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Party and Loot

Party

Each player or active mercenary occupies one of five party places.

A player with two active mercenaries uses three of the five places. Companions, familiars, and pets use none.

An active mercenary still uses a place while dead.

Invite an online player who is not in a party or in combat. The game checks that a place is available again when the invited player accepts.

The inviter becomes leader. Only the leader can remove a member or dismiss the party.

Any member can leave the party. The party dissolves when fewer than two players remain, even if mercenaries remain. The party also dissolves if its leader disconnects.

Shared Rewards

Nearby party players can share loot and XP from a monster kill.

The monster's highest-threat opponent gets kill credit, not the player who lands the final hit. A mercenary or combat pet credits its owner. Nearby party members gain loot access when the monster dies.

Sharing requires party members to be visible to the credited player and less than 40 world units from them.

Living players near the credited player can share kill XP. The highest level among nearby players sets the level adjustment for everyone's XP share. Mercenaries do not take extra XP shares. See Experience for the formula.

When someone collects gold, each nearby party player receives the pickup amount divided by the nearby player count, rounded up. Distance is measured from the gold collector.

A gather-quest drop from a dead monster or chest can advance each nearby member's matching unfinished quest. Quest progress does not duplicate the item.

Items that do not require a roll go to the collector. Shared drops that require a roll go to the winner instead. See Loot Pickup for which items roll.

Need, Greed, and Pass

Choose Need, Greed, or Pass when a shared item goes to a party roll.

Each player offered the roll has up to 120 seconds to answer. The roll resolves sooner if everyone answers. No answer by the deadline counts as Pass.

ChoiceResult
NeedNeed beats every Greed roll. The highest Need result wins.
GreedThe highest Greed result wins if nobody chooses Need.
PassPass cannot win the item. If everyone passes, nobody receives the item.

Both Need and Greed require inventory space when selected. Need does not check whether your class can equip the item.

If a won item needs inventory space after the roll and no longer fits, the game tries an empty bank slot, then an empty house-chest slot. With neither available, the item is lost.

Chat and Follow

Choose a message audience or follow another player.

PrefixAudience or result
NonePlayers nearby in the same network area
/w NamePrivate message to an online character
/pOnline party members, regardless of proximity
/gOnline members of your guild
/List online characters and their zones

Party and guild chat require membership. Whispers do not reach offline characters.

Select a living player in your zone and enter /follow. Party membership is not required. Following only moves you toward the player. Following stops within 1 unit of the player.

Moving manually or using a skill cancels follow. Either player's death, a hidden or absent target, a zone change, or a target jump over 8 units also ends following.