Guides/beginner
Mediumgame-v12026-06-03

Beginner Guide

Build an early route around unlocks, gear, materials, and risk control.

Stabilize the route before chasing rarity or market value.

Beginner Guide

Quick Take

  1. 1Unlock core systems before chasing prices
  2. 2Judge gear by level and slot first, not rarity
  3. 3Keep tradable or effect-bearing materials
  4. 4Use only real market data — no invented numbers
  5. 5Farm stable stages before pushing harder ones

Opening Goal

The first goal is not finding the most expensive item or chasing the rarest drop. Instead, build a stable loop around four foundations: stage unlocks, full gear slot coverage, basic material stockpiling, and hero growth.

Understand the three starting classes as roles, not rankings: Knight gives safety, Ranger gives farming speed, and Sorcerer is an investment class. The beginner question is not "which is strongest?" It is "which class lets me die less, waste fewer materials, and unlock the next system reliably?" If you are brand new, Knight is the safest start. Once normal stages feel stable, Ranger becomes the better volume farmer. Sorcerer should wait until you understand Cube, cooldown, cast speed, and survival pressure.

Every farming run should answer three questions:

  1. 1.Clear reliability — Can you clear this stage consistently without deaths that cut efficiency?
  2. 2.Slot improvement — Did any drop improve your level or slot coverage? Gaps in armor, shield, or weapon matter more than missing accessory slots.
  3. 3.Material value — Does the material have a clear use for Decoration, Engraving, or Inscription? If yes, keep it. If not and it's tradable, check market data before selling.
Gameplay reference

Early System Priority

Do not spread your attention across every page in the first hour. Progress in this order:

  1. 1.Reach hero level 3 — this unlocks the Runes menu, which controls long-term growth and extra hero slots.
  2. 2.Buy growth-oriented runes first — public guides commonly identify Rune of Growth as an early key node because XP and gold efficiency affect every later choice.
  3. 3.Unlock the second hero slot — a second hero changes clear reliability more than one rare item does.
  4. 4.Plan the third hero slot later — the third slot takes a longer gold investment, so chase it after you already have a stable gold route.
  5. 5.Only then chase market value — without stable farming, drop rates, and real prices, market decisions have no foundation.

The reason is simple: system unlocks multiply future gains, while a single item only solves the next few stages.

Gear Handling — Level First, Rarity Second

Gear power comes primarily from item level, not rarity color. A Common level-50 sword will outperform a Legendary level-20 sword in raw damage. This is the single most important concept for new players.

Judge every gear drop by this priority order:

  1. 1.Slot coverage — Does it fill an empty slot? If yes, equip it regardless of level.
  2. 2.Level gap — Is it 5+ levels higher than your current piece in the same slot? If yes, test it.
  3. 3.Rarity — Only compare rarity when levels are similar (within 5 levels).
  4. 4.Special effects — Material affixes and Cube stats matter later. Don't discard gear just because the effect name is unfamiliar.

Weapon Priority

Weapons directly improve clear speed. Upgrade your main weapon first — it contributes more to damage than any other single piece. For classes with dual weapons (Knight's Sword + Shield, Ranger's Bow + Arrow), upgrade the primary hand before the offhand.

Defense Priority

Armor and shields keep you alive. If you die even once per run, your effective gold/XP per hour drops significantly. A full clear with lower damage often beats a risky clear with higher damage. Check your death count before declaring a stage "farmable."

Accessories

Rings, amulets, and belts become important once clears are reliable. They provide secondary stats like critical chance, movement speed, or cast speed that fine-tune your build. Don't obsess over accessory slots until your weapon, armor, and shield are at-level.

Material Handling — Don't Sell Blindly

Materials connect gear, Cube crafting, and market trading. The instinct to sell everything for bag space is the most common early-game mistake.

Material Decision Order

  1. 1.Tradability — Is it tradable on the Steam Market? Materials are generally easier to match and sell than gear.
  2. 2.Effect relevance — Does the material's effect type (Decoration, Engraving, Inscription) match your class's stat priorities?
  3. 3.Scarcity — High-tier materials (soulstones, scrolls, rare gems) often have limited supply. Keep them until you understand their value.
  4. 4.Market data — If real market data exists, check the lowest listing AND the number of listings. Low supply with zero recent sales = uncertain value.

Categories to Know

  • Gems and ores — Used for Cube stat crafting. Ruby (damage), Sapphire (defense), Emerald (utility), Diamond (premium).
  • Soulstones — Scale by difficulty tier (Normal, Nightmare, Hell). Required for advanced Cube operations.
  • Scrolls — Inscription and engraving scrolls apply specific affixes to gear.
  • Leather and cloth — Used across multiple crafting recipes; watch for tradability.

When real market data is missing for a material, mark it as watchlisted rather than valuing it at zero or listing it blindly.

Progression Route — Stable Over Ambitious

Stage Selection

Farm the highest stage you can clear consistently — defined as zero or near-zero deaths across 10+ runs. If a higher stage takes twice as long or causes deaths, a lower stage is always better for gold and XP per hour.

Route Testing

Before committing to a farming route:

  1. 1.Run it 5 times and record clear time, deaths, and notable drops.
  2. 2.Calculate gold per minute and XP per minute.
  3. 3.Compare against your current best route.
  4. 4.If the new route is within 10% but causes deaths, stay on the safer route.

Tool Usage

The profit calculator and farming compare tools require clear time input. Enter your actual average clear time, not an aspirational number. If drop rates or market prices are missing, the tools will show that data is unavailable — this is intentional and prevents misleading profit estimates.

First Week Roadmap

TBH Task Bar Hero gameplay interface showing the compact taskbar window
  1. 1.Days 1-2: Unlock all six gear slots. Farm the highest normal stage you can clear without deaths. Keep all materials.
  2. 2.Days 3-4: Push to at least Act 2. Start paying attention to gear levels. Replace anything 10+ levels behind.
  3. 3.Days 5-7: Check tradable status on your materials. Read the Steam Market guide. Open the Cube guide if you have enough materials to start crafting.
  4. 4.Week 2+: Start comparing hero classes. Pick a farming route from the gold or XP guide. Use the build pages as references, not absolutes.

Evidence Used

This guide combines this site's extracted item/class/market data with public beginner coverage: Mobalytics' Beginner Guide for starting classes and system unlocks, Mobalytics' Tips and Tricks for offline gains, item locking, and market mail basics, and All Things How's Priest build for the free Priest DLC and multi-hero role. The article does not restate those lists; it turns the verified points into a decision order for new players.

Common Mistakes

Chasing rarity too early

Treating tradable as automatically valuable

Talking about market profit without clear time

Selling all materials because bag space

Ignoring stage stability for higher level number

FAQ

What should I farm first

Farm the highest stage you can clear consistently — not the highest stage you can barely clear.

When should I check the market

After you start seeing tradable materials or gear. Before that, focus on stage unlocks and gear slots.

Should I keep every item

Replace low-level duplicates that share the same slot, but keep materials with clear effect types.

When is an item worth selling

After checking self-use value, then market data, then supply. Never sell based on rarity alone.

How do I know if my gear is good enough

Aim for 80%+ slot coverage at or near your current stage level. Gaps in armor or weapons hurt more than missing accessories.

What's the most common beginner trap

Equipping a rare item that is 20+ levels lower than your current gear just because it's a higher rarity.

Items Mentioned