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[[Category:Game Mechanics]] [[Category:Combat]] A '''group''' is an official party of up to 10 players. To create a new group, you may simply invite the first member (command /invite [player name]) or click "Create Group" under the "Group Options" menu (Esc). If a character is looking for a group, they may let other players know by using the "Looking For Group" option, which will add the tag "Looking For Group" to the character's name in the /who player list and also show an icon above their head. == Benefits == === Experience and Gold === Being in a group is an agreement to share experience and [[gold]] from killed monsters or players. Experience and gold gains can only be granted if in close range of the event. Experience may be capped for players of lower levels who would not normally be able to kill higher-level [[mob]]s. Having a group member that is a much higher level will lower individual experience for lower-level characters, no matter how far apart. === Formations === Groups may travel in formations such as ranks or in different shapes (i.e., the wedge); if a formation is used, when the group leader moves, the rest of the group (if in range) will follow automatically. If a member of the group has attacked or been attacked in the last 60 seconds, they will not follow in formation. === Group Chat === Each group member is part of a group chat which can only be seen by other group members (accessible by using /g or /group). Each member of the group is informed when another member loots an item or gold, unless the looter cannot be seen. === Powers === Some buffs may affect a member's entire party at once for easy buffing, and some [[Area of Effect]] powers will also exclude group members, making it easier to only target enemies. === Group Leader === The designated group leader is responsible for inviting and removing group members, toggling formations on and off, toggling the splitting of loot on and off, and disbanding the group. The group leader may appoint a new group leader through the group options menu.
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