Published: June 2026 Category: Monsters

Stages Guide

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.

ActStagesThemeFinal Boss
Act 11-1 to 1-10Castle Outskirts — Slimes, Goblins, Skeletons, Orcs, BatsSkeleton King (1-10)
Act 22-1 to 2-10Desert — Scorpions, Ratfolk, Cobras, Kobolds, Fire ElementalsDesert Dominator (2-10)
Act 33-1 to 3-10Hell — Demons, Snow Mountain warriors, Hell Priests, DragonsArchon Molkar (3-10)

Difficulty Scaling

DifficultyEnemy HP + DamageDrop Rate BonusUnlock
Normal1× (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

StageUnlockNotes
1-1Game startTutorial
1-5Skill systemFirst skill point. Invest in core class skills.
1-10Rune TreeStart investing gold in hero slots (Utility branch).
1-15Cube systemBasic crafting and alchemy unlocked.
1-20Pet systemBat pet unlocked — kill 5,000 Bats to activate.
1-120 (Normal)Nightmare difficultyNext 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.

StageBossTypeStrategy
1-5Mid-BossAct 1 mid-bossFirst boss encounter. Straightforward — focus on basic survival.
1-10Skeleton KingAct 1 Final BossHigh HP pool. Kill summoned skeletons quickly. First major DPS check.
2-5Mid-BossAct 2 mid-bossFire damage becomes prominent. Stack fire resistance.
2-10Desert DominatorAct 2 Final BossHigh single-target damage. Knight needs strong armor and HP.
3-5Mid-BossAct 3 mid-bossElemental damage variety. Check resistances before engaging.
3-10Archon MolkarAct 3 Final BossHardest 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

  1. Priest's Sanctuary skill: 1 point invested nullifies incoming fire magic damage for the skill's duration. This single skill point solves the stage.
  2. Fire resistance gear: Equip accessories with fire resistance on all heroes. Even 10-15% makes a significant difference.
  3. 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.