Parties
Parties of 2 to 4 players can run any expedition together. The rules below come straight from the game.
Who can join
Members must be in the same city and within a level range of the leader. The range widens as the leader levels up.
| Leader level | Members can be level |
|---|---|
| 5 | 1 to 10 |
| 10 | 3 to 17 |
| 20 | 9 to 31 |
| 30 | 18 to 42 |
| 45 | 31 to 59 |
| 60 | 43 to 77 |
Turns
Each player has 1 minute to act. If you don't act in time, the autopilot plays your turn.
XP split
- Base XP is worked out from the highest-level member.
- If the enemies are gray to that member, nobody gets XP. Carrying a low-level friend through easy fights earns nothing.
- The total gets a group bonus, then each member takes a share by their own level.
| Party size | Group bonus | Gate boss HP |
|---|---|---|
| 2 | ×1 | ×1.6 |
| 3 | ×1.166 | ×2.2 |
| 4 | ×1.3 | ×2.8 |
Gate bosses gain HP for every member after the first. Their damage stays the same.
Worked example
Three players at levels 10, 12, 13 kill two level 12 enemies. Base XP comes from the level 13 member: 92. With the group bonus of ×1.166, each member gets that times their level out of 35.
| Member level | Party XP | Solo XP for the same kills |
|---|---|---|
| 10 | 31 | 116 |
| 12 | 37 | 106 |
| 13 | 40 | 92 |
Enemies at level 7 or below are gray to a level 13 player, so any party with a level 13 member gets no XP from them.
Loot
- Common items go round robin: each member gets the next one in turn.
- Uncommon and better items are rolled for. Each member picks Need, Greed or Pass within 1 minute. Anyone who doesn't pick counts as Greed.
- You can only pick Need on items your class can equip.
- Need beats Greed. Everyone who didn't pass rolls 1 to 100, and the highest roll in the top group wins. Ties roll again.
- If everyone passes, the item is salvaged for a little gold each.
Going down
A member who hits 0 HP in a party fight is downed, not dead. What happens next depends on how the fight ends:
- If the party wins, downed members who were revived before the end survive. The rest die.
- If the party flees, it carries its downed out, and they all survive.
- If the party loses, every downed member dies.