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Members of the party are shown on the left.

Parties allow up to six people to play together. Players can create or join public parties by clicking on the Notice Board in town, or by pressing S to open the Social window. Players can also invite someone to a party by selecting a player's name in chat, clicking on them in town, or typing /invite playername in the chat console.

Effect on monsters

Partying has its drawbacks affecting the visibility of enemies

Monsters gain extra life for each additional party member after the first:[citation needed]

Life \ Members 2 3 4 5 6
Normal Monster Life 50% 100% 150% 200% 250%
Magic Monster Life 60% 120% 180% 240% 300%
Rare Monster Life 80% 160% 240% 320% 400%
Unique Monster Life 100% 200% 300% 400% 500%

The original life amount is used for the purposes of determining the length of stuns and status ailments – this means monsters will not be harder to stun/freeze/etc when fighting in a party.

It is believed that monster's extra life gain is only affecting nearby ones, therefore players leaving map before new monsters are encountered have no effect on their life.[guesswork?]

Effect on loot

Each player after the first adds the following bonus:

Effect \ Members 2 3 4 5 6
currency items 50% 100% 150% 200% 250%
increased item quantity 27% 51% 73% 93% 112%
increased item rarity 17% 31% 44% 55% 65%

Bonuses to item rarity or quantity from modifiers on player gear are only counted from the player who lands the killing blow. This bonus is multiplicative with any player bonuses to rarity/quantity.[1] Any quantity bonus from a map is multiplicative with all other modifiers.

Item drops from monsters are calculated based on the number of players nearby (13 metres - around six tiles, which is approximately a screen) rather than the number in the instance. The quantity of drops is based on the minimum of the number of players who were around at the start and end of the fight. This means that if you spawn a boss alone before bringing in friends to help (or if the friends leave during the fight) then it will only drop enough items for one person.[2]


The chance of a non-unique Map dropping is not affected by party size.[3] They are affected by the quantity and rarity bonuses provided by the Map they are dropped inside of.

Unique maps are dropped as part of the normal Item drop system and not governed by the same rules as other non-unique maps so they do get the party bonus.

Effect on experience

See experience in party for more information.

Effect on flasks

Party members of a character landing the killing blow on an enemy will gain flask charges if they are nearby.[4] This is not true for all +life and +mana gained "when you deal a killing blow" modifiers; only a character actually landing a killing blow will trigger those effects.

Benefits of partying

Parties allow players to share all benefits of buffs that apply to allies and all debuffs to monsters. For instance:

  • Auras gives nearby allies beneficial effects. A party with a variety of auras can receive the effects of far more auras than with solo play.
  • A dedicated aura specialist ("aurabot") or curse specialist can focus on maximizing their respective effects while sacrificing their personal damage output for a net benefit to their party members.
  • An organized farming party can dedicate a "Magic Find culler" that stacks up increased item rarity/quality along with a culling strike(-like) effect to finish off monsters for even better drops.
  • Link skills are designed with party play in mind, granting a huge bonus to another linked party member, but with the added risk of dying if the linked target dies.
  • Certain items and skills that only affect allies can be taken advantage by party members, without requiring the user to create a minion or totem build to indirectly benefit from them.

Partying grants a significant bonus to item drops. Because of this, some players will ask for "leechers" to form a party. This is when the leader does all the monster killing while other players follow them and hang back while avoiding dying to collect Experience from the slain monsters without collecting loot. Some players will demand leechers to be tanky enough to survive the content.

Downsides of partying

When partying with characters, downsides can happen that a solo player would not have to encounter. Some of these challenges are temporary and can be worked around. Some problems like lag may be permanent for some players. These examples will focus mainly on problems that may occur with a party with strangers.

  • Curses - Curses can over-ride each other based on the curse priority rules. This can be fixed by having everyone in the party agree to only let 1 player apply all of their curses and nobody else is allowed to curse.
  • Pace - The speed at which different individuals prefer to kill or move can vary based on the individual. The variance in the speed of different characters is high enough that it may take some time to find players who enjoy your pace to party with.
  • Lag - Lag is a colloquial term for anything that slows down things in the game like big drops in Frames per second or temporary screen freezes. It is not necessarily referring to internet speed, though that can be a source of lag. What does or does not cause lag can sometimes be relative to the speed of the individual computer, but the resources used can be expected more accurately. Things which use up much more resources from GPU and CPU are more likely to lag the party in general. Therefore this list will show some of the most resource intensive builds that are known for causing more lag than average builds.
    • Minions - Minions can lag more than the average build even with small numbers. The resources used are much higher if the player is using a large army.
    • Very Fast Attack or cast speed - The speed at which you use skills affects resources used.
    • Microtransaction - Can add more visual clutter and lag
    • Note - More resources being used may not always be the source of the lag.
  • Damage scaling - Some sources of damage scaling can be lowered from certain optional game mechanics used in builds. For Example:
    • The Impaler - This keystone passive will block impale damage from other players. This only affects parties where multiple characters are using impale damage.
  • Item Drops - Different players prefer different loot allocation options. Also different players may have different expectations of picking up expensive drops. This can make it take longer to find a group who has the same expectations for item drops as you. Some examples of these expectations in group play include:
    • Loot FFA and sharing - These groups use Loot Free for all option. Anyone can pick up any item at any time with this loot allocation. This loot option is good for not leaving anything behind and picking up items as fast as possible. The downside is faster players may get better items. The no sharing part means anyone can pick up anything and you don't have to share, even if expensive items like divine orbs drop. Some players may also expect high value drops to be shared. If you are unsure you can ask the group what their expectations are when joining.
    • Short-Allocation - Short allocation makes it so items are reserved for individual players for a short duration of time. After that short duration is over anyone can then pick up those items. This allows slow players a chance to get good gear, while also not leaving items behind, because some people pick up items other players don't.
    • Permanent Allocation - All items are permanently allocated. This option makes it so very slow players do not lose out on the chance of getting valuable items, at the cost of items being left behind that other players could use, because some people pick up items other players don't.

Version history

Version Changes
  • Added support for party members to go offline while staying in the party. When you log out, you can now stay in your party, though you can still be kicked from the party while offline. After you've been offline for 2 minutes, you will be automatically kicked from the party.
  • Added "Kick from Party" back to the options available when right-clicking another player's message in chat.
  • Fixed a bug where looting an item while in a party with loot allocation set required an extra click if the allocation changed while the cursor was held over the item.
  • Fixed a bug where, very rarely, party members would create a new instance of your hideout when using the Visit Hideout button, and would thus close any open map portals in the existing hideout instance.
  • The party user interface now shows what area your party members are in if they're not in the current area. Players who have recently disconnected are shown greyed out for a few seconds so that you can see that it occurred.
  • Fixed a case where players with slow load times could fail Zana's limited portals mission during the load screen while in a party.
  • The party life bonus for monsters in higher difficulties has been reduced from 25% to 20% per player per difficulty
  • 40% of the item quantity bonus for additional party members is now shifted towards item rarity. Gems and currency items still receive the old item quantity bonus.
  • Players now receive the same amount of experience from nearby monster kills regardless of how many members are in their party. Because experience is awarded to nearby party members equally and is not divided up between them any more, monsters are no longer scaled up in experience if you're playing in a party.
  • This means that larger parties who stick together will get slightly more experience than before, and that idling characters elsewhere in the level no longer increases your experience gains. Solo players receive exactly the same experience that they did previously.
  • Experience is still scaled down if the player is too high or too low level, or if there's a much higher level party member nearby. These equations have not changed.
  • Changed the experience split in parties so that it more strongly favours playing with people near your level.
  • The player now leaves their party when they respawn from hardcore to non-hardcore.
  • Changed exp split in parties to use level+4 in the ratio rather than +10. This means that it's slightly more weighted towards the higher level characters.
  • Set max party size to 6.
  • All party actions now display messages.
  • Following a party member into their own portal no longer disconnects you.
  • Added monster difficulty/reward scaling for parties.
  • Added experience sharing among members of a party.
  • Fixed bug with party members changing instance simultaneously.
  • Added Party Screen UI.
  • Fixed a bug related to parties staying together through area transitions.
  • Fixed parties so that you stay in your party after death and when changing areas.
  • Added parties. /invite, /leave, /party.
  • Players are now places in instances with other party members.


  1. chris_wilson (July, 2015). "The Awakening Releases July 10th with New Content & Challenge Leagues". Path of Exile subreddit. Retrieved January 24, 2016.
  2. Chris (March 20, 2013). "0.10.4 Patch Notes". Official Path of Exile Forums. Retrieved October 25, 2019.
  3. Chris (June 26, 2012). "Dev Diary: End-game Maps". Official Path of Exile Forums. Retrieved January 24, 2016.
  4. Mark_GGG (March 9, 2014). "Flask charges in party". Official Path of Exile Forums. Retrieved March 18, 2014.