Skip to content

Parties

A dungeon holds up to eight people. Running one alone works, and most of the fight adjusts to how many of you there are.

To bring somebody with you:

/dungeon invite <player>
/dungeon accept <player>

To ask to come with somebody:

/dungeon knock <player>

Either way the other person confirms with /dungeon accept. /dungeon party shows who is currently with you.

If a run has already started:

/dungeon join <player>

This works until somebody pulls the boss lever. The lock is on starting the fight rather than on entering the dungeon, so a friend who logs on ten minutes late can still come and only the boss room is closed to them.

Everyone at the door pays for themselves, and what they pay depends on what they have left rather than on whose dungeon it is.

Anybody who still has today’s free entry spends that, whether they typed /dungeon run or walked in behind somebody who did. Anybody who has already used theirs pays a Soul, and only for a seat in a dungeon somebody else opened.

A free entry earns Soul Shards from the chests wherever it is spent. A seat bought with a Soul earns none, so a group cannot cycle each other’s dungeons for currency. Turning up late costs nothing extra: a friend who logs on an hour in still has their free entry and still finds shards. See Souls and your daily entry.

Nothing stops you. The boss scales to whoever is in the room when the lever is pulled, so three people in the boss room fight a three-person boss whether or not the other five are looting a corridor two floors up.