Groups
Forming a party, the leader's settings, shared looting, and how enemies scale to the size of the party.
A group is a party of adventurers travelling and fighting together. One player
leads it, the rest follow, and the leader holds every setting that governs how the
party behaves in a fight. party is an alias for group and passes its arguments
straight through, so the two commands are interchangeable.
Forming a Group#
group create opens a new group with you as its leader, and group create <name>
does the same with a name attached. group name <name> sets or changes the name
afterwards.
group invite <player> offers a place in the party. The invitation lasts thirty
seconds by default, and group invite <player> <seconds> sets a different window
anywhere from five seconds to two minutes. The player accepts with group accept,
gaccept, or join with no argument at all.
Membership#
group leave takes you out of the party. group disband dissolves it entirely and
belongs to the leader alone, as do group boot <player> to remove a member and
group order <name1> <name2> ... to rearrange the party listing.
group leader <player> hands leadership to someone else.
Members always follow the leader. This is not optional and there is no setting for it.
Heroes and henchmen are added to the party automatically as NPC members when they are summoned, and removed when they are dismissed or fall. Minions, pets and a ranger's animal are not party members, and do not count toward the scaling below. See Companions.
Leader Settings#
Three behaviours are controlled by the leader, and each takes on or off.
group autoattack on makes the party join a fight the leader enters.
group autoloot on loots corpses automatically when something dies.
group autobury on buries a corpse once it has been looted.
Auto-loot and auto-bury are remembered: any group you lead later, in the same session or the next, starts with them as you last set them.
Autogroup#
When you have to step away in the middle of a group, autogroup on lets your
character carry on without you so your friends are not left waiting. It follows
the leader and fights beside the party the way one of your heroes would: it takes
up whatever the party is fighting and uses your class skills, heals and wards as a
hero of your class does. It gets its health, spell points and endurance back as
quickly as a hero does, and it spends none of your supplies. It never starts a
fight of its own, and never attacks another player or catches one in a spell. It
can still be killed, and a death on autogroup is a death like any other. Others see (autogroup) beside your name, and the party status shows it
too.
Every character is given one hour of autogroup a day, and time you do not use is
kept, up to two hours. Only the time your character spends fighting is counted:
while the group stands about, rests or walks between fights, your hour is not
touched. autogroup on its own shows how much you have and when the next hour
comes.
You must be in a group led by another player; the leader cannot go on autogroup,
and nobody can hand the lead to a player who is away on it. It ends when you type
autogroup off, the moment you act for yourself (walking, attacking, resting,
standing up or using a skill), when your time runs out, when you leave the group
or it ends, or when you fall. Looking around, talking and checking your score
leave it running.
If your connection drops while you are on autogroup, your character keeps playing with the group until one of those things ends it, or until it has gone twenty minutes without a fight. Only then does it slump to the ground, and it waits there for you for twenty minutes before it is put away. Log back in while it is still playing and you are still on autogroup.
Information#
group status shows the party HUD. group target lists what
each member and each enemy is currently fighting. group stats shows a combat
leaderboard for the party and group stats reset clears it. group loot lists
what the party has looted and group lootcheck <number> inspects one of those
items in detail.
Looting Together#
loot takes what a corpse holds and loot <corpse> names a particular one.
lootall empties every corpse in the room at once. Either works alone; in a group
the results are announced to the party and logged for group loot. If the leader has
turned autobury on, looted corpses are buried afterwards.
Group Chat#
group <message> speaks to the party. Anything after the command that is not a
recognised subcommand is treated as speech, so a message that happens to begin
with an ordinary word reaches the group rather than being swallowed.
How Enemies Scale to a Party#
Hostile creatures grow tougher the more party members are actually engaged with them. The count is taken per creature and includes only party members that have really fought it: players, heroes and henchmen. Minions, pets, familiars and a ranger's animal are never counted, however many of them are in the fight, and bystanders passing through are not counted either.
Two things change. The creature has more health, and its own blows land a little harder. Your own damage is never reduced: every blow removes exactly the health it shows. A player alone faces no scaling at all. It begins with the second, and a hero or a henchman at your side counts: two party members face a creature with 1.55 times its health that hits about 8 per cent harder, three face one with 1.95 times its health that hits about 14 per cent harder, and four face one with 2.25 times its health that hits about 18 per cent harder. The curve keeps climbing to twenty party members, where the creature has 4.5 times its health and hits 50 per cent harder. Bosses, champions, warlords and elites are already formidable, so they receive only half the party bonus.
The creature's health follows whoever is fighting it at that moment, and it keeps its place on the bar as it changes. A creature at half health is still at half health when a third fighter joins, so the work already done is never lost, and when the party shrinks its health shrinks with it. A lone survivor of a big fight never runs into a sudden wall, and a creature a party walked away from is back to its ordinary health for whoever meets it next.
Even so, a larger party still kills far faster than a small one. The curve is deliberately sub-linear: it makes a fight last, not stall.
Threat#
Defenders attack whoever holds the most threat, and threat is generated
automatically by dealing damage. threat shows the table for your current enemy
and threat <target> for a specific one. Certain abilities, taunts among them,
force a defender's attention regardless of the numbers.
Related Systems#
- Companions for heroes, henchmen, minions and pets.
- Clans for longer-lived fellowships.
- Communication for the wider channel system.