Group Ironman
| Details | |
|---|---|
| Feature type | Group account mode |
| Access | Group island Group view in the quest tab |
| Rules and progression | |
| Limits | Five members per group |
Group Ironman lets up to five players progress together with personal banks, trading within the team and shared group storage. Hardcore Group Ironman adds five lives shared by the whole team.
Choose the same normal or hardcore group type as your teammates during account setup. Your XP difficulty is a separate choice. A group account must join or form a group before leaving the group island.
Create a group and invite teammates
- Select Group IM or Hardcore Group IM during account creation and finish setup.
- On the group island, decide which player will be the leader.
- The leader uses
::creategroupand enters an unused group name. - Right-click a teammate and choose Invite-GIM. Only the leader can send invitations.
- The invited player chooses Yes, I'll join in the dialogue. Invitations expire after 60 seconds.
- Invite one teammate at a time. Repeat until the team is ready, then use the island portal to leave for home.
Invited players must use the same Group IM or Hardcore Group IM type, have no existing group and satisfy the leave/rejoin wait below. The group cannot exceed five members. Close shops, trades, banks and other busy interfaces before the leader sends an invitation.
The group portal at home returns group accounts to the island. An ungrouped account cannot use the island exit or another teleport to bypass joining or creating a group.
View the group
Open the Group Ironman view in the quest tab to see the group name, members, online status and remaining hardcore lives. Use ::groupmembers to list member names in chat.
If the view says no group is assigned, create a group or accept its leader's invitation. If an existing group cannot be found after login, contact staff instead of assuming its shared storage has moved to a new team.
Trading and shared storage
Group members can trade each other. A group account cannot trade another team or an ordinary player. Membership is checked when trading; matching account types alone are not enough.
Open group storage
- Open your normal bank at a banker or bank object.
- Choose the bank's group storage control.
- Deposit supplies or withdraw the items your team needs.
- Use the storage's quantity, search and noted-withdrawal controls to manage stacks.
- Close storage when finished.
Unequip worn items into your inventory before depositing them. The direct worn-equipment deposit button and group-storage placeholders are unavailable.
The group storage holds up to 150 different item entries. Items are shared with the team; they do not belong only to the member who deposited them. Keep personal reserve supplies in your own bank.
Some modified, charged or untradeable items cannot be deposited. In particular, equipment carrying saved item modifications can be blocked even when a plain copy can be shared. Keep rejected items in your personal bank and use only the items the storage accepts. Temporary activity equipment cannot be moved through this storage.
Check the confirmation and inventory after a storage action. If a save fails, the operation can be cancelled; do not plan a trip around an item that did not arrive in your inventory.
Hardcore shared lives
A new hardcore group has five total lives, rather than five for each member. The group view shows how many remain. When the last life is lost, members become ordinary Group Ironmen; trading and group storage remain group features.
For the ordinary death system, a death with a player killer or in the Wilderness can consume a shared life. An ordinary monster death outside the Wilderness, with no player killer, does not use the shared-life check. This differs from solo Hardcore Ironman status loss.
Activities can replace the ordinary death rules. Check the raid, minigame or boss guide before treating an activity as safe. Protecting your equipment and protecting hardcore status are separate concerns; an item-loss preview does not establish whether an activity consumes a life.
Leaving and joining another group
A non-leader can choose the group's leave control and confirm the dialogue. Leaving:
- removes access to that group's storage;
- returns the account to the group island;
- starts a seven-day wait before joining another group.
Take the items your team agrees you should keep before leaving. You must join or create a group before leaving the island again. The seven-day rule applies to joining a different group; it is not a promise that creating a new group transfers the old group's items.
The leader cannot leave through this control. The group controls described here do not provide a leadership-transfer or member-kick option. Contact support about a leadership problem before making plans that depend on changing the leader.
A group account cannot de-iron while it still belongs to a group with a leader. See Account modes before relying on an account-status change.