with a well prepared fighter.

Related helpfiles: Areas, Directions.



4. death knell
Syntax: cast 'death knell' <victim>

This spell rings out the mournful sound of a bell as the Cleric calls upon
Death itself to come claim the victim. As the victim gets closer to death,
the bell rings louder and Death sucks the life out of the victim with more
power.

Main stat: Wisdom
Damage: Negative

Related helpfiles: None.



5. trick death
When a mobile is affected by trick death, it has temporary immunity to
death, meaning that if its hitpoints go down to 0, it will be restored to
full health and the immunity effect will wear off. This spell does not work
on players. To see if your familiar is affected by anything, you can use
'affect <familiar name>'. This spell cannot be cast on normal monsters, it
can only be cast on familiars.

Related helpfiles: Affects.



6. soften death
Syntax: cast 'soften death'

Soften death is a buff given to the house of Healers. It protects those
affected by it from the harshness of death. While affected by it, you do
not lose your buffs, experience, or gold, and your soul stays intact when
you die. Your equipment stays worn and you are restored back to full health
and stripped of ailments after dying. When you die, this buff is removed
from your effects and you are given a soften death cooldown of 20 minutes.
During this time you and no other caster can cast this spell on you until
the cooldown period is over with.

Related helpfiles: Healers.



7. death guard
Syntax: cast 'death guard'

Death guard is a self‑cast, protective spell. If in battle your health goes
down to or below 0, this buff will protect you from dying in that it
restores your health by 15%. There is no cooldown upon casting this spell.
However, if you die, the buff will be stripped and you will be given a
cooldown equal to your level. This spell protects you from dying against
both monsters and players.

Related helpfiles: Newbies.



8. death latch
Syntax: cast 'death latch'

This is a self‑cast spell available only to members of the house of Doom.
When affected by it, monsters are not able to flee from you, and players
have a 50% chance to flee successfully. If they fail, you will latch onto
them and disable them from fleeing for 6 seconds.

Related helpfiles: None.



9. death aura
Syntax: cast 'death aura' (<target>)

This Necromancer spell lends protection against damage, both physical and
magical. The amount of resistance to damage depends on the caster's
proficiency in death aura. This spell may be cast upon undead pets and
Necromancers.

Related helpfiles: Sanctuary.



10. death door
Syntax: cast 'death door'

Death door is a self‑cast spell and one of the culminations of the
Necromancer's craft: mastery over death. While affected by this spell, if
the caster is slain, he is instead resurrected with half hitpoints and mana
in the hospital and loses only half the experience caused by death. Because
this spell takes great concentration, it expends half of the caster's
hitpoints and 500 mana. Upon death, a cooldown equal to your level*2 in
minutes is applied.

Related helpfiles: None.



11. death field
Syntax: cast 'death field'

Death field is a room attack spell that when cast emits a black haze from
the Necromancer's body and attacks everything in the room. It has a chance
to deal a second attack.

Main stat: Constitution.
Damage type: Negative.

Related helpfiles: None.



12. focus death
Syntax: cast 'focus death' <#.pet or pet name>

Voodooists can intensify the power of an undead pet through the casting of
focus death. It increases the pet's damroll, the amount of which is based
on the spell proficiency, and casts haste upon them.

Related helpfiles: None.



13. circle of death
Syntax: cast 'circle of death'

With this spell, Voodooists conjure up a burning black circle of death.
When a mobile dies within the circle, it is resurrected immediately from the
dead and attacks its killer.

The mobile will be resurrected if the original caster, a party member, or a
pet kills it. The original caster must be in the same room for this spell
to work.

The mobile's strength and health is based on the Voodooist's skill
proficiency.

50% Proficiency 100% Proficiency
‑‑‑‑‑‑‑‑‑‑‑‑‑‑‑ ‑‑‑‑‑‑‑‑‑‑‑‑‑‑‑‑
Mob level ‑10 Mob's original level
Mob's original hp Mob's hp ‑20%
Mob's original damage Mob's damage ‑20%

Once a mobile has been resurrected, it will disappear after 30 minutes if
not slain. The mobile loaded is not an exact copy of the original (the
triggers on the original mob, if any, will not be attached to the
resurrected version).

Related helpfiles: Circle of Life.



14. death clutch
Syntax: automatic

When an enemy is close to death, a Witch may thrust their fist inside the
enemy's chest cavity and brutally rip out their heart, resulting in
immediate death and a heart that falls to the ground for further use.

This skill works on monsters who are no more than 10 levels above you, and
the chance to successfully tear the heart out depends on the mastery in this
skill and the difficulty of the monster. Boss monsters must be below 5%
hitpoints and normal monsters below 40%. Some monsters are immune to death
clutch.

Damage type: None.

Related helpfiles: None.



15. feign death
Syntax: automatic

This skill tricks the mob into believing the player has been killed, causing
them to lose interest and stop fighting altogether and allowing the player
to recover instead of being taken by death. It is more difficult to trick
mobs higher level than the player and some mobs such as high level bosses
cannot be tricked at all. When the player is at death's door, this skill
will improve at a 100% chance, and the more adept one becomes at feigning
death, the greater the chance they will be successful in doing so.

Related helpfiles: None.