= Parties Some fights are too big for one. Band together into a **party** to take on tougher foes, **share the experience**, and **split the spoils**. A party holds up to **four** adventurers. The one who sends the first invite is the **leader**. The leader runs the party: they invite, remove, decide who may loot, and can hand the role to someone else. == Forming a party * **party** — show your party: who's in it, who leads, and who's off in another room. * **party invite //player//** — invite someone in your room to join (leader only). They answer **y** or **n** (or **party accept** / **party decline**). Nobody is ever added without saying yes. * **party leave** — leave your party. * **party remove //player//** — the leader can remove a member. * **party leader //member//** — the leader hands leadership to another member. (**party leader** on its own just names the current leader.) If the leader leaves without handing off, one of the remaining members is picked at random to take over. A party that drops below two people disbands. == Fighting together Whoever strikes a creature first **owns** it — and, in the thick of the fight, is its **tank**: the creature fixes on that person and swings only at them, even as the rest of the party pile in and deal damage untouched. Attack a creature a party-mate is already fighting and you **join the attack** automatically. == Sharing experience When a creature falls, its experience is split among the party members //in the room//, weighted by **level**. Each member's level is their share: a level 10 helping a level 1 takes 10/11 of the reward, the level 1 takes 1/11 — so a high-level friend can lend a hand without swallowing all the reward, and a newcomer still gains for being there. Fight alone (or as the only member present) and you get the full amount. Lag behind in another room and you get nothing from that kill, so stay with the group. == Sharing loot A party has to **trust each other** for this to work — so loot is handled by trust, not a free-for-all grab. **Coins split automatically.** When a creature dies, the coins it drops are divided among the party members //in the room// the very same way experience is — by level-share — and land straight in your purse (//"Your share of the spoils..."//). No scramble, no ninja-looting. Hunting solo? The coins wait in the body for you to **get** as usual. **Items belong to the kill.** A creature's body is its owner's, so its **items** can be looted only by: * the **party leader**, or * any member the leader has marked a **looter**, or * the one who made the kill, if they were **solo**. Anyone else is told //"That's not your kill to loot."// The idea is that a trusted hand gathers the drops and shares them out afterward. (If the whole owning party leaves the room, the body is **abandoned** and anyone may loot it.) * **party looter //member//** — the leader marks a member as allowed to loot party corpses (run it again to un-mark them). **party looter** on its own lists who's currently trusted. The leader can always loot. * **party loot** — the party's spoils so far: total coins split, total experience split, and who may loot. == Following the leader Tired of retyping the same directions as your leader? Turn on **follow** and you'll trail them from room to room automatically. * **party follow on** — follow the leader's steps. * **party follow off** — stop following. * **party follow toggle** — flip it. (**party follow** on its own shows whether it's on.) Follow is **off** until you turn it on. You're only pulled along when the **leader** walks to an adjacent room, and never while you're **in a fight** — so you won't be yanked out of a battle or dragged through a door you didn't choose. == Party chat There is always a built-in **Party** channel. **join Party** and it becomes one of your channel numbers like any other — but it reaches only your party-mates, handy for tactics mid-fight. It stays silent when you have no party. == Parties persist Your party outlives a disconnect: drop offline and you're //still in it// when you return (your mates hear you log out and rejoin). It even survives a full server restart. When you reconnect you come back to **the room you left** — if the group moved on while you were away, you make your own way back to them. == See also * **[[How to Play]]** — moving, looking, fighting, and the basics * **[[Social]]** — say, tell, emote, channels, and colours * **[[Classes]]** — the four professions * In-game: **help**, and **help topics**