
Use C1 monster records to compare base XP/SP, level gaps, party pace, drops and spoil without mistaking a catalogue value for guaranteed session profit.
A C1 monster page reports a level, HP, defenses and base XP/SP values. Those numbers describe the target in the catalogue; they are not a promise that every character receives that amount after a party split, level difference or server rate. At level 40,
Giant Fungus and
Karul Bugbear offer a useful paper comparison. Karul shows more base XP and SP with slightly less recorded HP. That makes it worth investigating, but it does not settle the hunt: these monsters occupy different areas, and travel, nearby spawns and class damage still matter.
| Level 40 monster | Base XP | Base SP | HP |
|---|---|---|---|
| Giant Fungus | 1,920 | 124 | 1,576 |
| Karul Bugbear | 2,128 | 138 | 1,527 |
Monster name color is relative to your character's level, not a reward rate by itself. In the supplied C1 server, each level you exceed a monster divides your XP and SP by 1.1, starting when the monster is only one level lower and still white. Green covers monsters three to five levels below you, light blue six to eight, and dark blue nine or more. For example, a target six levels below you leaves about 56.4% of your XP/SP share. In a party, that reduction applies to your own level-weighted share; members of other levels calculate their own color and penalty. Drops, spoil and adena follow different checks. See the party XP guide for a four-player worked example.
A group's reward is experienced per member, while its value comes from how many safe fights it can finish. A support character may raise the party's kill rate without appearing as the last hitter; a tank may prevent the downtime that ruins the next pull. Do not compare one solo kill's listed XP to one party kill and conclude the party is worse. Instead, measure your own XP/SP over the same amount of active time, including healing and rests. A stable group can make a more dangerous area practical even when each kill's reward is shared.
A drop entry is a possible result of defeating the monster; it is not a guaranteed payment.
Spoil is a separate opportunity for a Dwarf with the appropriate skills and a successful collection step. Open the monster record to inspect both lists, then check the item page for what the material is used in. If the expected item is rare, judge a longer sample rather than one empty kill. A party without a spoiler should not count
spoil-only materials as ordinary income. Keep adena, quest rewards and inventory value separate when recording a session.
Try two suitable camps for about ten active minutes each. Begin and end at the same kind of point in the loop, then record the values below. Divide the XP and SP you actually gained by elapsed minutes. For adena, subtract shots, arrows, healing and travel from the adena and sale value you actually received. Note whether a crowded spawn or a dangerous add distorted the sample. The goal is a decision you can repeat, not a universal XP-per-hour claim from one fortunate pull.
| Record during the test | What it tells you |
|---|---|
| XP and SP gained | Observed progress after your real modifiers |
| Kills and elapsed minutes | Whether the camp provides steady targets |
| HP/MP recovery time | The cost between fights |
| Shots, arrows and healing spent | Running cost of your gear and skills |
| Deaths, adds or crowding | Risk and interruptions the base stats omit |
A higher-level monster can offer more base XP and still be a worse choice if it takes twice as long to kill or forces repeated rests. Likewise, a lower reward per kill can be worthwhile when the camp supports a quest, provides materials your crafter needs or keeps a party together safely. Recheck after a profession transfer, new skill or weapon upgrade: the bottleneck may change. Use the mob comparator for candidate targets, the XP curve for your next level, and your field notes for the final choice.