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[Taskbar Hero / TBH Play Log #2] Normal Cleared, Nightmare Begins โ€” Fire Spirits Show the Gear Gap

TBH Play Log #2. Day two: overnight idle piled up gold and XP, and Normal 3-10 fell to Sanctuary faster than expected. Nightmare unlocked โ€” and Fire Spirits at 2-8 made the gear gap painfully clear.

Taskbar Hero (TBH)

Day two: Normal cleared in one shot

This is entry #2 of my Taskbar Hero / TBH play log.

Last time I idled for a full day and mapped out the early-game systems. This time I'm picking up at day two, after a full night of idle โ€” gold and XP had stacked up nicely.

I put that gold into runes, shifted the Priest toward healing, andโ€ฆ Normal 3-10 cleared, just like that. I'd braced for a grind, so it was almost anticlimactic. That said, the Nightmare difficulty that unlocks afterward hits very differently.

This log covers Normal 3-10, the jump into Nightmare, and the moment Fire Spirits at Nightmare 2-8 stopped my run cold.

Previous entry:

TBH Play Log #1

[Taskbar Hero / TBH Play Log] One full day idling, and what the early game taught me

  • Game Taskbar Hero / TBH
  • Topics Hero lineup, rune priorities, farming loops, trading, and pet system
Read Play Log #1 โ†’

What's in this log

  • Normal 3-10 cleared: Sanctuary carried the fight โ€” easier than expected
  • Nightmare unlocked: the game loops Chapters 1โ€“3 at rising difficulty
  • Nightmare 1-10: trash clear speed and rear survivability matter more than boss DPS
  • Level 30s unlock new skills: Piercing Arrow, Snowstorm, Sanctuary
  • Ranger crit scaling: "coefficient +20%" doesn't mean +20 percentage points โ€” and why it matters
  • Arcana gear + slot system: rarity determines which slot types appear
  • Nightmare 2-8 wall: Fire Spirits hit the rear rank hard
  • Blessing of Protection vs. skill slots: the protection skill competes with Heal and Power Blessing
  • Defense rune upgrade โ€” still not enough: +25% defense helped, but the wall held
  • Priest block-build idea: the tanking pivot that might be the key at level 50
  • Enchant materials don't come back on removal โ€” a costly lesson
  • Root cause: gear shortage โ€” what to farm next

Normal 3-10: Sanctuary carries the day

The Normal 3-10 boss hits the rear rank too, not just the Priest up front. Ranger and Sorcerer both take damage, and if healing can't keep up, the party collapses quickly.

In practice, the Priest's area heal Sanctuary held everything together. Take a hit, Sanctuary, recover โ€” repeat. DPS requirements for this boss aren't that high; healing and survivability are the real keys, and Sanctuary covered both.

Honestly I was expecting a real fight and got a walkover. Moving on.


Nightmare unlocked โ€” Chapters 1โ€“3 on repeat

Clearing Normal 3-10 kicked me back to Chapter 1, this time on Nightmare difficulty.

The game's structure: the same Chapters 1โ€“3 keep cycling at higher difficulties. Normal and Nightmare are the two I can see right now; there are presumably harder tiers above Nightmare waiting further out.

Enemy patterns and stats shift meaningfully in Nightmare. This is where gear, survivability, and elemental resistance start to matter in earnest.


Nightmare 1-10: trash clear speed + rear durability

The Nightmare 1-10 boss is a skeleton type, same as Normal Chapter 1 โ€” but it summons adds and uses AoE attacks that reach the rear rank.

If the Ranger or Sorcerer are under-geared, they go down fast. The boss's HP isn't the real challenge; the problem is the adds piling up around the rear rank, raising incoming damage to levels the Priest can't heal through.

This fight made me start caring about defense runes and gear updates.

Nightmare 1-10 durability reference

These are approximate numbers from my own run โ€” treat them as rough benchmarks:

Hero HP Defense Damage taken (approx.)
Sorcerer116462~70 (46 HP remaining)
Ranger91667Near-death after one hit

The Ranger has higher defense than the Sorcerer but lower HP โ€” so despite better mitigation, it's the one on the edge. A useful durability baseline to keep in mind.

Nightmare 1-10: rear rank hero going down in one hit
โ–ฒ A rear-rank hero dropping in one hit. Under-geared parties collapse fast at this difficulty

Level 30s unlock new skills

Hitting the level 30s opened new skills for each hero:

Hero Skill Type Notes Using?
Ranger Piercing Arrow Attack (pierce) Pierces multiple enemies. Strong in a skill-focused build; lower priority in an attack-speed build where raw hit count matters more โŒ
Sorcerer Snowstorm Attack (placed AoE) Placed AoE. Can miss in fast-farming loops when waves clear quickly, but effective on bosses and stationary enemies โœ…
Priest Sanctuary Heal (placed AoE) AoE heal that cleared Normal 3-10. Placed, so it can misalign when the Priest moves forward; strong when the party clusters โœ…

Ranger crit scaling: "coefficient +20%" isn't "+20 percentage points"

One thing I noticed while reviewing skills: the Ranger's crit upgrade is labeled "crit rate coefficient +20%."

This means the current crit rate is multiplied by 1.2 โ€” not that 20 percentage points are added. If base crit is 4%, the result is 4.8%. Stack it again: 5.6%. The absolute gain is tiny.

Crit needs both rate and damage multiplier to move the needle, and at this stage the base rate is too low for the multiplier to matter. Attack speed stacks into more hits, which translates directly to damage โ€” so I'm keeping the Ranger on attack speed and parking crit for later, when equipment can push the base rate into meaningful territory.


Arcana gear and the slot system

Day two brought the first Arcana drop.

Gear rarity from what I've confirmed so far:

Common โ†’ Uncommon โ†’ Rare โ†’ Legendary โ†’ Immortal (red) โ†’ Arcana (purple)

Arcana appears to be the current ceiling. Beyond stat values, Rare+ gear has slots that accept materials to add extra stats. The slot types depend on rarity:

Rarity Slots
Rare Decoration slot ร—1
Legendary Decoration slot ร—2
Immortal Engraving slot (additional)
Arcana Inscription slot (additional)

I haven't confirmed every material source yet โ€” act boss chests seem like the likely place. Efficient material farming will probably become important once gear upgrades slow down.

Arcana gear with slot breakdown visible in the right panel
โ–ฒ First Arcana drop (purple). The right panel shows the slot layout โ€” a different tier of customisation from lower rarities

Nightmare 2-8 wall: Fire Spirits hit the rear rank

After a half-day of idling, I pushed through Nightmare Chapter 2 โ€” until I hit 2-8.

The problem: Fire Spirits. They throw explosive AoE at the rear rank; the Ranger and Sorcerer take huge hits, and the Priest at the front can't reach them in time. This was the first genuine gear-gap moment.

It's not just raw defense โ€” elemental resistance is probably insufficient. The Priest's armor is outdated too, so the front line isn't absorbing enough to buy the rear time. I started wondering whether a tank hero like the Knight might be necessary here. Looking at the Knight's kit, though, it seems designed around block rate rather than elemental resistance โ€” a different style of mitigation.


Blessing of Protection vs. skill slots

Fire Spirit damage probably includes an elemental component.

The Priest has a level-30s passive called Blessing of Protection โ€” a permanent aura that raises the party's elemental resistance. On paper it's exactly what this stage needs. The problem is the Priest only has two skill slots.

Current setup: Power Blessing (party-wide attack buff) + Heal (single-target recovery). Slotting Blessing of Protection means dropping one:

  • Drop Power Blessing โ†’ kill speed falls, which means more time taking damage
  • Drop Heal โ†’ lose the Priest's single-target sustain and personal durability
  • Sanctuary as a third option adds healing volume but is placed-type, so it can misalign when the Priest moves forward

Every combination I tried still couldn't tank Nightmare 2-8 at current gear levels.

Nightmare 2-8 battle: testing elemental resistance against Fire Spirits
โ–ฒ More resistance helped with individual hits โ€” but the number of hits went up more than the resistance compensated for
Fire Spirit attacking from off-screen
โ–ฒ Fire Spirits attack from off-screen โ€” the rear rank gets chipped down by something that isn't even visible yet
High-offense Priest build pushing deepest into 2-8
โ–ฒ Counterintuitively, a more offensive Priest build pushed deepest into 2-8. Kill speed matters โ€” sometimes more than resistance

Defense rune upgrade: +25% defense, still not enough

If skills can't solve it, runes might.

I maxed out the defense rune โ€” +25% defense total. Damage taken dropped noticeably in practice. But Nightmare 2-8 still didn't clear. The wall held.

Progress was real โ€” making it maybe halfway through consistently now โ€” but the final collapse still happens. This tells me the defense rune has hit its ceiling contribution; the next unlock is a gear update. The Priest's armor in particular is badly outdated; I want Rare+ gear at level 40 or higher.

Status screen after maxing defense rune
โ–ฒ After maxing the defense rune โ€” numbers improved, but Nightmare 2-8 is still a wall

The Priest block-build: an obvious-but-exciting idea

With runes and skills capped out, I started thinking about a different pivot: building the Priest around block rate.

The Priest is effectively the party's front-line tank. Current builds focus on heal output โ€” but if the party is dying before heals land, maybe the right answer is reducing incoming damage at the source rather than recovering from it.

Block rate can zero out damage on individual hits. Against high-frequency attackers like Fire Spirits, high block rate could be transformative. Looking at the Priest's skill tree, there are block rate upgrades available around level 50. If I can reach that, it might be the breakthrough.

Current paths to Nightmare 2-8:

  1. Find higher-rarity gear (gear update path)
  2. Level the Priest to 50 and rebuild around block rate

Both resolve over time. Realistically I'll pursue both in parallel โ€” gear updates while grinding toward level 50.


Enchant materials don't come back on removal โ€” a costly lesson

One painful discovery worth flagging.

Rare+ gear accepts materials via the Cube's decoration feature: combine the base gear with a material that carries the stat you want to add. You can remove the added stat later โ€” but the material is consumed, not returned.

I assumed materials would come back and tried several options casually. Wasted a meaningful amount of rare crafting material.

Materials are gone when you use them. Experiment carefully.

This is especially easy to get wrong in the early game, when you don't yet know which stats you'll actually need. My advice: hold materials until you have gear you're keeping long-term, then commit.


Root cause: gear shortage. Time to farm.

Pulling it together: the reason Nightmare 2-8 is a wall is simply gear. Defense is rune-capped. Elemental resistance needs dedicated materials. Block rate needs level 50 and specific gear. All three paths converge on the same requirement: Rare+ armor at level 40 or above.

Drop rate runes become more relevant once you're spending significant time farming. Inventory capacity also matters โ€” full inventory during a long idle means missed drops.

The early-game priorities (attack, move speed, gold) have carried me to this point. Now defense, drop rate, and inventory are moving to the front of the queue.

This is the idle game loop revealing itself: time solves everything, but figuring out how to use that time efficiently is the actual game.


Comparing gear: always check the stat screen

One practical tip before wrapping up.

A rough rule: update gear every 5 levels. Rarity can compensate for level gaps โ€” a Rare at level 35 might beat an Uncommon at level 40.

Weapons are easy to compare (attack power is a single visible number). Armor and accessories involve HP, defense, and percentage bonuses all at once โ€” which makes eyeballing unreliable. The correct move: equip the candidate piece and check whether the stat screen actually goes up. Hold off on selling or synthesising until you've done that comparison.

Weapon comparison panel showing attack power side by side
โ–ฒ Comparing weapons directly โ€” attack power is easy to read at a glance. Armor takes more work
Before/after stat screen showing attack power rising from 187 to 308 after gear update
โ–ฒ Left: before update (ATK 187), right: after (ATK 308). Same rarity, just a level gap โ€” and a huge difference

When both rarity and level differ, the stat screen is the only reliable judge. Build the habit of checking before committing.


Wrap-up: Normal cleared, Nightmare wall found

Day two in brief:

  • Normal 3-10 cleared with Sanctuary โ€” faster than expected
  • Nightmare unlocked; Nightmare 1-10 cleared shortly after
  • Fire Spirits at Nightmare 2-8 stopped progress cold
  • Defense rune maxed at +25% โ€” helpful, but not enough
  • Next priority: Rare+ armor at level 40+

Nightmare added real depth to the game. Fire only, boss HP wasn't the problem โ€” gear and elemental resistance were. The wall is clear; the path to clear it involves parallel progress on gear and levels.

Next session targets: Nightmare 2-8 cleared, or Priest at level 50 for the block-build unlock.


Quick-reference Q&A

Questions that came up during this session:

Q. What happens after Normal is cleared?

The game loops back to Chapter 1 on Nightmare difficulty. The structure repeats Chapters 1โ€“3 at increasing difficulty tiers โ€” Nightmare is confirmed, and harder modes are presumably waiting above it.

Q. "Crit rate coefficient +20%" โ€” what does that actually mean?

It multiplies the current crit rate by 1.2 โ€” it does not add 20 percentage points. At a 4% base rate, +20% coefficient gives 4.8%. Crit needs both rate and damage multiplier to scale; at low base rates, attack speed gives more reliable DPS. Revisit crit when gear can push the base rate high enough to matter.

Q. Do slot types differ by gear rarity?

Yes โ€” from what I can confirm: Rare = Decoration ร—1, Legendary = Decoration ร—2, Immortal adds an Engraving slot, Arcana adds an Inscription slot. Each slot accepts different material types that add extra stats.

Q. What should I know about decoration / enchanting?

Added stats can be removed โ€” but the material is consumed, not returned. Don't experiment casually on gear you plan to replace soon; commit materials only once you're keeping the piece for a while.

Q. How do I decide whether to update gear?

Weapons are easy โ€” compare attack power directly. For armor and accessories, equip the candidate and check whether the stat screen goes up overall. Rarity can beat a level gap โ€” a Rare at 35 might outperform an Uncommon at 40. Always check the numbers before selling or synthesising.

Q. What to do when rear-rank heroes keep dying in Nightmare?

Multiple levers: โ‘  upgrade defense runes, โ‘ก update armor to Rare+ / level 40+, โ‘ข run Heal + Sanctuary on the Priest, โ‘ฃ add elemental resistance with Blessing of Protection, โ‘ค build toward block rate at Priest level 50. One change alone may not be enough โ€” combine approaches for the best result.

Q. When do drop rate and inventory start to matter?

Once you're doing long idles. Full inventory = missed drops during idle. Drop rate runes help when you're farming gear intensively. Early on, attack / gold / move speed take priority โ€” but once you hit a gear wall, the support stats suddenly matter a lot.


TBH Play Log #3

[Taskbar Hero / TBH Play Log #3] Cleared Nightmare Chapter 2 โ€” then hit a gear wall at 3-5

  • Game Taskbar Hero / TBH
  • Topics Nightmare Chapter 2 cleared with a block-build Priest; gear wall at 3-5 revealed the equipment grind
Read Play Log #3 โ†’

TBH: Task Bar Hero

TBH: Task Bar Hero โ€” A free, ultra-tiny idle RPG that lives in your taskbar

  • Price Free
  • Genre Idle / Hack & Slash / RPG
  • Language English โœ…
Read the review โ†’

#Play Log#Idle#RPG#Taskbar#Steam#Taskbar Hero#TBH#Progression#Nightmare
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