The recruits
Muster Board
Nobody has to play alone. The Muster Board in the Nexus offers you people to hire: each one plays one class, has a role, a skill level, a temper and one perk, and fights beside you.
How hiring works
Hire, take, summon
Walk up to the Muster Board in the Nexus. It shows three candidates, each with a name, stars, a class with its role badge and one perk line. Press Hire: the first hire is free and joins your party at once. Take up to 3 with you; your roster holds 4 (6 at 500 fame, then 8 at 1,500 fame). Members you are not taking wait on the roster (Bench / Add). Summon brings your party to you anywhere; Rest sends them home. The board offers fresh candidates once every 24 hours for free, or for 50 fame. The role comes from the class, you do not pick it.
Veterans: a candidate who has already cleared dungeons can be summoned for fame: veteran 3 for 200 fame, veteran 5 for 500 fame. A member gets veteran ranks from dungeon clears (rank 2 at 10, rank 3 at 25, rank 4 at 50, rank 5 at 100, rank 6 at 200); each rank dodges a little faster.
Who you get
Skill, class and role
Skill (stars)
| Skill | Stars | Chance on the board |
|---|---|---|
| bad | ★☆☆ | 60 % |
| decent | ★★☆ | 32 % |
| insane | ★★★ | 8 % |
More stars = faster reactions to bullets and better aim. Classes your roster is missing a role for are 3× more likely to come up.
Classes
| Class | Role | Threat |
|---|---|---|
| Rogue | Damage | ●●○○○ |
| Archer | Damage | ●●○○○ |
| Wizard | Damage | ●●○○○ |
| Priest | Healer | ●○○○○ |
| Warrior | Tank | ●●●●○ |
| Knight | Tank | ●●●●● |
| Paladin | Healer | ●●●●○ |
| Assassin | Damage | ●●○○○ |
| Necromancer | Damage | ●●○○○ |
| Huntress | Damage | ●●○○○ |
| Mystic | Damage | ●○○○○ |
| Trickster | Damage | ●●○○○ |
| Sorcerer | Damage | ●●○○○ |
| Ninja | Damage | ●●○○○ |
Temper: steady, eager, cautious. Eager members open fights early and retreat late (more threat, more deaths); cautious ones retreat early and are never first in; steady sits between. Voice: chatty, hype, terse, for example “Heard you need a hand. I have two, and opinions.” · “Let's go, boss heads tonight!” · “Point me at it.”
One for life
Perks
Every person has one perk for life. Perks marked "not active yet" are shown on the card but do nothing until their part of the game is built.
| Perk | What it does | Most likely on | |
|---|---|---|---|
| Lucky | +5 Loot Boost on your rolls while in your active party (one Lucky counts) | Damage | not active yet |
| Stalwart +1 threat | generates x1.5 threat | Tank | not active yet |
| Bulwark +1 threat | shield taunt lock 3 -> 4 s | Tank | not active yet |
| Mender | heals +20 % | Healer | not active yet |
| Attentive | heals allies at 75 % HP instead of 60 % (heals earlier, burns MP) | Healer | LIVE |
| Rallying | their ability's ally buff lasts +1.5 s | Healer | not active yet |
| Stunner | 8 % on-hit chance to Stun a non-boss enemy for 1 s | Damage | not active yet |
| Frugal | every 4th potion you feed them is free | anyone | not active yet |
| Steady hands | dodges one tier better than their stars | Tank | LIVE |
| Scout | calls white bags, portals and event gods in [Party] chat | Damage | LIVE |
| Iron nerve | never retreats early and ignores morale drops after a death | Tank | LIVE |
| Packrat | vault 12 from day one | anyone | not active yet |
4 of 12 perks work today. Party pairings also help: a Priest heals a party Knight 15 % more; an Archer and a Wizard hitting the same enemy each deal 10 % more; a Knight and a Warrior standing close get 10 % more defense; a Priest's heal on someone below half HP is 20 % stronger.
Talking to them
Orders
Type these in chat (or press the BACK OFF / WITH ME plate under the minimap):
| Type | They |
|---|---|
| bots come | come back to you and follow |
| bots back off | retreat behind you, hold fire, drink potions; only a Priest keeps casting (also backoff, fall back) |
| bots stay | hold where they stand |
| bots hold fire | stop shooting; bots fire starts again |
| bots nexus | go to the Nexus |
| /party summon | bring your active party to you |
Any of come, follow, fire, stay or nexus ends a back off.
Staying alive
How they survive
- They back up when it hurts. A member counts how many more hits it can take, not just its HP bar: once a couple of hits would kill it, it steps back behind you and drinks.
- They Nexus out instead of dying. If backing up is not working, they escape to the Nexus like a player would, heal there, and rejoin you on their own once you have been out of the fight for a few seconds. Three escapes from the same boss in five minutes and they wait in the Nexus until you summon them.
- They never solo a boss you are not fighting. A god or event boss is only their target while you are close to it or shooting it.
- Dying costs them. A member who dies comes back at your level minus five, in starter gear. Soulbind them (300 fame) and they keep their gear.
Already in the realm
People you will meet
Hand-written people who play on the server on their own schedule. Recruits on the board are rolled fresh for you from a name pool and never use these names.
Bramwick
Warrior · also plays Knight
chatty · guild Lanternwatch · usually on 17:00–23:00
Odessa
Wizard · also plays Archer
hype · guild Lanternwatch · usually on 18:00–24:00
Tamsin
Archer · also plays Wizard
terse · guild Lanternwatch · usually on 12:00–20:00