Autofarm

Server-side autofarm for any class: five profiles, your own skills, party behavior, pet control and auto-rebuff. Free daily hours, time spent only while the character is actually farming.

On this page
  1. What it is and how to turn it on
  2. Five profiles: how they differ
  3. Pet in combat: how to turn it on
  4. Farming with a pet for any class
  5. Healer and support: how it works in a party
  6. The HEAL tab: who to heal and when
  7. Skills and casting rules
  8. World behavior
  9. Auto-rebuff: buffs never wear off mid-farm
  10. Time, prices and limits
  11. Commands
  12. Frequently asked questions

# What it is and how to turn it on

Autofarm is a server-side system: your character picks targets on its own, attacks, casts your skills and heals according to your rules. There's nothing to download or run — this isn't a bot or a third-party program: the logic runs on the server, so it doesn't break after a client patch and doesn't require the game window to be active. It's opened with the voice command .autofarm — the «Auto Farm Settings» window adapts to the selected profile and shows exactly the settings that apply to it. The checkbox and button names below are given exactly as they're labeled in the window.

# Five profiles: how they differ

The profile is picked with a button in the window's header, right after the «Class» label and the profile icon: the button shows the current profile, a click switches to the next one in a loop («Fighter» → «Archer» → «Magic» → «Healer» → «Summon Fighter» → «Summon Mage»), and the hover tooltip names which one comes next. There are two summoner profiles, and they differ in what the character itself does: in «Summon Fighter» it auto-attacks, in «Summon Mage» it only casts. This isn't cosmetic — it's a different tick algorithm and a different option set. Choose based on what your character does in combat, not on the class name: an archer picks «Archer», while any class that wants to farm together with a pet must pick «Summon Fighter» or «Summon Mage».

Profiles and their features

Profile («Class») How it works What's unique to it
«Fighter» (fighter) Moves right up to the target, keeps up auto-attack and weaves in your proc-chance and offensive skills between hits. If the target is spoiled and you have Sweeper, it collects the spoil itself. «Keep Starting Farm Location»
«Archer» (archer) Attacks from range. If a mob closes to melee distance, it backs away and keeps shooting. «Keep Starting Farm Location», «Run Target Close Up»
«Magic» (mage) Cast cycle: a proc-chance skill, then heal, then a self-buff, then a nuke. There's no auto-attack — it only closes to casting range. «Keep Starting Farm Location», «Run Target Close Up»
«Healer» (healer, support) Watches the party leader's or assist's HP and MP, heals, restores mana, and optionally buffs the whole party. It only attacks if a separate checkbox allows it. «Support Mode», «Attack Monsters?», and in the «HEAL» tab — separate «Target HP» and «Target MP» thresholds
«Summon Fighter» / «Summon Mage» (summoner) Controls the owner and the pet separately: the pet has its own lists of attack, self, and heal skills, and they don't mix with the character's skills. The two profiles differ only in what the character itself does: in «Summon Fighter» it auto-attacks, in «Summon Mage» it only casts. Suits any class with a pet, not just summoners. «Use Summon Skills», «Keep Farm Location», and in the «HEAL» tab — separate «Target HP» and «Target MP» thresholds for the servitor, plus a separate «Summon Skills Settings» window

# Pet in combat: how to turn it on

The most common autofarm question. A pet doesn't fight on its own — two independent checkboxes control it, and both are off by default. Here's the order to follow.

Step 1. «Class» → «Summon»
Switch the profile in the window's header to «Summon Fighter» or «Summon Mage». In any other profile, pet control is never called in the tick, no matter how many checkboxes you tick.
Step 2. «Use Summon Skills»
A checkbox on the main page. While it's off, the server never enters the pet's skill branch — the pet casts nothing at all: no attack, no heal, no buff. If the pet isn't out when you enable it, the option won't turn on and you'll get a message about it.
Step 3. «Allow melee attacks» — if the pet should fight in melee
The window opens with the «Edit» button next to «Use Summon Skills». The checkbox controls exactly the pet's melee combat: enabled — it moves in and attacks, disabled — it stays close to you and works only with skills. It has no effect on skills: put nukes in the «ATTACK» tab, and a caster pet will close to skill range, use it and return to you. If the pet doesn't touch mobs at all — check step 2 and that the «ATTACK» tab actually has a skill in it: an empty list combined with melee disabled means it has nothing to fight with.
Step 4. Add the pet's skills
The same window has three tabs: «ATTACK», «SELF», «HEAL». Skills are taken from the pet's skill bar. An empty «ATTACK» tab leaves it with only auto-attack.
«Summon Fighter» or «Summon Mage»
There are two summoner profiles, both selected with the «Class» button in the header. They differ only in what the character itself does; both control the pet the same way — details in the next section.
Separate delay
The pet has its own «Delay Between Skills (sec)» in the «Summon Skills Settings» window, independent of yours.

# Farming with a pet for any class

The «Summon Fighter» and «Summon Mage» profiles are not just for summoners. They suit any class that has a pet or a servitor: wolf, hatchling, strider, kookaburra, buggbear. Only in these two profiles does the server control the pet at all, so an archer with a wolf or a melee class with a hatchling picks one of them instead of «Archer» or «Fighter».

«Summon Fighter»
The owner keeps up a regular auto-attack on the target: an archer shoots from range, a melee class hits up close. Skills in the character's own tabs keep working as usual.
«Summon Mage»
The owner doesn't auto-attack at all and works only with skills, approaching the mob only to casting range. The pet fights the same way as in «Summon Fighter». An option for casters who don't need their character to whack things with a staff.
Necromancer, Warlock, Elemental Summoner, Phantom Summoner
Profile «Summon Mage», the summon skill in the «SELF» tab. The owner casts from range and doesn't run to the mob, the servitor fights. If the servitor dies — a few seconds later, as soon as the body disappears, autofarm will re-summon it on its own: the summon skill in the «SELF» tab only triggers when there's no servitor, and it sits earlier in the chain than the attack skills. You need Spirit Ore in your inventory, same as for a manual summon.
Archer with a wolf
Profile «Summon Fighter», «Allow melee attacks» enabled. The archer shoots and casts their skills, the wolf tanks the target.
Melee with a pet
Same scheme: profile «Summon Fighter». Works for any melee class.
«Allow melee attacks» is only about the pet's melee combat
The checkbox in the «Summon Skills Settings» window only controls the pet's melee combat — it casts the skills from the «ATTACK», «SELF», and «HEAL» tabs regardless of it. It doesn't affect the character itself: the owner always attacks in the «Summon Fighter» profile, and casts in «Summon Mage». This gives a clean split: the choice between «Summon Fighter» and «Summon Mage» is the owner's melee combat, «Allow melee attacks» is the pet's melee combat, and the skill tabs are what the pet casts.
If the pet dies
The character keeps farming alone: the archer shoots, the melee attacks, the caster casts. Resurrect the pet whenever it's convenient — the server picks it back up into the fight on the very next tick, no need to switch anything.

# Healer and support: how it works in a party

The «Healer» profile is built for playing a second window behind the leader. Enable «Assist to Party Leader» and the character will stay near the party leader, take their target, and heal them based on the «Target HP» and «Target MP» thresholds of the «HEAL» tab.

The four thresholds of the «HEAL» tab
«My HP» and «My MP» are for the character itself, «Target HP» and «Target MP» are for the target (the leader, or whoever the assist picked). Each threshold is a percentage below which healing or mana restore triggers; health is checked before mana. Who the skill goes to depends on its type: a single-target or group heal goes to both yourself and the target, a self-only skill goes only to you. For details, with per-profile examples, see Autofarm.
A mass heal heals the whole party
The cast decision is based on the leader's health, but with «Support Mode» the most wounded party member's, while the skill that fires is whatever you placed in the «HEAL» tab. Put in a party heal, and the trigger heals the whole party. This is the standard way to run a healer on autofarm.
«Support Mode»
Spreads skills from the «SELF» tab not just to yourself but to party members too, including dances/songs and toggles. Without it, self-skills only go to the character itself.
«Attack Monsters?»
Lets a support class attack mobs when idle. Disabled — the character only handles support and doesn't pull aggro onto itself.
Target mana — no separate checkbox needed
Put a mana-restore skill (e.g. Recharge) into the «HEAL» tab and set «Target MP» — the character will restore the target's mana once it drops below the threshold. In the «Summon» profile, Servitor Recharge and Servitor Heal work the same way for the servitor: their slot tooltip states they only affect the servitor.
Party res
If a resurrection scroll is in your inventory — a regular one or Blessed Scroll of Resurrection — the character will res a fallen party member on its own.
Assist works in every profile
The «Assist to Party Leader» checkbox exists in all five profiles: the whole party hits one target. The party leader itself can't assist.

# The HEAL tab: who to heal and when

The «HEAL» tab has one skill list and four thresholds. On every tick the server compares the character's health and mana — and, in the «Summon» and «Healer» profiles, the target's as well — against these thresholds and heals whoever needs it. You don't choose who a skill goes to: that's decided by the skill's own type, so there's no need to add the same skill twice.

Health first, then mana
When several values are below their threshold at once, the order is: health before mana; between two health needs, whichever has dropped further below its threshold; between two mana needs in «Summon», the servitor goes first (its mana is damage), otherwise whoever is lower. The first matching skill on the list is used for the first need; if none matches, the queue moves to the next need.
«Summon»: servitor or pet
The classic summoner setup: Servitor Heal Servitor Heal and Servitor Recharge Servitor Recharge in the slots, «Target HP» and «Target MP» set for the servitor — it's healed or recharged only when its own health or mana drops below the threshold, the owner's state doesn't matter. A bishop with a cat puts in a regular Heal Heal: it goes to whoever is worse off — the cat or the character. Self-Sacrifice Body To Mind and other "self-only" skills never go to the servitor.
«Healer»: party member
The target is the party leader; with «Support Mode» enabled, it's whichever party member has health below «Target HP» (within a 2000 range). Heal Heal and Recharge Recharge go to the character or the target, whoever needs it more; Party Heal Group Heal goes to everyone. Restoring a party member's mana only works via Recharge Recharge — autofarm has no other skill for that. Servitor-only skills are useless in this profile: the target isn't a servitor. With no party, there's no target, and only the character itself is healed.
«Fighter», «Archer», «Magic»: self only
There's no target, only «My HP» and «My MP» work. This is where you put self-buffs: Battle Roar Battle Roar, Self Flagellation Body To Mind. Skills that heal servitors or a target don't trigger in these profiles. Skills that heal via damage to a mob (Vampiric Claw Vampiric Claw, Vampiric Touch Vampiric Touch and similar) trigger when health is below «My HP» and the target is a living mob: the hit lands on the mob, and health comes back to you. If a regular heal, like Battle Heal Battle Heal, is listed above such a skill, whichever is higher in the list and ready gets cast at low health. In the «ATTACK» tab the same skill casts on cooldown regardless of health; corpse skills like Corpse Life Drain Corpse Life Drain aren't available in autofarm at all — see Autofarm.
«Chance» and «Use Random Skills»
«Chance» is the probability that the tab is even checked on this tick. «Use Random Skills» only changes the pick among matching skills: random instead of first on the list. The "health before mana" order and the "who" rule don't change, so random mode won't recharge a servitor with full mana, or restore mana instead of healing.
Tooltip on the slot
In «Summon» and «Healer», hover over a skill in the «HEAL» tab — the tooltip tells you who it targets: "servitor only", "self or target", "whole party", "self: drains HP from the mob when your own HP is low", "not used in this profile".
The general settings on this tab are hidden
Below the «HEAL» tab's thresholds there are no «Search Distance», «Delay Between Skills (sec)», or the other general profile settings — they don't apply to healing: heal and vampirism skills don't wait out a delay. Change them on the «ATTACK», «CHANCE», or «SELF» tab.
The old single threshold
You don't need to do anything: the old single threshold was automatically copied into all four. Split the values whenever you want — for example 40% for the servitor's health and 60% for its mana.
Don't confuse this with the servitor's own heals
The «HEAL» tab in the «Summon Skills Settings» window holds the skills the servitor casts on its own, with its own «HP Limit». What's covered here is the character's tab: who the owner heals.

Four thresholds

Threshold What it compares In which profiles
«My HP» Character health, % In all
«My MP» Character mana, % In all
«Target HP» Target health: servitor or pet in «Summon», party member in «Healer» «Summon», «Healer»
«Target MP» Mana of the same target «Summon», «Healer»

The skill's type decides who it goes to

Skill type Examples To whom
Self only Self-Sacrifice Body To Mind, Warcry Battle Roar Character only
To the servitor Servitor Heal Servitor Heal, Servitor Recharge Servitor Recharge
  • Servitor or pet only
  • not used in «Healer»
Single target Heal Heal, Recharge Recharge To the character or the target — whoever needs it more
Group Party Heal Group Heal Both at once: the character and the target
Vampirism Vampiric Claw Vampiric Claw, Vampiric Touch Vampiric Touch On the character only — when its health is below «My HP» and the target is a living mob: the skill hits the mob, and part of the damage comes back to you as health

# Skills and casting rules

Skills are added from the shortcut bar: the «Refresh skills by shortcuts» button, with a page number, pulls in whatever sits on that page of the bar. Up to 14 skills per tab, and their order in the tab is their priority order. Every 0.7 seconds the server runs a "tick": it checks the target and decides what the character does right now — one skill from one tab, or a regular hit. Below is exactly how that decision is made.

Tab order on a tick
Tabs are checked strictly in order: «CHANCE» → «HEAL» → «SELF» → «ATTACK», and if none of them yields a skill, a regular auto-attack follows. The first tab with a ready skill takes the whole tick: the rest aren't checked until the next tick. That's why debuffs always beat nukes, and heals beat buffs. A skill is "ready" when it's off cooldown, there's enough mana for it, the target is alive, and — for «CHANCE» — the same effect isn't already on the target.
Within a tab — the first ready skill on the list
Without «Use Random Skills», the first ready skill in slot order is used. This isn't a carousel: as soon as the first slot is ready again, it's taken again. If you want two nukes to alternate, enable random mode or put the more important skill first. Slot lists and checkboxes are read on every tick, so there's no need to restart the farm after changing settings.
«Chance» is the tab's priority, not the skill's chance to land
A die is rolled with this percentage before the tab is checked. 100% — the tab is checked every tick: a ready debuff always lands before an attack. 90% — roughly one tick in ten skips the tab, and the queue moves on even if the debuff is ready: the attack goes first, and the debuff lands on the next tick. 50% — a coin flip every tick. 10% — the tab is checked about once every seven seconds, so you can make debuffs rare. If there's no ready skill in the tab — everything's on cooldown, or the debuff is already on the mob — the percentage doesn't matter, the tick moves on anyway. Whether a stun or silence actually lands on the mob has nothing to do with this number — the game calculates that by the usual rules, same as a manual cast.
The first tab takes the tick — even if the cast fails
If the chosen skill can't be cast — no valid target, a condition isn't met — the tick is still spent, and the same skill is picked again next tick. That means one broken slot in the top tab can silence everything below it: the character just keeps hitting with its weapon. The server closes off two such traps itself — the next two points.
Which skills autofarm won't use
Two groups of skills aren't offered in the tab lists, and a slot set before the update is cleared when you log in. The first is corpse skills: Corpse Plague Corpse Plague, Corpse Burst Corpse Burst, Corpse Life Drain Corpse Life Drain and others that need a dead target. Autofarm drops a dead mob immediately and moves on to the next one, so a skill like that would never actually cast — but it would block the rest of the tabs on every tick. The second is the level-80 symbol skills: Symbol of Noise Symbol of Noise, Symbol of Energy Symbol of Energy and the other Symbols (they consume a Battle Symbol Battle Symbol), Volcano Volcano, Day of Doom Day of Doom, Gehenna Gehenna, Miracle Miracle, Mass Recharge Mass Recharge and other skills on the Magic Symbol Magic Symbol: they consume an item per cast and have a cooldown from thirty minutes to an hour — they're used by hand as the situation calls for it, autofarm never spends symbols. Manually, all these skills work as before. The exception is Sweeper Sweeper and Sweeper Festival Sweeper Festival: spoil is collected through a separate path specifically from a dead target, as it should be.
Melee-range skills are cast up close
Skills with a strike range — Shield Crush Shield Slam, Shield Stun Shield Stun, Shield Attack Shield Strike, Power Strike Power Strike — behave the same way as with a manual press: the server requests the cast, the character finishes its current swing, steps toward the mob if needed, and strikes. A mage with a nuke stops at cast range instead of running up to the mob.
Tooltips in the window
Hover over the «Edit» button next to «Chance» or «MP Limit» — the tooltip briefly explains what the setting does; the pet's tabs in the «Summon Skills Settings» window have their own tooltips.

Four tabs and when they fire

Tab When it's used
«CHANCE» Debuffs, silence, poisons, spoil: Shield Crush Shield Slam, Sweep Sweeper. Checked first, so the debuff lands before the mob dies. A skill isn't reapplied while its effect is already on the target.
«HEAL»
  • Healing and mana restore for yourself and the target, by four thresholds
  • who a skill goes to is decided by its type. Second in the queue — before buffs and attacks. For details, see Autofarm.
«SELF»
  • Buffs and toggles on yourself. Third in the queue; it also works without a target, including while the character is just standing with no mobs around. This is also where the servitor-summon skill and Force charging go: Focused Force Focused Force, Sonic Focus Sonic Focus, Maximum Focus Force Maximum Focus Force and Maximum Focus Sonic Maximum Focus Sonic — the tab casts them until the charge is full. Put the Maximum version above the regular one in the list: it fills the charge in a single cast, while the regular one tops it up while the Maximum is on cooldown. A buff that can't land right now isn't cast: for example, while the combo buff Improved Magic Improved Magic is active, the Iron Will Iron Will buff slot is blocked
  • same if an equal or stronger version of the same buff is already active. Once the combo buff wears off, the tab will apply it on its own.
«ATTACK» Main damage and aggro on the current target: nukes, strikes, stuns, Aggression Aggression, Aura of Hate Aura of Hate. Checked last — after debuffs, heals and buffs have done their part. If nothing here is ready either, the character just hits with its weapon.

Per-tab and shared settings

Setting What it does
«Chance» The tab's priority. 100% — a ready skill from this tab always goes before the following tabs. 90% — roughly one tick in ten skips the tab, and the queue moves to the next tabs even if its skill is ready. This is not the chance that the skill lands on the mob. See the block below for details.
«MP Limit» The character's mana threshold: while it's below this, the whole tab is skipped. For the «ATTACK» tab in the «Magic» profile, this means the character just stands with a mob targeted: a mage has no basic attack. Keep the «ATTACK» limit below the mana potion threshold in «ACP»: with a 75% limit and the potion at 65%, the mage neither attacks nor drinks in between and waits for mana to regenerate on its own. When the «ATTACK» or «CHANCE» tab is skipped for lack of mana while the target is alive, a system chat message shows your current mana and the limit. The «HEAL» tab has four thresholds instead: «My HP», «My MP» and, in the «Healer» and «Summon» profiles, «Target HP», «Target MP». The pet's tabs compare the pet's own mana.
«Use Random Skills» Instead of top-to-bottom priority, a skill is chosen at random from the available ones. Handy when you have several interchangeable nukes. Applies immediately, no need to restart the farm.
«Delay Between Skills (sec)»
  • A pause after a cast during which attack and chance-based skills aren't picked. The countdown is started by any skill, including heals and self-buffs. Regular auto-attack, heals and «SELF» tab skills aren't affected by the pause: the character keeps hitting with its weapon during that time, this isn't a freeze. The number of seconds, from 1 to 30, is set next to the checkbox via «Edit», separately for the character and for the pet
  • while the number hasn't changed, it holds for 5 seconds. Useful for those who find the default pace too tight. Classes with Force charging should disable this pause or set it to 1–2 seconds: every cast of Focused Force Focused Force or Sonic Focus Sonic Focus from the «SELF» tab restarts it too, and after every skill that spends the charge, attack skills wait out the pause again.
«Search Distance» The radius the next target is searched in, up to 2500 units. Changed via «Edit». Like other general profile settings, it isn't shown on the «HEAL» tab.

# World behavior

Autofarm is aware that there are live players around and tries not to cause conflicts at the spot.

Doesn't steal other players' mobs
A target becomes either a mob at full health or one already fighting you personally. The character won't pick up a wounded mob that another player is attacking.
«Keep Starting Farm Location»
Remembers the spot where it was started and won't chase a fleeing mob beyond the search radius. Once the mobs nearby run out, it returns to that spot and waits for respawn. In the «Summon» profile, the checkbox is labeled «Keep Farm Location».
«Run Target Close Up»
For «Archer» and «Magic»: if a mob closes to melee range, the character backs off and keeps attacking from a distance.
Line of sight and geodata
A target is only chosen with a clear line of sight and within an acceptable height difference, so the character won't try to attack mobs through a wall or a floor below.
«Attack Raids?»
Disabled by default, so as not to accidentally aggro a raid boss onto the spot.
«Attack Champions?»
Allows targeting champions. More about them — Champions.
Character death
Farming stops. After you're resurrected, it needs to be turned back on manually — no time is spent while it's off.
Combat zones
Autofarm won't start in PvP zones, during sieges, or in mass-PvP zones, and turns itself off on entering one.

# Auto-rebuff: buffs never wear off mid-farm

A separate service inside the same window, the «Rebuff» button in the header. You choose a buff profile and a tracking buff whose remaining time is watched, and the server reapplies the set before the buffs run out. The character stays put the whole time: no running anywhere and no re-ordering anything.

«Step 1. Buff profile»
A ready-made set for a role — «Fighter», «Mage», «Support», «Tank», «Dagger», «Archer» — or your own saved scheme from the Workshop (Alt+B) — buffer, teleport and services in one window buffer, in the «Own schemes» block.
«Step 2. Tracked buff»
A buff from the set whose remaining time determines when to refresh. The profile's first buff is chosen automatically; you can change it in the «Tracked buff» window. Pick a long buff: a short one will trigger refreshes too often.
«Step 3. Rebuff lead time, min»
5, 10, 15, or 30 minutes before the buff ends. The bigger the margin, the less often farming is interrupted for a refresh, but the more often the refreshes themselves happen.
Disengaging before a refresh
Before a rebuff, the character breaks off combat and waits for aggro to drop, so it isn't hit during the refresh. Farming then resumes on its own.
Cost
Same as in the Workshop buffer, and it also depends on level: a ready-made set costs the set price, your own scheme costs the buff price × number of buffs, free up to lvl 40. It never comes out cheaper than pressing the button in the buffer.
Health compensation
Buffs raise your max HP and MP, so the service scales your bars back down to their previous values. Rebuffing doesn't work as a free heal.
When it works
Only while autofarm is enabled and only on a living character.

# Time, prices and limits

Free every day
4 hours. The cooldown resets at 06:30 server time, and the hours are added on top of whatever you already have left.
Time is spent only while farming
Time is deducted only while the farm is running. Turn it off and the counter freezes, waiting for the next start.
Topping up on top of an active package
You can buy more time right while farming — no need to stop it first.
One farm session per computer
The limit is tied to the hardware, not the account; the current status is shown at the top of the window on the «Last hwid limit» line. It can be extended once with the .expendLimit command for Adena, until the next server restart.
Where to get the currency
Coin of Luck drops from mobs and bosses, and is awarded for achievements and events. More details — Custom rewards.

How much time costs (the «Auto Farm Buy Menu» window)

Package Price
1 hour 10 Coin of Luck
3 hours 15 Coin of Luck
6 hours 20 Coin of Luck
12 hours 35 Coin of Luck

# Commands

Autofarm Voice Commands

Command What it does
.autofarm The «Auto Farm Settings» window: profile, skills, behavior options, rebuff
.farmstart Turn farming on (same as «ON» in the window)
.farmstop Turn farming off (same as «OFF» in the window)
.buyfarm The «Auto Farm Buy Menu» window
.tryFreeTime Claim today's free hours
.expendLimit Open a second farm slot until the next restart
.autosummonfarm The «Summon Skills Settings» window

# Frequently asked questions

The summon isn't attacking mobs
Check three things in order: «Class» → «Summon Fighter» or «Summon Mage», «Use Summon Skills» enabled on the main page, and whether the pet has anything to fight with — «Allow melee attacks» in the «Summon Skills Settings» window for melee combat, or skills in the «ATTACK» tab for skill combat. You need at least one of the two: with an empty tab and the checkbox off, the pet will only heal and buff itself.
I'm an archer (or melee) with a pet — which profile should I farm with
«Summon Fighter». Only in the summoner profiles does the server control the pet; your own auto-attack and your own skills still work as usual.
The pet died — what does the character do
It keeps farming on its own in the same profile: an archer shoots, a melee hits, a caster casts. A servitor with its summon skill in the «SELF» tab will resummon automatically; a pet on an item you have to revive yourself.
The servitor isn't resummoning
Check that the summon skill is placed in the «SELF» tab, that you have Spirit Ore in your inventory, and that your mana is above that tab's «MP Limit». Resummoning is impossible until the servitor's body has disappeared — this takes a few seconds after death. The summon cast is long, and a mob's hit can interrupt it, in which case the attempt is retried once the skill is off cooldown.
The character attacks but doesn't cast skills
Most likely you're low on mana: each tab has its own «MP Limit», below which it isn't checked. Other possibilities — «Delay Between Skills (sec)» is enabled, the tab's «Chance» is set too low, the skill is on cooldown, or the top tab has a skill that gets picked but can't be cast — in which case it blocks everything below it on every tick. For how the queue works, see Autofarm.
Debuffs from «CHANCE» get cast, but nukes from «ATTACK» almost never do
That's by design: the debuff tab comes before «ATTACK» and takes the tick as long as it has a ready skill. Several debuffs with a short cooldown leave no ticks for the attack. Lower the debuff tab's «Chance» — at 50% half the ticks move on — or remove some debuffs.
What a tab's «Chance» of 100% means
It's the tab's priority, not the skill's chance to land: at 100% a ready skill from it always goes before the following tabs, at 90% roughly one tick in ten is passed on. For a detailed breakdown with examples, see Autofarm.
A mage stands with a mob targeted and doesn't cast
It's almost always the «MP Limit» of the «ATTACK» tab: while mana is below it, attack skills aren't used, and the «Magic» profile has no basic attack. A typical trap is a limit above the mana potion threshold in «ACP»: the mage casts once, mana drops below the limit but not yet down to the potion, and the mage stands idle until mana regenerates on its own. No need to turn the farm off and on - set the «MP Limit» of the «ATTACK» tab to 5-10% or raise the mana potion above the limit. When this happens, a system chat message shows your current mana and the limit.
Standing still and doing nothing
There are no suitable targets nearby: either all the mobs are already fighting other players, they're beyond your «Search Distance», or there's no direct line of sight between you. Increase the radius or move closer to the spot.
The farm turned off by itself
This happens on character death, entering a PvP zone or siege territory, the start of a combat event, or when your paid time runs out. Any remaining time is not lost.
The healer only heals the party leader
Without «Support Mode», the healer's target is the party leader; enable the mode and the target becomes whichever party member has health below «Target HP». A group heal in the «HEAL» tab heals the whole party regardless. For details, see Autofarm.
Settings disappeared after relogging
Settings are tied to the character and the farm profile. If a different profile is open, you're seeing its own tabs — switch «Class» back.
Can I farm with the client closed
No. Autofarm only works while the character is in the game.