Start a Party in Trailborn RPG

Start a Party in Trailborn RPG

Parties aren't optional in Trailborn RPG - they're the fastest way to grind. Up to 6 players, shared XP, group buffs, and Party Points that let you push even harder. Here's how to get one running.

Parties Beat Solo Play

A party is a team of up to 6 players. XP goes into a shared pool, buffs apply to everyone at once, and potions hit twice as hard with Drinker's Boon active. Fighting solo is possible. It's just slower.

Use /party to see your party's level, Points, member list, and active buff timers. Use /party_invite @mention or username to bring someone in.

Who Can Actually Join

Invites aren't open to everyone. A 5-level range is enforced, and the anchor shifts based on party size:

  • -1 member in the party: anchor = leader's level
  • -2+ members: anchor = average level of all current members
  • -Invitee must be within ±5 levels of that anchor

Your current invite range is always shown in the /party panel. If an invite fails, that's where to look first.

The level range applies to auto-join too. Open doesn't mean anyone can join.

Open vs Closed

New parties start Closed. Flip it to Open from the /party embed and it enters the auto-join pool.

Players can hit Join Random Party from /party to land in a compatible open party. Same level range rules apply - no compatibility, no join.

Roles

Every party has a leader. The leader can rename the party, assign or remove commanders, transfer leadership, and kick members. Leaders can spend Points to apply party skills.

Commanders can help manage things but can't kick members or transfer leadership. If the leader leaves, the next member gets promoted automatically. Drop to 1 member and the party disbands.

If the leader transfers leadership, he will be automatically given the commander role.

Buffs Cost Points

Party buffs apply to everyone for 300 seconds. Stack the same buff to extend the timer. Each activation costs Party Points.

  • -Shadow Scatter → +10% Run Chance
  • -Eyes of the Many → +5% Hit Rate
  • -Bloodsong → +5% Crit Rate
  • -Stonewall Pact → +5% Block Rate
  • -Drinker's Boon → Double potion effectiveness
  • -Wisdom in Numbers → +10% XP
  • -Greed of the Circle → +10% Drop Rate

Party Points come from leveling your party up. Your party earns XP from any kill or collection profession action any member takes.

The XP required to reach the next party level follows: base_xp × (1 + party_level × 0.05). Each level-up rewards 8 Points to spend on party skills.

-See Advance Collection Professions to earn party XP outside of combat.

XP Is Shared, Not Halved

Each kill's XP is reduced before it enters the shared pool:

  • -2 players: -45% per kill
  • -3 players: -61.6% per kill
  • -4 players: -70% per kill
  • -5 players: -75% per kill
  • -6 players: -78.3% per kill

That's a steep cut per kill - but in a full 6-person party, every member contributing one kill feeds roughly 21.7% into the shared pool per kill, six times over. Combined, that's around 130% of a solo kill's worth, split across the party. Everyone nets close to an even share, which is why partying ends up ahead.

-See Level Up Fast for everything else you can stack on top of party XP.

Partying is always more efficient than solo grinding.

The Takeaway

  • -Invite with /party_invite @mention - level range has to be compatible
  • -Set the party to Open if you want random players to be able to join
  • -Activate Wisdom in Numbers and Greed of the Circle for XP and loot sessions
  • -Level your party up to keep Party Points flowing
  • -Always party when grinding - the shared XP math favors it
    -See Play With Friends for trading, guilds, and guild outposts.