Soul Wards, death and resurrection
Soul Wards act as extra lives shared by a party. Learn what happens when one is consumed and how proximity resurrection works after the wards run out.
- Soul Wards
- Extra-life resource
- Multiplayer pool
- Shared by the party
- Resurrection
- Proximity-based after Wards run out
- Run augments
- Do not persist after the run ends
On this page
What a Soul Ward does
Soul Wards are the extra-life system described by the PTR help. When you are defeated with a Ward available, a Ward is consumed, you are made immune and taken out of combat, and you can continue the fight. This rescue is different from an ordinary end-of-run return to Quillgrave.
In multiplayer, the available Wards are shared by the party. A teammate consuming a Ward changes the remaining safety margin for everyone; the text does not describe an independent full stock of extra lives for each player.
The multiplayer rescue sequence
- A defeated player is first protected by a shared Soul Ward if one remains.
- Once the shared Wards are exhausted, surviving allies can attempt to resurrect a fallen party member.
- Stand near the fallen ally to start the proximity resurrection process.
- Keep within the resurrection area while managing nearby threats; the PTR text says you can still move and attack inside it.
- Complete the rescue before the limited opportunity ends, or the attempt ends and the party returns to Quillgrave.
Plan around the rescue area, not a stationary cast
The reported resurrection is proximity-based. It does not require the surviving player to stand absolutely still and stop attacking. That makes nearby positioning important: leaving the area to chase an enemy can interfere with a rescue even if the enemy looks nearly defeated.
The report does not supply a universal resurrection radius or countdown in seconds. This guide therefore gives the interaction sequence without inventing a timer, range, charge count or promise that every hazard can be ignored during recovery.
What a run ending removes
| Progress type | After the attempt |
|---|---|
| Level-up augment choices | Lost with that run |
| Quillgrave empowerments | Persist between attempts in the documented preview |
| Collected reward resources | Claim through the post-run reward process; do not confuse the chest with an equipped loot drop |
| PTR-to-live transfer | Not established by these observations |
Greywake’s Journal changes the zero-Ward situation
The reported curiosity gives 15% less damage taken and 15% more damage dealt while you have no remaining lives. The condition is important: it is not a constant 15% bonus from the start of every attempt. The Relic explorer lets you switch this condition on and off in an isolated arithmetic example.
Frequently asked questions
Can I attack while reviving someone?
The PTR help says you may move and attack while remaining inside the nearby resurrection area.
Does no remaining life mean the run immediately ends?
The report describes a multiplayer rescue opportunity after the shared Wards are exhausted. A zero-Ward state also triggers Greywake’s Journal; it is not the same as already being dead.
How long is the resurrection timer?
The available source describes a limited opportunity but does not provide a reliable universal duration.