What actually happens while you're gone
Your wanderer keeps doing whatever their offline mode says. Every travel mode except Manual can be the offline one:
- Explore. Keeps pressing east, fighting what finds them, at a steady away-time pace.
- Hunt. Seeks fights out — the away mode for XP and loot.
- Mine / Woodcutting / Smithing. Works the rock face, the treeline or the forge queue through the night.
- Rest. Holds position on safe ground and heals — the "do nothing, safely" option.
- Return. Walks back toward safety, then waits.
Away encounters resolve with the same server-side rules as live play — your skills and gear decide the outcomes, and wins bank the same experience, coins and loot. Your offline mode is set separately from your live one (with a "match offline to online" toggle if you'd rather not think about it), so setting up the night never disturbs the job you were running at the keyboard.
The away-time cap
Offline simulation starts with a 1 hour cap and can be extended one hour at a time up to 12 hours at any town store — each additional hour costs more than the last, and the purchase is permanent. Time past your cap isn't punished; the simulation just stops there until you return. For a game you check morning and evening, a built-out cap covers the whole gap.
Loot while you're away
Equipment and ore found offline goes into your pack, exactly as it would live. If the pack fills, the overflow is automatically sold for coins rather than lost — so an away session never wastes a drop, and clearing pack space before logging off means more of the night's finds come home as items instead of gold.
Coming back
Open the game and a summary shows everything that happened: distance travelled, fights won, XP gained, what was kept and what had to be sold. You're exactly where your wanderer got to — further down the road, bags heavier, skills ticked up.
Setting up a good away session
- Match the country to your build. An offline wanderer fights whatever finds them — leave them in land they can beat, not at the bleeding edge.
- Fill your gear slots first. Away fights lean on Defence more than live ones, since you're not there to be careful.
- Pick the mode deliberately. Explore for distance, Hunt for XP, a working mode for materials, Rest if you're parked somewhere dangerous.
- Clear pack space. Room in the pack means the night's drops arrive as items, not auto-sold coins.
What offline is not
There's no away-time meter you have to keep topping up, no streak to protect, and no subscription. Away progress is slower than playing live — being there is still the strongest way to move — but time away is never wasted and never punished.
Common mistakes
- Logging off without checking the offline mode. Ten seconds of intent is the difference between waking to a level and waking to a nap.
- Leaving an under-geared wanderer in Hunt. Offline defeats cost recovery time you're not there to manage. When in doubt, Explore or Rest.
- Never buying offline hours. The early hour purchases are cheap and permanent — they're among the best coins a new wanderer can spend.
- Going away with a full pack. Everything found past a full pack is auto-sold. Fine for coins; a shame for that Epic that didn't come home.
FAQ
Does the game need to stay open in a tab?
No. Offline progress is simulated on the server — close the tab, close the phone, it makes no difference.
Can I be defeated while offline?
Yes, if your away mode has you in wild country — resolved with the same rules as live, and with the same gentle cost: recovery, never gear. The defeat guide covers away defeats.
Is offline XP reduced?
The rules and rewards per action are the same; the pace is measured rather than frantic. Live play is faster, away time is steady.
What's the maximum away cap?
Twelve hours, built up one purchased hour at a time from the base one hour. The price doubles with each hour bought.
Do offline finds ever get lost?
No — the pack fills first, and anything past that is auto-sold for its coin value. The return summary shows exactly what was kept and what was sold.