Guide

Your first hour

What to do when you start Metin2 Idle — picking a class, your first zone, and what to ignore for now.

Metin2 Idle is an idle RPG. Your character fights on its own, and keeps fighting while the tab is closed. You are not playing an action game badly — you are setting up a machine and then improving it.

Pick a class

You get four: Warrior, Ninja, Sura and Shaman. Each has two specialisations and five skills per specialisation.

For a first character, any of them works. The class you pick changes which stat drives your damage and which weapons you can use — not whether you can progress. If you want the shortest answer: Warrior is the most forgiving, because its damage comes from STR and it has the most health per level.

See Classes for what actually separates them.

Start fighting

Head to the Maps page and pick a zone whose recommended level band includes your level. The zone picker on the maps page takes your level and floats the zones that suit it to the top.

Fighting on-level matters more than it looks. Experience is reduced when the monster is far below you, and monsters much above you take a long time to kill — either way your kills-per-hour drops.

Spend your points as you get them

Every level gives you stat points and a skill point. Don't hoard them.

  • Stat points go into your class's damage stat, with enough VIT that you aren't dying. VIT is health.
  • Skill points go into your active skills first. Ranks 1–17 are bought with points; past that you need skill books, so there's no reason to save.

Primary stats from levelling cap at 90 each. Gear bonuses stack on top of that cap, so late-game power comes from equipment, not from allocation.

Let it idle

When you stop playing, your character keeps earning. Idle accumulation banks experience, yang and drops against the zone you left it in, up to 8 hours.

Idle is the baseline, not a penalty — see Idle vs active for what active play actually adds.

What to ignore for now

  • Upgrading gear past +4. Early gear is replaced quickly; save the yang.
  • Guilds. You need level 20 to found one, and joining is more useful than founding.
  • Dungeons. They're level-banded and reward-gated; the first tier will still be there when you reach it.

What to do next

  1. Reach the top of your current zone's level band.
  2. Move to the next zone rather than out-levelling the one you're in.
  3. Check the Items database for what your current monsters actually drop before farming something specific — most of what you want has a known source.