Offline Progress
Your character keeps making progress while you are offline.
Embershroud is built to respect your time: log in, check your results, tweak the build, start a new run - and then go do something else. The fight carries on without you.
At a glance
Section titled “At a glance”| While offline | |
|---|---|
| XP | 50% of your proven XP rate |
| Item drops | 25% of your proven item drop rate |
| Ore | No direct Ore - it comes from salvaging the items you found |
| Time counted | Up to 12 hours per return |
| Minimum | Each offline period must last at least 5 minutes |
| Unlocks | After character level 10 |
No world runs while you are gone
Section titled “No world runs while you are gone”The server does not keep a world simulating for an offline character, and it does not replay hours of combat when you return.
It calculates your return at the moment you reconnect, based on what your character was demonstrably doing before you left.
You fight with the machine you proved
Section titled “You fight with the machine you proved”While you play, the server measures your character’s actual performance - your proven rates. Offline rewards are calculated from them, never from a zone’s theoretical rates.
A measurement qualifies when your character has fought for at least 5 minutes in one zone, with one skill loadout and one Battle Plan, and died no more than twice per minute on average. It records:
- your XP per second
- your item drops per second
- the zone and monster level you were fighting
Changing zone, swapping your skill loadout or replacing your Battle Plan starts a new measurement. Equipping gear does not.
The last qualifying measurement stays in force until a new one qualifies and replaces it. If you change zone and log off two minutes later, you are rewarded at the rates you last proved, not at zero - and never at rates you have not demonstrated.
If your character has never completed a qualifying measurement, there are no offline rewards yet. Welcome Back says so instead of showing zeros.
Timed bonuses follow the same rule. An active community blessing applies by wall-clock overlap with your away window: only the part of your absence it overlapped is boosted, and a blessing that starts at claim time does not apply to time already accrued. Your proven rates are always measured without blessing bonuses, so a blessing is never counted twice.
How your return is calculated
Section titled “How your return is calculated”Counted time
Section titled “Counted time”Your counted time is how long you were disconnected, up to the 12-hour cap.
- Each offline period shorter than 5 minutes counts for nothing, and short periods cannot be added together to get past that minimum.
- If you log in briefly and leave again without collecting, the new offline period is added to the same return. The 12-hour cap applies to the return as a whole, not to each period.
- Time spent connected - including time with the Welcome Back summary open - is never counted as offline.
- The cap resets when you collect.
Offline XP = proven XP per second x counted seconds x 50%Welcome Back shows this as time at full speed. Eight counted hours is “equivalent to 4h at full progression”; a full 12-hour return is worth 6 hours of fighting at your proven rate.
Item drops
Section titled “Item drops”Offline items = proven item drops per second x counted seconds x 25%The result is rounded down to whole items, and any fraction carries over to your next offline period on the same return, so nothing is lost to rounding.
Offline items are ordinary drops:
- Item level comes from your character level and the zone you proved your rates in.
- Rarity uses the same odds as fighting connected at that item level. There is no offline rarity cap - offline items are rarer only because there are fewer of them. Offline drops never include named or special items.
- Every item goes through Appraisal when you return, using your current Appraisal settings.
The offline claim itself credits no Ore. Offline Ore comes from salvaging the items you found, at the normal salvage rate - when you salvage them yourself, when queued items expire from the Salvage Queue, or at once on Collect if you have Auto-salvage turned on.
Worked example
Section titled “Worked example”Your character’s proven rates are 5,000 XP per minute and 80 items per hour. You log off for 8 hours.
| Calculation | Result | |
|---|---|---|
| Counted time | 8h (under the 12h cap) | 8h |
| XP | 5,000 x 60 x 8 x 50% | 1,200,000 XP |
| Items | 80 x 8 x 25% | 160 items rolled |
Away for 20 hours instead, the same character would be credited 12 hours: 1,800,000 XP and 240 items rolled.
Where offline items go
Section titled “Where offline items go”You will usually roll more offline items than you have room for. The server never makes space by moving or deleting anything you already own; it fills the space you have free, best items first:
- Items your Appraisal settings protect
- Then by rarity
- Then by highest affix tier
- Then by number of affixes
- Then by item level
Each item lands where Appraisal sends it: Incoming Loot, the Salvage Queue, or waiting for space. With Auto-salvage on, items marked for salvage that do not fit in the Salvage Queue are salvaged on Collect instead. Anything else that does not fit is not kept.
Queued offline items do not start their 24-hour salvage timer until you collect.
Idling while connected
Section titled “Idling while connected”Being connected without providing input is a different state from being offline.
Your character keeps fighting at the full simulated rate. Idle state affects UI hints - a dimmed screen, an indicator - and nothing about your rewards.
Coming back
Section titled “Coming back”When you return, the Welcome Back summary shows:
- Time away - your real absence, even beyond 12 hours
- XP gained, and any levels gained
- Where your items went - how many reached Incoming Loot, the Salvage Queue or are waiting for space, plus Auto-salvaged items with their Ore if you use Auto-salvage
- A preview of up to three of your best offline finds
- Your Catch-up Bonus, if this return earns one
- A blessing line, if a community blessing boosted your time away
Collect Rewards claims everything. If items went to the Salvage Queue, Collect & Review Items claims the same rewards and opens the Salvage Queue.
Expand How was this calculated? to see the working: counted time against the 12-hour cap, your XP as time at full progression, the zone and monster level your rates came from, the play measurement behind them (time observed, kills and deaths per minute), and any boosts.
Your return is stable
Section titled “Your return is stable”If you leave before collecting, the same rolled items are still there next time. Newly earned offline progress is added to what is waiting, and nothing you already saw is rerolled.
Catch-up Bonus
Section titled “Catch-up Bonus”Longer absences earn a Catch-up Bonus on top of your offline rewards: extra XP from kills once you are back and playing.
| Time away | Bonus |
|---|---|
| Under 12 hours | None |
| 12 hours - 3 days | +25% XP for 30 minutes |
| 3 - 7 days | +50% XP for 1 hour |
| 7 - 30 days | +100% XP for 1 hour |
| 30 days or more | +100% XP for 2 hours |
- The bonus starts when you collect. Its time counts down only while you are alive and fighting in a normal zone; it pauses in town, in The Ascent, while dead and while offline, and keeps its remaining time.
- It is measured on your longest single offline period, not several shorter ones added together.
- It applies only to XP, and it never raises your proven offline rate.
- After your account receives a bonus, it cannot receive another until that tier’s minimum absence has passed again (12 hours, 3 days, 7 days or 30 days).
- If you still have a stronger bonus running, it is kept rather than replaced.
Past level 100
Section titled “Past level 100”Reaching level 100 does not waste further XP: XP earned past 100 accumulates toward a Valor bar.
Valor is not yet available. The closed alpha caps characters at level 50.
Where to go next
Section titled “Where to go next”- Battle Plan - the rules your character follows while you are away
- Combat Basics - the defensive layers keeping it alive