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Death & persistence
Death banks nothing from that attempt. It ends the run, resets run stats and progress, and returns you to Robinville. All run inventory and equipment are lost, except for at most one keepsake: one item, not the whole stack.
The keepsake is drawn at random from the eligible items in your backpack. Bellstones, sealed records and your starting Opening blade or its tempered upgrade are never eligible, nor is a copy of the weapon or coat pattern your kit starts with, and equipped items are excluded. Each eligible item you dropped during the run adds one blank chance to the draw, so dropping lowers every item’s odds and never lets you choose the survivor. If a blank is drawn, nothing survives. If you carried nothing eligible, the bell tells you nothing was worth keeping.
Your keepsake waits safely through logout and is placed in your backpack when you accept the next Oath. If your kit already starts with the same weapon or coat, for example after you buy or switch to that pattern, it is not added: it keeps waiting, through escapes and wins, for a descent whose kit does not carry it. A keepsake from a later death replaces it. It is not a permanent unlock: once carried into another run, normal loss rules apply again. Ask Vale about the item that survived. Escaping and winning clear run gear without selecting a keepsake.
Already banked Bell marks, quest milestones, the blade blueprint, purchased upgrades and kit patterns, your chosen starting potion and kit, your chosen toll and best toll won, supplies packed for the next descent, and your unlocked appearance persist. An unfinished valid run can be resumed after logout; reconnecting does not refill a used starting bottle.