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Warm rescue

No worn equipment is dropped by this outcome.

Reference
ModeWayfarer Adventure defeat. The Wilds, Permadeath, Hardcore and a fall in a trial use other defeat rules.
Rescue selectionA reaching rescuer has a final rescue score of at least 50. These are final scores after reputation and other rescue modifiers.
Base gold share10% before the recent-defeat multiplier and any repeat surcharge. The final loss is capped at 90%.
Gold on a fresh first defeat5% of the gold counted for the defeat, rounded down to whole gold after applying this percentage. Waystone distance does not increase the gold percentage.
Base sickness duration20 world turns before the recent-defeat multiplier, repeat surcharge and waystone-distance multiplier.
Sickness on a fresh first defeat10 turns beside the nearest attuned waystone found by the defeat search, up to 15 turns at 200 steps away or when none is found. These are horizontal and vertical steps in total.
Sickness strengthStarts at up to 1 less damage and 1 less armour in affected combat calculations. These penalties fade in whole steps. Damage stays at least 1 and armour at least 0. Sickness also reduces vision and speeds mortal hunger and thirst loss.
Worn equipmentNo worn equipment is dropped by this outcome.
Protected worn piecesCursed pieces are excluded. Rare and better pieces are excluded while the recent-defeat counter is below 5. Backpack Protect and Retain flags do not add protection to this worn-equipment selection.
Where you wakeIn faction territory, a nearby settlement can take you to its healer hall. In wilderness, a nearby hermit or settlement can shelter you. At sea, a nearby settlement can take you to its port. Dungeon deaths still return to the entrance. The landing search can move a non-prison wake to dry ground.
Health on waking30% of base maximum health, rounded down, with at least 1 health. Hunger and Thirst are filled. This does not add equipment bonuses to the health calculation.
Lost boatsYour current boat is lost if you are in it when defeated at sea. A spare boat in your backpack is outside this specific hull-loss check.
Recovering dropped gearEquipment left at a death site waits without a time limit. A dungeon pile is at its overworld entrance, with the floor recorded as a reminder. Confiscated gear goes to the prison chest instead.
Co-opEach present player receives their own gold, equipment and waking result. Capture becomes scavenging. The party shares the primary player’s resurrection sickness.

When recovery uses a waystone

The defeat search chooses an attuned location by distance to its recorded map position. When recovery uses that waystone, the landing search starts at the actual stone, or the settlement square if its stone position is unknown. Solid stones use clear neighbouring ground when available.

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