Party Mechanics

How you get into a party with sims, and how it behaves once you are in one.

For who fills which slot and why, see Party composition. For telling the party what job you and each member are playing, see Party jobs.

Two directions, and they are not the same

Want Do You get
Your own party, sims you pick Target a sim → .invite, or Invite on the dashboard You lead. The sims are yours
A working group, right now .party fill, or .party fill 5 for a size A party built from loose sims nearby, you leading
Into something already running Target a member → .inviteme, or Join on the dashboard You are a guest. The party keeps its own leader

That third row changed. Joining a field party used to promote you to leader; it does not any more. You are admitted as a member of somebody else’s party, and that party keeps making its own decisions. Declaring your job is how that party learns to plan around you.

The client’s own party-invite dialog works on sims too. Target one, invite it the normal way, and it joins with whatever loot rule you picked in that dialog. A party formed with .invite is finders-keepers.

Level band

±9 levels, both directions, on both .invite and .inviteme. That is the window where everyone still earns full experience; past it a member drops to 30%, then to nothing.

The three modes

.party <mode>, and only if you lead the party.

Mode What the party does
protect The default. Never starts a fight. Engages the moment you or a member is attacked, and never abandons a fight already in progress
follow Drop it and come. Cancels what it is doing, does not start anything, and does not fight back — it leashes to you
farm Turned loose. Engages huntable mobs on sight

follow and protect used to be the same thing, and the thing they both were is what protect is now.

“i say follow and the idiots just keep attacking and doing their own thing half the time.”

— drizzlx, live

His ruling:

“o u click follow - i stop what im doing to follow. i will run out a room mid battle if u tell me to follow.”

What you see: follow is now a stop command. A party in follow takes hits on the way to you and does not answer them — that is the order, not a bug. Use protect for a party that stays with you and defends itself.

One thing no mode changes: a downed member still gets a resurrection planned. A corpse is never stranded, in any mode.

What sims do for you

Loot Finders-keepers on a party you formed with .invite; whatever you chose in the dialog if you used the client’s own invite
Herbs Party sims pick herbs up and use them, including HP herbs when they need them
Support By class. A Bishop heals, a buffer buffs, a tank holds. See Party jobs for overriding that
Persistence A partied sim is not reaped for being away from its field

Leaving

.dismiss <name> removes one member. Leaving the party yourself releases the sims back to their own field.

What to look out for

You see Why it’s suspect
You set follow and a member keeps swinging It should disengage. A member still fighting in follow is a real defect
You set follow and members take hits without answering Working as ordered. That is the cost of a stop command
A party you joined ignores what you are attacking You are a guest, not the leader. .assist me points its kill order at you
A sim leaves the party on its own Sims are not reaped while partied — a sim that leaves did something else
The party will not take a sim standing next to you Level band first: ±9

Party jobs · Party composition · Smart roam · Commands


Modes checked against core/combat/PartyMode.java, including the 2026-08-08 split of follow from protect. Guest membership and the level band checked against shell/combat/PlayerSimPartyInvite.java.

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