On Death, Cost, and Return
In Eidolon Online, death is not erasure. When an Eidolon’s body is destroyed or rendered nonviable, the player consciousness safely exits the world in an event known as Desynchronization. What follows is Rebinding—the process by which the Eidolon is reconstructed and returned to the world.
Death is survivable, but never free.
Upon death:
The Eidolon dissolves into unstable system residue
Consciousness is forcibly withdrawn
The world records the event as a Confirmed Desynchronization
NPC reactions vary. Some cultures treat it as a known phenomenon; others see it as taboo, divine intervention, or proof of unnatural persistence.
Rebinding requires both experience stabilization and core energy.
10% of current EXP is deducted upon Rebinding
This deduction cannot reduce level
EXP loss represents memory fragmentation, emotional echo, and system recalibration
Repeated deaths increase the narrative weight of this loss, even if the mechanical penalty remains constant.
500 Small Monster Cores are required for each Rebinding
Cores are consumed during the reconstruction process
The cost is fixed and system-enforced
Monster Cores are used to anchor the Eidolon’s form, replacing lost system mass and stabilizing identity data.
If an Eidolon lacks the required 500 Small Monster Cores at death:
Rebinding still occurs
The cost is recorded as Core Debt
All Small Monster Cores earned afterward are automatically deducted
Debt persists until the full cost is paid
While in Core Debt:
No Small Cores can be freely spent
Medium and Large Cores are unaffected
Some NPC services may be unavailable
Certain factions may detect the deficit
Core Debt is visible to system-adjacent entities and some high-level NPCs, marking the Eidolon as unstable.
The form Rebinding takes varies by region and culture:
Awakening at a sanctuary or bind-point
Ritual reconstruction by NPC orders
System-mediated rematerialization
Memory-guided reassembly
The method does not change the cost—but it may change how the world reacts.
While death is common enough to be understood, it is never ignored.
NPCs may comment on repeated deaths
Enemies may recognize an Eidolon who “does not stay dead”
Guilds track Desynchronization frequency
Some regions restrict access to heavily desynchronized Eidolons
Death leaves echoes, even after Rebinding is complete.
This system is designed to:
Prevent death from being trivial
Discourage reckless play without enforcing permadeath
Tie failure directly to economic and experiential cost
Reinforce persistence and consequence
Infinite death loops are possible—but increasingly punishing in time, effort, and reputation.
Do not waive costs casually
Let Core Debt matter socially, not just mechanically
EXP loss should sting, not cripple
Death should feel survivable—but never comfortable
In Eidolon Online, you always come back.
The question is not if you return—
but what you lose, what you owe,
and who remembers that you died.