Fight as a party
Shared targets, closer formations, allied healing and a better pace for useful party builds while away.
Auto Hunt now chooses a shared target for the party, with nearby allies assisting instead of pulling separate creatures in different directions. Melee members approach the front while ranged members keep an attack position nearby. Summons and companions assist the same fight. Personal defense and avoiding dangerous attacks still take priority.
One party member leads the loot route, including cleared Rift rooms. The others follow instead of chasing separate drops or climbing stairs independently. After clearing a nearby hunting patch, the group leaves room for creatures to respawn and waits within reach rather than wandering far away. The group accompanies a retreating ally, and travelling to the next region no longer starts fresh roadside hunts. A healthy nearby melee member can intercept a creature pursuing a caster; an attack already announced keeps its original target.
Paladin and Druid can use their equipped allied healing between fights, even without an enemy selected. Healing checks the recipient's health, range and line of sight, with normal mana, resource and cooldown costs. Away hunts now include these existing allied heals within the same recovery limits.
Every eligible member still receives their full personal XP per kill. Gold and items are shared once. Away encounters already combine the members' damage; their minimum encounter and travel delays now also reflect useful damage contribution, up to 1.4 times the gathering cadence for three comparable builds. This is not a flat XP multiplier, and a weak extra character adds little to that benefit.
A group can earn levels faster by clearing suitable populated areas together. Actual progress depends on equipment, composition, supplies and respawns: an exhausted hunting area can still limit a strong party. Away progress remains a conservative estimate rather than a frame-by-frame replay of combat.