고유 /3
방어도 및 에너지 보호막 (180–220)% 증가
생명력 최대치 +(60–80)
모든 원소 저항 +15%
치명타 피격 시 인내 충전 최대치 획득
주변 파티원의 인내 충전 최대치가 자신의 인내 충전 최대치와 동일
공격 속도 (10–15)% 증가
시전 속도 (10–15)% 증가
최대 마나 (10–15)% 감소
처치 시 (10–15)%의 확률로 권능, 격분 또는 인내 충전 획득
도관
(주변의 파티원과 인내, 격분, 권능 충전을 공유합니다)
방어도 및 에너지 보호막 (180–220)% 증가
생명력 최대치 +(60–80)
모든 원소 저항 +15%
주변의 파티원과 인내 충전 공유
피격 시 인내 충전 획득
최근 4초 이내 피격된 경우 1초마다 생명력의 2% 상실
Passive /1
주변의 파티원과 인내, 격분 및 권능 충전 공유
어울리기 도움말 화면

어울리기 도움말 화면

채팅 및 소셜 화면

패스 오브 엑자일은 원할 때 언제든 다른 플레이어와 대화, 거래, 플레이할 수 있는 온라인 게임입니다.

채팅창:

기본적으로 여러 가지 채팅 채널이 존재하며, 채팅창 상단에 있는 버튼을 사용해 해당 채널을 켜거나 끌 수 있습니다. 또한 화면 하단의 선택 메뉴를 통해 이야기하고 싶은 채널을 선택할 수도 있습니다.

아이템에 대고 Ctrl + Alt + 좌클릭으로 채팅창에 이름을 띄울 수 있습니다.

소셜 화면:

소셜 화면 (단축키 S)를 통해 친구 목록, 길드 및 파티 기능을 손쉽게 이용할 수 있습니다. 친구를 추가했다면 그 친구의 계정 및 캐릭터 이름이 나타납니다. 들어갈 수 있는 친구의 은신처가 있을 경우, 여러분이 은신처나 마을에 있을 때 해당 메뉴를 통해 친구의 은신처에 입장할 수 있습니다.

소셜 화면을 통해 다른 플레이어나 자신이 생성한 공개 파티에 들어갈 수도 있습니다.

다른 플레이어와의 거래:

다른 플레이어와 구입, 매각, 교환을 하고 싶다면 게임 속에 있는 캐릭터에 대고 마우스를 우클릭하여 거래창을 여십시오. 같은 파티원일 경우 해당 캐릭터의 초상화를 우클릭하여 거래할 수 있습니다. 각자 완료를 누르기 전에 거래에 사용할 아이템을 확실히 살펴, 어떤 아이템을 거래하고 있는지 정확히 확인해야 합니다.

각자 다른 배경을 지닌 플레이어들이 모이는 패스 오브 엑자일의 커뮤니티 또한 이 게임을 즐기기 위한 중요한 요소라 할 수 있습니다. 다른 플레이어와 대화할 땐 꼭 상호 예의를 갖춰주시기 바랍니다.

Community Wiki

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Partying

Parties allow up to six people to play together. Players can create or join public parties by clicking on the Notice Board in town, or by pressing S to open the Social window. Players can also invite someone to a party by selecting a player's name in chat, clicking on them in town, or typing /invite playername in the chat console.

Effect on monsters

Monsters gain extra life for each additional party member after the first:

Life \ Members 2 3 4 5 6
Normal Monster Life 50% 100% 150% 200% 250%
Magic Monster Life 60% 120% 180% 240% 300%
Rare Monster Life 80% 160% 240% 320% 400%
Unique Monster Life 100% 200% 300% 400% 500%

The original life amount is used for the purposes of determining the length of stuns and status ailments – this means monsters will not be harder to stun/freeze/etc when fighting in a party.

It is believed that monster's extra life gain is only affecting nearby ones, therefore players leaving map before new monsters are encountered have no effect on their life.

Effect on loot

Each player after the first adds the following bonus:

Effect \ Members 2 3 4 5 6
Currency items 50% 100% 150% 200% 250%
increased item quantity 27% 51% 73% 93% 112%
increased item rarity 17% 31% 44% 55% 65%

Bonuses to item rarity or quantity from modifiers on player gear are only counted from the player who lands the killing blow. This bonus is multiplicative with any player bonuses to rarity/quantity. Any quantity bonus from a map is multiplicative with all other modifiers.

Item drops from monsters are calculated based on the number of players nearby (13 metres - around six tiles, which is approximately a screen) rather than the number in the instance. The quantity of drops is based on the minimum of the number of players who were around at the start and end of the fight. This means that if you spawn a boss alone before bringing in friends to help (or if the friends leave during the fight) then it will only drop enough items for one person.

Maps

The chance of a non-unique Map dropping is not affected by party size. They are affected by the quantity and rarity bonuses provided by the Map they are dropped inside of.

Unique maps are dropped as part of the normal Item drop system and not governed by the same rules as other non-unique maps so they do get the party bonus.

Effect on experience

See experience in party for more information.

Effect on flasks

Party members of a character landing the killing blow on an enemy will gain flask charges if they are nearby. This is not true for all +Life and + Mana gained "when you deal a killing blow" modifiers; only a character actually landing a killing blow will trigger those effects.

Benefits of partying

Parties allow players to share all benefits of buffs that apply to allies and all debuffs to monsters. Some examples include:

  • auras

    • Discipline gives allies in radius flat energy shield.
  • curses

    • Elemental Weakness Lowers enemies resistance to elemental damage. Making them take more damage.
  • ally specific bonuses from items, gems, etc.

    • The Druggery allows nearby allies to recover life from the users flasks.

Downsides of partying

When partying with characters, downsides can happen that a solo player would not have to encounter. Some of these challenges are temporary and can be worked around. Some problems like lag may be permanent for some players. These examples will focus mainly on problems that may occur with a party with strangers.

  • Curses - Curses can over-ride each other based on the curse priority rules. This can be fixed by having everyone in the party agree to only let 1 player apply all of their curses and nobody else is allowed to curse.

  • Pace - The speed at which different individuals prefer to kill or move can vary based on the individual. The variance in the speed of different characters is high enough that it may take some time to find players who enjoy your pace to party with.

  • Lag - Lag is a colloquial term for anything that slows down things in the game like big drops in Frames per second or temporary screen freezes. It is not necessarily referring to internet speed, though that can be a source of lag. What does or does not cause lag can sometimes be relative to the speed of the individual computer, but the resources used can be expected more accurately. Things which use up much more resources from GPU and CPU are more likely to lag the party in general. Therefore this list will show some of the most resource intensive builds that are known for causing more lag than average builds.

    • Minions - Minions can lag more than the average build even with small numbers. The resources used are much higher if the player is using a large army.

    • very Fast Attack or cast speed - The speed at which you use skills affects resources used.

    • Note - More resources being used may not always be the source of the lag.

  • Damage scaling - Some sources of damage scaling can be lowered from certain optional game mechanics used in builds. For Example:

    • The Impaler - This keystone passive will block impale damage from other players. This only affects parties where multiple characters are using impale damage.
  • Item Drops - Different players prefer different loot allocation options. Also different players may have different expectations of picking up expensive drops. This can make it take longer to find a group who has the same expectations for item drops as you. Some examples of these expectations in group play include:

    • Loot FFA and sharing - These groups use Loot Free for all option. Anyone can pick up any item at any time with this loot allocation. This loot option is good for not leaving anything behind and picking up items as fast as possible. The downside is faster players may get better items. The no sharing part means anyone can pick up anything and you don't have to share, even if expensive items like exalted orbs drop. Some players may also expect high value drops to be shared. If you are unsure you can ask the group what their expectations are when joining.

    • Short-Allocation - Short allocation makes it so items are reserved for individual players for a short duration of time. After that short duration is over anyone can then pick up those items. This allows slow players a chance to get good gear, while also not leaving items behind, because some people pick up items other players don't.

    • Permanent Allocation - All items are permanently allocated. This option makes it so very slow players do not lose out on the chance of getting valuable items, at the cost of items being left behind that other players could use, because some people pick up items other players don't.


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