Instancing

From Project Lazarus Wiki

Instancing Information

Zones that will be instanced are high traffic and were selected by Dhaymion.

An NPC named "Vasker" will be available to take care of your instancing needs in the zones listed below.

Instanced Zones

  1. The Acrylia Caverns
  2. Accursed Temple of Cazic Thule
  3. The Howling Stones
  4. Chardok
  5. Chardok: The Halls of Betrayal
  6. The City of Mist
  7. The Crypt of Decay
  8. The Crypt of Dalnir
  9. The Dreadlands
  10. The Temple of Droga
  11. Dulak's Harbor
  12. The Plane of Fear
  13. Ferubi, Forgotten Temple of Taelosia
  14. The Fungus Grove
  15. Grieg's End
  16. The Gulf of Gunthank
  17. The Halls of Honor A
  18. The Hole
  19. Kael Drakkal
  20. Karnor's Castle
  21. Kod'Taz, Broken Trial Grounds
  22. The Plane of Mischief
  23. The Crypt of Nadox
  24. Natimbi, the Broken Shores
  25. The Mines of Nurga
  26. The Lair of the Splitpaw
  27. The Permafrost Caverns
  28. The Plane of Air
  29. The Plane of Disease
  30. The Plane of Earth B
  31. The Plane of Fire
  32. The Plane of Innovation
  33. The Plane of Justive
  34. The Plane of Nightmare
  35. The Plane of Storms
  36. The Plane of Valor
  37. The Plane of Water
  38. Qvic, The Grounds of Calling
  39. Riwwi, Coliseum of Games
  40. The Ruins of Sebilis
  41. The Skyfire Mountains
  42. The Sleeper's Tomb
  43. Nagafen's Lair
  44. The Tower of Solusek Ro
  45. Sanctus Seru
  46. Ssraeshza Temple
  47. The Temple of Veeshan
  48. Txevu, Lair of the Elite
  49. Veeshan's Peak
  50. Veksar
  51. Velketor's Labyrinth
  52. Vex Thal
  53. Yxtta, Pupit of Exiles

Pricing (Platinum)

  • Velious Zones: 2,000
  • Luclin Zones: 4,000
  • Planes of Power Zones: 8,000
  • Gates of Discord Zones: 15,000

Pricing Modifiers

  • Solo: 100%
  • Group: 125%
  • Raid: 150%
  • Guild: 200%

Types

  • Solo
    • Only you may enter this instance.
  • Group
    • You and your Group may enter this instance.
  • Raid
    • You and your Raid may enter this instance.
  • Guild
    • You and your Guild may enter this instance.


Durations and Lockouts

Type Duration Lockout
Solo 8 Hours 10 Hours
Group 12 Hours 15 Hours
Guild 24 Hours 30 Hours
Raid 24 Hours 30 Hours

Custom Zone Lockouts

Zone Duration Lockout
The Lair of the Splitpaw 18 Hours 6 Hours
The Crypt of Dalnir 18 Hours 6 Hours
Karnor's Castle 18 Hours 6 Hours
The Dreadlands 18 Hours 6 Hours
The Hole 18 Hours 6 Hours
City of Mist 18 Hours 6 Hours
The Mines of Nurga 18 Hours 6 Hours
Chardok 18 Hours 6 Hours
Chardok: The Halls of Betrayal 18 Hours 6 Hours
The Ruins of Sebilis 18 Hours 6 Hours
The Skyfire Mountains 18 Hours 6 Hours
The Howling Stones 18 Hours 6 Hours
The Temple of Droga 18 Hours 6 Hours
Kael Drakkal 18 Hours 6 Hours
Velketor's Labyrinth 18 Hours 6 Hours
The Acrylia Caverns 18 Hours 6 Hours
Grieg's End 18 Hours 6 Hours
The Plane of Innovation 18 Hours 6 Hours
The Plane of Nightmares 18 Hours 6 Hours
The Plane of Justice 18 Hours 6 Hours
The Plane of Storms 18 Hours 6 Hours
The Halls of Honor 18 Hours 6 Hours
The Crypt of Decay 18 Hours 6 Hours
Dulak's Harbor 18 Hours 6 Hours
The Gulf of Gunthak 18 Hours 6 Hours
The Fungus Grove 18 Hours 6 Hours
Veksar 18 Hours 6 Hours
Accursed Temple of Cazic Thule 18 Hours 6 Hours

Creating and Deleting

Entering

If you have left an instance you were already in simply say "Enter" to Vasker to be ported back inside your Instance.

Inviting

In order to invite players to your instance you must use #invite.

Only the leader of the instance has the ability to invite.

  • Single Invite
    • #inst invite Dhaymion
  • Multi Invite
    • #inst invite Dhaymion Kinglykrab