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Tears of Metal Wiki

Guide

How to play it, rather than what is in it. This section answers questions of timing and rule: which attacks must be parried, where a vulnerability window comes from, and what that battle name on the map says about the enemies waiting there.

Everything here is derived from the game data and can be traced back to it; anything that cannot be derived is not written. What you will not find is a best build or a guaranteed route — those have no data behind them, only opinion. Controls are the exception: they are 20 default bindings, copied as-is.

Bosses
3
Boss attacks
32
Battlefields
63
Tightest parry window
0.066s

Verified from game files · EA 1.0 (2026-07-22)

In this section

Four pages, one chain

These four pages answer four links of the same question. The map decides what you will run into and in what order. The battlefield decides what the arena is allowed to throw at you once you are there. The boss tables decide which attacks you are permitted to block at all. The parry data decides whether you can react in time. Read in that order and each page explains a number the next one assumes you already have.

What you will not find is a tier list or a recommended route. Those need opinions about what is strong, and this site has no data for opinions. What it has is timing and rule: 32 boss attacks with their damage and block behaviour, 63 battlefields with their exceptions, the per-row odds behind every generated map, and 20 default bindings copied as they ship.

What only shows up across tables

Each page below reads one table. These are the facts that appear only when you line them up against each other.

12 of the 32 boss attacks cannot be blocked
The tables encode this with a sentinel rather than a flag: those attacks carry a block multiplier of 1000. Multiply an attack by a thousand against a block stamina pool that tops out between 5 and 50, and the only possible outcome is a break. The distribution then runs backwards from expectation — the act 1 boss has the highest share at 5 of 8, while the final boss has 3 of 16. The first boss in the game is the one that forces you to learn parrying.
The parry window differs by 2.3× between heroes
Brienne Ironleg gets 0.15 seconds to land it; Ruadh Stonecrusher gets 0.066. And the narrow one is not compensated anywhere else — the same hero also has the lowest block stamina in the game, 5 against a high of 50, and the shortest recovery distance after a break. Choosing a hero is choosing a defensive difficulty, and no screen in the game says so.
Parrying a boss buys no stagger at all
Group every unit by how long it reels after a block and after a parry and you get 11 distinct tiers. The last tier reads 0.0 and 0.0, and it contains exactly 3 units: the bosses. Against a regular enemy a parry buys between 0.4 and 4 seconds of opening; against a boss it buys nothing except the damage you did not take. Boss openings come from the break gauge instead, which is why each boss page leads with that number rather than with attack damage.
The 63 battlefields thin out as you go
Act 1 draws from 26, act 2 from 24, and act 3 from only 13. Later chapters repeat arenas far more often, which in practice means the last act is where knowing a layout starts to pay. 59 of the 63 carry no special rules whatsoever — the exceptions are rare enough that the page lists every one of them individually.
Act 1's map is longer and narrower than the two that follow
Act 1 generates 6 rows where the later acts generate 5, but it places only 1–3 nodes per row against 2–7 afterwards. The opening chapter is a corridor with few choices at each step; the later ones are shorter but far wider, with more branches to weigh at once. Placement is priority-ordered too, so a node type listed at full probability is still not guaranteed — the types above it take the slots first.

What this data can and cannot answer

It answers anything with a number behind it: how much an attack does, how long a window stays open, how likely a node type is on the fourth row. It cannot answer what to build, whom to pick, or which order to take upgrades in — those depend on how you play, and the game files have nothing to say about it. Where a page does make a judgement call, it says so in place. Controls are the one page that is a straight copy: 20 default bindings across 4 zones, printed exactly as the game ships them.

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