Skip to content

Overview

A party is a group of players who share quests. Every player is always in a party, even if it’s just them: a solo player is in a “party of one.” Growing a party is done by invitation through the Character Sheet: once another player accepts, they join your party and you can start tackling quests together.

The party system is built around one simple promise: if you accept a quest while in a party, the whole party gets to work on it. Progress, rewards, and consequences are shared across everyone who was in the party at the moment of acceptance. Leaving, kicking, or disbanding the party later never changes who owns a quest: whoever was there when the quest was accepted keeps the quest.

At its core, a party is a named list of players with a leader at the top. Every player has a party entry from the moment they first connect. Solo players occupy a size-one party by themselves, with themselves as leader. There is no separate “solo mode” vs “party mode” to toggle.

Parties persist across sessions: if your party has four members and everyone logs off overnight, the party is still four members the next day.

Any party member can invite any non-partied player. Invites are sent from the Party tab of the Character Sheet. The invitee sees a banner prompting them to accept or decline from their own Party tab.

Accepting an invite disbands your old size-one party and places you in the inviter’s party. The inviter, or whoever is currently leader of their party, remains leader.

Players already in a party of two or more cannot be invited to a different party without leaving or being kicked first. Only one pending invite can be outstanding per recipient at a time: re-inviting replaces the previous invite rather than stacking.

Each party has exactly one leader. The leader has two distinct privileges:

  • Kicking members. Leader-only.
  • Being shown as the leader on the Party tab. A star or crown icon marks them in the member list.

Every other party action (inviting, leaving, accepting invites) is open to all members equally. Logging out does not transfer leadership: the same person stays leader when they come back online.

If the leader explicitly leaves the party, leadership passes to the next member by join order (whoever joined earliest, second earliest, and so on).

If the leader goes offline for seven consecutive days, leadership automatically transfers on the next member’s login. This “ghost leader rule” prevents a permanently-absent leader from locking everyone else out of kicking inactive players.

Any member can leave at any time. They revert to a fresh size-one party with themselves as leader. Leaving does not forfeit any quests already in progress: you keep every quest you were already a part of (see Quest sharing below).

Kicking is the leader’s equivalent of a forced leave. The kicked player reverts to a solo party exactly as if they left voluntarily, keeping all their in-progress quests.

When the last non-leader member leaves a party, the party quietly collapses back to a size-one for the remaining leader. There is no explicit “disband” button.

There is no cap on party size. A party of 12 is as valid as a party of 2. Monster difficulty scaling (see Monster scaling below) is the primary balancing lever for large groups, not a hard cap.

Party members cannot damage each other, period. Even on a server with PVP enabled, friendly fire is blocked between members of the same party: melee swings, projectiles, AoE bursts, reflected damage, and DoT splash all pass straight through. Joining a party is the cleanest way to make another player un-attackable to you regardless of server settings.

Players outside your party follow the server’s normal PVP rules. On a PVP-enabled server, you can engage non-party players as usual; on a PVE server, no one is attackable. The party shield only protects the people listed on your party tab.