Dreadmarch
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Parties

You can group with up to six players. Six is also the number of entries a map allows and the size of a pinnacle party.

Joining. Use the party window. A seventh invite is refused. Dying does not remove you from the party. Parties never cross realms (Seasons).

Experience is always shared. When a monster dies, its experience goes into a pool and is split among eligible members by level weight (Party experience and loot).

Who is eligible for a kill. You count when you are alive, close enough (inside the same map, or within thirty tiles and the same floor in the open world) and active: you dealt damage, healed or buffed a party member, or were hit by a monster in the last two minutes. One idle member does not switch sharing off for everyone, as it did in Tibia. Only that member is skipped.

Level gaps. A low-level character in a party of high levels gets almost nothing, because of level weighting and the level-gap penalty, so power-levelling a new character in high maps is not worth it. The level-gap penalty applies to solo play too (Levels and experience).

Spell experience stays personal. Another player's hits give you none (Spell ranks).

Rewards that need a share of the fight

  • A pinnacle Seal needs 10% of the boss's damage or healing (Pinnacles and Writs).
  • Faction Standing needs 5% of a mini boss's damage (Standing and Tokens).
  • Map completion needs eligibility at the boss's death (Maps).

Why group. A full party earns a little more experience per hour than solo play, but mainly you tackle harder bosses and share faction rewards. It is a mild reason, not a multiplier.

Chat. Party chat supports item links (Item links in chat).

Related: Party experience and loot, Parties in maps.