Dying isn’t a big deal inside the dungeon
- Each death adds +5 seconds to your run’s timer — that’s the real cost, not losing your progress.
- If another player resurrects you, it happens automatically — there’s no “accept resurrection?” prompt to fumble. Your corpse stays where you died; walk back and loot it normally.
- If you Release yourself instead, you resurrect at the last checkpoint your party has unlocked — and your corpse and your pets are brought there with you. No corpse run required.
- A full-party wipe is not a failure. If everyone is a ghost at the same time, just Release — the run continues from your last checkpoint. Only the per-death timer penalties you already took still apply.
Disconnects and leaving
- A normal disconnect doesn’t cost you anything by itself. Reconnect within 7 cumulative minutes of disconnected time during the run and you keep full reward eligibility.
- Go over that 7-minute total and you become ineligible for that run’s rewards — same as if you’d explicitly Left.
- If your entire remaining party goes offline at once, there’s a shared 7-minute grace window before the run gives up and abandons itself. Any one reconnect cancels that countdown.
You can’t travel out of an active run
Recall, Gate Travel, Sacred Journey, runebooks, and Help/Stuck all fail while you’re inside an active Azerite Dungeon instance. The only sanctioned way out is the dungeon’s own exit/Leave flow. This is intentional — it exists so nobody can accidentally strand themselves outside the run with no way back in.
On current difficulty
Early Keystone levels (especially 1–2) have tested harder than intended for reasons the team has already diagnosed — see Dungeon Objectives & Boss Encounters for specifics. If a fight feels disproportionately punishing relative to a “trash pull,” that matches what we expect right now. Report it with detail anyway; confirming a fix landed matters as much as finding the original problem.