Verified for Early Access launch build · 2026-09-13

Stage Pushing Guide: Diagnose Damage vs Survival Walls

A simple way to tell whether your next upgrade should be damage, survival, class switching or more farm time.

Official Steam screenshot: stage combat with critical hits in a desktop window during a Normal 4-2 run
Short answer: If enemies live too long but you stay healthy, add offense or switch to a faster clearing class. If you die first, invest in HP/defense/evasion. If both are weak, your best move is often more gear and a class swap based on your strongest weapon.

Four common walls

Damage wall

You survive but the run slows down badly. Wizard’s current player-reported clear-speed advantage makes it worth testing here.

Survival wall

You die before damage matters. Add HP/defense; Ranger may also need more evasion to function reliably.

Gear wall

Your equipment quality is behind the content. Farm/AFK until the next meaningful weapon or armor upgrade appears.

Class mismatch

A high-grade weapon for another class can be enough reason to swap. Launch-week players explicitly recommend this instead of stubbornly staying on a weaker loadout.

Where walls actually come from

Stage difficulty is not a flat ramp. A Thai gameplay channel documents that clearing every X-10 stage (1-10, 2-10, 3-10…) bumps the whole campaign to the next difficulty band — Normal, then Hard, then Very Hard, then Nightmare. So progress feels smooth for nine stages and then hits a wall that is really a difficulty-tier gate. Launch streamers report getting stuck almost exactly at these boundaries (4-1 Hard and 1-6 Very Hard were two viewer examples on an Indonesian stream).

This also explains why a wall often needs a specific gear band rather than a small stat nudge. The same Thai player could not clear Very Hard 1-9 until roughly level 35, when new shoulder and glove slots with much higher defense opened up — one shown set jumped a defense stat from 109 to 188.

Diagnosing your wall in one run

Watch one full attempt and note where the run actually breaks:

  • Dying in the mob pack before the boss is the classic Wizard problem described in launch footage: the class kills the boss in a few skill casts, but with weak gear the 70-ish mob pack before it can kill you first. That is a survival wall wearing a damage-wall costume — fix survival, not damage.
  • Dying with no damage showing on screen means evasion checks are failing, or your heals cannot keep up. One Thai Ranger player found that even with high evasion, natural recovery was too slow to sustain the stage — a signal to add raw HP/defense instead of more evasion.
  • Clearing but at a crawl is the true damage wall. One English streamer’s example is the wizard’s big passive attack buff: with it, mobs die to a single skill cast and the boss falls in two casts — one on a crit — while slower classes need several hits per mob.

What to do at your first wall

  1. Drop back to the highest stage you can win reliably. After failing 1-9, the Thai player farmed 1-8 instead — winning that stage also spawns its stage boss, so the farm is worth more per run. Several launch streamers recommend parking at X-10 stages for exactly this reason.
  2. Spend the farm output on the boring upgrades. Dismantle surplus loot for gold, put it into Training Ground attack/defense/HP, and keep combining duplicate gear up the tiers. See combine vs dismantle and the Training Ground guide.
  3. Re-test after each real upgrade. An Indonesian streamer shows the rhythm: he hits a stage he cannot clear, upgrades, then pushes two stages further before the next wall. Do not judge a wall by one attempt made with yesterday’s gear.
  4. If the wall survives all of that, swap classes. Knight is the player-recommended pusher for unlocking content, Wizard the grinder, Ranger the boss specialist — see our beginner progression route and the knight, wizard and ranger pages.

Elemental walls

Launch footage repeatedly flags something easy to miss: some stages are themed entirely around one element — poison, lightning or ice. A Thai player pushing Very Hard concluded that elemental resistance mattered more than attack power on those stages and deliberately farmed resist pieces before retrying. If a specific stage kills you noticeably faster than the stages around it, check its element before blaming your build.

Push or farm?

SituationPlayer-reported play
You can still clear, slowlyKeep pushing — deeper stages drop better loot
You fail fast at an X-10 or difficulty bumpFarm the last winnable stage, upgrade, re-test
The wall is elementalFarm resist gear for that element first
Your weapon is far below your level bandFarm/AFK (AFK farming guide) until combining closes the gap
Difficulty bands, elemental stages and every fix above come from launch-week player streams. No official numbers exist for stage difficulty or drop quality, and Early Access patches can change all of it.

Source trail

  • Official Steam store: idle farming, gear drops (weapons/armor/gems), Alliance Raids, World Boss, PvP Arena, Steam Market trading.
  • Yo Im J TV EP1/EP2 launch streams (YouTube, 2026-09): Knight-for-pushing and Wizard-for-grinding advice, damage-wall diagnosis, class swapping.
  • AraFamily Thai launch footage (YouTube, 2026-09): X-10 difficulty bands, Very Hard 1-9 wall, level-35 gear band, elemental resistance pushes, stage-boss farming.
  • Kirtzi7 launch stream (YouTube, 2026-09): push-test loop, X-10 farm spots, viewer wall reports.
  • MoskoTomo launch stream (YouTube, 2026-09): viewer stage-wall reports.