Combat & Bosses
All combat is automatic. The server simulates every monster fight from your stats and the time that passed, and your screen replays that fight. Your hero keeps fighting the current zone while you are away, for up to 8 hours at a time, but only when your Earning Boost is at 100%; below that, time away counts for at most 15 minutes (see How Earning Works). Boss fights are different: they are played out on your screen, and the server fixes what a boss pays when you use the key.
The fight loop
Your hero attacks the current monster while the monster attacks back. Kill it and you gain gold, XP, a chance at a loot chest, and a small heal. Drop to zero health and you are defeated. A fight that does not finish simply carries on: a tough monster keeps its remaining health, so a zone you are too weak for genuinely grinds you down rather than resetting.
Your damage comes from attack, attack speed, crit and your weapon's element. Incoming damage is cut by your Dodge, which makes hits miss entirely, and your Defence, which reduces what lands. Both sides also miss occasionally on their own.
The fight you see
Your screen plays back the fight the server resolved. Kills, deaths, potion drinks and both health bars follow the server's fight, shown a few seconds behind; the size of each individual hit is drawn so that the hits add up to what the server resolved. Boss fights and Boss Rush are played on your screen and are not replayed.
New-player protection
In the first five zones, Dusty Dock through Pumpforge Gate, monsters deal half their attack, in Nightmare too (Nightmare's x4 attack becomes x2 there), so a fresh hero is not bled out before finding gear. Their health is unchanged. Bosses are not softened. From Molten Foundry onward, monsters hit at full strength.
Enemy variants
Ordinary monsters sometimes spawn as a tougher variant that pays proportionally more. The server fights Elites and Giants for real, in every zone and mode, so an Elite can take down a hero that is under-geared for its zone.
| Variant | Chance | Health | Attack | XP | Gold |
|---|---|---|---|---|---|
| Elite | 12% | 1.7x | 2.6x | 2.6x | 2.8x |
| Giant | 6% | 3.6x | 1.7x | 3.4x | 3.6x |
An Elite is a glass cannon that hits far harder than it can take; a Giant is a wall of health. Both pay more gold and XP, but your chest chances per kill stay the same.
Auto-Pot
Auto-Pot is what actually keeps you alive. When your health drops below your chosen threshold and the potion cooldown is up, your hero drinks automatically. It prefers a potion you have chosen; otherwise it picks the smallest one that covers the missing health, falling back to the largest you own. If Auto-Buy is on and you have none, it buys one with gold.
Configuring Auto-Pot costs nothing. Potions themselves are bought with gold; see Store & Boosts for the seven tiers and their prices. Auto-Buy spends gold on potions whenever your hero needs them, so turn it off if you would rather keep your gold. Auto-Pot is worth more than almost any single gear upgrade: a hero that stays alive keeps fighting, and a hero that dies stops.
Death and recovery
- Level 10 and below, and heroes who have not yet bought a pack: death costs nothing and you revive at once at full health.
- Level 11 and above: a 10-minute downed timer runs before you revive automatically. You can revive at once instead for $2.50 worth of $AFKHERO; the Store shows the live price.
- If your hero dies in Nightmare, it comes back in normal mode.
Boss fights — The Idle Warden
Use a Boss Key to summon The Idle Warden. The boss scales with your level, your zone and whether you are in Nightmare. It never pays $AFKHERO, so the key spend is a pure sink and a boss kill can never print more than it cost.
How a fight works:
- The key is spent when the fight starts and is not refunded if you walk away.
- If you reload the game, the boss comes back at full health and you have one hour to finish the fight.
- What the boss pays is fixed when you use the key, from your zone, mode, level and gear at that moment. Changing zone or mode mid-fight does not change it.
- Bosses get no early-zone protection. In Nightmare a boss has 10x health and 4x attack.
- A boss's health also gets an extra level-based multiplier: about 1.5x up to level 12, rising to 10x from level 45.
Boss kills also raise your Season Score, weighted by difficulty, and a Nightmare boss kill counts double there. See Seasons & Leaderboard.
What a Warden kill drops
- Loot chests, as above.
- Gold, scaled to the boss's health.
- An Elemental Stone (Ice, Fire or Lightning): Tier I every time, with a small chance of a higher tier.
- A Pickaxe Crate, about 1 kill in 10.
- A chance at Ancient Key Fragments or an Ancient, Celestial or God-Touched chest. See Ancient Appraisal.
- In the Void Abyss, a chance at Angel Dust or Universe Dust. Some Void Abyss materials have lifetime supply caps and can run out.
- Titan Dust, in Nightmare in Frozen Spire, Singularity Vault and Void Abyss only: a 10% chance (double with a drop boost).
If your bag and chest queue are full when a boss pays out, the overflow is delivered to your Mailbox rather than being lost.
Boss Rush
A Premium Dungeon Ticket starts a Boss Rush: a gauntlet of ten escalating bosses for the game's best sustained loot. It has its own section; see Boss Rush.