Read this first

What actually governs this playstyle

Two mechanics decide whether a "stand here and let skills do the work" spot actually works, and they matter more than which zone you pick.

The Darkness Crystal timer is global

Every map you farm eventually spawns a Darkness Crystal. Clear it (walk up, interact, two arrow-key inputs) and hunting continues normally. Leave it 2 minutes and EXP/drops start degrading; leave it 5 and you get zero EXP and zero drops on that map until you clear it. No zone escapes this - pick a spot you can loop back to fast, not one that's technically "safest."

Source: the official wiki's Grinding page.

Aggro scales with your level - no published exact number

The wiki confirms aggro is gated by player level ("the more difficult an enemy, the higher your level has to be to avoid automatically gaining their aggro"), but no source states the exact level-gap cutoff. A Steam report of a player successfully fighting monsters 17 levels above them suggests the window is wide. The Overleveled preset below targets 5–20 levels above you - the top of that range sits slightly past the one reported data point above, so treat the upper end as more aggressive than confirmed, not a guaranteed-safe formula. Contact damage still applies even from mobs that won't auto-aggro.

Source: official wiki Grinding page; Steam Community discussion.

Blink phases through the terrain that matters

Blink teleports a short distance in the direction held - including straight up or down - phasing clean through walls. That collapses most of what would normally break a stationary farm spot: a ledge, a gap, a platform edge above your head. If you drift off a pack, Blink resets your position instantly instead of you having to path around geometry.

Source: in-game skill tooltip (skill_id 42, "Blink").

Platforms are often one-way, not solid holes

The client's own collision-building code marks most platform tops as one-way collision - you can jump up through them and fall back down through them freely. A "platform" in this game is rarely a trap; it's closer to a landing spot you can drop through on purpose. That doesn't mean every gap is safe, just that "multi-level" terrain (like Outskirts Flower Field, confirmed below) isn't automatically bad for this build.

Source: client's collision_builder.gd (datamined).