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Parties & Grouping

Adventuring together — the heart of any MUD.

Nightmist is far more rewarding — and far safer — with company. A party shares experience, pools its strengths, and lets a healer keep everyone standing. Here is how to form one and make it work.

Forming a party

Inviting and joining

Invite someone with /invite <name>; they accept with /join <your name>. Whoever sends the first invite becomes the party leader, and only the leader can invite others.

Handy shortcuts: /invite all invites everyone in the room, /invite clan invites your clanmates present, and /invite alts instantly parties up your own other characters.

Reading the party panel

Once grouped, the party panel shows each member with a live HP bar, and party members are marked with a gold border in the room list so you can tell friend from stranger at a glance.

Why group up

The biggest draw is shared experience: when anyone in the party lands a kill, the bonus XP is split among all members in the same room, so everyone climbs together. Beyond that, roles combine — a Cleric or Druid keeps the group healed, buffs and blessings cover the whole party, and front-liners soak the danger while casters deal damage from behind.

Tip: Healers are always in demand. If you play a Cleric, Paladin, or Druid, you will never struggle to find a group.

Travelling as a group

When the leader moves, party members standing in the same room are pulled along automatically — the group travels as one. A member who cannot enter a room (too high a level for a capped area, the wrong class for a guild, or unable to pay an entry fee) is simply left behind rather than dragged past the restriction.

Party chat

Speak privately to your group by starting a line with an apostrophe: 'on my way. Only party members see it — perfect for coordinating a fight without broadcasting to the room.

Running the party

The leader has a few tools to keep things organised:

  • /party — show the leader, members, and friendly-fire status.
  • /party appoint <player> — hand leadership to someone else; do this before you leave if you want the party to carry on.
  • /party remove <player> — remove a member from the group.
  • /party friendly — toggle friendly fire (whether party members can hurt each other in PvP).
  • /disband — leave the party. If the leader leaves — including by logging off — the party disbands.

By default, friendly fire is off, so you cannot accidentally strike a partymate even inside a PvP zone unless the leader turns it on.

Keep reading

Parties & Grouping — Nightmist Legacy