Table of Contents

Parties

Some fights are too big for one. Band together into a party to take on tougher foes, share the experience, and split the spoils. A party holds up to four adventurers.

The one who sends the first invite is the leader. The leader runs the party: they invite, remove, decide who may loot, and can hand the role to someone else.

Forming a party

If the leader leaves without handing off, one of the remaining members is picked at random to take over. A party that drops below two people disbands.

Fighting together

Whoever strikes a creature first owns it — and, in the thick of the fight, is its tank: the creature fixes on that person and swings only at them, even as the rest of the party pile in and deal damage untouched. Attack a creature a party-mate is already fighting and you join the attack automatically.

Sharing experience

When a creature falls, its experience is split among the party members in the room, weighted by level. Each member's level is their share: a level 10 helping a level 1 takes 10/11 of the reward, the level 1 takes 1/11 — so a high-level friend can lend a hand without swallowing all the reward, and a newcomer still gains for being there. Fight alone (or as the only member present) and you get the full amount. Lag behind in another room and you get nothing from that kill, so stay with the group.

Sharing loot

A party has to trust each other for this to work — so loot is handled by trust, not a free-for-all grab.

Coins split automatically. When a creature dies, the coins it drops are divided among the party members in the room the very same way experience is — by level-share — and land straight in your purse (“Your share of the spoils…”). No scramble, no ninja-looting. Hunting solo? The coins wait in the body for you to get as usual.

Items belong to the kill. A creature's body is its owner's, so its items can be looted only by:

Anyone else is told “That's not your kill to loot.” The idea is that a trusted hand gathers the drops and shares them out afterward. (If the whole owning party leaves the room, the body is abandoned and anyone may loot it.)

Following the leader

Tired of retyping the same directions as your leader? Turn on follow and you'll trail them from room to room automatically.

Follow is off until you turn it on. You're only pulled along when the leader walks to an adjacent room, and never while you're in a fight — so you won't be yanked out of a battle or dragged through a door you didn't choose.

Party chat

There is always a built-in Party channel. join Party and it becomes one of your channel numbers like any other — but it reaches only your party-mates, handy for tactics mid-fight. It stays silent when you have no party.

Parties persist

Your party outlives a disconnect: drop offline and you're still in it when you return (your mates hear you log out and rejoin). It even survives a full server restart. When you reconnect you come back to the room you left — if the group moved on while you were away, you make your own way back to them.

See also