Resurrection types

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Resurrection

Resurrection is an important part of Dagorhir games. The games run at events very rarely involve having only one life, but the means by which to do so very game to game. Below are the most commonly used types of resurrections.


Touch and Go - This respawn is a gate, and is the simplest form of respawn. Players simply walk up and touch a cone, herald, or other object and is instantly respawned.

  • Best type of respawn for fast paced games that place higher value on kills than death. This type of respawn guarantees the most amount of time alive compared to all other respawn types.


Delay - This works the same way as Touch and Go, but instead the player waits at the cone, herald or other object for a set number of seconds, by counting out loud slowly and loudly. Commonly a 5 second delay, where the dead player touches the cone for 5 seconds.

  • This type of respawn is great for smaller groups that want to punish death a little more than normal, or need a way to reward team wipes, like in capture the flag.


Waves - This form of respawn has set times in which everyone gathered at the respawn spot respawns at the same time. Commonly used as a form of respawn in large woods battles, a dead player will go to a set spot, and wait for the next respawn wave. This can be done autonomously by setting respawn waves at every five minute mark on the hour.

  • This form of respawn is slightly more punishing, making one's life have more meaning and death have greater consequences.


Death Count - Also commonly called Death Tax, this form of respawn acts like Touch and Go, but each player that respawns pulls one from a bank of limited respawns. Once that bank runs out, respawn in shut off.

  • This type of respawn is good for games that want to place high value on lives and greater consequences on death, but still want to have a fast paced game that doesn't punish mistakes too harshly. Be prepared for many archers in this respawn style.


Group Rez - This type of respawn waits until a certain number of people are waiting at the respawn zone. Once the number is reached, they all respawn at once. Any players walking up that aren't part of the group that respawned will instead wait for the next respawn group count.

  • This type of respawn rewards tactical kills, instead of wanton destruction. Killing a skilled player or dangerous archer and then holding off on a few more kills will keep that player or archer dead for longer.