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Maps in the game can be instanced. If this happens, the server creates an exact copy of the map for the player, complete with monsters and NPCs.  
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An instance is essentially a copy of a map. It contains the same kind of monsters and NPCs as the original map, however apart from that, it is completely separate. Instances can be created for two main reasons, which affects how much influence you have on the instance.
  
If the server is referring to a certain instance, it puts the instance ID in square brackets (for example: saliko_fields01[3] is referring to instance 3 of the map saliko_fields01).
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== Crowded maps ==
  
===Instance Modes===
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When you enter a map with a lot of players already on it, a new instance will be created for you. You can tell that you are on a separate instance by looking at the map name on the top right of your screen, which will have a number appended to it, which indicates what instance you are on. For example, if you enter Saliko Village, and the map name reads "Saliko Village 2", you are on instance #2. Instance #1 does not have a number next to it.
  
Several modes are supported:
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[[File:Instance.jpg|center|alt=The instance-switcher in the top right of the screen, showing a list of instances, and the number of players next to each instance (in this case, one player on instance 10). The cooldown on the top indicates when that the player has recently switched instances, and when they can switch instances again.]]
* '''If necessary''' (Default): The map is only instanced if too many players (currently 15) are on one instance of the map. If 15 players are on the map, the 16th player enters another instance that is not full yet. If no instances that are not full exist, a new instance is created. There are two exceptions that can cause the number of players to exceed the threshold:
 
** Parties stay together - if a party member is on an instanced version of that map already, newly joining party members join the instance they are on, no matter how many players are on it.
 
** Players moving from one "overloaded" map to another will remain on the same instance. They are only exiting the instance if the non-instanced version of the map has space available.
 
* '''Never instanced''': The map is never instanced, no matter how many players are on it.
 
* '''Always instanced''': An instance is always created. On this setting, no monsters are spawned on the non-instanced version of the map, since no players will enter it anyway.
 
* '''If more than X players''': Similar to the "If necessary" settings, except that the threshold can be changed as needed.
 
  
A player who is not in a party enters their own instance. A player who is in a party enters the instance of whoever created the party.
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Usually, when you are in a group, everyone in the group will enter the same instance - so grouping up with friends is a great way to stay together, even in crowded maps. You can also switch to the other instances manually, by clicking the map name on the top right of your screen. This will show you a list of all other instances, together with how many adventurers each instance currently has. Clicking on any of the instance numbers will switch you to it.  
  
===Gameplay Changes===
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=== Notes ===
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* Since instances are separate, monsters may be on a different location in whichever instance you switch to. Be careful that you do not end up in a pack of hostile monsters!
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* If you enter a new instance, rare monsters may or may not be spawned on it. The spawn time is random, so you may just get lucky!
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* Public chat between instances is separate. If you chat in public, only other adventurers in the same instance as you can hear you. This only affects public chat, not whispers, group or guild chat, or chat channels such as #Main.
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* You cannot switch instances during or shortly after combat.
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* Once you switched instances, there is a short delay before you can switch instances again. Note that this delay can be longer if you switch instances outside villages.
  
Gameplay inside instances is identical to the gameplay outside instances, except for the following:
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== Dungeons ==
*Players changing their instance-id inside an instance (which they basically can only do if they are leaving and joining a new party) will be respawned if they then attempt to advance inside the instance. This is to prevent players from farming only specific parts of an instance by progressing far into it, and then splitting up into several instances.
 
*Quests that are marked as "Unique" are considered unique-per-instance. Therefore, a quest that is not available in one instance may be available in another. Maps containing quests which need to be truly "unique" on the server need to be set to "Never instanced".
 
  
===Instance ID===
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Dungeons are isolated areas with tough monsters and bosses, which you can enter with your group. Because of that, they are always instanced: when you enter a dungeon, a copy of that dungeon is created just for you and your group. This ensures that everyone gets their own monsters, and their own boss. The dungeon instance you enter depends on several factors:
  
The ID of an instance is determined by the player that created the instance by first entering it. If that player is in a party, it is determined by the player that originally created that party (which does not necessarily have to be the current party leader).
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* Generally, if you are in a group, you go into the same instance as whoever started the group.
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* Certain important events (such as killing a boss, or starting an event inside the dungeon) will [[Binding (Dungeon)|bind]] you to your dungeon instance. This saves your progress, so that when you return to the dungeon, you will enter the same instance as before, until your dungeon expires (this is called a "[[Dungeon Reset|hard reset]]", and typically happens after 20 hours).  
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* If you are bound to a dungeon, and you want other friends to help you that are not bound, you need to lead the group. This ensures they go into your dungeon, even though they are not bound, yet.
  
===Lifetime===
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=== Notes ===
  
The lifetime of an instance can be one of the following:
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* You cannot switch between instances inside dungeons (you will not be able to click the map name on the top right), since the instance you go to depends on the group you are in.
* '''Default (30 minutes)'''
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* You cannot advance deeper into dungeons while you are in [[combat]]. So, even though you can make a run for the portal, you will not be able to enter it until you drop out of combat.
* '''Spawn-Dependant''': uses the maximum possible time it takes a monster to respawn in the map.
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* Typing "/dungeons" in your chatbox shows you a list of all dungeons you are currently bound to, and when they expire.
* '''at least X minutes'''
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* You can type "/reset" in your chatbox to [[Dungeon Reset|soft-reset]] all your dungeons. This will respawn most monsters, however it will not unbind you from the dungeon. Unbinding only happens during the timed hard-resets.
  
If a player is in the instance at the time it should expire, its lifetime is automatically reset. Entering and leaving the map also resets the timer. Last but not least, the server only checks for expired instances every seven minutes, thus it may take up to this much time for an expired instance to actually get removed.
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[[Category: Game Mechanics]]
 
 
Once the instance expires, all monsters get despawned and all items are removed. Any players still on the instance are warped to their respawn point.
 

Latest revision as of 10:25, 9 September 2018

An instance is essentially a copy of a map. It contains the same kind of monsters and NPCs as the original map, however apart from that, it is completely separate. Instances can be created for two main reasons, which affects how much influence you have on the instance.

Crowded maps

When you enter a map with a lot of players already on it, a new instance will be created for you. You can tell that you are on a separate instance by looking at the map name on the top right of your screen, which will have a number appended to it, which indicates what instance you are on. For example, if you enter Saliko Village, and the map name reads "Saliko Village 2", you are on instance #2. Instance #1 does not have a number next to it.

The instance-switcher in the top right of the screen, showing a list of instances, and the number of players next to each instance (in this case, one player on instance 10). The cooldown on the top indicates when that the player has recently switched instances, and when they can switch instances again.

Usually, when you are in a group, everyone in the group will enter the same instance - so grouping up with friends is a great way to stay together, even in crowded maps. You can also switch to the other instances manually, by clicking the map name on the top right of your screen. This will show you a list of all other instances, together with how many adventurers each instance currently has. Clicking on any of the instance numbers will switch you to it.

Notes

  • Since instances are separate, monsters may be on a different location in whichever instance you switch to. Be careful that you do not end up in a pack of hostile monsters!
  • If you enter a new instance, rare monsters may or may not be spawned on it. The spawn time is random, so you may just get lucky!
  • Public chat between instances is separate. If you chat in public, only other adventurers in the same instance as you can hear you. This only affects public chat, not whispers, group or guild chat, or chat channels such as #Main.
  • You cannot switch instances during or shortly after combat.
  • Once you switched instances, there is a short delay before you can switch instances again. Note that this delay can be longer if you switch instances outside villages.

Dungeons

Dungeons are isolated areas with tough monsters and bosses, which you can enter with your group. Because of that, they are always instanced: when you enter a dungeon, a copy of that dungeon is created just for you and your group. This ensures that everyone gets their own monsters, and their own boss. The dungeon instance you enter depends on several factors:

  • Generally, if you are in a group, you go into the same instance as whoever started the group.
  • Certain important events (such as killing a boss, or starting an event inside the dungeon) will bind you to your dungeon instance. This saves your progress, so that when you return to the dungeon, you will enter the same instance as before, until your dungeon expires (this is called a "hard reset", and typically happens after 20 hours).
  • If you are bound to a dungeon, and you want other friends to help you that are not bound, you need to lead the group. This ensures they go into your dungeon, even though they are not bound, yet.

Notes

  • You cannot switch between instances inside dungeons (you will not be able to click the map name on the top right), since the instance you go to depends on the group you are in.
  • You cannot advance deeper into dungeons while you are in combat. So, even though you can make a run for the portal, you will not be able to enter it until you drop out of combat.
  • Typing "/dungeons" in your chatbox shows you a list of all dungeons you are currently bound to, and when they expire.
  • You can type "/reset" in your chatbox to soft-reset all your dungeons. This will respawn most monsters, however it will not unbind you from the dungeon. Unbinding only happens during the timed hard-resets.