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Constant Party

The Constant Party (CP) is a permanent group of up to 7 players. Unlike a normal party, it is not built and torn down every session: it is saved, it survives a relog, and it moves as one piece when it joins or leaves a clan.

Beyond keeping the group together, the CP has plenty of its own: a shared warehouse, CP points earned by playing together, and passive skills that benefit every connected member.

The CP is managed from the Village Masters — the same NPCs used for class, subclass and clan changes. When the system is enabled, a Constant Party button appears, right above the Clan one. If you do not have a CP yet, the menu offers to create one plus a guide with all the system’s information.

Village Master menu with the Constant Party button above the Clan one
The Constant Party button in the Village Master’s menu.
Constant Party menu with the Create Constant Party and About Constant Party options
With no CP: create one, or read the system guide.

Requirements to create one:

  • Level 10 or above.
  • 15,000 adena.
  • Not being in another CP.
  • A name of 3 to 16 characters, letters and numbers only — no spaces or symbols — and not already in use by another CP or clan.

Whoever creates it becomes the leader. If you already had a clan, the CP is linked to that clan automatically.

Constant Party creation form with the requirements and the name field
The form checks the requirements before letting you create it.
Constant Party menu once created, with skills, points and the leader options
Once created: the menu switches to skills, points and the leader’s actions.

The CP does not have a shortcut of its own: it uses the clan window’s — the shortcut bar button or Alt + N. What comes up depends on whether you have a clan or not.

With no clan, that shortcut opens the CP’s own window directly: instead of the clan window you get the Constant Party one, with the members, the points and the skills. Press it again and it closes.

With a clan, the shortcut opens the clan window as always, and inside it there is a Constant Party button (bottom right, next to Declare War) that unfolds the CP panel alongside it.

Clan window with the Constant Party panel open alongside it

The clan sheet also shows two new figures: in CP (how many clan members are in some CP) and CP Count (how many CPs there are inside the clan).

You invite with the panel’s Invite to CP button. To leave the CP, Leave from CP.

Who can join:

  • Players with no CP (nobody can be in two).
  • Players with no clan: if the CP is in a clan, they join the clan automatically.
  • Players from the same clan as the CP.
  • Players from another clan cannot join.

The leader always has every permission. New members join with none at all, and they are granted by double-clicking the name in the CP window.

Privileges panel for a Constant Party member
PermissionWhat it allows
Invite MembersInviting people into the CP
Dismiss MembersKicking members out of the CP
Join / Leave ClanTaking the CP into or out of a clan
Learn / Forget SkillsLearning and forgetting CP skills
WarehouseWithdrawing from the CP warehouse
Set PrivilegesEditing everyone else’s permissions

Rules:

  • Transferring leadership, renaming and disbanding the CP always belong to the leader and cannot be delegated.
  • To transfer leadership, both players must be online. If nothing blocks the transfer, the candidate for new leader gets a confirmation popup and has 30 seconds to accept it. If it expires or is declined, nothing changes and the offer has to be sent again from the NPC. Watch out for characters left auto-farming with nobody at the screen.
  • Nobody can edit their own permissions or the leader’s.
  • Whoever holds Set Privileges can hand it to someone else.

Here is the important part: the CP joins and leaves a clan as a whole, following its leader.

  • A clan leader invites the CP leader. If they accept, the whole CP joins. Individual CP members cannot be invited: you have to invite the leader.
  • Before accepting, the system checks the clan has the slots for everyone.
  • If the CP leader leaves or is kicked from the clan, the whole CP leaves — but the group does not break: it stays together as an independent CP and its own window comes back.
  • A CP cannot be disbanded while it is in a clan: it has to leave first.
  • By default, inside a clan only the CP leader can remove its members. If a clan leader tries to kick one individually, the server refuses and tells them that removing the whole CP means kicking the leader.

The clan leader and sub-leader cannot be ordinary members of a CP: either they are the CP leader, or they are not in it. That leads to the following:

  • You cannot create a clan while being an ordinary member of a CP.
  • If a clan leader or sub-leader transfers CP leadership to someone else, they are removed from the CP automatically (with no penalty).
  • Exception: a sub-leader who hands leadership to the clan leader can stay as a member, because the clan leader now sits above them.
  • If an ordinary CP member is given clan leadership, they also leave the CP automatically and without penalty.
  • CP leadership can be offered to the clan leader or sub-leader even if they are not in the CP yet, as long as they are not in another one and there is a free slot.

Points are the system’s currency: they are earned by playing as a group and spent on the skills. They range from 0 to 5,000.

Group activities require at least 4 members taking part, and what you collect scales with how many there are: with 4 you take 50% of the points, with all 7, 100%.

Members with AutoFarm active or with their progress locked (Progress) do not count towards the minimum or the scaling — the rest of the group can keep earning all the same.

ActivityPointsLimit
Raid Boss+10020 per day
Special Raid (Anakim, Lilith)+1,000—
Priest+1,000—
Grand Boss (Baium, Antharas, etc.)+2,000—
Every 1,000 mobs killed in party+5002 cycles per day
Winning a siege+2,000—
Winning a TvT+100 per member—

In a siege only the winning clan collects, and it needs at least 4 members who were in the zone for 25% of the duration and took part in combat. In TvT you need 4 members present at the end of the event, and only the winning team counts.

ReasonPoints
Death in TvT−1 per death (comes off the victory bonus)
Kicked for AFK in TvT−200 (comes off the total)
Death in a siege−5 per death (comes off the victory bonus)
Kicking a member out of the CP−100
Leaving or being kicked from the clan−250
Daily drain (00:00)−200

The daily drain exists so points are not just hoarded: if the CP does not play, it loses them. It never goes below 0.

They work like clan skills: the leader learns them (or whoever has the permission), they are passive, and they apply on their own to every connected member.

There are 11 skills across two groups. All of them have 5 levels.

Weapon resistance — maximum 3 from this group

Section titled “Weapon resistance — maximum 3 from this group”

They cut the physical damage the character takes from that weapon type. Each level takes off another 3%.

SkillCuts damage fromLevel 1Level 2Level 3Level 4Level 5
CP Sword Resistance Sword−3%−6%−9%−12%−15%
CP Dualsword Resistance Dual sword−3%−6%−9%−12%−15%
CP Dagger Resistance Dagger, dual dagger and rapier−3%−6%−9%−12%−15%
CP Bow Resistance Bow and crossbow−3%−6%−9%−12%−15%
CP Spear Resistance Spear−3%−6%−9%−12%−15%
CP Blunt Resistance Blunt−3%−6%−9%−12%−15%
CP Fist Resistance Dual fist−3%−6%−9%−12%−15%

Elemental resistance — maximum 2 from this group

Section titled “Elemental resistance — maximum 2 from this group”

They add elemental defense, which lowers the damage from attacks and skills of that type. Each level adds another 10.

SkillAdds defense againstLevel 1Level 2Level 3Level 4Level 5
CP Fire Resistance Fire+10+20+30+40+50
CP Water Resistance Water+10+20+30+40+50
CP Wind Resistance Wind+10+20+30+40+50
CP Earth Resistance Earth+10+20+30+40+50

The same for every skill:

LevelAdenaCP points
1100,000900
2150,0001,000
3200,0001,100
4250,0001,200
5300,0001,300
  • The CP needs at least 5 members to be able to learn.
  • A maximum of 6 different skills learned at once, respecting each group’s limit (3 weapon + 2 elemental).
  • There are 9 moves: each learn or level-up spends one. Forgetting a skill or letting it expire gives back every move it used (a level 5 skill gives back 5).
  • Levels are learned in order: you cannot jump from 1 to 3.
  • Skills last 7 days and then expire on their own. Raising a skill’s level does not reset that clock.
  • Forgetting a skill costs 10,000,000 adena and wipes all of its levels at once.
  • In the Olympiad, CP skills are switched off, just like clan skills, and come back when you leave.

The CP has its own warehouse of 120 slots (between the personal 100 and the clan’s 200). You use it at the Warehouse Keepers, with the Constant Party warehouse option.

Anyone can deposit; withdrawing needs the Warehouse permission. And a CP cannot be disbanded with items inside — it has to be emptied first.

To stop people bouncing back and forth, some actions leave a waiting time:

After…WaitBefore…
Disbanding a CP24 hourscreating another
Leaving a CP3 hoursjoining another
Being kicked from a CP3 hoursjoining another
Leaving or being kicked from a CP3 hoursjoining a clan
Leaving a clan3 hoursjoining or creating a CP