Die in the Dungeon: Origins

Die in the Dungeon: Origins

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A 5 Step Guide on how to break the game
By Migan
How to break the game and get the most difficult achievements.
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5 Step Guide
  1. Get 1 Terrain Dice.
  2. Give it Flash (Hollow too, if you have the chance).
  3. Get the Bullseye and/or Mark of the Chosen One Relics (Bullseye is much better early game).
  4. Remove every Dice in your deck except 1 Terrain Dice, 1 Attack Dice, 1 Block Dice, 1 Heal Dice and 1 of whatever Dice you want.
  5. Repeat Step 2 for every other Dice you have (Prioritize the Attack Dice, then the Block Dice, then pick whatever you want).
Synergistic Relics
  • Unpolished Shards: Boosts all your Glass Dice by 3.
  • Evergreen Sap: Preserves your Terrain and Healing Dice as long as you manage your energy correctly. Allows your Dice to scale infinitely within each combat.
  • Scavenger Beak: Increases the chance of finding the things you need.
  • Star Yo-Yo: Speeds up combat by allowing you to kill all enemies on turn 1.
  • Moon Chakram, Blinding Lightbulb, Toxic Cloud and Dancing Shurikens are useful for dealing small amounts of damage to kill the pesky persistent Bug.
  • Providential Vial: Boosts your turn 1 consistency.
  • Munchable Dopamine: Doesn't synergize with the build much, but it provides more max health for basically free.
Notes
  • You don't have to finish the build before the Boss. You won't be done by the time you reach Floor 50, so no need to rush.
  • This setup can easily do the "Reach Floor 50" and "Deal 100 Damage in one attack" Achievements, and can, maybe, go on forever (I didn't do the math on that).
  • The Bug that puts a Dice on the Board does deny you the Mark of the Chosen One boost but that doesn't start mattering until waaaaay past floor 50.
  • If you feel like it, you can get a 2nd Terrain Dice and replace your other Dice with better versions, such as Grow Attack Dice, but that is not necessary at all.
How it Works
  • You only have 4-5 Dice, so you will draw all of them every single turn.
  • As long as there is only 1 Dice on the Board, the value of said dice will be multiplied by 6.
  • With Flash Dice you can abuse this boost multiple times during the same turn.
  • Now for some boring math (Lets assume you have Bullseye, Mark of the Chosen One and Unpolished Shards):
  • If you place your Terrain Dice with a value of 6 in the Center, that Square will now have a +42 boost (+36 without Unpolished Shards).
  • If you now place an Attack Dice with a value of 6 on the same Square, that Dice will deal (42[Square Boost] + (6[Dice Value] x 3[Mark of the Chosen One] + 3[Unpolished Shards])) x 2(Bullseye) = 126 damage. The Enemies on Floor 50 have around 40 Health at best.
  • Without Unpolished Shards you deal 108 damage and with only Mark of the Chosen One you deal 36 damage which is still enough to reach Floor 50.
  • Now imagine the damage you'd deal with 2 fully upgraded Terrain/Attack Dice.
25 Comments
Balacudaco 28 Mar @ 9:23am 
Nice
ドンキホーテ 29 Nov, 2024 @ 7:32am 
any video will be helpful
Voltaire 19 Sep, 2024 @ 8:20am 
Having Heavy on one, maybe 2, attack dice isn't bad, since the Heavy + Flash means it will fire off instantly, and then again at the end of your turn, meaning you can get twice the value out of it. However, heavy will block the spot on the board, meaning you can't use the terrain bonuses you set up, so only do one or two heavy dice, and be careful about how you use them.
Voltaire 19 Sep, 2024 @ 8:15am 
Glass dice are king, all faces are 6, and since the sap relic will let you re-use them all, and unpolished shards grants a +3 buff to the value, you get guaranteed 9s, at no cost.

End goal is 8 Flash & Glass & Hollow terrain dice, and 8 Flash & Glass attack dice, with the last slots for whatever you want.

Blindfold which gives attack dice hollow and +1 for free. The muffin should be the last relic you pick up, at which point your first turn is always terrain dice setup, and your second turn involves firing off 9 dice into the enemy.
None of the relics are actually bad; Liquid Karma has no downside, with every face the same. Rigged coin helps with setting up your terrain dice turn 1, and blindfold targeting doesn't matter once you've gotten the yo-yo. Just don't pick frozen knife over melting knife.
flowingwithlife 14 Sep, 2024 @ 12:02am 
Yeah i let myself die on 200. Doing 1k damage in a single hit on turn 2 or 3 is wild.
MUGGY 17 Aug, 2024 @ 6:09am 
This strat is so broken, currently on floor 200 using this and the info Troff provided. Always at full health and beat every floor by turn 2.
Troff 20 Jul, 2024 @ 10:35am 
Thanks for guide, I've made it to level 178 (and STILL going) using it.

My final layout is 5 dice - Attack, Block, Heal, Terrain, Terrain

The Terrain dice are with 6 x 6 for possible rolls. They're glass but it doesn't matter as your energy never reaches zero with that special relic, and are much better than other terrain dice.

All dice had flash, grow, hollow.

At the start (up to level 100) I relied on 1 or 2 purple boosters. KEEP THEM AT SILVER and AVOID relics which max out dice, as they need to target the center, which they can't if they are a 5 or 6)

It doesn't matter what relics you get as soon you'll get all of them, I collected all relics at level 150. What matters is which relics NOT to get. Choose carefully in case they affect your start.

The worst enemy is the one that puts rocks on your board. This nullifies the x2 bonus, which kills you if you are not careful. Target this enemy to get rid of the rock, then you can block + heal up to max health before the next round.
gg27 21 Jun, 2024 @ 9:32am 
my brain is exploding
Croatian Cowboy 12 Jun, 2024 @ 8:26am 
As for the items, if you go as far as I did you will eventually have every single item in the game minus the ones that negatively effect you, of course. Such as: Blindfold, liquid karma, frozen knife, rigged coin (after you get the muffin, your dice will be -1 on attacking turn.)
But the items that are 100% necessary for the build to work are:
- Backpack, Joker, Moon Chakram (won't receive until very late). These allow you to always start with 8 dice
- MotCO, Bullseye, Unpolished shards, Star yo-yo, Blinding bulb, Melting Knife. These give you your damage
- Providential vial and Crooked hourglass are also necessary for the early game, as you're slowly working your way to this build, but eventually become obsolete if you have a full hand of dice that always land on 6
Other very very good ones (that you will eventually get no matter what anyway) but aren't *technically* necessary are the pachinko balls, energy drink, evergreen sap, and the nightmare plasma.
Croatian Cowboy 12 Jun, 2024 @ 8:09am 
If someone who has better patience than me wants to copy my build and see how far they can go, like i was trying to do before eventually getting bored out of my mind after reaching floor 500+, here is exactly what I had in my hand as of quitting
- 2 Glass Flash Hollow Terrain dice
- 1 Glass Flash Hollow Attack die
- 2 Flash Hollow "The Holy" attack dice (not technically 100% necessary for the build, i just got lucky, but having as many guaranteed 6s after turn 1 once you get chocolate muffin is definitely nice. need to be lucky to get these though)
- 1 Flash Hollow Attack die
- 1 Flash Hollow "Overkill" Attack die (has the Heavy property, too)
- 1 Flash Hollow Grow Block die (can honestly be replaced with a 3rd terrain die if you want to be extremely overkill, bc i did not need to ACTUALLY use this die for most of the game, but new the math with force me do have to prep on the muffin turn with a block eventually, especially in a bad Presence Bug room)