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Parties and group combat

This page was last checked against game version 0.2.1; the game is now at 0.3.0. Some explanations may be out of date (tables are always current).

A party is a group of up to 4 players. While you play on the same map, each of you receives a share of the EXP the others earn, and you can step into a party mate’s running fight to beat a monster or boss together.

  • Invite someone. Open the Party panel in Community, or use “Invite to party” on a friend, a guild mate or a player card. An invitation expires after 5 min.
  • Join a public party. A party can be Private (invitation only) or Public (anyone can join). Public parties with a free slot are listed by map, so you find players who are where you are.
  • Open your own. Anyone who is not in a party can open a public party and wait for others to join.

The leader can remove members, hand over the lead and change the settings. If the leader is idle for 30 min, the lead passes to the most active member. Members who don’t play for 7 days leave the party automatically.

Party mates see your map, what you are doing and your HP, even if you hide your location from friends.

When a party mate earns character EXP from a fight, a gathering or crafting run, or a scene find, every other member who qualifies receives a share of it:

Party EXP by party size
Party sizeYour share of each mate's EXPYou receive when every mate earns 100 EXP
215%15
312%24
410%30
Data from game version 0.3.0 · f8531c1 (2026-10-01)

The share is calculated from your mate’s EXP and added on top; your mate keeps the full amount. You qualify when:

  • you are on the same map as the earner (not travelling and not in a dungeon),
  • you were active in the last 15 min and are online,
  • your level is at most 10 levels away from the earner’s.

No party EXP comes from dungeons, the class trial, the Heavenly Tribulation or from party EXP itself. If you are in a fight, your party EXP waits and is added when the fight ends.

Enemies far below the earner’s level already give less EXP (see Leveling), and your share is taken from that reduced amount.

When a party mate on your map fights a monster, a Join fight button appears. You step in as soon as your mate continues the fight, at the start of the next round.

Who can join:

  • Normal monsters, elites and zone bosses can be joined; dungeon rooms, the class trial and the Heavenly Tribulation cannot.
  • At most 4 fighters take part, including the one who started.
  • The enemy must still have at least 25% of its HP.
  • Your level must be at least the monster’s level minus 8.
  • A boss you already defeated recently can’t be joined until its cooldown for you has passed.

Each round, every fighter chooses an action: attack, a skill, an item, Defend or flee. The round resolves when everyone has chosen, or after 30 s. Whoever did not choose defends automatically. After 2 such rounds in a row you count as away (Away (defends automatically)), and rounds only wait 10 s for you.

Defend halves the damage you take until your next action and restores 2 extra stamina and 1 extra mana.

Threat. The enemy prefers fighters who dealt a lot of damage. Defending lowers your threat. A Warrior’s Challenge pulls the enemy’s single attacks to the Warrior for a few rounds.

A fight that lasts more than 40 rounds or 15 min ends as a defeat for everyone still fighting.

The enemy’s HP and attack grow with the number of fighters who ever joined; the table also shows how often it acts per round. A joining fighter never makes the fight easier: the enemy keeps the share of HP it has already lost, and the scaling stays even if someone leaves.

Enemy scaling and rewards in party fights
FightersEnemy HPEnemy attackEnemy actions per roundEXP for each fighterGold for each fighter
1×1×11——
2×2×1.41100%100%
3×2.8×1.9195%95%
4×3.6×2.3190%90%
Data from game version 0.3.0 · f8531c1 (2026-10-01)

Some bosses have attacks that only show up in party fights and hit several fighters at once:

Monster abilities
AbilityEffectsMonsters
Royal SlamIn a party fight, every third attack crashes down on all fighters at reduced strength.
  • Party fights only: once every 3 enemy actions, a strike hits all fighters for 60% of the normal damage each
Mire BreathIn a party fight, every third attack is a venomous breath that hits all fighters at reduced strength.
  • Party fights only: once every 3 enemy actions, a strike hits all fighters for 55% of the normal damage each
Claw SweepIn a party fight, every second attack sweeps across two fighters at reduced strength.
  • Party fights only: once every 2 enemy actions, a strike hits 2 fighters (picked by threat) for 75% of the normal damage each
Data from game version 0.3.0 · f8531c1 (2026-10-01)

They belong to Slime King, Mire Wyrm and Old Ironclaw. Spread your HP: heal or defend before the next area attack instead of letting one member drop.

If the party wins, every fighter gets the monster’s EXP and Gold, multiplied by the reward column in the table above, and rolls their own loot. To earn it you must:

  • have chosen an action yourself in at least 50% of the rounds since you joined, and
  • as a late joiner, have fought at least 2 rounds.

If you fall but the party still wins, you get 50% of the EXP and Gold, your own loot roll, and you are Weakened I. If the whole party loses, it is a normal defeat for everyone.

Fleeing works for each fighter alone; you get no reward and the enemy stays for the others. Leaving a running fight counts as a defeat for you.

  • Stay on one map. Party EXP only flows between members on the same map, so gather or fight in the same zone.
  • Bring a Warrior to bosses. Challenge keeps the boss’s strongest single hits on the sturdiest member.
  • Don’t join and idle. Fighters who don’t act get no reward.
  • Defend instead of fleeing when you are low: you take half damage, regain resources and still share in the win.