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.

Party composition · Party jobs · Classes & Roles · Gear & Wealth · Town life · Shops and trade

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