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As long as you get there within 5 min, nothing has reset so you can make your way back to where you had problems and continue on. You do take an XP hit for going back in and if you don't want that then just let the timer exprire and do the quest from the beginning.
Before entering a quest, bind with a Spirit Binder. Best choice, if available, is on your Guild Airship. That will put you in position to quickly rebuff, and if your ship has a tavern or other vendor, you can also repair and be ready to go again. Also, you only have to bind once/life if you do this, which is convenient. If you aren't in a guild with an airship that includes a Spirit Binder, second best choice is a tavern near the quest you're running. I'm pretty sure every tavern in public areas has a Spirit Binder.
Dying itself can be a one-part or two-part process. Either you get hit with enough damage to instantly kill you, or you get knocked unconscious.
Unconsciousness:
Default range of unconsciousness is 0 to -9 HP, though there are things that can increase it (Guild ship buffs and some enhancements come to mind offhand). If you're unconscious, you'll slowly lose HP (one every 10 sec) until someone heals you (including using the Heal skill <ick> or with temporary HP), you die, or you stabilize. Every 10 seconds, you make a stabilization roll with a 10% chance to stabilize on your own. If you do, shortly thereafter you'll return to consciousness with 20% of your HP. There are enhancements that guarantee you'll stabilize. Wearing an item with Regeneration will also stabilize you the first time it procs. There are probably others I'm not recalling atm. (Palemaster wizards don't become unconscious. They die at 0HP.)
Once you die, your choices are limited.
1) You can Release from the quest. On any difficulty less than Reaper, if you're soloing you have 5 min to regenerate HP & SP, repair your gear, and run back to the quest if you wish to re-enter (at an XP penalty). After 5 min. a solo quest resets. This doesn't apply if you're in a party with other players as long as one stays in the quest. (Reaper quests lock when someone leaves for any reason. Not only can you not re-enter, but nobody else can enter thereafter either. DON'T release from Reaper difficulty quests unless you're solo or everyone agrees to restart.)
2) Someone (player or hireling) can resurrect you. Depending on which spell they use, you'll come back to life with 10%, 50% or 100% of your HP. Spell points are unaffected.
3) Your ghost can run to a resurrection shrine. When you die, you separate into two parts: your soulstone and your ghost. Your ghost can only range so far from your soulstone before being pulled back automatically. A 10 second timer starts when you get too far from your stone. You have that long to run to a shrine and click on it to resurrect yourself.
4) Someone else can take your soulstone closer to a resurrection shrine. Players can simply click on it to pick it up. If you want a hireling or pet to do so, you have to select your stone and click the 'Use' icon on their shortcut bar. Once they pick it up, they'll follow your ghost (while carrying the stone) so you can travel further afield to get to a rez shrine. (They can also open the door to the shrine, since your ghost can't pass through walls)
5) You can self-rez using a Siberys Spirit Cake or (temporarily) by using a Cursed Blade of Jack Jibbers or as the effect of a spell (like Death Pact) cast before you died. (Edit: If you don't have a Siberys Spirit Cake, you can open the DDO store and buy one. Being dead won't prevent you from accessing the Store.)
In any case, dying generates an XP penalty (or more accurately removes a bonus for not dying).
Death is traumatic. In game terms, that means that for 1 minute after dying (more accurately, after being raised), you suffer penalties (1 negative level and -1 to saves vs fear). Both the time and the penalties are cumulative, i.e. if you die 3 times, you have 3 negative levels and -3 to saves vs fear and the total length of time of your penalties will be 3 min. (http://ddowiki.com/page/Death_penalty)
Dying also removes most spell effects (positive and negative) and any guild ship buffs from buff stations in the ship's cargo hold (not the ones you get en masse at the buff bar on deck).
Dying also causes damage to all equipped gear. This particular damage never triggers permanent damage when repaired.
I think that covers most of it. Did I miss anything?
The Revive button sends you to the DDO Store to buy a Siberys Spirit Cake, iirc. If you never intend to do that, tell it not to show you that window any more. (This won't prevent you from manually opening the store to buy a cake, should you choose. It just gets rid of the annoying dialog so it won't show up every time you die.)
If your hire won't pick up your stone because the Guard icon shows up, your ghost may be standing in the way. You need to select the stone itself. Step away from your stone so you can be sure you're selecting it. Backspace should work, as does simply clicking on the stone (Hmm.. Idr if it's a left-click or right-click that works). You'll know you have your stone successfully selected because it will show in your Focus Orb. When your stone is properly selected, your hire should have a Use icon.
Iirc, when it pops up, there's an option something like, "Don't show this to me again."
You are probably right-clicking your ghost, instead of your stone. Or right clicking the hireling itself. You need to right click your stone, then immediately thereafter click on the gear button on the hireling bar, not clicking anything else in between.