Death (mechanic)


 * This article is about the death of an in-game player. For the rune, see Death rune.  For the Halloween 2005/2006 NPC, see Grim Spectre of Death.


 * "Dying" redirects here. For information on dying clothes to recolour them, see dye.



Death occurs when a player's hitpoints reach zero. A message in the chat box informs them of this: Oh dear, you are dead!

Fortunately, the player will respawn. If a player is in the duelling arena or a safe minigame when they "die" they will not lose any of their items and will not respawn in Lumbridge, Falador or Camelot.

If a player dies while they have the Retribution prayer active, all enemies that are in a 3x3 square grid centred on the dying player are dealt damage equal to 1/4 of that player's maximum prayer level (only in a multi-combat area).

Respawning

 * Main article: Spawn

When players die, they will respawn, meaning they will be transported back to their respawn point with full hitpoints to live again. By default, players respawn in Lumbridge. However, if a member has completed the Recruitment Drive quest, they may choose to respawn in Falador instead. Completing the King's Ransom quest allows a player to start and complete the Knight Waves Training Grounds, which unlocks the ability to respawn in Camelot.

Items
When a player dies, they will lose all items they were carrying at the time of their death except for their three most valuable items. If a player was skulled at the time of their death, because they were player killing in the Wilderness or because they had entered the Abyss, then they would not get to keep any items upon respawning. However, if a player has the Protect item prayer active, they will get to keep one extra item if they die (i.e. four items or one if skulled).

In the October 16 update, items dropped from players killed by monsters or NPC's remains visible only to the dead player for 1 minute, in case he/she wants to recover his/her items. After that, anyone nearby will be able to see and take them.

Item anomalies
The precedence for retaining an item depends on its store or alchemy value, which can often be at considerable variance with the value to players. Rares such as party hats are items vulnerable to this problem.