Autofarm
Server-side autofarm for any class: 5 modes, your own skills, behavior and summon settings. Free daily limit, purchased time burns only while farm is active
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# About the system
Autofarm is for moments when you want to level up in parallel with other things and not micromanage every attack. It runs server-side, requires no third-party tools and doesn't break with each client patch. Controlled with the .autofarm voice command — a convenient menu opens for your class, where you add your skills, set distances and behavior, and from there your character picks targets and casts by your rules.
# 5 modes per class role
Pick a mode before starting — the system knows how to behave based on your character's role in the party.
- Fighter
- Melee: closes on the target, uses auto-attack plus your attack and chance-based skills.
- Archer
- Ranged combat: holds distance, kites away if a mob closes in.
- Mage
- Caster mode: main nukes by priority, separate slots for self-buffs and chance debuffs.
- Healer (Support)
- Heals and supports the party leader or assist target. Separate options: allow melee attacks while idle, and recharge the leader's mana.
- Summoner
- Summon control: separate lists of attack, self and heal skills for the pet that don't mix with the master's skills.
# Skills for your build
Skills are added straight from your shortcut bar — what you actually use is what goes into the farm. Nothing is hardcoded: every setup is tuned to your build and situation.
- Four skill types
- Attack, chance (debuffs/stuns), self (self-buffs), heal. For summoner — separate lists for the summon.
- Random pick
- If you have several skills of one type, the system rotates through them randomly instead of looping on a single one.
- Delays between skills
- Each skill is reused on a configurable delay — no cooldown spam.
- Auto-save settings
- Configured skills and options are saved per character — after relog there's nothing to redo.
# World behavior
Autofarm is context-aware around your character: it doesn't wander off the spot, doesn't steal others' targets and behaves politely in a party.
- Target search radius
- Adjustable distance within which the character picks the next target.
- Start-point anchor
- Distance leash from your start point — your character won't chase a fleeing mob halfway across the map.
- Kite from melee
- Ranged classes automatically back off when a mob closes in.
- Doesn't poach others' fights
- A target won't be picked if another player is already attacking it.
- Party assist
- Every mode can assist the party leader — everyone on the same target.
- Party res
- If a res-skill stone is in your inventory, autofarm will res fallen party members.
# Access and time
- Available to all
- Any character can use autofarm — premium is not required.
- Free trial period
- Each day the starter autofarm limit is granted for free. Resets automatically every morning.
- Additional time
- If the free limit isn't enough — extra time can be bought right in the .autofarm menu for
. Max pack is 12 hours, but you can stack purchases without limit: each new buy adds to the remainder. - Burn rate — actual farming only
- The purchased-time counter only ticks during active farming. Stop the farm — the timer freezes. You pay exactly for the time your character is actually working.
- Window limit
- One active farm per HWID.
- In events
- During combat events the autofarm is disabled automatically.
# How to launch
- .autofarm
- Main menu: pick a mode, configure skills and behavior options.
- .farmstart / .farmstop
- Start and stop the farm. Can be bound to a macro or a panel button.
- .buyfarm
- A separate window to buy time if you don't want to dig into the main menu.