Party and Loot
Each player or active mercenary occupies one of five party places.
A player with two active mercenaries uses three of the five places. Companions, familiars, and pets use none.
An active mercenary still uses a place while dead.
Invite an online player who is not in a party or in combat. The game checks that a place is available again when the invited player accepts.
The inviter becomes leader. Only the leader can remove a member or dismiss the party.
Any member can leave the party. The party dissolves when fewer than two players remain, even if mercenaries remain. The party also dissolves if its leader disconnects.
Choose Need, Greed, or Pass when a shared item goes to a party roll.
Each player offered the roll has up to 120 seconds to answer. The roll resolves sooner if everyone answers. No answer by the deadline counts as Pass.
| Choice | Result |
|---|---|
| Need | Need beats every Greed roll. The highest Need result wins. |
| Greed | The highest Greed result wins if nobody chooses Need. |
| Pass | Pass cannot win the item. If everyone passes, nobody receives the item. |
Both Need and Greed require inventory space when selected. Need does not check whether your class can equip the item.
If a won item needs inventory space after the roll and no longer fits, the game tries an empty bank slot, then an empty house-chest slot. With neither available, the item is lost.
Choose a message audience or follow another player.
| Prefix | Audience or result |
|---|---|
| None | Players nearby in the same network area |
| /w Name | Private message to an online character |
| /p | Online party members, regardless of proximity |
| /g | Online members of your guild |
| / | List online characters and their zones |
Party and guild chat require membership. Whispers do not reach offline characters.
Select a living player in your zone and enter /follow. Party membership is not required. Following only moves you toward the player. Following stops within 1 unit of the player.
Moving manually or using a skill cancels follow. Either player's death, a hidden or absent target, a zone change, or a target jump over 8 units also ends following.