Party: up to five heroes, ready check and live combat
How to form a party of up to 5 heroes, what the leader does and how live party combat works: 60-second phases, the ready check, idle players, residents.
A party is up to 5 heroes who go together into dungeons, raids, the team arena and battlegrounds. In combat every live player plays their own hero.
How to form a party
- Invite a player by name or through their name menu. The first invitation creates the party. You can even invite someone who is offline: they will see the invitation when they log in.
- The leader can pass on leadership, remove a member or disband the party. If the leader leaves, the party breaks up.
- Accepting an invitation while you are already in a party takes you out of the old one.
Where to go as a party
| Where | Composition |
|---|---|
| Dungeon | 3: tank, healer, damage dealer |
| Raid, world boss | 5: tank, healer, three damage dealers |
| Team arena | 2v2, 3v3 or 5v5 |
| Battleground | 5v5 |
Which class takes which role — see Party and roles.
Ready check
Before entering, the leader calls the party and everyone gets a window for 30 seconds: Ready (with a role choice) or Decline.
It is everyone or nobody. If anyone declines, runs out of time, is offline, doesn't fit the level range or has no free seat for their role, the party doesn't go in, and everyone sees who and why.
For the arena and battlegrounds the party first spends 45 seconds looking for a live enemy party; if none is found, you fight world residents.
Live combat
- The party's turn is a 60-second phase. Everyone acts at the same time — with their own cards, class power, racial ability and consumables — and presses End Turn. Once everyone has pressed it, the enemies act, then it is the party's turn again.
- Anyone who does nothing for 2 phases in a row or is disconnected for 30 seconds turns "grey": enemies don't attack them and the timer doesn't wait for them. Come back and you are in the fight again. Leaving the fight makes you grey for good, with no rewards for that fight.
- Seats that were empty on entry are taken by world residents of the right role. A resident never plays for a live player, even a grey one.
- A fight lasts at most 160 turns and 75 minutes — after that it counts as a party defeat.
Rewards
Everyone gets the full experience and gold for a dungeon, with no splitting. Items are rolled for, while enemy materials, scrolls and rare boss materials are everyone's own — see Loot rolls. In the arena and on battlegrounds everyone has their own rating and their own currency.
Read next
Forming a group: roles and world residents
A party of 3 or 5 heroes, which roles each class can take, the “everyone or no one” rule and how world residents fill the empty spots.
World residents: who they are and where you meet them
Who world residents are in Zarhold: allies in dungeons and parties, opponents in the arena and on battlegrounds, training duels and what they never receive.
Friends, chat and requests
How to add a friend, which chat channels exist, how long a message can be, how spam protection works and how to block requests from a player for 15 minutes.
Group loot rolls
How items are shared in a Dungeon: Need and Greed, a 1–100 roll, the time to choose, what world residents take and who gets a legendary.