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Groups

Guide to Nova Raider groups, invitations, group size, duo checks and team coordination.

NovaRaiderTeam

NovaRaiderTeam

· Groups

Groups

Overview

Groups are temporary teams used mainly to share rewards from killed Monsters and to make restrictions between allied players more flexible. They also help coordinate Quests, Dungeons, support actions and selected events. A group is temporary, unlike Friends or Guilds.

Group Basics

A standard group can hold five players. The leader's Skill Tree bonuses can increase that capacity. Invitations last 30 seconds, and repeated invitations to the same player are briefly rate-limited.

RuleValueWhy it matters
Base size5 playersCovers most small-team activities.
Capacity bonusesLeader's Skill Tree bonusesA specialized leader can invite more players.
Invitation duration30 secondsInvitations must be accepted quickly.
Repeat invite delay8 secondsPrevents invitation spam.
Leader transferAnother member becomes leader when possible.Keeps a valid group active after the leader leaves.

Gameplay Uses

UseHow groups help
Monster rewardsEligible nearby members can share rewards from Monsters killed by the group.
Player restrictionsGroup members are treated as allies by several targeting and interaction checks.
QuestsPlayers can coordinate cooperative challenges and Boss phases.
DungeonsGroups make wave clearing and support timing easier.
Daily EventsTeam roles and communication improve event performance.
Weekend EventsSome bonuses depend on group or duo positioning.
Support playHealing and protective tools are easier to coordinate.

Duo Rules

Some events require a group of exactly two players and keep checking that the partner remains nearby. A larger group is not treated as a duo, even when only two members are standing together.

Invites, Leadership and Capacity

The leader can invite or remove players. When the leader leaves, leadership passes to another member if the group can continue. A group with too few members is dissolved instead of remaining as an empty team. Players can disable group invitation notifications in their settings.

Movement and Cooperative Effects

When group travel assistance applies and the leader is already on the destination map, another member may appear near the leader. Group membership never bypasses map access, level requirements, travel cooldowns or event restrictions.

Healing and support equipment still check the target, map, range and item rules. Being in a group makes the target an ally where required; it does not make support effects global.

FAQ

Does a group replace a Guild?

No. Groups are temporary. Guilds provide persistent membership, buildings, wars, Dungeons and shared progression.

Why did the group disappear after someone left?

It no longer had enough members to remain a group.

Related Articles

ArticleWhy it matters
Friends and CommunicationFinding and coordinating with players.
GuildsPersistent team progression.
DungeonsA major cooperative activity.
QuestsCooperative lobbies and objectives.
Weekend EventsSome bonuses use duo or group rules.