Why Reset?
Rooms need to reset in order to replenish foes for players to fight, bring uniques back which have vanished, and replace objects and such for quests. A room which has reset returns to its "natural" state, replacing any foes or objects, and putting things back the way they were before a player changed them.

Normal Resets
Almost all rooms do not bother to change the natural reset pattern. The standard reset pattern is for a room to take a little over 1 hour to reset.

Factors Affecting Reset
Rooms are initially loaded when a player first enters it after reboot. From that moment, the reset time of about 1 hour is established. The room will continue to reset about every hour unless something changes the pattern.
The main thing that will change a room's reset time is the amount of traffic it receives. If a room is heavily travelled, the resets will stay in the "approximately one hour" cycle.

An infrequently-travelled room will go into a sleep state. This means that the resets stop completely. The room wakes up again when a player enters it. The room is usually subject to a reset very quickly thereafter: about 5 minutes or so. This means that if you enter a room that you suspect has not been entered lately, you might encounter a reset rather quickly. This can be either good or bad.

Uniques
A topic of special interest is that of uniques. Most uniques reset if not used, and return to their wielder when sold. In order for it to return to its owner, the owner's room usually has to reset. If the owner's room is asleep, the unique will most likely reset about 5 minutes after the room is entered for the first time. Otherwise, it will be the standard one hour or so. (Note that the unique system controls whether reset of any given unique is even possible. For more info on uniques, see the FAQ.)

Predicting Resets
So, how does this information help you? If you can use it to tell when a room will probably reset, it can help you to be there at the right time. There are several things you can do to try to predict a reset.

Example of Using Reset Information
This is a good example of how I've used room reset information to help me. Anyone who's been to fight Kaz knows that he is much tougher when wielding his sword. His sword is a unique, though, which means it might not be on him. The danger is that a room reset might bring the sword back to him if it has recently vanished due to non-use.
The room next to Kaz's room contains his scribe. This monster takes only a few hits to kill. Having the scribe next door offers a good opportunity to check the room reset for Kaz.

Since the room is next to Kaz, there is a very good chance that both rooms will reset at the same time. Thus, it is possible to tell when Kaz's room resets by watching the scribe's room. Simply kill the scribe. Then, any time the scribe comes back, you can be fairly sure that Kaz's room has reset also.

Another thing about Kaz's room is that it is rarely travelled. This means the room is often asleep until you enter it. You can usually bank on the room resetting in about 5 to 10 minutes. Also, because it is hard to keep his sword in use, it has usually vanished and is awaiting a Kaz room reset to reappear in his hands. Knowing all this information, you can determine that it would be wise to weaken Kaz as much as possible before he gets his sword back and starts performing major surgery on you.


Vigilante
Mail comments to: vig@san.rr.com

 

 

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