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 join also 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.

Exp Earn Rate by your level ÷ party's top level
Your level ÷ top levelExp Earn Rate
0.85 – 1.00 (or within 3 levels)125%
0.80113%
0.75100%
0.7088%
0.6575%
0.6063%
0.5550%
0.5038%
0.4525%
0.40 or below13%
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.

A member exactly 5 levels below the party's top level
Party top levelYour levelRatioExp Earn Rate
1050.5038%
20150.75100%
30250.83121%
50450.90125%
100950.95125%

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

Both level 50 · kill worth 400 exp solo
MemberLevelEarn RateKilling blowParty exp
Aldric50125%+25%625
Bryn50125%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

Levels 100 / 90 / 75 · kill worth 600 exp solo
MemberLevelRatioEarn RateKilling blowParty exp
Valeria1001.00125%+25%938
Corwin900.90125%750
Doran750.75100%600
At high level, even a 25-level gap only trims the reward modestly — everyone contributes and everyone benefits.

3. Mentor & apprentice, early game

Levels 12 & 6 · kill worth 200 exp solo
MemberLevelRatioEarn RateKilling blowParty exp
Mentor121.00125%+25%313
Apprentice60.5038%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

Same party · the Apprentice does the heavy lifting
MemberLevelRatioEarn RateKilling blowParty exp
Apprentice60.50125%+25%313
Mentor121.00125%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

Levels 100 & 10 · kill worth 500 exp solo
MemberLevelRatioEarn RateKilling blowParty exp
Veteran1001.00125%+25%781
Lowbie100.1013%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.

Example panel == Party (3) ==
*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.