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Friends and Rivals

Magic is better with other people. Form a party, trade runes with a villager, take on daily contracts, duel a friend without anyone dying, cast one great spell together, and teleport to each other.

Three burning zombies on the grass, ringed by golden circles of light where several casters' spells braided together A chorus: several casters’ spells cast as one

Page What it covers
Parties Groups of up to 8 with /party: invites, the leader, and harm protection
Playing Together Parties in brief, sharing spells, Unison, Domain clashes, spell collisions, and the friendly fire and PvP rules
Chorus Casting Cast the same spell with allies at the same moment for one much stronger spell
Duels Fight another player where nobody dies, and the harm is undone afterwards
The Runesmith The rune-trading villager, every trade, and rune buyback and swaps
Daily Contracts Three magical jobs a day at any Scribing Desk, and what they pay
Runic Hearth A block you charge with spells for small boons, and a shared ritual
Getting Around Homes, warps, waypoints, teleport requests, /back, /spawn and /rtp

The short version

  • Form a party with /party invite <player>. Up to 8 players. Party members can’t hurt each other, and your helpful spells land on them. See Parties.
  • Harmful spells never touch you, your pets, your party or your team. Other players are only hit when PvP is on, or in a duel. By default a spell hits a player for 60% of what it does to a monster.
  • Fight a Sword Master together. Up to 8 challengers can join one trial. See Sword Masters.
  • Share a spell with a spell code, a Spell Scroll, a Knot or the runes themselves.
  • Hit the same foe together with different elements for a Unison (+50%), or with the same shape for a chorus (up to twice as strong).

Type to find a guide, rune or recipe.