Instance Dungeons
Prepare a party, cross the threshold, understand a run, and survive the dangers that wait beyond the ordinary map.
Field method Scan the contents, open the entry you need, then try its highlighted commands in Play.
Some worlds add instance dungeons: a lobby (courtyard) with a guard NPC, paid entry at a chosen difficulty, optional queues when all lanes are full, and a private copy of the dungeon for you alone or your group. Use dir in town to spot instance lobbies in your area. Full syntax: help instance.
Before you enter
- Solo or party. Running alone, you buy entry yourself, no group required. With a party, use
group invite/group joinso everyone who is going is in the same group. The group leader is the only one who can buy entry for the group and (while inside) move the party room-to-room; members follow automatically. - Meet in the lobby. Everyone who is entering (solo: just you; grouped: the whole party) must stand in the instance’s lobby room (the courtyard the guard watches). The server checks this when you pay the toll and again when you step through.
- Coin and reputation. Each difficulty has an entry cost in copper (and optional rewards on clear). Toll may be charged to the buyer only or each member, depending on how the world was configured.
- Rolling access. The allowance is shared by every character on an account. Free accounts can enter once per rolling 24 hours; Premium accounts can enter three times, with each use returning separately exactly 24 hours after it was spent. If anyone in a party is out of entries, the guard names that character and reports the remaining wait.
- Dungeon Access Pass. A single-use pass costs 20 Kinsgold under Store → For Every Adventurer and is assigned to one character. If that character crosses while the account’s ordinary allowance is full, the server consumes one pass automatically. The pass entry does not move the ordinary 24-hour timers. No pass is spent merely for reserving or queueing.
Talking to the guard
Replace <guard> with the NPC’s name as shown in the room (e.g. ask Warden about the instance).
ask <guard> about the instance(word instance, or bastion / dungeon in the phrase). Opens the detailed panel in the web client: difficulties, tolls, reward summary, queue depth, and lanes in use.ask <guard> for entry <difficulty>, Solo: you pay. Grouped: leader only. Either way, the toll reserves a lane (timed window to enter) or joins a queue if every lane is busy. Typical difficulty keys areeasy,normal,hard,elite,legendary,mythic(your shard may define others in Admin).ask <guard> for enter. After the guard confirms payment, use this with everyone who is going in the lobby (solo: just you) to pass into the dungeon.- Solo shortcut. If you are alone, paid, and in
waiting_enter, moving from the lobby room to the configured entry room (the normal compass link between them) completes entry the same way asask <guard> for enter, useful when you do not need the ask line. Veilspire Bastion (default): compass east from the courtyard lobby to the antechamber; there is no separate nameddungeonexit for that step on current seed (migration20260424_veilspire_courtyard_drop_dungeon_exitremoves a duplicateroom_exitsrow on older databases).
Inside the run
- Movement. Solo, you move normally. In a group, only the leader’s compass moves count; the party stays together. If a non-leader tries to move alone inside the instance, they get an error.
- No teleport out. Wizard bind / teleport (and similar) are blocked for the duration of the run.
- No return to the lobby. Until the run is cleared (last foe slain), you cannot go back to the courtyard/lobby. Plan supplies and exits before you cross.
- Clear timer. Each difficulty has a time limit to finish after entry (operators set per band in Admin; 0 uses the instance default). If time runs out first, everyone in the party fails: sent to town with death recovery (the same heavy combat debuff as dying). The web guard card shows minutes to finish per difficulty.
- Web. Instance card. In the right sidebar, a panel appears when you have a lobby reservation or are inside a run. The title is the instance display name; difficulty shows under it when set. You get a short phase line (e.g. enter before the gate closes) and a large MM:SS countdown. During the run and the short loot window after the last foe dies, a Creatures section lists each type as killed/total (total is fixed for the run, looting or corpse decay does not shrink it); names use your creature color from Preferences (default red).
- Web, minimap. While the run is active, Expand Map for that dungeon sub-area tints the lobby and entry rooms (dark gray and cyan); your current room stays green when you stand there.
- Scoped rooms. What you
sayand who you see in the instance are limited to your run so two groups never cross paths in the same dungeon copy. - Additional attempt limits. Worlds may also configure a stricter per-dungeon, per-character attempt cap; the guard’s error text names who is over that limit.