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1. grouping groups command party
Syntax: group : Shows group stats (if in a group).
group <character> : Add a character to a group.
group <option> : See below for a list of group options.
: Arguments with GROUP must be exact.

Players are able to create groups, flag them as public or private,
invite others to join, track exp and kills, and reassign leadership
when necessary.

You will not receive exp from killing in a group if you are not
within 15 levels of the highest level player. Your experience is not
affected if the out of range player is not in the same room as you.
This allows you to create groups with anyone and socialize while not
hindering experience.

If you are in the same group as someone while they are questing, you reap
a small portion of the questpoints when they complete quests. The questor
himself does not lose questpoints while having you in the group.

Basic Grouping
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The basic version of grouping simply requires you to follow someone.
If they 'group' you, you will be added to their group. If they don't
already have a group, one will be created. Once this has been done,
all of the options below are available.

Advanced Grouping
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The 'group' command has multiple options based on whether or not you are
already in a group, and your status within the group:

Global Group Commands
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Group: Show the kills and total experience for each group member.
Only kills occurring in the room with the group leader will update stats.

Group Create <Groupname>: Allows you to create a public group that you
can then invite other players to join. You do not have to create
a group name. If you don't, the party will be named after you, ie
'Fido's group'.

Group List: List all publicly visible groups and their level range.
Using 'group rank <1|2>' shows kills/exp values.

Group Rank [option]: Sorts the list of public groups in order of
kills (option 1) or total exp (option 2)

Group Accept: Accept a group invite.

Group Decline: Decline a group invite.

Group Invites: See any outstanding group invitations you have.

Group LowHealthPlayers <percent>: Get notified when group members are below a
certain hitpoint percentage. Set to 0 if you don't want to see the alerts.

Group LowHealthPets <percent>: Get notified when your pets are below a hp
percentage. Set to 0 if you don't want to see the alerts.

Group Search: Searches all online players who are within 15 levels of you.

Group Member Commands
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Group Leave: Leave the group. If the person leaving is a group leader,
a new leader will be automatically assigned. If the person leaving
is the last player in the group, the group will be disbanded.

Group HP (<1‑100>): Show the hitpoints of each group member in percent format.
Adding a number argument will display only those group members with health
at or below that percent.

Group Here: lists which party members are present and missing.

Group Leader Commands
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Group Boost: Toggles group boost mode. (See help Group Boost)

Group Quest <Reward Number>: Start a group quest. (See help Group Questing)

Group Quest Info: See targets, quest rewards, timers, and more (help Group
Questing).

Group Invite <Player>: Invite other players into the group.

Group Invited: View outstanding invitations for this group.

Group Cancel <Player>: Cancel an invitation previously made to a
player.

Group Kick <Player>: Kick a person out of the group.

Group Leader <Player>: Assign leadership to another group member.

Group Recall: Attempt to force all players in the group to recall. This is
a last resort option and may not always work as it has the same
restrictions as the recall command.

Group Recall <Player>: Attempts to force a player to recall.

Group Rename: Rename the group to something else.

Group Flag [Public/Private]: Flag the group public or private. The
default setting is private. Public groups can be seen by anyone in
'group list'. Private groups can only be seen by members and people
who have been invited to join the group.

Group Related Notes
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* A 'kill' is only counted when the group leader is in the room ‑
this is intentional. A kill is also only counted when it gives
experience to the player who deals the final blow ‑ charging
through newbie areas to rack up kill counts will not work.

* Following yourself does not remove you from a group ‑ use 'group
leave' to leave a group completely.

* The group channel will alert everyone in the group every 6 seconds
if a group member is fighting and falls below 40% health.

* Groups (including group quests) save through copyovers and copyover‑crashes
(but not full reboots or hard crashes).


2. gate group gate
Syntax: cast gate 'target name' (<area name>)
cast gate 'polar bear' snow spire
cast gate '#.target name' (<area name>)
cast gate '2.polar bear'
cast gate beacon <beacon id>

Multi‑argument target names must be in single quotes.

The gate spell is a powerful transportation magic that opens up a portal
between your character and another person or creature somewhere else in the
world. This portal will transport you and any pet you might have, but not
other members of your group. Monsters recieve a save against gate, and
monster or players more than 50 levels higher than you can not be gated to
at all. God rooms, private rooms, and no recall rooms cannot be gated to,
and no recall rooms cannot be gated out of. Finally, any god is also immune
to gate, as well as players who have nosummon set.

Syntax: cast 'group gate' 'target'
cast 'group gate' 'polar bear'
cast 'group gate' '#.target name'
cast 'group gate' '2.polar bear'
cast 'group gate' beacon <beacon id>

Multi‑argument target names must be in single quotes.

The group gate spell is identical to the gate spell; however, it allows you
to gate to a target and have your current group follow you through your
gate. Note that all restrictions that gate has also apply to members in
your party when you group gate, so some players might not be able to gate to
your target.

Note that if you are married to the person you are gating to, you can still
gate to them even if they are over 50 levels higher than you.

It is impossible to use any teleport skill or spell while violent. It is
also impossible to gate to quest, expedition, or global quest targets.


3. group defense
Syntax: cast 'group defense'

Through the power of their God, Clerics can create protective magics around
themselves and those in their group. It will cast shield and armor on
everyone in the group and also grant some damroll, the amount of which is
based on the caster's level and learned proficiency.


4. group questing
Syntax: group quest <reward type number>
group quest info

In a Group Quest, each party member is given a list of 5 monsters to find
and kill in under 10 minutes. If the quest is completed in less than 5
minutes, each member will be rewarded with a bonus of 75 questpoints and
1000 gold.

During the quest, following other players and mobiles is disabled, but group
members can still assist with transportation or summoning spells if someone
is having difficulty locating a target in time.

There must be at least 2 players in the group to start a quest, and if any
player in the quest leaves the group or logs off, the quest will end right
away. Only the leader of the group can start a quest.

A new quest can be started every 30 minutes. To see when your group is able
to start a next quest, a timer will be displayed next to 'Next Quest' on the
group info sheet with the name of the player who has the longest wait timer.

A [GROUP TARGET] flag will appear next to your target in the room to signal
a monster from your kill list.

Group questing data is saved through copyovers and copyover‑crashes.

The following are the rewards that are available for group quests. Your
group can choose a reward upon starting the quest, and if the quest is
successful the reward will be granted to those in the group for 10 minutes
after completion. Use 'group quest info' to see the time remaining for
the chosen reward.

* * * Reward Types * * *

1. Doubled Experience

2. Doubled Questpoints

3. No Quest Timer

4. Doubled Gold


5. group boosted mode
The purpose of group boost is to allow groups to earn more experience per
kill without putting solo players at a disadvantage. It also allows players
to create larger groups for a more social atmosphere.

Group boost works similar to the hardcore toggle by increasing a mob's
hitpoints and damage when it is attacked. Over time the attacked monster
will readjust to its normal state if no one has attacked it in a while. The
monster's damage is increased by roughly 10%. The hitpoints and experience
increase is based on the number of people in the group. Each group member
increases the hitpoints and experience by 80% up to 400%.

The amount of gold, house points, and quest points a monster gives is also
adjusted accordingly. The limit meter bonus per kill is increased as well.

Boss monsters are not affected by this group mode.