Living
Death, wrecks and insurance
What dying actually costs you, band by band, and what it leaves behind.
Dying costs different things in different bands, and the ladder is short enough to memorise before you undock.
| Band | You lose |
|---|---|
| Portus, Litus | the trip. Nothing else — no pilot could have shot you anyway. |
| Vadum | the trip. Your hold and your drones come home with you. |
| Altum | your cargo and your drones. They spill where you died and anybody may take them. |
| Abyssus | cargo, drones and the ship. |
Wrecks
Everything that dies leaves a wreck, in every band, including machines. A wreck stands for thirty minutes and then it is gone. It is not the dead pilot's cargo — cargo is a separate thing that spills separately, and only in the two deep bands. A wreck is the hull itself.
Working one takes a salvager: a T2 utility module, one roll per cycle at 65 %, nearest wreck in reach. What it pulls is a material rather than ore, so it enters the industry chain one step past refining. The wreck dissolves the moment it is stripped rather than sitting there empty.
Insurance
A policy costs 8 % of the hull's value, paid before the trip, and pays 40 % if the ship is destroyed. It is bought in advance and consumed by the loss it pays for.
Those numbers are the point of it. Insurance is a loss you choose to take in advance so the big one is survivable — not a refund on dying. A policy that paid the whole hull would make the Abyssus free.
The killboard
Every death in the game is recorded the instant the server resolves it: who died, in what, where, what it was worth, and every attacker with the share of the damage they actually did. A drone kill names the pilot who owned the drone.
It is a record and not a leaderboard — no ranking, no score, nothing to farm. It is public and it is searchable.
Next — Piracy →