Chapter 10.2 Resurrection and Death
Fallen State
When the player's HP hits 0, they will enter a fallen state. The player is unable to get back up, but they can crawl around. At this point, a player's combat spirit turns into 0, so that monsters aren't actively targeting them. If the player has potions, the player can still use them, slower than normal as the character struggles. However, collateral damage, and untargeted damage can still hit you, or if in war, players can still double tap you into a defeated state if you don't heal in time. In this state, players can assist a player using a health potion, first-aid, or other tools to bring them back, with some amount of HP. Players can also "give up" and resurrect in this state, with faster recovery boosts upon return.
Defeated State
After some time in the fallen state, or if hit again before being able to use an available potion, a player will become defeated. They will collapse and become unconscious. At this point, a player can only resurrect. Potions will not work. If a player stays in this state for too long, the body will start decaying. In a defeated state, unless carrying warding items, other players and NPC can carry your body. Some may move them to a safe spot for resurrection. You can stop this by logging off and reverting to a firefly state, or resurrecting.
Decaying State
The player's in-game body is now a corpse, resurrection is no longer possible, and the character's death legacy begins. However, there are ways to mitigate this occurring.
Resurrection Points
For all players, campfires, fireplaces, shrines, and some stations can be used as resurrection points. Resurrection can be performed if players don't exceed the distance away from their set resurrection point. Land claims, vehicle claims, and wildlife claims can use their claim's fire source as a resurrection point. Self claim players don't have a property like a land or vehicle, however they have a larger resurrection radius.
Resurrection Radius Icon
An icon on the UI will quickly let players know if they are in a radius of their active resurrection point. When they exceed this, a player can construct a campfire using resources to set a new one, or decide if they want to return to the radius.
Setting a Resurrection Point
Players can set a resurrection point at any allowed resurrection construction, (campfire, shrine, etc.) or craft tools that can allow them to resurrect on the spot. To set a resurrection point, the firesource needs enough tinder for your combat level and resources you would like to return with. The amount is set less than its normal worth. Keep the fire stoked with extra tinder, since it will slowly use up tinder as it burns.
Resurrection Tools
Players can craft charms and other tools that can help them resurrect on the spot. These require falsemana resources and required workstations to craft, and take up some inventory space, depending on how many a player wants to carry.
Shared Resurrection Points
Inns, restaurants, pubs, barracks, churches, town centers, and other areas will often have resurrection points constructed. If owned/controlled by certain players, can can set a shared resurrection point. The owner needs to keep the tinder stocked to keep the resurrection point active, and patrons can contribute specifically to their own resurrection pool. Patrons can optionally stock the base tinder if it is getting low. If the fire goes out, players can continue to use their stocked tinder for resurrection, as long as the construction is standing.
Shared Resurrection Points - Destruction
In the case of destruction, such as a monster attack, war, or other reason, the tile it was placed on will still contain the warmth of the fire, and allow resurrection from stocked tinder. Players individual tinder will still fade over time, and will eventually become unusable since tinder cannot be restocked unless it is repaired or reconstructed
Not Enough Tinder
If players don't have enough tinder to resurrect, they can contribute loot that they have collected during their adventure to make up the difference. If the resurrection point is built, any leftover value will be added to their tinder pool. Players can also craft charms they can carry, which can account for various tinder values that they can use to offset resurrection needs, and also use to burn to quickly rekindle a resurrection point. Items in your core inventory will not count towards resurrection tinder needs.
Resurrection Limitations
Players can set up to 3 resurrection points. Self claim players can set as many as they want, with a larger resurrection radius, however, at the cost of not having their own land claim, vehicle claim, or wildlife claim.
Private and Public Resurrection Points
Resurrection points can be set to private or public. Ideally, players who seek community, like restaurants or inns would be best suited if they created a public resurrection point. Some claims and outposts may want to strategize this as being the norm. However, players can also create private resurrection points on their own claimed land, vehicle, and outpost properties.
Criminal Resurrection
Crimes make a soul heavy, requiring more tinder costs to resurrect. This scales up based on the weight of your crimes. Bounties will not go away until you are captured and brought to the law, not if a player has fallen, been defeated, or die.
Pausing Decay
If players are unable to resurrect, or want to wait for a player to rescue them, players can log off. This pauses character death and reverts the player into a firefly state. In the log off screen, you toggle "allow firefly capture" as "on" in the options. This way, you can have another player hopefully bring you back to safety. You can set this to allow friends, guild members, or specific players to move you. You can also use any of your other characters who exist in the same world to rescue yourself. In these instances, the firefly will follow a player until they are dropped off to a resurrection point, where they can resurrect with no tinder usage. Players can just log back on, and will resume in a temporarily weakened state.
Never Log Off Trait and Resurrection
In instances where players have the challenge trait called "Never Log Off," this causes a character's body to remain in game, and not turn into a firefly upon logging off. When a player with this challenge has been defeated, they are still unable to turn into a firefly and pause decay. In these instances, players need to move the character next to a resurrection point, or have resurrection tools for these characters.
Field Battles and Wars
During larger scale wars, either against monsters (field battle), or other players (wars), these players will need to defend their resurrection points, maybe on wagons for quick escape. Communication strategies need to be considered if withdrawing is necessary. Lumberers, crafters, and resource gatherers may be necessary to stay back, and keep the fires fed with items that are worth tinder, to keep players resurrecting. Another idea is to keep resurrection points in radiuses like walls, or in scattered scouting towers. All this is up to the players.
Faster Carrying Movement
Players can carry and move defeated players and NPC, but often will slow down depending on their, and their item's weight. To negate speed debuffs, players can construct stretchers, or place them on mounts, or in carts and wagons for transport.
Negating Resurrection Debuffs
Medical tools and stations can be constructed with research culture, that will allow players to resurrect with less weakened states. These tools can be used before resurrection, or after to hasten recovery. But will be most effective before resurrection, due to more risks typically involved.
After Death
When a character has died, their death legacy begins. Typically in most games this is game over, or death isn't possible. In Spirit Relics, your character's spirit stays in-game can can continue to affect the world if friends, family, and/or the community decides that they should be remembered and more so if they decide worthiness to be revered. The legend (experience) you have accumulated in different categories will affect what happens next. Continue reading this chapter for more information.