Beginner Progression & Team Setup Guide
A complete starter guide for team roles, 3-slot progression, Knight/Ranger/Priest builds, active skills, and early stat priorities.
Goal
Use this guide when your early team feels weak or when you want a reliable first route. The recommended core is Knight + Priest + Ranger because it gives a clean division of roles: frontline, sustain, and damage.
Starter Team Summary

| Slot | Hero | Job | Early priority |
|---|---|---|---|
| Frontline | Knight | Absorb pressure | HP, Armor, Block, sustain, resistance when needed. |
| Support | Priest | Keep team alive | Heal, Blessing of Might, cooldown, skill healing. |
| Damage | Ranger | Clear waves and bosses | Attack Speed, Attack Damage, Critical stats, projectile damage. |


Early Progression Order
This setup is forgiving because it does not require perfect gear. Each hero solves one problem.
Hero Roles
Knight
Knight is not meant to be your early damage carry. His job is to keep enemies from collapsing the formation. Early Knight investment should go into survival first.
Useful defensive stats:
Resistance matters more later because Armor does not solve every damage type. If enemies deal Fire, Cold, Lightning, or Chaos damage, the matching resistance can matter more than more raw Armor.
Ranger
Ranger is the main tempo hero. She speeds up farming because faster kills mean more EXP, gold, chests, and item drops per hour.
Useful damage stats:
Do not over-invest in Ranger if Knight and Priest cannot keep the run alive. Damage only matters if the team survives long enough to use it.
Priest
Priest is the sustain core. She prevents slow HP drain and gives the team a safer floor for AFK farming and pushing.
Useful support stats:
Priest can also help carry early survival if your frontline is not fully built yet.
Skill Progression Tables
These tables are a stable route, not the only possible route. Reset and adjust if your stage requires a specific resistance, more backline damage, or more healing.
Knight Skill Path
| Level | Skill points | Active skills |
|---|---|---|
| 10 | Health Enhancement 8/8, Attack Damage Enhancement 1/3, Piercing Thrust 1/5 | Piercing Thrust |
| 20 | Add Armor Enhancement 8/8, HP Regen Enhancement 2/5 | Piercing Thrust |
| 30 | HP Regen Enhancement 5/5, Aegis Field 5/5, Block Chance Enhancement 2/10 | Piercing Thrust, Aegis Field |
| 40 | Respec. Health 8/8, Attack Damage 2/3, Armor 8/8, HP Regen 5/5, Aegis Field 5/5, Block Chance 7/10, Sacred Blade 5/5 | Aegis Field, Sacred Blade |
| 50 | Block Chance 10/10, add Health Enhancement 7/10 | Aegis Field, Sacred Blade |
| 65 | Health Enhancement 10/10, Cooldown Reduction 7/10, All Elemental Resistance Enhancement 5/10 | Aegis Field, Sacred Blade |
Knight should be adjusted to the wall you are facing. If a stage deals elemental damage, move points or gear into the relevant resistance until the useful cap is reached.
Ranger Skill Path
| Level | Skill points | Active skills |
|---|---|---|
| 10 | Attack Speed Enhancement 5/8, Rapid Fire 5/5 | Rapid Fire |
| 20 | Attack Speed 8/8, Rapid Fire 5/5, Attack Damage 3/3, Critical Chance 4/8 | Rapid Fire |
| 30 | Critical Chance 8/8, Critical Damage 3/3, Swift Surge 3/5 | Rapid Fire, Swift Surge |
| 40 | Projectile Damage Enhancement 8/10, Swift Surge 5/5 | Rapid Fire, Swift Surge |
| 50 | Projectile Damage 10/10, second Attack Speed Enhancement 8/10 | Rapid Fire, Swift Surge |
| 65 | Attack Speed 10/10, Life Leech Enhancement 10/10, second Projectile Damage Enhancement 3/10 | Rapid Fire, Swift Surge |
Ranger should be the first place you add damage when the team survives but clears too slowly. For backline-heavy walls, add enough Attack Damage to remove priority targets, then return to Attack Speed for consistency.
Priest Skill Path
| Level | Skill points | Active skills |
|---|---|---|
| 10 | Heal 5/5, Blessing of Might 5/5 | Heal, Blessing of Might |
| 20 | Armor Enhancement 7/8, Damage Absorption Enhancement 3/3 | Heal, Blessing of Might |
| 30 | Armor 8/8, Cooldown Reduction 5/10, Skill Heal Enhancement 4/10 | Heal, Blessing of Might |
| 40 | Cooldown Reduction 10/10, Skill Heal Enhancement 9/10 | Heal, Blessing of Might |
| 50 | Skill Heal 10/10, Health Enhancement 5/10, Damage Absorption Enhancement 4/10 | Heal, Blessing of Might |
| 65 | Damage Absorption 5/10, All Elemental Resistance Enhancement 10/10, Block Chance Enhancement 4/10 | Heal, Blessing of Might |
If the frontline is dying too fast, Priest may need more healing uptime or a double-healing setup. If your Ranger can hit key damage thresholds without Blessing of Might, using more healing can make difficult walls smoother.
Elemental Resistance Rule
Elemental Resistance can cap at 75%. Do not keep adding points after the relevant resistance is already capped for the stage you are trying to clear. Difficulty penalties and gear rolls can change the exact number needed, so check the actual resistance value in your current setup.
After the relevant resistance is capped, spend remaining defensive points on Max HP, Block, Damage Reduction, or other survival stats.
Alternative Teams
| Team | Use case | Risk |
|---|---|---|
| Knight + Priest + Ranger | Safest beginner route | Slower than double-DPS farming. |
| Priest + Ranger + Sorcerer | Faster farming when gear is strong | Less forgiving if Priest cannot tank pressure. |
| Knight + Ranger + Sorcerer | Stronger wave clear | No dedicated healer unless gear and sustain compensate. |














