Search Help Files


You searched for death


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.


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.


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.


4. oflags objflags object item flags extra heal_level glow conceal explosive etched coat inventory locked display nolocate rotdeath nocount nodrop meltdrop noremove nouncurse visdeath nonmetal inventory sellextract nosell meltquit auto_extract autoextract extract
Objects often have flags before their name. Here is a list of the long
and short versions of each object flag and a definition.

(Bless) (B): Blessed items are more resistant to burn, cold, acid, and shock
effects. They can also not be poisoned or envenomed.

(Conceal) (C): These objects cannot be located with the 'locate object'
spell.

(Evil) (E): These items cannot be cursed.

(Glow) (G): These objects can be seen and interacted with in dark rooms.

(Hum) (H): These objects can be seen and interacted with when blinded in a
dark room.

(Invis) (I): True Sight is needed to see invisible items.

(Dark) (D): Darkvision is necessary to see these items.

(Kept) (K): Items flagged as kept cannot be dropped. Help keep.

(NoPut) (N): Items flagged as NoPut cannot be put in bags. Help NoPut.

(Magic) (M): An item gets this flag when enchant weapon is cast upon it.

(Explosive) (X): NPC corpses which a necromancer have made explosive are
flagged as such. See help corpse explosion.

(Quest) (Q): These are quest objects which can be sold in questpoint shops
for half its value.

[etched]: This flag appears to the right of the object's short description
if it is armor that has been damaged by acid. See help etched.

Other object flags:

Auto_extract: When items flagged as auto_extract are sold to shopkeepers,
any runes bound with the item will automatically be extracted free of cost
and returned to the seller. The item being sold will be destroyed
thereafter. Runes are also extracted upon sacrificing, destroying, or
redeeming the item.

Heal_level: Restore the wearer to full health upon gaining a level. This
flag can be added to any item with the mudpie option 'healflag'.

Antigood: Good players cannot wear these items.

Antievil: Evil players cannot wear these items.

Antineutral: Neutral players cannot wear these items.

Coat: Protects against cold‑flagged rooms that wound you. Help warmth.

Redeemable: Objects with this flag can be redeemed for questpoints. The
amount of questpoints is the item's gold cost.

Display: Items with this flag are only on display in shops and cannot be
purchased.

Nolocate: These items cannot be located by magical means.

Nocount: These items don't count towards your total items carried.

Nodonate: These items cannot be donated with the 'donate' command.

Rotdeath: Items with this flag will disappear when you die. Item cannot be
obtained by killing a monster but rather through stealing it.

Nodrop : Items flagged as nodrop can't be dropped on the floor, put inside
bags (unless the bag is flagged as nouncurse and nodrop), sent to others
using the 'send' command or transported to others using the transport spell,
and can't be sold to shopkeepers. The remove curse spell removes the nodrop
flag from an item, as long as the item is not also flagged as nouncurse.

Meltdrop: The item will 'melt' when a player drops it. In other words, the
item will disappear when dropped.

Noremove: These items can't be removed once worn, unless 'remove curse' is
cast upon the item (or one uses 'heal curse' at a healer npc). If the item
is also flagged as nouncurse, the item can never be removed.

Nouncurse: Items with this flag cannot have the 'noremove' flag removed.
Once an item with nouncurse and noremove are worn, it can never be removed.



Visdeath: These items cannot be seen until the npc dies.

Nonmetal: Items flagged as nonmetal are immune to the 'heat metal' spell.

Inventory: Weapons with this flag can be disarmed but the item does not
leave your inventory. Inventory‑flagged items cannot be stolen.

Sellextract: Items with this flag cannot be haggled down in price in shops.
Item will not show up in the shopkeeper's shop once sold.

Nosell: Item cannot be sold to shopkeepers.

Meltquit: Cannot be put in bags or vaults. Item will disappear when you
quit.

Inventory_locked: Items flagged as such are locked to your inventory. They
can't be dropped, sold, given, vaulted, and so forth. They can be placed
inside bags flagged as inventory locked.

Noshare: Items flagged as 'noshare' cannot be transferred between characters
within the same account (see help legends sharing). This flag can be
stripped from an item by adding the claimed flag using the addflag command.
Items with this flag cannot bundle in shops or vaults.


5. 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


6. trick death
When a pet 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.


7. 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.


8. 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.


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.


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.


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.


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.


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).


14. permadeath revive permadead
Syntax: toggle permadeath confirm (to exit PermaDeath mode)

Syntax: revive <character name> confirm (to revive a dead character)
revive deposit <amount> gold
revive deposit <amount> mudpies
revive deposit <amount> questpoints
revive deposited (to see amount deposited for next revival)

PermaDeath mode can be toggled on in character creation if you have reached
level 150 on at least one character in your account.

This is a challenge for experienced players to try to gain as many levels as
possible without dying. What makes this mode especially hard is that you
are on your own in most ways. However, you also need 30% less experience per
level, and you can learn from other players to improve your skills and
spells.

If you die in this mode, you will be transferred to PermaDeath Limbo, where
your toon will stay unless you revive it using another character in your
account. Note that being killed by another player does not count as a
death. Reviving it will turn off the PermaDeath mode and transfer your
character out of Limbo. While in this room, many commands are blocked (such
as casting spells or using skills), but it is still possible to use
informational commands and chat with other players. Being killed by another
player will not count as a death or transfer you to PermaDeath Limbo.

‑ You can't get items flagged as noshare that were carried by another
player.

‑ Players cannot cast buffs on you or your pets.

‑ You can only group with other PermaDeath players.

‑ You cannot attack wounded monsters that were attacked by other players.

‑ It's possible to restart as a PermaDeath player without deaths and keep
the PermaDeath flag.

To revive your character, the cost is 5M gold, 50 mudpies, and 25k
questpoints. This cost can be covered by multiple characters in your account by
depositing the costs with the 'revive deposit' command.

If you have not died and wish to turn off PermaDeath mode, you can do so
free of cost at any time by typing toggle permadeath, but once it is off, it
cannot be turned back on for that character.

On your whois sheet, it will list how many levels you have gained total
without dying. Total levels means the highest level you have attained plus
total faux levels. There is a leaderboard that lists the top PermaDeath
players. If you delete your PermaDeath character, you will be removed from
this board. However, if you revive your character, you will no longer be in
PermaDeath mode but will remain in the leaderboard ranks. The number one
ranked PermaDeath player has a special flag next to his/her/their name on the
who ‑ (PermaKing, PermaQueen, or PermaBest).

Rewards for reaching certain milestones:

L. 25 ‑ 10 mudpies

L. 50 ‑ Free who string token and 3 restring tokens

L. 100 ‑ 10 potions of doubled experience that last for 2 hours each.

L. 125 ‑ 2 master runes that clear 5 slots

L. 150 ‑ A weapon rune that gives +10 damage (or can be redeemed for 10000
questpoints), and 20 potions of boosted questpoints that last for 30 minutes
each. All characters in your account (and any characters created hereafter)
are given a train cost reduction of ‑1 for their primary stat. If a
character has two classes which share the same primary stat, the cost
reduction is ‑2. This account‑wide reduction is permanent, even if you die
or delete your PermaDeath character.

Upon reaching Hero level, four 2‑hour events will be started in your honor:
quadrupled experience, doubled gold, and doubled questpoints. This is the
only reward which will repeat itself if your second class reaches Hero too.
The timers will stack, so if you reach Hero on one class and soon
thereafter on your second, the event timer will increase by another 2 hours.

Note that if you restart your character, you cannot receive the rewards you
have already received. For example, if you have reached level 25 already
and restart your character, you will not receive 10 mudpies the second time
you reach level 25. Your total levels gained in this mode will be reset to
levels gained (which is 0 when you restart) plus total faux gained.

It is not possible to cast damage spells on oneself as a PermaDeath
player via means of cast, zap, quaff, recite, or brandish.

Please note that however devastating it may be to be killed in this mode,
Immortals will not revive your character in any circumstance aside from
when the game is at fault. Please choose this mode carefully and accept
from the very beginning that death is likely in the cards.


15. 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.


16. 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.