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Guide

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.

Member dots show how everyone is:

DotMeaning
GreenWith the party
YellowIn a dungeon
RedPlaying in another party
GreyOffline

Joining and inviting

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.

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.

SkillParty levelCostEffect
Rally13,000 standingTravel to an online member's side (never into a dungeon)
Shared Wisdom26,000 standing+10% experience on shared kills
Shared Fortune26,000 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

  1. Reach party level 2, with at least 5,000 standing in hand.
  2. Someone who can Spend standing presses Start the founding quest.
  3. 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.
  4. 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:

TierRoleWho
1MasterExactly one: a party's leader, a guild's master. Holds every permission, always
2ViceA party has 1; a guild 1 at first, more as the guild's level grows, up to 4
3Elder
4Elite
5RecruitEveryone 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

PermissionWhat it allows
BuildBuy at the Land Marketplace with the shared standing; place and move on the ground
Manage groundTake down others' buildings, bans and access, the ground's name, the Presenter, the bigger ground
InviteInvite players and let in those who ask; in a guild, accept or refuse parties
KickRemove a member of a lower tier; in a guild, expel a party
Give rolesGive roles to lower tiers
Spend standingParty skills, the founding quest, founding a guild, tributes
SettingsThe name, who can join, recruiting, the guild's tax, asking to join or leaving a guild
Edit rolesCreate, 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.

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

Guild standing builds on the guild's common ground. See Lands, gardens and alchemy.