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How AFK hunting credit works

Active play creates time for the journey to continue during an absence.

Earn the reserve

Each minute of eligible active play adds three minutes of AFK hunting credit. The displayed reserve shows the time available to recover. It is a resource to inspect before leaving, rather than an assumption of unlimited hunting.

Prepare the character

Automatic hunting still depends on survival, supplies and loot settings. Choose a sensible area and confirm that the routine works while visible. A reserve of time does not make an unsuitable encounter safe.

Return to play

The return flow applies the recoverable journey without requiring a long blocking replay before play can resume. The result reflects the game’s AFK rules and available credit. Training is a separate activity; read the selected activity before starting an absence.

A concrete credit example

Ten minutes of eligible active play earns thirty minutes of recoverable AFK hunting credit. That describes time in the reserve, not a promise of thirty minutes of successful kills regardless of conditions. A dead character, insufficient supplies or an unsuitable hunt can still prevent the expected result.

An open page and a closed game differ

Changing tabs with the game open uses the background and absence rules. Closing the page ends the free session. The account store lists a separate six-hour expedition for closed-game progress, started explicitly with rubies. It is a different action with its own confirmation; ordinary tab switching does not silently purchase it.