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Reviving and Second Wind

What happens when you go down in the Overgrown Crypt, how teammates revive you within 60 seconds, how a wipe fails the run and how the Second Wind blessing brings players back.

In the Overgrown Crypt a fatal hit never kills you. You go down instead, your party gets a chance to revive you, and the run only fails if everyone is down at the same time.

Going down#

When you take a fatal hit during an active run:

  1. The damage is cancelled and you become a spirit: invisible, invulnerable, able to fly and unable to fight or interact. The message is "You are down! A teammate can revive you within 60s."
  2. A body with your own skin appears where you fell. A hologram over it shows your name, "Sneak here for 5s to revive" and "Bleeds out in ns".
  3. Your inventory is stored safely. A spirit carries only two items, a Recovery Compass called "Teleport to your team" and a Dark Oak Door called "Leave dungeon & party".
  4. Your teammates are told "player is down - sneak by their body to revive them!"
  5. Your party loses 150 score, and the "nobody went down" bonus is gone for the run. See Dungeon Scoring and Loot.

As a spirit you can click the compass to hop to a teammate who is still standing. If nobody is standing, you get "No teammates left standing."

Reviving a teammate#

SettingValue
Bleed-out time60 seconds from the moment you go down
Revive time5 seconds of a teammate sneaking next to your body
Revive rangeWithin 2.5 blocks of the body
Health after a revive5 hearts (10 health)
  • A teammate must hold Shift (sneak) beside the body. A progress line shows "Reviving... n/5s".
  • The progress resets if the reviver stops sneaking or walks away, so someone has to stay on the body for the full 5 seconds.
  • Spirits cannot revive anyone. Only standing players can.
  • A revived player returns to their body location with their inventory.
  • If nobody revives you in 60 seconds, "player has bled out". You stay down for the rest of the run, but you remain a spirit with the compass and door.

Wiping#

If every player in the run is down at the same time, the run is lost. The party sees "The party has fallen... the run is a FAIL." The run ends after a short delay, you are sent back to spawn, and no reward chests appear. A FAIL is not recorded in the run times.

The same happens when the last standing player leaves the run or disconnects while everyone else is down.

Leaving as a spirit#

Click the Dark Oak Door (or run /dungeon leave) to leave the dungeon and your party. Your inventory is restored and you go back to spawn.

Joining a run in progress#

A player who arrives after the run has started, such as someone rejoining after a disconnect, joins as a spirit with the compass and door. They can be revived only by the run ending well. They get no reward chests if they are still down at the end. See Entering the Dungeon.

Second Wind blessing#

Blessing chests have a rare Second Wind result (about 4.3% of rolls) that revives every downed teammate at once. Players who have already bled out are not brought back. See Dungeon Scoring and Loot.

Tips#

  • Keep the party together so that someone can reach a body within 60 seconds.
  • Clear the area before you revive: the reviver has to stay beside the body for the full 5 seconds. See Bandit Warrior for the boss fight.
  • Spirits carry a compass for a reason: use it to follow the fight and be ready for a revive.

See also#

Prison