Task Bar Hero route: build a stable 3-hero party, learn the Cube, then push stages before market farming.

Task Bar Hero Wiki

Hero panels, level rows, and point-by-point skill upgrades

Switch heroes, inspect the in-game style art panel, raise the hero level, then spend points by Lv 0/10/20/30/40/50/60/70 rows. The selected skill panel shows the current value, next point, max value, tags, and build advice.

Heroes database

Hero panels, level rows, and point-by-point skill upgrades

Switch heroes, inspect the in-game style art panel, raise the hero level, then spend points by Lv 0/10/20/30/40/50/60/70 rows. The selected skill panel shows the current value, next point, max value, tags, and build advice.

Knight portrait

Knight

Knight

Tank / Frontline

Knight is the safest early anchor: high base HP, high armor, shield access, and defensive passives that buy time for backline damage.

Main hand: SwordOff hand: ShieldUnlock: Starter heroDPS: 1.82

Base Attributes

Basic attack: Physical · Melee

Attack Damage2
Attack Speed0.90/s
Crit Chance2.5%
Crit Damage140%
Max HP閳?130
Armor閳?45
Move Speed閳?950
Cast Speed1.00x
Cooldown Red.0%
Level30

Skill Points 0 / 30

Lv0

Open from level 1. This row decides whether Knight survives early waves.

Lv10

Unlock after 10 spent points. Use this row when armor or regen is the wall.

Lv20

Unlock after 20 spent points. This is where Knight starts adding sustain utility.

Lv30

Unlock after 30 spent points. Start converting Knight from pure tank into physical carry support.

Lv40

Unlock after 40 spent points. Pick cooldown or regeneration depending on whether actives or sustain are the bottleneck.

Locked
Lv50

Unlock after 50 spent points. Farming sustain and block scaling become the priority.

Locked
Lv60

Unlock after 60 spent points. These nodes are locked until the hero level and point budget support them.

Locked
Lv70

Unlock after 70 spent points. Endgame filler for damage reduction or more base attack.

Locked

Active skills show their scaling by level. Passive nodes show the bonus earned from the points you spend.

Wiki menu

Material effect database

Select a directory on the left, inspect matching material cards, then open an item to see its slot effects and planning notes.

Materials

Item detail

Materials

125 entries

Materials and drops

Material drop board

Confirmed early box drops are separated from useful material-effect rows that still need current in-game source checks.

Wood

Common / Crafting

Confirmed drop

Source

Normal Monster Box 1

Normal 1-1, 1-2, 1-3

Use

Early crafting and Cube recipes.

Effect: Part of the first common crafting pool with Stone, Leather, and Copper Nugget.

Observed as one of four common crafting items in the Normal Monster Box 1 pool.

Stone

Common / Crafting

Confirmed drop

Source

Normal Monster Box 1

Normal 1-1, 1-2, 1-3

Use

Early crafting and upgrade recipes.

Effect: Useful when the Cube starts asking for basic material inputs.

Shares the same early common material pool as Wood and Leather.

Leather

Common / Crafting

Confirmed drop

Source

Normal Monster Box 1

Normal 1-1, 1-2, 1-3

Use

Early armor and glove crafting paths.

Effect: Keep a small reserve before using Alchemy on early drops.

Shown inside the Normal Monster Box 1 common material group.

Copper Nugget

Common / Crafting

Confirmed drop

Source

Normal Monster Box 1

Normal 1-1, 1-2, 1-3

Use

Early metal recipe input.

Effect: Useful for weapon-side progression before higher ingots appear.

Confirmed in the same early box pool as Wood, Stone, and Leather.

Minor Emerald

Common / Decoration

Effect known

Source

Decoration material pool

Check the current chest or Cube source before farming.

Use

Weapon attack speed, armor absorption, accessory movement speed.

Effect: Weapon: Attack Speed +5~6%; Armor: Damage Absorption +10; Accessory: Movement Speed +10~15%.

Effect data is visible; exact farming source should be confirmed in-game before spending time.

Emerald

Rare / Decoration

Effect known

Source

Decoration material pool

Higher rarity material route; verify current box source.

Use

Important for Ranger speed and farming builds.

Effect: Weapon: Attack Speed +7~9%; Accessory: Movement Speed +20~25%.

Use this as a target stat material, not as a guaranteed stage drop claim.

Goblin Hide

Common / Engraving

Effect known

Source

Engraving material pool

Early monster-material route; verify the monster/stage in-game.

Use

Early engraving rolls.

Effect: Weapon can roll Fire or Lightning Damage Percent; accessory can roll Attack Speed or Max HP.

Listed as a common engraving material with visible stat outcomes.

Skeleton Bone

Common / Engraving

Effect known

Source

Engraving material pool

Early skeleton routes; verify the stage before farming.

Use

Critical damage and defensive early rolls.

Effect: Weapon can roll Critical Damage or Fire Damage Percent; armor can roll flat or percent Armor.

Useful for early damage experiments, but not marked here as a guaranteed stage drop.

Scroll of Common Inscription

Common / Inscription

Effect known

Source

Inscription material pool

Use only after checking whether the item is worth modifying.

Use

Broad low-tier inscription rolls across all equipment slots.

Effect: Can roll attack, armor, HP, speed, elemental damage, resistance, and HP-per-kill values.

Broad roll table means it is flexible but less targeted than decoration materials.

Soulstone - Normal

Difficulty material / Soulstone

Effect known

Source

Normal difficulty Soulstone pool

Treat as a difficulty-tier material, not a single-stage material.

Use

Progression and system requirements tied to Normal difficulty.

Effect: Save these until you know which upgrade path needs them.

The material category is visible; exact drop context should be checked against current game state.

Early drop note

Normal Monster Box 1 is the safest confirmed starting point here because its visible pool includes Wood, Stone, Leather, and Copper Nugget. Higher materials are planning targets until the exact current source is checked in-game.