Tears of Metal: Beginner's Guide
Dying a lot in the early Acts? This guide is the survival onion โ six layers of not-dying, from health management to your army, distilled from the top-rated community guides.
Layer 1: Health management
Run out of HP and the run ends (solo) or you go down and cost your team coins to revive (co-op). So the first rule is simple:
- Stay above 1/3 HP at all times. Don't top up to full โ you'll waste the healing you walk past.
- Keep 300โ400 coins in reserve for emergency heals and revives. Nearly everything that heals costs coins.
The healing sources in the game right now:
| Source | Campfire with chicken |
|---|---|
| Heal | 5 HP (spawns on all maps) |
| Source | Healing Fountain (regular / golden) |
| Heal | 20 HP / 60 HP |
| Source | Healing area on global map |
| Heal | Under 40% โ comparable to a golden fountain |
| Source | Boss defeated |
| Heal | ~30โ40%, slightly stronger than a regular fountain |
| Source | Event areas on global map |
| Heal | Usually 20%+ of max HP, varies by event |
| Source | Shop healing item |
| Heal | Small (~20%) to large (30โ40%+) |
| Source | Ruadh's special ability |
| Heal | Fixed amount per hit, scales with meta progression |
Almost all healing is percentage-based and can be boosted by the Healing Power modifier.
Layer 2: Block & parry
- Block health regenerates on its own โ trade block health instead of HP whenever possible.
- Stagger warning: when block health is depleted you get staggered, and block won't regenerate for a while.
- Parry = block right before the hit lands. Parries don't cost block health โ with good timing you can parry forever.
- Block cancels everything โ attacks, dodges, any action. It's your universal "abort" button.
- Block and parry work 360ยฐ โ you don't need to face the enemy.
- Block-break attacks still don't touch your HP โ against heavy hitters, eating a block break is better than eating the hit. The stagger just makes it risky.
Layer 3: Don't get hit
- Some enemies use block-breaking attacks โ blocking won't save you forever. Learn dodge timing for the heavy telegraphed swings.
- You can block almost all AoE attacks โ test each one instead of running.
- Damage-resist buffs: the Alchemist family gives Resilience (cuts incoming damage). Some items trigger similar effects on dodge or on taking hits โ read item descriptions.
- Damage-nullification items: a flat chance to fully ignore an attack (yellow circle + small shield visual). Great, but luck-based โ don't build around them.
Layer 4: Shrines & events
Optional map events shape your build โ and can kill you. Rule: if your HP is low or the event looks too spicy, skip it.
- Horde Shrine โ waves of enemies with archer barrages between them. Permanent until cleared. (Shrine ringed by swords.)
- Mother Stone Shrine โ stones rain on your head periodically. (Shrine with mother-stone pieces.)
- Broken Bones Shrine โ +attack damage, +damage taken, for the whole mission. Purple shrine with cracks. A real trade.
- Slay Challenge โ incremental: each completion adds a wave (up to 6), spawning captains of the current Act. Skipping early Slay Challenges keeps the wave count low. Rewards: -threat or a chest with an item + coins per captain.
Shrines award Family emblems for you or your ally; Slay Challenges give threat reduction and loot.
Layer 5: Army commands
Your battalion is damage, not decoration. Key rules first:
- Lock on before calling a command โ without a lock, commands can miss entirely.
- Fewer living allies = weaker commands. If every ally of a type dies, that command is disabled. Keep them alive.
- Army bonuses: mixing two troop types gives the strongest bonuses (e.g., 6 infantry + 6 spearmen = King's Guards 3, a big Infantry Command boost). One troop type alone caps at level 2.
- Family emblems activate on ally commands (max emblem level: 5). Allies can't hold hybrid emblems.
| Command | Infantry |
|---|---|
| Effect | 400+ single-target damage โ captains and bosses only; won't miss once locked, but infantry must run to the target |
| Command | Spearmen |
| Effect | 1300+ AoE around the player/spearmen โ wipes fodder; targets a captain if no fodder; can't miss (spearmen dash in if far) |
| Command | Archers |
| Effect | 500โ800 damage zone under a target โ but the zone doesn't move, so only hit stationary/slow enemies; drops from anywhere |
Allies also deal passive damage around you (not against bosses) โ scale roughly with their run-preparation damage value.
Layer 6: Solo vs co-op
Community consensus: a good co-op run is easier than solo โ but dying in co-op actively drains coins from your teammates (revives cost coins), so the first rule (don't die) matters even more in multiplayer.
FAQ
What's the best healing source?
Golden fountains (60 HP) and the global-map healing areas are the most reliable big heals. Keep coins ready for them.
Is parrying worth learning?
Absolutely โ it's free (no block-health cost) and it stuns bosses faster.
Should I do every shrine?
No. Broken Bones and high-wave Slay Challenges are optional risk/reward โ skip them on low HP.
Which hero should I start with?
Community suggests Ruadh for beginners โ his special ability heals per hit.
Related:Combat Guide ยทWallace's Secret Weapon ยทAchievements Guide