GUIDE HUB

Hero Forge guide

Mix training, rest, adventure, and gear upgrades to raise a hero and defeat the boss in a short run.

For players who grow numbers and beat a boss

Rules and controls are on the how-to page

Training basics

Hero Training is a short loop of train, rest, adventure, gear, and boss fights. Rest when HP drops below half, and raise defense as well as attack—falling wastes actions.

Before a boss, decide how to spend the XP and gold from your latest adventures. Asking “can I win with this gear?” beats taking one more risky trip.

Stretching your cycles

Boss wins leave permanent marks that make later cycles easier. Clear reliable bosses first instead of rushing the hardest fight.

If adventures delete your HP, pause attack upgrades and shore up defense and recovery.

Common failures

Adventuring while HP is red, pouring all gold into attack, and forgetting to recover before a boss are the classic wipeouts. A short status check raises clear rates a lot.

Designing your cycles and permanent marks

A boss win pays “1 + hero level ÷ 4 + distinct bosses defeated ÷ 2” permanent points. Since every four levels adds one point, pushing a few levels further before challenging pays more than rushing into a new cycle the moment you can win. The catch is that each level needs “30 + level × 20” XP, so grinding too far costs more time than it returns.

Permanent marks cost “how many of that mark you already own, plus one.” The first costs 1, the second 2, and so on—early purchases are by far the cheapest. Spending points as you earn them nets more total upgrades than hoarding for a big buy.

Might gives +2 attack, vitality gives +8 max HP and +1 defense, and fortune gives +1.5% crit (capped at 35%) plus 8 starting gold. Vitality moves two defensive numbers at once, which makes it the steadiest pick for early cycles. Once fortune reaches the 35% crit ceiling, put points elsewhere.

Play this game

Train numbers, then face the boss.

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