Alliances with Trusts
guide ยท Server guide
On Vanadreams, parties that have Trusts out can join together into an alliance. Each leader keeps their own Trusts in their own party, and the alliance links the parties.
The game's Alliance menu disappears while you have Trusts called, so there is a chat command that does the same job: !alliance.
In short:
- Each leader forms their own party: friends, Trusts, or both.
- One leader types !alliance <other leader's name>. Up to three parties, eighteen in all.
- Each leader keeps calling and dismissing their own Trusts as usual.
- The first party's leader types !alliance off to split it up again.
Forming an alliance
Who: two party leaders. If you are on your own, call a Trust first: that makes you the leader of a party.
- Both of you lead your own party. Trusts can already be out.
- Meet the other leader in the same area (that always works).
- One of you types !alliance <their name>, for example !alliance Ferrin.
- Both of you get a message: "Your party and Ferrin's party are now an alliance."
To add a third party, the leader of the alliance's first party (the one who typed the command) types !alliance <third leader's name>. An alliance holds three parties.
If it doesn't work, the command tells you why:
Message | What it means |
You both need to be leading a party. Call a trust first if you are on your own. | One of you isn't a party leader. |
That alliance is full, or you are not the leader of its main party. | It already has three parties, or someone other than the first party's leader tried to add one. |
No such player here. | The name is wrong, or the other leader is in an area handled by a different part of the server. Meet in the same area and try again. |
That player is already in your party. | You named someone in your own party. |
Normal alliance invites
The usual alliance invite (from the party menu or /acmd) also works when either party has Trusts out; nothing turns it down because of Trusts. !alliance is there for when the menu is hidden.
Trusts in an alliance
- Each party keeps its own Trusts. A leader's Trusts belong to that leader's party only.
- Calling Trusts: each party leader in an alliance can call Trusts into their own party. The usual rules still apply:
- only the party's leader calls them (or a player on their own);
- a party holds six, players and Trusts together, and each Trust only once;
- not for 2 minutes after someone joins your party;
- not while you are seeking a party, and not while a monster has hate on you;
- only where Trusts are allowed (not in some battlefields and instances).
- The party list: each player's Trusts are listed right after that player, in their own party. You see the Trusts while you are in the same area as your party leader.
Zoning
The alliance stays together when people change areas. Trusts are dismissed when their leader zones, as usual, so call them again on the other side.
Breaking it up
The leader of the alliance's first party types !alliance off. Every party stays together with its own Trusts. Anyone else who tries is told "You are not leading the main party of an alliance."
!alliance on its own shows a reminder of the two commands.