Group mechanics

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Revision as of 17:03, 31 March 2014 by VANKRASN39 (talk | contribs) (Basic group mechanics)
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Introduction and Verbiage

From hunting, to spellups, to daily interactions, group mechanics are very important in Gemstone IV. Groups can have an unlimited number of members and can be formed using the JOIN, HOLD, and GROUP ADD verbs. Groups will always have one leader who can control access using GROUP OPEN and GROUP CLOSE. Players setting their characters to GROUP CLOSE will not be able to be held, added, or dragged.

The group leader will do all of the moving for the group (e.g., cardinal directions and portals). The group leader can change the lead using GROUP LEAD (character), or can DISBAND to end the group. There are some portals and climbing/swimming checks that do not support group movement.

Group Hunting

Players partaking in group hunting may benefit from an increased treasure rate and shared experience. Many players opt to group up to complete common Adventurer's Guild tasks.

Sometimes a hunting group may contain characters who hunt via hiding and ambushing. This character should not be the leader of the group. This character should HIDE and STALK the group leader. With this setup, the hiding character will follow along and be ready to AMBUSH from hiding when appropriate.

Most players set their characters' SETTINGS so that only members of their group may search their kills.

Advanced melee group mechanics include the combat maneuvers Side by Side and Coup de Grace.

Group Spells

There are many spells and bardsongs that provide a benefit to groups. The most common are collectively referred to as Mass Spells, and are Mass Blur, Mass Colors and Mass Elemental Defense. The other spells require players to remain in the same group as the caster and/or have training prerequisites to gain the group benefit.

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