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Character death

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This page is about death for player characters. For death for monsters, see kill.

Death occurs when the life of a character reaches 0, regardless of other resources. This can occur through damage, life loss, or instant kill mechanics (e.g. Drowning).

Mechanics

Softcore

In Softcore leagues, during the campaign, there is no penalty for death. However, the area will be reset, respawning most monsters and destroying any items on the ground except certain guaranteed drops from bosses, usually uncut gems. A player can choose to respawn in their last visited town or at their last activated checkpoint or waypoint (or at the beginning of their current area if no checkpoint/waypoint is activated). If playing in a party, dead characters can be revived by a nearby party member.

In most endgame areas (area level 65+) death incurs a loss of experience equal to 10% of the total experience bar required to reach the next level. If the player's current experience bar is less than 10%, the experience bar will return to 0%. It is not possible to go down a level, however. Deaths in pinnacle boss content do not incur an experience loss.

Additionally, respawning after dying in a map or other endgame area requiring portals will consume one portal, matching the number of respawn attempts remaining. The number of portals and therefore respawn attempts available depends on the number of modifiers on the waystone or the Difficulty of the boss. Portals are only consumed on death; they are not consumed by manually exiting a map (e.g. to store items). Upon re-entering an area after death, you will return at the last activated checkpoint.

In parties, each player has an independent number of respawn attempts as they would normally have, visible as a portal icon next to a user's character name in the party UI interface. When fighting a map boss or pinnacle boss, only the map owner can respawn the full party simultaneously, if they have respawn attempts remaining. Doing so will restart the boss encounter from full life.

If a player rushes to a map boss, dies, and respawns, all monsters other than the map boss and all other encounters in the area will be removed.

Respawn attempts
Number of
Portals
Number of
Respawn Attempts
# of Map
Modifiers
Boss
Difficulty
6 5 0 0
5 4 1~2 1
4 3 3~4 2
3 2 5 3
2 1 6 4

Consuming all portals/respawn attempts this way will prevent re-entry into the area and are considered failed. Failed maps on the Atlas can be reattempted by using a new waystone, but will remove any existing modifiers on the map, such as from Precursor Tablets or map encounter icons.

Hardcore

In Hardcore leagues, the character (and their inventory) will be transferred permanently into the Softcore equivalent league. Certain hardcore leagues such as events may cause the character to be sent to Void League instead as a form of permadeath.

Revive

Killed characters can be revived by other players in a party sharing an instance during the campaign. The revive action requires a player to channel for a few seconds near the dead character, and the reviving player can be interrupted by taking damage. The exact amount of time required to revive a dead character is 2.5 seconds + 1.5 seconds per previous death of the character in that instance. This only is possible in act areas; reviving is not permitted in other areas such as maps.

To channel the revive action, left-click and hold on a killed player's body where there is an hourglass icon and the text "Revive".

Safety nets

  • Pause: If you lag (client does not respond for >100ms), the server gets paused, regardless of if you get disconnected or not.[1]. If the lag doesn't resolve in 6 seconds, you will be disconnected from the game. The game can also be paused manually by pressing ESC.
  • Logout/disconnect: Logging out will also pause the game. When the player logs back in, they will appear at the previously activated checkpoint or nearest waypoint.
  • Respawn at checkpoint: Players can choose to teleport to the nearest checkpoint from the ESC menu. Doing so will forfeit the current boss fight, if applicable.
  • The Barrow DwellerThe Barrow Dweller
    Rogue Armour
    Armour: 53
    Evasion: 43
    Requires Level 11, 14 Str, 14 Dex(60-100)% increased Armour and Evasion
    +(-20--10)% to Fire Resistance
    +50% to Cold Resistance
    Damage of Enemies Hitting you is Unlucky while you are on Low Life
    50% chance to Avoid Death from Hits
    In the mists they dwell,
    forever hungry,
    forever cold.
    has a 50% (up to 61% when corrupted) chance to avoid death from hits. This does not prevent death from damage over time, life loss, instant kills, or other sources.
  • Omen of AmeliorationOmen of AmeliorationWhile this item is active in your inventory will prevent 75% of Experience loss when you dieRight click this item in your inventory to set it to be active. This item is consumed when triggered. will not prevent death, but should death occur, it will reduce experience loss from 10% to 2.5% of the experience bar.

Related items

ItemRequired levelStatsDescription
Omen of AmeliorationOmen of AmeliorationWhile this item is active in your inventory will prevent 75% of Experience loss when you dieRight click this item in your inventory to set it to be active. This item is consumed when triggered.1While this item is active in your inventory will prevent 75% of Experience loss when you die
The Barrow DwellerThe Barrow Dweller
Rogue Armour
Armour: 53
Evasion: 43
Requires Level 11, 14 Str, 14 Dex(60-100)% increased Armour and Evasion
+(-20--10)% to Fire Resistance
+50% to Cold Resistance
Damage of Enemies Hitting you is Unlucky while you are on Low Life
50% chance to Avoid Death from Hits
In the mists they dwell,
forever hungry,
forever cold.
11(60-100)% increased Armour and Evasion
+(-20--10)% to Fire Resistance
+50% to Cold Resistance
Damage of Enemies Hitting you is Unlucky while you are on Low Life
50% chance to Avoid Death from Hits

Version history

Version Changes
0.2.0
  • You can now respawn and return to a Map if you die. Upon first entering the Endgame, you get up to 6 total attempts per Map. As you add more Modifiers to a Waystone, the number of respawns goes down.
  • In parties, everyone gets to respawn that number of times.
  • You will be able to enter and exit your Maps as much as you like as long as you haven't died. The number of portals is representative of the number of revives you have during the Map.
  • Once you start a Boss fight, the respawning system will change to require the map owner to collectively respawn the entire party. This is so that you must still kill the boss from full life.
  • If you decide to rush to the Map Boss without interacting with any of the other Map content and then die, you will respawn at the Boss checkpoint and only the Map Boss will be present. All of the other monsters and content will be removed. This is to prevent cases where players would be able to farm multiple copies of the same rewards by dying on purpose.
0.1.1
  • Reduced the initial player revive time to 2.5 seconds (previously 3 seconds).
  • Reduced the player revive time penalty to 1.5 seconds per death (previously 2 seconds).
0.1.0
  • Introduced to the game.