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Party

Building a group of up to five, how the experience is split, who owns the item that drops and the leader's party pull.

Updated on August 10, 2026

A party is the cheapest way to level up in MU. Five people killing together earn more experience than the same five people apart, because there is a group bonus applied before the split. On top of that, party buffs (Bless, Crown Force, Swell Life, Soul Barrier) only exist inside a group.

  • 5players per party
  • +5%experience per extra member
  • 12tiles of range to receive experience
  • 10 suntil the item is free for non members

Forming and breaking up

  1. Only the leader invites. A regular member cannot call anyone.
  2. The person invited has to be in your field of view at the time of the invite.
  3. Whoever joins first is the leader. There is no way to hand leadership over.
  4. The leader can kick anyone; any member can leave on their own through the same window.
  5. When fewer than two members are left, the party breaks up automatically.

The limit is five players, and it is checked on the server. If someone's connection drops, their spot stays reserved: when they come back, the character is put back in the party with no new invite needed.

To talk only to the group, start your message with `~`. Each member's health is refreshed in the party window every half second.

How the experience is split

The math is not simply dividing by five. The server first works out a total pot, applies the group bonus, and only then splits it in proportion to each person's level.

average level = sum of total levels / number of members
experience    = monster base experience against the average level
group bonus   = 1.05 raised to (number of members - 1)
total         = experience × number of members × bonus × map multiplier
per player    = (total / sum of levels) × player level
Party.cs, CalculatePartyExperience
MembersGroup bonusGain over farming alone
21.055% more in the pot
31.1025around 10% more
41.1576around 16% more
51.2155around 22% more

Since the split is proportional to level, whoever has the higher level takes the bigger slice. And since the pot is calculated against the average level, bringing a very low character along drags down the base experience for everyone.

  • A summoned monster gives no experience to anyone.
  • Someone at level 400 and in a master class receives master experience; someone at 400 who is not a master receives nothing.
  • There is no bonus for having different classes in the party. MU's classic rule of rewarding a varied group is not implemented here.
  • There is no level gap limit for forming a party.

Items and zen

When a monster dies, the whole party becomes the owner of whatever it leaves behind. There is no single winner roll and no rotation.

Drop ruleDetail
Item ownerevery member of the party that got the kill
People who are not ownerscan only pick it up after 10 seconds
Item bound to a charactercan never be picked up by someone else
Time until it disappears from the ground60 seconds
Delay until the item appears1 second after the death

Zen drops on the ground on our server, and money on the ground has no owner: it belongs to whoever gets there first, including someone outside the group. The automatic zen split among members only comes into play inside events.

Party Follow, the group pull

This is a system of ours, which does not exist in the original MU. The leader holds CTRL and S and the whole party walks behind them, actually walking, with no fake teleport and no desync.

  1. 1The leader holds CTRL+S

    The automatic travel notice appears on everyone's screen.

  2. 2Whoever is near walks

    Each member follows the leader on foot, in real time.

  3. 3Whoever is far is carried

    Beyond 15 tiles on the same map, or on another map, the member is sent to the portal nearest the leader and walks the rest.

  4. 4The leader lets go

    Everyone stops and, almost half a second later, each person's MU Helper turns itself on.

/pfollow        turns the fixed mode on and off
/pfollow on     turns it on
/pfollow off    turns it off
The fixed mode saves you from holding the key, useful for testing
  • Only the leader can trigger it. A regular member gets refused.
  • While the pull is on, everyone's MU Helper stays idle, so it does not fight with the movement.
  • If the release command gets lost, the pull switches itself off in under a second.