Private delves that fit the party that enters them.
Some quests open a place of their own: a den, a camp, a dungeon, laid out by hand and stood up fresh for you when you go in. quest enter (also delve, go) at the quest's door opens it; the copy is yours, or your party's, and it collapses only when the LAST of you has left, so a group's delve survives until everyone is out. out leaves.
IT SCALES. The population is composed when the door opens, one coherent family of creatures with its boss in the last room, and a bigger group faces more of them and slightly tougher ones. Group up (help party) and it is a raid in miniature; alone, it is a solo delve.
Instances are private, temporary and not shared content: world bosses never wander in, the corpse of anyone who dies there is carried out to the graveyard with them, and nothing built inside outlasts the visit. The persistent shared places worth a group are the raids (help raids).
See also: help town quests, help party, help raids.
Syntax
quest enter quest out party
Examples
quest enter out
Generated from the game, 15 August 2026.

