The Elysium guide covers the rules; this page is about what they do to your farming method. The core shift is one sentence: when almost every kill rolls loot, kills per hour becomes the master stat.
Everything else follows. Magic-find percentage — the classic first-order farming lever — is demoted to a tiebreaker, because MF multiplies the quality of rolls that already mostly happen. Two characters, same gear budget: the one that clears 30% faster with less MF finishes the hour with more Uniques. This is not a subtle edge; it is the mode's whole personality.
Elysium supports two farming styles, and they optimize differently:
| Boss chains | Area sweeps | |
|---|---|---|
| What it is | Route through bosses back-to-back, resetting to town between targets | Full clears of dense areas, killing everything on the way |
| Elysium's gift to it | Every boss kill drops at first-kill rates — the classic "first kill only" table, every single run | Volume: ×5 rates on the largest kill counts per hour in the game |
| Best for | Targeted Uniques and Sets; Runes from boss tables; feeding the Kill Board | Rune hunting (×5 with volume), materials, XP alongside loot |
| Build profile | Movement + single-target burst; teleport-class mobility pays double | Screen-wide coverage; clear speed above all |
| Pace | Fast loops, many resets — the loop itself is the unit | Longer uninterrupted sessions |
A farm loop is a repeatable circuit with no dead time. In Elysium, the loop discipline is mostly about what happens around the killing:
The Kill Board tracks, for every boss: kill count, first-kill time, Unique and Set drops, and your best and average kill times. That is a farming planner hiding in a stats screen:
| Kill Board signal | What it means | Action |
|---|---|---|
| Average kill time rising | Your build is drifting out of shape against that boss, or a gear breakpoint was lost | Fix before expanding the loop — a slow link taxes every circuit |
| Unique/Set count high, time low | Your personal golden goose | Promote to loop anchor; build the route around it |
| Kills high, drops low | Normal variance at ×5 rates — or the boss's table is genuinely shallow | Demote after a real sample size, not a bad afternoon |
| Kills near zero | Untested content | Test it once: first-kill tables on tap make every boss worth a sample run |
The strongest configuration we can reason toward is a two-lane account: an Elysium farmer supplying gear and runes, and a Rift pusher consuming them (see the Rift deep dive for what the push actually demands). Why it works:
MF still helps, but it is no longer the lever it is in normal mode — ×5 rates and first-kill boss tables carry most of the load. Weight clear speed first, then take MF where it comes free on gear.
For targeted Uniques and Sets, our reasoning says yes — first-kill tables on every run are the mode's headline gift. For runes and volume, dense area sweeps scale better. Run both and let your Kill Board arbitrate; it is what the data screen is for.
We recommend it (the two-lane setup above), but it is a comfort decision, not a rule. A hybrid that clears fast and keeps one single-target answer can do both jobs passably while you build the pair.
Drop rules (Unique ×5, Set ×3, Runes ×5, one-tenth no-drop, first-kill-grade boss drops) and Kill Board fields from the d2r-mobile project README, accessed 2026-10-16. Loop strategy, target-selection framework and the two-lane recommendation are our editorial reasoning, marked as such.