Playing Together
Multiplayer worlds let characters explore the same live game, communicate, travel as a party, and fight together. Single-player worlds give each character a private copy of the game instead.
Single-player and multiplayer worlds
Section titled “Single-player and multiplayer worlds”| World type | What to expect |
|---|---|
| Single-player | Your rooms, mobs, items, and world state belong to your own running copy of the world. Global chat channels are unavailable, and the shared-space group and PvP systems are generally not part of play. |
| Multiplayer | Connected characters occupy the same live world and can meet in rooms, communicate, follow one another, form groups, and assist in combat. Changes to the shared world can affect everyone in it. |
The world lobby identifies a world as Singleplayer or Multiplayer. A multiplayer world may still contain private or temporary areas, so two online players are not necessarily able to reach one another at all times.
Finding other players
Section titled “Finding other players”Three commands help you see who is around:
| Command | Description |
|---|---|
who |
Lists the online players visible to you. A tilde (~) marks a builder, who may be able to help with the world. |
where |
Lists visible players in your current zone and the room each one occupies. |
whois <player> |
Shows more information about a visible online player, including level, class, faction, and description. |
Visibility and core factions can limit these results. who and whois normally hide non-builder players from another core faction, while where is limited by zone and visibility rather than faction. If whois cannot find someone shown elsewhere, they may not be visible to your character or may belong to another core faction.
Use Communication and Safety to learn how to send a private tell, speak to a room, yell across a zone, or use an enabled chat channel.
Following another character
Section titled “Following another character”Following causes your character to move with a leader when that leader travels through an exit. Both characters must be in the same room when following begins.
follow <player>To stop following, use:
unfollowFollowing and grouping are related but distinct: following handles movement, while a group establishes a party for management and combat rewards.
Forming a group
Section titled “Forming a group”To form a group, decide who will lead and use this workflow:
- Meet in the same room.
- Each prospective member enters
follow <leader>. - The leader enters
group <player>for each follower, orgroup allto add all of their connected player followers. - Any member can enter
groupwith no argument to list the roster and identify the leader.
For example, if Rowan will lead Mira:
| Player | Command to enter |
|---|---|
| Mira | follow Rowan |
| Rowan | group Mira |
Only the leader can add or remove other members. A member can leave with ungroup; the leader can remove one member with ungroup <player> or disband the entire group with ungroup.
Assisting in combat
Section titled “Assisting in combat”If another character in your room is already fighting, you can engage their opponent without retyping the opponent’s name:
assist <character>You must not already be in combat, and the assisted character must have an active opponent. Normal PvP, peaceful-room, and hostility rules still apply; assist cannot bypass them.
How group experience and gold are divided
Section titled “How group experience and gold are divided”When a grouped player lands the killing blow on a mob, only player members of that group who are in the killer’s room are eligible for that kill’s experience and gold. Members elsewhere receive nothing from the kill and do not count toward the calculation.
For N eligible group members, the standard calculation is:
experience pool = base experience * (1 + 0.3 * (N - 1))experience per eligible member = round up(experience pool / N)gold per eligible member = round up(base gold / N)The experience pool therefore gains 30% of the mob’s base experience for each additional eligible member, and that enlarged pool is then split evenly. Gold is split evenly without an additional group bonus.
For a mob worth 100 experience and 90 gold:
| Eligible members in the room | Each member receives |
|---|---|
| 1 | 100 experience and 90 gold |
| 2 | 65 experience and 45 gold |
| 3 | 54 experience and 30 gold |
These rewards apply to mob kills under the standard rules. Quest rewards and builder-scripted awards follow the rules of the quest or interaction that grants them. See Experience and Levels for level thresholds and other experience sources.
Core factions and language
Section titled “Core factions and language”A core faction is a character’s principal allegiance in worlds that use them. The builder may let you choose one during character creation, assign a default, or omit core factions from the world.
Core factions can affect:
- Which players appear in world-wide discovery commands such as
whoandwhois. - Who can exchange tells or hear faction-scoped channels.
- Whether mobs and other factions treat your character as friendly or hostile.
- Whether a player kill qualifies for default glory changes.
Characters from different core factions may not share a language. Depending on the factions and a character’s language proficiency, speech can appear garbled and an emote may be shown only as an unclear gesture. This affects understanding, not whether the other character is physically present.
A clan is a longer-lived player organization, separate from a temporary combat group. Clan members can use a private communication channel and remain members between play sessions.
Common clan commands include:
| Command | Description |
|---|---|
cjoin <clan name> [password] |
Join a clan, supplying its password when it has one. |
cmembers |
List the members of your clan. |
cc <message> |
Send a message on clan chat. |
cquit |
Leave your current clan. |
Players can also register clans with cregister <clan name> where the world permits it; the required gold cost is set by the world. Clan masters can set a password, promote a member, or remove a member. Use help <command> for the exact syntax before making an administrative change.
Clan chat can be toggled with listen clan. See Communication and Safety for more about social channels.
PvP and glory
Section titled “PvP and glory”Player-versus-player combat is configurable in multiplayer worlds. A world can use one of three broad modes:
- Disabled: Players cannot attack one another.
- PvP zones: Player attacks are disabled by default but enabled in selected zones.
- Free for all: Player attacks are generally enabled, though individual peaceful rooms can still prohibit violence.
Do not assume that a combat world permits PvP everywhere. Follow the world’s instructions and Code of Conduct, and ask its builder when the intended rules are unclear.
Glory is a score or currency that a world can use for PvP, quests, and other rewards. Under the default PvP rule, an enemy-core-faction player who is killed at level 15 or above loses one-fifth of their glory, rounded up. The killer gains that amount or 50 glory, whichever is greater. Same-faction kills and kills of players below level 15 do not trigger that default change.
A builder can also award, require, or remove glory through quests and world interactions, and a world may enable glory decay. As a result, the meaning and importance of glory can vary substantially between worlds.