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GuidesParties, friends & chat

Parties, friends & chat

Playing with other people pays. A party’s experience is never divided — every member near a kill earns the whole thing, and more on top the bigger the group. Here is exactly how that works, who gets the loot, the rule that stops some parties entering the tower, and every way to talk to the rest of the server.

10

players per party

262%

EXP each, full party

5 s

between global messages

90

friends per character

Step by step

Forming a party

A party is up to ten players. The one who starts it is the leader, and the leader is the only one who decides how the loot is handed out.

  1. 1

    Click the player and invite them

    Clicking another character opens the menu for talking, trading and inviting. If clicking players does nothing, check that Select Other Players is on in the General Settings of the options — it is on by default.
  2. 2

    Grow it to ten

    Every member you add raises everyone’s experience per kill — the table below has the numbers. There is no class limit; five of the same class is as good a party as any.
  3. 3

    Set the loot rule

    The leader picks one of seven rules from the party window. A new party starts on “Free for all (Dice)”, which in practice means whoever picks an item up keeps it.
  4. 4

    Hand over or leave

    The party window has Change Leader, Kick and Leave Party. Leadership matters for more than loot: it is the leader’s level that the tower checks against, further down.

Experience

Nobody’s share is cut

This is the most useful thing on the page. When a party kills a monster, every member close enough earns the full experience for that kill — not a slice of it — and then the party bonus multiplies it.

Members near the killEach earns — in the fieldEach earns — in a dungeon
1100%100%
2118%103%
3136%107%
4154%112%
5172%117%
6190%122%
7208%128%
8226%134%
9244%141%
10262%149%
Compared with killing the same monster alone in the same place. “Dungeon” means missions and other instanced areas, which pay more per kill to begin with, so their party bonus climbs more gently. Before any level adjustment — see below.

Who counts

A member counts — and gets paid — only if they are alive, on the same map and within 60 metres of the monster when it dies. A member back in town adds nothing to the bonus and earns nothing from the kill. Stay together and the whole party climbs faster than any of you would alone.

Who owns the kill

If two groups hit the same monster, only one is paid. A party’s damage is added together, and the side with the most wins — damage share is worth up to 70 points and landing the first hit is worth 30. The winner takes the experience and the drops.

Experience

How levels change your share

Two separate adjustments apply to each member on their own. One compares you with the monster, the other compares you with the rest of your party.

Level gapMonster below youMonster above you
0 – 3 levels100%100%
4 – 689%89%
7 – 978%79%
10 – 1267%68%
13 – 1556%57%
16 – 1845%47%
19 – 2134%36%
22 – 2423%25%
25 – 2712%14%
28 – 301%4%
More than 30NothingNothing
Your own level against the monster’s, worked out separately for every member. This applies solo too — it is simply the reason a mixed party should hunt monsters near everyone’s level.

The second adjustment compares your level with the average of the members near the kill. Every three levels you sit above that average adds 5%, up to +50%; every three levels below it takes 5% away, down to −50%. On your own you are the average, so it does nothing.

Put the two together and the shape is clear. A high-level character bringing lower-level friends along loses little — the monsters are below them, but they sit above the party average and get some of it back. The lowest member of a spread-out party is hit twice: monsters well above them, and a level well below the average. Weekend boosts, gear and zone bonuses then apply to each member on top of all of this — see Events & daily rewards.

Loot

The seven loot rules

The rule only decides whose bag an item goes into. Any member can pick up anything the party owns — under most rules it simply goes to someone else.

RuleWho gets each item
Loot: Free for allWhoever picks it up.
Loot: RoundrobinThe next member in turn. Each drop moves the turn along, so items spread evenly.
Loot: LeaderAlways the party leader.
Loot: RandomA member chosen at random for each drop.
Loot: Class matchA random member whose class can use the item. If nobody in the party can, a random member.
Loot: Free for all (Dice)Exactly the same as Free for all — see the note below. This is what a new party starts on.
Loot: Roundrobin (Dice)Exactly the same as Roundrobin.
Under every rule but the two Free for all ones, the chosen member must be alive and on the same map for the item to reach them. If they were dead or elsewhere when it dropped, the item is left unclaimed and anyone can take it.

Always shared

Quest items and Area Conquest items ignore the loot rule entirely: when one is picked up, every member nearby gets their own copy. Heim is split evenly between the members nearby. In a mission, “nearby” means anywhere in the mission; everywhere else it means within 60 metres.

The dice never roll

The two Dice rules were built to roll for certain marked items. No item on S.U.N Reborn is marked, so nothing is ever rolled for and each Dice rule behaves exactly like its plain twin. If you want drops shared out rather than kept by whoever is fastest, pick Roundrobin.

Party rooms

Battle Zone rooms and the ten-level rule

Some content is started from a party room rather than by walking in. When the leader opens one, every member is asked to join — and anyone who says no is removed from the party.

Rooms for the Cursed Tower, the Trial of Light included, check one more thing when the leader starts the run: every member must be within ten levels of the party leader, above or below. A level-120 leader can take anyone from 110 to 130. One member outside that band and the run will not start, however many of the others qualify. Tower rooms also have to be started from a town or a field map.

If the tower will not start, look at levels first. The game does not always tell you which rule failed. Compare everyone’s level with the leader’s — if someone is more than ten away, either make a closer player the leader or run it without them. The tower also only opens at set times; the Trials guide has the timetable.

Chat

Every channel, and how to use it

Start a line with the prefix and it goes to that channel, whichever chat tab you are on. With no prefix, it goes to normal chat.

ChannelTypeWho hears itLimit
Normaljust typePlayers around youThe same line twice within 5 seconds is refused
Whisper"Name messageOne player, anywhere on the serverNot if they have blocked you or turned whispers off
Party#Your party, wherever they areNeeds a party
Guild$Your guildNeeds a guild
Shout@Everyone on the same mapOnce every 30 seconds
Global%Everyone online, on every map and channelOnce every 5 seconds. Free — no item, no level
World shout@@Everyone onlineNeeds a shout item in your bag; shares the 30-second timer with Shout

Global is the one to use for finding a group. It has its own tab in the chat window — type there, or start any line with % — and its own five-second timer, so it never uses up your shout. Global messages also appear in your normal tab. The older world shout still works for anyone holding the item, but Global reaches exactly the same people for nothing.

The tabs along the chat window only filter what you read; the chat options beside them have a tick for each kind of message. Global rides on the Shout tick — clear it and both shouts and global messages disappear from your normal tab, though the Global tab still shows them. In the game options, General Settings has Block Whispers, Block Transactions and Block channel invitation; the Graphics & options guide covers the rest of that window.

Community

Friends, blocks, memos and who is online

All of this lives in the Community window. Adding friends, memos and the Online tab once failed on this server with a “technical difficulties” message; that was fixed in August and all three work.

Friend list · up to 90

Add anyone by character name. It is instant — the other player is not asked to accept — and the list shows each friend’s level, class, whether they are online and which channel they are on. Removing someone is just as quick.

Block list · up to 90

A blocked player cannot whisper you — they are simply told your whispers are off — and any memo they try to send you fails. To stop whispers from everyone at once, use Block Whispers in the options instead.

Memos

Short letters of up to 200 characters, sent by character name. The other player does not have to be online — it waits for them. Your mailbox holds 200; when it is full, the oldest memo is deleted to make room, so keep anything important somewhere else.

Online tab

Lists every character connected right now, not just your friends — the quickest way to see who is about before you ask in Global. It can be refreshed once every five seconds.

Looking for people to play with outside the game? The S.U.N Reborn Discord is where groups for the tower, missions and the weekly siege come together.