• Mortal Voyage Permadeath Gaming Guild
  • A mature guild of players who enjoy gaming in a challenging environment similar to classic paper and pencil campaigns.
  • Our rules inspire tactical play and often result in a dungeon crawl experience.
  • We welcome new players and veterans alike.
  • New players appreciate our no-spoilers rules.
  • Veterans enjoy the renewed challenge and excitement of permadeath play.
  • No-twink rules ensure characters don′t have equipment related performance gaps.
  • Mission Statement
  • Maintain a large and active permadeath guild with rules inspired by classic paper and pencil campaigns.
  • Create a challenging environment where character advancement is an accomplishment.
  • Encourage strategy, tactics and teamwork.
  • Ensure characters gain gear independently, so there are no large capability gaps between characters of similar level.
  • Keep the rules simple.
  • How To Join
  • Register on the Mortal Voyage Forum
  • Send a Private Message to Red.
  • Read the Rules.
    Note: They are a little different so read them carefully.
  • Create a new level 1 character and log on to the Argonnessen server.
  • Go to the social tab and sort players by guild.
  • Look for Mortal Voyage Permadeath Guild.
  • Send a tell to any member and they will direct you to an officer.
  • The Rules
  • Effective 2014-03-01
  • Clicking on a Rule or Why? will reveal more text explaining why the rule exists.
  • About the Rules
  • The rules are intended to support the mission of the guild.
  • Members agree to play by the letter and spirit of the following rule set.
  • Officers are expected to understand and enforce the rules.
  • If game mechanics or common strategy change we will consider changes to the rules.
  • The spirit of the rules are more important than the rules themselves.
  • Entering the Guild
  • Your character must be level one to join the guild.
  • Why?
    • Pretty obvious here, but the idea is to grow your character within the guild from its start.
  • Character Death and Raises
  • If your character dies, delete your character or that character must leave the guild.
  • Exception: PvP deaths do not count.
  • Why?
    • This rule is the foundation of the permadeath play style.
    • It creates an atmosphere distinguished from “normal” play by its strategy, tactics and teamwork.
  • Looting The Body
  • If your character dies and surviving group members recover your soul stone groupmates may loot one item (or one stack of items) from your corpse.
  • Exception: you may designate one item as an heirloom.
  • Exception: you may heirloom any collectible , ingredient, or gem bags not bound to your character. Collectible, ingredient, and gem bags must be emptied before being transferred to the new character.
  • Why?
    • Similar to paper and pencil play, if your character is dead, you don't have much say.
    • Allowing the survivors to loot an item is an honorable way to show other players you care about their survival.
    • To keep equipment at moderate levels, we limit corpse looting to one item.
    • The heirloom item is a popular permadeath and PnP rule.
  • What About the Gear?
  • If your character dies, any equipment not looted by survivors (and the one heirloom item) is either deleted, sold for guild funds, or transfered out of the guild.
  • This includes Collectibles, Consumables, character bank items and money.
  • Exception: Spot, Search, Disable, and Open Gear may be placed in the guild chest even after your character dies.
  • Why?
    • This helps keep gear at a moderate level and ensures players don't "gear up" their own alternate characters after a death.
    • This rule helps maintain character parity and encourages economic strategy on an individual character level.
  • Raising The Dead
  • Legal raises can be performed by using the following spells: Raise Dead, Reincarnate, Resurrection, and True Resurrection.
  • Legal raising can be performed by the following innate abilities: Rise of The Phoenix, Undying Call, Paladin Redemption I, Paladin Redemption II, Paladin Redemption III.
  • Consumable raise abilities (scrolls and rings) are acceptable at any level.
  • Do not use repeatable innate raise abilities below level character level nine.
  • In order to raise the dead the raiser must possess the deceased's soul stone in his/ her inventory prior to the raise attempt.
  • Exception: Paladin Redemption II, Paladin Redemption III, Resurrection, True Resurrection do not require the soul stone.
  • Why?
    • Possessing the soul stone is a simple way of simulating requirement that the corpse be available and provides heroic opportunity to recover the stone.
    • It also provides a PnP style distinction between Raise Dead and Resurrection.
  • Being Raised From The Dead
  • You can only be raised if one of your living groupmates has the ability and is level 9 or above.
  • You cannot invite others into the group to assist with raises.
  • If your character receives a legal Raise Dead, Reincarnate, Rise of The Phoenix, Undying Call, Paladin Redemption I, Paladin Redemption II, or Resurrection you must leave the instance immediately.
  • If your character receives a legal Paladin Redemption III or True Resurrection, you do not have to leave the quest.
  • If your character is an elf or half-elf and you receive a legal Undying Call, you do not have to leave the instance.
  • No character can be legally raised more times than 1/2 times (your constitution + attribute level gains + inherent bonuses(from permanent magic like Tomes)), rounded up.
  • If your character is legally raised from death, make a note on their in-game biography page.
  • Why?
    • In most classic campaigns, character death came with a heavy price.
    • Even if the character was raised, there could be significant cost, attributes permanently lost and a long rest period. This rule provides a reasonable penalty for characters that are raised.
    • The Raise limit legitimizes PnP style PD play in a game where raise-like abilities are common.
  • Items and Equipment
  • No twinking.
  • Do not accept gifts of any sort from characters outside the guild.
  • The only way to share items is to trade them in a chest to a groupmate.
  • Exception: Consumables (potions, wands, scrolls, tomes, tools, healing kits, spell inscription materials and ammunition) may be traded at any time.
  • Exception: Spot, Search, Disable, and Open Lock Items can be bought from a broker if your character is a scout and can disable traps.
  • Exception: Spot, Search, Disable, and Open Lock Items may be shared freely to support our scouts running 2 levels below the adjusted quest level.
  • Do not share crafting essences or collectibles.
  • Why?
    • This rule helps maintain character and game balance.
    • It also encourages members to value what their character gains.
  • Paralyzing Arrows
  • Paralyzing arrows may not be used until base quest level 12.
  • Magic Is Everywhere
  • Do not purchase wands, potions, or scrolls.
  • You can purchase arrows, bolts, throwing daggers, throwing hammers, throwing axes, shuriken, tools from favor related vendors.
  • You can purchase inscription materials, healing kits, basic robes, masterwork armor, basic armor, masterwork weapons, basic weapons, quivers, bags, backpack spaces
  • Why?
    • This rule is intended to balance play in the DDO world where magic is cheap, plentiful and unbalancing.
    • It tends to slow play as players understand they have limited resources.
    • It also limits scrolls via UMD such as Raise Dead.
  • Daily Dice
  • Do not use daily dice.
  • Auction Houses and Brokers
  • Do not use the auction house or brokers to buy or sell.
  • Do not monitor auctions or brokers for non MV alternate characters.
  • Why?
    • This helps ensure equipment stays at a moderate level and increases the excitement of earning good loot.
  • Pay To Win
  • Do not use pre-purchase awards.
  • Pre-purchase awards are things like Tomes of Learning, Spider Cult Mask, etc.
  • Why?
    • We don't want to increase disparity between players who pre-purchase and those that don't.
    • Characters should start on more or less equal footing.
  • Hirelings
  • Do not purchase hireling contracts or use hirelings.
  • Why?
    • Hirelings are exploitable in lots of ways.
    • Rather than create complicated rule on how not to use them, we simply don't.
  • Wolf/ Iron Defender Companions
  • If your companion dies in a quest, dismiss it; it’s dead until the next quest.
  • Grouping
  • Do not group with others outside the guild.
  • Groupmates must be within three levels of one another; a level 3 can group with a level 6 but not a level 7.
  • Do not join a group that has used a shrine in their current instance, including explorer areas.
  • You cannot invite others into your group to assist incapacitated characters.
  • Why?
    • Your character should earn its own favor, loot and progression.
  • Quest Selection
  • When running on elite, the base level of the quest must be equal to or greater than the highest level character in the party.
  • When running on hard, the base level of the quest must be equal to or greater than one plus the highest level character in the party.
  • Do not run quests on casual or normal.
  • Do not repeat a difficulty or go run a quest on hard after completing it on elite.
  • Exception: The four Korthos Village quests may be soloed on normal.
  • Why?
    • This helps keep play at a challenging level.
    • It is also intended as a deterrent to "loot runs" and encourages characters to progress at reasonable pace.
    • In Mortal Voyage, quest selection is not a matter of just choosing what is easiest XP or has the best loot.
    • A lot of Mortal Voyage adventures will make you uncomfortable.
    • There will be danger of character loss.
    • You will have to play well to survive.
    • Our consistent choice of challenging quests sets Mortal Voyage apart.
  • Quest Chains or Series
  • Each quest in the chain/ series is distinct and should be run by characters of appropriate level.
  • Quests in Chains or Series may be repeated if the intent is to finish the chain with the current group.
  • The Threnal quest chain is considered base 9 because the individual quest levels are strange.
  • Why?
    • Most chains or series quests are long.
    • If you choose to run them in succession, that is fine.
    • Most of the time we are doing them one or two at a time anyway.
    • This is more natural and fits with the quest selection rules above.
    • It simplifies the rules.
  • Changing the Rules Isn't Fair
  • Older characters that were eligible to run quests may do so under the previous quest selection rules until they take a level.
  • Exploring, Slayers, And Rares
  • If you enter an explorer zone with the purpose of running a quest:
    • Proceed as directly as possible to that quest.
    • Do not engage anything that does not engage your party.
    • Do not farm rares or rack up slayers.
  • If you enter an explorer zone with the purpose of exploring:
    • Try to find all the explorer points.
    • Kill whatever rares you find.
    • If you are forced to leave the zone before finding all the explorer points then you must allow the zone to reset before entering and you should not re-visit rare locations in an attempt to farm them.
  • Using Shrines
  • We do not use raise shrines.
  • We use every other rest shrine accessed in an instance starting with the first.
  • In any group, if one member rests at a shrine, all must use or forgo it.
  • Once a shrine has been used, no member can go back and use it later.
  • Why?
    • This helps maintain challenge and resource conservation strategy.
    • One use per shrine is balanced and challenging.
  • But I've Got A Small Group
  • In groups of 1, 2, or 3 members, you may use one bonus shrine per quest(if your party has found two or more shrines).
  • Spoilers
  • No spoilers.
  • Do not talk about what is coming up in a quest, even if you've run it thousands of times.
  • Do
    • You do not have to pretend you have never done a quest, but respect that others may not have or may have forgotten details.
    • Warn others if your character spots the trap.
    • Have a scout ahead of the party and report to others what lies ahead.
    • Cast a resist spell on a group mate prior to an encounter or watch what resists they used.
    • Ask the caster to put a resist on you when you know what’s coming. Just don’t spoil surprises for others.
    • Discuss In-game descriptions, dialogues, and graphics with your groupmates.
    • Discuss details after an encounter, as that is how we learn.
    • Discuss your observations during the quest. For example, "Hey there's a dead body by that chest, it could be trapped."
    • If you see a group mate running into certain death, ask them to stop a moment, slow down or let a scout go first.
  • Do Not
    • Post any specifics about any quest on the forums or in guild chat.
    • Give away secrets (things your character would not know) of a quest in advance.
    • Call traps if your character can’t spot them.
    • Ask someone what is behind the next door.
    • Ask what resists you need if you don’t know.
  • Meta-Gaming
  • Do not enter a quest with the intention of bypassing traps with prior knowledge.
  • Groups that enter potentially trapped areas should include a scout with an opportunity to spot traps through in-game mechanic.
  • Mortal Voyage is not a guild intended for players to use cheesy tactics.
  • A simple rule of thumb is this, if an unknowing observer could watch your character and determine that your actions are based on foreknowledge alone, and not what the character could observe, it is probably a cheesy tactic.
  • Quest Re-Entry
  • Do not exit and re-enter a quest until the quest instance is reset.
  • Crafting
  • Most Crafting is allowed.
  • Do NOT craft or use Rune Stones. They are overpowered.
  • Collectibles
  • Collectibles are encouraged.
  • You may use any item acquired via collectible turn in except for the following:
    • Rune Stones
  • DDO Store
  • You may purchase any of the following from the DDO Store:
    • Cosmetic item/ kit that does not infer a bonus
    • Collectible bag
    • Bank slot
    • Hard or elite quest opener
    • Cosmetic pet
    • Quest pack
    • Character slots
    • Guest passes
    • Backpack slots
    • Gem bags
  • This Game Is Bugged
  • If your character dies because of broken quest mechanics, lag, falling damage, or stuck spots; you may take one and only one exceptional death free of charge.
  • If you choose to take an exceptional death, you must post a screenshot in the forums, explain the circumstances and submit a bug report to Turbine.
  • Abuse of this exception is grounds for removal from the guild.
  • Why?
    • These are rare conditions, if that character is very important to you and has been killed by technology failures, this is your 'get out of jail free' clause.
    • We are mature adults playing a difficult game, no sense in letting technical constraints kill our characters.
  • Guild And Party Chat
  • Use respectful language in guild and party chat.
  • We have players of diverse ages, backgrounds and cultures. Because some don't use headphones, their families may hear us.
  • Character Inactivity
  • Inactive member characters will be removed from the guild if not logged in within the past 6 months.
  • Inactive officers characters will be removed from the guild if not logged in within the past 1 year.
  • Veteran Characters
  • If your character levels to 8 and that character dies, you may re-roll it as a level 4 veteran.
  • If your character levels to 14 and that character dies, you may re-roll it as a level 7 veteran.
  • If your character dies before level 8, that character can only be re-rolled as a level 1 character.
  • Special Events
  • Guild members are not permitted to partake in any special event.
  • No Crystal Cove, no Risia Ice Festival, etc.
  • Revision
  • Last revised on 03/01/2014
  • Frequently Asked Questions
  • What is Permadeath?
  • Often abbreviated as PD. In DDO Permadeath refers to a play-style where a character is removed from a guild or deleted if it dies. The strictness of the rule depends on the guild.
  • Where did Permadeath come from?
  • The Permadeath term likely derived from a form of Diablo where characters were deleted if they died. However, the concept was likely born from pencil and paper role playing games.
  • Is Permadeath play possible in Dungeons and Dragons Online?
  • Almost every MMO has had some Permadeath players. DDO is uniquely suited to Permadeath play for several reasons. All adventure areas are instanced, isolating PD players from those that are not. In DDO, there are practically infinite character progression possibilities. That makes rolling a new character interesting even if that character does the same quests as the last. Most importantly, many DDO players are ex or current Dungeons and Dragons players. Those players are familiar with the challenge of potential character loss.
  • How many Permadeath guilds are in DDO?
  • There is at least one public PD guild on every DDO server. Check the links.
  • Does every Permadeath guild use the same rules?
  • No. Although some rules may be similar, every PD guild has variations. Players should familiarize themselves with a particular rule set prior to play.
  • Does Permadeath mean re-running the harbour quests constantly?
  • This is up to the player. Some players die and re-run the harbour a lot. Others quickly progress to higher level quests. For Permadeath players, high level content is an accomplishment.
  • What is the highest level of play in Mortal Voyage Permadeath?
  • Several character have reached seventeen or enough XP for seventeen.
  • Theme nights
  • Sunday
  • None.
  • Monday
  • Lowbie Night - A great night to join MV. Members are expected to run Korthos, Harbor, Market Quests with New Mortals.
  • Tuesday
  • None.
  • Wednesday
  • None.
  • Thursday
  • None.
  • Friday
  • A night where you can find a group for that elusive WW/STK/TR/** run. We can either plan this on the fly or set up a specific time using the Planned Adventures thread on the forums.
  • Saturday
  • Highbie Night - Feel bad for leaving new players in the harbor? This is your out.
  • Media
  • Contact Us
  • Email: mortalvoyage(at)outlook.com
  • Twitter: @MortalVoyage
  • Facebook: Mortal Voyage Group