Guide
Away Farming
The game keeps going while you are away — but not on any map and not forever. Here is the whole math: how to unlock a map, the cap your power cannot pass, why away earns the same as playing, and the thing that most often wipes your gains without warning.
Unlocking away farming on a map
The game does not credit away farming on a map you never proved you can hold. The proof is made by playing:
- 200 kills by this party, on this map. The sample is per party and per map: change maps or the party lineup and a new one starts. That stops you from unlocking an easy map and harvesting a hard one.
- At most 3 deaths in the sample. One hero dying happens; but if the whole party falls, the sample resets and the count starts over.
- Unlocked: away farming now credits the pace you proved, up to the cap in the next section.
The game’s physical cap
This number answers the most common question: “my damage doubled, why didn’t my gains?”
The field respawns monsters at a fixed pace, and no party goes beyond it. Once your damage kills faster than the ground respawns, more damage does not mean more kills per hour: it means more time standing around.
Away earns the same as playing
There is no penalty for closing the game: the away-farming margin is 1×, meaning none. What limits away farming is how many hours it covers, and that comes from your VIP level and Ascension.
| Level | Away hours | XP | Drop | Zeny |
|---|---|---|---|---|
| Standard | 8 h | — | — | — |
| Adventurer | 12 h | +25% | +15% | +10% |
| Hero | 18 h | +50% | +30% | +20% |
| Legend | 24 h | +80% | +50% | +35% |
The potion budget
This is what most often wrecks away gains, and nobody sees it happen. While you are away, the party takes hits and drinks. The game works out how many potions that whole farm would need and takes them from your stock. If the stock runs out midway, the farm stopped there.
The three potions
Auto-potion always drinks the strongest one you have. Healing is a fraction of max HP, so it is worth the same at level 1 and at 175.
| Potion | Heals | Cooldown per hero | Merchant price |
|---|---|---|---|
| 100% | 1.8 s | 400 z | |
| 65% | 3 s | 120 z | |
| 40% | 3 s | 40 z |
The bag
Away farming fills your bag. Once full, it becomes a brake — and its size is set by your VIP level.
| Level | Bag slots |
|---|---|
| Standard | 3,000 |
| Adventurer | 4,500 |
| Hero | 6,000 |
| Legend | 8,000 |
Bosses while away
If your party beats the map’s boss, away farming fights it too. And the boss is where the best hunting loot lives.
Each boss fight takes time away from regular monster farming — it is the same clock. In exchange, the boss pays 25× to 60× the XP of a normal kill, and it is where Legendary and Mythic come from while hunting.
Hunt Analyser
The Analyser button on the bar opens the hunt report. That is where you find out, before closing the game, whether the map pays and whether your potions will last.
The Session tab adds live farming to the batch credited when you come back, and the per-hour pace is divided by both times together. If the pace dropped after switching maps or builds, the map is too strong or your rotation is not firing.
Checklist before closing the game
- Unlock the map — 200 kills with the party that will stay, without losing the whole party.
- Fill up on potions. An empty stock cuts your gains to 8%.
- Sell your materials. A full bag is lost loot; the warning lights up at 90%.
- Stay in your level’s tier. A map above kills you; a map below pays little.
- Hit the cap? Move up a tier. Beyond that point, extra damage is not extra gain.
