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The '''Instance System''' lets a party tackle a '''private copy''' of a dungeon, separate from every other party on the server. When you start an instance, the game creates a personal version of those maps just for your group, so the monsters, bosses and rewards are yours alone — no competition, no kill-stealing.
The '''Instance System''' lets a party tackle a '''private copy''' of a dungeon, separate from every other party on the server. When you start an instance, the game creates a personal version of those maps just for your group, so the monsters, bosses and rewards are yours alone — no competition, no kill-stealing.


This page explains how instances work on Vortex Legends: how to enter them, the rules your party must meet, the battle-role system, the recovery penalties that apply inside, and the checkpoint system.
This page explains how instances work on Vortex Legends: how to enter them, the rules your party must meet, the recovery penalties that apply inside, and links to the deeper mechanics and the list of available content.


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* The party leader is normally the '''owner''' and controls creating or destroying it.
* The party leader is normally the '''owner''' and controls creating or destroying it.
* Progress (cleared rooms, bosses, checkpoints) is tracked inside that single copy.
* Progress (cleared rooms, bosses, checkpoints) is tracked inside that single copy.
== Instances vs Raids ==
Vortex Legends splits this content into two sizes, based on how many players the encounter is built for:
* '''Instance''' — designed for a '''small group''', typically around '''3–6 players'''. These are the standard group dungeons.
* '''Raid''' — designed for a '''larger group''', typically around '''6–12 players'''. Raids are tougher, demand more coordination and a fuller team composition, and are meant as the next step up from instances.
Both work the same way under the hood (a private copy for your party); the difference is the '''party size''' the content is balanced around. Each instance or raid states its own exact party-size range on its own page — see [[#Available instances|Available instances]].
== Difficulty modes ==
Every instance offers '''at least two difficulty modes''', which you choose when starting the run:
* '''Normal''' — the standard version of the encounter.
* '''Heroic''' — a tougher version with stronger monsters and a higher recommended level, for better-geared parties looking for more challenge.
A third mode, '''Mythic''', also exists but is '''reserved for events and special occasions''' — it is not always available.
Important things to know about difficulties:
* Each difficulty has its '''own level requirements''' and may change how the encounter behaves.
* Each difficulty has its '''own separate cooldown'''. After you clear a difficulty, that difficulty goes on cooldown before you can run it again — but the cooldowns are '''tracked independently''', so a Normal cooldown does not stop you from running Heroic, and vice versa. Exact cooldowns are listed on each instance's own page.
* The [[Instance System#Recovery penalties inside instances|recovery penalty]] can differ between difficulties, so a harder mode may also limit your healing more.


== Entering an instance ==
== Entering an instance ==
You enter through the instance's entrance NPC together with your party. Before you are allowed in, the server runs a few '''entry checks'''. If your party does not meet them, entry is blocked and you are told why. These checks exist to keep instance runs '''fair''' and to stop people from clearing group content alone with multiple clients.
You enter through the instance's entrance NPC together with your party. Before you are allowed in, the server runs a few '''entry checks'''. If your party does not meet them, entry is blocked and you are told why. These checks exist to keep instance runs '''fair''' and to stop people from clearing group content alone with multiple clients.
<div style="border:2px dashed #d33; background:#fff5f5; color:#a00; padding:.6em 1em; margin:.8em 0; font-weight:bold; border-radius:6px;">FOTO AQUÍ — Entrada de una instancia (NPC de acceso)</div>


== Entry restrictions ==
== Entry restrictions ==
Line 26: Line 46:


Not every instance uses every restriction — each instance enables the checks that fit its difficulty and purpose.
Not every instance uses every restriction — each instance enables the checks that fit its difficulty and purpose.
== Battle Roles ==
Many instances use a '''battle-role system'''. Every party member must be assigned one of four roles, and some instances require a specific '''team composition''' before you can enter.
The four roles are:
* '''Tank''' — holds the enemies' attention so the rest of the party can act safely.
* '''Healer''' — keeps the party alive by restoring health.
* '''DPS''' — focuses on dealing damage to bring enemies down.
* '''Support''' — assists the party with utility and backup.
How roles work at entry:
* '''Every member needs a role.''' If anyone in the party has no role assigned, the party cannot enter.
* '''Composition requirements.''' An instance can require a minimum and/or maximum number of each role. For example, an instance might require at least one Tank and one Healer. If your party does not match the required composition, entry is blocked.
* '''In combat,''' your role influences how enemies behave toward you — most importantly, the Tank is built to '''hold enemy aggression''' while the others support, heal or deal damage.
<div style="border:2px dashed #d33; background:#fff5f5; color:#a00; padding:.6em 1em; margin:.8em 0; font-weight:bold; border-radius:6px;">FOTO AQUÍ — Selección / asignación de rol</div>
=== Role skills and assignment ===
''To be defined.'' How each role is assigned, and the specific skills or abilities tied to each role, will be documented here once finalised.


== Recovery penalties inside instances ==
== Recovery penalties inside instances ==
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Plan ahead — bring more supplies than usual and rely on your party's Healer and Support roles.
Plan ahead — bring more supplies than usual and rely on your party's Healer and Support roles.


== Checkpoints (Save Point System) ==
== Core mechanics ==
Some instances include a '''checkpoint system''' so that a single death does not end the whole run:
Two systems shape how nearly every instance plays. Each has its own page:
 
<div style="display:flex; flex-wrap:wrap; gap:1em; align-items:stretch; margin:.6em 0;">


* When you die inside one of these instances, you '''respawn at a checkpoint inside the instance''' instead of being sent out.
<div style="flex:1 1 260px; max-width:360px; border:1px solid #c8ccd1; border-radius:10px; padding:1.1em; background:#f8f9fa;">
* During certain '''boss fights''', if the '''entire party is defeated''', the group is returned to the last checkpoint to try the fight again.
<div style="font-size:1.25em; font-weight:700;">⚔️ [[Battle Roles]]</div>
* Checkpoints can move forward as you progress, so you restart closer to where you were.
<p style="margin:.5em 0 0;">Tank, Healer, DPS and Support — how roles are assigned, the team compositions instances require, and how your role changes the way enemies react to you.</p>
</div>
 
<div style="flex:1 1 260px; max-width:360px; border:1px solid #c8ccd1; border-radius:10px; padding:1.1em; background:#f8f9fa;">
<div style="font-size:1.25em; font-weight:700;">🚩 [[Checkpoints]]</div>
<p style="margin:.5em 0 0;">The save-point system: respawn inside the instance, recover from a party wipe, and use the Save Point NPC to regroup your team between fights.</p>
</div>
 
</div>


== Available instances ==
== Available instances ==
Below are some of the instances currently available on Vortex Legends. Detailed walkthroughs for each will be added over time.
The content is split into '''Instances''' (small-group dungeons) and '''Raids''' (larger-group content). Each one has its own page with its summary, difficulty modes, recommended level range, cooldown and time limit.
 
=== Instances ===
<div style="display:flex; flex-wrap:wrap; gap:1em; align-items:stretch; margin:.6em 0;">
 
<div style="flex:1 1 220px; max-width:300px; border:1px solid #c8ccd1; border-radius:10px; padding:1.1em; background:#f8f9fa;">
<div style="font-size:1.2em; font-weight:700;">🍮 [[Poring Village]]</div>
<p style="margin:.4em 0 0; font-size:.95em;">Cheerful Poring-themed dungeon. 4–6 players · Lv 40–80.</p>
</div>
 
<div style="flex:1 1 220px; max-width:300px; border:1px solid #c8ccd1; border-radius:10px; padding:1.1em; background:#f8f9fa;">
<div style="font-size:1.2em; font-weight:700;">🔥 [[Orc's Memory]]</div>
<p style="margin:.4em 0 0; font-size:.95em;">Fog-shrouded Orc dungeon with torch puzzles. 4–6 players · Lv 60–80.</p>
</div>
 
<div style="flex:1 1 220px; max-width:300px; border:1px solid #c8ccd1; border-radius:10px; padding:1.1em; background:#f8f9fa;">
<div style="font-size:1.2em; font-weight:700;">🐙 [[Octopus Cave]]</div>
<p style="margin:.4em 0 0; font-size:.95em;">Single-boss showdown in a flooded sea cave. 4–6 players · Lv 70–99.</p>
</div>
 
<div style="flex:1 1 220px; max-width:300px; border:1px solid #c8ccd1; border-radius:10px; padding:1.1em; background:#f8f9fa;">
<div style="font-size:1.2em; font-weight:700;">🌋 [[Lake of Fire]]</div>
<p style="margin:.4em 0 0; font-size:.95em;">🚧 Under construction. 4–6 players · Lv 70–99.</p>
</div>
 
<div style="flex:1 1 220px; max-width:300px; border:1px solid #c8ccd1; border-radius:10px; padding:1.1em; background:#f8f9fa;">
<div style="font-size:1.2em; font-weight:700;">🌱 [[Training Valley]]</div>
<p style="margin:.4em 0 0; font-size:.95em;">Solo sandbox for testing builds, DPS and breaking times. Any level.</p>
</div>
 
</div>
 
=== Raids ===
<div style="display:flex; flex-wrap:wrap; gap:1em; align-items:stretch; margin:.6em 0;">


{| class="wikitable"
<div style="flex:1 1 220px; max-width:300px; border:1px solid #c8aaaa; border-radius:10px; padding:1.1em; background:#fbf6f6;">
! Instance !! Notes !! Time limit
<div style="font-size:1.2em; font-weight:700;">🎪 [[Horror Toy Factory]]</div>
|-
<p style="margin:.4em 0 0; font-size:.95em;">Holiday-horror raid inside a sinister toy factory. 8–12 players · Lv 90–99.</p>
| Endless Tower || Classic tower climb through escalating floors of monsters and bosses. || 4 hours
</div>
|-
| Sealed Catacomb || Classic dungeon instance. || 2 hours
|-
| Nidhoggur's Nest || Classic end-game instance. || 4 hours
|-
| Old Glast Heim || Story instance, with additional Beginner and Challenge versions. || —
|-
| Fall of Glast Heim || Continuation of the Glast Heim storyline. || —
|-
| Nameless Instance || Classic instance adaptation. || 1 hour
|-
| Orc's Memory || Group instance with entry restrictions and checkpoints. || 1 hour
|-
| Octopus Cave || Group instance with entry restrictions. || —
|-
| Horror Toy Factory || Seasonal-themed group instance. || 1 hour
|-
| Poring Village || Custom Vortex Legends instance. || —
|-
| Monster Hunter Forest || Custom Vortex Legends instance. || —
|-
| Lake of Fire || Custom Vortex Legends instance. || —
|-
| Training Valley || Practice instance for trying out party play. || 30 minutes
|}


''Time limit "—" means the instance uses the server's default lifetime.''
</div>


[[Category:Game Systems]]
[[Category:Game Systems]]

Latest revision as of 09:45, 23 July 2026

The Instance System lets a party tackle a private copy of a dungeon, separate from every other party on the server. When you start an instance, the game creates a personal version of those maps just for your group, so the monsters, bosses and rewards are yours alone — no competition, no kill-stealing.

This page explains how instances work on Vortex Legends: how to enter them, the rules your party must meet, the recovery penalties that apply inside, and links to the deeper mechanics and the list of available content.

What is an instance

An instance is a temporary, party-owned dungeon. Key points:

  • It is created for one party and cannot be entered by outsiders.
  • It has a time limit — once it expires, the instance closes. Some instances also close after being left idle for too long.
  • The party leader is normally the owner and controls creating or destroying it.
  • Progress (cleared rooms, bosses, checkpoints) is tracked inside that single copy.

Instances vs Raids

Vortex Legends splits this content into two sizes, based on how many players the encounter is built for:

  • Instance — designed for a small group, typically around 3–6 players. These are the standard group dungeons.
  • Raid — designed for a larger group, typically around 6–12 players. Raids are tougher, demand more coordination and a fuller team composition, and are meant as the next step up from instances.

Both work the same way under the hood (a private copy for your party); the difference is the party size the content is balanced around. Each instance or raid states its own exact party-size range on its own page — see Available instances.

Difficulty modes

Every instance offers at least two difficulty modes, which you choose when starting the run:

  • Normal — the standard version of the encounter.
  • Heroic — a tougher version with stronger monsters and a higher recommended level, for better-geared parties looking for more challenge.

A third mode, Mythic, also exists but is reserved for events and special occasions — it is not always available.

Important things to know about difficulties:

  • Each difficulty has its own level requirements and may change how the encounter behaves.
  • Each difficulty has its own separate cooldown. After you clear a difficulty, that difficulty goes on cooldown before you can run it again — but the cooldowns are tracked independently, so a Normal cooldown does not stop you from running Heroic, and vice versa. Exact cooldowns are listed on each instance's own page.
  • The recovery penalty can differ between difficulties, so a harder mode may also limit your healing more.

Entering an instance

You enter through the instance's entrance NPC together with your party. Before you are allowed in, the server runs a few entry checks. If your party does not meet them, entry is blocked and you are told why. These checks exist to keep instance runs fair and to stop people from clearing group content alone with multiple clients.

Entry restrictions

Depending on the instance, one or more of the following restrictions can be active:

  • Duplicate login by IP — entry is blocked when too many party members are connected from the same IP address. This prevents a single person from filling a party with their own characters.
  • Duplicate login by device — entry is blocked when too many members are using the same device. This check is tied to Vortex Shield, which identifies each device, and reinforces the one device, one client rule.
  • No AFK members — entry is blocked if any party member is flagged as AFK (away from keyboard). Everyone must be actively present to start the run.

Not every instance uses every restriction — each instance enables the checks that fit its difficulty and purpose.

Recovery penalties inside instances

To keep instances challenging, your recovery is reduced while you are inside many of them:

  • Healing skills restore less HP than they would outside.
  • Recovery items are less effective — potions and similar items restore less HP and SP.

A few things to keep in mind:

  • The penalty applies only while you are inside the instance. It ends as soon as you leave.
  • The exact strength of the penalty depends on the instance (and its difficulty), so some instances are harsher than others.
  • It affects how much you recover, nothing else: you do not lose items, and your maximum HP is not reduced.

Plan ahead — bring more supplies than usual and rely on your party's Healer and Support roles.

Core mechanics

Two systems shape how nearly every instance plays. Each has its own page:

Tank, Healer, DPS and Support — how roles are assigned, the team compositions instances require, and how your role changes the way enemies react to you.

The save-point system: respawn inside the instance, recover from a party wipe, and use the Save Point NPC to regroup your team between fights.

Available instances

The content is split into Instances (small-group dungeons) and Raids (larger-group content). Each one has its own page with its summary, difficulty modes, recommended level range, cooldown and time limit.

Instances

Cheerful Poring-themed dungeon. 4–6 players · Lv 40–80.

Fog-shrouded Orc dungeon with torch puzzles. 4–6 players · Lv 60–80.

Single-boss showdown in a flooded sea cave. 4–6 players · Lv 70–99.

🚧 Under construction. 4–6 players · Lv 70–99.

Solo sandbox for testing builds, DPS and breaking times. Any level.

Raids

Holiday-horror raid inside a sinister toy factory. 8–12 players · Lv 90–99.