Grinding
Killing monsters is probably the most common method of gaining Player EXP in Soul's Remnant, so it pays to know what you're doing and where you might want to be doing it. Dungeons and Quests and Party Quests are all great sources of Player EXP and items as well, but odds are you'll be killing monsters while doing most of that as well.
So here, hopefully the information we've put on this page helps you! And remember, don't be afraid to engage with the community on the Discord! Ask questions, ask to party up, all that jazz <3
Grinding Table
The following table does not take into account the bonus EXP you gain from having Research. Familiarizing yourself with the Elements page may also help you maximize training efficiency.
*Player Ratio is the amount of Player EXP given, divided by Hitpoints. Useful for determining grind locations, but not perfect.
| Grinding Table | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Name | Lv | Hitpoints | Player EXP |
Player Ratio* |
Normal | Fire | Ice | Ghost | Metal | Lightning | Water | ||||||||
| Acceptance | test | 600 | ◊ | ◊ | |||||||||||||||
| Angeling | test | 1600 | |||||||||||||||||
| Big Slime | test | 9000 | |||||||||||||||||
| Blaze | test | 600 | ◊ | ||||||||||||||||
| Bubble Snake | test | 325 | ◊ | ||||||||||||||||
| Bubble Spirit | test | 55 | ◊ | ||||||||||||||||
| Cactus | test | 380 | ◊ | ||||||||||||||||
| Cat Golem | test | 1150 | ◊ | ||||||||||||||||
| Cloudsheep | test | 120 | ◊ | ||||||||||||||||
| Crusher | test | 350 | ◊ | ||||||||||||||||
| Dark Matter | test | 950 | ◊ | ◊ | |||||||||||||||
| Dark Pumpkin | test | 610 | ◊ | ||||||||||||||||
| Death Mist | test | 950 | ◊ | ||||||||||||||||
| Depression | test | ◊ | ◊ | ||||||||||||||||
| Desert Bandit | test | 1150 | |||||||||||||||||
| Droppo | test | 580 | ◊ | ||||||||||||||||
| Elemental | test | 1250 | ◊ | ◊ | ◊ | ||||||||||||||
| Ferni | test | 220 | ◊ | ||||||||||||||||
| Fish | test | 2400 | ◊ | ||||||||||||||||
| Giant Slime | test | 14000 | |||||||||||||||||
| Giga | test | 1000 | ◊ | ||||||||||||||||
| Glowsnail | test | 130 | ◊ | ◊ | |||||||||||||||
| Haowl | test | 450 | ◊ | ||||||||||||||||
| Haunted Flame | test | 1100 | ◊ | ||||||||||||||||
| Hopper | test | 150 | ◊ | ||||||||||||||||
| Humblebee | test | 120 | ◊ | ||||||||||||||||
| Jel | test | 110 | ◊ | ||||||||||||||||
| Licki | test | 900 | ◊ | ◊ | |||||||||||||||
| Licku | test | 950 | ◊ | ◊ | |||||||||||||||
| Lost Bard | test | 3500 | ◊ | ◊ | |||||||||||||||
| Lost Ruins | test | 1550 | ◊ | ◊ | |||||||||||||||
| Monoghoul | test | 500 | ◊ | ||||||||||||||||
| Phantom | test | 1250 | ◊ | ||||||||||||||||
| Pimchy | test | 250 | ◊ | ||||||||||||||||
| Pin Pin | test | 180 | ◊ | ◊ | |||||||||||||||
| Rokkik | test | 850 | ◊ | ◊ | |||||||||||||||
| Sadling | test | 280 | ◊ | ◊ | |||||||||||||||
| Shadow Golem | test | 9000 | ◊ | ◊ | |||||||||||||||
| Shadow Mass | test | 3000 | ◊ | ||||||||||||||||
| Shadow Sprite | test | 900 | ◊ | ||||||||||||||||
| Slibbit | test | 300 | ◊ | ||||||||||||||||
| Slime | test | 18 | 5 | 0.28 | ◊ | ||||||||||||||
| Snapper | test | 150 | ◊ | ||||||||||||||||
| Soul Squid | test | 3600 | ◊ | ◊ | ◊ | ||||||||||||||
| Soulfish | test | 1250 | ◊ | ◊ | |||||||||||||||
| Soulpling | test | 130 | ◊ | ||||||||||||||||
| Soultree | test | 400 | ◊ | ◊ | |||||||||||||||
| Squishling | test | 200 | ◊ | ||||||||||||||||
| Sweel | test | 140 | ◊ | ||||||||||||||||
| Troppo | test | 115 | ◊ | ||||||||||||||||
| Ancient Soulfish | ratio | ◊ | |||||||||||||||||
Noteworthy Monsters
This section is dedicated to monsters that are potentially too difficult to farm due to rarity or other factors. As such, we won't be listing as much information for them as we do for the monsters in the Grinding Guide.
Don't let that stop you from checking out their page though!
-will be filled after getting more information and personal energy lol-
Party Grinding
Soul's Remnant recognizes that Community is one of the most important aspects of a good MMORPG, and as such it strongly encourages party play.
Not only do Dungeons give each party member their own Boss Chest, thus greatly increasing the amount of loot obtained per run proportional to the number of party member participants, but forming a party in the overworld and grinding monsters together provides everyone with a good Player EXP incentive as well.
All party members receive a fixed amount of bonus Player EXP depending on party size for every monster slain. There is even a mechanism that has been implemented which boosts the spawn rate of maps, based on how quickly the monsters therein have been slain! So while grouping up to take on strong monsters one at a time is still a viable grinding strategy, finding a good map and working with a team to full clear it quicker and quicker is another wonderful option to try out.
To get into the finer details of party player, the amount of Player EXP given by any one monster is determined by damage contribution, but that doesn't mean you need to fight each other over Shinies either. Damage contribution isn't an all or nothing calculation; even if a party member kills a Shiny without your contribution, you will receive a plentiful chunk of Player EXP just like all your other party members.
So party up with some guildmates and/or buddies, and have a blast!
Like most other games, the monsters that your party members kill while being on the same map as you will also count towards any Quests you have active. Also like other games, players are discouraged from skipping community interaction by getting Player EXP from partying with others of too high a level. If the level disparity is more than 10, shared Player EXP begins to lessen, andwon't gain Player EXP from partying with others who are 20 or more levels above them.
The Dark
While killing monsters in a map, or possibly even while simply trying to get to where you are going, you will occasionally run into little "events" that help keep things fresh and engaging.
These events we are mentioning in particular are Darkness Crystals and Shiny Monsters.
For Darkness Crystals, they can be considered Soul's Remnant's AFK disruption mechanic. After several monsters are killed within one map, a message will appear on the screen of everyone on that map:
A mysterious darkness has appeared!
Clear it before continuing hunting!
And as the message appears, so too does the following interactable object somewhere on the map:
Upon interacting with the object, the interacter will be prompted to perform two arrow key inputs. After succeeding, a new message will appear for everyone:
The darkness fades, and you receive a blessing!
The message will also mention one of the following buffs at random, which all players on the map will receive for the next 10 minutes:
*+7% Global Damage
*+10% Skill EXP
*+10% Item Drops
*+10% Soul Crystal Find
If the mysterious darkness is not cleared within one minute of the message appears, then all players on the map will be kept from all EXP and all item drops on that map until the darkness is cleared.
So don't be shy, and don't get angry! Interacting with the object helps everybody on the map~
The Shiny
Shiny monsters have a low chance of spawning, but they can spawn anywhere and for any non-boss monster. They can even spawn inside of Dungeons!
Shiny monsters are larger, give off a particle effect, have an increased drop rate for the items it typically drops, and provide several times more Player EXP upon being defeated.
In some cases, you will receive 87 times as much Player EXP for finding and killing a Shiny!
If you find a shiny monsters, consider using Player EXP boosters like Guild Perks or 2x EXP Coupons to get some explosive gains!
Aggro
When nearing monsters, an exclamation point may appear above their head shortly before they begin to chase and attack you. This is referred to as gaining aggro, and what monsters you will automatically gain aggro from is determined by your Player Level. As a rule of thumb, the more difficult an enemy, the higher your level has to be in order to avoid automatically gaining their aggro.
As you level, you will find that enemies that used to attack you first chance they get may now ignore you. That being said, there is still contact damage, so stay vigilant!
Aggro can be gained by simply attacking a monster, or by using the Taunt skill. Currently, aggro will always go to the last player that hit a monster.