A Persistent Instance is one that does not release when the last player leaves it. Its state is preserved for a number of days and, if anyone in the original party re-enters that instance, the instance is restored to its prior state.
This means that a raid no longer needs to complete an instance in a single, marathon session. They can set a time limit for the first session and meet again the next day to continue where they left off. This will also remove the issue of a server reset during a raid.
Persistence is shown as a range of days. The minimum value is the same as the Success Lockout. This is the minimum time that must pass before you can release the instance you started and initiate a new instance. The maximum value is the longest period you can extend the instance over.
For example, The Emerald Halls has a persistence of 5-9 days. This means that once you start a run in The Emerald Halls, you cannot release and restart The Emerald Halls for 5 days. After 5 days you will have the choice to release the instance or re-enter the copy you already have. You can extend the instance to a max of 9 days, at which time the instance would vanish, kicking out all players currently inside, and you must start over in a new copy of the instance.
More information on Persistent Instances can be found here: Category:Persistent Instances
This feature went live with LU37 on July 31, 2007.
How To Reset A Persistent Instance[]
To reset a persistent instance you must first wait the minimum "persistence" time for that particular zone. To find out how long you have to wait you will need to open up you "Zones Window" by hitting alt - z or clicking on the "Dungeon Finder" button accessed from the EQII button.
Then you must click on the "Persistent Instances" tab and look for the name of the zone instance you wish to reset. The "minimum duration" field is how long you have to wait after starting an instance to reset it.
After selecting the zone instance you simply click the "Reset Timer" button and you are all set to re-enter the zone again!
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The Icy Dig -
Nektropos Castle -
Nektropos Castle: The Return -
Sanctus Seru: Echelon of Divinity (Solo) -
Den of the Devourer -
The Ruins of Guk: Halls of the Fallen -
Najena's Hollow Tower -
Shard of Fear
All items (523)
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- Ancient's Table
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- Ar'ticae's Lair
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- The Bastion of Flames
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- The Blackscale Sepulcher
- Blades' Arena
- Bloodskull Valley: Maulic's Stronghold
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- Bloodskull Valley: The Excavation Site
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- The Burning Cauldron
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- The Cauldron Hollow
- Cauldron Hollow: The Witches' Cove
- The Cave of Knowledge
- Cazel's Mesa
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- Chamber of Immortality
- The Chamber of Rulgax
- The Chamber of the Keeper
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- Charasis: Vault of Eternal Sleep
- Chelsith
- Chelsith: The Ancient Vault (Advanced Solo)
- Chelsith: The Ancient Vault (Heroic)
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- Commune of K'Dal
- The Condemned Catacomb
- Court of Korucust
- Court of the Blades: Dukarem's Assault
- The Court of the Coin: Imminent Danger
- Cove of Decay
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- Cove of Decay: A Treaty for Treasure
- The Cove of Decay: Epic Angler
- Covenant District
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- Crypt of Dalnir: Baron's Workshop (Solo)
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- The Crypt of T'haen
- The Crypt of T'Haen: Vengeance
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- Crypt of Valdoon
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- Crystalline Breaks
- D'Morte Burial Chambers: Veiled Hollow
- Deathfist Citadel: Onslaught
- A decrepit crypt
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- Den of the Devourer
- The Deserted Mine
- Dire Hollow: Barrow Ruins
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- Drayek's Chamber
- The Dreadcutter (Advanced Solo)
- The Dreadcutter (Heroic)
- The Dreadcutter: The Pirate Kings (Raid)
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- The Drowned Caverns: Acts of War
- Drowned Caverns: Arena of Heroes
- Drowned Caverns: Hot Water
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- Dythra's Lair
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- Emperor Atrebe's Laboratory: The Fabled City of Kor-sha
- Emperor's Athenaeum
- Enchanted Brownie Grotto
- Enchanted Dryad Grotto
- Enchanted Fay Grotto
- Enchanted Naiad Grotto
- Enchanted Zygomyd Grotto
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- Eryslai: The Midnight Aerie (Solo)
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- The Estate of Unrest
- The Eternal Gorge
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- Evernight Abbey
- The Execution Throne Room
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- The Fabled Crypt of Valdoon (Advanced Solo)
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- The Fanged Sea
- The Far Pelican (Instance)
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- Forbidden Sepulcher
- Fordel Midst: Bizarre Bazaar (Solo)
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