Groups
A group is a shared label that ties related abilities together. You give an enchant a group: (a
free-form name like combat, defense, or mining), and that name does two jobs: it becomes a
handle a SUPPRESS effect can aim at, and it tells a deferred payload which landing it belongs to.
Groups are how one enchant can shut a whole family of others down.
:::warning Groups do not share cooldowns
Cooldowns are per-enchant only (ENCHANT scope). An enchant's cooldown never touches its
group-mates. Group and type ids survive purely as suppression match keys — the handles a
SUPPRESS effect can target. Arming a cooldown on a group once locked out every cooldown-0 sibling
in it, which silently disabled swathes of a full kit, so it was removed.
:::
What a group is for
Suppression. The SUPPRESS effect can disable an entire group on a target —
{ SUPPRESS: { scope: GROUP, key: combat, duration: 200 } } silences every combat-group enchant on
the victim for 200 ticks.
scopeis one ofENCHANT,GROUP,TYPE, orKIND— a single enchant, a whole group, a whole item type, or every ability built on a given effect kind.modeistimed(the default — a duration window) ornext-hit, a one-shot that clears after the target's next incoming hits.chargesis how many incoming hits anext-hitsuppression absorbs before it lapses.
The other job: scoping an IMPACT payload
A group does one more thing. Some effects arm something that lands later — a falling-block field,
a summoned minion's strike, a turret's shot — and whatever it hits runs the owner's IMPACT
abilities. Without a group, every IMPACT ability the owner is wearing fires on every landing,
including payloads belonging to a completely different enchant.
Give the arming ability and its payload ability the same group: and the landing runs only
that pair. The group is the identity they share: they are two separate abilities with two different
ids, so nothing else could tie them together.
An enchant's group: normally sits at the top of the file and applies to every ability in it. When a
payload needs to be narrower than that — an enchant that lives in a wide family but whose landing
must only fire its own bite — author group: on the ability instead:
group: "mastery" # the family: what SUPPRESS { scope: GROUP, key: mastery } silences
levels:
1:
abilities:
- group: "tombstone" # the arm
effects: [{ FALLING_BLOCK: { material: ANVIL, radius: 0, height: 5, who: "@Aoe{r=7}" } }]
- trigger: IMPACT
group: "tombstone" # the payload — same word, so only this pair fires
effects: [{ DURABILITY: { target: armor, mode: percent-damage, percent: 10, who: "@Victim" } }]
The two uses do not interfere. Suppression always matches the enchant's root group: — the
per-ability word narrows the payload filter and nothing else — so the example above still goes quiet
under a key: mastery suppression while its anvil fires nobody else's payload.
Crystals, masks, sets and the rest have no root/ability split: their group: is per ability already,
and it does both jobs. An ability with no group at all arms an unscoped payload, which runs the
owner's whole IMPACT roster — the old behaviour, and rarely what you want once two enchants on one
kit both have payloads.
Choosing group names
Group names are yours to define — there is no fixed list. The default content uses sensible buckets
like combat, defense, mining, and utility. Pick names that describe what the enchant is
for, since that is what suppression will act on.
:::tip Group by what you'd want to silence together
Because a group is a suppression target, the useful question is: if one effect were to shut this
family down, which enchants should go quiet together? A "silence their offense" effect wants every
on-hit enchant under one combat group; a mining buff and a defensive shield belong in different
groups because no single effect should ever silence both.
:::
Related concepts
- Rarity tiers — cosmetic grouping, unrelated to suppression.
- Enchants — where the
group:field lives.
For the SUPPRESS effect and how suppression resolves, see the
effects reference.