Group fights
A dungeon's boss is fought by a group of up to five players, all together, at a start time the group agrees on in advance. A boss is never found anywhere else and cannot be tracked down alone.
Dungeons
Dungeons show on the map like enemies, on locations you have visited. Open one from its location to see its boss and the groups gathering there.
Groups
Anyone can create a group at a dungeon, except guests, who can only join. The creator picks the start time, from 5 minutes to 24 hours ahead. It cannot be changed afterwards.
The creator also picks who can join. An Open group takes anyone. A Clan group takes the creator's clan. An Invite only group takes only the players the creator invites. An invite works in every mode, so the creator can always bring someone in.
You only see the groups you are allowed to join. Your own group, your invites and what your clan is gathering on every dungeon are also on the Social screen.
You can be in one group at a time. The creator can remove members, and if the creator leaves, the group is cancelled for everyone. Once a group has started, nothing about it can change.
Getting there
Joining a group does not move you. Press GO AND WAIT on the group's page, or add it to your action queue, and your character walks to the dungeon and waits there.
When the start comes, the fight takes every member at the dungeon: those waiting there, and those standing on its location with nothing else to do. A member busy with any other action is left out, even on the dungeon's own location.
While you wait at the dungeon you cannot be ambushed. On the way there, or standing there idle, you can.
Once a day
Entering a dungeon fight locks you out of that dungeon for the rest of the day. Other dungeons are not affected.
Being at the dungeon when your group starts is enough to enter, and to take the lockout, even if you never pressed GO AND WAIT.
The lockout is judged on the day the group starts, so a lockout today does not stop you joining a group that starts tomorrow.
The fight
Every member is on one side and the boss is alone on the other. Turns work as in any fight, and your character fights by itself unless you give it orders.
The boss never moves and reaches everyone, whatever the distance.
Each turn it attacks the member holding the most threat. Damage dealt to the boss and healing build threat, and it fades a little every turn. Damage over time earns none.
Some bosses have area attacks. They hit every member still standing, and they never miss.
The party panel shows every member's health and threat, who is down, and who the boss is after.
Roles
Tank and healer are not classes. They come from what you wear.
Tank gear makes your damage count extra towards threat, and you start the fight already holding the boss's attention. If you wear several pieces, only the best one counts.
Healer gear lets you use your belt medication on allies. When you use a belt item mid-fight, you choose who it is for. Left to itself, a healer saves itself first, then helps an ally below half health: a tank before anyone else, then whoever is worst off.
Some items cut the Temporal damage you take, or the damage you deal. Pieces of the same kind add up.
These effects work in every fight, not only in dungeons, the arena included. A pack that halves your damage halves it everywhere.
Some gear makes your belt unusable while it is worn, everywhere: nothing on the belt can be used in a fight, and tools on the belt do not count for gathering. Take it off and the belt works again.
Going down
Nobody dies mid-fight. A member who takes a killing blow goes down instead: they stay at 1 health, take no more turns, and the boss leaves them alone. Nothing gets them back up before the fight ends.
If the boss falls, the group wins, even if its last member went down on the same turn. Members who went down get back up with a quarter of their health.
If every member goes down, the group loses and everyone dies, as if the boss had killed each of you alone. In a red zone that includes the usual inventory loss. See HELP > World > Red zones.
Rewards
A win is every member's kill of the boss, down or not: kill stats, quest and task progress all count.
The boss's XP is split evenly between everyone who entered, and trains your own weapon and armor skills.
Every member rolls the boss's loot on their own. There is also a dungeon's special loot that players roll against each other.