Parties
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
- Type
/party invite <player>. If you aren’t in a party yet, this makes one with you as leader. - 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>. - 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.