Teaming up in AION 2 runs on two separate systems. Your Friends list keeps track of people you want to reach again, and a Party is the group you actually fight alongside. Adding someone as a friend does not drop you into the same group automatically, so you handle them in that order: add the player first, then send a party invite when you are ready to head out.
Quick answer: Press Esc, open Manage Friends, and add a player by typing their exact character name or by holding Alt to click someone standing near you. Once they accept, use Invite to Party to group up.
Add a friend by character name
Use this route when the person is offline, on another map, or simply not standing beside you. You need their exact character name, spelling and capitalization included.
When your friend is on another server, add that server’s code in square brackets before their name, like [Ser]CharacterName. The code uses the server name’s first three characters, and you can whisper between servers as usual.
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Add to Google Preferences →Add a nearby player in the open world
When another player is standing close to you, you can send the request without opening a single menu. This is the fastest method right after you finish a dungeon or clear a world boss together.
That same click also exposes an Invite to Party option, so you can add someone and pull them into your group in one pass. Keep in mind the two are separate actions: a party invite is not a friend request and vice versa.
If the Add Friend icon does not appear, make sure you clicked a player character rather than an enemy, NPC, or the ground. Letting go of Alt too early also makes the icons hard to click.
Accept requests and confirm the pairing
A request is not a confirmed friendship until the other person accepts it. Incoming and outgoing requests both sit in the same place.
Two signs show it worked: the chat alert appears and the friend total increases. A change from 0/50 to 1/50 reliably confirms the pairing. If the total stays the same, the other player has yet to respond. Your list holds no more than 50 entries.
Manage friends once they are on your list
Clicking a name in your Friends list opens a context menu with five actions.
- View Info — inspect that player’s profile and equipped gear.
- Whisper — send a private message, including across servers.
- Invite to Party — add them to the group you’re currently in.
- Memo — save a personal reminder, for example, their class or the place where you first met.
- Remove Friend — delete them and free a list slot.
To prevent unsolicited group invites, go to Settings, then Notification, then Requests; there you can set who is allowed to invite you to parties and forces. You can also configure automatic declines for duel and friend requests in that menu.
Create a party and invite your group
Open the Party interface and create a new party. The setup lets the leader choose the group’s category, the Acquisition Method, and reward distribution, including Advanced Distribution options such as a Dice Roll.
With the party made, invite players directly from your Friends list or by selecting their character nearby and choosing Invite to Party. Once they accept, they appear in the party roster on the left side of the HUD, showing each member’s level, health, and status. From there the leader can adjust party settings, open voice options, locate members on the map, leave the party, or transfer leadership to another member.
When your group has places you cannot fill yourselves, Party Finder can recruit more players for Expeditions, Battlegrounds, and similar activities. Open the activity and choose Quick Join to enter a group with vacancies; it helps when your friends do not make up a full team.
Being in a party does not waive an activity’s entry requirements. Before starting a major encounter, check that everyone is in the same server area and meets the expected level and gear standards.
Servers, channels, and factions
To meet in the open world, both characters must share a server and faction. Since each server supports just one faction, settle on Elyos or Asmodian before creating characters; ideally, create them together before that server stops accepting new characters. A Legion is tied to one server as well, so members of the same Legion are on the same server.
Dungeons and other instanced content are cross-server, and friend and party invites work across servers using the [code]Name format. Dungeon matchmaking groups players from the same region, so a friend in another region, such as North America, cannot be teamed with this way.
Elyos and Asmodians cannot form open-world parties or trade with each other. Cross-faction grouping is available only through dungeon matchmaking for supported PvE activities; check that activity’s party options instead of treating faction limits as universally lifted.
If the map places a friend at your location but they are invisible, you are likely on separate channels in a crowded area. Open the menu on their target frame and select Follow Channel to move to their version of the zone. This option is unavailable in instanced quests. In the Abyss, population balancing may move you to another channel automatically; this removes you from your party or force, so you will need to invite one another again.
What you can play together
After the opening levels, groups can access most of the world. Team up to explore, fight ordinary enemies, gather resources, join events, and defeat open-world bosses. Challenging PvE options include five-player Expeditions and Transcendence activities, plus ten-player Sanctuary encounters. For PvP, queue for Battlegrounds together or join the large battles in the Abyss, where coordinated groups have a clear advantage.
| Content | Group size |
|---|---|
| Expeditions | Up to 5 players |
| Transcendence dungeons | Up to 5 players |
| Sanctuaries | Up to 10 players |
| Battlegrounds | Matchmade group content |
| Abyss | Larger organized forces |
A party holds no more than five players, while larger content can use a force. Before you enter, the activity interface lists its supported or recommended group size; matchmaking assigns you only to groups with vacancies.
What stays solo
Leveling is not fully cooperative. Many early quests track your own progress, so a friend standing next to you may not complete the same objective at the same time, and some main story missions drop you into private solo instances where party members cannot follow. The road to level 45 leans heavily on individual progression, with quests often sending you into instanced areas on your own. For a lot of players, a party only starts to pay off from level 45 onward, where dungeons, raids, the Abyss, and other PvP content come into focus.
Some content is built purely for solo completion: Nightmare, Ascension Trials, and Sealed Dungeons all require individual clears. When an entrance will not let your party in together, it is marked as solo rather than broken, so there is no point re-inviting everyone.
A good approach is to alternate between solo and group play. Have each player complete the story chapters that require solo progress, then meet up for open-world farming, events, world bosses, group dungeons, and PvP. If story progress differs, choose activities that do not rely on the same quest step; this cuts down on time spent waiting for one another.






