Difference between revisions of "Party"

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[[File:Party-Adventure.png|thumb|right|Knights on an expedition]]
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[[File:Party energy.png|thumb|right|Party members as they appear in the party menu.]]
A '''party''' is a group of 1-4 knights adventuring in a gate.
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There is relatively little to no penalty for traveling in a party. Everyone will receive the same amount of [[crowns]] and [[heat]] as if they were traveling solo. Knights can revive a fallen player by sharing half their health, making [[reviving]] cheaper. However, the [[crafting#List of Crafting Materials|materials]] found will be randomly split among party members. [[Monster]]s will also be more difficult to take down and become more durable to hits from players when the party is larger.
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A '''party''' is a group of 1-4 knights adventuring in a gate or mission. The knights collaborate to kill monsters and solve puzzles. Almost all of their treasure is shared. While in the [[Clockworks]], [[chat]] defaults to /party, allowing communication with everyone in the party, regardless of distance.
  
Parties are automatically locked from having new knights join the party when the party is in a [[Treasure Vault]] or an end boss ([[Royal Jelly]], [[Roarmulus Twins]], [[Snarbolax]], or [[Lord Vanaduke]]) level.
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[[File:Party-Leader_Menu.png|thumb|left|The party menu while on an adventure.]]
  
While in the [[Clockworks]], [[chat]] defaults to /party, allowing communication with everyone in the party, regardless of distance.
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The party menu is the user interface for inspecting and managing party members. The party menu can be accessed in the top left corner of the screen, near the knight's portrait.
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{{clearright}}
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== Forming a Party ==
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=== Starting ===
  
== Starting or Joining a Party ==
 
 
[[Image:Gates-active_platform.png|thumb|right|The parts of an active gate platform include: The control panel and display monitor showing the gate symbol.]]
 
[[Image:Gates-active_platform.png|thumb|right|The parts of an active gate platform include: The control panel and display monitor showing the gate symbol.]]
Knights can start or join a party by going to an active [[gate]] in the [[Arcade]], standing in front of the control panel and using their "Attack" button. They will have to choose what [[Clockworks|tier]] to start in. Some tiers will be grayed out if the [[Spiral Warden]] does not deem you experienced enough to travel to that tier.
 
  
If your knight has not played from Haven down to Moorcroft Manor or from Moorcroft Manor to Emberlight for that particular gate, you will need to pay a traveling fee to start or join a party in lower tiers. It costs 200 crowns to start in Moorcroft Manor, and 500 crowns to start in Emberlight. Starting in the party lobby is always free. You can check whether you need to pay traveling fees for specific gates and tiers by viewing the Progress tab of your [[Character]] window.
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You can start a party by going to an active [[gate]] in the [[Arcade]], standing in front of the control panel and using the "Attack" button. Alternatively, you can start a party in the Arcade part of the Mission interface.
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You must choose which [[Clockworks|tier]] to start in. Some tiers may be grayed out, if the [[Spiral Warden]] does not deem you experienced enough to travel to that tier.
  
After choosing a tier, players can choose to join a party, or to create one. An option highlighted in yellow means that is the current option selected.
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You must also choose one of these three options:
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* '''Create Public Party''': Anyone in the game will be permitted to join your party.
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* '''Create Private Party''': Only friends and guild members will be permitted to join.
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* '''Play Solo''': No one will be permitted to join. Use this option if you wish to play alone.
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After starting your party, you can change the access permissions in the party menu.
  
Knights can also join certain parties via the social menu as described in the next section.
 
 
{{clearright}}
 
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=== Join a Party ===
 
[[File:Party-Lobby_Menu.png|thumb|350px|right|Joining an existing party (left), and creating a party (right). Note that some options may not appear if you select certain options.]]If you select this, upon clicking the large down arrow, you will join a party that has space available.  If there is no party with available space in your selected tier, a popup prompt will ask you if you would like to start a new party instead.
 
  
If you find that you always want to start a new party when one is not available to join, you can uncheck the box in the Prompts tab of your [[options]].
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=== Joining ===
  
If a friend or guildmate is in a party that allows friends or guild members and has available space, then you will be able to click on that knight's name in your social panel and select "Join" to be in the same party. If you do not have tier clearance for that tier, you will need an invitation to the party as the "Join" option will not be available.
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[[File:Party-Lobby_Menu.png|thumb|350px|right|Joining an existing party (left), and creating a party (right). Note that some options may not appear if you select certain other options.]]
  
Parties are automatically locked from having new knights join the party when the party is in a [[Treasure Vault]] or an end boss ([[Royal Jelly]] or [[Lord Vanaduke]]) level.
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There are several ways to join parties that already exist:
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* One process is similar to that for starting a new party. You can join a party by going to an active gate in the [[Arcade]] or using the Arcade part of the Mission interface.
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* The [[Party Finder]] interface helps you inspect the parties that are available.
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* If a friend or guildmate is in a party that allows friends, guildmates, or everyone to join, then you can join by clicking on that knight in your Social interface.
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* If someone specifically invites you to join their party, then the party invitation will appear on the right side of your user interface.
  
=== Start a Party ===
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Some tiers of the Clockworks may be inaccessible to you, if you lack the clearance to access them. However, an invitation lets you bypass these access restrictions.
Create a party according to your specifications. These include:
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* '''Open to All''': Choose this if you are not picky about who joins your party, or have it "invite only".
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A party cannot be joined in certain levels of the Clockworks: [[Treasure Vault]]s, [[Treasure Trove]]s, [[Boss]] levels, Shadow Lairs, and levels of danger missions after the first level. Additionally, someone who has started a party by going solo cannot be immediately joined, and a party cannot be joined when a party member that went solo returns.
* '''Invite Only''': If this is selected, then you have more options to choose from. You can restrict it only to friends, guild members, or both. If you wish to travel solo, make sure the "allow friends" and "allow guild" options are not yellow.
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{{clearright}}
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== Equipment Locking ==
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=== Inviting ===
While you are in a party down in the [[Clockworks]], you will not be able to change your equipment unless you are in the Clockworks Party Lobby or a Clockwork Terminal.  A message will be seen at the top of the [[character]] window whenever your equipment is locked due to this.
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== Inviting and Booting Members ==
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The party leader can invite any knight to join the party. If the leader allows it, any party member can invite knights.
[[File:Party-Leader_Menu.png|thumb|right|The party menu while on an adventure.]]
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Depending on the party settings, members can invite other players to join the party. Party members cannot invite another person if the party is full or if the party leader locked the party. In that case, only the party leader can invite other players (up to a maximum of four members in a group).  Knights that do not have clearance for that tier will need an invitation to join.  Invitations cannot be sent while in a [[Treasure Vault]] or an end boss ([[Royal Jelly]] or [[Lord Vanaduke]]) level.
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Only the party leader can boot members from its group. If a group member is violating the [[Terms of Service]] or [[Community Standards]], file a [[complain]]t and boot the player.
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As was mentioned above, these invitations bypass tier clearances, but they do not work in certain high-reward levels.
{{clearright}}
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== Going Solo ==
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=== Leaving ===
At any time, while in the Clockworks, a knight may choose to separate from a party. Simply open the party menu and choose "Go Solo". Choosing to adventure alone will bring a knight to a new instance of the Gate in the same spot where "Go Solo" was selected and in the same state of completion (party buttons triggered will remain so). Remember that there are some draw-backs to going solo: any heat or crowns collected on that depth so far and items on still the ground will be erased.
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== Party Members Menu ==
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At any time, any knight in a party may choose to leave the party. There are two mechanisms.
  
[[File:Party energy.png|thumb|right|Party members can pay energy costs for other knights. Eros is being paid by another member, Aphrodite is out of energy, and Venus is paying for Cupid's energy.]]
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First, the knight can choose to return to Haven (or quit the Spiral Knights application entirely).
Each knight in the party will appear in the party menu list in the top left corner of the screen displaying a knight's health below their name and [[energy]] status to the right.  There is no energy icon for your own knight. Energy status will show a horizontal line (-) for knights with normal energy, a five pointed star for knights that are on your tab, a slash (/) for knights who are being paid on another knights tab, and a vertical line (|) for knights who are low on energy. To pay for another knight's energy, click their energy icon and choose to add them to your tab (|), either for elevators only or everything (including elevators, revives, danger rooms, and other energy costs). You can also click on a knight's paid (star) icon and use the menu to stop paying for their energy costs or switch which type of costs you are paying for.
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{{clearright}}
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== Picking up Objects ==
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Second, the knight can choose to "Go Solo" in the party menu. The knight finds themself the leader of a party of one, starting from exactly where they went solo. That is, the gate, level, party buttons, etc. are all exactly as they were before the knight went solo. Any heat gained on the level thus far is lost. Treasure left on the floor is erased. Other knights are not allowed to join the new party immediately.
  
Spiral Knights is designed to be a cooperative game. For most objects found in the Clockworks, party members do not compete, but rather collaborate, in picking them up.
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=== Removing ===
  
When a knight picks up a [[crown]] or [[token]], everyone in the party immediately gets that crown or token. A knight who tediously smashes plants in search of hidden crowns is doing his fellow knights a favor, as long as he doesn't delay the party too much. Each crown or token gained is applied immediately; even if a knight doesn't finish the level, he still keeps the crown or token.
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The party leader can remove party members for any reason. The effect is the same as if the removed member went solo.
  
When a knight picks up a [[heat]] ember, everyone in the party immediately gets that heat. Unlike crowns and tokens, heat is not immediately applied. When a knight dies he loses 30% of his heat gained thus far on that level, and when he revives a fallen knight using health he gets that knight's lost heat. So there is an incentive for players to play with skill, and to revive their party members using health. A knight keeps the heat that he has gained on a level only if he completes the level (by reaching a lift and using it to go down or up). At that time, an animation appears showing the heat's being applied to the knight's equipment.
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Additionally, if the party member has violated the [[Terms of Service]] or [[Community Standards]], then the leader or other members can file a [[complain]]t.
  
Each party member may carry one [[mineral]] at a time. Like heat, minerals are applied to the knight only when the level is completed. When the lift goes down (or up), every knight gets every other knight's mineral.
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== Effect on Gameplay ==
  
When a knight picks up a crafting [[material]], that material is randomly given to a single party member — often, not the knight who picked up the material. Indeed, even a knight who is lying on the ground may acquire materials as his fellow knights pick them up.
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Spiral Knights is designed to be a cooperative game. The rules of parties are designed to encourage collaboration rather than competition.
  
When a healing [[heart]] appears, that heart exists separately for each knight. When a knight picks up the heart, it disappears from his or her display, but remains on the displays of the other knights until they pick it up.
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=== Combat ===
  
In contrast, when a [[vitapod]] or [[pickup]] (healing pill, vial, etc.) appears, there is only one copy of that object. The first knight to pick it up gets it, and the other knights do not get it. On rare occasions, a treasure box or monster will drop an actual item, such as a [[Heart Pendant]]. The first knight to pick up the item gets it.
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When there are multiple knights in a party, the monsters faced are somewhat more difficult. Against a one-knight party, each monster has a set "baseline" health. Each additional party member increases the monster's health by about 1/3 of its baseline. So monsters have twice as much health against a party of four as against a party of one. In a [[Graveyard]] there is always one [[Phantom]] per knight, and in [[Candlestick Keep]] there is always one [[Grimalkin]] per knight.
  
In short, there is no reason for party members to compete for crowns, tokens, heat, minerals, materials, or hearts. The party should simply ensure that every one is picked up. The only objects for which knights compete are vitapods, pickups, and items. Often party members share pickups, for the good of the party.
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Knights traveling together can benefit from teamwork:
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* The damage from multiple knights usually outweighs the monsters' extra health.
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* Knights can [[reviving|revive]] fallen comrades using [[Rarity#Spark of Life|Sparks of Life]] (in the party menu).
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* As long as at least one knight makes it through the level to the lift, the entire party makes it through the level. If the surviving knight goes down at the lift, then all party members go down. The fallen party members do not gain heat from the level, and will automatically use their Emergency Revive upon beginning the next depth.
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* By having multiple knights, the party can in aggregate have a more varied assortment of weapons. For example, the party can have swords dealing multiple kinds of damage, guns dealing multiple status effects, etc.
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* There are various other tactical advantages. For example, a knight can free a comrade trapped in a block of [[freeze|ice]], and one knight can lure a monster while another knight attacks it from behind.
  
== Single- vs. Multi-Player Parties ==
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Some knights prefer to travel alone, sometimes because party play can cause chaos:
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* Monsters can shift their focus from one target to another, making those monsters harder to predict and manage.
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* Shield bumps and weapon knockback can move and disrupt monsters. For example, a monster can aim its attack at one knight, get knocked back by a [[Nitronome]] blast, and then hit a different knight.
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* Many levels have switches to toggle traps or doors. In a party, careless knights often kill each other switching them while someone is trying to safely get past.
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* Some levels have puzzles that can make loot become inaccessible. In a party it is more likely someone isn't careful and the treasure is lost to all.
  
When there are multiple knights in a party, the monsters faced are somewhat more difficult. Each party member adds to every monster's health, whether it be [[Lord Vanaduke]] or a lowly [[jelly cube]]. In a [[Graveyard]] there is always one [[Phantom]] per knight.
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===Treasure===
  
Knights traveling together can benefit from teamwork:
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When a monster is killed or a treasure box is opened, various kinds of [[pickup]]s, [[heat]], and treasure spill onto the floor. Each party member gets their own randomly generated copy of this loot and is responsible for picking it up for themself. It is worth noting that heat is applied to the knight's equipment only when the level is completed.
* Knights can [[reviving|revive]] fallen comrades using health. The fallen knight spends no energy, and the reviving knight is rewarded in heat.
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* As long as (at least) one knight makes it through the level to the lift, the entire party makes it through the level. If the surviving knight goes down at the lift, then all party members (with sufficient energy) go down. The fallen party members do not gain heat from the level, but do start the next level with three bars of health.
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* There are various tactical advantages. For example, a knight can free a comrade trapped in a block of [[freeze|ice]], and one knight can lure a monster while another knight attacks it from behind. By having multiple knights, the party can in aggregate have a more varied assortment of weapons. For example, the party can have swords dealing multiple kinds of damage, guns dealing multiple status effects, etc. Although monsters have more health in multi-player adventures, the damage from multiple knights easily outweighs that extra health.
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* Generous knights can help pay for their comrades' elevator trips and other energy costs.
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* More knights in a party means more [[mineral]]s picked up, and hence more money for everyone from minerals.
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Some players prefer to travel alone. Because materials are randomly distributed among the party members, a knight will get all of the materials dropped only when he is traveling solo. On the rare occasions when an item appears, the solo knight is guaranteed to get the item.
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Each party member may carry one [[mineral]] at a time. Like heat, minerals are permanently applied to the knight's inventory only when the level is completed. At that time, every party member gets a copy of every mineral carried by the party. Therefore, knights playing with other knights can earn minerals much more rapidly than knights who adventure alone.
{{clearright}}
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There are other economic advantages to party play. An energy door (to a [[danger room]] or extra treasure room) requires payment from only one knight in the party. Unlocking a [[Shadow Lair]] gate requires only one Shadow Key per party.
  
 
== See Also ==
 
== See Also ==
 
*[[Exploration]]
 
*[[Exploration]]
*[[Gate]]
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*[[Complain]]
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==Other links==
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*{{de|Gruppen}}
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*{{es|Grupo}}
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*{{fr|Groupe}}
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[[Category:Terminology]][[Category:Combat]]
 
[[Category:Terminology]][[Category:Combat]]

Latest revision as of 11:18, 10 March 2020

Party members as they appear in the party menu.

A party is a group of 1-4 knights adventuring in a gate or mission. The knights collaborate to kill monsters and solve puzzles. Almost all of their treasure is shared. While in the Clockworks, chat defaults to /party, allowing communication with everyone in the party, regardless of distance.

The party menu while on an adventure.

The party menu is the user interface for inspecting and managing party members. The party menu can be accessed in the top left corner of the screen, near the knight's portrait.


Forming a Party

Starting

The parts of an active gate platform include: The control panel and display monitor showing the gate symbol.

You can start a party by going to an active gate in the Arcade, standing in front of the control panel and using the "Attack" button. Alternatively, you can start a party in the Arcade part of the Mission interface.

You must choose which tier to start in. Some tiers may be grayed out, if the Spiral Warden does not deem you experienced enough to travel to that tier.

You must also choose one of these three options:

  • Create Public Party: Anyone in the game will be permitted to join your party.
  • Create Private Party: Only friends and guild members will be permitted to join.
  • Play Solo: No one will be permitted to join. Use this option if you wish to play alone.

After starting your party, you can change the access permissions in the party menu.


Joining

Joining an existing party (left), and creating a party (right). Note that some options may not appear if you select certain other options.

There are several ways to join parties that already exist:

  • One process is similar to that for starting a new party. You can join a party by going to an active gate in the Arcade or using the Arcade part of the Mission interface.
  • The Party Finder interface helps you inspect the parties that are available.
  • If a friend or guildmate is in a party that allows friends, guildmates, or everyone to join, then you can join by clicking on that knight in your Social interface.
  • If someone specifically invites you to join their party, then the party invitation will appear on the right side of your user interface.

Some tiers of the Clockworks may be inaccessible to you, if you lack the clearance to access them. However, an invitation lets you bypass these access restrictions.

A party cannot be joined in certain levels of the Clockworks: Treasure Vaults, Treasure Troves, Boss levels, Shadow Lairs, and levels of danger missions after the first level. Additionally, someone who has started a party by going solo cannot be immediately joined, and a party cannot be joined when a party member that went solo returns.

Inviting

The party leader can invite any knight to join the party. If the leader allows it, any party member can invite knights.

As was mentioned above, these invitations bypass tier clearances, but they do not work in certain high-reward levels.

Leaving

At any time, any knight in a party may choose to leave the party. There are two mechanisms.

First, the knight can choose to return to Haven (or quit the Spiral Knights application entirely).

Second, the knight can choose to "Go Solo" in the party menu. The knight finds themself the leader of a party of one, starting from exactly where they went solo. That is, the gate, level, party buttons, etc. are all exactly as they were before the knight went solo. Any heat gained on the level thus far is lost. Treasure left on the floor is erased. Other knights are not allowed to join the new party immediately.

Removing

The party leader can remove party members for any reason. The effect is the same as if the removed member went solo.

Additionally, if the party member has violated the Terms of Service or Community Standards, then the leader or other members can file a complaint.

Effect on Gameplay

Spiral Knights is designed to be a cooperative game. The rules of parties are designed to encourage collaboration rather than competition.

Combat

When there are multiple knights in a party, the monsters faced are somewhat more difficult. Against a one-knight party, each monster has a set "baseline" health. Each additional party member increases the monster's health by about 1/3 of its baseline. So monsters have twice as much health against a party of four as against a party of one. In a Graveyard there is always one Phantom per knight, and in Candlestick Keep there is always one Grimalkin per knight.

Knights traveling together can benefit from teamwork:

  • The damage from multiple knights usually outweighs the monsters' extra health.
  • Knights can revive fallen comrades using Sparks of Life (in the party menu).
  • As long as at least one knight makes it through the level to the lift, the entire party makes it through the level. If the surviving knight goes down at the lift, then all party members go down. The fallen party members do not gain heat from the level, and will automatically use their Emergency Revive upon beginning the next depth.
  • By having multiple knights, the party can in aggregate have a more varied assortment of weapons. For example, the party can have swords dealing multiple kinds of damage, guns dealing multiple status effects, etc.
  • There are various other tactical advantages. For example, a knight can free a comrade trapped in a block of ice, and one knight can lure a monster while another knight attacks it from behind.

Some knights prefer to travel alone, sometimes because party play can cause chaos:

  • Monsters can shift their focus from one target to another, making those monsters harder to predict and manage.
  • Shield bumps and weapon knockback can move and disrupt monsters. For example, a monster can aim its attack at one knight, get knocked back by a Nitronome blast, and then hit a different knight.
  • Many levels have switches to toggle traps or doors. In a party, careless knights often kill each other switching them while someone is trying to safely get past.
  • Some levels have puzzles that can make loot become inaccessible. In a party it is more likely someone isn't careful and the treasure is lost to all.

Treasure

When a monster is killed or a treasure box is opened, various kinds of pickups, heat, and treasure spill onto the floor. Each party member gets their own randomly generated copy of this loot and is responsible for picking it up for themself. It is worth noting that heat is applied to the knight's equipment only when the level is completed.

Each party member may carry one mineral at a time. Like heat, minerals are permanently applied to the knight's inventory only when the level is completed. At that time, every party member gets a copy of every mineral carried by the party. Therefore, knights playing with other knights can earn minerals much more rapidly than knights who adventure alone.

There are other economic advantages to party play. An energy door (to a danger room or extra treasure room) requires payment from only one knight in the party. Unlocking a Shadow Lair gate requires only one Shadow Key per party.

See Also

Other links

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