Party multiplier: how EXP per person changes
| People | EXP per person | Group total output |
|---|---|---|
| 1 (solo) | 100% | 1.00× |
| 2 | 60% | 1.20× |
| 3 | 46% | 1.38× |
| 4 | 40% | 1.60× |
| 5 | 36% | 1.80× |
| 6 | 33% | 1.98× |
| 7 | 31% | 2.17× |
| 8 | 30% | 2.40× |
Monster EXP isn't divided by the number of people, it's multiplied by this factor. The per-person gap between killing solo and in an 8-person party is 3.3×; but because a party drops monsters much faster, in practice the party wins.
Why a party makes sense
Most players don't form a party thinking "EXP gets split". The real point in the table is this: with 8 people EXP per person drops to 30%, but 8 people kill far more monsters in the same time than one person.
Here's the decision point. If the number of monsters you kill per hour in a party rises more than the multiplier drops, the party wins. In a 2-person party the multiplier drops to 60%; if the second person raises the kill speed by more than 1.67×, you're ahead.
That's why who you party with matters. Someone who slows you down, goes to town when their pots run out, or keeps changing slots lowers the multiplier without raising the tempo. You come out of that party worse off.
Bonuses add, they don't multiply
This is the most misunderstood part. If you have two separate 50% bonuses, they don't make 1.50 × 1.50 = 2.25×. The percentages add up into a single multiplier: 1 + 0.50 + 0.50 = 2.00×.
Example: 120% premium together with a 50% scroll gives a 2.70 multiplier. EXP per monster = base EXP × party multiplier × this multiplier.
The upshot: when you add a new bonus your gain grows by the same amount each time, not exponentially. Don't dismiss small percentages, but don't overrate the effect of doubling a bonus either.
We don't write the bonus percentages on this page. These values change by server and by period, and there is no single verified list. Read the percentage in the item description, add them all up, and enter the number in the bonus field of the EXP Calculator.
Measure EXP per monster yourself
- 1. Go to the monster you'll be killing. Measure solo and without bonuses; a party or bonus pollutes the result.
- 2. Note the percentage on your EXP bar.
- 3. Kill 20 monsters, counting. No breaks, no mixing in other monsters.
- 4. Look at the percentage again. Multiply the difference by your level's bar. At level 82 the bar is 6,130,976,733 EXP; say it went up 1%, then 20 monsters gave you 61,309,767 EXP.
- 5. Divide the result by 20. That's EXP per monster.
- 6. Enter that number in the "EXP per monster" field of the EXP Calculator. Pick your party size, premium and other bonuses too. It shows how many hours to your target.
- 7. Don't trust ready-made monster EXP lists on the internet. They don't hold from server to server. This 5-minute measurement gives a more accurate result than any table you'll find.
Sources of EXP bonus
- EXP Premium: the base that runs all the time. Work out whether it pays for itself with the Premium Payback tool.
- EXP Flash: comes from fishing or is bought in the Moradon market. Use it when the slot and party are ready.
- Akara's Altar emblems: free from the altar in Moradon. Activate before you start leveling.
- BDW EXP paper: three BDWs a day (02:00, 13:00, 19:00). After getting the paper go straight to the slot.
- Ascent Scroll and Jewel of Experience: short-lived. Save them for a short, intense leveling window.
- Tail of Shaula and Tail of Lesath: strong but risky. Death, DC or a map change can wipe the bonus.
- Spirit of Logos: when you catch one, don't spend it in idle time; save it for your best party and slot time.
- PUS cosmetics like Dragon Wings and Valkyrie: always on, they grow the total over long sessions.
- Achievement bonuses: once unlocked, permanent. They work without using timed items.
- Clan EXP bonus: on older servers it can rise with the number of online clan members. It may not be active on a new server, check in game.
How big the bar is at the last levels and rebirths
| Step | EXP needed |
|---|---|
| 80 → 81 | 2,141,236,485 |
| 81 → 82 | 4,317,589,248 |
| 82 → 83 | 6,130,976,733 |
| 83/0 → 83/1 | 8,705,986,960 |
| 83/1 → 83/2 | 9,576,585,656 |
| 83/2 → 83/3 | 10,534,244,221 |
| 83/3 → 83/4 | 11,587,668,643 |
| 83/4 → 83/5 | 12,746,435,507 |
| 83/5 → 83/6 | 14,021,079,057 |
Each rebirth bar is 1.1× the previous one. So the 83/6 bar is about 1.77× the 83/0 bar. The EXP collected from level 1 to 83 is 23,379,262,510; the 83/0 bar alone is more than a third of that.
Common mistakes while leveling
- Using a timed bonus in town. Buy pots, repair, form the party, find the slot; use the bonus last.
- Insisting on a crowded slot. Where you can't find monsters, both your bonus and your tempo go to waste.
- Forming the party at random. If the multiplier drops and the kill speed doesn't rise, you lose.
- Using an expensive bonus where the death risk is high. When you die you can't get the bonus back.
- Saying "this monster gives good EXP" without ever measuring. A half-hour measurement is cheaper than days in the wrong slot.