Groups, followers and support

Game version 1.2.7. Prose checked against 1.2.7.

Groups can combine damage, healing and protection. A teammate has its own resources and condition; your healthy leader does not make everyone healthy.

Support roles

Heals restore HP. Party wards absorb later damage and are not the same as immediately filling health. Sage ward changes in 1.2.0 make support relevant to party survival; read the spell description before deciding whether a heal or shield is needed.

Mental in a group

Grouped followers pay their own dungeon strain and end-of-fight losses using their own race, class and HP. Camp and Safe Haven recovery is shared with grouped followers. Fear and hallucinations still follow the affected player's Mental.

A follower who collapses may leave the group for rescue or die in deeper floors. Inspect group condition before another fight.

Devotion

Living grouped players earn their own god's qualifying victory deeds, within their own daily cap. A Miracle is also personal to the player who can call it.

Read teams and guilds for the social side and companions for story followers.

Changes by version

1.2.5
Group combat lines name monsters in each player's own language and wrap inside 79 columns.
1.2.4
A follower's turn screen, menus, round status, group lines and NPC ally victory lines are shown in each player's own language.