SYSTEMS & REFERENCE · CURRENT

TBH Cube Guide — Unlock Levels, Synthesis Odds and What to Keep

The Cube is not one button. This page tells you what each operation consumes, when it unlocks, and which items should never go into auto-fill.

TBH Cube Guide — Unlock Levels, Synthesis Odds and What to Keep official source artwork
Official source media
Evidence status Verified answer
Last checkedAugust 23, 2026
PlatformPC
Sources4 linked
AT A GLANCE

The Cube is not one button. This page tells you what each operation consumes, when it unlocks, and which items should never go into auto-fill.

Keep equipment that supports the active formation; use Alchemy for true surplus, Synthesis only when all nine inputs are expendable, and treat permanent-effect operations as irreversible decisions.

TBH Hero-dric Cube: a decision guide, not a button list

The Cube is TBH’s item economy. It gives you a way to turn drops into Gold, move up gear grades, target a slot, and add or remove permanent item effects. The useful question is not “what does this tab do?” but “what am I giving up by pressing confirm?”

TBH Cube decision flow showing keep, market, Alchemy, Synthesis and permanent effects

All eight operations and when they unlock

OperationUnlockCost shown by current databaseUse it for
SynthesisDefault9 same-grade items in one category → one higher-grade result
AlchemyCube Lv 110 GoldSurplus items → Gold + Cube EXP
CraftingCube Lv 5100 GoldA random item in a selected slot/category
DecorationCube Lv 8300 GoldAdd a special stat/material effect
ExtractionCube Lv 101,000 GoldRemove an applied effect; material is not returned
EngravingCube Lv 151,000 GoldAdd an engraving effect
OfferingCube Lv 203,000 GoldTrade commemorative coins for a random reward
InscriptionCube Lv 2510,000 GoldAdd an inscription effect

The unlock levels and operation names come from a community-datamined database. The official Steam page confirms the Cube system, but does not publish the full recipe table.

The keep / alchemize / synthesize rule

Before opening the Cube, sort every item into one of four piles:

PileKeep it when…Cube action
Equippeda hero is wearing itnever auto-fill
Backupit is the only spare for an active role or a better base gradekeep until the replacement is tested
Market candidateit is tradable and high grade, with no applied effectscheck the market before consuming
Surplusit is a duplicate you cannot equip, sell, or use in a planned recipeAlchemy or Synthesis

Lock valuable items before using auto-fill. The community guide documents Alt + Left Click; confirm the lock icon in your client before trusting the shortcut.

Synthesis: exact rules that matter

Synthesis takes nine items of the same grade and the same category. Gear, Accessories, and Materials cannot be mixed. The result is rolled around the input level range and can be a higher grade; at high grades, a same-grade result is possible.

InputsCurrent datamined result rule
9 Common95% Uncommon; 4.8% Rare great success
9 Uncommon96% Rare; 3.8% Legendary great success
9 Rare98% Legendary; 2.4% Immortal great success
9 Legendary99% Immortal; 0.99% Arcana great success
9 Immortal50% Immortal; 50% Arcana; 0.25% Beyond great success

Below Immortal, the normal result grades up. From Immortal upward, a synthesis can fail into the same grade. That is why “nine items = guaranteed upgrade” is bad advice for late-game gear.

Alchemy: the safe early Gold button

Alchemy consumes 1–9 items and returns Gold plus Cube EXP. Current database base Gold values are:

GradeBase Gold
Common10
Uncommon30
Rare90
Legendary270
Immortal810
Arcana2,592

Rune and pet bonuses can increase the actual payout. Equipped, blocked, and reserved items should not be treated as disposable. If the auto-fill list contains one item you cannot replace, cancel and lock it.

Crafting: target a slot, accept randomness

Crafting lets you choose a gear slot—main weapon, off-hand, helmet, armor, gloves, boots, or accessory—and returns a random item from the selected tier. It does not promise a specific name, grade, or perfect stat line. Use it when you can name the missing slot; do not use it as a blind “upgrade” button.

Permanent effects: wait for the base item

Decoration, Engraving, and Inscription spend materials on an item. Extraction removes an applied effect, but the material used to add the effect is not returned in current data. Therefore:

  1. Equip the base item.
  2. Test it for several stages.
  3. Confirm the class and role you want to keep.
  4. Apply the effect.
  5. Extract only when the replacement is demonstrably better.

Offering is a random reward exchange. It may be useful for excess commemorative coins, but it is not a reliable fix for a progression wall.

Cube-level priorities

Every item consumed by Synthesis, Alchemy, Crafting, and Offering grants Cube EXP; Decoration, Engraving, Inscription, and Extraction do not. Higher-grade, higher-level materials give more EXP, but level mismatch reduces the gain. This makes Alchemy a legitimate early leveling route when the items are already surplus—not a reason to destroy your active set.

Sources and evidence

The datamined pages are independent fan references. Use them for exact tables, then check the live Cube tooltip after a patch.

QUICK ANSWERS

Questions players ask next

Should I use Synthesis early in TBH?

Usually no. Save useful gear and Gold for the Rune Tree until your inventory contains genuine surplus. Synthesis becomes more attractive when duplicates are overflowing.

What does Alchemy do in TBH?

Alchemy consumes 1–9 items and returns Gold plus Cube EXP. Lock valuable items before auto-fill because equipped, blocked, and reserved items are treated differently from ordinary inventory gear.

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