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[[File:Defeat Scenario Lizards (2).jpg|thumb|300x300px|One of the possible Defeat Scenarios in Outward]]
 
[[File:Defeat Scenario Lizards (2).jpg|thumb|300x300px|One of the possible Defeat Scenarios in Outward]]
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{{tocright}}
 
 
'''Defeat Scenarios''' are a mechanic in ''[[Outward]]'' which trigger when the player is defeated, either through combat or other means. Instead of dying, time will move forward by a reasonable amount, and the player will wake up in one of many different possible outcomes.
 
'''Defeat Scenarios''' are a mechanic in ''[[Outward]]'' which trigger when the player is defeated, either through combat or other means. Instead of dying, time will move forward by a reasonable amount, and the player will wake up in one of many different possible outcomes.
   
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== Lost Items ==
 
== Lost Items ==
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There are various ways in which the player may lose items on death, both temporarily and permanently.
On defeat, the player may lose [[items]] from their [[Backpacks|backpack]], or find themselves without their bag entirely. Being defeated by [[Enemies|bandit enemies]] can result in [[:Category:Valuable|valuable]] items such as silver {{S}}, gold, [[:Category:Gemstones|gemstones]] being stolen from the player. If the player is sent to the town [[Sleep (Effect)#Town buffs|inn]] they will lose some silver to pay for their stay.
 
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* Some enemies - generally ''humanoid'' ones - may steal [[:Category:Valuable|valuable]] items such as {{s}} silver, [[Gold Ingot|gold]] and [[:Category:Gemstone|gemstones]] from the player.
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* If the player is sent to the town [[Inns|inn]] they will lose some {{s}} silver to pay for their stay.
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** If the player has no silver on them, the stay at the Inn will be free.
   
 
=== Lost Backpacks ===
 
=== Lost Backpacks ===
The player's bag should never be lost entirely<ref>Unless the player encounters a bug, however this should be fixed on all platforms now.</ref> on death, it will usually be somewhere nearby. Occasionally it may have washed up on a nearby shore, or bandits may place it in a different room to where you awake.
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The player's bag should never be lost entirely on death, it will usually be somewhere nearby. Occasionally it may have washed up on a nearby shore, or bandits may place it in a different room to where you awake.
   
'''However, if the player is defeated without their backpack (ie. if the bag was dropped when the player is defeated) and encounters an 'Inn' defeat scenario, their bag may despawn as time progressed by 10-12 days, resetting the area.'''
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The '''backpack indicator''' on the player's compass will guide them to where their bag is located, if the player is in the same map as the bag.
   
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At [[Vendavel Fortress]] and [[Montcalm Clan Fort]], the player's backpack may have been placed in a '''Black Chest'''.
The '''bag indicator''' on the player's compass will guide them to where their bag is located, if the player is in the same "scene" as the bag (eg. If you're in [[Chersonese]] exterior and your bag is inside [[Vendavel Fortress]], the indicator will '''not''' show because the bag is not loaded currently). If the bag indicator is not visible, the player will have to back-track to the last location they remember having their bag, in order to see the indicator.
 
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Note: A bug may currently exist in Online [[Co-op]] where if the player is defeated a second time before finding their backpack and also receives an "Inn" defeat scenario (which moves time forward by about 12 days) their backpack may be deleted entirely. Normally the player's backpack will always be teleported to them on defeat, even if they don't have it equipped currently, excluding situations where the player's backpack is placed in a Black Chest ([[Vendavel Fortress]] and [[Montcalm Clan Fort]])
   
 
= List of Scenarios =
 
= List of Scenarios =
The following is a list of known '''defeat scenario''' outcomes.
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The following is a list of known '''defeat scenario''' outcomes which have been transcribed. There are potentially many more unlisted scenarios.
   
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To reduce the page size, scenarios have been broken up into categories:
''Note: This page can be expanded, if you encounter a scenario which is missing, please add it to this page following the existing format.''
 
   
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* [[Defeat Scenarios/Neutral|Neutral]] (can occur in any region)
== General ==
 
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* [[Defeat Scenarios/Chersonese|Chersonese]]
These defeat scenarios can occur in any region.
 
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* [[Defeat Scenarios/Enmerkar Forest|Enmerkar Forest]]
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* [[Defeat Scenarios/Hallowed Marsh|Hallowed Marsh]]
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* [[Defeat Scenarios/Abrassar|Abrassar]]
   
===Hardcore Mode===
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==Hardcore Mode==
 
Players who have chosen to play in [[Hardcore Mode]] when creating their character have a 20% chance of receiving a [[Hardcore Mode#Defeat Scenario|permanent death]].
 
Players who have chosen to play in [[Hardcore Mode]] when creating their character have a 20% chance of receiving a [[Hardcore Mode#Defeat Scenario|permanent death]].
   
=== Rescued by Gep ===
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== Gallery ==
{{Quote|You fall to the ground, broken and defeated. As you start to black out from the pain, you sense someone standing above you, defending you! A warm voice reaches you through the haze of pain. "Whoa there, now! It ain't your time to die today. Stay with me, I'll look after you."<br><br>Stars and campfires dance in your fevered mind. Your eyes flutter open and you find yourself someplace safe. A warm campfire roars nearby, a note and mysterious bottle propped up beside it. You are alone, but you feel like someone was just here a moment ago...}}
 
 
* Time passed: 1-2 Days
 
* Player awakens next to a Campfire, with about 30% health.
 
* [[Gep's Drink]] and [[Gep's Note]] are on the ground
 
* Player's bag can be found on the ground near the Campfire
 
 
=== Rescued by Friendly Immaculate ===
 
{{Quote|You fall to the ground, broken and defeated. As you start to black out from the pain, you sense someone standing above you, defending you! A warm voice reaches you through the haze of pain. "Are you alive? Answer me!"<br><Br>You awaken hours later, underground. As you lift up your head, a shape moves in the corner of your eyes. It is a monstrous beast that walks on two legs, red pulsing veins running along its body.<br><br>The creature must have saved you! You see it holding a book in its hands, as it lets out a quiet laugh. Your consciousness fades again for a few minutes, before you manage to get up.}}
 
 
* Time passed: < 1 day (hours)
 
* Player awakens in the [[Immaculate's Camp]] of the current region, with the [[Friendly Immaculate]] nearby reading a book
 
* Player can have the [[Possessed]] and [[Health Recovery|Health Recovery 3]] status effects.
 
 
== Chersonese ==
 
These defeat scenarios can only occur in [[Chersonese]].
 
 
=== Blister Burrow ===
 
{{Quote|Without the strength to fight, you can only watch helplessly as Troglodytes surround you, chittering in their barbaric language, and haul you through their cave. The foul smell of rotting meat fills your nostrils as they dump you into a large, well lit room.<br><br>Troglodytes gather around a large stone pot over a fire, sometimes staring at you hungrily. Suddenly, a noise echoes in the cave and the monsters freeze. The dimwitted creatures then grab spears and charge out, leaving you alone.}}
 
 
* Time passed: ???
 
* Player awakens in [[Blister Burrow]] near the [[Giant-Heart Garnet]]
 
* A [[Mushroom Halberd]] and various items litter the ground
 
* Player has health restored.
 
* Can occur when dying in the Blister Burrow, but is not guaranteed to happen.
 
 
=== Cierzo Huntress ===
 
{{Quote|You can't stand anymore, the very act of breathing is becoming difficult. Pain wracks your body as your consciousness fades...<br><br>You awaken to the sight of a huntress from Cierzo pouring water into your mouth. Leaning on her, you manage to hobble back to Cierzo, more dead than alive. She refuses payment and leaves you with a firm pat on the shoulder.}}
 
 
* Time passed: 2-3 Days
 
* Player awakens in [[Cierzo]], bag is nearby
 
* Player has about 25% remaining health and can have the [[Pain]] and [[Confusion]] status effects.
 
 
=== Cierzo Inn ===
 
{{Quote|You can't stand anymore, the very act of breathing is becoming difficult. Pain wracks your body as your consciousness fades...<br><br>The warm smells of Cierzo's inn greet you. It seems someone found you on the edge of death and nursed you back to health. You have been out cold for days, though at least you're still alive...}}
 
 
* Time passed: '''10-12 Days'''
 
* Player awakens in [[Cierzo]], inside the Inn.
 
* Player is fully rested.
 
* Seems to be guaranteed if the player is defeated with [[Cierzo]] itself, though it also occurs outside of the city.
 
 
=== Conflux Mountain Hooded Man ===
 
{{Quote|Purple grass surrounds you as you stir from unconsciousness high atop a mountain. Your life-threatening injuries have been bandaged by a hooded man, who silently turns to leave, entering a door along the mountain wall without a backwards glance...}}
 
 
* Time passed: 1-3 Days
 
* Player awakens on [[Conflux Mountain]], near the entrance to any of the Conflux Path dungeons.
 
* Player can have the [[Confusion]] status effect.
 
 
=== Corrupted Tombs ===
 
{{Quote|Pain wracks your body as you wake up from your injury. You are alone, but surely not safe. With clenched teeth, you manage to drag yourself outside to safety, where you fall unconscious again.<br><br>It is hours before you regain consciousness. You are beaten and bloody, but alive. You will wear these scars for quite some time... You curse your recklessness and vow to be more prepared for danger in the future.}}
 
 
* Time passed: ???
 
* Players awakens outside the [[Corrupted Tombs]]
 
* Player has severely depleted health and burnt health.
 
* Player is inflicted with [[Confusion]] and [[Curse]] status effects.
 
 
=== Vendavel Prison ===
 
{{Quote|Your eyes open to the sight of a Kazite woman pointing a sword right between your eyes. You are in no state to resist as she binds your hands and blindfolds you, and forces you to march. You hear bandit activity loud all around you.<br><br>Your captor boots you into a cell and slams cold iron bars behind you. "Here's how it goes slave! Work when we tell you to, and you'll get food and water. Or refuse to work, and it's to 'The Hole' with ye!"}}
 
 
* Time passed: < 1 day (hours)
 
 
* Player awakens in [[Vendavel Fortress#Prison|Vendavel Prison]] with extremely low health.
 
* All of the player's items are locked in a chest, which is down a path behind a guarded door.
 
* On the ground is [[Tattered Attire]], [[Iron Scrap]], [[Linen Cloth]] and [[Wood]].
 
* The player must offer to help the guards, or find some other way to get passed them if they wish to retrieve their backpack and belongings.
 
* See the [[Vendavel Fortress#Prison|Vendavel Prison]] page for more information on the defeat scenario.
 
 
=== The Hole ===
 
{{Quote|Your head aches, resting on rotten driftwood, your body submerged in water. A glance upwards shows only a small speck of light from the top of "The Hole". You were exceptionally lucky to survive a fall like that.<br><br>With great effort, you swim in the murky water until you see a ray of light... You've escaped the Fortress of Vendavel, but paid dearly for it.}}
 
 
* Can occur from dying within the [[Vendavel Fortress]]. Guaranteed if the player '''chooses''' to drop down into the hole (there is a simple "am I sure I want to do this" dialogue that appears before the game allows you).
 
* Player awakens on the very southern tip of the map, east of the fortress.
 
* Player has [[Pain]] and [[Confusion]], and severely depleted health.
 
* Player's bag will be somewhere on the beach, but may not be within immediate view. It can be located using the Bag marker on the player's compass.
 
 
=== Ghost Pass ===
 
{{Quote|Defenceless, you cannot stop the approach of the ghostly figure that bears down on you. It speaks to you in a language you cannot recognize, but the intention is clear - you do not resist! It grabs your arm and drags you through the Ghost Pass, sword ready if you try to escape...Your journey ends at a broken old cell whose door has long since fallen away. The ghost drops your arm, and turns away, motioning to slam the long-gone door into place and twisting a "key" into the air before marching away. The sign on the cell is in the Old Language, but it's easy enough to guess that it reads "marked for execution". You thank your lucky stars that the ghost was trapped in its old memories, unable to reason and think...}}
 
 
* Time Passed: ???
 
* Can occur if defeated by a Ghost inside [[Ghost Pass]].
 
* Player awakens inside one of the cells within the ancient prison inside Ghost Pass, but is not locked inside because the "cell" has no door.
 
 
=== Saved by [[Adalbert the Hermit]] ===
 
{{Quote|Your body and mind are broken, all that's left is to await the release of death...Strange purple auras swirl around you and you give yourself to them, riding a strange dreamlike current, passing stars and ghostly figures...
 
Hours later, you awake to find yourself in a small hovel with an old man smoking a pipe, who smirks at you. "You lack Reason. Be thankful for the Wind of Kindness, for it bore me to you in your time of need. Perhaps more care in the future will do you good, hmmm?}}
 
 
* Time Passed: 1-2 Days
 
* Occurs if the player is defeated in the area near the [[Cabal of Wind Tower]] (Chersonese), north of Ghost Pass.
 
* The player awakens inside [[Hermit's House]]. The effects of [[Health Recovery|Health Recovery 2]] and [[Weather Defense]] are applied.
 
 
== Hallowed Marsh ==
 
These defeat scenarios can only occur in the [[Hallowed Marsh]].
 
 
=== Elatt's Intervention ===
 
{{Quote|As you see your life flash before your eyes, a brilliant light blinds you. As your eyes adjust once more, you find yourself on the ground someplace safe outdoors. Elatt's intervention has no doubt saved your life.}}
 
 
* Time passed: ???
 
*Player will awake at the top of a hill somewhere in the marsh.
 
* Player will awake with the Blessed [[Boons|Boon]], plus full Health, Stamina, and Mana (if applicable).
 
*Player can be from any faction.
 
 
=== Someone in Gleaming White Armor ===
 
{{Quote|As your eyes open, you find yourself propped up against a wall at the gates of Monsoon, safe. As you glance around for your savior, you see someone in gleaming white armor vanish into the crowd...}}
 
 
* Time passed: 1-2 Days.
 
* Player will awake just inside the gates of [[Monsoon]]. Player's Backpack will be on the ground very near to them.
 
 
=== Monsoon Inn ===
 
{{Quote|You can't stand anymore, the very act of breathing is becoming difficulty. Pain wracks your body as consciousness fades...
 
 
The smell of sweet incense greets you as you awaken from the fevered dreams of the last few days. A passing missionary must have brought you to the Inn in Monsoon. The innkeeper has used money from your own pouch to pay for your treatment, but at least you're still alive.}}
 
 
* Time passed: '''10-12 Days'''
 
* Player awakens in [[Monsoon]], inside the Inn.
 
* Player is fully rested.
 
* Seems to be guaranteed if the player is defeated with [[Monsoon]] itself (such as by [[Bleeding]] out or passing out from [[Temperature|Heat]]).
 
 
=== Dragged into Marsh Lizard's Cave ===
 
{{Quote|You raise your arms, shielding your vulnerable throat from the animals that howl at you, and brace yourself for death...Fangs sink into your leg and you feel yourself dragged across the ground. Every rock and bump causes jolts of pain that knock you into darkness for a while...<br><br>Loud screeches startle you awake. You've been dragged into a cave, surrounded by the lizards of the marsh, screeching and fighting one another for the right to feast on you! You must flee, if you value your life!}}
 
 
* Time passed: 1-2 days.
 
* Seems to trigger with higher frequency if the player is defeated by a Lizard enemy (such as a [[Tuanosaur]]), or near one of the many Lizard dungeons.
 
* Player will awaken inside a Lizard infested dungeon, near the entrance.
 
* Player's backpack will be on the ground nearby, in addition to some [[Bandages|Bandages,]] [[Linen Cloth]], and sometimes a [[Fishing Harpoon]] (even if the player already carries one).
 
 
=== Saved by Silvernose ===
 
{{Quote|The smell of ash and cinder wakes you. The wide grin of a travelling Giant merchant greets you as you open your eyes. "Hallo there, small human! That was a close call, no? You are lucky Silvernose came to your rescue!" He pats a large backpack. "I have things in here for to prevent you from being in trouble again! My prices are very good, small human!" It would seem that your alliance with the Giants has just saved your life.}}
 
 
* Time passed: 1-2 days.
 
* Player must be part of the [[The Blue Chamber Collective]] and allied with the [[Ash Giants]].
 
* Primarily occurs if the player is defeated near [[Giants' Village]]
 
* Player awakes near [[Silver-Nose]], in a couple of pre-determined locations. Their backpack will be nearby, and [[Health Recovery]] 2 may be applied.
 
 
== Abrassar ==
 
These defeat scenarios can only occur in the [[Abrassar]] desert.
 
 
=== Mercenary Company comes to your aid ===
 
{{Quote|It is pure luck that brings a mercenary company to your aid. To your relief, his band brings you back safely to the gates of Levant, free of charge. They then go off merrily to the inn, clearly going to brag to the serving girls about how they saved your life and didn't even ask for payment...}}
 
 
* Time passed: 1-2 days
 
* Player awakens just inside the main gate of [[Levant]]. Player backpack will be on the ground very near to them by the wall.
 
* Player health, stamina, and mana will all be very low. [[Confusion]] may be applied.
 
 
=== Beaten and Bloody, but Alive ===
 
{{Quote|It is hours before you regain consciousness. You are beaten and bloody, but alive. You will wear these scars for some time... You curse your recklessness and vow to be more prepared for danger in the future.}}
 
 
* Time Passed 0-2 days.
 
*Player awakens with very low health, stamina, and mana; plus, the [[Confusion]], [[Pain]], and Very [[Thirsty]] statuses.
 
* Seems to happen with higher frequency if the player is defeated by enemies in just a few hits, or have lots of burnt health/stamina/mana at the time of defeat.
 
 
=== Cyrene Mistakes You For Dead ===
 
{{Quote|You open your eyes, and can tell by the stench that you've been thrown onto a pile of corpses. It seems that Cyrene mistook you for dead.}}
 
 
* Time passed: ???
 
*This scenario specifically triggers if the player is defeated by [[Cyrene]] in a certain late-game fight in the [[The Heroic Kingdom of Levant|Heroic Kingdom]] questline, during [[Heroic Peacemaker]].
 
* Player awakens near the entrance to the [[Levant]] Slums.
 
 
=== Injured during Raid against the Prince ===
 
{{Quote|The bustle of the Levantine Palace rouses you. From the chatter around you, you can guess that the raid against the Prince was successful, despite your injury. An Aide informs you that the Queen wishes to reward your service. You should speak to her once you've recovered.}}
 
 
* Occurs exclusively during the final step of [[Blood under the Sun]], if the player is defeated before speaking to [[Cyrene]] and [[Prince Pietro]].
 
* The player will awake on the second floor of the ''Grand Inn'' in Levant, with their needs fully restored.
 
* NOTE: The text in this scenario is misleading. Cyrene and Pietro must be spoken to at the bottom of Undercity Passage before Calixa will give the player their rewards.
 
 
=== Sand Rose Cave ===
 
{{Quote|Desert Bandits pounce on you and tie you up in a sack, before dragging you across the sand dunes. You pass out from the heat and lack of air more than once.
 
 
You wake up deep underground, at a bandit's camp in an old crumbling mine. No doubt they intend to use you as slave labor. You cut the ropes that bind you on a nearby rock and prepare to make your escape.}}
 
 
* Time passed: ???
 
* This scenario triggers if the player is defeated in or near Sand Rose Cave.
 
* Player awakens inside Sand Rose Cave, near some various items.
 
* The player's backpack will also be indoors, inside the "wall" that separates the main area from the entrance; the player should proceed with caution so that they do not accidentally exit a one-way drop before retrieving it.
 
 
== Enmerkar Forest ==
 
These defeat scenarios can only occur in the [[Enmerkar Forest]].
 
 
=== Berg Inn ===
 
{{Quote|You can't stand anymore, the very act of breathing is becoming difficulty. Pain wracks your body as consciousness fades...<br><Br>When your eyes open, you find yourself wrapped up in a bed at the inn in Berg, having been unconscious for days. The Innkeeper has helped himself to your Silver to pay for your stay, but you are otherwise alive and healthy.}}
 
 
* Time passed: '''10-12 Days'''
 
* Player awakens in [[Berg|Berg]], inside the Inn.
 
* Player is fully rested.
 
* Seems to be guaranteed if the player is defeated with [[Berg]] itself (such as by [[Bleeding]] out or passing out from [[Temperature|Heat]]).
 
*Observed to happen if the player is defeated inside or near the Enmerkar [[Vigil Pylon (Enmerkar Forest)|Vigil Pylon]].
 
 
=== Berg Hunter ===
 
{{Quote|When you next awake, you are being carried by a hunter from Berg, on his way back to the city. He lets you down gently at the city gates with a gruff "Watch yourself out there, you were nearly a manticore's dinner!}}
 
 
* Time passed: 1-3 Days
 
* Player awakens in [[Berg|Berg]], near the southern entrance.
 
* Player has approximately 25% health remaining, and 25% health is burnt.
 
* Player may be inflicted with [[Confusion]]
 
 
=== Vigil Pylon ===
 
{{Quote|Visions of monsters fill your fevered dreams, and something stalks you relentlessly through twisted nightmares. You awaken, overwhelmed by a sense of paranoia and terror. You see one of the Vigil crystals up above... How in Elatt's name did you end up here?}}
 
 
* Time passed: ???
 
* Player awakens at the [[Vigil Pylon (Enmerkar Forest)|Enmerkar Vigil Pylon]],
 
* Player has approximately 50% health remaining, and 15-25% health is burnt.
 
* Player is inflicted with [[Curse]] and [[Confusion]]
 
 
= Gallery =
 
 
<gallery>
 
<gallery>
 
Defeat Scenario Monsoon.jpg
 
Defeat Scenario Monsoon.jpg
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</gallery>
 
</gallery>
   
= See Also =
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== See Also ==
 
 
* [[Mechanics]]
 
* [[Mechanics]]
   

Revision as of 13:10, 20 March 2020

Defeat Scenario Lizards (2)

One of the possible Defeat Scenarios in Outward

Defeat Scenarios are a mechanic in Outward which trigger when the player is defeated, either through combat or other means. Instead of dying, time will move forward by a reasonable amount, and the player will wake up in one of many different possible outcomes.

The location in which the player is defeated seems to have the biggest influence on the determined outcome, however quest progress and the circumstances of the defeat (ie. which enemy defeated the player) may also play a role.

Lost Items

There are various ways in which the player may lose items on death, both temporarily and permanently.

  • Some enemies - generally humanoid ones - may steal valuable items such as SilverIcon silver, gold and gemstones from the player.
  • If the player is sent to the town inn they will lose some SilverIcon silver to pay for their stay.
    • If the player has no silver on them, the stay at the Inn will be free.

Lost Backpacks

The player's bag should never be lost entirely on death, it will usually be somewhere nearby. Occasionally it may have washed up on a nearby shore, or bandits may place it in a different room to where you awake.

The backpack indicator on the player's compass will guide them to where their bag is located, if the player is in the same map as the bag.

At Vendavel Fortress and Montcalm Clan Fort, the player's backpack may have been placed in a Black Chest.

Note: A bug may currently exist in Online Co-op where if the player is defeated a second time before finding their backpack and also receives an "Inn" defeat scenario (which moves time forward by about 12 days) their backpack may be deleted entirely. Normally the player's backpack will always be teleported to them on defeat, even if they don't have it equipped currently, excluding situations where the player's backpack is placed in a Black Chest (Vendavel Fortress and Montcalm Clan Fort)

List of Scenarios

The following is a list of known defeat scenario outcomes which have been transcribed. There are potentially many more unlisted scenarios.

To reduce the page size, scenarios have been broken up into categories:

  • Neutral (can occur in any region)
  • Chersonese
  • Enmerkar Forest
  • Hallowed Marsh
  • Abrassar

Hardcore Mode

Players who have chosen to play in Hardcore Mode when creating their character have a 20% chance of receiving a permanent death.

Gallery

See Also