1 Pick a class you can play alone
Six classes are available: Warrior, Rogue, Hunter, Priest, Wizard and Paladin. Parties go up to three, but the game explicitly supports going out solo.
That matters for a first choice. Classes built around supporting other people are much harder to learn when nobody is there to support. A class that can both damage and survive on its own gives you the freedom to play whenever you have time rather than only when friends are online.
Because progression resets each season anyway, the first choice is genuinely low stakes. You will have a reason to try another class before long.
2 Learn what death costs in each mode
So the sensible order for a new player is Arena first to learn the combat with nothing at risk, then PvE Expeditions to learn the world, and extraction only once you understand both. Entering extraction to learn the game is the expensive way to learn it.
3 Start at Goldbrook Farmstead
The developers name the first expedition explicitly: Goldbrook Farmstead, where you hunt down Mor thog the Cruel, a menace threatening the people of Eldegarde.
Naming a starting point is a strong hint that the five zones are not equally forgiving. Work through the campaign questlines in order rather than wandering into whichever zone looks interesting, at least until you know what the creatures in each one do. There are up to 32 different creature encounters across the world.
4 Never carry what you cannot lose
The store advises bringing your best gear and potions into every adventure, and then immediately warns you to beware. Both halves are true, and the tension between them is the game.
A workable personal rule is to keep one set you would be genuinely upset to lose, and never take it into extraction. Take the second best set instead. The difference in power is usually smaller than the difference in how a bad run feels.
Crafting exists precisely so that a loss is recoverable. When you cannot find the loot you want, the intended answer is to make it.
5 Use the quest board every day
More than 110 rotating quests are available from the quest board, refreshed daily and weekly. In a game with seasonal resets, that is where steady progress comes from.
The 17 campaign questlines are the other half. They carry the lore and reward powerful treasures, and unlike the board they do not rotate away.
Choose a first class that can survive alone, because you will not always have a party and the seasonal reset makes the choice low stakes anyway. Learn the combat in the Arena where nothing is lost, then expeditions, and only then extraction where death hands your loot to whoever survives. Start the campaign at Goldbrook Farmstead, keep one set you never risk, and let the daily and weekly quest board decide your route.
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