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	<title>Eternal Lands Wiki - User contributions [en]</title>
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	<updated>2026-05-03T11:40:27Z</updated>
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	<entry>
		<id>https://el-wiki.holy-eternalland.de/index.php?title=Beating_the_noob_instance&amp;diff=45855</id>
		<title>Beating the noob instance</title>
		<link rel="alternate" type="text/html" href="https://el-wiki.holy-eternalland.de/index.php?title=Beating_the_noob_instance&amp;diff=45855"/>
		<updated>2022-11-05T02:02:12Z</updated>

		<summary type="html">&lt;p&gt;95.223.82.185: /* Notes By JoeButler */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The noob instance is beatable with a good coordinated team that work together to beat the instance.&lt;br /&gt;
&lt;br /&gt;
== Enter the noob instance ==&lt;br /&gt;
Go to Battle Hall in [[Morcraven Marsh|MM]] and talk with the NPC. To enter all players should be in the same unique channel. &lt;br /&gt;
&lt;br /&gt;
All players should have A+D over 120 and no more than 160. It is also possible to use potions to get you in by undercapping it, but doesn't work with a/d reduction potions. &lt;br /&gt;
&lt;br /&gt;
There must be between 5 to 9 players in the channel. The one talking with the NPC should have the channel as default channel.&lt;br /&gt;
== The goal ==&lt;br /&gt;
The goal when entering an instance should be to kill all instance monsters and exit without anyone in the team dying and thus wasting a [[Rostogol Stone|rostogol stone]]. To do that it requires team work and that people don't go wandering around by themselves. Try and keep close to each other and you will be safe.&lt;br /&gt;
&lt;br /&gt;
It's often good to be cowards and if several monsters attack you at the same time use your [[Ring of Disengagement|disengagement ring]] and flee from combat.&lt;br /&gt;
&lt;br /&gt;
You kill the monster fastest if you can have 8 fighters that all stand around the monster and attack it. Even if you do that it can take several minute to kill the end monsters. So killing them all is not easy and requires a lot of [[Restoration Spell|restorations]] to stay alive against the monsters [[Mirror Skin Perk|mirror perks]].&lt;br /&gt;
&lt;br /&gt;
The best system is to go in with one tank, a dedicated ranger and as many fighters as possible, with spare bows to help on the second to last wave. This gives you the best variety of options to tackle the instance effectively.&lt;br /&gt;
&lt;br /&gt;
== Player characteristics ==&lt;br /&gt;
You need 8 good fighters and 1 extra to do the instance. Preferable one in the team is a good mage that can cast [[Harm Spell|harm spells]] at [[yeti]]s.&lt;br /&gt;
&lt;br /&gt;
Minimum requirements for player in instance:&lt;br /&gt;
* Failsafe [[Restoration Spell|restores]] - so magic level 49+&lt;br /&gt;
* Steel armor or better.&lt;br /&gt;
* Several [[Rostogol Stone]]s.&lt;br /&gt;
* 20 [[Ring of Disengagement|Disengagement rings]].&lt;br /&gt;
* Big badass weapon - like a [[:Category:Great Swords|great sword]] or an [[Elven Bow]] and [[PKing Arrows]] if you are a ranger&lt;br /&gt;
* [[Titanium Shield]]&lt;br /&gt;
* More [[Health Essence|HE]] and [[Potion of Spirit Restoration|SRs]] than you can carry.&lt;br /&gt;
* [[No More Tears Cape|NMT cape]] or [[No More Tears Perk|perk]] - monsters hit hard and can damage equipment.&lt;br /&gt;
* [[Crown of Life]] or a [[Red Dragon Helm of Life and Mana]]&lt;br /&gt;
&lt;br /&gt;
Good to have:&lt;br /&gt;
* [[Medallion of Life]]&lt;br /&gt;
* Light extra weapon like a [[Radioactive Titanium Long Sword]]&lt;br /&gt;
* [[Moon Medallion|Moon]]/[[Stars Medallion]] (if MoL gets destroyed)&lt;br /&gt;
* [[Harm Spell]] components for 9 harms (if Mage)&lt;br /&gt;
* [[Mirror Cloak]]&lt;br /&gt;
* [[Cape of Passive Camouflage]] Good at night or in case the instance takes a bit longer than expected (for rangers)&lt;br /&gt;
* [[Night Visor]] Good For Ranging&lt;br /&gt;
&lt;br /&gt;
You can carry more than your EMU by muling it inside the instance. Drop a bag in the battle hall and inside put some HE and then go back to storage and get more HE/SRs and a [[Mule Glyph]]. Stand over the bag and use the glyph and pick up your bag. After 30 seconds you will be normal again and carry more than you normally can carry.&lt;br /&gt;
&lt;br /&gt;
A perfect fighter has max P/C and A+D=160. With many fighters close to perfect status the instance should be fairly easy to finish.&lt;br /&gt;
&lt;br /&gt;
== Appoint a leader ==&lt;br /&gt;
Let one in the team be the leader who tells the other what to do. If you have never done an instance you want to make sure that the others don't do stupid things and run away alone and get trapped.&lt;br /&gt;
&lt;br /&gt;
The team leaders main job is just to guide the other players - make sure they all know what's going on and be the one who says if you all should attack or flee.&lt;br /&gt;
&lt;br /&gt;
== Appoint a storage manager ==&lt;br /&gt;
Let one in the team handle the storage. If you all enter the instance as mules you have a big sack of items that you need to handle. Let one in the team take care of it and move it to a better location.&lt;br /&gt;
&lt;br /&gt;
The perfect storage location is outside the canyon to the second wave. It can be moved there after the first wave has been taken care of and the storage manager can use [[Hyperspace keys|skull/skeleton keys]] to open the bag when there is a need for the fighters to refill their inventory.&lt;br /&gt;
&lt;br /&gt;
Storage is usually opened after wave 2 and wave 4 so people can restock and replenish inventory. After wave 4 just empty the storage.&lt;br /&gt;
&lt;br /&gt;
The monsters appoint a dedicated target.&lt;br /&gt;
&lt;br /&gt;
When fighting the monsters will attack the weakest player. So the same player will always be the first to be attacked. If that is you learn when to do restores and don't be afraid to disengage when you no longer can restore and need to drink SRs.&lt;br /&gt;
&lt;br /&gt;
As dedicated target you got only one job - stay alive!!! If you are the dedicated target you will really learn to love failsafe restores.&lt;br /&gt;
&lt;br /&gt;
== First wave ==&lt;br /&gt;
[[Feros]] or [[Desert Chimeran|DCW]]. Take it easy and even if all fighters should be able to take a monster one to one you should try and take them with preferable 3 fighters on each monster to save resources for the rest of the waves. It you all stay close to each other this wave is basically trivial to finish.&lt;br /&gt;
&lt;br /&gt;
Monster drops are normal.&lt;br /&gt;
&lt;br /&gt;
== Second wave ==&lt;br /&gt;
The hardest of them all. It requires patience and discipline to handle. There is a dangerous choke point where the melteans spawn which make it very easy to get trapped between several of them and have a meeting with the maker.&lt;br /&gt;
&lt;br /&gt;
In the canyon to the second wave there is a line in the ground and standing behind that line and wait for the melteans to come to you is the best option in the beginning of the wave. Don't try and take on more than one of them at a time. With 1200 health they are a dangerous opponent.&lt;br /&gt;
&lt;br /&gt;
Just be patient and wait for the melteans to come into the canyon one at a time and kill them. When there is a few left you can go out and hunt them. Use the player with the best perception to go first and scout and report back how many melteans the scout sees.&lt;br /&gt;
&lt;br /&gt;
Drops a couple of hundred gold and rare drops are [[Health Essence|HE]], [[Potion of Spirit Restoration|SRs]], [[Fire arrows|fire]] or [[Magic Arrows|magic]] arrows.&lt;br /&gt;
&lt;br /&gt;
After doing second wave go back to the start of the canyon and restock - the dedicated target usually need more [[Health Essence|HE]]/[[Potion of Spirit Restoration|SRs]] at this time.&lt;br /&gt;
&lt;br /&gt;
== Third wave ==&lt;br /&gt;
[[Scarba]] - two [[Armed Male Orc|armed orcs]] are in a small spawn area. If you are lucky one of the two monsters have exited from the spawn point and it is easy to fight them one at a time. If less lucky you need to make sure they are separated and that you don't have to fight two of them at the same time. With 12000 health they take some time to kill - but they are not really hard and usually this wave is fairly easy. The only problem being to get one alone so that 8 fighters can attack it at the same time.&lt;br /&gt;
&lt;br /&gt;
Drops a random amount of gold. Which can be from a couple of hundred to or several K big.&lt;br /&gt;
&lt;br /&gt;
== Fourth wave ==&lt;br /&gt;
Three [[yeti]]s are the second most dangerous wave. The problem is that yetis hit VERY VERY HARD. The damage they do is huge and if the designated target gets below 100 health it usually ends up with a lost rosto. So restore often and restore very early.&lt;br /&gt;
&lt;br /&gt;
Here a mage can shine. Since the yetis is very hard to hit using magic can kill them a lot faster. Casting 3-4 [[Harm Spell|harm spells]] per yeti gives good damage to them and will help kill them fast. Other ways to help here is to take 1 [[Potion of Attack|attack potion]] for the best fighters so they have a half-decent chance to hit the yetis.&lt;br /&gt;
&lt;br /&gt;
Another strategy is to have the tank (designated target) pin one yeti, and the rangers come close enough and range the yeti with pk arrows or other better. They need to be close else the yeti will disengage from the tank and attack the ranger (possibly breaking the ranging weapon).&lt;br /&gt;
&lt;br /&gt;
After fourth wave go back to storage and empty it from resources to take on the final wave.&lt;br /&gt;
&lt;br /&gt;
Normal yeti drops so some bones and small amount of gold.&lt;br /&gt;
&lt;br /&gt;
== Fifth and final wave ==&lt;br /&gt;
Two big [[giant]]s - but are really Dillimacs - will spawn at same place you entered the instance. Hit rather hard and have lots of health. But you can take them out in one fight by being stubborn and continue to attack even while probably the designated target has to diss 3-4 times and the second and third designated targets will have to shine. This battle will tell if you had enough resources with you into the instance or not.&lt;br /&gt;
&lt;br /&gt;
This is really just a longer fight than wave 3 and should not really form any big problem - well except the few times they both attack at the same time - but just diss and restart the fight later.&lt;br /&gt;
&lt;br /&gt;
The possible drops are gold, six [[Harvester Medallion|harvest medallions]], 40 [[Ring of Power|Ring of power]] or a [[Red Dragon Helm of Life and Mana]]. The helm is the big drop.&lt;br /&gt;
&lt;br /&gt;
Afterwards sell the items (to bots or among yourself or other players) and divide the gold among all players.&lt;br /&gt;
&lt;br /&gt;
The cooldown time is 180 hours so you can do the instance every 8 days.&lt;br /&gt;
Alternatively, you can buy red dragon scales or other items to reduce cooldown time if your #ii time is too low.&lt;br /&gt;
&lt;br /&gt;
I've beaten this instance many times now. With a good team it's easy to do.&lt;br /&gt;
&lt;br /&gt;
== Notes By JoeButler ==&lt;br /&gt;
This instance is probably one of the least profitable in game, but is extremely useful for learning the ropes for invasions and the likes. However, it is always good to have some fighting background (especially versus monsters above your level) when tackling this invasion. I'd suggest that you become familiar with:&lt;br /&gt;
*Tanking and to gauge how much Armour your tank must shed for your safety&lt;br /&gt;
*Perception: Most of the special creatures, if not all, that appear in instances have low visibility making it extremely hazardous at night, even with a [[Night Visor]]&lt;br /&gt;
*Armour/Weapon/Supplies weights to their benefits, so general inventory management&lt;br /&gt;
*If your ranging, then to know about Forced Disengagements and luring.&lt;br /&gt;
*Be aware this takes about 1-2 hours, and that you need a team that has that time available at the same time of day.&lt;br /&gt;
It's always best to do your first few with people you know and who are knowledgeable about them. To find an instance team i suggest posting on the Official forums and giving a yell, or #jc 6080 and post there. If you don't trust someone or if someone is habitually endangering the team, leave them behind, but always remember it can work the other way around. Most of all have fun.&lt;/div&gt;</summary>
		<author><name>95.223.82.185</name></author>
	</entry>
	<entry>
		<id>https://el-wiki.holy-eternalland.de/index.php?title=Multi_Combat&amp;diff=45854</id>
		<title>Multi Combat</title>
		<link rel="alternate" type="text/html" href="https://el-wiki.holy-eternalland.de/index.php?title=Multi_Combat&amp;diff=45854"/>
		<updated>2022-11-05T02:01:20Z</updated>

		<summary type="html">&lt;p&gt;95.223.82.185: /* Combat perks */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FoCW Header|Multi Combat|The high art of combat}}&lt;br /&gt;
&lt;br /&gt;
= Definition =&lt;br /&gt;
&lt;br /&gt;
Multi Combat (MC), stands for a combat situation where the player is fighting with more then one opponent.&lt;br /&gt;
&lt;br /&gt;
= Defence penalty =&lt;br /&gt;
&lt;br /&gt;
 There is no source for this information yet! Please add a source to prove the correctness of this information!&lt;br /&gt;
&lt;br /&gt;
For every additional combatant a player without special perks will get minus defence. It is possible in multi combat to fight with a maximum of eight opponents at the same time. When the path of combat is blocked, the monster is pinned but will not attack and the number of opponents is limited. This can be a very good strategy to limit the damage, get more control and survive longer in invaded maps.&lt;br /&gt;
That means for a player without special perks, in a situation with 8 opponents, the defence will be reduced by 5 times 7.&lt;br /&gt;
A player can loose additional 15 defence level when he or she has taken the [[I_can't_dance_Perk|ICD perk]]. This results in minus 50 defence in the worst case, which is dramatic for every player. Also take note that the loss of defence levels is not visible to the player. This is a minor drawback which could be fixed (with a few lines of code) to enhance the player experience.&lt;br /&gt;
For multi combat, the [[There_is_no_Fork_Perk|TinF]] is highly recommended.&lt;br /&gt;
&lt;br /&gt;
= Item break =&lt;br /&gt;
&lt;br /&gt;
In multi combat the chance to break items due to the reduced defence and the high number of hits (damage) per unit time is also highly increased. For items that not only degrade but break in combat and which can not be immediatly replaced, this can mean death for a player. Best example [[Red_Dragon_Helm_of_Life_and_Mana| RD+LM]].&lt;br /&gt;
&lt;br /&gt;
= Invasions =&lt;br /&gt;
&lt;br /&gt;
The chance of death does not only increase with the type of monster in an invasion but with the number of opponents. Due to lower defence level many players underestimate the critical hit rate. It is extremely dangerous to be caught after using the [[Ring_of_Disengagement]] because the monster will attack simultaneous, which makes it impossible to distinguish the individual hits of each monster! The multiplied critical hits can surpass the players own maximum health which means certain death.&lt;br /&gt;
&lt;br /&gt;
= Combat perks =&lt;br /&gt;
There are a few perks that have a positive effect in combat. These perks are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 33%; text-align:right; border-collapse: collapse; background-color: #cfbfff&amp;quot;&lt;br /&gt;
|[[Fatal Man Perk]] || 7 PP&lt;br /&gt;
|-&lt;br /&gt;
|[[Body Piercing Perk]] || 7 PP&lt;br /&gt;
|-&lt;br /&gt;
|[[I Glow in the Dark Perk]] || 7 PP&lt;br /&gt;
|-&lt;br /&gt;
|[[Evanescence Perk]] || 5 PP&lt;br /&gt;
|-&lt;br /&gt;
|[[Mirror Skin Perk]] || 7 PP&lt;br /&gt;
|-&lt;br /&gt;
|[[There is no Fork Perk]] || 7 PP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Especially a combination of the last 4 perks is very powerful in multi combat. Many high level player take it.&lt;br /&gt;
&lt;br /&gt;
= Combat model =&lt;br /&gt;
[[File:EL Combat Flow Chart.png|thumb|500px|center|Combat Flow Chart of EL]]&lt;/div&gt;</summary>
		<author><name>95.223.82.185</name></author>
	</entry>
	<entry>
		<id>https://el-wiki.holy-eternalland.de/index.php?title=True_Sight&amp;diff=45853</id>
		<title>True Sight</title>
		<link rel="alternate" type="text/html" href="https://el-wiki.holy-eternalland.de/index.php?title=True_Sight&amp;diff=45853"/>
		<updated>2022-10-31T23:58:41Z</updated>

		<summary type="html">&lt;p&gt;95.223.82.185: /* Creatures with true sight */ - falcons also have true sight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FoCW Header|True Sight|Revealing the invisible}}&lt;br /&gt;
&lt;br /&gt;
'''True Sight''' is the ability to see players and [[creatures]] that are [[Invisibility|invisible]]. The following things can give the effect of true sight:&lt;br /&gt;
&lt;br /&gt;
* [[File:True Sight Spell.png|25px]] [[True Sight Spell]], a [[magic]] spell&lt;br /&gt;
* [[File:True Sight Potion.png|25px]] [[True Sight Potion]]&lt;br /&gt;
* [[File:Invisibility Removal Ward.png|25px]] [[Invisibility Removal Ward]], an [[engineering]] item&lt;br /&gt;
&lt;br /&gt;
True sight is not related to [[Attributes|perception]] or vision distance at [[night]]. Therefore, it is not related to the [[Guides/arm|Light Modifier]], [[Lightmeter]]s, [[Night Visor]]s, or the [[Cape of Passive Camouflage]].&lt;br /&gt;
&lt;br /&gt;
=== Creatures with true sight ===&lt;br /&gt;
Some creatures that spawn as part of [[instance]]s and [[invasion]]s also have true sight. If you are invisible, these creatures can still see you and attack you. They currently include the following:&lt;br /&gt;
&lt;br /&gt;
* [[File:Arctic Chimeran 25px.png]] [[Arctic Chimeran]] - Only has true sight if part of an instance or invasion. They are indicated with a red name instead of a yellow name.&lt;br /&gt;
* [[File:Bulangiu 25px.png]] [[Bulangiu]]&lt;br /&gt;
* [[File:Falcon 25px.png]] [[Falcon]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Contents]]&lt;/div&gt;</summary>
		<author><name>95.223.82.185</name></author>
	</entry>
	<entry>
		<id>https://el-wiki.holy-eternalland.de/index.php?title=Instances&amp;diff=45852</id>
		<title>Instances</title>
		<link rel="alternate" type="text/html" href="https://el-wiki.holy-eternalland.de/index.php?title=Instances&amp;diff=45852"/>
		<updated>2022-10-31T22:40:32Z</updated>

		<summary type="html">&lt;p&gt;95.223.82.185: whitespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FoCW Header|Instances|Combat}}&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
 | __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The information on this page is compiled from the thread on the [http://www.eternal-lands.com/forum/index.php?showtopic=47162 Eternal Lands Forum].&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
This will probably be common for all instances:&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
There is a [http://www.eternal-lands.com/forum/index.php?showforum=137 dedicated subforum for instances NOT used very often] where you can get and post valuable info, organize teams or post your pics. This wiki also has [[Guides#Instances|a section devoted to guides about instances]].&lt;br /&gt;
&lt;br /&gt;
=== Entering the instance ===&lt;br /&gt;
* Go to [[Morcraven Marsh]] [[Battle Hall]]. There, you will find [[Ilie]].&lt;br /&gt;
* Before talking to Ilie, talk with the other players to decide which players will enter as a group. The group must stand or sit close to Ilie.&lt;br /&gt;
* Once the group is together, all members of the group must join a common channel and then click on the channel's tab to set it as the ''active'' channel. The channel number must be higher than 1000.&lt;br /&gt;
* After all members of the group have joined a common channel, one player can talk to the NPC and choose to enter an instance. Then, everyone from that group will go. Groups are determined by channel number, so every member must set the group channel as the active channel.&lt;br /&gt;
* You can ONLY enter an instance if your average of attack and defense is within the designated range. The exact formula is (a+d)/2, if result is a fraction, truncated to next lowest integer. Example: if you have att 79 and def 82, the result is 80.5, which would enable you to visit both the swamp (60-80) and the mountain (80-100) instance. Drinking potions to increase your att/def can help you to get into the next higher league, however, drinking att or def REDUCTION pots won't achieve anything.&lt;br /&gt;
&lt;br /&gt;
=== Inside the instance ===&lt;br /&gt;
* There is a time limit to complete each instance.&lt;br /&gt;
* If you die with a [[Rostogol Stone]], you will respawn at the beginning of the instance.&lt;br /&gt;
* If you die without a Rostogol Stone, there is no way to re-enter the instance.&lt;br /&gt;
* There are no [[storage]]s inside an instance.&lt;br /&gt;
* There are 5 waves of monsters, each one spawning shortly after the current wave monsters are killed.&lt;br /&gt;
* The &amp;lt;code&amp;gt;#ii&amp;lt;/code&amp;gt; command will display instance information&lt;br /&gt;
* If you log off while inside an instance, you will appear inside in the instance when you log in again, unless the instance ended.&lt;br /&gt;
* If the number of players goes lower than 3 inside the instance map (for any cause), the instance will end.&lt;br /&gt;
&lt;br /&gt;
=== Leaving the instance ===&lt;br /&gt;
* The instance ends if the instance is completed, or if the time limit of 200 minutes to finish is over. The instance will be canceled and participants teled out if the number of players in the map falls below 3 ppl.&lt;br /&gt;
* Each map has an exit in the shape of a cave entrance.&lt;br /&gt;
* Dying without a Rostogol Stone will make you leave the instance.&lt;br /&gt;
* '''WARNING''': On no-rosto days you will '''drop your stuff''' and '''go to the underworld''' if you die in an instance. However, the rosto won't disapppear.&lt;br /&gt;
* You can only enter an instance once every 150 (ice), 160 (mountain), 180 (swamp) hours, or 96 (dungeon) hours. Type &amp;lt;code&amp;gt;#ii&amp;lt;/code&amp;gt; to see how long it has been since you last entered an Instance.&lt;br /&gt;
* You can reduce the waiting time for the ice, mountain, and swamp instances you have remaining by giving Ilie one of the following:&lt;br /&gt;
** [[File:Red Dragon Scale.png|25px]] 1 [[Red Dragon Scale]] - 30 hours&lt;br /&gt;
** [[File:Blue Dragon Scale.png|25px]] 1 [[Blue Dragon Scale]] - 50 hours&lt;br /&gt;
** [[File:Invasion Token.png|25px]] 1 [[Invasion Token]] - 200 hours&lt;br /&gt;
* Note: multiple scales can be used to remove all of your waiting time.&lt;br /&gt;
&lt;br /&gt;
== Specific information ==&lt;br /&gt;
&lt;br /&gt;
=== Swamp instance 60-80 a/d, 180 hours ===&lt;br /&gt;
[[File:Swamp Instance.jpg|thumb|200px|right|Swamp Instance (from [https://elmaps.burningdownthe.net/ Burned Maps])]]&lt;br /&gt;
* Also known as ''n00b'' instance.&lt;br /&gt;
* Waves are:&lt;br /&gt;
** [[File:Feros 25px.png]] 40 [[Feros]] or [[File:Desert Chimeran 25px.png]] 30 [[Desert Chimeran]]&lt;br /&gt;
** [[File:Meltean 25px.png]] 25 or 30 [[Meltean]]&lt;br /&gt;
** [[File:Scarba 25px.png]] 2 [[Scarba]]&lt;br /&gt;
** [[File:Yeti 25px.png]] 3 or 4 [[Yeti]]&lt;br /&gt;
** [[File:Dilimac 25px.png]] 2 [[Dilimac]]&lt;br /&gt;
* Guide: [[Beating the noob instance]]&lt;br /&gt;
* Short name: 60+&lt;br /&gt;
* Time: 180 minutes&lt;br /&gt;
&lt;br /&gt;
=== Mountain instance 80-100 a/d, 160 hours ===&lt;br /&gt;
[[File:Mountain Instance.jpg|thumb|200px|right|Mountain Instance (from [https://elmaps.burningdownthe.net/ Burned Maps])]]&lt;br /&gt;
* Also known as ''advanced'' instance.&lt;br /&gt;
* Waves are:&lt;br /&gt;
** [[File:Yeti 25px.png]] 20 [[Yeti]] or [[File:Forest Chimeran 25px.png]] 40 [[Forest Chimeran]]&lt;br /&gt;
** [[File:Chitros 25px.png]] 30 or 40 [[Chitros]]&lt;br /&gt;
** [[File:Japita 25px.png]] 2 [[Japita]]&lt;br /&gt;
** [[File:Nasparliu 25px.png]] 8 or 9 [[Nasparliu]]&lt;br /&gt;
** [[File:Labagiu 25px.png]] 2 [[Labagiu]]&lt;br /&gt;
* Guide: [http://www.eternal-lands.com/forum/index.php?showtopic=55236 A Guide to the advance Instance]&lt;br /&gt;
* Short name: 80+&lt;br /&gt;
* Time: 180 minutes&lt;br /&gt;
&lt;br /&gt;
=== Second Swamp instance 100-120 a/d, 180 hours ===&lt;br /&gt;
[[File:Swamp Instance.jpg|thumb|200px|right|Swamp Instance (from [https://elmaps.burningdownthe.net/ Burned Maps])]]&lt;br /&gt;
* Also known as the ''almost pr0'' instance.&lt;br /&gt;
* Waves are:&lt;br /&gt;
** [[File:Arctic Chimeran 25px.png]] 37 [[Arctic Chimeran]] or [[File:Cockatrice 25px.png]] 27 [[Cockatrice]]&lt;br /&gt;
** [[File:Nasparliu 25px.png]] 22 [[Nasparliu]] or [[File:Giant 25px.png]] 16 [[Giant]]&lt;br /&gt;
** [[File:Jegos 25px.png]] 2 [[Jegos]] or [[File:Legionnaire Orc 25px.png]] 30 [[Legionnaire Orc]]&lt;br /&gt;
** [[File:Red Dragon 25px.png]] 1 [[Red Dragon]]&lt;br /&gt;
** [[File:Cocaral 25px.png]] 2 [[Cocalar]]&lt;br /&gt;
* Short name: 100+&lt;br /&gt;
* Time: 180 minutes&lt;br /&gt;
&lt;br /&gt;
=== Second Mountain instance 120-140 a/d, 160 hours ===&lt;br /&gt;
[[File:Mountain Instance.jpg|thumb|200px|right|Mountain Instance (from [https://elmaps.burningdownthe.net/ Burned Maps])]]&lt;br /&gt;
* Also known as ''Instance for pr0s that want to farm'' instance, short name, ''pr0 farm instance''&lt;br /&gt;
* Waves are:&lt;br /&gt;
** [[File:Yeti 25px.png]] 150 [[Yeti]] or [[File:Arctic Chimeran 25px.png]] 110 [[Arctic Chimeran]]&lt;br /&gt;
** [[File:Giant 25px.png]] 55 [[Nasty giant]] or [[File:Nasparliu 25px.png]] 85 [[Nasparliu]]&lt;br /&gt;
** [[File:Ice Dragon 25px.png]] 4 [[Ice Dragon]] or [[File:Black Dragon 25px.png]] 5 [[Black Dragon]]&lt;br /&gt;
** [[File:Mare_Bulangiu_25px.png‎]] 1 [[Mare Bulangiu]] or [[File:Bulangiu 25px.png]] 1 [[Bulangiu]]&lt;br /&gt;
** [[File:Cocaral 25px.png]] 2 [[Cocalar]]&lt;br /&gt;
* Short name: 120+&lt;br /&gt;
* Time: 180 minutes&lt;br /&gt;
&lt;br /&gt;
=== Ice instance 120+ a/d, 150 hours ===&lt;br /&gt;
[[File:Ice Instance.jpg|thumb|200px|right|Ice Instance (from [https://elmaps.burningdownthe.net/ Burned Maps])]]&lt;br /&gt;
* Also known as the ''pr0'' instance.&lt;br /&gt;
* Waves are: &lt;br /&gt;
** [[File:Giant 25px.png]] 45 [[Giant]] or [[File:Arctic Chimeran 25px.png]] 80 [[Arctic Chimeran]] or [[File:Blue Dragon 25px.png]] 25 [[Little Dragon Blue]]&lt;br /&gt;
** [[File:Nasparliu 25px.png]] 90 [[Nasparliu]]&lt;br /&gt;
** [[File:Blue Dragon 25px.png]] 4 [[Blue Dragon]] or [[File:Ice Dragon 25px.png]] 6 [[Ice Dragon]] or [[File:Black Dragon 25px.png]] 10 [[Black Dragon]] &lt;br /&gt;
** [[File:Bulangiu 25px.png]] 1 [[MuieLaFermieri]]&lt;br /&gt;
** [[File:Bulangiu 25px.png]] 2 [[Mare Bulangiu]] or 2 [[Bulangiu]]&lt;br /&gt;
* Short name: 120++&lt;br /&gt;
* Time: 240 minutes&lt;br /&gt;
&lt;br /&gt;
=== Dungeon instance 110+ a/d, 96 hours ===&lt;br /&gt;
[[File:Dungeon Instance.jpg|thumb|200px|right|Dungeon Instance (from [https://elmaps.burningdownthe.net/ Burned Maps])]]&lt;br /&gt;
* Can be entered from 110 a/d and above&lt;br /&gt;
* Also known as the ''WTF??111?!'' instance because this is the hardest one.&lt;br /&gt;
* Requires 8 people to enter.&lt;br /&gt;
* 96 hour wait time is mandatory.  Waiting time cannot be removed with scales, etc.&lt;br /&gt;
* Waves are: &lt;br /&gt;
** [[File:Ice Dragon 25px.png]] 10 [[Ice Dragon]] or [[File:Blue Dragon 25px.png]] 6 [[Blue Dragon]]&lt;br /&gt;
** [[File:Bulangiu 25px.png]] 1-2 [[Mare Bulangiu]]&lt;br /&gt;
** [[File:Mare Bulangiu 25px.png]] 1 [[MuieLaFermieri]]&lt;br /&gt;
** [[File:Nasparliu 25px.png]] 130 [[Nasparliu]] or [[File:Giant 25px.png]] 80 [[Nasty giant]]&lt;br /&gt;
** [[File:Castellan 25px.png]] 1 [[Castellan]]&lt;br /&gt;
* Time: 240 minutes&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Apparently the drops are good, with a 50% chance to get either a nexus or day stone. (In the Dungeon Instance). The First Mountain Instance &amp;amp; The Dungeon Instance are widely the most profitable. The Second Swamp Instance, Ice Instance and Second Mountain Instance profitability can vary quite dramatically with Instance Updates. The First Swamp Instance is almost always a break even or meager profit, with losses being fairly common.&lt;br /&gt;
* There are some special [[:Category:Instance creatures|instance-only creatures]]&lt;br /&gt;
* [[Ranging]] is very useful inside the instances, and a requirement for some later ones, such as the Dungeon Instance.&lt;br /&gt;
&lt;br /&gt;
== The logic behind sharing ==&lt;br /&gt;
&lt;br /&gt;
We first need to recognize what items can to be shared and which proportions are calculated individually for the players.&lt;br /&gt;
It is clear that the gained gold coins and values for items must be summed. &lt;br /&gt;
&lt;br /&gt;
Subsequently, gold coins which players have spend, must first of all be subtracted in total. The result is divided by the number of eligible players. &lt;br /&gt;
&lt;br /&gt;
The individual expenses are added to the outcome of this calculation. The number of gold coins from this calculation is again reduced by gold coins which is given in form of an item to the player respectively.&lt;br /&gt;
&lt;br /&gt;
It is important to understand that the recources brought inside are directly and fully paid and thus at the end of the instance, the remaining recources belong to the group and no longer to the individual. Hence they can be shared among the players.&lt;br /&gt;
&lt;br /&gt;
For a correct calculation the sequence of steps must be followed. Happy sharing : )&lt;br /&gt;
&lt;br /&gt;
=== The Formula ===&lt;br /&gt;
&lt;br /&gt;
There are some sophisticated instance share [https://goo.gl/tTGOc8 calculators]. The basic formula can be written like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br\&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:InstShareEqn.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>95.223.82.185</name></author>
	</entry>
	<entry>
		<id>https://el-wiki.holy-eternalland.de/index.php?title=Invasions&amp;diff=45851</id>
		<title>Invasions</title>
		<link rel="alternate" type="text/html" href="https://el-wiki.holy-eternalland.de/index.php?title=Invasions&amp;diff=45851"/>
		<updated>2022-10-28T15:36:08Z</updated>

		<summary type="html">&lt;p&gt;95.223.82.185: /* Safety */ - clarify that your logged out character is safe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FoCW Header|Invasions|The armies of the gods}}&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
 | __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are times in Draia when the forces of evil try to gain control over the lands.  The moon turns red, and [[Creatures|monsters]] invade the various [[maps]].&lt;br /&gt;
&lt;br /&gt;
There are two types of invasions: moderator-led invasions and automatic invasions.  If an invasion occurs, a blue moderator announcement or a warning from the Global Invasion Warning System (GIWS) usually appears on screen.&lt;br /&gt;
&lt;br /&gt;
Invasions usually happen in waves, e.g. the first wave of monsters invades map A, the second wave invades map B, the third wave invades C, and so on.  Automatic invasions are finished once all monsters have been defeated in a given time span.  If not, another wave will spawn elsewhere, up to a maximum of three waves.  Moderator-led invasions usually take 30-60 minutes and cover as many maps, monsters and waves as the moderators have planned.&lt;br /&gt;
&lt;br /&gt;
== Automatic invasions ==&lt;br /&gt;
A single automatic invasion may occur 2 minutes after the beginning of each in-game [[Time Keeping|hour]].  Their occurance is random; many days can pass without an invasion.  If an invasion occurs, the course that the invasion will follow is also randomly selected.&lt;br /&gt;
&lt;br /&gt;
An automatic invasion is finished when all of its invasion creatures have been defeated in a given time span.  If not, another wave will spawn elsewhere, up to a maximum of three waves.&lt;br /&gt;
&lt;br /&gt;
=== Global Invasion Warning System ===&lt;br /&gt;
Automatic invasions will occur without warning unless players donate [[gold coins]] every 30 real life days to the Global Invasion Warning System (GIWS). Donations for the funding of the system are accepted by [[Mesterul Manole]] at the Lakeside Village docks in [[White Stone]]. Donations from all players are combined into one large amount to pay the monthly maintenance fee. Any single donation that exceeds 20k gold coins will be broadcast. When active, the GIWS broadcasts a server-wide warning to all players for all automatic invasions occuring that game-month.&lt;br /&gt;
&lt;br /&gt;
The initial activation took [http://www.eternal-lands.com/forum/index.php?s=&amp;amp;showtopic=28587&amp;amp;view=findpost&amp;amp;p=301931 {{nowrap|8 million}} gold coins, {{nowrap|1 million}} sulfur and 500 hydrogenium bars]. The monthly maintenance fee for the maximum level of warnings is [http://www.eternal-lands.com/forum/index.php?s=&amp;amp;showtopic=28587&amp;amp;view=findpost&amp;amp;p=302273 200,000] gold coins. There are four (or five if you will) levels of efficiency for the GIWS, [http://www.eternal-lands.com/forum/index.php?s=&amp;amp;showtopic=46646&amp;amp;view=findpost&amp;amp;p=471562 depending on funds]:&lt;br /&gt;
&lt;br /&gt;
* '''Inactive''' (funding less than 50k gold coins): The system becomes inactive, and no warnings are broadcast when any automatic invasions occur. It can be reactivated by paying the monthly fee.&lt;br /&gt;
* '''Level 0''' (funding at or above 50k gold coins): The system broadcasts a warning when the third (final) wave of monsters spawns at {{nowrap|14 minutes}} after the new hour. (For [[dragon]] invasions, this probably means the third [[map]] of the invasion.)&lt;br /&gt;
* '''Level 1''' (funding at or above 100k gold coins): The system broadcasts a warning when the second wave of monsters spawns at {{nowrap|8 minutes}} after the new hour.&lt;br /&gt;
* '''Level 2''' (funding at or above 150k gold coins): The system broadcasts a warning when the first wave of monsters spawns at {{nowrap|2 minutes}} after the new hour.&lt;br /&gt;
* '''Level 3''' (funding at or above 200k gold coins): At the highest level, the system broadcasts a warning at the beginning of the hour, {{nowrap|2 minutes}} before the invasion starts.&lt;br /&gt;
&lt;br /&gt;
At each level, the system will also broadcast the warnings of each level below it.&lt;br /&gt;
&lt;br /&gt;
=== Possible courses ===&lt;br /&gt;
* [[File:Valley of the Dwarves 25px.png]] [[Valley of the Dwarves]]: The &amp;quot;classic&amp;quot; automatic invasion.  It starts in the lower level of  the VotD [[Gold Mines]].  The second wave spawns in the upper level of the VotD gold mines.  The third wave spawns outside in VotD and endangers anyone sitting at the outdoor [[storage]].&lt;br /&gt;
* [[File:Morcraven Marsh 25px.png]] [[Morcraven Marsh]]: Starts in the Black Cloaks' Meeting Hall in [[Morcraven Marsh Caves]], then in the cave itself, and lastly outside in Morcraven Marsh.&lt;br /&gt;
* [[File:Desert Pines 25px.png]] [[Desert Pines]]: Starts in the [[Crystal Caverns]] and finally invades Desert Pines outside.&lt;br /&gt;
* [[File:Portland 25px.png]] [[Portland]]: Starts in the [[Titanium Mines]] and finally invades Portland outside.&lt;br /&gt;
* [[File:Nordcarn 25px.png]] [[Nordcarn]]: Starts in the [[South Cave]] and finally invades Nordcarn outside.&lt;br /&gt;
* [[File:White Stone 25px.png]] [[White Stone]]: Starts in the [[White Stone Underground]], then a second wave, and finally invades White Stone outside.&lt;br /&gt;
* ''The Flight of the Dragons'': This is a special invasion type in which a [[Black Dragon|Black]] and [[Red Dragon]] each leave their respective caves.  The invasion starts in [[North Redmoon]] (Red) and [[Aeth Aelfan]] (Black).  If not defeated, they move to [[Idaloran]] (Red) and [[Irsis]] (Black).  Finally, they move to the [[Emerald Valley Caves]] (Red) and the [[Willowvine Forest Cave]] (Black).&lt;br /&gt;
* ''The Flight of the Dragons 2'': This is a special invasion type in which a Black and Red Dragon each leave their respective caves.  The invasion starts in North Redmoon (Red) and Aeth Aelfan (Black).  If not defeated, they move to [[Palon Vertas]] (Red) and [[Emerald Valley Trade Route]] (Black).  Finally, they move to the Emerald Valley Caves (Red) and the Willowvine Forest Cave (Black).&lt;br /&gt;
&lt;br /&gt;
== Moderator-led invasions ==&lt;br /&gt;
Moderator-led invasions are announced via blue moderator broadcast messages.  The announcements usually list the [[maps]] where the invasion will occur along with the maps that will be safe.  The maps, creatures, and level caps are all decided by the team of moderators leading the invasion.  These invasions usually last {{nowrap|30-60 minutes}}, start with low-level creatures, and gradually rise in difficulty, sometimes up to [[Giant]]s (and, if Roja or Entropy participate, even [[Dragon]]s). Commonly, high level invasions are held in [[Bethel]] and [[Southern Kilaran]].&lt;br /&gt;
&lt;br /&gt;
Here is an example of a moderator announcement:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;font-family:monospace; background:#e0e4c5; padding:0.2em; border:1px solid grey;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;amp;#35;Message from Thyralax: The monsters are INVADING NOW! Tarsengaard (under 40's), Morcraven marsh (under 60's), Ida Mines (under 80's) North Red Moon (under 110's)...&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;#35;Message from Thyralax: Melinis (under 130's) Aeth aelfan (under 150's) Bethel (any). All other maps will remain safe. Good luck all!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level caps ===&lt;br /&gt;
During a moderator-led invasion, the moderators may enforce level caps on the maps where the invasion will occur. A level cap is a restriction whereby only players whose average of attack and defense levels is below or equal to the cap are allowed to participate in the invasion on that particular map. In mathematical terms:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;cap &amp;gt;= (attack + defense) / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, Tarsengaard is capped at level 40, Morcraven Marsh at level 60, etc. A level cap is only related to a player's attack and defense levels. It is not related to the creatures which will spawn on that map. However, the difficulty of the creatures that spawn is usually within the range of the level cap placed on that map.&lt;br /&gt;
&lt;br /&gt;
If you exceed the level cap for a particular map, the invaders will not attack you, nor will you be able to attack the invaders. Level caps help to pair players with creatures by difficulty level so that almost any player, from newbie to high-level, may participate in an evenly-matched environment.&lt;br /&gt;
&lt;br /&gt;
If you're over cap, your allowed to watch the invasion, but cannot remote heal/heal summons/smite summons/save death bags/take death bags/take monster bags or do anything interfering with the fighting between monsters and players within cap.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
Unlike normal [[creatures]], invasion creatures have red names and never ignore you, no matter how high your defense level is or whether you have the [[Monster Magnetism Perk]] or [[Monster Magnetism Cloak|Cloak]]. They also have a higher chance of dropping rare items.&lt;br /&gt;
&amp;lt;!--The [[Mare Bulangiu]], which can be set free as a [[Harvesting events|harvesting event]] while harvesting [[Dung]], acts as an invasion monster as well.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special drops ===&lt;br /&gt;
Invasion creatures drop some special rare items:&lt;br /&gt;
* [[File:Invasion Token.png|25px]] [[Invasion Token]]&lt;br /&gt;
* [[File:I Eat Dead People Removal.png|25px]] [[Removal Stones#Perk Removal Stones|Perk Removal Stones]]&lt;br /&gt;
* [[File:Random exp giver.png|25px]] [[Random exp giver]]&lt;br /&gt;
* [[File:Random item giver.png|25px]] [[Random item giver]]&lt;br /&gt;
* [[File:Shop Coupon.png|25px]] [[Shop Coupons]]&lt;br /&gt;
* [[File:Gold Coins.png|25px]] 10,000 [[Gold Coins]]&lt;br /&gt;
The chance to get one of these increases with the strength of the creature, with the exception of the [[Invisible Rat]]. However, invasion creatures do not drop their normal counterparts' rare drops; that is, the items above are the only rare items that are dropped by invasion creatures. If they do not drop a rare item, invasion monsters drop their normal counterparts' regular items like small amounts of gold coins, bones, etc.&lt;br /&gt;
&lt;br /&gt;
== Safety ==&lt;br /&gt;
As a rule of thumb, the [[Isla Prima]] (IP) map is ''always'' safe during invasions. Indoor storages are safe as well. Hidden invasions can occur in inside maps, so no inside map other than those with a storage should be considered safe. A best safety practice is to always go to IP or an inside storage before logging out (since you may be surrounded by invading monsters when logging back in, if unlucky) or going long-term afk.&lt;br /&gt;
&lt;br /&gt;
Before automatic invasions, the map on which the invasion will occur is usually announced. Before moderator-led invasions, a moderator usually announces which maps will be safe. You can always ask in channels 1, 2 or 6 if you did not see the announcement.&lt;br /&gt;
&lt;br /&gt;
Invasions involve many aggressive creatures spawning in large groups, so it is not advisable to wear basic training equipment. Strong [[armour]] and a strong [[weapon]] are essential to surviving an invasion. Players frequently use healing [[Magic|spells]], [[potions]], or [[clothing]] such as the [[Fast Regeneration Cape]].&lt;br /&gt;
&lt;br /&gt;
If you see a moderator or a God (especially [[Mortos]]) be careful for the moderator running the invasion may summon a wave of creatures upon you!&lt;br /&gt;
&lt;br /&gt;
== Invaded monsters left ==&lt;br /&gt;
You can always check whether there are any invasion monsters roaming Draia by typing the &amp;lt;code&amp;gt;#il&amp;lt;/code&amp;gt; [[command]]. For specific information, you can use an [[invasionmeter]] to see if there are any invasion monsters on the same map as you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Contents]]&lt;/div&gt;</summary>
		<author><name>95.223.82.185</name></author>
	</entry>
</feed>