This system is live now. It is not changing in Season 1.
Idle accumulation
Leaving the game starts an accumulation session. The server freezes a snapshot of your combat setup — level, gear, the zone's monster roster and their drop tables — and replays the maths against elapsed time, committing experience, yang and drops when you return.
Two rules follow from the snapshot being frozen:
- Equipment changes don't apply retroactively. Equipping something ends the session and starts a fresh one.
- Accumulation stops at 8 hours. Beyond that, elapsed time doesn't count.
The idle engine uses the same per-kill maths as live combat, so an idle hour is a real hour of fighting rather than a discounted approximation.
Focus stacks
Playing actively builds focus. Each attack adds stacks; stacks decay when you stop attacking. Current live values:
- Maximum stacks: 40
- Damage per stack: 0.01
- Reward per stack: 0.02
- Decay per second: 0.11
At the ceiling, focus raises both your damage and your rewards. Those compound: more damage is more kills per hour, and more rewards is more per kill.
The ratio
Active play lands around 1.8–2.5× the experience per hour of pure idling.
That band is a design decision, not an accident. Big enough that attention is rewarded; small enough that a player who can only idle still reaches the same content, just later.
The per-kill experience cap
No single kill may award more than 20% of the experience required for your next level. It exists to stop one lucky high-level kill skipping a level outright, and in normal on-level play it never binds.
The level curve, not the cap, is what actually paces progression.
Practical advice
- Kills per hour is the number that matters. A zone you clear quickly usually out-earns a higher-level zone where every fight is long.
- Gear up before you leave, not after.
- Don't idle somewhere you might die. Interruptions cost more than the extra experience from a harder zone.
- Returning within 8 hours loses nothing. Twice a day is plenty.