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Guide / Getting started

Beginner guide: the first hour

The demo gives you one hero, an open map and no in-game explanation of either. This beginner guide gives the order of operations for the first hour, the prices behind each step, and the three habits worth dropping early.

A lit stone causeway leading into a dungeon gate

What the demo actually hands you

The build defines 4 heroes and marks 3 of them locked in the demo, so the Warrior is not one choice among four — it is the only choice. Every number on this page belongs to that one hero.

The other half of the first hour is the map. The demo opens woodland, corrupted woodland and dungeons, and the enemies in them run from level 1 to level 25. Nothing in the game states that range, and there is no tutorial to state it for you: the first hour is spent working out which tier is worth standing in.

The demo’s open ground

Enemy levels and encounter counts are read off the map table; nothing here is an estimate.

Ground Enemy levels What the build stores
Woodland, first tier 1–2 Where a new hero starts.
Woodland 1–10 4 tiers, opening at the lowest levels in the game.
Dungeons 11–20 5 enclosed maps below the corrupted tiers.
Corrupted woodland 21–25 4 tiers, and the last of them is the top of the demo.
Any open tier 1–25 6 to 10 encounters a run, with an elite chance up to 7%.

Level is the number that pays

Enemy level decides both how hard a tier hits and how much experience it pays out. The build charges for the gap: an enemy 8 levels below you is worth nothing at all, no matter how fast it dies.

The first hour, in order

Six steps. Each one is here because the build prices it that way, not because it is a habit worth having.

  1. Play the Warrior. The demo ships one hero, so there is no build decision to make yet: gear, talents and abilities all go to the character you were given.
  2. Start in the woodland’s first tier, where the enemies are level 1 to 2. Fighting close to your own level is what makes a kill count for something.
  3. Move up a tier the moment the enemies stop paying. The build awards zero experience once an enemy is 8 levels below you, so a comfortable tier quietly turns into a wasted hour.
  4. Level abilities on purpose. An ability takes 50 experience for its first rank and two more for each rank after that, up to a ceiling of 10 ranks, and that experience is taken out of the same kills your character is levelling on.
  5. Finish one piece of equipment before starting the next. Upgrades stop at +10, so a piece that is done is done, and the next materials belong to a different slot.
  6. Spend talent points as if they were permanent. Refunding a spent point costs 8, which turns a scattered tree into an expensive mistake rather than a free experiment.

What those steps cost

Every step above is a price in the build’s own config. These are the numbers behind them, and they are the same numbers the reference pages print.

Prices and ceilings

System Value Why it matters in the first hour
Equipment upgrade ceiling +10 A finished piece cannot be pushed any further.
Talent refund 8 per point spent Correcting a tree costs gold you have not earned yet.
Ability ranks 10 maximum A single ability cannot carry the whole character.
Ability experience 50 for the first rank, +2 per rank after The early ranks are the cheap ones; the last ones are not.
Ability experience share 0.1 of character experience Ability ranks and character levels compete for the same kills.
Experience per kill 1 per point of base enemy health The reason a tougher enemy is worth more than a faster one.
Zero experience at 8 levels below The floor under any farm, and the signal to move on.

How the enemies answer back

Both of the demo’s enemy growth rates compound. Health rises twelve percent per level and damage ten, and a level 25 enemy is what those rates produce over every level between 1 and 25: about ×15.2 the health and ×9.8 the damage of a level 1 enemy.

Elites are the other half of that. They start at three times a normal enemy’s health and one and a half times its damage, and the build stores a separate scaling rate for them, so the gap keeps opening as the tier climbs.

What changes with the level

Value Rate Where it bites
Enemy health +12% per level About ×15.2 by level 25.
Enemy damage +10% per level About ×9.8 by level 25.
Elite health ×3 of a normal enemy Before its own scaling rate is applied.
Elite damage ×1.5 of a normal enemy Why a tier that felt safe stops feeling safe.
Elite scaling 1.1 per level A separate rate the build keeps only for elites.

What to ignore in the first hour

Three habits cost more than they return before the demo’s ceiling, and all three come from the same place: treating what a forum post says as if the game had said it.

  • Spreading upgrades across slots. Every slot takes upgrades and the ceiling is ten per piece, so five half-upgraded items are five unfinished decisions. Finishing the slot you actually rely on is the cheaper order to work in.
  • Waiting for the locked classes. Three of the build’s four heroes are marked locked in the demo, and nothing available in the demo unlocks them. The Warrior is this demo’s character, not a stand-in for another one.
  • Trusting community numbers as if they were the game’s. Damage figures, timing measurements and “best build” claims in threads and videos are player reports; this site marks them as reports wherever it repeats one.

Reports are not values

Where a page here prints a number that came from a player rather than from the game, the sentence says so and carries a marker. Nothing on this site lets a player’s measurement stand in for the game’s own value.

What the demo does not settle

Two questions sit underneath the first hour. Neither is answered by playing longer or reading more carefully: one is a disagreement between official statements, the other is official silence.

Open questions about the demo

Question Status What can be said today
How far can a demo character actually go? Pending verification The demo’s own store copy caps the Warrior at level 20; an official patch cycle is titled for a maximum of 25; the closed beta announcement raised that build’s cap to 35. All three are official statements, and they do not agree.
Does demo progress carry into the release? Pending verification Players ask this in several threads across two languages, and no official statement answers it. The demo’s own page describes the demo’s scope and stops there.

Held open on purpose

Both rows stay open until an official statement or a controlled test closes them. This page prints the disagreement rather than choosing one of the three numbers for you.