Your first progression loop
- Push stages until the clear speed collapses. The official Steam description confirms that stage runs continuously generate weapons, armor and gems.
- Let early weapon quality influence your class. In current long-form player footage, an early red/high-grade weapon is repeatedly treated as a valid reason to use the matching class rather than forcing a predetermined meta pick.
- Invest in basic survivability before niche PvP stats. Current player advice tends to prioritize attack, defense and HP before specialized resistance lines.
- Use Training Ground as a progression system, not a casino. Lock genuinely useful grades before spending more rerolls.
- Only then settle into long AFK time. One Thai gameplay transcript explicitly recommends pushing as far as possible first, then leaving the game to farm when you cannot continue.
What the game officially supports
Steam confirms idle farming, character growth, player trading, gear drops, Alliance Raids, World Boss and PvP Arena. Those are stable system facts. Exact class rankings and stat breakpoints are not official and can change during Early Access.
The class route launch streamers describe
Launch-week footage repeatedly describes a sequence rather than a single pick:
- Start Knight and push levels. A long-form English streamer tells viewers to use Knight at the start because pushing stages is what unlocks features: arena, Training Ground, world content.
- Swap to Wizard-style clearing for grinding. The same streamer calls mage the fastest clearer because its skills one-shot mob packs. A Thai creator hits the trade-off from the other side: the wizard hits hardest, but with weak gear you can die to the large mob pack before the stage boss.
- Keep a Ranger option for boss content. Ranger is described as the boss-fight class — poison pressure in long World Boss and raid fights, where one-shotting is impossible anyway.
- Swap cheaply when a great drop appears. Thai footage notes your level is shared across classes, armor is usable by every class, and skill points reallocate freely. Only the main and sub weapon gate a swap, so a red weapon drop is a cheap invitation to switch.
Per-class detail lives in our class comparison and per-class knight, ranger and wizard pages.
Stat and upgrade priorities players report
- Training Ground: streamers converge on attack, defense and HP first, then PVE lines such as boss damage and damage taken, leaving PvP and elemental-resistance lines for later. Costs escalate fast — one Japanese creator shows the first 2% attack upgrade at 1,000 gold, the next at 4,000 — so spread early gold across cheap foundational levels (Training Ground guide).
- Gear: combine duplicates to raise tiers until red-grade pieces appear. Compare stat lines, not just item level: an Indonesian streamer notes some level-30 pieces with lines like defense-plus-defense% outperform higher-level alternatives.
- Jewels: launch footage treats socketing as a low early priority because you replace gear almost daily at first — and a socketed jewel cannot be removed and blocks trading.
- Arena: three entries per day is the commonly cited base, with the Gladiator’s contract reported to raise it to five.
Common early mistakes
- Buying gear too early. Asked whether to buy equipment, one launch streamer says wait for drops and combine — his exception is being stuck at level 35 while your red gear is still level 20s. More in combine vs dismantle.
- Dismantling nothing. Gold is genuinely scarce early; streamers dismantle unneeded early skills and jewelry specifically to fund Training Ground levels.
- Ignoring inventory size. A Japanese creator notes a small inventory wastes loot on long idle sessions, and some Training Ground upgrades add bag slots.
- Leaving items unlocked. Alt+left-click locks an item so auto-management cannot eat a piece you meant to keep.
When the Steam Market becomes worth it
One English streamer’s stated timing: once you can access the Steam Market around level 19, investing a little is worthwhile — by then your drop quality has stabilized and you know which slot is weakest. See also gold bars for the high-value drops players farm.
First-day checklist
| Goal | What to do | Why |
|---|---|---|
| Reach the next gear band | Keep pushing stages | Higher progression is where players report accessing stronger drops |
| Avoid wasting early gear | Follow your strongest weapon | Early class power is heavily gear-dependent |
| Prepare for AFK | Stop only at your current wall | More progression improves what your idle loop can reach |
| Prepare for bosses | Keep a Ranger option open | Ranger poison/basic-attack pressure is repeatedly praised in long fights |
| Fund Training Ground | Dismantle surplus, buy cheap training levels | Gold is the early bottleneck |
Source trail
- Official Steam store: idle farming, gear, gems, Steam Market, Alliance Raids, World Boss and PvP Arena.
- Yo Im J TV EP1/EP2 launch streams (YouTube, 2026-09): Knight-first pushing, wizard clearing speed, ranger boss role, training priorities, level-19 market timing.
- AraFamily Thai launch footage (YouTube, 2026-09): shared levels across classes, mob-pack survival trade-offs.
- Kirtzi7, しょう and MoskoTomo launch footage (YouTube, 2026-09): drop-vs-buy advice, jewel socketing, training costs, inventory size, item locking.

