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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.

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.

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 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:

unfollow

Following and grouping are related but distinct: following handles movement, while a group establishes a party for management and combat rewards.

To form a group, decide who will lead and use this workflow:

  1. Meet in the same room.
  2. Each prospective member enters follow <leader>.
  3. The leader enters group <player> for each follower, or group all to add all of their connected player followers.
  4. Any member can enter group with 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.

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.

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.

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 who and whois.
  • 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.

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.