Hero-dric Cube Guide — Alchemy, Synthesis & Sockets

systemsUpdated 2026-07-18Maintained by TBH Codex
Quick answer

Full Task Bar Hero Cube guide: all 8 functions, Alchemy vs Synthesis decision rule, Decoration/Engraving/Inscription gates, Removal warnings, and FAQ.

The Hero-dric Cube unlocks at level 4. It is one panel with many jobs: turn junk into gold, fuse rarity upward, craft fill-ins, and socket power into high-rarity gear. Mid-game TBH is mostly “did you use the Cube correctly?”

Table of contents

  1. All 8 functions
  2. Alchemy — the early-game default
  3. Synthesis — when it becomes correct
  4. Alchemy vs Synthesis decision rule
  5. Crafting
  6. Sockets — Decoration, Engraving, Inscription
  7. Removal and Market gotchas
  8. Rarity ladder context
  9. FAQ

All 8 functions & when they unlock

Function Typical unlock Job
Synthesis Lv 4 9 same-grade items → 1 of the next rarity
Alchemy Lv 4 Gear → gold + Cube XP (main early income)
Crafting ~Lv 5 Spend materials for random gear in a level band
Decorations ~Lv 8 / Rare+ gear Socket single-stat materials
Removal ~Lv 10 Strip sockets (usually destroys the material; small gold fee). Gear must be unequipped
Engraving Immortal+ gear Stronger multi-stat sockets from monster materials
Inscription Arcana+ gear Add one random line from a large pool
Offering Late / endgame Advanced sink — ignore until you are actually there

Some community guides also note a Trade Ship-style flow around higher Cube levels for moving items toward Steam inventory / market. Treat UI labels as patch-sensitive.

Alchemy — the early-game default

Early TBH is a gold game disguised as a loot game.

Why Alchemy wins early

  • Funds Rune of Command (party slots)
  • Grants Cube XP that unlocks later Cube tools
  • Clears inventory so you can keep farming chests

Safe workflow

  1. Lock keepers (community tip: Alt + Left Click — confirm in your client).
  2. Switch Cube to Alchemy.
  3. Auto Fill / bulk select trash only.
  4. Melt → spend gold on structural runes.
  5. Glance at results; never unlock-and-melt while distracted.

Synthesis — when it becomes correct

Synthesis is the steady rarity ladder: Common batches → Uncommon → Rare → … toward endgame grades.

The downgrade trap

Higher rarity does not guarantee better rolls. A “promoted” item can be a sidegrade. Beginners often feel Synthesis “nerfed” them because they fed it pieces they were actually using.

Rules

  • Synthesize spare duplicates, not your equipped best guess.
  • Compare the result before equipping.
  • Lock anything Auto Fill must not touch.

Alchemy vs Synthesis — decision rule

Ask one question:

Do I have 9 spare same-grade items I genuinely don’t need, and a concrete reason to chase the next rarity (socket gate, market, specific slot)?

Answer Do this
No / not sure Alchemy (default for first many hours)
Yes Synthesis, then compare rolls

Until you have a 3-hero party and stable gold flow, the honest answer is almost always Alchemy. Context: Beginner roadmap.

Crafting

Use crafting to fill holes, not to chase perfection.

Good uses:

  • Missing wearable slot for a class you actually field
  • Accessories when drops hate you
  • Targeted level ranges before a boss attempt

Weapons can be swingy. Budget for retries. If a recipe is for a class you never deploy, Alchemy the materials instead.

Sockets — Decorations, Engraving, Inscription

System Gear gate Adds
Decorations Rare+ Single-stat gems/materials
Engraving Immortal+ Stronger multi-stat engravings
Inscription Arcana+ One random high-pool line

Discipline

  • Match materials to the hero’s damage school and role (fire mats on a pure physical kit is a self-own).
  • Tank: HP / armor / regen. DPS: attack speed / damage / crit. Priest: heal / CDR / HP.
  • Do not dump best mats into temporary Rare gear.

Removal and Market gotchas

  • Removal typically destroys the extracted material.
  • Gear usually must be unequipped first.
  • Market listings often require sockets stripped first (community guidance — confirm live rules).
  • Lock keepers before any bulk Cube action.

Rarity ladder context

Official store copy lists a long ladder from Common through Cosmic, including Immortal, Arcana, Beyond, Celestial, Divine. Higher tiers gate Engraving/Inscription. That is why Alchemy-funded stage progress beats obsessing over one lucky early Rare.

Decision cheat sheet

Situation Action
Need 2nd/3rd hero slot Alchemy hard
Inventory full of same-grade junk after slots Synthesize batches of spares
Missing a wearable before a boss Craft 1–2 times, then farm
Long-term Immortal body piece Engrave carefully
Not sure if an item is good Lock → compare → decide

FAQ

What does the Cube do?

Crafting hub with ~8 modes. Early game: Alchemy for gold + Cube XP. Later: Synthesis and sockets.

Should I Alchemy or Synthesize?

Early: Alchemy. Synthesize only spare duplicates when chasing a rarity gate.

Why did Synthesis make my gear worse?

Rolls are not guaranteed upgrades. Compare before equipping.

When do sockets unlock?

Decorations on Rare+ (Cube level gate ~8 in many guides). Engraving Immortal+. Inscription Arcana+.


Unlock levels shift by patch. Unofficial fan guide — not Nugem Studio.