Die in the Dungeon

Die in the Dungeon

Not enough ratings
Complete Dice Guide (Every Type, Mod, Property...)
By checkmate101
Here is a field guide for every dice type, property, mod, and shape in the DitD full release! Let me know what other tutorials you would like to see!

I've gathered brief descriptions of all the dice in DitD - attack, block, heal, boost, and more! My goal with the how-to's is to give you as much information as possible in a condensed format. But I'll also give tips / tricks that I think will help players as well.

Some of the dice are really powerful, or central to certain build synergies. Best of luck to you as you Die in the Dungeon and fill your Codex!
   
Award
Favorite
Favorited
Unfavorite
Video Guide
Dungeoneer's Notes
Dice Shapes
  • D4 - cost 0 energy, generally low faces, max face value of 4
  • D6 - cost 1 energy, max face value of 6
  • D8 - cost 2 energy, generally higher faces, max face value of 8

Dice Types
Attack Dice
  • Attack - deals the final value in damage to the target enemy
  • Splash - deals the final value in damage to the target enemy, and 50% final value to the other enemies
  • Lethal - deals the final value in damage to the target enemy, if that enemy is killed, it damages the same amount for the next enemy, does not chain
  • Puncture - deals the final value in damage to the target enemy, if the enemy has block, then deal double damage
  • Area - deals the final value in damage to all enemies
  • Poison - applies the final value as poison modifier to the target enemy. Poison stacks deal their value in damage to the enemy at the end of its turn, then the stack decreases by 1
Block Dice
  • Block - applies the final value as defense to the player
  • Barrier - applies the final value as barrier stacks to the player. Barrier stacks apply their value to the player as defense at the start of the player’s turn and then the stack halves in value
  • Thorns - applies the final value as thorns stack to the player. Thorns does not actually provide defense, but instead counter attacks enemies who attack you. Thorns stacks are removed at the start of the player based on the amount of damage dealt to enemies.
Heal Dice
  • Heal - increases the player’s health by its final value
  • Regen - applies its final value as Regen stacks to the player. Regen increases the player’s HP by the amount of its stack after the enemies attack and then the stack value halves.
Boost Dice
  • Boost - gives dice x spaces away an increase of x in final value, where x is the face of that die. You cannot boost other boost dice
  • Sticky - similar to boost, except the die that is boosted keeps the boost as bonus value whenever it is played the rest of the fight.
  • Close - gives dice adjacent to it x in final value, where x is the face of that die
  • Terrain - boosts the tile it is on by it’s final value. This terrain boost on the board decreases by 1 each turn. Terrain are not affected by the terrain boost on the board, but are affected by boost dice targeting it.
Mirror
  • Mirror - copies the dice and their final value that are x spaces away, where x is the face of that die. Mirrors targeting other mirrors do nothing.
  • Offensive Mirror - similar to mirror, but copies its target dice values as attack value to the targeted enemy
  • Defensive Mirror - similar to mirror, but copies its target dice values as defense value to the player
  • Nurturing Mirror - similar to mirror, but copies its target dice values as heal value to the player
  • Prism - not technically a mirror, but functions similarly. It projects any boost it receives x spaces away with an additional boosted value of x, where x is the face of that die. Prism can be placed on terrain boost to project that boost to other dice. When mirror dice target the prism die, all the dice that the prism targets are also copied by that mirror. Prism is one of the most complex and powerful dice in the game.
Specialty Dice
  • Reroll - dice x spaces away (targeted by the reroll dice) are rerolled when the reroll dice is played
  • Draw - gives its final value in “bonus” stacks to the player. Bonus stacks decrease by one, each time the player uses the Draw button
  • Blood - deals its final value in damage to the player, but applies 1 might stack to the player. Might stacks do not decrease the entire fight and increase all attack dice by its value
  • Energizer - gives its final value in Energizer stacks to the player. Energizer decreases by 1 each turn and gives the player 1 extra energy that turn.
  • Coin - if the final value of the coin die is 5 or more, the player gets 6 coins immediately
  • Fortify - If the final value of this die is 10 or more, give the player the Fortify modifier. The fortify modifier allows block to remain after the end of the turn.
  • Backstab - If the final value of this die is 10 or more, give the player the Backstab modifier. The backstab modifier allows all attack to ignore enemy defense and damage its HP directly
  • Hollower - grants the Hollow property to the dice it targets
  • Void - dice targeting void have their energy cost reduced to 0. Its final value is dealt as damage to the player
Mods
  • Flash - dice with the flash modifier are played instantly
  • Glass - dice with glass are exiled and cannot be played the rest of the fight
  • Grow - the final value of dice with grow is increased by 1 every time it is played
  • Heavy - heavy is locked on the board when played. Its face value decreases by 1 each turn it is on the board. When its face hits 0, the heavy die is discarded
  • Hollow - energy costs for its dice are reduced by 1. (Dice can’t have a negative energy cost)
  • Faulty - the face values and properties cannot be changed
  • Double Dip - when this die is drawn, draw another
  • Retry - this die may be rerolled once in the player’s hand
  • Pointy - this die deals 1 damage to the player when played
  • Toxic - this die applies 2 stacks or poison to the targeted enemy
  • Pack - this die gets an extra +2 value for every other die on the board of the same type
  • Group - this die gets and extra +1 value for every other die adjacent to it on the board
  • Gravity - this die is locked on the board when it is played. Each subsequent turn, it moves one spot lower on the board. When it drops off the board, it is discarded.
  • Retain - this die will remain in the player’s hand if not played
Dice upgrades
  • Basic - starting decks and most rewards will be basic tier. These are low values (D4 = 0-2, D6 = 1-3, D8 = 2-6)
  • Silver - dice can be upgraded at the forge from basic tier. Dice are given points equal to their shape to add to any face (d4 has 4 points, d6 has 8, d8 has 8)
  • Gold - dice can be upgraded from silver to gold at the forge starting in Area 2. Dice are given points equal to their shape to add to any face
  • Redistribute - dice can have their faces redistributed at the forge or at campfires. You can rearrange or remove faces based on points equal to their shape
  • There are certain events that will change or add dice value allowing for some very powerful custom dice
Enemy Dice
  • Bee Honey Dice - These dice are used by the Queen Bee Boss and Worker Bee enemies. Dice that are targeted by honey dice have their values cut in half. When boost dice target these dice, the corresponding enemy receives an attack boost for the rest of the fight. These dice are not locked to the board and can be moved by the player.
  • Ant Presence Dice - these dice are used by the Ant enemy and are locked to the board and prevent players from using the tiles they occupy. When boost dice target these dice, the corresponding enemy receives an attack boost for the rest of the fight.
  • Sneak Dice - sneak dice must be targeted with a die for the Sneaky enemy to appear and be targeted by the player
  • Sting Dice - these glass dice are used by the Mosquito Duke boss. They deal their final value as damage to the player and as heal to the boss.
5 Comments
Syobon 6 Mar @ 10:45pm 
Well, unfortunately, the Mirror Terrain Combo was patched in version 4.1.8. However, I discovered another infinite combo available with Tungsten Hand. First, you need two Heavy/Gravity + Flash Reroll Dice, and each face must have a value of at least 1 (having all faces equal makes it even more convenient). Then you need another dice, also with Heavy/Gravity + Flash + all faces gt1, to serve as an output.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3439795192
I used a Terrain Dice here, but any Attack or Block Dice can get the job done.
The Reroll dice seem to only appear in Area 1 at the moment.
checkmate101  [author] 28 Feb @ 4:09pm 
Yeah those combos with tungsten hand are way broken right now :D
Syobon 28 Feb @ 7:22am 
Just find out, Tungsten Hand + Haste+Gravity should be the same
Syobon 27 Feb @ 8:43am 
And The Tungsten Hand + Haste+Heavy Dice combo let you only pay the cost once, after which you can repeatedly pick up and set back that dice on the board to trigger its effect until its value reaches zero in a single turn.
Syobon 27 Feb @ 8:34am 
Tungsten Hand + Haste+Heavy Terrain Dice = OP
If you also have a non-Haste Terrain Dice and a Mirror Dice that can target multiple tiles , the values can quickly become out of control.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3435196219

Normally, the effect of a Boost Dice is not affected by the Boost Value, but when you use a Mirror Dice to copy both a Terrain Dice and a non-Boost Dice, the Terrain effect that the Mirror Dice copies will be affected by the Boost Value received by the other non-Boost Dice .