Groups
Forming a party, what a group gains, the leader's settings, shared looting, and how enemies scale to the party.
A group is a party traveling and fighting together. One player leads it, the
rest follow, and the leader holds the settings that decide how the party
behaves in a fight. party does exactly what group does.
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, or set your own with group invite <player> <seconds>,
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. There is no setting for it.
Heroes and henchmen join the party on their own when they are called, and leave it 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. A group takes only one of each hero and one of each henchman: join a group that already has yours out and yours goes home. See Companions.
What a group gives you#
Grouping with other players pays. Heroes and henchmen never count toward any of these; only players of the group standing in the same room do.
- Every player in the room where a kill falls gets the full experience award, and 25 percent more for each other player there, up to three players: 25 percent more with two, 50 percent more with three or more. A boss pays double that bonus. See Progression.
- With two or more of you in a room, each of you recovers 2 percent of every pool a second once you have been out of a fight for five seconds, the way heroes do, without sitting down to rest.
- With three or more of you in a room, every weapon blow you strike deals 2 more damage.
Leader settings#
The leader controls three behaviors, 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. It follows the leader and fights beside
the party the way one of your heroes would: it takes on whatever the party is
fighting and uses your class skills, heals and wards as a hero of your class
does. It recovers as quickly as a hero, 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's status display. 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
recognized 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 fighting 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 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 party member, and a hero or henchman at your side counts.
| Party members fighting it | Creature's health | Its blows |
|---|---|---|
| 1 | as built | as built |
| 2 | 1.45 times | about 6 percent harder |
| 3 | 1.8 times | about 11 percent harder |
| 4 | 2.1 times | about 16 percent harder |
| 5 | 2.5 times | about 21 percent harder |
| 20 | 4.5 times | 50 percent harder |
Each extra member adds less than a whole health bar, so a bigger party still kills faster. Bosses, champions, warlords and elites are not scaled at all: they are already built for a group. Some areas tune their own encounters and are not scaled either.
The creature's health follows whoever is fighting it at that moment, and 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 work already done is never lost, and when the party shrinks its health shrinks with it. A creature the party leaves alone goes back to its ordinary health.
Threat#
Creatures attack whoever holds the most threat, and dealing damage builds
threat. 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.
- Dungeons for the instanced runs a party takes on together.
- Clans for longer-lived fellowships.
- Communication for the wider channel system.