Mechanic

Death, wounds and recovery

A confirmed death leaves a health wound. Outside expeditions, unequipped inventory copies can move into a personal, time-limited recovery backpack; equipped copies are protected.

At a glance

Loss chance per eligible inventory copy (%)
25
Recovery backpack lifetime (seconds)
600
Wound as a share of trained maximum HP (%)
50
Recovery cost during combat
1 AP per successful recovery action

What can be lost

Each unequipped copy is rolled separately, retaining its quality. The carried quest relic, equipped copies, bank contents, gold and XP are outside this inventory loss roll. A backpack belongs to its owner and keeps its own expiry; a later death does not restart an earlier timer. Recover it while alive and within reach with a clear line of sight. In combat, recovery requires your own turn and one action. Items that cannot fit their inventory stacks remain in the backpack until recovered or expired.

Wounds and expedition deaths

The wound is subtracted from your equipment-adjusted healthy maximum HP, with a minimum effective maximum of 1 HP. It is based on trained maximum HP, so it is not exactly half of an equipment-boosted maximum. Eligible food can restore missing maximum HP as well as current HP; its paid wound-healing budget survives logout. Downed is not the same as a confirmed death. A confirmed expedition death applies the wound but creates no inventory-loss backpack.

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Sources & notes

This article reflects source definitions in the current prototype. A listed value is not a claim of live release verification. Read the source policy.

  • Backend/Alderfen.Accounts/DeathRules.cs
  • Source/FantasyBenchmark/RPGDeathRecovery.cpp
  • Source/FantasyBenchmark/RPGDeathRules.cpp
  • Source/FantasyBenchmark/RPGDeathRules.h
  • Source/FantasyBenchmark/RPGMeals.cpp

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