Stages Guide
On this page
- Stage System Overview
- Difficulty Scaling
- Key Stage Milestones
- Boss Stages
- Stage 2-8 — The First Difficulty Wall
Stage System Overview
TBH has 30 stages across 3 Acts (10 stages per Act), playable on 4 difficulty levels (Normal, Nightmare, Hell, Torment), making 120 total stage instances. Stages are linear — you must clear Stage 1 to unlock Stage 2, and so on. Each stage features waves of normal enemies, with boss encounters every 5th stage.
| Act | Stages | Theme | Final Boss |
|---|---|---|---|
| Act 1 | 1-1 to 1-10 | Castle Outskirts — Slimes, Goblins, Skeletons, Orcs, Bats | Skeleton King (1-10) |
| Act 2 | 2-1 to 2-10 | Desert — Scorpions, Ratfolk, Cobras, Kobolds, Fire Elementals | Desert Dominator (2-10) |
| Act 3 | 3-1 to 3-10 | Hell — Demons, Snow Mountain warriors, Hell Priests, Dragons | Archon Molkar (3-10) |
Difficulty Scaling
| Difficulty | Enemy HP + Damage | Drop Rate Bonus | Unlock |
|---|---|---|---|
| Normal | 1× (base) | +0% | Available from start |
| Nightmare | ~2.5× | +50% | Clear Normal 1-120 |
| Hell | ~5× | +100% | Clear Nightmare 1-120 |
| Torment | ~10× | +200% | Clear Hell 1-120 |
When you unlock a new difficulty, restart from Stage 1-1 on that difficulty. Higher-difficulty early stages often give better rewards than lower-difficulty late stages and are easier to clear.
Key Stage Milestones
| Stage | Unlock | Notes |
|---|---|---|
| 1-1 | Game start | Tutorial |
| 1-5 | Skill system | First skill point. Invest in core class skills. |
| 1-10 | Rune Tree | Start investing gold in hero slots (Utility branch). |
| 1-15 | Cube system | Basic crafting and alchemy unlocked. |
| 1-20 | Pet system | Bat pet unlocked — kill 5,000 Bats to activate. |
| 1-120 (Normal) | Nightmare difficulty | Next difficulty tier unlocked. |
Note on skill slots: Each hero starts with 1 active skill slot. A second active skill slot is unlocked for all heroes through the Rune of Awakening (Rune Tree, Utility branch, 50,000 Gold). There are no 3rd or 4th skill slots — two is the maximum.
Boss Stages
Boss stages appear every 5th stage. Stages 5 and 10 in each Act feature bosses — stage 5 is a mid-boss, stage 10 is the Act final boss.
| Stage | Boss | Type | Strategy |
|---|---|---|---|
| 1-5 | Mid-Boss | Act 1 mid-boss | First boss encounter. Straightforward — focus on basic survival. |
| 1-10 | Skeleton King | Act 1 Final Boss | High HP pool. Kill summoned skeletons quickly. First major DPS check. |
| 2-5 | Mid-Boss | Act 2 mid-boss | Fire damage becomes prominent. Stack fire resistance. |
| 2-10 | Desert Dominator | Act 2 Final Boss | High single-target damage. Knight needs strong armor and HP. |
| 3-5 | Mid-Boss | Act 3 mid-boss | Elemental damage variety. Check resistances before engaging. |
| 3-10 | Archon Molkar | Act 3 Final Boss | Hardest boss in the game. Full party required with optimized gear. Priest's Sanctuary essential. |
Stage 2-8 — The First Difficulty Wall
Stage 2-8 features Fire Mage enemies that deal heavy elemental damage. Unlike physical damage (reduced by Knight's armor), fire magic damage bypasses physical defense and hits your entire party.
Why You Die on 2-8
- Knight's high armor does not reduce magic damage
- Fire magic hits your entire party, not just the frontline
- Priest (95 HP) and DPS classes (50-70 HP) cannot survive direct fire hits
The Solution
- Priest's Sanctuary skill: 1 point invested nullifies incoming fire magic damage for the skill's duration. This single skill point solves the stage.
- Fire resistance gear: Equip accessories with fire resistance on all heroes. Even 10-15% makes a significant difference.
- HP stacking on Priest: Ensure Priest has enough Max HP to survive the initial volley before Sanctuary activates.
Stage 2-8 teaches TBH's core lesson: you need the right tools, not just bigger numbers. A party with 50% more attack but no Sanctuary will still wipe. A party with Sanctuary clears it comfortably.