Contents
Parties
You never send an invite. A party forms by itself when players in the same zone come within 40 m of each other outside the city, up to 5 of them. A player who comes near a party that has room joins it rather than starting another. You can turn the auto-invite off, and a party you turn down does not ask you again. You drop out once you are out of reach of every other member, and a party left with one player in it breaks up.
Hirelings take seats too. Each player counts as one seat and each of their hirelings following them as another — a fallen one still recovering included, one stood down at the broker's not — and a party never holds more than 5 seats. A player whose company would not fit is not asked in.
Whoever started the party leads it. If the leader leaves, the lead passes to the next member. The leader is the one who can reroll a dungeon; see dungeons.
The leader can also /lock the party, and then nobody else is grouped into it however near they
come, until /unlock. And the leader can /kick name a member: they are kept out of that party for
5 minutes, unless it breaks up and forms again. If they were the only other
member, the two of you are kept from grouping again for as long. /leave takes you out of a party
yourself, and you are not grouped straight back into it. /autoparty off stops you being grouped at all.
The one party that does not form by walking near is the dungeon finder's: a group it takes below leaves whatever parties its members were in and becomes a party of its own, led by whoever joined it first.
Nobody groups inside Spitehold's walls, though the fields outside are fine. When one member goes in at a dungeon's door, everyone else in the party who is alive and out in the open is taken in with them. Below ground the range rule is off, so a party stays together however far it spreads out, as long as it is in the same dungeon.
Experience from a kill is split among everyone who fought it and the members of their parties who are alive, in the same place and within 40 m of one of them. See levelling. The kill counts toward the kill quests of every one of those players too, whoever landed the blow, so a party hunting together finishes its quests together.
Party frames show each member's health, how far away they are, and whether a heal would reach them. Click one to make them your heal target. A priest gets the heal ring instead; see the priest.