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Checkpoints

From Vortex Legends
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The Checkpoint system (also called the Save Point system) keeps a single death (or even a full party wipe) from ending an entire instance run. It is part of the Instance System.

Overview

Not every instance is a one-mistake-and-out crawl. Many of them place checkpoints along the way so that, when things go wrong, your party restarts inside the instance instead of being thrown out and forced to begin again from scratch. The save point also doubles as the place a party regroups between fights.

How checkpoints work

  • Respawn inside the instance. When you die in one of these instances, you respawn at the current checkpoint inside the instance rather than being warped out to town.
  • Party-wipe recovery. During certain boss fights, if the entire party is defeated, the whole group is returned to the last checkpoint so it can attempt the fight again: the boss encounter resets and you try once more.
  • Checkpoints move forward. As you clear sections of the instance, the checkpoint advances with you, so you always restart close to where you were rather than at the very beginning.

The Save Point NPC

Each instance with this system has a Save Point NPC that acts as the party's regroup hub:

  • Party leader: can summon the whole party to the current save point (useful when members are scattered or stuck), on a short cooldown to prevent spam. The leader can also choose to leave the instance.
  • Other members: can use it to leave the instance and return to their own save point.
  • Locked during boss fights. While a boss encounter is active, the Save Point NPC is locked and cannot be used, so it can't be exploited to escape or reset mid-fight.

Notes

  • Not every instance uses checkpoints: each one decides whether the system fits its design. Simpler or shorter instances may not have them at all.
  • Checkpoints reduce the cost of a wipe, but they do not remove the time limit: the instance clock keeps running, so repeated wipes can still run you out of time.