Sharing moves EXP; healing earns its own credit
A simple sharing example
At a 25% share, an eligible 100 EXP hunting award sends 25 to the healer and leaves 75 with the hunter, before fractional rounding. The transfer does not create another 25 EXP.
Use Activities → Share hunting XP with a healer on the hunter’s window. A real heal restoring missing HP keeps the selected sharing relationship active.
How each support route works
Mages have three different support routes: a hunter can share a chosen part of their EXP, real healing can earn its own progression, and useful defensive buffs can earn a limited party-support bonus. Their requirements differ.
Set up hunting EXP sharing
- Bring the hunter and healer together on the same map and within the same screen. They must be living characters from the same world; a Devil recipient must be a Wizard. A party helps you coordinate, but this selector chooses one nearby healer rather than automatically splitting EXP across the party.
- On the hunter's window, open Activities → Share hunting XP with a healer.
- Click Refresh nearby players, select the healer and choose 1–25%. Press Apply sharing amount.
- After selecting them, have that healer actually restore some of the hunter's missing HP. A heal must have restored HP within the last 60 seconds for sharing to remain active.
- Hunt eligible monsters nearby. The panel shows the current status, time since the qualifying heal, EXP sent and EXP received.
Example: at 25%, a hunting award of 100 EXP sends 25 to the healer and leaves 75 for the hunter, before fractional rounding. It is a transfer, not an extra 25 EXP created for both characters. Select 0% or Turn sharing off to keep all your hunting EXP. Choose the healer again after logging in.
Shared EXP goes through normal character leveling. Human recipients can select INT / WIS, Melee or CON training focus in the sharing controls. The choice affects only EXP you receive and resets to INT / WIS on login. Melee requires a usable sword, axe, spear or knuckle and can award proportional matching weapon proficiency as well as STR/DEX training. CON focus follows the Human CON cap. Devil Wizards retain their class-weighted mage training.
INT/WIS sharing does not passively train magic-school proficiency. A received share is not shared onward and receives no second rested multiplier. Death-recovery rules and the level cap still apply; both players must have Free Mode off.
Level through real healing
Heal another nearby same-world player who has taken eligible monster damage. The game credits the HP you actually restore, valued from the monster that caused those wounds, and grants character EXP plus appropriate mage stat training. This route does not require a party or a previous attack by the healer. Effective healing casts can also train the relevant magic skill and Staff when a staff is equipped.
Overhealing a full-health player gives no healing reward. Self-healing, PvP damage and artificial HP costs do not qualify for this monster-wound progression. Wounds already restored by potions or other heals cannot pay again. Stay near the target; changing maps, death and protected war/duel contexts can invalidate the credit.
Earn useful defensive-buff credit
Party up and keep fighting nearby. Eligible Protection / Defense buffs earn credit when they actually reduce monster damage to another party member, not simply when cast. Both players need recent eligible monster combat, and the caster must have earned a support allowance through offensive magic.
This is a capped supplement to recent combat EXP and INT/WIS training. Recasting an active buff does not create fresh rewards; standing in town repeatedly buffing someone will not level you. The allowance expires, and this supplemental buff route leaves the final EXP step for an offensive hit. Direct healing and shared EXP use their own normal leveling paths.
Expeditions use a separate reward system
The 0–25% hunting transfer and ordinary support leveling do not run inside private expeditions. Useful healing, defensive mitigation and removal of eligible monster-applied conditions contribute to expedition support rewards alongside damage and tanking. Expedition earnings become bound rested-EXP rewards at half the earned amount through the expedition reward flow, rather than leveling characters inside the run. Buff casts and cleanses with no useful effect do not earn unlimited rewards.
Public-test rates: character EXP, core-stat training and weapon skills run at twice the preserved live rates. Human CON, both worlds' charisma and crafting stay unchanged; magic-school proficiency is also unchanged. The previous live rates are preserved for release balancing.
Not receiving a share? Check the selected healer, non-zero percentage, same map/screen, a real heal within 60 seconds, both characters alive, and the recipient below the level cap. If Activities has no sharing option, install the latest released client patch.
Understand your resources
Humans receive appropriate INT/WIS training from eligible mage progression; Devil Wizards use their class-weighted training. The Human CON catch-up system is separate: do not assume WIS or Devil MP gains are backdated.