Stonestorm emblem
Farming Guide

Stonestorm Farming Guide

Stonestorm has no player trading by design, so farming means earning Nyang and Storm Coins yourself: idle loot, Stone Rain, Forays, fishing and the Fair Wheel. This guide covers the documented income routes and what to spend them on.

Deep farming guide · Updated November 11, 2026 · 32 min read · Farming Guide
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Read This First: No Trading, No Market

Stonestorm has no player trading by design, and this farming guide is built on that fact. The official FAQ is explicit: "No. You earn everything yourself: there is no player-to-player market where money or bots can buy you an edge." There is no player-to-player market, no trading, no auction house, and no seller market — and this guide will never list Stonestorm sellers, because there is nothing to sell. Every Nyang and every Storm Coin in this guide is earned in game, never bought from another player. If you came here looking for a market to flip, a seller to buy from, or a price list to trade against, this is the wrong game — and that is the point. Farming here means maximising your own income, not flipping a market.

That design choice changes everything about farming in Stonestorm, and it changes it for the better. In most MMOs, the farming game is a market game: you farm what sells, you sell what you farm, and your income depends on what other players will pay. In Stonestorm, your income depends on one thing only — how well you play. Your hero hunts, you collect the loot, you spend it at the forge and at the Triple Seal's counter, and the loop repeats. There are no bots farming your spots, because there is no market for bots to sell into. There is no pay-to-win purchase from another player, because nobody can buy power from someone else. The blacksmith grumbles at everyone equally, as the official FAQ puts it — and the richest player in Stonestorm is the one who plays best, not the one who pays most.

The other thing to understand up front is that "farming" in this game means in-game progression, crafting and resources — not gold per hour. There is no published Nyang-per-hour rate, no drop table, and no best-farm route, because the game's income is your hero's hunting, your event attendance, and your forge decisions, not a market. This guide covers the documented income routes — idle loot, Stone Rain, Forays, dungeons, the tower, the weekly boss, fishing and the Fair Wheel — and what to spend the income on, with every number sourced and every uncertainty flagged. If you came here for a farming rate, none exists yet. What exists is a system, and this guide maps it.

What Farming Means Here

In Stonestorm, farming means earning Nyang and Storm Coins yourself, and spending them on the things that make your hero stronger. That is the whole farming game, and it is worth stating plainly, because it is so different from the farming game in most MMOs. There is no market to play. There is no price to watch. There is no buyer to find. There is your hero, your loot, your forge, and your decisions.

The income routes stack. Idle loot is the daily base — your hero hunts while you are away and you collect the loot. On top of that sit the events: Stone Rain four times a day, Forays alongside it, the weekly boss once a week, the Fair Wheel free spin every day, fishing whenever you feel like it. On top of that sit the ladders: dungeons, the tower, the land bosses, Kingdom War. The players who earn the most are not the ones who idle longest. They are the ones who stack the events and the ladders on top of the idle base, because the idle base alone is only the floor — and the floor is the same for everyone.

The spending is the skill. In a game with no market, the farming skill is not finding the best price. It is spending well. Every Nyang you earn can go to the forge, to stat points, to the Triple Seal's counter, or to nothing — saved for the upgrade that matters. The players who get rich in Stonestorm will be the ones who save for the forge upgrades that raise their clear speed, because clear speed raises income, and income raises clear speed. That is the compounding loop, and it is the whole farming game in one sentence: earn, forge, earn faster.

Paying speeds things up — and that is documented, not hidden. The official FAQ is honest about it: "Honestly: a bit. Paying speeds things up, and in the endgame it gives some extra strength too. The weekly boss, fishing and events are the same for everyone, though." That is the deal. Paying players progress faster, but they do not get a different game — the weekly boss, fishing and events are the same for everyone, and no amount of paying buys another player's power, because there is no trading. This guide is written for the free player and the paying player alike, because the farming routes are the same for both. The paying player just moves through them faster.

Idle Loot and Nyang: The Daily Base

Idle loot is the daily base, and it is the income route you will use more than any other — mostly by not using it at all. Your hero hunts while you are away, and you collect the loot when you come back. The official example shows what eight hours pays: 2,490 kills, 161,352 XP and 173,611 Nyang collected after eight hours offline, per the launch video. That is the only hard income number in the game, and it is an example, not a rate.

What the example actually tells you. It tells you that eight hours of offline hunting pays a meaningful amount of Nyang — 173,611 in the launch video's example — for one hero, in one land, at one level, with one setup. It does not tell you what your eight hours will pay, because your hero, land, level and setup are different. And there is a second official example that disagrees with it: the official Instagram reel shows eight hours paying 185,239 Nyang and 170,176 XP. Both are official promo examples, and they disagree — which is exactly what you would expect from two different heroes in two different situations. Treat the numbers as the shape of things — eight hours pays a lot of Nyang — not as a promise of a specific amount. Your own collections, recorded over a week, are the only Nyang-per-hour figures that exist for your hero.

Collect before the eight-hour cap. Your hero hunts for up to eight hours while you are away. The official site states the cap plainly: up to eight hours. What happens after eight hours is not stated anywhere — and this is where this guide flags an inference. The common-sense reading, and the reading the game's own stub uses, is that the hours past the cap pay nothing: the hero stops earning until you collect. That is an inference from the stated cap, not a documented fact, and this guide labels it as such. But it is the safe inference to play by: collect your loot before eight hours pass, and you lose nothing either way. Set a rhythm — morning and evening, or lunch and bedtime — and collect on it. The player who collects twice a day earns twice the idle income of the player who collects once, because the second collection is eight more hours of hunting that the first player never had.

Your first farming habit is simply collecting on time. Before Stone Rain, before Forays, before dungeons and the tower, the farming habit that pays most is the simplest: collect your loot. It costs nothing, it takes a minute, and it is the difference between eight hours of income and eight hours of income plus eight hours of nothing. Do it twice a day, every day, and you will have banked more Nyang in a month than any single event will ever pay you.

Nyang: Sources and Sinks

Nyang is the currency — named for a cat's meow, shown as a gold coin with a cat face — and it is the currency your whole farming game runs on. Here is the full picture as documented: where it comes from, where it goes, and what the numbers we actually have say about it.

Nyang sourceWhat is documented
Idle huntingEight hours offline pays 173,611 Nyang in the launch video's example (185,239 in the Instagram reel's example — the two official examples disagree)
Kingdom War (winning kingdom)Extra XP and Nyang for a whole week for the week's winning kingdom
Events and ForaysStone Rain, Forays and the weekly boss pay Nyang alongside XP; amounts undocumented
Discord link reward2,000 Nyang for linking your Discord account in game, plus the Stormcaller title
Founder gift10,000 Nyang (redeem by November 15 and before level 15)
Referral20,000 Nyang at level 30 for starting via an invite
Nyang sinkWhat is documented
The forgeThe main sink. Dragon Greatsword +8 to +9 costs 314,321 Nyang plus materials at 10% (launch video)
Stat pointsBuyable with Nyang (achievements reference buying 50 stat points with Nyang)
Triple Seal's counterBuy and sell at fixed prices (store listing)

The scale of Nyang tells you what kind of game this is. One forge upgrade costs 314,321 Nyang. One achievement requires earning 50,000,000 Nyang in total. Eight hours of idle hunting pays roughly 170,000 to 185,000 Nyang. Put those three numbers together and the economy comes into focus: a single high-end forge attempt costs about two days of idle income, and the lifetime achievement asks for roughly three hundred days of it. That is not a game where you get rich in a week. It is a game where you get rich slowly, by collecting on time, every day, and spending on the forge upgrades that raise your income. The players who understand the scale will save. The players who do not will spend piecemeal and wonder where it all went.

What we do not know yet. Nyang-per-hour rates beyond the single eight-hour example, event Nyang amounts, Foray rewards, dungeon and tower Nyang, and the full forge cost table are all unpublished. The 50,000,000 lifetime figure is an achievement threshold, not an income rate. When income data is published, this section needs numbers. Until then, the table above is the full documented picture — and your own collection records are the data that matters.

Storm Coins: The Premium Balance

Storm Coins are the premium currency, and they work differently from Nyang in one important way: they are held per hero, not per account. You can have up to four heroes on one account, each with its own Storm Coins and items, per the official FAQ — which means each hero has its own premium balance, earned and spent separately. Your heroes share your account, not your Storm Coins.

Storm Coins are earned and spent in game, like Nyang, and cannot be traded between players. That is the documented state: both currencies are earned and spent in game, neither is traded between players, and the premium balance is the same on phone, tablet and browser for the same hero. What Storm Coins buy, beyond the general statement that paying speeds things up, is not documented in detail — no source lists a Storm Coin shop, a price list, or a specific purchase. The founder gift and referral rewards hint at the shape of things: 30 Storm Coins at level 30 for starting via an invite, and Storm Coins as a per-hero balance that follows you across devices.

What to do about it. Treat Storm Coins the way you treat Nyang, only more carefully: bank them, and spend them only on a specific, named thing that you cannot otherwise afford. Premium currency in a young game is an option, and options are worth more unspent than spent — because you do not yet know what the best purchase is, and the purchase you make on day one is the purchase you cannot unmake on day fourteen. When the Storm Coin shop is documented, this section should be rewritten with a shopping list. Until then, the advice is to hold.

Stone Rain: The Event Farm

Stone Rain is the event farm. Four times a day, five at weekends, stones rain down on the town, and if you smash them fast, the whole world gets a blessing. That is the store listing's description, and it is worth showing up for — because a world blessing is a bonus for everyone, and the players who show up for Stone Rain are the players who get it.

Stone Rain is a habit, not a grind. Four times a day is a schedule, not a demand. You do not need to attend all four. You need to attend the ones you can, smash fast, and collect the blessing. The blessing itself is undocumented — no source states what it does, how long it lasts, or how much it is worth — but the structure is clear: the whole world benefits when players show up and smash fast. That is a community event, and the players who treat it as one will get more from it than the players who treat it as a chore. The achievements confirm the scale of the activity: smash 100 stones in the Stone Rain, smash 1,000 stones, shatter 5 stormstones, shatter 1,000 stormstones, smash 50 Firestorm Stones. Those are not one-day numbers. They are the numbers of a player who shows up, every day, for weeks.

Smash fast. The blessing depends on speed — "if you smash them fast, the whole world gets a blessing". That is the mechanic in one clause, and it is the whole strategy: be there, be fast, and the world benefits. There is no documented technique beyond showing up and smashing. Show up, smash fast, and enjoy the blessing with everyone else.

What we do not know yet. Stone Rain times, blessing effects and duration, and the per-event rewards are all unpublished. The schedule is documented — four times a day, five at weekends — but the clock times are not. Check the in-game notice board, which the official site says spreads the word about everything new, and check Discord. When event data is published, this section needs times and rewards.

Forays: Ten Stations, Ten Decisions

Forays pay alongside Stone Rain. Ten stations, ten decisions, and the stone's guardians at the end. That is the store listing's description, and it is intriguing precisely because it is so spare: ten stations suggests a journey, ten decisions suggests choices that matter, and the stone's guardians at the end suggests a fight worth winning.

Forays are the thinking player's event. Stone Rain is about speed. Forays are about decisions. Ten decisions across ten stations means ten moments where your choice changes the outcome — and the guardians at the end are the test of whether your choices were good ones. What the decisions are, what the guardians drop, and how Forays pay are all unpublished, so this guide cannot tell you which decision to make at which station. What it can tell you is to make the decisions carefully, not quickly: read what each station offers, think about what your hero needs, and choose the option that fits your build rather than the option that looks shiniest.

Forays earn Kingdom War points. Every foray and boss earns points for your kingdom, which makes Forays part of the weekly war as well as part of your own progression. Run them when they are available, make the decisions carefully, and treat the guardians as a boss fight worth preparing for. A Foray is not just loot. It is points for Bonghwa, Horang or Miru — and points are what win the week, and the week is what pays the bonus.

Dungeons and the Tower

Dungeons and the tower are the ladders that pay in loot rather than in Nyang directly — and in a game with no market, loot means gear, and gear means clear speed, and clear speed means income. That is the farming logic for both ladders: they do not pay you in currency. They pay you in power, and power pays you in currency.

Dungeons: Monkey Trap, Spider Nest, Dragon's Nest. Three dungeons, with a heroic mode for the brave. Dragon's Nest is the one with a documented reward: ten rooms, and the boss in the last one, Young Flamewing, drops a guaranteed item. A guaranteed drop is the most reliable income in the game — not necessarily the largest, but the most predictable. When you need a guaranteed reward rather than a chance at one, Dragon's Nest is where you go. The achievements confirm dungeons are a repeatable, room-by-room activity — win 2,500 dungeon rooms for one achievement — which means the dungeon farm is a volume farm: run rooms, win rooms, collect the loot, repeat. Heroic mode is for the brave, and the brave should be geared: do not attempt it as a shortcut. Attempt it when normal mode is easy and your forge upgrades are done.

The Stormcatcher Tower: forty floors, a boss on every tenth floor. The tower is a gear check with floors, and the farming logic is the same as the dungeons: climb as far as you can, treat each boss floor as a test of whether your gear is keeping up, and forge before you retry a floor you failed. The tower pays in progression — the further you climb, the stronger your hero has to be, and the stronger your hero is, the faster it earns. The trailer names a tower boss, Lady Vixen. The achievements call the tower "Storm Peak" — climb 20 floors, climb 100 floors — while the store listing calls it the Stormcatcher with forty floors. Those may be the same tower under different labels, or different things entirely. This guide does not assert which, and flags the variance.

What we do not know yet. Dungeon rewards beyond the Dragon's Nest guaranteed drop, heroic-mode mechanics, tower rewards per floor, and whether either ladder pays Nyang directly are all unpublished. When dungeon and tower data is published, this section needs numbers. Until then, run the dungeons you can clear, prioritise Dragon's Nest for its guaranteed drop, climb as far as you can, and treat every gate as a gear check.

The Weekly Boss

The weekly boss is the Stonebreaker Ruinback, a turtle — and it is weekly, which makes it the most valuable single fight in the game. A weekly boss is a weekly payday: one fight, once a week, with a reward worth waiting for. The trailer names it as the weekly world boss, and the official FAQ confirms the important part: the weekly boss is the same for everyone, paying or not. That is the design promise — a boss that does not care how much you spent, only whether you showed up and whether you were ready.

Show up every week. A weekly boss is a habit, not an event. Put it in your calendar the way you would put a raid night in your calendar: same time, every week, no excuses. The reward is undocumented — no source states what the Stonebreaker Ruinback drops — but the structure tells you it is worth it: a weekly world boss in an MMO is always a significant reward, and the players who fight it every week will be richer than the players who fight it sometimes. The boss is also a Kingdom War contributor — every boss earns points for your kingdom — so a weekly boss kill is points for your faction as well as loot for you.

Prepare for it. A weekly boss is a boss, and bosses in this game reward preparation. Forge your gear before the fight, not after it. Check your potions — the founder gift includes 10x Healing Potion, and potions are the difference between a clean kill and a death. And bring your guild: the weekly boss is a world boss, and world bosses are group content. A solo hero can fight it. A guild can kill it.

Fishing, the Fair Wheel and Home

The rest of the income is small and daily, and that is exactly why it matters: small and daily, repeated for a month, is large. Companions hatched from eggs, mounts, fishing, a home of your own from level 10, the weekly boss and a free spin of the Fair Wheel every day, per the store listing. None of these is a farming route on its own. Together, they are the daily base that sits underneath the big events.

Fishing is the same for everyone. The official FAQ lists fishing alongside the weekly boss and events as the things that are the same for everyone, paying or not. That is a meaningful statement: fishing is not a pay-to-win activity, it is not a whale activity, it is a daily activity that pays the same to every player who does it. Do it. It costs nothing but time, and it pays in whatever the fishing rewards are — which are undocumented, but which the game clearly considers worth listing as a feature.

The Fair Wheel is free, every day. A free spin every day is free income every day, and free income you do not collect is income you threw away. Spin it. It takes seconds, it costs nothing, and over a month it is thirty free spins you would not otherwise have had. The prizes are undocumented — no source lists what the Fair Wheel pays — but a free spin is a free spin, and the players who spin daily will have more than the players who do not.

Home from level 10 — and the goat is non-negotiable. A home of your own from level 10, per the store listing, and the home includes a pet goat. The trailer and the launch coverage are clear on this point: the goat fits on a phone, the goat is guarding the founder gift, and the goat is non-negotiable. What the home does mechanically — whether it pays income, stores items, or grows companions — is undocumented. What is documented is that it exists from level 10, and that the goat comes with it. Get your home at level 10, keep the goat, and watch for what the home actually does once the community documents it.

Companions and mounts. Companions hatched from eggs and mounts are documented as systems, and nothing more. How companions are obtained beyond eggs, what they do, how mounts are unlocked, and whether either pays income are all unpublished. Treat them as progression systems in waiting: engage with them when the game offers them, and do not spend premium currency on them until you know what they do.

Forge Economics: Plus Nine or Ashes

The forge is where your Nyang goes, and it is the most important economic system in the game — because it is the system that turns income into power, and power into more income. It is also a gamble, and the players who understand the gamble will get rich. The players who do not will get ashes.

The costs are real. Upgrading a Dragon Greatsword from +8 to +9 costs 314,321 Nyang plus materials, with only a 10% chance of success, per the launch video. Read that number again: 314,321 Nyang. That is roughly two days of idle income, for one attempt, at a 10% success rate. On average, that means ten attempts — ten times 314,321 Nyang, plus materials, plus time — for one +9 weapon. That is the economics of the endgame forge, and it is the reason this guide keeps telling you to save. A +9 weapon is not a purchase. It is a project.

The odds are a cliff. Starter gear (level 1 to 15) goes from +8 to +9 at 30%. The good stuff (level 25 and up) goes at 10%. That is the official Short's own framing, and it is a cliff: three times as likely to succeed on starter gear as on endgame gear, and the endgame gear is the gear you cannot afford to lose. The odds are always shown before you strike, per the store listing, so you always know the risk before you take it. Check them. Every time. A 10% attempt on the weapon you fight with is a gamble, not a plan.

Failure destroys the item. That is the "+9 or ashes" rule, and it is absolute: a failed upgrade turns the item to ashes, and the blacksmith keeps the pile. There is no repair, no recovery, no second chance — except the Ashward Scroll, which is forge insurance. The founder gift includes 3x Ashward Scroll. Save them for the upgrades that matter: the +8 to +9 attempt on a weapon you cannot afford to lose, not the +2 to +3 attempt on a spare. Insurance spent on a trivial upgrade is insurance wasted.

Never forge the gear you are wearing into a fight you need to win tomorrow. Forge your spare, forge your upgrade, and keep your working set intact. A hero in broken gear earns nothing, and a +9 attempt that destroys your only weapon is not a setback — it is a disaster. The forge rewards the patient and punishes the impulsive, and the difference between the two is usually one click made too soon.

The forge rule: the success chance is shown before you strike, the failure destroys the item, and the cost is 314,321 Nyang plus materials for a single +8 to +9 attempt on a Dragon Greatsword. Check the chance, hold an Ashward Scroll for the attempts that matter, and never gamble the gear you need tomorrow.

The Triple Seal: Fixed Prices

At the Triple Seal's counter you buy and sell at fixed prices, per the store listing. That is the whole documented description, and it is worth understanding what fixed prices mean in a game with no player market: it means there is a shop, the shop's prices do not move, and the shop is the only place to convert items into Nyang and Nyang into items — apart from the forge, which converts Nyang into power.

Fixed prices are a floor, not a market. In a game with a player market, prices move with supply and demand, and the farmer's skill is timing the market. In Stonestorm, prices do not move, because there is no market — there is a counter, and the counter's prices are fixed. That means the Triple Seal is not a place to make money. It is a place to convert: sell what you do not need at the fixed price, buy what you do need at the fixed price, and do not expect a bargain. The value of the Triple Seal is certainty — you always know what something is worth, because the price is printed on the counter. Use it for that: convert surplus loot into Nyang at a known price, and buy the things you need at a known price, without guessing.

What we do not know yet. The Triple Seal's inventory, its buy and sell prices, and what it stocks are all unpublished. No source lists a single price. When the counter's stock is documented, this section should carry it. Until then, the principle stands: fixed prices mean certainty, and certainty means you can plan.

What to Spend Nyang and Storm Coins On

Spend Nyang on the forge first. That is the headline advice, and it follows from everything else in this guide: gear is what raises your clear speed, and clear speed is what raises your income. Every Nyang you spend on the forge is an investment in earning more Nyang. Every Nyang you spend elsewhere is consumption. Invest first, consume second.

The spending order. First, the forge — upgrades that raise your clear speed, prioritised by the gear you actually fight in. Second, stat points with Nyang — the achievements confirm stat points are buyable with Nyang, and stat points are permanent power, which is the same logic as the forge: spend on power, earn faster. Third, the Triple Seal's counter — buy what you need at fixed prices, sell what you do not need, and do not overthink it. Fourth, everything else — companions, mounts, home improvements — once the forge and the stat points are handled. The order matters because the forge compounds: a forge upgrade today pays for itself in faster income tomorrow, and faster income pays for the next upgrade. Spending piecemeal instead of saving for forge upgrades that raise your clear speed is the most common spending mistake in this game, and it is entirely avoidable.

Storm Coins: hold them. Storm Coins are the premium balance, held per hero, and no source documents what they buy in detail. Hold them until you know. Premium currency spent on a guess is premium currency wasted, and the forge — which takes Nyang, not Storm Coins — is where your power comes from. When the Storm Coin shop is documented, this section should carry a shopping list. Until then, the advice is to hold.

What not to spend on. Do not spend Nyang piecemeal on small purchases when a forge upgrade is within reach. Do not spend Storm Coins on anything until you know what they buy. Do not spend your Ashward Scrolls on trivial upgrades. And do not spend anything chasing a market that does not exist — there is no player market, no trading, and no seller. Your Nyang is yours, your Storm Coins are yours, and the only person who can waste them is you.

The Daily and Weekly Farming Loop

There is no published daily-quest list for Stonestorm, so this loop is built from the documented systems rather than from a quest log. It is a priority list, not a checklist — and in an idle MMO, it is a short list, because the hero does most of the work.

  1. Collect your idle loot first. Your hero has been hunting while you were away. Collect before the eight-hour cap — or, more precisely, collect on a rhythm that never lets eight hours pass uncollected. Morning and evening works. The first farming habit is simply collecting on time.
  2. Spin the Fair Wheel. A free spin every day, free income every day. It takes seconds and costs nothing. Do it before you forget it.
  3. Show up for Stone Rain. Four times a day, five at weekends. Attend the ones you can, smash fast, and collect the world blessing.
  4. Run your Forays. Ten stations, ten decisions, and the stone's guardians at the end. Forays pay income and Kingdom War points.
  5. Fish. Fishing is the same for everyone, paying or not. It costs nothing but time, and it pays every day you do it.
  6. Fight the daily guild boss. If you are in a guild — and you should be — the shared guild boss is daily loot that a solo player does not get.
  7. Forge before you push. Check your gear, forge what is worth forging, and save your Ashward Scrolls for the upgrades that matter. Gear is what raises your clear speed, and clear speed is what raises your income.
  8. End the session by setting up tomorrow. Before you log out, make sure your hero is hunting in the right land, with the right gear and the right skill, against the right opponent. Your hero farms while you sleep. Make sure it farms well.

Weekly. Once a week, fight the weekly boss — the Stonebreaker Ruinback, a turtle — and contribute everything you can to Kingdom War, because the week's winner gets extra XP and Nyang for a whole week. Review your Nyang balance against your next forge upgrade, and save toward it rather than spending piecemeal. A weekly review is what turns daily farming into a strategy. Without it, you are just repeating the same day and hoping the forge rewards you for it.

Farming Traps

Patch State

Stonestorm launched on October 31, 2026. As of November 11, 2026, the launch event is still running: Storm Road Season 1 runs until November 30, the Nine-Tailed weekend (Hwaryeon roaming the hills) ran October 31 to November 1, and the launch event's last day is November 15, with the Lantern Shop staying open two more days. The Android app is at version 1.0.5, updated November 4, 2026. The founder gift — Founder title, Founder's Seal frame, Wisp Steed mount for 7 days, 10,000 Nyang, 3x Ashward Scroll, 10x Healing Potion — must be redeemed by November 15 and before the hero hits level 15. If you are reading this after November 15, that gift is gone, and the event is over; the farming routes in this guide are not. This guide was last checked on November 11, 2026.

Frequently Asked Questions

Can you trade with other players in Stonestorm?

No. The official FAQ is explicit: there is no player-to-player market and no trading, so nobody can buy power from someone else. Nyang and Storm Coins are earned in game, not traded between players.

What is Nyang in Stonestorm?

The in-game currency, named for a cat's meow and shown as a gold coin with a cat face. It is earned by hunting — the official example shows 173,611 Nyang from eight hours offline — and spent at the blacksmith and the Triple Seal's counter.

What are Storm Coins in Stonestorm?

The premium currency, held per hero and shared across phone, tablet and browser on the same account. Like Nyang, Storm Coins are earned and spent in game and cannot be traded between players.

How much Nyang does idle hunting pay?

The official example shows 173,611 Nyang from eight hours offline, while a second official example shows 185,239 Nyang. Both are single examples, not rates — your eight hours will pay differently depending on your hero, land and setup. Collect before the eight-hour cap either way.

What does a +9 forge upgrade cost?

Upgrading a Dragon Greatsword from +8 to +9 costs 314,321 Nyang plus materials, at a 10% success chance. Starter gear (level 1–15) goes +8 to +9 at 30%. Failure destroys the item — plus nine or ashes — unless you hold an Ashward Scroll.

What is Stone Rain?

Four times a day, five at weekends, stones rain down on the town. Smash them fast and the whole world gets a blessing. It is the daily event to show up for, and the achievements track smashing up to 1,000 stones.

What should I spend Nyang on first?

The forge. Gear raises your clear speed, clear speed raises your income, and income raises your clear speed. Save for forge upgrades that raise your clear speed rather than spending piecemeal, and keep your Ashward Scrolls for the +8 to +9 attempts that matter.

Is Stonestorm free to play?

Yes. It is free to play in the browser and on Android, with in-game purchases. Paying speeds things up and gives some extra strength in the endgame, per the official FAQ — but the weekly boss, fishing and events are the same for everyone.

Sources

Every fact in this guide carries its source. System facts come from the official site, the Google Play store listing, and the official launch videos; where sources disagree or a fact is single-source, the guide says so. Nothing in this guide is invented: where no source states a number, the guide says so. Last checked November 11, 2026.

MD
MMODude Editorial Team
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