Dreadmarch
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Party experience and loot

Experience split. A kill's experience goes into a pool. In maps the pool is bigger for bigger parties, up to four times the kill's worth for six players. In the open world the bonus is small, up to one and a half times for six. The pool is divided by level weight: a higher-level member gets a larger share, and a character far below the area's level gets almost nothing.

Equal-level players split the pool equally. Because a party kills faster, each of six players earns about 14% more experience per hour than solo, and two players about 7% more. It is a gentle bonus.

Loot. The drops of every kill are drawn at random among eligible members for each item and sent straight to the winner's backpack by auto-loot. Gold is split into one pile for each member, with any remainder going to a random member.

  • If the drawn player cannot carry the item, it stays on the corpse, open to the whole party.
  • Non-members can never open a protected corpse.
  • When you play alone, everything is yours.

Fair by design. Random draw means no loot races and no "ninja" looting. Over many drops, each player's share evens out.

What is not drawn. Pinnacle and Voruun Hale rewards, Seals and the Sigil go into per-player chests, so everyone who qualifies gets their own (Pinnacles and Writs, Seals and the Sigil of the Unburied King). Faction cache loot is shared, with a bonus for each extra party member (Lion Caches (Drume)).

Flasks. Everyone near a kill gets full flask charges (Flask charges and affixes).

Alts and boxing. Running six clients from one machine earns little, since loot per player stays near solo values.

Related: Parties, Parties in maps.