Party System Guide

A Party lets up to eight players adventure together, keep track of one another, and choose how EXP, Gold and dropped items are distributed. Parties also have two gameplay modes: Hunting for normal PvE group play and Raiding for sharing Enemy Kills during PvP.

Quick Start

Press CTRL+E to open the Party window. A party can contain up to 8 members, and only the Party Leader can invite new members or change party settings.

Creating a Party

  1. Press CTRL+E.
  2. Click Create Party.
  3. You immediately become the Party Leader.
  4. Click Invite, then click the character you want to invite.
  5. The invited player can Accept or Reject the invitation.

The invited character must be online, not already in another party, from the same nation as the leader, and currently in Peace Mode.

Invitation rule: players cannot request to join your party themselves. Party membership begins through an invitation sent by the Party Leader.

Party Window

The Party window shows every member's name and current location. The first member in the list is the Party Leader.

Party ToolWho Can Use It?What It Does
InviteLeaderInvite another valid character into the party.
Recall AllLeaderAttempts to recall active party members to the leader's current position.
SettingsEveryone can viewShows Party Mode and reward distribution settings. Only the leader can change them.
Leave PartyEveryoneLeave the current party.
Kick MemberLeaderRemove another member from the party.
Transfer LeaderLeaderPass Party Leader status to another member.
Private MessageEveryoneOpen a whisper to another party member from the member menu.
Add FriendEveryoneSend a friend request to another party member.

If the leader leaves normally, the next remaining party member becomes the new leader.

Party Modes

Party Mode controls the special purpose of the party. It is separate from the EXP, Item, Gold and Rare Item distribution settings shown further below.

Hunting Mode

Hunting Mode is the standard mode for leveling, farming and fighting monsters together. EXP and loot follow the distribution settings selected by the Party Leader.

Important: Hunting Mode does not automatically enable Equal EXP. If you want party EXP sharing, the leader must set EXP Distribution → Equal Share and save the settings.

Raiding Mode

Raiding Mode is designed for coordinated PvP. When a party member earns a valid Enemy Kill, the kill produces a pool of 5 EKs that is distributed between eligible party members using a rotating turn order.

To receive an EK from the pool, a member must be alive, fully active, in the same party, and on the same map as the attacker.

Raiding formula:

EK Pool per valid enemy kill = 5 EK
Distribution = one EK at a time, following the party rotation

Raiding Mode Examples

Eligible MembersExample Distribution for One KillWhat Happens Next?
1A, A, A, A, AThe only eligible member receives all 5 EKs.
3A, B, C, A, BThe next kill starts with C.
5A, B, C, D, EEach eligible member receives 1 EK before the rotation continues.
8A, B, C, D, EF, G and H are first in line on the next kill.

The rotation remembers who is next. If a member is dead or on another map, the system skips that member for the current distribution and continues searching for an eligible recipient.

Reward Distribution

The Party Leader can configure four reward settings independently. New parties begin with every reward set to Individually.

RewardIndividuallyShared Setting
EXPEXP goes to the character who earned it.Equal Share distributes party EXP between eligible members.
ItemsNormal killer/autoloot behavior.Turn Based rotates normal drops between eligible members.
GoldNormal individual Gold behavior.Equal Share divides dropped Gold between eligible members.
Rare ItemsNormal individual rare-drop behavior.Turn Based rotates rare drops using a separate rare-item turn order.

Changing Party Mode does not overwrite these four settings. For example, a Raiding party can still use Equal EXP, Turn Based items and Equal Gold if the leader chooses to do so.

Equal EXP

Equal EXP lets eligible party members on the killer's map receive a share of monster EXP. The amount is based on the number of members who actually qualify for that kill, not simply the total number of names in the party.

Who Qualifies?

A party member must:

  • be alive and have HP remaining,
  • be on the same map as the character earning the EXP,
  • be within 20 levels of that character,
  • not be using Pretend Corpse, and
  • still be an active, confirmed member of the party.
Level restriction: Equal Share cannot be enabled if the difference between the highest-level and lowest-level party member is greater than 20 levels. If the range is too large, EXP Distribution returns to Individually.

Party EXP Formula

The server adds a small group bonus to the EXP pool before dividing it equally between all eligible members.

EXP per member = (Base EXP × Party Pool Multiplier) ÷ Eligible Members
Eligible MembersTotal EXP PoolApprox. EXP per Member
1100%100.00%
2102%51.00%
3105%35.00%
4107%26.75%
5110%22.00%
6114%19.00%
7117%16.71%
8120%15.00%

Example: if a monster provides 10,000 party-shareable EXP and four members are eligible, the party pool becomes 10,700 EXP. Each eligible member receives approximately 2,675 EXP before any personal modifiers that apply to that character.

VIP and other character-specific EXP modifiers are applied to each recipient after the party share has been calculated.

Item Distribution

Turn Based Items

When normal Item Distribution is set to Turn Based, eligible members take turns receiving monster drops. The system remembers the next party position after an item is successfully delivered.

Members must be alive and on the killer's map to participate in the turn. If the intended player cannot receive the item, the system can continue through the eligible party order; an item that cannot be delivered is dropped on the ground.

Rare Item Rotation

Rare drops have their own independent rotation. This means receiving a normal item does not consume your turn for the next rare item, and vice versa.

Gold Distribution

With Gold Distribution → Equal Share, dropped Gold is divided between eligible living party members on the killer's map.

Gold formula:

Base Share = Total Gold ÷ Eligible Members
Remainder = Total Gold mod Eligible Members

Any remainder is handed out one Gold at a time following the eligible party order.

Example: 1,003 Gold shared between four eligible members becomes 251, 251, 251 and 250 Gold.

Recall All

The Party Leader can use Recall All to bring active members to the leader's current location.

  • The leader must be alive and active.
  • The leader's destination map must allow recall.
  • A member must also be alive and active to be recalled.
  • Members on maps that block recall are skipped.
  • Recall All has a 10 minutes cooldown.

Recall All is an attempt to move every eligible member; members who cannot currently be recalled are simply skipped.

Party Status & Location

The Party HUD keeps track of member HP (Health bar). Party location information refreshes frequently while you play, making it easier to regroup or see where someone has moved.

Party markers on the Guide Map are only useful for members on your current map.

Party Achievements

Party play also contributes to several character achievements:

ActivityHow Progress Is Earned
Create PartyCreate your first party.
Party FormedAs leader, successfully form a party with another player.
Party Monster KillDefeat monsters while you are in a party.
Party Enemy KillDefeat enemy players while you are in a party.

Quick Reference

Stat / RuleValue
Maximum party size8 members
Open Party windowCTRL+E
Who can invite?Party Leader only
Invite combat statePeace Mode
Invite nationSame nation
Default Party ModeHunting
Default reward settingsIndividually
Equal EXP level range20 levels
Maximum party EXP pool bonus+20% at 8 eligible members
Raiding EK pool5 EK per valid enemy kill
Recall All cooldown10 minutes
Tip: For leveling, use Hunting Mode with Equal EXP and keep everyone on the same map within the 20-level range. For organised PvP, switch to Raiding Mode so valid EKs rotate through the party instead of belonging only to the attacker.