Task Bar Hero Rarity Ladder — Common to Cosmic
Deep rarity guide for TBH: Task Bar Hero — grade bands, socket gates, Synthesis goals, Market relevance, and why early rarity chasing wastes gold.
TBH: Task Bar Hero uses a long rarity ladder. Official store copy calls out grades from Common through Cosmic, including Immortal, Arcana, Beyond, Celestial, and Divine. Community databases often list 10 grades.
Exact drop rates change. The gates matter more than memorizing percentages.
Table of contents
- Practical ladder
- What rarity unlocks in the Cube
- Synthesis vs rarity panic
- Farming mindset by band
- Market relevance by band
- Comparison checklist before equipping
- FAQ
Practical ladder (what you care about)
| Band | Examples | Player meaning |
|---|---|---|
| Low | Common, Uncommon | Alchemy fuel / early wear |
| Mid | Rare, Legendary | First real gear; Decorations start mattering on Rare+ |
| High | Immortal → Arcana | Engraving / Inscription gates; market interest rises |
| Top | Beyond → Cosmic | Endgame chase / flex / market |
Confirm live tooltips — names and socket rules are patch-sensitive.
What rarity unlocks in the Cube
| System | Typical gear gate | Notes |
|---|---|---|
| Decorations | Rare+ | Single-stat sockets |
| Engraving | Immortal+ | Stronger multi-stat lines |
| Inscription | Arcana+ | Random high-pool line |
Full Cube flow: Hero-dric Cube guide · Sockets
Rarity is a permission system for buildcrafting, not a scoreboard.
Synthesis vs rarity panic
Synthesis (9 same-grade → next grade) is how you climb when duplicates pile up. Early on, climbing rarity instead of funding party slots is usually wrong. → Beginner · Rune Tree
Remember: higher rarity ≠ automatically better rolls. A promoted item can be a sidegrade.
Healthy Synthesis triggers
- You already have 3 slots and basic automation
- Inventory is flooded with same-grade spares
- You are targeting a socket gate (Rare+/Immortal+)
- You can afford to compare the result before equipping
Unhealthy Synthesis triggers
- “I need something purple emotionally”
- Feeding currently equipped best-in-slot guesses
- Doing it while broke on Command nodes
Farming mindset by band
| Your gear band | Focus |
|---|---|
| Mostly Common/Uncommon | Alchemy → slots → automation |
| Hitting Rare often | Save duplicates for Synthesis; socket carefully |
| Immortal appearing | Protect keepers; plan Engravings on long-term pieces |
| Arcana+ | Inscription / market / endgame specialization |
Market relevance by band
Low grades rarely deserve listing energy. High grades and desirable socketed pieces attract more attention. Market is optional. → Steam Market
Comparison checklist before equipping
When a higher rarity drops or synthesizes:
- Compare raw defensive/offensive stats for the role
- Check level/class requirements
- Check socket state / future socket value
- Only then replace
If the new piece loses the fight on stats, Alchemy or stash it — do not equip out of rarity bias.
FAQ
How many rarities are there?
About 10 named grades in public materials. Treat the top end as endgame.
Should I keep every Rare?
Lock anything you might wear or synthesize. Alchemy the rest after locking keepers. → Inventory
Does rarity matter more than hero slots?
Almost never in the first many hours. Slots first.
Why do guides obsess over Immortal/Arcana?
Those bands unlock stronger Cube socket systems — the buildcrafting game deepens there.
Unofficial rarity overview for TBH: Task Bar Hero.