Major Feature
New Addition
Balance Change
UI / Interface
The Party System grows up. Find Group board so you can advertise an open notice. Persistent Party Status card always in your stat column. And the headliner: Party Dungeons — five new shared-instance runs across the level spread that you can only enter as a party, with denser rooms, tougher bosses, shared kill credit, the +10% party bonus inside the dungeon, and shared boss-material drops.
⚑ The Party Finder — Phase 4 Major Feature
Post A Notice, Or Apply To One
Open
Social ▾ ⚑ Find Group to reach the new board. From there you can
post a notice advertising what you're looking for, or
apply to anyone else's notice with a single click.
- Activity — Any, Dungeon, Raid, Open Area, or World Boss.
- Target name — free text, e.g. Cave of Embers or Ember Reliquary.
- Level range — pre-filled to ±10 of your level, edit to taste.
- Classes wanted — comma list, validated against the real class roster.
- Message — free text up to 180 characters.
Your notice stays live for
30 minutes. You can edit / refresh / withdraw it any time. Each player gets one slot — refresh to update.
Apply → The Standard Invite Flow
Clicking
◆ Apply on someone's notice sends the standard party invite from the poster to you. They see the usual popup + chat notice, you wait for them to accept. If the poster is solo when you apply, the realm auto-forms their party as part of the same click — same auto-form-on-invite behaviour the Party tab uses.
- Can't apply to your own notice.
- Can't apply if you're already in another party — leave first.
- Can't apply if the poster's party is already full.
⚜ Persistent Party Status — Phase 5 Major Feature
A Live Card In Your Stat Column
Whenever you're in a party with at least one other member, a compact
Party card appears in your stat column right under your Gold display. It auto-updates with the rest of the panel on every move, every fight, every action. Each member tile shows:
- ★ Leader star, class icon (in the class's themed colour), name (ellipsis-clipped if long), and level.
- Status chip: ◆ You, ◆ In Range (within 3 tiles — aura is firing), ➤ N tiles (out of range), ☼ Idle, or ☠ Dead.
- HP bar (colour scales green → yellow → red), MP bar in the calmer blue-purple.
The card slips out of the panel automatically the moment you leave the party.
▼ Party Dungeons Major Feature
Five New Shared-Instance Dungeons
Five brand-new dungeons across the level spread, marked on the world map with a gold
P badge. Each one only opens when your party meets a minimum size.
| Name | Level Range | Min Party | Reward × |
| Bandit's Hollow | Lv 1 – 30 | 2+ | 1.2× |
| Tideforge Caverns | Lv 1 – 65 | 2+ | 1.2× |
| Ember Reliquary | Lv 110 – 215 | 2+ | 1.3× |
| Crystal Hollows | Lv 130 – 265 | 3+ | 1.35× |
| Eclipse Spire | Lv 400 – 580 | 3+ | 1.5× |
Shared Instances — You Are All In The Same Dungeon
Unlike regular dungeons (which are private to each player), every member of a party walking through the same Party Dungeon entrance at the same difficulty
joins the same shared instance. Same enemies, same boss, same rooms, same treasure boxes. Leave the run and only you exit; your partymates keep clearing the dungeon you helped open.
- The first member through the door creates the instance.
- Every subsequent member joins it, spawning at the same entrance tile.
- The instance only despawns when the last player leaves — so a partymate ducking out for a respawn doesn't reset the run.
Tougher By Design — +50% Enemies, +50% Boss
Party Dungeons are tuned for cooperative play:
- ~50% more enemies per room. A room that would have fielded 3–4 enemies in a solo dungeon of the same size fields 5–6 in a Party Dungeon.
- +50% tougher boss. The boss's stat multiplier jumps from 2× to 3×, so a duo can't push the boss over without coordination.
- EXP and gold scale up on the boss to match the difficulty bump.
- A built-in 1.2×–1.5× reward multiplier on top of the base reward, varied per dungeon, so successful Party Dungeon runs pay out distinctly better than a solo run at the same level.
The +10% Party Bonus Now Fires Inside Dungeons
The Phase 2
+10% EXP & gold party bonus that previously only fired on the overworld now also fires inside any dungeon where partymates are sharing the same instance. The post-bonus reward splits evenly between everyone in the instance — same math as the overworld:
- Duo: ~55% of a solo kill's reward each.
- Trio: ~36.7% each.
- Quad: ~27.5% each.
The boss EXP scales on top of this with the boss's stat multiplier, so a Party Dungeon boss kill is meaningfully more valuable than a solo dungeon boss kill of the same level.
Boss Material Drops Share With The Party
When the killing blow lands on a dungeon boss and partymates are in the same instance,
every in-instance partymate also receives a copy of the boss crafting material (Dungeon Core / Ancient Shard / Void Relic / Void Crystal) and their collect-quest counters tick alongside the killer's. A purple line in the combat log lists who received a share so you can confirm it landed:
- ◆ Party (+1 in instance): Lyrael receives 2x Ancient Shard.
Applies to
any dungeon — if you bring a party into a regular dungeon (where each member spawns their own instance), no sharing fires; but in a Party Dungeon (shared instance) every kill propagates.
Live Readiness Check On The Tile
Step onto a Party Dungeon tile and you immediately see your party's status:
- ✓ Party ready — 2 active members when the door is open.
- ⚜ Party Dungeon — requires 2+ active members when it isn't, with a helpful hint like "Need 1 more active partymate" or "Form or join a party first".
The
Enter Dungeon button greys out until the badge turns green, so you don't get bounced on the difficulty selector after committing.
◆ Map Glyph — Party Dungeons On The World Map UI
A Gold P Distinct From The Purple D
Solo dungeons still appear as a purple D on the world map. Party Dungeons now appear as a gold P, so a party of friends scrolling the map can identify the shared-content tiles at a glance. The map legend strip gains a matching P — Party Dungeon entry.