Party

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Party members are the companions who fight beside you, including recruits won over in play, allies lent by a cause, and friends who choose to stay. Who will join you follows your standing in the world, as described on Factions.

Companions in a fight

A party member fights at the full strength of the weapon they carry, so crafting or handing a companion a better weapon directly raises their damage, and the gear you give them is truly worn and used. The benefit runs in both directions, because you gain full experience when a party member lands the killing blow, and party members earn a full share of experience from every fight they take part in.

Followers who tag along without joining the active party still help, but they fight at reduced strength, mend more slowly, and earn half the experience a party member does.

Party slots

The number of active party slots grows with your level. You can hold two companions at level 1, three at level 2, and the full roster from level 3. A party you already have is not trimmed by this, and the limit only applies at the next change to your roster.

Gear and packs

Tap View Equipment on a party member's card to see everything they have equipped. A companion you have a high enough bond with also lets you open their pack, from the party screen, their nearby card, or their portrait when they speak in chat, and you can hand items over or take them back from there. The party screen shows each member's level, experience progress and bond.

Companions equip what you give them on their own, and they prefer the better piece for each slot according to their own tastes. When handed several pieces at once they fit the best one to each slot, and a piece you have told a companion to wear is never displaced by that choice.

Keeping them alive

A dying companion runs on the same rules you do, slipping toward death each exchange until someone stabilizes them, and allies treat a fallen friend with real urgency. Companions mend on their own over time between fights, and a fallen companion can be revived like any other character, as described on Revival. A companion outside your party who has a real bond with you gets the same death save a party member does instead of dying the moment they hit zero.

Keeping them

Companions are people of the world rather than hirelings on a ledger, so how you treat them and where you stand with their people decides who stays. A creature won to your side answers to you, and a faction won far enough will send its own to fight for you, as described on Factions.