Guide

Idle vs active play

How offline accumulation works, what focus stacks add, and why idling is the baseline rather than a penalty.

The core promise of the game: your character earns whether or not you're watching. The honest question is how much you give up by not watching.

How idling works

When you leave, the server freezes a snapshot of your combat setup — your level, your gear, the zone's monsters and their drop tables — and replays the maths against elapsed time. On your return, the banked experience, yang and drops are committed in one batch.

Two consequences worth knowing:

  • Equipment swaps don't apply retroactively. The snapshot is taken when the session starts, so upgrading mid-idle doesn't improve what you already banked. Equipping something stops the session and starts a new one.
  • Accumulation caps at 8 hours. Past that, time stops counting. Coming back twice a day loses nothing; coming back twice a week does.

Focus stacks

Active play layers focus on top. Attacking builds stacks; stacks decay when you stop. At the ceiling they give:

  • +40 stacks maximum
  • +0.01 damage per stack
  • +0.02 rewards per stack

More damage means faster kills, and faster kills mean more rewards per hour on top of the reward multiplier itself — the two compound. In practice active play lands somewhere around 1.8–2.5× the experience per hour of pure idling.

So is idling punished?

No, and this is deliberate. Idle earnings are the baseline: the weighted per-kill maths the idle simulator uses is the same maths the live combat engine uses, so an hour idle is a real hour of fighting, not a discounted one.

Active play is a bonus for attention, capped at roughly 2×. That's enough that playing actively is worth doing, and not so much that being unable to play actively locks you out of content.

Getting the most from idling

  1. Pick the right zone. Idle earnings track kills per hour. A zone where you kill quickly beats a higher-level zone where each fight drags.
  2. Come back within 8 hours when you can. Past the cap you're earning nothing.
  3. Gear before you leave, not after. The snapshot freezes at session start.
  4. Watch your survivability. Dying interrupts accumulation; a zone slightly below your level often out-earns one slightly above it.

Per-kill experience cap

A single kill can never award more than 20% of the experience needed for your next level. This only binds when you're killing something far above your level, and it exists so a single lucky high-level kill can't skip a level. In normal play you'll never see it.