Wayfarer defeat outcomes and recovery
Five ways a Wayfarer can wake
Wayfarer Adventure can end a defeat with a warm rescue, a cold rescue, being left to recover, scavenging or capture. Choose CONTINUE to apply the shown outcome and resume. QUIT applies the same outcome before saving and returning to the menu. Permadeath and Hardcore end the run. The Wilds has one life. A fall in a trial follows the trial’s own return to the Plane.
Rescuers must reach you first
Faction patrols, nearby settlements, a nearby hermit, friendly sailors and hostile creatures can enter the rescue calculation. Poor weather, night and winter reduce their chance of reaching you. Distances use horizontal and vertical steps in total. The rescue road bonus is estimated from your distance to a settlement. Each reaching candidate then receives a separate score. A visible patrol is not required for the faction-territory search.
Reputation helps, but capture has priority
Faction rescuers begin from your reputation with their faction. A faction quest you have not turned in or failed can help, allies’ reputations can help or hurt, and a delivery for an enemy faction can hurt. Being defeated by unaffiliated wildlife can win sympathy. A final score of at least 50 gives a warm rescue, at least 10 and below 50 a cold rescue, at least minus 19 and below 10 no help, at least minus 49 and below minus 19 scavenging, and below minus 49 capture. A reaching faction captor takes priority over a helpful rescuer. Creatures and co-op convert capture into scavenging.
Gold losses use a recent-defeat counter
The five outcomes start from gold shares of 10%, 25%, 40%, 60% and 50% respectively. The current defeat’s multiplier uses the recent-defeat counter plus 1. Values 1 to 3 use half the base share, 4 uses three quarters and 5 uses the full share. After that, each step adds one tenth of the base share, up to two and a half times. The final gold percentage is rounded and capped at 90%, then the gold amount is rounded down. Waystone distance does not increase the gold loss.
The recent counter can cool down
This counter is separate from the lifetime death total shown by the run. On a 100-turn check at least 500 turns after the last defeat or previous cooldown step, the recent counter falls by 1. That check also resets its timer. Rare and better worn gear is protected while the counter before the next defeat is below 5, so protection can return after you survive long enough. Cursed worn gear is always excluded from these equipment-loss selections.
Repeat penalties share that timer
If the recent counter is above 0 and the timer is below 200 turns, the calculation adds 15 percentage points to the base gold share before multiplying it. It also adds 20 turns to base resurrection sickness before scaling. The same timer resets when the counter cools down. As a result, a defeat soon after a cooldown step can receive this surcharge even if the earlier defeat was much further back.
Waystones shorten sickness
Base sickness is 20 turns for a warm rescue, 40 for a cold rescue, 60 when left to recover or scavenged, and 30 when captured. After the repeat addition, it uses the recent-defeat multiplier and a waystone-distance multiplier from 1 to 1.5. The distance part reaches its maximum at 200 steps from the nearest attuned waystone found by the defeat search. Finding none also uses the maximum. The search considers nearby locations within 500 steps.
Resurrection sickness fades in steps
Sickness begins with strength 1 for a warm rescue or capture, 2 for a cold rescue or scavenging, and 3 when left to recover. Affected combat calculations subtract strength times the remaining fraction, rounded up, from damage and armour. Damage stays at least 1 and armour at least 0. Vision has a separate 1-point penalty while sickness lasts. Before food, companion and regional effects, an awake mortal alone in ordinary Adventure loses 1 Hunger every 8 world turns and 1 Thirst every 5, instead of 12 and 8. Sleep and co-op can lengthen these intervals. The sickness timer falls by 1 with each paid world turn.
Equipment losses select worn slots
A warm rescue selects no worn equipment. A cold rescue can leave the weapon. Being left to recover drops one random eligible worn piece. Scavenging drops one or two of the most valuable eligible worn pieces. Capture confiscates two or three of the most valuable eligible worn pieces. All counts stop at the number of eligible pieces. The selection uses listed item value, the rarity protection and the curse exclusion. Protect and Retain do not add an exclusion to this worn-item selection.
Capture searches lockpicks separately
A defeat capture also searches the backpack for ordinary lockpicks and Master Lockpicks, taking those stacks into the prison chest. Protect and Retain do not stop this search. A Bent Spoon is outside that two-item search. Confiscation is separate from equipment left at the death site. In co-op, would-be capture becomes scavenging and does not start a sentence.
Waking and the entrance pile
You wake with 30% of base maximum health rounded down, with at least 1 health. Hunger and Thirst are filled and temporary Terroir charges are cleared. Your current boat is lost if you were in it at sea. Waking place depends on the outcome and scene. Dungeon defeats return to the overworld entrance. Dropped gear waits at that entrance, with the old floor recorded as a reminder. A prison cell uses its settlement door instead. Non-prison waking also searches for dry ground.
Party losses and persistent piles
Dropped gear waits without a time limit, and later losses add piles. When defeat dismisses hired soldiers, their carried gear joins their owner’s pile, or the primary pile if that owner has no result. In co-op, the host applies a separate gold, equipment and waking result to each present player. Recovery selects the acting player’s pile. Resurrection sickness is shared from the primary player’s result. Repeating Continue after the party has resumed does not apply another defeat.
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