The rule depends on what killed you
This is the mechanic most coverage of the game gets wrong, and it changes how you should play. Elimination by a monster, or by the mist itself, is recoverable. Elimination by another Gyldhunter is not.
| What killed you | Can you recover? | How |
|---|---|---|
| A monster | Yes | Enter Soul Form, respawn nearby, return to your body and interact to revive |
| The Gyldenmist or gas | Yes | Same Soul Form recovery |
| Another player | No | That recovery is not available. This is the true loss threat |
| Anything, with items in the safe pouch | Partially | Items in the safe pouch survive regardless |
Do not quit out of a PvE death
Because Soul Form respawns you near where you fell, a monster death is a setback rather than an ending. Players who disconnect immediately after being killed by a boss are throwing away a run they could still have finished. Walk back, interact with your body, and continue.
Teammate revives and the second life
Teammates can revive you directly, and the Withered Knight can even do it from range through its Polearm & Shield kit. In the demo build, a player with nobody able to revive them still got a second life by recovering their own body, with a second death ending their run while teammates continued. Treat the specifics as demo-era until confirmed in the live build, but the shape is consistent: death is staged, not instant.
Play the pouch, not the bag
The safe pouch is the mechanic that should drive your risk decisions. Once the item that justified the run is in the pouch, your remaining bag is upside rather than something to defend. That is usually the moment to start moving toward a bell instead of one more loot zone.
Why this matters for PvP specifically
If monsters cannot permanently take your run but players can, then every rule of thumb about noise, sightlines and third parties gets more important, and every rule about clearing PvE gets less scary. Fight monsters to learn. Avoid players until you choose the fight.
