Parties and guilds
Form and join parties, share kills and loot, make a party permanent, and found or join a guild.
Parties and guilds are part of the online world. In a world you play with friends, there are no parties.
Party basics
A party holds up to 8 members, and every member must be within 30 levels of every other member who is online. You can belong to up to 5 parties at once. One of them is the party you play in: it shares your kills and you hear its chat. The others see you as busy elsewhere.
Each party has a name, set by those who can change its Settings, and a level that grows with its standing.
The party bar
The party bar floats under your gauges. Drag its grip to move it.
- Not in a party, it reads Search a party. Click it or type to see your parties and the parties around you and recruiting. Form a party starts a new one (type a name first to give it that name).
- In a party, it lists the other members with their health, or where they are. Click the bar to open the Party window (P). The arrow lists your parties: pick one to play in it from now on.
- The person-with-a-plus button is Add people: invite players around you.
Member dots show how everyone is:
| Dot | Meaning |
|---|---|
| Green | With the party |
| Yellow | In a dungeon |
| Red | Playing in another party |
| Grey | Offline |
Joining and inviting
- Inviting: use Add people and pick a player near you. They have 15 seconds to press Join or Decline.
- Asking: in party search, a party's button depends on how the party set Who can join. Open lets you in at once (Join). Approval sends a request the leader can Let in or Turn away within 5 minutes (Ask). Password lets anyone with the party password join, even when nobody is online.
- Those who can change the party's Settings tick List (party name) in party search to show the party to everyone. Parties near you are always shown.
Sharing kills
When a party member kills a monster, every member who is alive, on the same map and close to the monster shares the kill. Members in town don't share.
- Experience and coins are split equally among the sharers. Each member's own level-gap rules then apply to their share (see Levels and experience).
- Items go to a raffle. Every sharer gets one ticket, plus extra tickets for crits, penetrating hits, blows taken, heals and buffs on others (up to five), and one more each for the most damage dealt, taken or healed. Each item is drawn by tickets. A winner sits out the next draws until everyone has won something.
- The dead share in nothing.
Each shared kill also gives the party standing: a tenth of the kill's experience, at least 1.
Standing and party level
Going from level 1 to 2 takes 10,000 standing, from 2 to 3 takes 20,000, from 3 to 4 takes 30,000, and so on. The Standing tab of the Party window shows the bar. The leader spends standing on party skills, on becoming permanent, and on a guild.
Party skills
Someone who can Spend standing buys each skill once, from the Standing tab.
| Skill | Party level | Cost | Effect |
|---|---|---|---|
| Rally | 1 | 3,000 standing | Travel to an online member's side (never into a dungeon) |
| Shared Wisdom | 2 | 6,000 standing | +10% experience on shared kills |
| Shared Fortune | 2 | 6,000 standing | +10% coins on shared kills |
Once Rally is bought, a Rally button appears beside each member online.
Temporary and permanent parties
Every new party is temporary. It ends an hour after its last member went offline, and its standing is lost with it. Being offline is not leaving: members stay in it while they're away.
A permanent party stays when everyone is offline. It only ends after 48 hours with nobody online. It can also own common ground (see Lands, gardens and alchemy) and join a guild.
The founding quest
- Reach party level 2, with at least 5,000 standing in hand.
- Someone who can Spend standing presses Start the founding quest.
- Share 150 kills close together. Every member must take part in at least 15 of them, including anyone who joins during the quest. Kills only count on monsters no more than 10 levels below the hero who lands the blow.
- When the counts are met, the party pays 5,000 standing and becomes permanent. If it doesn't have the standing then, they pay later with Pay 5,000 standing.
Roles, permissions and marks
Parties and guilds share one system of roles in five tiers, highest first:
| Tier | Role | Who |
|---|---|---|
| 1 | Master | Exactly one: a party's leader, a guild's master. Holds every permission, always |
| 2 | Vice | A party has 1; a guild 1 at first, more as the guild's level grows, up to 4 |
| 3 | Elder | |
| 4 | Elite | |
| 5 | Recruit | Everyone who joins starts here |
A guild's level comes from all the standing its parties have ever given it, tributes and tax together.
Custom roles: a party or guild can add up to 8 roles of its own, each in tier 3, 4 or 5. Only custom roles can be renamed or deleted; their members fall back to the tier's own role. Tiers 1 and 2 have only Master and Vice.
Giving roles: you can give a role only to someone below your tier, and only a role below your tier. Only the master names Vices, while a Vice slot is free.
Permissions
| Permission | What it allows |
|---|---|
| Build | Buy at the Land Marketplace with the shared standing; place and move on the ground |
| Manage ground | Take down others' buildings, bans and access, the ground's name, the Presenter, the bigger ground |
| Invite | Invite players and let in those who ask; in a guild, accept or refuse parties |
| Kick | Remove a member of a lower tier; in a guild, expel a party |
| Give roles | Give roles to lower tiers |
| Spend standing | Party skills, the founding quest, founding a guild, tributes |
| Settings | The name, who can join, recruiting, the guild's tax, asking to join or leaving a guild |
| Edit roles | Create, rename and delete roles and change their permissions |
To start with, a Vice holds every permission except Edit roles, an Elder Build and Invite, an Elite Build. A party's Recruits can Build its ground, so every member builds; a guild's Recruits start with nothing. Nobody can grant a permission they don't hold.
Marks
Marks are not roles. They give one special privilege each.
- Mark of the Successor: its holder becomes master when the master leaves, or has not been in the world for 48 hours. A master replaced for being away becomes a Vice, or an Elder when no Vice slot is free. Once used, or when its holder leaves, the mark passes to the highest-tier active member (in the world within the last 48 hours); ties are settled by a dice roll.
- Claiming the Successor mark: a Vice can press Claim successor. The Vices and the master (while active) vote Yes or No; the claim passes with 51% of them saying yes, and fails after 12 hours. One claim runs at a time, and it lapses if the claimant stops being a Vice.
- Mark of the Founder: held by whoever created the party or guild. It is never passed on and is gone if the founder leaves. The founder can press Claim master: the master is told and has 12 hours to Refuse. If nobody refuses, the founder becomes master and the old master becomes a Recruit. If the master changes meanwhile, the claim runs against the new one with the same deadline.
The Roles tab of the Party window, for the party or its guild, lists the members with their roles and marks (greyed while away), the roles you can give, the claims, and the role editor for those who can Edit roles. Marks show beside names: a star for the master, a medal for the successor, a trophy for the founder.
Leave the party takes you out at any time.
Summoned heroes
With a Heavenly Pass, you can summon another hero from your account into your party. See While you're away. Summoned heroes take a party slot and share kills, but never vote on a claim.
Supernova
When a permanent party of level 4 or more dissolves, its standing isn't lost. A game-wide supernova starts and lasts 3 hours. Everyone online hears about it, and the Party window shows it with the standing at stake and the time left.
Any party that shares 100 kills close together during the supernova completes it. Kills must be on monsters no more than 10 levels below the hero who lands the blow. When it fades, the dead party's standing is split equally among the parties that completed it.
Guilds
A guild is made of permanent parties. Parties join and leave as whole units.
Founding a guild
A member of a level 3 permanent party who can Spend standing presses Found a guild. It costs 20,000 standing. The guild takes the party's name, the party becomes its founder party, and the one who founded it becomes the guild master and holds its Mark of the Founder.
Joining a guild
Every guild has an id, shown when you hover over its standing. Someone in a permanent party who can change its Settings types that id and presses Ask to join. In the guild, those who can Invite Accept or Refuse the party. Leave the guild (also Settings) takes the party out, and those who can Kick can expel a party.
Standing, tax and contributions
- Tribute: those who can Spend standing give their party's standing to the guild freely.
- Tax: those who can change the guild's Settings set a tax from 0% to 50% (Set tax). Every member party pays it on the standing it earns.
- Contribution rank: the guild window lists every party by all it has given, tributes and tax together.
Guild standing builds on the guild's common ground. See Lands, gardens and alchemy.