
Read the C1 party XP/SP bonus, level-squared shares and each member's own monster-level penalty, with worked examples for mixed-level groups.
The party bonus is applied to the group's reward pool, not handed to every character as a separate percentage increase. Start with the XP and SP attributable to the party's contribution to a defeated monster. The server chooses a multiplier from the eligible party count and enlarges those pools. It then assigns individual shares. A monster listing's base XP is therefore useful for comparing targets, but it is not the amount each group member will see after sharing, level adjustments, summoner costs or server rates.
The supplied C1 server stores a party-size multiplier from 1.00 for one counted member to 1.72 for nine. For two members, 1.07 means the party pool is 7% larger; it does not mean both players receive 107% of a solo reward. The third column shows the total pool produced by a hypothetical 1,000-XP party contribution before the individual split or other adjustments. These are the earlier values that later Chronicle 3 notes replaced for smaller parties.
| Counted party members | Pool bonus | Multiplier | Pool from 1,000 XP |
|---|---|---|---|
| 2 | +7% | 1.07 | 1,070 XP |
| 3 | +14% | 1.14 | 1,140 XP |
| 4 | +23% | 1.23 | 1,230 XP |
| 5 | +31% | 1.31 | 1,310 XP |
| 6 | +40% | 1.40 | 1,400 XP |
| 7 | +50% | 1.50 | 1,500 XP |
| 8 | +61% | 1.61 | 1,610 XP |
| 9 | +72% | 1.72 | 1,720 XP |
For a fully eligible party, each member's provisional share is the boosted pool multiplied by that member's level squared, divided by the sum of all party members' levels squared. The same multiplier and level-squared weighting appear in the SP branch. Equal-level members therefore divide the pool evenly; mixed levels do not. The server converts results to whole points and distributes a small remainder, so a displayed reward can differ by one point from a simple decimal calculation. Individual monster-level penalties and servitor rules can further change the amount received.
Suppose two level-40 characters are both eligible and their party contribution would otherwise yield 1,000 XP. The two-member multiplier makes the party pool 1,070 XP. Their level-squared weights are both 1,600, so each receives 535 XP before personal adjustments. Neither receives 1,070 XP. The example also explains why comparing one grouped kill with one solo kill is misleading: the group needs to defeat suitable monsters faster or with less downtime to improve each player's XP per hour.
Keep the same 1,000-XP starting pool but make one character level 40 and the other level 45. Their squared weights are 1,600 and 2,025, for a total of 3,625. After the 7% party bonus, their provisional shares are about 472 and 598 XP. If the monster is level 40, it appears green to the level-45 member. That member's own share is then divided by 1.1 to the fifth power, leaving about 371 XP, while the level-40 member keeps about 472 XP. The lost portion is not transferred to the other player. Whole-point rounding and other personal modifiers can change the displayed values.
The monster's name color compares its level with the level of the character looking at it. In this C1 server, each party member who outlevels the monster has their own provisional XP and SP share divided by 1.1 for every level of that gap, up to a 75-level cap. The rule starts with a one-level gap, while the name is still white. Color groups level differences; it does not apply a second multiplier. A same-level or higher-level monster has no lower-target penalty from this rule, even if its color warns that it is more dangerous. The percentages below are multipliers on one member's already calculated party share.
| Monster levels below you | Name color to you | Your XP/SP share retained |
|---|---|---|
| 0 (same level) | White | 100% |
| 1 | White | 90.9% |
| 2 | White | 82.6% |
| 3 | Green | 75.1% |
| 4 | Green | 68.3% |
| 5 | Green | 62.1% |
| 6 | Light blue | 56.4% |
| 7 | Light blue | 51.3% |
| 8 | Light blue | 46.7% |
| 9 | Dark blue | 42.4% |
| 10 | Dark blue | 38.6% |
Imagine a level-40 monster whose full party contribution is worth 1,000 XP before bonuses. Four nearby members at levels 40, 43, 46 and 49 make a 1,230-XP party pool with the 23% four-member bonus. Their squared-level weights total 7,966. The level-49 member gets the largest provisional share but sees a dark-blue target and keeps much less of that share. The level-40 member sees white and retains their own share. Each color and penalty is personal: the XP lost by one member is not redistributed, and the same sequence applies to SP. Figures are approximate because the server allocates whole points.
| Member | Color seen | Share before penalty | Personal factor | Approx. XP received |
|---|---|---|---|---|
| Level 40 | White | ~247 XP | 100% | ~247 XP |
| Level 43 | Green | ~285 XP | 75.1% | ~214 XP |
| Level 46 | Light blue | ~327 XP | 56.4% | ~184 XP |
| Level 49 | Dark blue | ~371 XP | 42.4% | ~157 XP |
These color examples calculate XP and SP, not a universal reward discount. Ordinary items, spoil and adena use separate level-difference gates in the supplied C1 server, so a 56.4% XP factor does not mean a 56.4% item chance or a smaller adena amount. Party loot allocation is another decision and cannot be read from one member's monster color. Inspect a target's recorded drops and spoil separately when planning the hunt.
The checked reward branch builds its nearby recipient list using a 1,500-world-unit distance check and finds the highest party level. A member at least 20 levels below that highest level does not increase the count that selects the party multiplier. If otherwise eligible, that member can still take a level-weighted share; the other players do not get to divide an untouched pool. This 20-level comparison is between party members, while monster name color compares each member with the monster. A duo separated by 20 levels can therefore split a pool with no duo bonus, before each member's own monster-level XP/SP penalty is applied.
The table tells you the size of the reward pool for one kill; it cannot tell you how quickly a party earns levels. A healer may keep pulls continuous, a tank may prevent costly deaths, and more damage may let the group move to a better camp. Compare several nearby monsters in the C1 Mob Comparator, then count real kills, rests, shots and travel over the same amount of time. The XP Curve tool helps turn that measured session into progress toward the next level. Include the cost of a summoned servitor when its owner uses one.
Chronicle 3 increased the small-party bonus: its update notes changed two members from 7% to 30%, three from 14% to 39%, and so on. A chart showing 30% for a duo describes that later rule, not the supplied C1 build. When reading a party guide, check both the chronicle and whether its percentage refers to the shared pool or to one character's final XP. The C1 multipliers above are backed by the matching server binary; a custom server should be checked against its own implementation.