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» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (4) The world
» (5) Item and monster details
» (6) Character details
» (6.9) Parties, Iron Teams, Guilds
» (7) Tactics & strategy
» (8) Miscellanous

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(6.8d) Spell failure rate
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(6.9a) Guild halls
(6.9) Parties, Iron Teams, Guilds                                               
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Press 'P' to display the party menu.
Here you can..


Parties:
--------
-Create or rename a party
    Allows you to create a party if you aren't in one yet, or rename your
    current party, provided you are the party owner.
    In a party you will share experience points if you are within 7 character
    levels to each other and on the same dungeon/tower level respectively
    the same worldmap/wilderness sector. A slight experience bonus is applied
    for killing monsters in a party!
    The range is 11 levels instead of 7 for "winners" (queens/kings/empresses/
    emperors).
    Winners don't share experience with non-winner characters. They do share
    experience with fallen winners though, within 7 levels.

    Monsters will usually remember the highest player they have met and not
    give experience nor kill credit to players who are more than the 8
    (exp-sharing level limit plus 1) levels away from it, 12 for winners.
    So, avoid being on the same dungeon floor as teammates whose character
    level differs by more than 8 levels (12 for winners) from yours.

    Similarly, a player who received a power-up spell from another player
    who is higher in levels than the allowed difference of 8 (12 for winners),
    may cause that player to not gain any experience or kill credit until a
    number of turns (usually 200) has passed and the buff spell has worn off.
    Kings/queens/emperors/empresses are freed from this restriction.

    Note that there are two exceptions to these rules:
    -Morgoth, Lord of Darkness (Game boss)
    -The Great Pumpkin (Halloween special event monster)
    These two always give credit, no matter what level difference the players
    have.

    Special case: A player who lost levels due to death plays together with
    another player who is now just within range of his lowered level.
    Example: Player A was level 45, but lost 5 levels due to dying twice and is
    now level 40. He teams up with player B whose level is a regular 33.
    What happens depends on the server settings, there are three rules:
    a) the difference of player A's real level and his current level counts in
       50%. So he'd be treated like a 40 + (45-40)/2 = 42 (rounded down) player
       and player B wouldn't get any exp since he's not level 35 or higher.
    b) if player B is way below player A's top level (default is more than 5
       levels beyond the level limit for sharing experience) the exp he gets
       will be cut down depending on the difference between player B's current
       level and player A's top level, but he still receives exp.
    c) the server only looks at the highest reached level and compares the
       current level of all team members to it. So it would compare player B's
       33 to player A's 45 when it wants to determine if player B receives a
       share of exp from player A, which is more than 7 levels apart, so player
       B gets nothing.
    The rule effective on the official servers is b), so teaming up with
    everlasting characters that have lost a bunch of levels shouldn't be much
    of an issue.

    A party owner may set access to one or more of his houses to 'party access'
    (use 'h' key next to the door) to allow all party members to access that
    house.
    If the owner dies, the whole party is disbanded. (Exception: On a server
    running 'Ironman' rules the party ownership will be transferred to another
    player in the party automatically. See (8.6) for more information about
    Ironman settings. Within the 'Ironman Deep Dive Dungeon', party ownership
    is also transferred in the same manner. See (4.13) for more information
    about the persistent "Ironman Deep Dive Challenge" event.)
    Be aware that his houses will be wiped too, so the party might lose quite
    an amount of items that way.

    'Anti-magic fields' of fellow party members have greatly reduced effect
    on spell-users in the same party, to allow the party to still be a vital
    combination. Usage of magic devices by party members is not hindered.

    If you choose 'Create or rename a party' while already being in a party,
    you will be prompted to rename the party. Only the party owner can do this.

    Specialty: Everlasting and non-everlasting players can team up while
               inside the Nether Realm.

-Create or rename an 'Iron Team' party
    Allows you to create an iron team if you aren't in one yet, or rename your
    current iron team, provided you are the party owner.
    An iron team is like a party with the following differences:
    An 'Iron Team' can only be formed with newly created characters. Its
    members will only get experience for killing monsters if ALL members
    are online and on the same dungeon level!

    If you choose this while already being in an iron team, you will be
    prompted to rename it. Only the iron team owner can do this.

-Add a player to party / Add yourself to party
    If you are in a party you will see the option "Add a player to party",
    allowing you to add more players to your party.
    This can be done by all members of the party, not just by the owner!

    If you aren't in a party, you will see "Add yourself to party" instead!
    This will allow you to add this character to a party, provided that at
    least one of your other characters is already a member of it.
    This does not work for cross-adding to nether realm parties.
    It only works for cross-adding to IDDC parties if your already partied
    character is currently in the IDDC.

-Delete a player from your party
    This can only be done by the party owner.
    Note that if you remove a player from an iron team and his character has
    already gained some experience he will be unable to join again.
    If the owner removes himself from his own party, the whole party is
    disbanded.

-Leave your current party
    Note that if you leave an iron team and your character has already gained
    experience you will be unable to join again.
    If the owner leaves his own party, the whole party is disbanded.

-Close your iron team
    The owner of an iron team can decide to 'close' an iron team here, which
    will permanently disallow addition of any further members. Use with care
    as this is irreversible.
    Note that this option allows you to create a 'no-trading-allowed' character
    by creating an iron team with your character being the only member of it,
    and then closing it immediately.


Guilds:
-------
-Create a new guild
    You can create a guild with a character that is at least level 30.
    This costs 2,000,000 Au. A guild will stay, even if the owner dies.
    The guild creator will receive a 'Guild Key' which designates him as the
    guild master. The guild master doesn't need to carry the key around with
    him but can just safely deposit it in a house.
    In case the guild master dies, another guild member may fetch the key to
    become the new guild master.
    Only one character per account can be a guild master.

    A guild offers a dedicated guild chat, so players in a guild can organize
    themselves in diving parties and still have a global chat if needed.

    Guilds may have a guild hall, see (6.9a) below for more information.

    The following slash commands are available to manage your guild, only the
    guild master may use them:

    /guild_adder <name of another player>
        Allows that player permanently to add other players to the guild too.
        Use the command a second time to revoke his rights again.
        Note that this only works if you have enabled the guild flag 'adder',
        see the '/guild_cfg' command below.

    /guild_cfg [<flag> [<value]]
        Shows you your current guild configuration if used without any parms
        and allows you to change it by specifying a flag.

    The same functionality as provided by these commands can simply be
    accessed by pressing SHIFT+P and then choosing 'e)'.

    NOTE: If you want to rename your guild that can be done for a fee that is
    as high as actually creating a guild, in the mayor's office in Bree.

-Add player to guild / Add yourself to guild
    Only the guild master or a designated 'adder' can do this.

    If you are in a guild you will see the option "Add a player to guild",
    which allows you to add another player to this guild. You need to be either
    the guild master or one of the designated 'adders' to do this (and the
    'adders' guild flag must be enabled).

    If you aren't in a guild, you will see "Add yourself to guild" instead!
    This will allow you to add this character to a guild, provided that at
    least one of your other characters is either the guild master or one of the
    'adders' designated by the guild master (and the 'adders' guild flag must
    be enabled).

-Remove player from guild
    Only the guild master can do this. If all members are removed including
    the guild master, the guild ceases to exist.
    If the guild master removes himself, it's like he leaves the guild
    (see below).

-Leave guild
    If the last member leaves, the whole guild is disbanded.
    If the guild master leaves the guild, the guild becomes leaderless.
    The next player from that guild who grabs the guild key becomes the new
    guild master.

While a guild is leaderless, three restrictions apply:
    1) No new members can be added to the guild.
    2) Items and gold cannot be picked up from the guild hall anymore.
    3) The guild will CEASE TO EXIST if it is leaderless for more than a week!

Guild keys are indestructible, they can be lost though..


PvP outside of the dedicated 'PvP' character mode:
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This is usually disabled in standard server settings, so you won't see these
options in the party menu:

-Specify player to attack
    Now you are hostile to that player and you will hurt each other like
    when fighting a monster (this includes auto-retaliating and targetting).
    You can kill each other for real this way, so this is NOT recommended!

-Make peace
    Make peace with a player you are hostile too. Better pay attention that
    your opponent makes peace too.
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(6.8d) Spell failure rate
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(6.9a) Guild halls