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TBH: Task Bar Hero Cube Guide

Learn how the Hero-dric Cube works in TBH: 8 functions, Synthesis vs Alchemy XP, 1-14/15/20 leveling strategy, material routes, and what not to waste.

Quick Answer

How does the Hero-dric Cube actually work?

The Cube has 8 functions, but only a few matter before mid-game. Synthesis is your primary XP source (5 XP/material). Alchemy is a trap early on (3 XP/material). Crafting handles targeted gear. Decoration, Engraving, Inscription, Extraction, and Offering are mid-to-late game systems. Do not open every menu and spend everything.

Synthesis first, questions later

Synthesis until 15. Save rares until 15. Ignore Alchemy until 20.That is the shortest path to a Cube that carries your account instead of dragging it.

Cube's 8 Functions (and When They Matter)

TBH Cube material types — 125 materials across 6+ categories
The Hero-dric Cube has 8 functions and 125 materials. The right question is not 'what can I do?' but 'what should I do right now?'

The Hero-dric Cube is not one system. It is eight, and they do very different things. A player who opens the Cube menu and sees Synthesis, Alchemy, Crafting, Decoration, Engraving, Inscription, Extraction, and Offering all at once often spends materials on the wrong operation. The result: slow Cube levels, weak gear, and a stalled account.

The fix is simple: ignore 5 of the 8 functions until mid-game. Focus on Synthesis and Crafting. Leave Decoration, Engraving, Inscription, Extraction, and Offering for when you have materials to spare and gear worth enhancing.

FunctionWhat it doesWhen to use
SynthesisCombines materials into permanent gear and upgrade cores. 5 XP per material.Use from the start. Bulk-synthesize Basic Shards (10 shards = 50 XP). Primary XP source for Cube 1-14.
CraftingUses base materials (wood→copper→bronze→iron→silver→gold→stardust→bloodstone) to create new equipment.Use for targeted gear upgrades when you know what the active hero needs.
DecorationEmbed gems (ruby, sapphire, topaz, emerald, amethyst) into gear sockets for stat bonuses. 36 gem types.Use when you have gear with open sockets and know which stat the wall needs.
EngravingInscribe rune-like effects onto gear using monster materials (goblin hide, skeleton bone, slime jelly, etc.). 33 engraving materials.Use to add custom stat lines that match your hero's role.
InscriptionApply scrolls to gear for special affixes. 10 scroll tiers from Common to Cosmic.Use for end-game gear. Save high-tier scrolls (Arcana+) for the best equipment.
AlchemyMelt unwanted gear into gold + Cube XP. 3 XP per material.Delay until Cube 20. Early Alchemy burns materials at 40% XP efficiency loss compared to Synthesis.
ExtractionPulls materials or effects from existing items.Use when salvaging gear for parts. Check the item database before extracting rare items.
OfferingSpecial exchange using anniversary coins (10 tiers). Sacrifice materials for targeted rewards.Use for very specific end-game conversions. Not a beginner system.
Cube XP Efficiency by Operation
Synthesis gives 5 XP per material. Alchemy gives 3 XP. That is a 40% efficiency gap. The bars compare XP per material — same input, very different results.
OperationXP / materialHours to Cube 15Best level range
Synthesis
5
~111-14 primary, 15+ still main
Alchemy
3
~1920+ only, keep under 20%
CraftingVariesN/AAll levels (targeted gear)
Decoration / Engraving / InscriptionN/AN/AMid to end-game

Cube Leveling Route

Cube levelling is simple when you know the milestones. Before Cube 15, your only job is to feed Synthesis with Basic Shards. At ~4,500 XP per hour, you reach Cube 15 in about 11 hours of active play. That is where the game changes: XP multipliers kick in retroactively for high-tier materials, so every Stellar Ruby and rare gem you saved starts paying back.

If you burned your rare materials before 15, you lose about 40 hours of mid-game grind. That is not an exaggeration — the math is straightforward. A saved Stellar Ruby used after 15 generates thousands more XP than the same Ruby used at level 5.

Cube levelStrategyMilestone
1-14Pure Synthesis. Bulk Basic Shard → Tier 1 Core (10 shards = 50 XP). ~4,500 XP/hour. Keep 100+ basic gems in inventory to prevent offline queue stall.Focus on material flow. Do not touch Alchemy.
15XP multiplier kicks in retroactively for higher-tier materials. Now use saved rare gems (Stellar Rubies etc.).If you burned rare materials before 15, you lost ~40 hours of mid-game grind.
20+Start introducing Alchemy for gold income. 80% Synthesis / 20% Alchemy split. Keep saving Arcana+ tier materials.Alchemy becomes viable for gold. Never above 20% of total Cube resource spend.

Operation Guide: What Each Function Is Actually For

TBH gear and material management — what to craft and when
Crafting paths follow a material ladder: Wood → Copper → Bronze → Iron → Silver → Gold → Stardust/Void Iron → Bloodstone/Thunderstone. Know where your materials sit on that ladder before spending.

Synthesis — Your Main XP Engine

Synthesis combines materials into permanent upgrade cores. The simplest recipe: 10x Basic Shard = Tier 1 Core = 50 XP (5 XP per material). This is the most efficient XP source in the game. Keep at least 100 basic gems in your inventory at all times so the offline crafting queue does not stall when it runs out of material. Synthesis stays relevant even after Cube 15.

Crafting — Targeted Gear Upgrades

Crafting uses base materials along a known rarity ladder: wood, stone, leather → copper nuggets → bronze ingots → iron ingots → silver ingots → gold ingots → stardust ingots / void iron → bloodstone / thunderstone. Each tier unlocks stronger equipment. Craft when you know exactly what the active hero needs. Do not craft for bench heroes.

Alchemy — Delay Until 20

Alchemy converts materials into gold. It gives 3 XP per material vs Synthesis at 5 XP. That 40% gap compounds over hundreds of materials. At Cube 20, start with a 80/20 split (Synthesis/ Alchemy). Never go above 20% Alchemy — the XP loss is not worth the gold income at early levels.

Decoration, Engraving, Inscription — Mid-to-Late Game

Decoration: 36 gem types (ruby, sapphire, topaz, emerald, amethyst) go into gear sockets for stat bonuses. Engraving: 33 monster materials (goblin hide, skeleton bone, slime jelly) inscribe rune-like effects. Inscription: 10 scroll tiers from Common to Cosmic apply special affixes. None of these matter before you have good gear to socket. Do not rush them.

Common Cube Mistakes

Cube mistakes usually come from opening every menu and trying everything at once. The player sees materials piling up, a craft option, a synthesis path, and an alchemy recipe — and wants to turn them into progress immediately. Sometimes that works. Usually it consumes the exact input needed for the next real upgrade.

MistakeBetter rule
Converting rare materials without checkingOpen the item database first. Some materials (Void Essence, Cosmic Shards) have multiple uses across different operations.
Crafting for a bench heroActive progression heroes get the first controlled investments. Bench gear can wait.
Burning Stellar Rubies before Cube 15At Cube 15, XP multipliers apply retroactively to high-tier materials. Burning them early loses thousands of potential XP (~40 hours of grind).
Alchemy before Cube 15Alchemy gives 3 XP/material vs Synthesis at 5 XP/material. That is 40% less XP per material. Waiting until Cube 20 costs you nothing.
Changing too many things at onceSpend, test, compare. If you change gear, Cube, skills, and runes together, you will not know what worked.

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Frequently Asked Questions

Q: What does the Cube do in TBH?

The Hero-dric Cube is an enhancement system with 8 functions: Synthesis, Alchemy, Crafting, Decoration, Engraving, Inscription, Extraction, and Offering. It unlocks at player level 10 after the Digital Awakening quest.

Q: Why is my Cube level stuck?

Most Cube stalls come from using the wrong operation. Synthesis gives 5 XP per material. Alchemy gives only 3 XP per material — a 40% loss. If you have been using Alchemy early, that is probably why progress feels slow.

Q: Should I use Synthesis or Alchemy?

Synthesis first, always. Bulk-synthesize Basic Shards until Cube 15. At 15, XP multipliers kick in retroactively for higher-tier materials. Start Alchemy around Cube 20, but keep it under 20% of your total spend.

Q: How many materials does the Cube have?

125 materials across 6+ categories: Decoration (36 gems), Engraving (33 monster parts), Crafting (22 metals), Inscription (10 scroll tiers), Offering (10 anniversary coins), Soulstones (10 boss drops). Rarity runs from COMMON to COSMIC (10 tiers).

Q: Where can I check exact Cube and material data?

Use the Cube page, item database, and materials guide on Task Bar Hero Hub Wiki for exact lookup. This guide covers what to spend and when.