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.
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
- Press CTRL+E.
- Click Create Party.
- You immediately become the Party Leader.
- Click Invite, then click the character you want to invite.
- 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.
Party Window
The Party window shows every member's name and current location. The first member in the list is the Party Leader.
| Party Tool | Who Can Use It? | What It Does |
|---|---|---|
| Invite | Leader | Invite another valid character into the party. |
| Recall All | Leader | Attempts to recall active party members to the leader's current position. |
| Settings | Everyone can view | Shows Party Mode and reward distribution settings. Only the leader can change them. |
| Leave Party | Everyone | Leave the current party. |
| Kick Member | Leader | Remove another member from the party. |
| Transfer Leader | Leader | Pass Party Leader status to another member. |
| Private Message | Everyone | Open a whisper to another party member from the member menu. |
| Add Friend | Everyone | Send 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.
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.
EK Pool per valid enemy kill = 5 EKDistribution = one EK at a time, following the party rotation
Raiding Mode Examples
| Eligible Members | Example Distribution for One Kill | What Happens Next? |
|---|---|---|
| 1 | A, A, A, A, A | The only eligible member receives all 5 EKs. |
| 3 | A, B, C, A, B | The next kill starts with C. |
| 5 | A, B, C, D, E | Each eligible member receives 1 EK before the rotation continues. |
| 8 | A, B, C, D, E | F, 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.
| Reward | Individually | Shared Setting |
|---|---|---|
| EXP | EXP goes to the character who earned it. | Equal Share distributes party EXP between eligible members. |
| Items | Normal killer/autoloot behavior. | Turn Based rotates normal drops between eligible members. |
| Gold | Normal individual Gold behavior. | Equal Share divides dropped Gold between eligible members. |
| Rare Items | Normal 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.
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 Members | Total EXP Pool | Approx. EXP per Member |
|---|---|---|
| 1 | 100% | 100.00% |
| 2 | 102% | 51.00% |
| 3 | 105% | 35.00% |
| 4 | 107% | 26.75% |
| 5 | 110% | 22.00% |
| 6 | 114% | 19.00% |
| 7 | 117% | 16.71% |
| 8 | 120% | 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.
Base Share = Total Gold ÷ Eligible MembersRemainder = 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:
| Activity | How Progress Is Earned |
|---|---|
| Create Party | Create your first party. |
| Party Formed | As leader, successfully form a party with another player. |
| Party Monster Kill | Defeat monsters while you are in a party. |
| Party Enemy Kill | Defeat enemy players while you are in a party. |
Quick Reference
| Stat / Rule | Value |
|---|---|
| Maximum party size | 8 members |
| Open Party window | CTRL+E |
| Who can invite? | Party Leader only |
| Invite combat state | Peace Mode |
| Invite nation | Same nation |
| Default Party Mode | Hunting |
| Default reward settings | Individually |
| Equal EXP level range | 20 levels |
| Maximum party EXP pool bonus | +20% at 8 eligible members |
| Raiding EK pool | 5 EK per valid enemy kill |
| Recall All cooldown | 10 minutes |
