Party features preserved
Players can invite members, join or leave a party, follow a leader, use the party channel and identify party members through the normal interface.
Dathoria uses the classic pre-8.10 party model. Parties organize players, provide party leadership and communication, but they do not automatically share experience.
Players can invite members, join or leave a party, follow a leader, use the party channel and identify party members through the normal interface.
There is no Shared Experience activation, no equal division and no system that redistributes one member's experience to the rest of the party.
Different vocation combinations do not grant 20%, 30%, 60%, 100% or any other experience multiplier.
Every attacker receives a portion of the creature's experience based on the amount of damage that attacker caused. Party membership does not change this calculation.
| Contribution | Experience result |
|---|---|
| Player causes all damage | Receives the full experience value, subject to the server's normal rates and character rules. |
| Two or more players cause damage | Each player receives the portion corresponding to their individual damage. |
| Player only blocks or tanks | Receives no experience unless that player also causes damage. |
| Player only heals party members | Healing does not create an experience share. |
| Player is nearby but does not participate | Receives no experience. |
| Example | Damage | Result before general server rates |
|---|---|---|
| Creature worth 1,000 XP | Knight: 700 damage Sorcerer: 300 damage | Knight: 700 XP Sorcerer: 300 XP |
| Creature worth 800 XP | Paladin: 400 damage Druid: 400 damage | Paladin: 400 XP Druid: 400 XP |
| Creature worth 500 XP | Knight tanks but causes 0 damage Sorcerer causes all damage | Knight: 0 XP Sorcerer: 500 XP |
No. Dathoria intentionally follows the Tibia 8.0 system, before Shared Experience was introduced.
No. Vocation diversity has tactical value, but it does not modify experience.
No. Experience participation is determined by damage caused to the defeated creature.
Parties still improve coordination, safety, communication, target control, blocking and supply efficiency.
No. Proximity alone does not award experience.
No. Summons follow their own experience rules, explained on the Hunts with Summons page.