What it is and when it runs
The Turncoat Party is a group of five turncoat characters from Bellato, Cora and Accretia. They fight like real players of their level, with full armour and +4 weapons, and they attack players of every race.
The event is off by default and runs only when the server team turns it on. While it is on, a party is out around the clock, except during Chip War and the cooldown after a defeat. Each new party is announced: A Turncoat party (level X) has gathered in the middle of Sette.
Route
The party starts in the middle of Sette and walks a fixed loop: Sette, the Bellato settlement, Crag Mine, the Cora settlement, Crag Mine, the Accretia settlement, Crag Mine, the Bellato settlement and back to Sette, then repeats. Map changes are not announced, so follow the route to find it.
- The route passes through the settlements. Town areas still block combat, including when the party passes a portal near town.
- Fallen members stay down until the whole party is defeated or withdraws. A party that survives a full loop starts the next loop at the same level with its current health.
Party levels
Each new party has one level, rotating in order: 35, 40, 45, 50, then back to 35. The level is shown in the spawn notice. These are the default levels and the server team can change them.
- Members are named Turncoat followed by their class, for example Turncoat Wizard.
- Every party has a melee fighter, a ranged fighter, a Bellato force caster who heals, and two more members.
- The healer heals when health drops below 40%, so it is often worth taking down first. Members use no potions but recover health over time like players.
Fighting the turncoats
Turncoats use the same combat rules as players, so plan the fight as you would against a strong enemy party.
- Members are shown as chaos and wanted, so players of every race, including the member's own race, can attack them.
- They attack any player outside a town, of any level and any race. Hitting one member draws the whole party onto you.
- Towns are safe: they never target players inside a town and stop chasing at the town edge. If you run far enough from the party, they give up and return to their route.
- Player guard towers and traps attack turncoats of every race.
- Defeating a member gives no experience, no PvP points and no quest kill credit. The reward is the weapon drop when the whole party falls.
Defeat and loot
The party is defeated when all five members have fallen. A server notice names the race and the player credited with the defeat.
- The loot goes to the player who dealt the most damage to the party on the map where the last member fell. Damage dealt on earlier maps does not count.
- A defeat always drops one weapon, plus two extra chances of 5% each, for one to three weapons in total.
- The weapons match the party's level band, for example level 35 to 39 for a level 35 party and level 50 to 55 for a level 50 party. They are plain weapons with no upgrades. The members' own equipment never drops.
- The weapons appear in boxes where the last member fell. Only the owner can pick them up for the first 20 seconds, then anyone can. In a party, the party's loot setting decides who owns each box.
- After a defeat there is a 60-minute cooldown before the next party gathers in Sette at the next level. The drop chances and the cooldown are defaults that the server team can change.
During Chip War
When a Chip War starts, the party withdraws without a notice: no loot, no cooldown. No party appears while the war runs. After the war a new party gathers in the middle of Sette at the next level in the rotation.