Your first 10 minutes
- Pick a class. Warrior is the safest start. Your class is permanent on this hero.
- Roll your race. You get 3 free spins — keep a Mythic if you hit one (race tier list).
- Redeem codes. Join the group first, then use the Goblin Merchant — TORMENT, LEGENDS, 0y0 and SAKURA give spins, gold and extra lives (codes).
- Start Act 1 (Sunmeadow Wilds). Floor 10 is the boss. Beating it opens Act 2, where you choose your Super class.
Combat basics
- Timing matters more than stats early. When you attack, press on the prompt for bonus damage. When an enemy attacks, press to dodge or block. Each class has its own timing mini-game.
- Energy: you start each fight with 1, gain +1 per turn, up to 10. Skills cost Energy and have cooldowns.
- Meditate skips your turn for +1 Energy. Guard is free (for Mage it costs 1 Energy but gives a shield).
- Potions heal 30% HP, max 3 per fight.
- You can’t flee. If a fight is going badly, you lose a life when you lose it.
Between floors
After each floor the party votes on a route card — Camp to heal, Shop for potions, Trainer’s Shrine for your Super class, Blood Altar to trade HP for gold, and more (all route cards).
The castle
- Inn: shared storage across all your heroes, and where you switch characters.
- Goblin Merchant: shop and code redemption.
- Hall of Lineage: Lineage ranks — permanent stat boosts for every future hero.
- Shrine of Oaths (350 gold to repair): equip one Oath.
- Auction House (250 gold to repair) and Trade Hall (level 10): trade with other players.
Mistakes that cost new players their hero
- Losing all 3 lives deletes the hero. Save code Lives in your inbox until you need them (lives & death).
- Rushing Hard or Nightmare before your gear is ready — enemy HP and attack go up and the timing window shrinks.
- Picking a Super on a whim — it’s permanent. Read the tier list first.