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Parties

  1. What it is
  2. How to get it
  3. Commands
  4. How it works
  5. What a party does
  6. Tips

What it is

A party is a group of up to 8 players who play together. Party members can’t hurt each other by accident, and your helpful magic treats them as friends. Joining a party is always your choice: nobody can add you without your say.

How to get it

  1. Type /party invite <player>. If you aren’t in a party yet, this makes one with you as leader.
  2. The other player sees your invitation in chat with [Accept] and [Decline] buttons. They can click one, or type /party accept <your name> or /party decline <your name>.
  3. The invitation lasts 60 seconds.

Commands

Command What it does
/party or /party list Shows your party and its leader
/party invite <player> Invites a player (leader only, once you have a party)
/party accept <player> Joins the party of the player who invited you
/party decline <player> Turns down that player’s invitation
/party leave Leaves your party
/party kick <member> Removes a member, even one who is offline (leader only)
/party disband Ends the party for everyone (leader only)

How it works

Rule Value
Most members 8
An invitation lasts 60 seconds
Wait between invitations 1 second
Invitations waiting at once up to 8
  • The leader is the only one who can invite, kick and disband. If the leader leaves, the member who joined earliest becomes leader.
  • One party at a time. You can’t invite someone who is already in a party, and you must leave your party before you accept another. Accepting one invitation cancels any others you had.
  • Your party lasts through death and logging out, but every party ends when the server restarts.
  • Logging out cancels any invitations you had waiting.

What a party does

  • No harm between members. Your spells, Aura, arrows and other projectiles, pets and summons can’t hurt party members. That covers effects that land later, too: fire, freezing, harmful statuses and knockback are all held back.
  • Helpful magic reaches them. Heals, shields and buffs land on party members.
  • Allies everywhere. Party members count as allies for chorus casting, Runic Hearth links, the Way Banner of the Ways, Aura clashes, and wards a party member set.
  • Duels still work. Two party members can agree to a duel, and the duel lets them hit each other.

Some things a party doesn’t change: the cost of your own spells, healing, and the world’s own dangers like lava or falling.

Tips

  • Making a party before a Sword Master trial keeps your spells and Aura arts from catching each other. Each challenger still joins the trial on their own.
  • A party also works on a server with PvP on, so friends can fight side by side without worrying about stray hits.
  • See Playing Together for the full rules on who your spells can harm and help.

Your party also counts in a tribulation: party members in the ring when it begins fight it beside you. See Facing it together.

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