The Party System
“Adventure is safer — and richer — with a companion at thy side.”
Classic Astonia never had a real party system: if you grouped up and shared kills, you split the experience, so teaming up usually meant leveling slower. Pen Islandia flips that on its head. In a party, nobody splits anything — each member earns their full solo experience from a shared kill, plus a bonus for grouping. Playing together is always better than playing alone.
The four rules of party experience
- Full exp + 25%. When party members are close in level, everyone earns 125% of what the kill would be worth to them solo.
- Level-aware Exp Earn Rate. Your rate scales with your level compared to the party's highest-level member. Group with someone near your level and you get the full bonus; a very low-level character being “carried” by a much higher one earns a reduced share (so parties can't be used to power-level alts).
- Killing-blow bonus. Whoever lands the final hit on a monster earns the full rate plus an extra +25%. Landing the blow proves you're pulling your weight, so the level-gap penalty is waived for that kill — even a much lower-level member is paid in full (about 150%) when they do the heavy lifting.
- Be there. You only share a kill if you're within about 12 tiles of it. Parties hold up to 5 members and are local to your current area (crossing into a new area ends the party).
How to Party
Type these into the chat bar. Most sub-commands can be abbreviated (e.g. /party inv).
- /party invite <name>
- Invite a player who is near you in the same area. The first invite makes you the leader.
- /party accept
- Accept a pending invite (
/party joinalso works). - /party decline
- Turn down a pending invite.
- /party leave
- Leave your current party. If the leader leaves, the party disbands.
- /party kick <name>
- Leader only — remove a member from the party.
- /party disband
- Leader only — break up the whole party.
- /party
- Show the roster: each member's level, Exp Earn Rate, kills, and experience earned while grouped.
- /p <text>
- Talk on the private party chat channel.
The Exp Earn Rate
Your Exp Earn Rate is the multiplier applied to your normal solo experience for a shared kill. At its best it's 125% (full exp + the 25% grouping bonus). It only drops when you are meaningfully lower level than the strongest member of your party.
The key idea: the penalty is based on your level as a ratio of the party's top level — not a flat number of levels. That's deliberate. Being 5 levels behind at level 10 is an enormous gap; being 5 levels behind at level 100 is nothing. So the same absolute gap barely matters late-game, letting lower-level members keep pulling their weight once builds diverge in the mid-to-late game.
| Your level ÷ top level | Exp Earn Rate |
|---|---|
| 0.85 – 1.00 (or within 3 levels) | 125% |
| 0.80 | 113% |
| 0.75 | 100% |
| 0.70 | 88% |
| 0.65 | 75% |
| 0.60 | 63% |
| 0.55 | 50% |
| 0.50 | 38% |
| 0.45 | 25% |
| 0.40 or below | 13% |
| Any gap of 3 levels or fewer is always full rate, regardless of ratio. | |
Why It Scales With the Game
Here is the same 5-level gap at different points in the game. Early on it's a real handicap; by the mid-game it's gone entirely.
| Party top level | Your level | Ratio | Exp Earn Rate |
|---|---|---|---|
| 10 | 5 | 0.50 | 38% |
| 20 | 15 | 0.75 | 100% |
| 30 | 25 | 0.83 | 121% |
| 50 | 45 | 0.90 | 125% |
| 100 | 95 | 0.95 | 125% |
Once character builds diverge in the mid-to-late game, modest level differences stop mattering — a level 95 pairs perfectly with a level 100, but a level 5 tagging along with a level 10 earns a fraction of the reward.
Party Demonstrations
These worked examples assume a monster whose kill would be worth the listed solo exp to each participant. Party exp = solo exp × Exp Earn Rate. The member who lands the final blow (marked ⚔) earns the full rate — even if a level gap would normally reduce it — plus an additional +25%.
1. Two friends, same level
| Member | Level | Earn Rate | Killing blow | Party exp |
|---|---|---|---|---|
| Aldric | 50 | 125% | +25% | 625 |
| Bryn | 50 | 125% | — | 500 |
| Classic Astonia would have split the 400 into ~200 each. Here both earn more than double, and together the party pulls far more total exp. | ||||
2. A late-game trio
| Member | Level | Ratio | Earn Rate | Killing blow | Party exp |
|---|---|---|---|---|---|
| Valeria | 100 | 1.00 | 125% | +25% | 938 |
| Corwin | 90 | 0.90 | 125% | — | 750 |
| Doran | 75 | 0.75 | 100% | — | 600 |
| At high level, even a 25-level gap only trims the reward modestly — everyone contributes and everyone benefits. | |||||
3. Mentor & apprentice, early game
| Member | Level | Ratio | Earn Rate | Killing blow | Party exp |
|---|---|---|---|---|---|
| Mentor | 12 | 1.00 | 125% | +25% | 313 |
| Apprentice | 6 | 0.50 | 38% | — | 76 |
| Early on, a half-level companion earns much less when the Mentor is doing the killing — grouping with a peer is far more rewarding than being carried. | |||||
3b. …but if the Apprentice lands the killing blow
| Member | Level | Ratio | Earn Rate | Killing blow | Party exp |
|---|---|---|---|---|---|
| Apprentice | 6 | 0.50 | 125% | +25% | 313 |
| Mentor | 12 | 1.00 | 125% | — | 250 |
| Landing the final blow waives the level-gap penalty: the Apprentice jumps from 38% to the full 125% and, with the killing-blow bonus, takes home 313 — the same reward the Mentor would have earned. Do the work, get paid. | |||||
4. The carried alt
| Member | Level | Ratio | Earn Rate | Killing blow | Party exp |
|---|---|---|---|---|---|
| Veteran | 100 | 1.00 | 125% | +25% | 781 |
| Lowbie | 10 | 0.10 | 13% | — | 63 |
| The rate bottoms out at 13%, so you can't power-level an alt by dragging it behind a max-level character. And it can't just “steal” killing blows to cash in: a low-level character does almost no damage to a monster that tough, and its base solo exp for such a kill is near zero to begin with. | |||||
Your solo exp for a kill already depends on how appropriate the monster is for your level — a creature far above you is worth less to begin with. The Exp Earn Rate is then applied on top of that.
The On-Screen Party Panel
While you're in a party, a live panel is drawn right on the play field (near the action bar). Each line shows a member's name, current Exp Earn Rate, kills landed, and experience earned while grouped — so you can compare contributions at a glance. Your own line is highlighted in blue, the leader is marked with a *, and the tallies update with every shared kill.
*Valeria 125% 41kills 18750xp
Corwin 125% 33kills 14200xp
Doran 100% 12kills 6900xp
Ready to Group Up?
Create a character, grab a friend, and
/party invite them. Not sure which role to play? See the
Classes — the new Priest is built to
keep a party alive.