Major Feature
New Addition
Bug Fix
Balance Change
UI / Interface
Crystaria's first proper grouping system. Form a Party of up to four adventurers, stay within 3 tiles of a partymate to unlock the Party Aura, share quest progress and a sweet EXP & gold bonus, and trade banter on the new party chat channel. Plus a long-overdue crafting drop-down fix and a tidy new look for the top nav. (Updated 7 June 2026 — the proximity rule was widened from same-tile to within 3 tiles after launch.)
⚜ The Party System — Foundation Major Feature
Form a Party of Up to Four Adventurers
A brand new
◆ Party tab joins Friends and Mail on the same panel. From there you can form a party, invite players by username, accept invites, leave, promote a new leader, kick someone, or disband.
- Cap of four members — big enough for a tank / damage / healer / utility blend, small enough to keep combat readable.
- Auto-form on invite — if you are solo and invite someone, the party is created on the same click. No extra step.
- Leader handoff — when the leader leaves, the next longest-present member is promoted automatically. When the last member leaves, the party disbands.
- One party at a time — you can be a member of exactly one party at any given moment.
Invites — Popup, Chat Notice & Five-Minute Timer
When a leader invites you, three things happen so you don't miss it:
- A confirm popup fires on your next chat tick asking whether you accept.
- A persistent chat notice — "⚜ Party Invite from Aldren. [Accept] · [Decline]" — appears in your All tab with inline accept/decline links so you can act on it later if you dismissed the popup.
- A purple chip shows up on the Party tab counting pending invites.
Invites expire after
5 minutes. Whether you accept, decline, the invite times out, or the leader disbands the party in the meantime, the chat notice is cleaned up automatically so the log stays tidy.
Party Chat Channel — /p
A new ⚜ Party tab joins the chat strip alongside Guild and Sales. Type /p hello team and your party hears it. Party messages also surface in the All feed alongside guild messages, so you don't need to switch tabs to keep an eye on them. Party chat lives only as long as the party does — disband and the channel goes with it.
◆ Shared Progress & EXP Bonus Major Feature
Nearby Kills Tick Everyone's Quests
Land a killing blow with a partymate
within 3 tiles and the kill fans out to
every quest, board quest, and daily / weekly objective the party tracks. If three of you are after Embercrown Wraiths and one of you lands the blow, all three of you get the tick.
- Works for story quests, class quests, and board quests — anything that counts kills by enemy name.
- Works for the daily Slayer / weekly Slayer of the Week objective family.
- Same proximity rule applies: every party member within 3 tiles of the kill, alive, and recently active gets credit. (3 tiles is measured by king's-move distance — three steps in any direction, including diagonals.)
Nearby Gathers Tick Everyone's Collect Quests Too
Pulling resources works the same way. Gather a node with a partymate within 3 tiles and any matching collect quest (e.g. Pearl of the Warden's 25 River Pearl) progresses for both of you. The resource item itself still belongs to the gatherer — only the progress shares — but it dramatically speeds up the grindy "collect 40 of X" objectives when you tackle them as a duo.
+10% Party EXP & Gold — Split Across Nearby Mates
Every kill landed with a partymate
within 3 tiles applies a
+10% Party bonus to the EXP and gold reward, then divides the post-bonus total evenly between the killer and every teammate inside that range.
- Duo: each member nets 55% of a solo kill's reward — about half each, plus the bonus.
- Trio: each member nets ~36.7%.
- Quad: each member nets ~27.5%.
Solo grinding remains the most efficient per-kill, but partying wins on tempo, social play, and quest-objective ticks — and the bonus rewards the very act of grouping up. The combat log marks shared kills with a purple "
◆ Party (+10%): shared the kill with N teammate(s) in range." note.
☀ The Party Aura Major Feature
Stay Close — Get the Aura
Whenever
at least one partymate is within 3 tiles of you (alive and recently active), the Party Aura fires. It is a stacking percentage to all six base stats —
STR / ACC / DEX / DEF / INT / SPI — scaled to the number of
distinct classes in range alongside you.
- You and one other mate, same class → 0% (the aura still glows but the diversity bonus is zero).
- You and one other mate, different classes → +2% all stats.
- Three different classes in range → +4% all stats.
- Four different classes in range → +6% all stats.
The Party tab shows a green "
☀ Party Aura active" banner with each contributing line item whenever the aura fires for you, so it's never a mystery whether the bonus is live.
Class Signature Contributions
Some classes bring a signature passive to the aura whenever they're present in range alongside a partymate:
- Paladin — +3% DEF for the party.
- Magician — +3% MP regen tick.
- Death Knight — +1% lifesteal.
- Necromancer — +1% lifesteal (stacks with Death Knight).
These are small numbers on purpose — the party bonus should colour the experience, not eclipse solo play. They show up as their own line items in the Aura banner so you can see exactly which classmates are contributing.
Idle Partymates Don't Gate the Bonus
A teammate who hasn't moved or fought in 10 real minutes drops out of the proximity calc, so a half-AFK player can't lock the aura on for the rest of you when they're not actually contributing. The moment they come back, they snap right back into the aura on their next move.
◆ Party Glows on the Map UI
Colour-Coded Tiles, Updated Legend
Your party state is now visible at a glance on the world map:
- Green and gold glow on your tile — the Party Aura is firing here. (At least one partymate is within 3 tiles of you.)
- Soft purple ring on a teammate's tile — "your partymate is right here." If their tile has a ring but your tile doesn't have the aura glow, drift a step or two closer to pick the bonus up.
The map legend strip gains two new chips —
Party Aura and
Partymate — but only when you are actually in a party, so solo players don't see extra clutter. Quest pins, shops, dungeon entrances, and other map markers still take precedence in the tile cell; the party glow lays over them via a soft halo so nothing important is hidden.
⚒ Crafting — Tier I Stays Default Hotfix
Alchemy & Culinarian No Longer Skip You Past Tier I
Opening the Alchemy or Culinarian workshop used to drop you straight onto
Tier II — the moment you'd earned even a sliver of crafting skill from your very first brew or cook. The default-tier check was too eager and didn't realise you might still have plenty of Tier I recipes to work through.
- Alchemy: Tier I — Draughts now stays default until your alchemy skill clears the Tier II threshold.
- Culinarian: Tier I — Basic stays default in the same way.
- Blacksmith, Armorsmith, Leatherworker, Jeweller: already used the correct thresholds, no change.
Every other tier still expands when your skill grows into it — only the first tier was misbehaving.
☰ Top Navigation — New Dropdown Menus UI
Twelve Buttons → Five Tidy Dropdowns
The top nav bar has gone on a diet. The flat row of a dozen-plus buttons has been consolidated into
five top-level entries with hover dropdowns:
- ◆ Game — always-on quick return to the map.
- ◇ Adventure ▾ — Quests · Objectives · Tower · Tournament · Bestiary.
- ☯ Character ▾ — Classes · Traits · Pet (Tamer only).
- ⚒ Crafting ▾ — Craft · Safehouse.
- ✉ Social ▾ — Friends · Party · Guild.
Grouped buttons show a small
▾ caret so it's obvious they expand. Hovering or focusing them slides a Cinzel-styled dropdown panel directly underneath. Clicking the parent button still routes to a sensible page (Adventure → Quest Log, Character → Classes, Crafting → Craft, Social → Friends) so a player who doesn't realise it's a dropdown isn't stuck.
Badges Bubble Up to the Parent
The existing gold-pulse alert that used to light up when an objective was claimable or a piece of mail was unread is now inherited by the parent group too. So Adventure ▾ pulses gold when there's an objective to claim; Social ▾ pulses gold when there's unread mail or a pending party invite — and the specific child entry inside the dropdown carries the badge counter so you can see exactly what's lit up the moment you hover.