Solo leveling
- Keep the full calculated reward from your own monster kills.
- Control the route, breaks and item collection yourself.
- Works best when suitable normal monsters already die quickly.
- Can require more potions against durable enemies.
Compare real EXP gain, kill speed and survival instead of judging your setup from a single monster.
A party is faster only when its increased kill rate and access to stronger targets compensate for the shared reward.
Only eligible participating party members are counted for the defeated monster. The server builds the party pool first and then applies the selected distribution mode.
The calculated party reward receives a 5% bonus for every counted party member before distribution.
When both members are counted, the party calculation uses a 10% pool bonus before their shares are determined.
Members must remain eligible for the current fight. A distant or non-participating character may not be included in that monster's calculation.
60% of the shared reward follows each member's damage contribution and 40% follows the participating members' level contribution.
The party leader receives an additional 10% on the leader's calculated EXP and Lime share.
Use this mode for mixed levels or very different damage output.
The party pool is divided by the number of participating members. Each resulting EXP and Lime share then receives a 25% multiplier.
Use this mode when members remain together and contribute to the same fights.
The normal level-compatibility limit for equal mode is 30 levels.
If the party no longer meets the level requirement, the server changes it back to damage-based distribution. Supported mentor and student parties can use separate eligibility rules.
Spawn density, movement, critical hits and short interruptions can distort a single result. A timed test gives a more useful comparison.
Use the Leveling Guide to find a suitable progression area for the whole party.