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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:

  1. 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.
  2. 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.
  3. 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?”

Fixed pacethe field respawns monsters at the same pace for everyone
Hourly capthe same for any party, on any map

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.

Hit the cap? More damage earns nothing more on that map. What still pays: moving up a tier (higher-level maps pay more per kill — see the Leveling Route and the Maps), switching the map’s calling to what you want, and survivability, the bottleneck in the potion section.

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.

LevelAway hoursXPDropZeny
Standard8 h———
Adventurer12 h+25%+15%+10%
Hero18 h+50%+30%+20%
Legend24 h+80%+50%+35%
A detail that fools people. While playing, the party walks to each monster — about 1.5 s per kill that away farming does not spend. That is why away farming ties with live play even without bonuses. On maps with weak monsters (die fast, lots of walking) the gap is larger; on tough monsters, almost none.
More hours without VIP. The Endurance node of Ascension adds away hours to the whole account.

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.

8%is what is left of your gains when potions run out early
50% HPdefault auto-potion trigger (adjustable from 20% to 90%)
200 killsof sample for the game to use YOUR real consumption
Leaving without potions is leaving without farming. With an empty stock, your gains drop to 8% of what they would be. It is not a penalty: the party stopped fighting. Filling your bag with potions before closing the game is the cheapest thing you can do for your away gains.

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.

PotionHealsCooldown per heroMerchant price
White Slim Potion100%1.8 s400 z
White Potion65%3 s120 z
Orange Potion40%3 s40 z
How the game knows how much you drink. With 200 kills or more of sample, it uses your party’s measured consumption on your map. Below that, a conservative floor. In other words: a party that does not drink while playing does not drink while away — survivability (VIT, healing, flee) makes away farming cheaper just as damage makes it faster.
Auto-potion and auto-buy. VIP levels turn on auto-potion during away farming; from Hero up, the game also buys potions and Magnifiers on its own. Details under VIP.

The bag

Away farming fills your bag. Once full, it becomes a brake — and its size is set by your VIP level.

LevelBag slots
Standard3,000
Adventurer4,500
Hero6,000
Legend8,000
The habit that pays for itself. Sell your materials before closing the game: they are most of the income in low tiers and the biggest space hog. The warning shows up from 90% of capacity.

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.

8 rollsfor equipment per boss killed
2.2× luckpushes the rolls toward high rarity
25%Yggdrasil Berry — chance per boss
50%Vocation Shard — chance per boss

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.

Materials drop while away too. Materials follow the monster’s table with the 1.6× farming bonus, the same math as live play. Each material’s chance is on each monster’s page.

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.

Sessionkills, XP, zeny and loot per hour, plus potion autonomy
Partyeach hero’s damage, healing and falls
Mythic Chestthe high-level boss bar (see the Forge)

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.

The unlock bar lives here. The Analyser shows the 200-kill sample that unlocks the map — and the warning when the whole party fell and it reset.
Potion autonomy. With 200 kills or more of sample, it works out how many hours your stock covers at the current pace. If that is less than the hours you will be away, buy before leaving.

Checklist before closing the game

  1. Unlock the map — 200 kills with the party that will stay, without losing the whole party.
  2. Fill up on potions. An empty stock cuts your gains to 8%.
  3. Sell your materials. A full bag is lost loot; the warning lights up at 90%.
  4. Stay in your level’s tier. A map above kills you; a map below pays little.
  5. Hit the cap? Move up a tier. Beyond that point, extra damage is not extra gain.
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