Combat
Parties
Team up with three others. And be warned - the party gets pulled into things together.
A party is a group of up to four players who travel and fight together. It is mostly quality of life, with one very sharp edge.
The commands
| Command | Does |
|---|---|
/party invite <player> | Invites someone |
/party accept | Joins the party you were invited to |
/party leave | Leaves |
/party kick <player> | Removes someone (leader only) |
/party info | Shows the current party |
/party disband | Disbands it (leader only) |
Invitations expire after 60 seconds.
The sharp edge: the pull
If any member of a party comes within 24 blocks of a hidden boss, the entire party is teleported into the fight.
Not just the person who found it - everyone. The finder is pulled too, so there is no "I'll stay up here and watch".
It happens once every 60 seconds at most, so you will not be dragged around repeatedly. But it is not optional, and there is no prompt.
This is the reason to be careful who you party with. If you join a party and go mining while someone else hunts, you can be yanked out of your mine and into a fight you were not prepared for - with whatever you happen to be carrying.
The pull is why the hidden bosses are worth hunting as a group: finding one alone is usually fatal, and the party mechanic turns a chance encounter into a planned fight.
Fighting together
A party is also the sensible way to take on the region bosses. Nothing about the boss changes when you bring friends - the Bestiary numbers are fixed - but a boss with several hundred health is a long fight alone, and a short one with four.
There is no shared XP or loot split: whoever deals the damage and lands the kill gets what the game gives them. The party is for the fight, not for divvying up the proceeds.
What a party is not
- There is no friendly fire toggle. Party members are still separate players.
- There is no party chat channel. Use Discord or in-game chat.
- There is no shared bank or storage.