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.
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).