Talk:Death

Resurrection timer?
I started a rogue alt recently, and it turns out I stink at that class, in fact, in one spot very near a graveyard, I died frequently enough in a row to mobs that WoW began giving me a timer before I was allowed to rez at my corpse. This page mentions not anything to do with this. Anyone know anything about this? Ajonos (talk) 01:09, 5 September 2008 (UTC)

Ghosts underwater?
Under Durability as a Ghost it says the following: "Your ghost can breathe underwater in lakes, rivers and coastal waters and even lava, but if you swim into the deep Ocean, your ghost can still die of Fatigue." This isn't true, is it? - Insomni 20:19, 7 March 2007 (EST)
 * Unless I'm missing some obvious error, it is true. You can breathe under water, and you can get fatigue as a ghost. --Sphinxer 18:21, 15 April 2007 (EDT)

Death in Outland
If you fall off a cliff in Outland (so you fall to your death in the Twisting Nether), your corpse will end up near the edge where you fell off (this only applies if you hit the "bottom" of the nether, if you die on the way down by landing on the cliff face, you will have to fall down the cliff and hit release at the correct time, then die again). Also, if as a ghost you fall down, you'll end up next to the spirit healer, with, as far as I know, no penalty.

I don't know whether this still applies if you are killed when you are standing on the bottom of the map (if you use a flyer to get to it, which does work). —The preceding unsigned comment was added by.

Durability as a Ghost
Could someone write this sentence so that people could better understand what it is saying? Or am I the only one that is confused? "When your ghost is killed, you suffer another 10% durability loss on equipped items. So for example, if you are killed in combat, you get your ghost killed twice trying to rejoin your corpse, then give up and use the spirit healer, you would suffer a 3x10+25 = 55% durability loss on all equipped items, and 25% on inventory items." Rolandius ( talk  -  contr ) 01:45, 8 August 2008 (UTC)

removed note

 * In Coilfang Reservoir if you are a Night Elf, you will notice that wisps walk on water. This is also a bad thing as you cant return to your corpse, so if your healer is also a Night Elf and no other classes can ress, you MUST talk to a Spirit Healer, forcing yourself to get the Resurrection Sickness Debuff lasting 10 minutes until they ever put a graveyard in Coilfang.

Removed since night elf wisps can infact travel underwater if you move the camera to look towards the water then press the up arrow to move into the water *inserts "Dive, Dive! *submarine diving** lol.

Page split
Hello I think This page should be seperate for Lore page and Gameplay aspect page. I added split template for this reason. The reason I wish to split the page is because Death is core gameplay mechanic while Death a lore is seperate thing and has lot of things in it from the Death in the cosmology map to classes, magic type and calture. while death as a gameplay aspect has many tricks or things you can do while dead. such as ghost wolf or commands which effects the death mechanic. in addition Shadowlands will bring with it alot of lore about death which i think is reason to make a split now before it will cause more mess in this page. Thanks (Yuvalal (talk) 08:59, 8 February 2020 (UTC))
 * It's not like I have a strong opinion whether we shloud split them or have different sections in one page. I'll let others decide about that. But if we do split it, I guess [Death] for the lore and [Death (mechanic)] or [Death (in-game mechanic)] would be okay for this. --Ryon21 (talk) 09:11, 8 February 2020 (UTC)
 * If a split does happen, I think the gameplay should be prioritized over the lore ([Death (lore)]) for stuff like this. Reminds me of another discussion. 09:55, 8 February 2020 (UTC)
 * There is not sufficient content for a split. The entirety of the Death page is already just gameplay. There's one tiny Lore section, and I don't see why we should move that tiny section to a whole different page. If you want to add some more lore, then just add it to that section.
 * Of course if we ever have too much Lore, then sure, a split might become useful, but right now this suggestion is not going to do anything but create a second page that is just about 3-lines long. Not even mentioning the pain of going back and linking to this new, barebones page. -- — MyMindWontQuiet 11:48, 8 February 2020 (UTC)
 * I think we have only three lines is because no one adding more. there is much more things to add. this is thwy Stub-section is there.
 * I do not feel there's a clear benefit or a need to seperate the two at this time. Who knows what Shadowlands will bring, but as of yet, I don't think we need to do anything drastic just because of a just in case situation that may or may not arise. PeterWind (talk) 12:47, 8 February 2020 (UTC)
 * I'm also of the opinion that this is not a page we need to split. In general, splitting should be the exception rather than the rule; pages get split not just because there's lore and gameplay for a thing, but because there's too much to fit cleanly on a single page. -- Dark T Zeratul (talk) 19:19, 8 February 2020 (UTC)
 * Exactly. Yuvalal, for now, if there's Lore elements to add, I would add them to the existing Lore section, which is very small. If it ever gets too much to fit on 1 page and untidy, we can always revisit the idea of a split. But for now I don't see a reason to move those 3 lines to their own separate page. -- — MyMindWontQuiet 22:18, 8 February 2020 (UTC)