Batch the army through a known loop

Sort untrained Pals into a dedicated Palbox lane and move completed Pals out after each run. Use one Omascul plus four trainees when the player can carry; use one fighter and three trainees if that makes each clear safer or faster. Do not lose minutes reselecting the next batch.

Choose the right EXP input

InputGood useLimit
Repeated combatSeveral trainees share one tripClear/reset speed and deaths matter
Training Manual S/M/L/XL200 /1,000 /10,000 /100,000 source-listed EXP for gap fillingConsumable stock
Training CrystalFinish a costly high level; source says +1 levelWasteful on cheap early levels
Base crafting/workBackground progressionSeparate party and direct-worker paths; unloaded simulation remains unverified

Prepare the boosts, then measure

The 1.0.3.101283 native rows bind ordinary and Alpha Omascul to the five values below. Each rank retains the raw same-species stacking flag set to false and the raw recipient tag is ToSelf. The EXP award code reads each eligible party actor’s passive component separately and adds its bonus to a shared party-Pal factor. It does not group those separate components by species, so that raw flag does not impose a one-Omascul limit on this award route.

Each contribution requires a valid party handle that resolves to an actor with a passive component and the EXP effect. Reserve slots are enumerated, but the presence of their actors and components in every game state has not been established. Predator Omascul uses different partner passives and is excluded from this rank curve.

Partner skill rankSource-reported EXP bonusPinned PalExp_Increase valueRaw per-component same-species flag
140%40false
244%44false
352%52false
464%64false
580%80false

Seven-step production routine

  • Sort the batch and record each trainee’s target level.
  • Equip the accessory and add one suitable Omascul.
  • Decide whether the player or a carry Pal supplies the damage.
  • Time a complete repeatable activity, including menus and reset.
  • Use manuals where they close a small gap efficiently.
  • Reserve level-up crystals for the expensive end of the curve.
  • Move the graduates, load the next batch, and compare total Pals finished per hour.

Craft and prepare the Growth Acceleration Bell

The dated guide recommends making one Bell and reusing it across batches. It calls the item a permanent Key Item; the pinned native item classification is Accessory. The actual static armor record binds its equipped passive, and the EXP party route includes the player equipment reader. Equip the accessory before the reward.

Its PalExp_Increase passive has value 50, adding a 0.5 increment when that equipped effect is returned by the player component. The reader deduplicates identical item FNames, so duplicate copies of this Bell do not add duplicate equipment passives. Crafting one Bell requires the four materials below; its schematic is separate.

MaterialFor one Bell
Ingot25
Paldium Fragment30
Mysterious Mushroom10
Ancient Civilization Parts3

Choose a recorded schematic pool

The pinned schematic record lists three source pools. A pool listing is not a guarantee that every chest in the named region uses it. The item guide retains the exact source records and their conditional loot odds.

Schematic poolRecorded quantityRecorded pool chance
Dark Island Treasure13.4482758621%
Oil Rig 2 reward chest11.1834319527%
Dark Island0210.1910292657%

Add Seafood Salad when its ingredients fit the run

Feed the Pal being trained before the EXP payout and check that its food effect is active. One recorded serving uses three Gloopie Tentacles and four Lettuce. The 1.0.3.101283 food row binds Exp_Increase value 20 and a recorded duration of 1,800, with interval 0.

The trainee’s own food factor multiplies the shared party-Pal factor, world EXP and event/recipe rate before normalization. Seafood Salad supplies a 1.2 factor on this party path. The direct base-worker crafting path below does not make this food lookup.

How party EXP bonuses combine

For party Pals, start the shared factor at 1 and add each eligible component’s EXP rate minus 1. Include the player’s component with equipped-item effects enabled. Multiply that shared factor by the recipient Pal’s own active EXP-food rate, the world EXP rate and the event or recipe rate before level normalization. Feeding the player does not replace feeding the trainee.

For example, if two eligible rank-5 Omascul components each return 1.8 and the equipped Bell makes the player component return 1.5, the shared factor is 1 + 0.8 + 0.8 + 0.5 = 3.1. A trainee with Seafood Salad’s 1.2 food rate then has a 3.72 pre-normalization rate at world and event rates of 1. This conditional calculation is not final awarded EXP or a level prediction.

The player receives a separate award before the shared Pal bonus is collected. That player branch uses the player’s own food and any applicable Relic EXP bonus; Omascul and the Bell’s later shared Pal factor do not multiply that preceding player award.

The Bell is equipped in the armor/accessory inventory read by this route, not activated by keeping a Key Item. This reader uses armor inventory type 4 and includes each distinct item FName once. Two equipped copies with the same Bell item ID do not supply two Bell contributions. This establishes neither arbitrary accessory-tier combinations nor all other equipment interactions.

Crafting reaches two groups

At build or craft completion with a basecamp ID, the game selects player characters whose guild owns that base and awards their parties through the party EXP route above. The selector does not perform a distance check. That finding does not establish whether an unloaded base keeps simulating or how often a queued craft produces a completion award.

The same completion also awards all valid handles in the base’s worker slots through a separate direct-worker route; it does not require each worker to have performed that specific task. This route uses recipient-level Pal build/craft EXP multiplied by world EXP and the recipe/build rate. Its inspected function does not apply the party bonus, recipient food or party level normalization.

Without a basecamp ID, work-associated players feed the guild-party award route. Keep party trainees and assigned base workers separate when measuring the Pal Sphere craft/recycle method. Material recovery alone does not establish an infinite EXP exploit or its speed.

Why a multiplier does not predict a level

Party Pal EXP still passes through level normalization. Its native setting registers a default of enabled, but a live setting override has not been observed. The enabled path uses recipient/player levels, level-difference settings and the current EXP table in level segments, with rounding inside that process. The final award sink has its own integer conversion and minimum award; these stages cannot be replaced by one universal rounding rule.

The configured EXP database points to the current Pal EXP table. Its separate migration-V1 reference is not used in the inspected normalization path. Exact event reward inputs, starting EXP, effective world settings and remaining inherited level settings are required for a numerical prediction. A one-fight 1→80 result, a fastest loop and creator timing still require their own reproducible run evidence.

Native food units, replacement and active time

Food uses three independent channels: ordinary meal, HP regeneration and keep-full. The latest food replaces its own channel, even if weaker; eating the same food refreshes that channel to its full recorded duration. Ordinary meals do not stack with other ordinary meals. The three channels can coexist.

Durations count eligible natural updates. The acquired default player, mounted Pal, deployed AI-controlled Pal and basecamp paths update once per active game-time second. Timer phase, catch-up and native eligibility guards apply; these are not universal wall-clock expiry forecasts. Timing for stored or unsummoned individuals without a valid pawn is not established.

Attack, Defense and Work speed use separate food stat factors; ordinary passive sums are a different stage. EXP food follows the recipient in the traced party-award paths. Direct base-worker crafting awards use a separate route without this food lookup.

Recovery Meds restore flat 3/5/10/15 HP per eligible one-second activation, capped at effective maximum HP and requiring positive current HP. They do not revive. Nutrient Tonic stops the traced satiety drain through its own channel. Salt-Grilled Skutlass enables leanback/knockback resistance checks; its raw 1 is not a percentage chance. Seafood Pasta has zero eligible normal explosion damage factor, with the original damage guards.

The no-effect JamBun row has duration 0 and returns before overwriting a channel. It does not clear an existing meal. Food application does not establish an item recipe or availability.