How the sims work
A sim is a simulated player: a character with a race, class, level, gear and a wealth band, hunting, partying, shopping and chatting the way a player would. Sims fill the world around you so it never feels empty.
Reading a sim
| You see | It means |
|---|---|
Title [46] Silver Ranger (DPS) |
Level, class and the job it plays in its party. A long class name shortens: [46] SR (DPS). Under level 20 the class reads Fighter or Mystic |
(LFG) in place of the job |
A solo sim, free to invite |
(MA) at the end |
The main assist: its party kills what it targets |
Title [lvl] Town Buffer |
A buffer at the gatekeeper. See Town life |
| Blue name | A sim in your own party |
Sims never belong to a clan. Their gear follows their level, class and wealth band; see Gear & Wealth.
Where they are
Sims come to life in the region you are in.
| Place | Who is there |
|---|---|
| Hunting grounds in your region | Solo sims and parties. Every ground keeps at least a couple, and the zones near you fill up fully |
| Towns | About 20 sims standing around, plus the buffers at the gatekeeper, while a player is in town |
| Shops | Sim shops along the streets of every town, always open |
| Regions with no player | Empty |
Nothing appears in front of you. New sims walk in from out of sight or arrive by gatekeeper. A full world holds a few thousand hunting sims and a few thousand shops.
When the last player leaves a region, its hunting sims stay about 20 minutes, so you find the same sims if you come back soon. A town’s crowd leaves about 2 minutes after the last player.
Solo or in a party
Most low-level sims hunt alone; most high-level sims hunt in parties.
| Level | Solo | Party size |
|---|---|---|
| 1 to 9 | Most (about 4 in 5) | 2 at most |
| 10 to 19 | About half | 2 to 4 |
| 20 to 59 | About 1 in 7 | 3 to 6 |
| 60 and up | About 1 in 20 | 6 to 9 |
A party has a theme (archers, mages, melee) and fills tank, healer and buffer around it. It stays together: it replaces a member it loses and re-forms after a wipe. How a party is sized and filled: Party composition. Who plays what: Party jobs.
How they fight
Picking a target
| Rule | Detail |
|---|---|
| Nearest first | A solo sim fights the nearest living mob |
| Your mob is yours | Sims leave alone a mob a real player is fighting |
| No stealing from each other | Sims prefer mobs no other sim group is on |
| Level | They never go after mobs 11 or more levels below them, or 9 or more above |
| Off limits | Quest, raid boss, treasure chest and event mobs |
| In a party | Everyone kills the main assist’s target. Among mixed mobs: healers first, then casters, archers, melee |
Pulling
The tank engages first and the damage dealers wait for it, so the mob sticks to the tank. Casters hold a spell that would pull the mob off the tank. A party with no healer takes mobs one at a time.
Healing and buffing
| Who | What they do |
|---|---|
| Healers | Heal a member under 75% HP, use a group heal when 2 or more are hurt, and an emergency heal under 30% |
| Healers | Raise a dead member before anything else, remove debuffs, and restore a spent member’s MP |
| Healers | At least one stays standing while the party fights, even low on MP |
| Buffers | Recast buffs before they run out |
| Solo sims | Keep their own self-buffs up. A solo healer heals itself under 65% HP |
Shots, potions and rest
| Rule | Detail |
|---|---|
| Shots | Every sim uses soulshots and spiritshots on every hit |
| HP potions | Drunk at 50% HP. Which potion depends on wealth: none, Lesser Healing, Healing, Greater Healing |
| Tanks | Also drink a potion early, once they are missing enough HP for it to count |
| Mana | Interlude has no mana potions; sims rest instead |
| Sitting | A sim sits when its MP falls under 10% and stands at 50%. It finishes a cast before sitting |
| Low HP | It backs off under 25% HP, and does not start a new fight under 50% |
Hunting sims slowly top up their own shots out in the field.
Restocking in town
When you take your party into a town, its sims restock once per visit: shots, potions and
resurrection scrolls, new skills in towns with a trainer, and newbie buffs in the starting villages. A
party chat line says what was done, for example
Your party restocked in Heine: skills (2), shots (5), potions (4).
When a sim dies
| Experience | Sims lose none |
| The body | Lies about 90 seconds. A healer or a resurrection scroll can raise it |
| Its party | If nobody raises it quickly, another sim takes its place |
| Afterwards | It comes back to its hunting ground, on foot or after a trip to town |
| In your party | It comes back to you |
When they move on
| A wild sim or party moves when | Where it goes |
|---|---|
| It has outlevelled the ground (about 6 levels over its mobs) | The nearest ground that suits its level, on foot |
| Experience there has become too slow | The same |
| It hunts a catacomb or necropolis | The nearest room not yet cleared |
Sims do not walk into a room or spot your party holds. See Room control. A party that takes your orders moves only when you tell it to.
How they treat you
| Situation | What happens |
|---|---|
| You stand near a solo hunter | It may suggest partying, with .inviteme. Each sim does this once |
You shout LF healer (or any role) |
Matching sims in your region whisper an offer. Answer .yes or .no. After a minute with no offer, you are told nobody is free |
| You invite a sim, or join a party | You lead, and the sims take your orders. See Party mechanics |
| You partied with a sim a while | It may bring it up later, for example asking if you remember a zone you fought in |
| You whisper a hunting sim | It does not reply. Shops do: see Shops and trade |
| You want their room | Ask with .claim. See Room control |
Leveling
Sims earn experience from their kills and level up. Their gear grade moves up when they cross into a new grade. Sims you keep on your Constant Party roster also progress while you are away.
Related
Party composition · Party jobs · Classes & Roles · Gear & Wealth · Town life · Shops and trade