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If you're pushing mid game content like dungeons it might be more involved and require active play but after you grind up auto eat and setup gear for idle combat, you can just leave the game going for a day to farm xp/items.
For example, you might choose woodcutting and select a tree. The game automatically starts generating a resource from this tree every X amount of time. This resource is then used in another skill, like firemaking, to generate the boon of that resource, which may then be used by something else.
Its systems upon systems upon systems and they all feed into one another in a way that slowly increases a series of statistics over time.
My Favorite Person on Steam, Just Don't Tell Anyone
Good Luck & Have Fun
Combat can benefit from active play from start to finish. Almost everything can be done AFK, but at all times there will be the option to fight enemies and gain loot beyond your current limits by actively participating.
In all cases, offline progress is simulated with perfect accuracy. Every single tick is accounted for. Things like weapon special attacks, RNG effects, mastery unlocks, are all accounted for. There is no meaningful difference between letting the game run idle for 8 hours, or coming back after 8 hours of offline time. Closing the game is not punished in the way some idle games do.