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War of Genesis: Idle Loot First Week: The Full Route and Its Four Snags

One route through classes, blacksmith, market, training and battlefield, plus the four places players actually get stuck in their first week.

9/15/2026 War of Genesis: Idle Loot Wiki Community Last updated: 9/15/2026
War of Genesis: Idle Loot First Week: The Full Route and Its Four Snags video
Illustration of three generic weapon silhouettes leaning against a dark stone armoury wall: a heavy blade, a bow and a staff
Generated illustration for this fan wiki, not official artwork

The cheapest way through your first week is to follow a route someone has already walked: class, blacksmith, market, training, battlefield. Sir Eat Alot’s Starter Guide demonstrates that whole path, and its market section has been independently confirmed by Japanese press.

Two caveats first: the video carries YouTube’s “Includes paid promotion” label, so it is sponsored content, and it was recorded on day two of Early Access. So below the route itself, this page adds the places players actually get stuck — none of which the video covers.

Classes: pick for the content, not for a tier list

ClassProfileBest at
KnightMelee, tanky, carries a stunPushing stages
RangerRanged, hard-hitting basic attack, high evasionFarming, retryable boss fights
WizardSlow casts, heavy hitsClearing packs fast

The recommendation for new players is start on Ranger — the basic attack already hurts, the skills hit hard, and evasion means you spend most fights untouched. Two skills are enough to begin: max Stone Arrow and Rapid Fire, then stack evasion.

Worth knowing: that is a farming-efficiency answer, not a verdict on the class. Other creators frame it as no single best class, only the right class for the content. Knight holds up in arena, while retryable Boss Rush style fights suit a Ranger who can dodge through them. The developer has never published class numbers; all of this is player experience.

Blacksmith: combine and dismantle, not one or the other

The blacksmith has seven panels — equipment, accessories, pets, wings, runes, jewels and refinery — but only two actions matter:

  • Combine three items of the same grade into the next grade up. This is the main line of gear progression.
  • Dismantle what you cannot use into gold or fragments. Fragments come in rare, heroic, legendary and mythic tiers and feed relic upgrades.

Low-grade duplicates go into combining; high-grade items you cannot use go into dismantling. You do both.

One trap at the time: once a gem is socketed into a weapon, the demonstrator could not find a way to remove it. If you are deciding where a gem belongs, confirm your build can take it back out.

Market: diamonds, mobile confirmation, and where purchases land

This is the part of the route most likely to go wrong, and the part worth memorising.

Listing works like this. Drag the item into the market, then spend one diamond. Set your price on the Steam side and confirm in the mobile Steam Guard app. The money arrives in your Steam wallet after the sale.

Diamond scarcity is the whole design. AUTOMATON’s reporting confirms diamonds regenerate at one per four hours, and they are also spent upgrading the altar. So endless listing is not a thing, and a Japanese player’s advice is to keep at least two in reserve.

Two questions that come up constantly were answered by the demonstrator in the comments. gold bars only drop and convert into gold — you cannot go the other way And the mobile version exists but does not share progress with the Steam version.

Training: push PvE first, treat PvP as temporary

In the training panel, push PvE attack power first, then consider the gold-storage upgrades — if you are not watching the screen, idle capacity matters more than a little extra damage. Some nodes have prerequisites, such as reaching a specific resistance level first.

PvP entries pay off through ranking, so they are close to worthless if you cannot crack the top 100. A better pattern is nothing on PvP by default, then max it out before a ranking push.

The battlefield holds arena, Boss Rush, world boss and alliance rankings. Once arena unlocks, other players can attack you — it is not a one-way street — and alliances are split by country or language.

The four places players actually get stuck

None of these appear in the video, and all four show up constantly in player feedback.

1. Auto-combine does not cover everything. It runs while you are away, but gems are never auto-combined, and nothing in storage takes part. So materials parked in storage will not free up inventory. Players in the Steam discussions work out that a four-to-five-hour session needs roughly 55 inventory slots.

2. Market purchases do not arrive on their own. You have to go to exchange → holding list → collect → mail. Someone opened a thread specifically because a purchase never showed up.

3. Login and instance failures. During launch week, an unresponsive login button, a stall at 100% loading, and being unable to enter raids or arena filled most of the discussion board. The workarounds players found were switching DNS or clearing the cache.

4. A disconnect stops the loot, not just the session. A roughly 110-hour English reviewer documented this: after a disconnect you must confirm manually before farming resumes, otherwise that time yields gold and XP but no gear. He lost about five hours to it.

Where to go next

For the very first session, see Beginner Guide: what to do first. For decisions that come after this week, see the advance route. The full market mechanics live in Steam Market trading, and if you plan to leave it running for days, read the long session checklist first.

Sources

The creator’s video is sponsored content and his claims are personal experience; player reviews are a sample, not a poll.

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