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

On this page
  1. About the system
  2. 5 modes per class role
  3. Skills for your build
  4. World behavior
  5. Access and time
  6. How to launch

# 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.

Autofarm Ui 1
Autofarm Ui 2

# 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 Coin of Luck. 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.