Party size, invites, leadership, loot modes and need/greed rolls, raids, and what grouping changes in combat.
Parties & Raids
A party is a small group of players who fight together. Party members can't hurt each other, share a private chat channel, get a damage bonus for sticking together, and split loot under the rules you set. A raid joins several parties into one larger group for bosses and big fights.
Everything works out of the box. The defaults are 4-player parties, free-for-all loot and no raids, so you only need this page when your world wants something different.
Where to author it#
Database → Tuning → Party / Raids / Loot. Changes are saved with Save & Reload, which also applies them to the running server straight away. Reset to defaults puts every field back.
Three related numbers live in combat tuning instead: Database → Tuning → Combat Config → Player Combat (see the table further down).
The whole system is behind the Parties flag in World → Features. See Feature Flags.
How players use it#
- Right-click another player and choose Invite to Party. Right-clicking a name in the chat log offers the same thing. The first invite creates the party, with the inviter as leader.
- The invited player gets an invite card and accepts or declines it before the Invite timeout runs out.
- The party appears in the party frame on the HUD and in Fellowship → Party, with each member's health.
- The leader can kick members from the party frame or the Party tab. Anyone can leave.
- To start a raid, a party leader right-clicks a player outside the group and picks Form Raid + Invite. After that, the raid leader invites more groups with Invite to Raid.
Group settings#
| Field | What it does |
|---|---|
| Max party size | The most players one party can hold, from 2 to 40. Default 4. Invites and accepts are refused once the party is full |
| Invite timeout (seconds) | How long an invite stays open, from 5 to 600. Default 60. Raid invites use the same timeout |
| Party persistence | Session only (default): a player who disconnects leaves the party. Persistent: the party survives logouts and server restarts, and a returning player rejoins it automatically |
Leadership#
- Only the leader can invite and kick. There is no "promote" button.
- If the leader leaves, the next member in the list becomes leader.
- A party with fewer than two members disbands on its own. In a persistent party, offline members still count toward that.
- In a persistent party, the original leader takes leadership back when they log in again. Until then, an online member leads.
Loot settings#
Loot rules apply to item drops from mobs. They count the party members who are within Party Loot Range of the player credited with the kill. If no party member is that close, the kill is treated as a solo kill.
| Field | What it does |
|---|---|
| Allowed loot modes | Which modes your world permits. Default: Free-for-all, Round-robin, Leader takes all, First-come first-served |
| Default loot mode | The mode every new party starts in. You can only pick from the allowed modes |
| Loot reservation (seconds) | How long a grouped drop stays reserved for its owner before anyone can take it, from 5 to 300. Default 30. Solo kills use the solo reservation in Combat Config instead |
| Per-rarity disposition | For each rarity, either Auto-assign (use the loot mode) or Open a roll. Rolls only happen in Need / Greed mode |
| Need/greed roll window (seconds) | How long players have to vote, from 15 to 120. Default 60 |
The loot modes#
| Mode | Who owns the drop |
|---|---|
| Free-for-all | The credited player |
| Round-robin | Each drop goes to the next nearby member in turn |
| Leader takes all | The party leader |
| First-come, first-served | Any party member can pick it up while it's reserved |
| Need / Greed roll | Rarities set to Open a roll go to a vote. Everything else goes to the credited player |
| Master looter | Every drop is reserved for the leader. There is no hand-out window yet, so this currently works the same as Leader takes all |
How a need/greed roll works#
- The item is locked on the ground while the vote runs. Nobody can pick it up.
- Every nearby member votes Need, Greed or Pass. Each player gets one vote and can't change it.
- The roll ends when everyone has voted or the window closes. Any Need beats every Greed. Ties are settled at random.
- The winner gets the item reserved for the Loot reservation time. If everyone passes, or nobody votes, the item is free for anyone.
Rarity comes from the item's tier: tiers 1–2 are Normal, 3–4 Good, 5–6 Outstanding, 7 Excellent, 8 Masterpiece.
Experience settings#
| Field | What it does |
|---|---|
| Allowed XP modes | Which XP modes the party leader may pick. Default: both |
| Default XP mode | The mode every new party starts in |
| XP mode | Who gets a mob's kill XP |
|---|---|
| Individual | Everyone who damaged the mob, in proportion to their damage — the same rule as for players who aren't grouped |
| Split evenly | The party's combined share is pooled and split evenly between every member on the same map within Party Loot Range of the mob, including members who didn't land a hit. Players outside the party keep their own damage share |
Raids#
| Field | What it does |
|---|---|
| Enable raids | Off by default. While it's off, players can't form a raid |
| Max sub-parties per raid | How many parties one raid can hold, from 2 to 16. Default 8 |
| Max raid size (total players) | The player cap across the whole raid, from 4 to 100. Default 40 |
| Loot scope | Per sub-party: each party loots under its own rules. Whole raid: loot is shared across the full raid roster, under the raid leader's mode |
| XP scope | Per sub-party: each party splits under its own XP mode. Whole raid: the whole raid roster splits under the raid's XP mode (taken from the founding party) |
Raid members can't damage each other. The raid frame replaces the party frame while a player is in a raid. A raid that drops to a single group disbands itself. Raids never persist: they end when their members leave or disconnect.
To invite a player who is already in a party, invite that party's leader. Their whole party joins as one sub-party.
Combat settings for groups#
These live in Database → Tuning → Combat Config → Player Combat:
| Field | Default | What it does |
|---|---|---|
| Party Synergy Range (tiles) | 20 | How close members must be to count toward the damage bonus |
| Party Damage Bonus | 0.05 | Extra damage for each party member within synergy range (0.05 = +5% each) |
| Party Loot Range (tiles) | 30 | How close members must be to share in grouped loot |
Grouping also changes a few other things:
- Party and raid members can see each other while stealthed.
- If a map is full, a queued player whose party member is already inside gets in first.
Gotchas#
- The leader changes modes in game. In Fellowship → Party, the party leader has a Loot and an XP menu listing only the modes you allowed. Other members see the current setting but can't change it. Every member gets a chat line when it changes.
- Split XP needs members close by. A member on another map or further than Party Loot Range from the mob gets nothing from that kill. Gear progression still only counts for players who actually hit the mob.
- Need/Greed and Master looter are off by default. Tick them under Allowed loot modes before you can choose one as the default.
- Existing parties keep their mode. A party takes its loot mode when it's created, so a new default only affects parties formed afterwards. The size cap and timeouts take effect immediately.
- Silver isn't split. A mob's coin pile always goes to the credited player, whatever the loot mode.
- Quest kills aren't shared. Only the player who lands the killing blow gets credit for a kill objective. Party members have to finish their own kills.
- Instances can override loot. If an instance has its own loot rule, that rule replaces the party's loot mode inside it. See Instances.
- Turning Parties off hides the Party tab and makes the server refuse every party, raid and loot-roll action, including leaving and kicking. Parties that already exist aren't broken up. They end as their members disconnect.
Related: Guilds & Social, Chat, Friends & Blocking.