Different stats respond differently to pips and SP upgrades. Match those settings before comparing a damage die, Growth chance or a support effect.
The basic effects of 44 Dice, 7 pips awakening, numerical values and official management ID. Rune, player passivity and support are enhancements added to Dice and players. They are not here. Please go toDice TreeLook at their position and front relationship.
With at least 3 Fire Dice of 3 pips, can transcend into Solar Dice. Activates when 3, 5, 7, or 9 Solar Dice are summoned
Unlock cost: Gold 100,000 + Solar Cores 2,000
Each time you attack the same monster, the damage increases until it reaches the maximum stack. When summoning 3, 5, 7, 9 "Solar Dice", it becomes [Enabled] and causes Area Damage
Dice AwakeningActivates at 7 Pips
Regardless of the Dice quantity, the effect is always enabled
Power gear damage buff amount100%+50%100%+50%800%+50%800%+50%
With 9 Gear Dice connected, can transcend into Gear Second Dice. When summoned, appears as 1 of these gear types: Enhanced, Speed, or Power
Unlock cost: Gold 100,000 + Gear Second Cores 2,000
During a normal attack, attack the 3 monsters at the front. When summoned, use the [Enhancement/Shifting/Power] gears to appear with 1 types. Damage or attack speed gain will be given according to the type of the connecting gear. When the position is changed by transposition, the type of the gear changes.
Dice AwakeningActivates at 7 Pips
Has the effect of both power gear and transmission gear.
When Combo Dice reaches 111Combo, it can exceed Limit Dice
Unlock cost: Gold 100,000 + Limit Cores 2,000
Merging Limit Dice together adds 1 Limit stack, increasing damage as stacks grow. On transcendence, the #Combo used is converted into Limit stacks at 1.5 times efficiency, and grants special #Limit Power abilities based on the #Combo count.
Dice AwakeningActivates at 7 Pips
A 7-pip Limit Dice gains a Limit bonus equal to the #Combo count used for transcendence.
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