Enchant World Play
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Activities and battles

Background Hunt

A VIP mode where your fighter hunts alone: the server runs the fights, the app can stay closed, and all the loot arrives at once.

Background hunting is the same hunt, except your fighter goes alone. You pack them for the trip, send them off and get on with your day: the server runs the fights, blow by blow, under the usual hunting rules. Everything they gather arrives at once when they come home.

Do not confuse it with auto-hunt: that one runs only while the game is open and stops the moment you close it. A background hunt continues without you.

Why use it

Requirements

Until the fighter is high enough, the mode is visible on the selection screen but locked.

Packing for the trip

Pick a location and choose "Send the fighter alone" instead of the usual entry. That opens the packing screen, where everything is set up.

Stamina. One run costs the same 25 points. A slider sets how much stamina the fighter will spend in total: 25 for a single run, 250 for ten. Short on stamina? You can buy more for Lunar right there. The reserve caps at 1,000, which is 40 runs in one trip.

The whole amount is deducted the moment you send the fighter off, and stamina does not regenerate while they are away.

Health potions. You put healing potions into the fighter's bag and set a threshold for each one: the health level at which to drink it. The fighter heals on their own — they take the strongest potion whose threshold has been reached, and use no more than 10 per run. Anything left over comes back with the loot.

Elixirs. Activate them before departure; they run on real time and work in the background exactly as they do in a normal hunt. Two exceptions: a stamina elixir is wasted, since stamina does not regenerate while the fighter is away, and summoning scrolls do not trigger during a background hunt.

Monster priority. The order in which the fighter picks targets by strength.

Your choices are remembered: next time the packing screen opens with the same setup.

How long it takes

A single run lasts three to six minutes, plus the walk to the next pack of monsters. The game shows the upper bound — "returns in at most …". Usually the fighter is back sooner: a run ends as soon as the location has no safe targets left.

While the fighter is away

They attack safe targets only. There is no risk of death and nothing to revive — but there is no risk bonus either: a fighter alone does not gamble.

The fighter is busy. You cannot change their gear or delete them, and they cannot enter the arena, a clan war or a boss fight. In the lobby they carry an "On a hunt" badge with a timer and progress — how many of the planned runs are already done.

Your other characters are free to do anything except hunt: hunting is still one at a time per account.

Calling the fighter back early is possible at any moment, but it wipes everything: they return immediately, and all the loot, the spent stamina and the potions they carried are lost. Recall them only if you truly need that fighter free.

Coming home

Everything gathered across all runs is granted in one payout: DC, items, XP, SP and clan points. XP and SP also accumulate until the end — the fighter's level goes up on arrival, covering everything earned at once.

The kills count as normal: hunter rating grows, tournament points are scored, and daily monster quests are completed.

The summary arrives as a message in the Enchant World system chat, and the next time you open the game a window shows the full list of loot. If you were away at that moment, you also get a Telegram notification — it can be switched off in the notification settings. In the hunt history, background runs are marked separately.