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The Idle Loop

Yomi no Sho is, at its core, an idle RPG. The game continues to run while you’re away — your character keeps fighting, keeps earning XP and gold, and keeps dying if you’ve pushed into a zone too hard. Understanding the idle loop is the difference between logging in to find a level 30 character with 5000 gold, and logging in to find a level 12 character who’s been stuck on a boss for 8 hours.

This page documents how the idle system works, how to configure it, and how to optimise it.

Every character has an isAuto flag (set to true by default). When isAuto is on, your character will automatically initiate combat with the next enemy in your current zone + stage, every time the previous fight ends. Combat resolves in the same turn-based simulation as active play — same damage formula, same skill priority, same drop rates.

You can toggle auto-combat in the game UI. Turning it off pauses your character — they’ll stand in their current zone without fighting, accumulating nothing. Most players leave it on permanently; the only time to turn it off is if you’re deliberately waiting for something (e.g. waiting for a friend to come online for PvP).

The auto-combat AI is the same as the active-combat AI: each round, it picks the first ready + MP-affordable skill in your enabled-skills list and uses it. If no skill is ready, it falls back to a basic attack. You cannot customise the AI — it always picks skills in the order they appear in your skill list, which is the order you unlocked them.

Each zone is divided into stages. Stage 1 is the easiest, stage 10 is the boss. When you defeat the boss of stage 10, you automatically advance to stage 1 of the next zone (if you’ve unlocked it).

The stage scaling is:

  • Each stage increases enemy HP, ATK, DEF, and SPD by 8% (multiplicative).
  • Stage 10 enemies have stats roughly 1 + 9 × 0.08 = 1.72× the base — about 72% stronger than stage 1.
  • Every 10th stage is a boss — see Bosses below.
  • There is also a ±10% random variance on every stat, rolled per-fight, so two stage-5 Kodama fights won’t be identical.

When you clear stage 10 of a zone, you advance to stage 1 of the next zone. If you haven’t unlocked the next zone (e.g. you’re at the level cap for it), you stay on stage 10 of the current zone indefinitely, fighting the boss on loop. This is actually a viable farming strategy — see Boss farming below.

When you log off (or close the browser tab), your character keeps auto-combating in the background. The game server ticks your character’s combat every few seconds, accrues the XP/gold/drops, and stores them. When you log back in, you see the accumulated rewards.

There is no hard cap on offline accumulation — you can leave the game for a week and your character will have been fighting the entire time. However:

  • Your character can die during offline play. If you’ve pushed into a zone where the boss can kill you, your character will die, sit idle for a few seconds, respawn at full HP, and re-engage. Death has no penalty other than lost time — you don’t lose XP, gold, or items. But every death is a fight you didn’t win, which means no XP/gold/drops for that fight.
  • Inventory can fill up. If your inventory is full (the cap is large but not infinite), additional drops are silently discarded. Check your inventory when you log in.
  • HP and MP do not regenerate between fights unless you have a self-heal skill (like the Sohei’s Vajra Smite or Sutra Chant). If your character is at 30% HP after a fight, they’ll start the next fight at 30% HP. This is the primary limiter on idle progression — you’ll eventually die and lose tempo.

Before logging off, you should always do these three things:

  1. Pick a zone + stage you can clear comfortably. The ideal is a zone where you win ~95% of fights and never die to the boss. Pushing into a zone where you die 30% of the time is worse than staying in a lower zone where you win 100% of the time, because deaths cost you tempo.
  2. Make sure you have a self-heal skill equipped (if your class has one). The Sohei’s Sutra Chant and the generic Meditation skill both restore HP, which dramatically extends your survival between town visits.
  3. Sell or equip your loot. A full inventory means discarded drops. Visit the Kitsune Merchant before logging off.

The general rule of thumb: idle in the highest zone where you have a 100% win rate against trash mobs and at least an 80% win rate against the boss. This balances XP/gold per hour against tempo loss from deaths.

Every 10th stage is a boss fight. The boss is the same enemy archetype as the rest of the zone, but with significantly inflated stats and a unique name suffix:

ModifierEffect
HP, ATK, DEF×3 (vs. base)
SPD×1.2 (vs. base)
Crit×1.5 (vs. base)
XP reward×5
Gold reward×5
Name suffix”— Warlord” (English) / “・名将” (Japanese)

So a stage-10 Kodama boss has roughly 3× the HP and ATK of a stage-1 Kodama, but rewards 5× the XP and gold. This makes boss farming extremely lucrative if you can consistently beat them.

The boss’s increased SPD (×1.2) means it will act before you in most rounds, even if you out-speed regular enemies in the zone. This is the primary reason bosses are dangerous — they get the first hit, and with 3× ATK, that first hit can take a chunk of your HP.

Because boss rewards are 5× normal while boss stats are only 3× normal, boss fights are more efficient than trash fights on a per-stat basis. If you can beat a zone’s boss reliably, you should idle on stage 10 of that zone rather than progressing to stage 1 of the next zone.

The math: a stage-10 boss has 3× stats and 5× rewards. So per unit of enemy HP, the boss gives 5 / 3 = 1.67× the rewards of a trash mob. Per unit of enemy ATK (which is what kills you), the boss gives the same 1.67×. So if you can survive the boss, you should fight the boss.

The catch is tempo. If the boss kills you 50% of the time, your effective reward rate is halved (you get nothing on death), plus you lose time to the death-and-respawn cycle. The break-even point is roughly 70% boss win rate — above that, boss farming is more efficient; below that, trash farming is more efficient.

To check your win rate against a boss, fight 10 of them manually (active play) and count your wins. If you win 7+, idle on the boss. If you win 5–6, idle on stage 9 (no boss, slightly weaker trash). If you win less than 5, drop to a lower zone.

When you die in combat, your character:

  1. Loses the fight (no XP, no gold, no drops).
  2. Respawns at the entrance to the current zone at full HP and MP.
  3. Waits a brief cooldown (a few seconds).
  4. Re-engages the next enemy in the current stage.

There is no XP penalty, no gold penalty, no item loss, and no zone regression. Death is purely a tempo loss. This is intentional — the game wants you to push into slightly-too-hard content and learn from deaths, rather than play it safe forever.

The respawn cooldown is short enough that it doesn’t dominate the tempo, but long enough that dying repeatedly is meaningfully worse than winning. If you’re dying 5 times per 10 fights, your effective clear rate is 50%, which is worse than dropping to a zone where you win 90% of fights.

When you return to the game after being offline, check these things in order:

  1. Your level and XP. Did you level up? If so, allocate your stat and skill points before doing anything else.
  2. Your gold. How much did you earn? This tells you how productive the idle session was.
  3. Your inventory. Sort by rarity — any epic or legendary drops? Equip them if they’re upgrades, sell them if they’re not.
  4. Your HP and MP. Top up at the Shrine Maiden if needed.
  5. Your quests. Did any quest complete while you were offline? (Kill quests and level quests will have. Talk and zone quests won’t, because those require active play.)
  6. Your combat log. Look at the last few fights. Were you winning? Were you dying? This tells you whether to stay in the current zone or drop back.

If you died a lot, drop to a lower zone or a lower stage. If you won everything, consider pushing forward. The idle loop is a constant calibration between risk and reward.

  • Combat Mechanics — the underlying damage formula that determines win/loss.
  • Progression — the XP curve and stat allocation.
  • Zones — level ranges and enemy stats for every zone, to help you pick where to idle.