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= Benefits = == Knowledge == In a party, one member will act as the 'party leader', leading the party around (allowing other members to auto-follow). The leader will be able to lead the party, sometimes into new areas that other members might not have explored. They could also enter into hidden areas, that other members of the party might not have been aware of. Thus, followers will gain knowledge of the many different areas scattered throughout Icesus. On the other hand, if a member feels that an area they know could be beneficial for the party, they can suggest it, allowing the party leader to go there. Party members also tend to be a good source of tips and other information. == Support == The key to party success, besides having a good leader, is a good party composition. The party formation is a three by three grid. Fighters, such as militias and melee rangers, should be positioned in the first row, not only will they fight mobs, but they will also protect members behind them from attacks, thus they are called "tanks". However, spells will be able to hit members behind tanks and some mobs have special attacks that can hit them as well, so be careful when fighting new mobs. Behind tanks will generally be mages, priests, and archers, priests are an almost essential element of any party, because their specialty is healing tanks, allowing them to survive for longer against stronger mobs. Without having to worry much about defense, due to the tank's protection, mages and archers will be able to concentrate on killing the mobs, making them much more efficient than they would be when soloing. == Experience == Even though the experience received from killing a mob is split among party members, depending upon their charisma and total amount of experience compared to other party members, there are many other benefits of being in a party. First, players will find killing mobs easier, hence they can kill more powerful mobs faster, and gain experience more quickly. They will also find that some mobs that they usually can't kill alone will fall with the aid of their party members, but of course, the mob has to be within the powers of the party, or else they will all die. Being able to kill mobs with higher experience awards efficiently will almost guarantee a good party experience rate, be warned however, that trying to kill harder mobs could hinder the party experience rate because even though the mob will yield more experience, more experience could be gained from killing many smaller mobs more quickly. Also, the party leader will receive extra experience for leading, and will occasionally get the rest of the party an experience bonus if he does an excellent job (Humans, being natural leaders, are excellent at this). Partying also grants you an experience gain bonus while in the party. == Loot == However, trying to kill a powerful mob can be beneficial in another way. Some powerful mobs will carry valuable loot, or be a part of a quest, the loot could be useful piece of equipment for a member of the party or it can be sold for money. Money splitting has to be done manually, and it is up to the party leader (or whoever is in charge of gathering loot) whether the loot is split among the party members or not. The party leader can also determine who gets what by 'party dice', which will immediately show the rolled value of each member on a dice with values from 1-100. Another available option is 'party draw', which will cause each party member to take turns drawing sticks to determine one winner. == Hunting == Another reason to be in a party is for hunting. Although you can hunt alone, hunting together is generally safer, especially for lower level players, as well, the success rate for finding prey is higher, and weapons won't be lost in animals that are too big to hunt alone.
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