Parties, Guilds & Raids
Parties are small groups that hunt together. Guilds are lasting communities with a treasury, weekly quests and raid bosses. Party, guild and raid screens are always visible to the whole channel.
Parties
- Forming:
/rpg party createopens a party,/rpg party finderlists open ones and/rpg party invitesshows your invitations. A party holds up to 4 players. Invitations expire after 5 minutes, and an idle party closes after 30 minutes. - Party hunts: with two or more members, the party hunts together after a ready check. The monster grows with the party (+60 % HP and +20 % attack per extra member) and so does the reward pool, so every member earns at least what the same monster pays one hunter.
- Loot: a drop of rare or better rarity goes to a vote. Every member picks Need, Greed or Pass within 60 seconds; need beats greed and the higher roll wins. If nobody picks need or greed, a member who did not pass gets the item.
Guilds
- Founding: a guild costs 10,000 gold and a name of 3 to 24 characters. It holds up to 50 members.
- Ranks: leader, officer, veteran, member and recruit. Leaders and officers invite, kick and promote; nobody can kick a member of the same or a higher rank.
- Guild XP and levels: 5 % of the XP members earn in hunts, party hunts and dungeons goes to the guild, plus the XP of guild quests and raids. Guilds reach level 10.
- Perks: every guild level gives its members +1 % XP and gold (up to +10 %). From level 5 they get +5 % max HP (+10 % from level 8, +15 % at level 10), and from level 7 a higher drop rate (+10 %, rising to +25 % at level 10).
Open your guild with /rpg guild info.
Treasury
- Deposits: every member can deposit gold.
- Withdrawals: only the leader can withdraw, up to 25,000 gold per guild level in any 24 hours.
- Log: the treasury view shows the latest deposits, withdrawals, raid costs and rewards.
Guild Quests
Every Monday (UTC) a guild gets three weekly quests, such as defeating monsters, clearing dungeons, defeating bosses, winning hunts or donating to the treasury. Everyone's actions count. Goals grow with the guild level and shrink for guilds with fewer than five members. Finishing all three in one week raises their rewards by half.
Raids
A raid is a guild boss that every member fights over a day. Open it with /rpg guild raid.
- Summoning: the leader or an officer summons a boss. The summon costs treasury gold (a tenth of the raid's gold reward). A guild can summon once every 24 hours, one raid at a time, and the summoner must meet the boss's level.
- Scaling: the boss's HP and the rewards grow with the guild's active members (those who played in the last 7 days), measured against five. A small guild faces a smaller boss for smaller rewards, never below a fifth.
- Fighting: every member clicks Attack, once every 30 seconds. The boss strikes back at the attacker, and a character at 0 HP cannot attack. Its counterattack ignores defense, so an Elixir of Defense has no effect in raids.
- Time limit: a raid that is not defeated within 24 hours ends.
- Rewards: every participant gets gold and XP by their share of the damage, at least 100 gold and 50 XP. The guild earns a tenth of the gold for its treasury and a tenth of the XP as guild XP.
| Boss | Level |
|---|---|
| The Ancient Earth Golem | 5 |
| Infernal Dragon | 20 |