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Your First 10 Hours: The Right Order to Do Everything

Your first ten hours decide how smoothly the rest of the game goes. The mistakes that cost people the most time are not hard fights, they are doing things in the wrong order and backtracking later. This is the order that keeps you moving forward: which hero to start, when the Cube opens, how to farm gold, and which walls to prepare for before you hit them.

Hour 0 to 1: Start Ranger, lean on free Priest

Open with a ranged DPS. Ranger is the standard pick because she puts out steady damage and clears on her own without much babysitting. Sorcerer works if you prefer it, while Knight is a pure tank and does not solo well this early. You also get Priest for free, which covers healing and support, so your starting choice is forgiving. If you are unsure, take Ranger and you will be fine.

Hour 1 to 3: Unlock the Cube at Level 4, run Alchemy

The Hero-dric Cube opens at hero Level 4 and becomes your crafting hub. The first thing to use is Alchemy, which turns junk items into gold and Cube XP and is your main early gold source. Use Auto-Fill to sweep, but Alt+Click to lock anything you actually want to keep first. Crafting on the Cube is also your best early source of accessories.

Hour 2 to 4: Build the beginner team

The clean starter comp is Knight + Ranger + Priest: a tank to hold the front, Ranger for wave damage, and Priest for sustain. Knight, Ranger, and Sorcerer are free, and Priest is free DLC, so you can run this without paying anything. Hunter and Slayer are paid and strong, but you do not need them for early or mid content.

Hour 3 to 6: Farm gold the right way

Bosses drop far more gold than mobs, so farm the highest 'X-10' boss stage you can clear in under 20 seconds. Gold multipliers climb from Act 2 onward, and accessories with a Gold Gain % substat stack on top of that. Use the Farming Calculator to compare stages instead of guessing. Decide first whether you actually need XP to level or gold to buy out the Rune Tree, because the best stage differs depending on the goal.

Hour 4 to 8: Level the Cube, spend in order

You level the Hero-dric Cube by feeding it items, and each level unlocks more functions and higher socket tiers, so steady Alchemy keeps it climbing on its own. Use Synthesis to merge nine same-rarity items you will not equip into one of the next grade, but do not feed it gear you still use. Spend your first runes and gold deliberately rather than dumping them, since re-doing the Rune Tree later wastes more than it saves.

Hour 6 to 10: Read the walls before you hit them

When a stage stops you cold, the instinct is to grind levels, but that rarely fixes it. The real bottleneck is almost always gear and resistances, not how far along you are, and armor only reduces physical damage so it does nothing against elements. Community reports (unverified) flag 2-7, 2-8, 3-7, 3-8, and 3-9 as the usual walls. Gear your Priest through the mid game, because she is the one who ends up carrying the team.

What not to do

Do not rush the difficulty: raising it too early just walls you faster, so clear each act on Normal first. Do not feed Synthesis items you are still using, and do not overspend on gear early, since a solo Ranger can carry most of the game on cheap attack-speed pieces. When a stage stops you, take the blue portal back to an earlier zone and re-gear instead of grinding it head on.

Related heroes

Sources

Data updated 2026-06-22