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Multiplayer

Playing Valor with friends: hosting, the shared Keep, dungeon parties, shared XP, party frames, spectres and Raise, and why a mixed party wins.

Playing Together

Open to WAN: Press Esc in a world and choose Open to WAN, then Start WAN World. The chat shows a domain. Your friends add it as a server.

Your own server: Valor has a server pack with start scripts. It is set to 6 GB of memory. Minecraft 1.21.1 needs Java 21, and the start scripts install it if it is missing. See the Server Hosting Guide.

You can also rent a server from BisectHosting. The code PIXELDREAM gives 25% off.

What You Share

  • The Keep. One Keep for the whole server. Every player who sits by a fire and goes there arrives in the same house, so it is a place to meet. See The Keep.
  • Prices. Every player pays the same prices in every shop.

What Is Yours Alone

  • Your welcome. Each new player wakes in the dream on their own first join.
  • Shop stock. Every player has their own stock in every shop. What you buy is not taken from anyone else.
  • Chest loot. Chests in structures give each player their own loot, so a shared world never runs out.
  • Your character. Stats, role, talents, rings and keys are each player's own.

Dungeon Parties

There is no party menu. Whoever walks through a dungeon door with you is your party for that run.

  • Up to six players can go in. Only the one who opens the gate needs the key.
  • Every member gets the dungeon's soul on their first clear. A friend without the key can use theirs once they have earned the key themselves.
  • Monsters get stronger for each player who went in.
  • XP from kills is shared. Every living member inside gets the full XP of each monster.
  • Players can't hurt each other in a dungeon.
  • If you fall while others are alive, you become a spectre and can follow the living of your party. A Cleric with Raise can bring you back.

See Dungeons for the whole run.

Party Frames

While you are in a run, the other members show at the top left of the screen with their face, name, health and an icon for their role. A member who fell shows as Kept. A member who logged out shows as Away, with a countdown: they still count as inside for 3 minutes. See Party Frames.

Why a Mixed Party Wins

Each role does something for the others, so a party of different roles does more than a party of one.

  • Auras stack across roles. A Guardian's aura cuts the damage the party takes by 10%, a Cleric's heals it, a Warrior's makes it attack 5% faster, a Hunter's raises its ranged damage by 5%, and a Warlock's cuts enemies' melee damage by 10%. Two auras of the same role don't stack.
  • The Guardian holds enemies. Taunt makes enemies within 8 blocks attack the Guardian, the player built to take it, and Shout weakens their melee.
  • Exposed enemies take more damage. The Hunter's Mark, the Warlock's Expose, the Trapper's Snare and the Duelist's riposte make an enemy Exposed. Then the Warrior's Execute does 300% instead of 200%, the Guardian's Crush 250% instead of 150%, and the Hunter's arrows 20% more with Hunter's Instinct.
  • The Cleric keeps everyone standing. Heals, Cleanse and the Cleric's aura. In a dungeon, Raise brings a fallen member back. Warder's shields and Sanctuary cut the damage the party takes, and Guardian Angel stops a killing blow.
  • The Warlock holds enemies still. Binder holds a cursed enemy in place, Frost Nova freezes the enemies round you, and Silence stops one dealing damage or casting.

See Talents for every role's talents.

For Server Owners

The party size is the game rule valorDungeonsPartySize, from 1 to 64. The default is 6.

/gamerule valorDungeonsPartySize 4

Any player can type /dungeon leave to go back to the gate from a dungeon, if they get stuck.

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