PARTY AND SOLO LEVELING
CHOOSE THE FASTER HUNTING STYLE

SOLO CONTROL OR PARTY POWER?

Compare real EXP gain, kill speed and survival instead of judging your setup from a single monster.

01ChooseSolo or party
02SetEXP distribution
03HuntSame time window
04CompareEXP per minute
01
TWO DIFFERENT STRENGTHS

SOLO OR PARTY?

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.

Party leveling

  • Share the reward between eligible participating members.
  • Gain a larger party pool before distribution.
  • Combine damage, protection and support.
  • Reach dense areas, durable monsters and bosses more safely.
Kill speed decides

A party is faster only when its increased kill rate and access to stronger targets compensate for the shared reward.

02
BEFORE THE REWARD IS SHARED

PARTY EXP POOL

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.

Per counted member

The calculated party reward receives a 5% bonus for every counted party member before distribution.

Two-player example

When both members are counted, the party calculation uses a 10% pool bonus before their shares are determined.

Stay involved

Members must remain eligible for the current fight. A distant or non-participating character may not be included in that monster's calculation.

03
SELECT THE RIGHT DISTRIBUTION

PARTY EXP MODES

Damage-based distribution

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.

Equal distribution

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.

Equal mode can be cancelled

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.

04
MEASURE THE REAL RESULT

COMPARE EXP PER MINUTE

  1. Choose an area where both setups can hunt safely.
  2. Record your starting EXP and use the same active buffs.
  3. Hunt solo for ten minutes without changing the route.
  4. Repeat for ten minutes with the intended party and EXP mode.
  5. Compare total EXP, potion use, deaths and valuable drops.
  6. Use the setup that remains faster and reliable over time.
Do not compare one kill

Spawn density, movement, critical hits and short interruptions can distort a single result. A timed test gives a more useful comparison.

05
BEFORE THE GROUP STARTS

PRACTICAL PARTY CHECKLIST

Check these points

Members stay near the active monstersEXP mode matches the level rangeItem distribution is agreedEveryone has enough suppliesSupport skills are assignedThe whole party can surviveRespawn density supports the groupEXP gain is checked over time
Choose the next area

Use the Leveling Guide to find a suitable progression area for the whole party.