Activities

Parties

Team up with up to four friends. Parties share kill XP, go into the Depths, lairs, Ember Rifts and the Ember Throne as one group, and can pass each other the loot they find.

What a party is

A party is a group of up to 5 heroes who adventure together. Being in a party means:

  • Shared XP. When a party member kills something, every member on the same map within 60 tiles of it gets the full XP too, even if they weren't close enough to the fight themselves. Those kills count toward your bounties as well.
  • The same dungeon. The Ashen Depths, lairs, Nightmare lairs, Ember Rifts and the Ember Throne all belong to your party: members who go in together share one copy, and anyone who arrives later lands in that same copy.
  • Your own loot, with a way to share it. Everyone still rolls their own drops, but gear you pick up with your party around can be passed to one of them.
  • Party frames and chat. Your party mates' health, level, class and whereabouts sit on your screen, and you have a party chat channel.
  • No friendly fire. In the Wilderness, party members can't hurt each other.

Strangers standing next to you no longer follow you into a dungeon: only your party does.

At a world boss, everyone who did their share of the fight gets their own loot, party or not. Party mates who didn't only share the XP.

Making a party

  • Invite a hero you can see: right-click them on a computer, or press and hold on them on a phone, and choose Invite to party on their card.
  • Invite by name: open the Party window (the Party button beside Chat, or G on a computer) and type their name, or pick them from the list of heroes who are online. In chat, /invite Name does the same.
  • Answering: an invite pops up on the invited hero's screen with Accept and Decline. It stands for 60 seconds.

A friend in another world? When several worlds are running, you can only party with heroes in your world. The Party window lists friends in other worlds with a Join world button: it takes you to their world, and then you invite them. Inviting someone by name who is in another world tells you which world they're in.

A hero on their own starts a party by inviting someone, and becomes its leader (a star by their name). Only the leader invites.

Leading, leaving and removing

  • Leave any time from the Party window.
  • The leader can pass the lead to someone else and remove members, from the Party window or a member's card.
  • If the leader leaves or logs out, the lead passes to the member who has been in the party longest and is still online.
  • A party of one isn't a party: when only one hero is left, the party disbands.

Logging out doesn't drop you from your party. You show as Away in the frames, and you're taken out of the party after 5 minutes away. Come back before then and you're still in it, and you'll be asked whether to rejoin the party wherever it is.

Dungeons belong to the party

When a party member enters the Ashen Depths, a lair, an Ember Rift, a Nightmare lair or the Ember Throne, that copy is the party's:

  • Party members standing with them go in together. Members who are busy (gathering, crafting) or not strong enough for Nightmare, the Throne or a rift stay behind.
  • Members who are elsewhere are asked: "Your party went into the Old Mine. Join them?" Tap Join to go straight there, or Not now. The Party window keeps a Join them button for every place your party is.
  • Walking in later lands you in the same copy: the Depths entrance takes you to your party's floor, a lair entrance to your party's lair.
  • Stairs: members at the stairs go down together; anyone left on the floor above can take the stairs later and arrive on the party's floor.
  • The Ember Throne: only the hero who opens it spends the three sigils. The rest of the party, even those who arrive later, go in without any.
  • Ember Rifts: only the hero who opens the rift spends a Rift Key. While it's open, the rest of the party can join it from the Rift Altar without a key.
  • Monsters scale with the party inside: every extra hero adds about 70% monster life, and they rescale as members come and go.

You can't answer a party prompt while you're dead or in the Wilderness.

Leaving mid-run

  • Leaving the party (or being removed) while you're in its dungeon: you get 15 seconds, then you're walked out, run over. If you were the only one inside, the dungeon simply becomes yours.
  • Disconnecting: the others carry on, and monsters rescale to who's left. When you're back, you're offered the party's dungeon again.
  • Dying ends your run as usual; you can rejoin the party from the prompt or the Party window.

Houses

When a party member goes home or visits a house, the rest of the party is asked if they'd like to come over. Houses stay open to visitors either way.

Party frames

Each party mate gets a small plate on the left of your screen:

  • their class (sword, bow or staff), name (a star for the leader) and combat level;
  • a health bar;
  • where they are when it isn't here (the Depths, floor 3, Sunscorch Desert), Away when logged out, or Fallen;
  • how many rites they have up.

Click or tap a plate to look at that hero (their card, with the party buttons). Party members' names are blue in the world, and they're marked in blue on your minimap even when they're out of sight on the same map.

Party chat

In the chat box, switch the channel to Party, or start a line with /p. Only your party sees it. Party news (who joined, who left, who leads) shows up there too.

Passing loot

Loot is still personal: each hero gets their own drops. But a magic, rare or unique item you pick up while party members are on the same map can be passed to one of them for 10 minutes (Gold Pouches and Rift Keys can't be passed):

  • right-click it in your bag (press and hold on a phone) and choose Pass to Name;
  • they have to be on the same map as you, have been there when you picked it up, and have room in their bag;
  • it can only be passed once.

For anything else, trade through the Grand Market.