Random Dice 2 dice tree and skill nodes

Dice Tree Node List (245 nodes)

Nature(49)

Fire Dice(Dice)
When a basic attack hits, it will cause additional damage to monsters around the target.
Awakening (enabled when 7 pips):Applies #Burn to monsters hit by bullet attacks.
Spike Dice(Dice)
Places #Spike along the monsters’ path in proportion to the number of pips.
Awakening (enabled when 7 pips):Places #Giant Spike that deal damage equal to 10% of the current HP of monsters that collide with them.
Prerequisites: All Dice damage, Nature Dice attack speed
Flower Dice(Dice)
Has no effect at 1~3 pips. Activates #Bloom at 4 pips or more.
Awakening (enabled when 7 pips):Explodes upon reaching 7 pips, launching 7 #Fruit onto random cells on the board.
Prerequisites: Nature merge: +1 pip
Boulder Dice(Dice)
Summon #Boulder at a random location
Awakening (enabled when 7 pips):When summoned, has a 30% chance to summon a boulder that monsters cannot destroy
Prerequisites: Nature Dice critical hit chance
Wind Dice(Dice)
Perform a quick attack
Awakening (enabled when 7 pips):Every 111 attacks, increases damage by 111
Prerequisites: Fire Dice
Light Dice(Dice)
Increases the attack speed of adjacent dice within 1 cell in the four cardinal directions
Awakening (enabled when 7 pips):Increase the critical hit rate of adjacent Dice by an additional 10%
Prerequisites: All Dice damage
Ice Dice(Dice)
When a basic attack hits, grant #Freeze to the target
Awakening (enabled when 7 pips):Every 10 seconds, fires icicles at up to 7 monsters affected by #Freeze, dealing 300% of the dice’s damage.
Prerequisites: Fire Dice
Poison Dice(Dice)
When a basic attack hits, grant #Poison to the target
Awakening (enabled when 7 pips):Basic attack hits apply 1 additional stack of #Poison
Prerequisites: Wind Dice, Ice Dice
Nature Dice damage(Department attribute, highest Lv.15)
Nature Dice projectile damage increases by 20%(+5%).
Prerequisites: Flower Dice, Nature Dice critical hit chance
All Dice damage(Full die attributes, highest Lv.50)
All DiceBullet damage increased by 10% (+1.2%)
Prerequisites: Light Dice
Nature Dice attack speed(Department attribute, highest Lv.15)
Nature Dice attack speed increases by 10%(+1%).
Prerequisites: Light Dice
Nature Dice attack speed(Department attribute, highest Lv.20)
Nature Dice attack speed increases by 5%(+0.5%).
Prerequisites: Spike Dice
Nature Dice critical hit chance(Department attribute, highest Lv.10)
Nature Dice critical hit chance increases by 0.5%(+0.45%).
Prerequisites: Nature Dice damage
Nature merge: +1 pip(Department skills)
Merging Nature Dice has a 2% chance to grant +1 pip.
Prerequisites: Poison Dice
Nature merge: +1 pip(Department skills)
Merging Nature Dice has a 3% chance to grant +1 pip.
Prerequisites: Nature Dice attack speed
Nature merge: +1 pip(Department skills)
Merging Nature Dice has a 5% chance to grant +1 pip.
Prerequisites: Flower Dice
All Dice damage(Full die attributes, highest Lv.100)
All DiceBullet damage increased by 5% (+0.6%)
Prerequisites: Fire Dice
Nature Dice damage(Department attribute, highest Lv.20)
Nature Dice projectile damage increases by 10%(+1%).
Prerequisites: Poison Dice
All Dice damage(Full die attributes, highest Lv.20)
All DiceBullet damage increased by 15% (+3%)
Prerequisites: Flower Dice
Starting SP increased(player passive)
Starting SP increased by 40
Prerequisites: Nature Dice attack speed
Basic health increased(player passive)
Maximum health increased by 10
Prerequisites: All Dice damage
Qinger(support)
Crush Board onto Dice to gain SP (cooling time: 120 seconds)
Prerequisites: Ice Dice
Crush Strengthening(Support enhancement)
Smash cooldown reduced by 30 seconds
Prerequisites: Qinger
Bullet damage% increased(Dice Rune, highest Lv.50)
Basic attack damage increased by 20% (+4%)
Prerequisites: Fire Dice
Spike+3(Dice Rune, highest Lv.50)
When creating #Spike, has a 5%(+0.2%) chance to create 3 more.
Prerequisites: Spike Dice
bloom(Dice Rune, highest Lv.50)
#Bloom Damage increased by 50% (+10%)
Prerequisites: Flower Dice
Boulder cooling reduction(Dice Rune, highest Lv.50)
Skill cooldown time is reduced by 0.5 seconds (+0.2 seconds)
Prerequisites: Boulder Dice
Bullet damage% increased(Dice Rune, highest Lv.50)
Basic attack damage increased by 30% (+6%)
Prerequisites: Wind Dice
Light buff attack speed % increase(Dice Rune, highest Lv.50)
Attack speed increase gain increases 5% (+0.2%)
Prerequisites: Light Dice
Freeze increase(Dice Rune, highest Lv.50)
Damage dealt to monsters in #Freeze status increases by 20% (+1%)
Prerequisites: Ice Dice
Poison maximum stack increased(Dice Rune, highest Lv.50)
Increases the maximum #Poison stacks by 2(+1).
Prerequisites: Poison Dice
Fire range increased(Dice Rune)
The application scope of Area Damage has been greatly increased
Prerequisites: Bullet damage% increased
Giant Spike(Dice Rune)
When summoning spikes, has a 20% chance to summon #Giant Spike.
Prerequisites: Spike+3
regeneration(Dice Rune)
When a new Flower Dice activates #Bloom on the board, inactive Flower Dice on the board also activate #Bloom.
Prerequisites: bloom
Boulder falls Area Damage(Dice Rune)
When #Boulder is generated, it will cause damage equal to 10% of the current health value to surrounding monsters.
Prerequisites: Boulder cooling reduction
Wind's 7 critical hit(Dice Rune)
Every 7 attack, the critical hit rate is 100%
Prerequisites: Bullet damage% increased
Optical gain range(Dice Rune)
The gain application range expands in the surrounding 8 directions
Prerequisites: Light buff attack speed % increase
periodic snowstorms(Dice Rune)
Every 5 seconds, create a blizzard proportional to the total pips of Ice Dice, dealing base attack damage to #Freeze-affected monsters.
Prerequisites: Freeze increase
PoisonBullet superposition+3(Dice Rune)
Basic attacks apply 3 stacks of #Poison on hit.
Prerequisites: Poison maximum stack increased
Get Burn(Dice Rune)
Basic attacks apply #Burn on hit. At 7 pips, #Burn deals 2 times the damage.
Prerequisites: Bullet damage% increased
Reflux Spike(Dice Rune)
Monsters that collide with #Spike have a 30% chance to return to the entrance (up to 1 time).
Prerequisites: Spike+3
precocious(Dice Rune)
Flower Dice activates #Bloom starting at 3 pips.
Prerequisites: bloom
Boulder Extra Summon(Dice Rune)
When summoning Boulder Dice, 10% chance to summon additional 1 Boulder
Prerequisites: Boulder cooling reduction
Wind multi-shot(Dice Rune)
During basic attack, 50% chance to additionally attack random target according to current pips
Prerequisites: Bullet damage% increased
Light kill SP(Dice Rune)
When applying buff Dice to kill a monster, additional 10 SP will be obtained.
Prerequisites: Light buff attack speed % increase
produces Freeze(Dice Rune)
Applies 1 stack of #Freeze to monsters summoned on your board.
Prerequisites: Freeze increase
Poison synthesizes 2 times(Dice Rune)
When merged, multiplies the #Poison stacks on all monsters on the board by 2.
Prerequisites: Poison maximum stack increased
Solar Dice(Dice)
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
Awakening (enabled when 7 pips):Regardless of the Dice quantity, the effect is always enabled
Prerequisites: Increased flame range, obtained Burn
solar intensification(Dice Rune, highest Lv.20)
Increases #Solar Power by +2(+2) stages.
Prerequisites: Solar Dice

Engineering(53)

Armored Dice(Dice)
Increases damage against #Boss Monster.
Awakening (enabled when 7 pips):When attacking #Boss Monster, deals 100% area damage to surrounding monsters.
Switch Dice(Dice)
Attempting to merge with another Dice of the same pip count swaps their positions.
Awakening (enabled when 7 pips):No matter pips, can change position with other Dice
Prerequisites: Gear Dice
Gear Dice(Dice)
According to the number of adjacent Gear Dice, the basic attack damage is increased proportionally.
Awakening (enabled when 7 pips):Applies #Bubble to itself upon reaching 7 pips.
Prerequisites: Armored Dice
Atomic Dice(Dice)
Summon #Atom according to the number of pips
Awakening (enabled when 7 pips):Increases #Atom rotation speed by 50% and its orbital radius by 1.5 times.
Prerequisites: Neon Dice, Engineering Dice attack speed
Neon Dice(Dice)
Only when there are 3, 5, 7 Neon Dice on Board, the damage will be greatly increased.
Awakening (enabled when 7 pips):Regardless of Dice quantity, neon effect is always enabled
Prerequisites: All Dice damage
Saw Dice(Dice)
Summons 1 #Saw when a dice is summoned.
Awakening (enabled when 7 pips):Each #Saw collision increases the number of damage hits by 4.
Prerequisites: Armored Dice
Mine Dice(Dice)
Get SP every once in a while
Awakening (enabled when 7 pips):The DiceSP production volume increases by 50%
Prerequisites: Engineering Dice damage
Sniper Dice(Dice)
Sniper target distance increases damage proportionally. When sniping to kill an enemy, follow the pips chain to snipe the next monster.
Awakening (enabled when 7 pips):Unlimited chain sniper attacks
Prerequisites: Engineering Dice critical hit chance
Beam Dice(Dice)
Fires #Beam at random monsters instead of performing basic attacks. Bullet attack increases by 300 per pip; upgrade scaling: 225%.
Awakening (enabled when 7 pips):When attacking with #Beam, has a 30% chance to start at full energy.
Prerequisites: Switch Dice
Engineering Dice damage(Department attribute, highest Lv.20)
Engineering Dice projectile damage increases by 10%(+1%).
Prerequisites: Saw Dice
All Dice damage(Full die attributes, highest Lv.50)
All DiceBullet damage increased by 10% (+1.2%)
Prerequisites: Beam Dice
Engineering Dice attack speed(Department attribute, highest Lv.15)
Engineering Dice attack speed increases by 10%(+1%).
Prerequisites: Saw Dice
Engineering Dice attack speed(Department attribute, highest Lv.20)
Engineering Dice attack speed increases by 5%(+0.5%).
Prerequisites: Engineering Dice damage
Engineering Dice critical hit chance(Department attribute, highest Lv.10)
Engineering Dice critical hit chance increases by 0.5%(+0.45%).
Prerequisites: Mine Dice
Engineering upgrade discount(Department skills)
The SP cost to upgrade Engineering Dice is reduced by 5%.
Prerequisites: Switch Dice
Engineering upgrade discount(Department skills)
The SP cost to upgrade Engineering Dice is reduced by 4%.
Prerequisites: All Dice damage
Engineering upgrade discount(Department skills)
The SP cost to upgrade Engineering Dice is reduced by 7%.
Prerequisites: All Dice damage
All Dice damage(Full die attributes, highest Lv.100)
All DiceBullet damage increased by 5% (+0.6%)
Prerequisites: Gear Dice
Engineering Dice damage(Department attribute, highest Lv.15)
Engineering Dice projectile damage increases by 20%(+5%).
Prerequisites: Rick
All Dice damage(Full die attributes, highest Lv.20)
All DiceBullet damage increased by 15% (+3%)
Prerequisites: Sniper Dice, Engineering Dice attack speed
Starting SP increased(player passive)
Starting SP increased by 40
Prerequisites: All Dice damage
Basic health increased(player passive)
Maximum health increased by 10
Prerequisites: Atomic Dice
Rick(support)
Drag Dice to support, change to low 1pips random Dice (cooling time: 150 seconds) Destroy 1pipsDice
Prerequisites: Engineering Dice attack speed, All Dice damage
Reorganize and strengthen(Support enhancement)
Refresh cooldown reduced by 20 seconds
Prerequisites: Rick
Ironclad leader Bullet% increased(Dice Rune, highest Lv.50)
Increases damage against #Boss Monster by 20%(+5%).
Prerequisites: Armored Dice
Switch Dice cooling reduction(Dice Rune, highest Lv.50)
The cooldown time of the position change skill is reduced by 0.5 seconds (+0.2 seconds)
Prerequisites: Switch Dice
Gear Bullet damage increased(Dice Rune, highest Lv.50)
Basic damage increased by 50(+20)
Prerequisites: Gear Dice
Atom basic damage increased(Dice Rune, highest Lv.50)
Increases the minimum damage of #Atom by 1000(+100).
Prerequisites: Atomic Dice
Neon enabled attack speed %(Dice Rune, highest Lv.50)
When neon is activated, the attack speed increases by 20% (+2%)
Prerequisites: Neon Dice
Saw movement speed increased by %(Dice Rune, highest Lv.50)
#Saw movement speed increased by 1.5% (+0.6%)
Prerequisites: Saw Dice
SP gain % increase(Dice Rune, highest Lv.50)
The amount of SP obtained from mining increases by 10 (+1)
Prerequisites: Mine Dice
long range firepower(Dice Rune, highest Lv.50)
The distance proportional damage multiplier is increased by 50 times (+10)
Prerequisites: Sniper Dice
Attack speed % increased(Dice Rune, highest Lv.50)
DiceBullet attack speed increased by 10% (+0.4%)
Prerequisites: Beam Dice
Ironclad boss cumulative damage(Dice Rune)
Each time #Boss Monster is struck, damage is increased by 5% (resets when boss disappears)
Prerequisites: Ironclad leader Bullet% increased
Attack speed increases after position swapping(Dice Rune)
After changing the position, the Dice attack speed increases by 80% for 5 seconds.
Prerequisites: Switch Dice cooling reduction
Gear Cross Extra Strike(Dice Rune)
When the gears are connected in a cross, the central gear 50 has a % chance to attack additional targets based on the number of pips
Prerequisites: Gear Bullet damage increased
Atom rotation acceleration(Dice Rune)
Every 3 seconds, speeds up #Atom rotation by adjusting the rotation interval by -0.5 seconds (limit: 5 seconds).
Prerequisites: Atom basic damage increased
Enable 1 grid neon(Dice Rune)
Even though there are only 1 Neon Dice still enabled
Prerequisites: Neon enabled attack speed %
Saw multi-hit + 2(Dice Rune)
Increases the number of hits per #Saw multi-hit attack by 2.
Prerequisites: Saw movement speed increased by %
Mine mining accumulation(Dice Rune)
When mining, the mining amount increases by 2 (up to 100)
Prerequisites: SP gain % increase
precision aiming(Dice Rune)
The critical hit rate increases by 100% based on the target distance.
Prerequisites: long range firepower
Beam full energy critical hit(Dice Rune)
After #Beam attacks the same target for at least 5 seconds, its critical hit rate becomes 100%.
Prerequisites: Attack speed % increased
Iron Armor Special Target Damage(Dice Rune)
Increases damage against #Giant Monster and #SP Golem by 50%.
Prerequisites: Ironclad leader Bullet% increased
Transposition cooldown ignores chance(Dice Rune)
When changing position, 50% chance to ignore the cooldown time
Prerequisites: Switch Dice cooling reduction
gear connection acceleration(Dice Rune)
When connected to Gear Dice, the attack speed increases by 5%
Prerequisites: Gear Bullet damage increased
Added large Atom(Dice Rune)
Adds 1 large #Atom with a wider orbit that deals 2 times the damage of a normal atom.
Prerequisites: Atom basic damage increased
Neon quantity damage increased by %(Dice Rune)
Each Neon Dice enabled increases damage by 50%
Prerequisites: Neon enabled attack speed %
Saw Extra Summon(Dice Rune)
When summoning Saw Dice, 30% chance to summon additional 1 Saw
Prerequisites: Saw movement speed increased by %
Generate mine grid(Dice Rune)
When summoned or combined, a mine area is generated in a random grid. When combined with Dice in the mine area, 50 SP is obtained.
Prerequisites: SP gain % increase
Must-kill sniper(Dice Rune)
Sniper Dice Critical hit damage increased by 10 times
Prerequisites: long range firepower
Beam full energy range(Dice Rune)
After #Beam attacks the same target for at least 3 seconds, its damage becomes area damage.
Prerequisites: Attack speed % increased
Gear Second Dice(Dice)
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.
Awakening (enabled when 7 pips):Has the effect of both power gear and transmission gear.
Prerequisites: Gear cross extra attack, gear connection acceleration
Gear Second strengthened(Dice Rune, highest Lv.20)
Each time Gear Second is connected, the damage increase increases by 20% (+10%)
Prerequisites: Gear Second Dice

Magic(45)

Electric Dice(Dice)
Basic attacks cause chain extra damage to other monsters
Awakening (enabled when 7 pips):Chain attacks have a 50% chance to briefly apply #Stun to their target on hit.
Resonance Dice(Dice)
Applies #Resonance to all dice on the board with the same number of pips.
Awakening (enabled when 7 pips):Applies #Resonance to all dice on the board, regardless of their pips.
Prerequisites: Magic Dice critical hit chance
Magic Bullet Dice(Dice)
After a certain number of #Bullet attacks, fires #Magic Bullet at a random enemy.
Awakening (enabled when 7 pips):Fires #Magic Bullet only at the monster furthest along the path.
Prerequisites: All Dice damage
Summoner Dice(Dice)
When merged, summons 1 random die with 1 pip
Awakening (enabled when 7 pips):Every 60 seconds, summons a random 1-pip die
Prerequisites: All Dice damage
Combo Dice(Dice)
Each merge increases the #Combo count.
Awakening (enabled when 7 pips):Increases the #Combo count by 20 upon reaching 7 pips.
Prerequisites: Magic Dice attack speed
Adaptation Dice(Dice)
After the cooling time is over, regardless of type, it can be synthesized with the same pipsDice
Awakening (enabled when 7 pips):Regardless of the type of pips, it can be synthesized with other Dice. When synthesized, pips is lower Dicepips+1
Prerequisites: Magic Dice damage
Alchemy Dice(Dice)
When merged, throws #Potion in proportion to the number of pips.
Awakening (enabled when 7 pips):Applies #Potion to all dice on the board upon reaching 7 pips.
Prerequisites: All Dice damage
All Dice damage(Full die attributes, highest Lv.50)
All DiceBullet damage increased by 10% (+1.2%)
Prerequisites: Magic Bullet Dice
Magic Dice damage(Department attribute, highest Lv.20)
Magic Dice projectile damage increases by 10%(+1%).
Prerequisites: Magic Dice attack speed
Magic Dice attack speed(Department attribute, highest Lv.20)
Magic Dice attack speed increases by 5%(+0.5%).
Prerequisites: Resonance Dice
Magic Dice attack speed(Department attribute, highest Lv.15)
Magic Dice attack speed increases by 10%(+1%).
Prerequisites: Summoner Dice
Magic Dice critical hit chance(Department attribute, highest Lv.10)
Magic Dice critical hit chance increases by 0.5%(+0.45%).
Prerequisites: Alchemy Dice
Synthetic Summon(Department skills)
Merging Magic Dice has a 2% chance to summon a 1-pip die in an empty cell.
Prerequisites: Alchemy Dice
Synthetic Summon(Department skills)
Merging Magic Dice has a 3% chance to summon a 1-pip die in an empty cell.
Prerequisites: Resonance Dice
Synthetic Summon(Department skills)
Merging Magic Dice has a 5% chance to summon a 1-pip die in an empty cell.
Prerequisites: Adaptation Dice
All Dice damage(Full die attributes, highest Lv.100)
All DiceBullet damage increased by 5% (+0.6%)
Prerequisites: Electric Dice
Magic Dice damage(Department attribute, highest Lv.15)
Magic Dice projectile damage increases by 20%(+5%).
Prerequisites: Combo Dice
All Dice damage(Full die attributes, highest Lv.20)
All DiceBullet damage increased by 15% (+3%)
Prerequisites: Magic Dice damage
Starting SP increased(player passive)
Starting SP increased by 40
Prerequisites: All Dice damage
Basic health increased(player passive)
Maximum health increased by 10
Prerequisites: Magic Dice damage
Eco(support)
When clicking to support, launch a tsunami that can cause Normal Monster to die suddenly and push it towards the entrance (cooling time: 110 seconds)
Prerequisites: Magic Dice critical hit chance
Tsunami intensification(Support enhancement)
Tsunami cooldown reduced by 20 seconds
Prerequisites: Eco
Bullet damage% increased(Dice Rune, highest Lv.50)
Basic attack damage increased by 20% (+4%)
Prerequisites: Electric Dice
Resonance increase(Dice Rune, highest Lv.50)
Increases the base #Resonance buff by 5%(+0.2%).
Prerequisites: Resonance Dice
Magic Bullet extra launch(Dice Rune, highest Lv.50)
When activating #Magic Bullet, has a 10%(+0.8%) chance to fire 3 more.
Prerequisites: Magic Bullet Dice
Summon damage increased(Dice Rune, highest Lv.50)
Basic attack damage increased by 5% (+2.5%)
Prerequisites: Summoner Dice
Combo stack damage increased(Dice Rune, highest Lv.50)
Each 1 #Combo increases damage by an additional 250(+22).
Prerequisites: Combo Dice
Adapt to increased damage(Dice Rune, highest Lv.50)
Basic attack damage increased by 5% (+2.5%)
Prerequisites: Adaptation Dice
Alchemy Double Overlay(Dice Rune, highest Lv.50)
When throwing #Potion, has a 10%(+1%) chance to apply 2 stacks.
Prerequisites: Alchemy Dice
Current chain strengthening(Dice Rune)
The number of chain attack transfers is based on the current pips+1
Prerequisites: Bullet damage% increased
Golem Echo(Dice Rune)
When a golem is summoned, increases the attack speed of #Resonance Dice by 10% for 5 seconds.
Prerequisites: Resonance increase
Magic Bullet special runestones(Dice Rune)
When summoned or merged, has a 30% chance to summon #Enhanced Magic Bullet.
Prerequisites: Magic Bullet extra launch
Summon Synthetic Bonus(Dice Rune)
When synthesizing, 30% chance to summon additional 1 to synthesize random Dice below pips
Prerequisites: Summon damage increased
Combo synthesis adjustment(Dice Rune)
When merging dice other than Combo Dice, has a 30% chance to increase #Combo by 1.
Prerequisites: Combo stack damage increased
Adapt to pips increase(Dice Rune)
When synthesizing, 30 has a % chance of maintaining the Dice type, and pips+1
Prerequisites: Adapt to increased damage
Alchemy maximum stack increase(Dice Rune)
Increases the maximum #Potion stacks by 2.
Prerequisites: Alchemy Double Overlay
Electric chain critical strike(Dice Rune)
Every 20 attack, the chain attack critical hit rate is 100%
Prerequisites: Bullet damage% increased
Triple Resonance(Dice Rune)
When there are more than 3 Resonance Dice with the same pips, each one will gain 10% basic damage gain
Prerequisites: Resonance increase
Magic Bullet clone synthesis(Dice Rune)
When synthesizing, summon 1pipsMagic Bullet Dice in the space
Prerequisites: Magic Bullet extra launch
Synthetic refund(Dice Rune)
When synthesizing Summoner Dice, 50 has a % chance of obtaining SP equivalent to the current summoning cost.
Prerequisites: Summon damage increased
Combo increase(Dice Rune)
When merging Combo Dice, increases #Combo by an additional +0~3.
Prerequisites: Combo stack damage increased
Removed adaptation cooldown(Dice Rune)
Removed Adaptation Dice skill cooldown
Prerequisites: Adapt to increased damage
Alchemy bounce move(Dice Rune)
When thrown, #Potion bounces 1 time and spreads its effect to nearby dice.
Prerequisites: Alchemy Double Overlay
Limit Dice(Dice)
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.
Awakening (enabled when 7 pips):A 7-pip Limit Dice gains a Limit bonus equal to the #Combo count used for transcendence.
Prerequisites: Combo synthesis adjustment, Combo increase
Extreme strengthening(Dice Rune, highest Lv.20)
The superposition efficiency of Combo is increased by an additional 0.1 times (+0.1 times)
Prerequisites: Limit Dice

Order(47)

Bubble Dice(Dice)
When merged, applies #Bubble to a number of dice based on its pips.
Awakening (enabled when 7 pips):Applies #Bubble to all dice on the board upon reaching 7 pips.
Prerequisites: Order Dice attack speed
Seal Dice(Dice)
When merged, has a chance to apply #Seal to monsters.
Awakening (enabled when 7 pips):Applies #Seal to all monsters on the board every 20 seconds.
Prerequisites: Yin-Yang Dice
Judgment Dice(Dice)
After replenishing for a period of time, it will cause powerful damage to a monster within the range.
Awakening (enabled when 7 pips):When attacking with full energy, judgment will be launched on all monsters, causing each target to lose 20% of its health value.
Prerequisites: Order Dice attack speed
Growth Dice(Dice)
Periodically attempts to grow / On success: +1 pip / On failure: -1 pip
Awakening (enabled when 7 pips):This die deals 10 times the damage
Prerequisites: Seal Dice, all Dice damage
Execution Dice(Dice)
Each attack from a dice within 1 cell in a cardinal direction reduces the count. When the count reaches 0, activates #Execution Sword.
Awakening (enabled when 7 pips):#Execution Sword The count required to activate is reduced by 30
Prerequisites: Yin-Yang Dice
Blessing Dice(Dice)
Merging grants Blessing energy. When Blessing energy reaches its maximum, grants a random special #Blessing ability.
Awakening (enabled when 7 pips):Get Blessing energy every once in a while
Prerequisites: Order Dice critical hit chance
Alignment Dice(Dice)
When summoned, gains an #Alignment direction, increasing the damage of all dice in that direction.
Awakening (enabled when 7 pips):When summoned, gains #Alignment in all 4 directions: up, down, left, and right.
Prerequisites: Order Dice damage
Yin-Yang Dice(Dice)
Filling a row or column with Yin-Yang Dice activates #Yin-Yang in that line. Dice with #Yin-Yang active in both directions activate #Perfect Harmony.
Awakening (enabled when 7 pips):When summoning 7pips#Yin-Yang Dice, all Dice in horizontal and vertical rows will be changed to Yin-Yang Dice
All Dice damage(Full die attributes, highest Lv.50)
All DiceBullet damage increased by 10% (+1.2%)
Prerequisites: Growth Dice
Order Dice damage(Department attribute, highest Lv.20)
Order Dice projectile damage increases by 10%(+1%).
Prerequisites: Bubble Dice
Order Dice attack speed(Department attribute, highest Lv.20)
Order Dice attack speed increases by 5%(+0.5%).
Prerequisites: Execution Dice, all Dice damage
Order Dice attack speed(Department attribute, highest Lv.15)
Order Dice attack speed increases by 10%(+1%).
Prerequisites: Alignment Dice
Order Dice critical hit chance(Department attribute, highest Lv.10)
Order Dice critical hit chance increases by 0.5%(+0.45%).
Prerequisites: Judgment Dice, all Dice damage
Strengthen the chain(Department skills)
Upgrading Order Dice has a 1% chance to upgrade other dice.
Prerequisites: Execution Dice
Strengthen the chain(Department skills)
Upgrading Order Dice has a 2% chance to upgrade other dice.
Prerequisites: Order Dice damage
Strengthen the chain(Department skills)
Upgrading Order Dice has a 5% chance to upgrade other dice.
Prerequisites: Blessing Dice
All Dice damage(Full die attributes, highest Lv.100)
All DiceBullet damage increased by 5% (+0.6%)
Prerequisites: Yin-Yang Dice
Order Dice damage(Department attribute, highest Lv.15)
Order Dice projectile damage increases by 20%(+5%).
Prerequisites: Order Dice damage
All Dice damage(Full die attributes, highest Lv.20)
All DiceBullet damage increased by 15% (+3%)
Prerequisites: Blessing Dice, Order Dice damage
Starting SP increased(player passive)
Starting SP increased by 40
Prerequisites: Order Dice attack speed
Basic health increased(player passive)
Maximum health increased by 10
Prerequisites: All Dice damage
Dicky(support)
Drag Dice to support and launch missiles according to pips (cooling time: 100 seconds)
Prerequisites: Seal Dice
Missile enhancement(Support enhancement)
Missile cooldown time reduced by 20 seconds
Prerequisites: Dicky
Bubble cooled launch(Dice Rune)
Applies #Bubble to a random dice each time the cooldown ends.
Prerequisites: Bubble Dice
Lock time increased(Dice Rune, highest Lv.50)
Increases #Seal duration by 1(+0.08) seconds.
Prerequisites: Seal Dice
Judgment Range Extra Strike(Dice Rune, highest Lv.50)
When attacking, additionally attack 2 (+1) monsters within the range.
Prerequisites: Judgment Dice
Increased growth success rate(Dice Rune, highest Lv.50)
The chance of successful growth increases by 5% (+0.4%)
Prerequisites: Growth Dice
Execution damage increased(Dice Rune, highest Lv.50)
Increases #Execution Sword skill damage by 80%(+12%).
Prerequisites: Execution Dice
Legend Blessing!(Dice Rune, highest Lv.50)
The probability of legendary Blessing appearing increases by 1% (+0.1%)
Prerequisites: Blessing Dice
Alignment increase(Dice Rune, highest Lv.50)
Increases the base #Alignment buff by 5%(+0.5%).
Prerequisites: Alignment Dice
Yin harmony(Dice Rune, highest Lv.50)
Horizontal Yin-Yang effect increases the attack speed increase by 3% (+0.5%)
Prerequisites: Yin-Yang Dice
Bubble cooling reduction(Dice Rune, highest Lv.50)
Reduces the cooldown for generating #Bubble by 10(+1) seconds.
Prerequisites: Bubble cooled launch
SP Harvest(Dice Rune)
When you kill a monster with #Seal status, you will get 2 times SP.
Prerequisites: Lock time increased
Trial supplementary time+(Dice Rune, highest Lv.3)
The maximum replenishment time is increased by 5 seconds (+3 seconds) (a strong blow)
Prerequisites: Judgment Range Extra Strike
Growth security(Dice Rune)
When 1pips fails to grow, maintain pips
Prerequisites: Increased growth success rate
strong influence(Dice Rune)
Expands the area in which attacks reduce the #Execution Sword count to 8 cells.
Prerequisites: Execution damage increased
Mine Blessing(Dice Rune)
Added legend Blessing! When Blessing is activated, Board sets a large number of mines
Prerequisites: Legend Blessing!
Alignment stacking enhancement(Dice Rune)
Increases the buff scaling with #Alignment stacks by an additional 10%.
Prerequisites: Alignment increase
Harmony of Yang(Dice Rune, highest Lv.50)
The damage increase of direct row Yin-Yang effect is increased by 7% (+1%)
Prerequisites: Yin harmony
Bubble critical hit increased(Dice Rune)
Increases the critical hit rate of dice affected by #Bubble by 30%.
Prerequisites: Bubble cooled launch
permanentSeal(Dice Rune)
Applying #Seal to #Normal Monster has a 20% chance to seal them permanently.
Prerequisites: Lock time increased
Judgment extra strike rate(Dice Rune)
When attacking, 50% chance to immediately attack 1 times additionally
Prerequisites: Judgment Range Extra Strike
Grow 7pips Conversion(Dice Rune)
After the cooling time of 7pipsGrowth Dice ends, it is converted into a random 7pipsDice
Prerequisites: Increased growth success rate
Sword of Scourge(Dice Rune)
When #Execution Sword is activated, there is a 50% chance of launching the Scourge Sword. Damage of the Scourge Sword: Execution Sword damage + 2% of lost health.
Prerequisites: Execution damage increased
Blessing double supplement(Dice Rune)
When synthesized, 50% chance to replenish 2 times Blessing essence
Prerequisites: Legend Blessing!
Alignment elite special effects(Dice Rune)
Dice affected by #Alignment deal an additional 200% damage to elite monsters.
Prerequisites: Alignment increase
Perfect Harmony(Dice Rune, highest Lv.50)
#Perfect Harmony Damage increased by 10% (+2%)
Prerequisites: Yin harmony

Chaos(51)

Solitude Dice(Dice)
Base damage: 200. Activates #Solitude when adjacent cells are empty.
Awakening (enabled when 7 pips):Increases damage in the #Solitude state by 2 times.
Prerequisites: Chaos Dice damage, Chaos Dice critical hit chance
Fear Dice(Dice)
After a certain number of attacks, briefly applies #Stun to surrounding monsters.
Awakening (enabled when 7 pips):#Stun range increased by 2 times
Tyrant Dice(Dice)
Merging Tyrant Dice together produces a Tyrant Dice. Activates #Tyrant Form when exactly one Tyrant Dice is on the board.
Awakening (enabled when 7 pips):When reaching 7pips, remove all other Tyrant Dice on Board. Activate the #Tyrant Form skill according to the number of Dice removed.
Prerequisites: All Dice damage
Doom Dice(Dice)
Periodically activates #Doom, then loses 1 pip and transforms into another dice.
Awakening (enabled when 7 pips):Summoning a 7-pip #Doom instantly kills all monsters on the board. After the cooldown, activates the skill again and loses pips.
Prerequisites: Chaos Dice attack speed
Mutation Dice(Dice)
Appears as either a #Mutant or #Failure dice.
Awakening (enabled when 7 pips):When a 7-pip mutant appears, all #Failure dice on the board become #Mutant dice.
Prerequisites: Greed Dice, Chaos Dice attack speed
Greed Dice(Dice)
When merged, summons a number of #SP Monster equal to its pips on your path.
Awakening (enabled when 7 pips):Summons #SP Monster at regular intervals.
Prerequisites: Predator Dice
Predator Dice(Dice)
When killing monsters within range, you will receive #Predator
Awakening (enabled when 7 pips):Expands the range for gaining #Predator to the entire board.
Prerequisites: Fear Dice
Void Dice(Dice)
Attacks have a chance to instantly kill #Normal Monster.
Awakening (enabled when 7 pips):Every 10 seconds, fires 7 Reaper bullets that instantly kill #Normal Monster.
Prerequisites: Decay Dice
Decay Dice(Dice)
When a basic attack hits, grant #Decay to the target
Awakening (enabled when 7 pips):Fires 1 additional #Bullet with each basic attack.
Prerequisites: All Dice damage
All Dice damage(Full die attributes, highest Lv.50)
All DiceBullet damage increased by 10% (+1.2%)
Prerequisites: Greed Dice
Chaos Dice damage(Department attribute, highest Lv.20)
Chaos Dice projectile damage increases by 10%(+1%).
Prerequisites: Mutation Dice, Chaos summon: 2 pips
Chaos Dice attack speed(Department attribute, highest Lv.20)
Chaos Dice attack speed increases by 5%(+0.5%).
Prerequisites: Predator Dice
Chaos Dice attack speed(Department attribute, highest Lv.15)
Chaos Dice attack speed increases by 10%(+1%).
Prerequisites: Tyrant Dice, Chaos Dice damage
Chaos Dice critical hit chance(Department attribute, highest Lv.10)
Chaos Dice critical hit chance increases by 0.5%(+0.45%).
Prerequisites: Void Dice
Chaos summon: 2 pips(Department skills)
When summoning Chaos Dice, there is a 2% chance to summon a die with 2 pips.
Prerequisites: Chaos Dice attack speed
Chaos summon: 2 pips(Department skills)
When summoning Chaos Dice, there is a 3% chance to summon a die with 2 pips.
Prerequisites: Tyrant Dice
Chaos summon: 2 pips(Department skills)
When summoning Chaos Dice, there is a 5% chance to summon a die with 2 pips.
Prerequisites: Solitude Dice
All Dice damage(Full die attributes, highest Lv.100)
All DiceBullet damage increased by 5% (+0.6%)
Prerequisites: Fear Dice
Chaos Dice damage(Department attribute, highest Lv.15)
Chaos Dice projectile damage increases by 20%(+5%).
Prerequisites: Void Dice
All Dice damage(Full die attributes, highest Lv.20)
All DiceBullet damage increased by 15% (+3%)
Prerequisites: Solitude Dice
Starting SP increased(player passive)
Starting SP increased by 40
Prerequisites: Doom Dice
Basic health increased(player passive)
Maximum health increased by 10
Prerequisites: All Dice damage
Ian(support)
When clicking to support, summon a lava area that continuously causes damage (cooling time: 60 seconds)
Prerequisites: All Dice damage
Lava Strengthening(Support enhancement)
Lava cooldown reduced by 20 seconds
Prerequisites: Ian
Solitude(Dice Rune, highest Lv.50)
Basic attack damage increased by 10% (+5%)
Prerequisites: Solitude Dice
Attack speed % increased(Dice Rune, highest Lv.50)
DiceBullet attack speed increased by 10% (+0.4%)
Prerequisites: Fear Dice
anger increase(Dice Rune, highest Lv.50)
Increases #Tyrant Form skill damage by 50%(+50%).
Prerequisites: Tyrant Dice
doomsday declaration(Dice Rune, highest Lv.50)
Increases the proportional damage that #Doom deals to elite monsters by 3%(+1%).
Prerequisites: Doom Dice
Increased occurrence of mutations(Dice Rune, highest Lv.50)
The chance of #Mutant appearing increases by 10% (+0.5%)
Prerequisites: Mutation Dice
Increased greed rewards(Dice Rune, highest Lv.50)
Increases SP gained from #SP Monster by 10(+5).
Prerequisites: Greed Dice
Predator increase(Dice Rune, highest Lv.50)
Each 1 stack of #Predator increases damage by 5(+5).
Prerequisites: Predator Dice
Attack speed % increased(Dice Rune, highest Lv.50)
DiceBullet attack speed increased by 5% (+0.4%)
Prerequisites: Void Dice
Decay Amplification% Increase(Dice Rune, highest Lv.50)
#Decay Damage amplification increased by 10% (+0.4%)
Prerequisites: Decay Dice
Deep Solitude(Dice Rune)
When the surrounding cells in all 8 directions are empty, the #Solitude buff increases to 2 times its value.
Prerequisites: Solitude
Increased fear range(Dice Rune)
#Stun range increased by 30%
Prerequisites: Attack speed % increased
blood thirst(Dice Rune)
Reduces the #Tyrant Form skill cooldown by 3 seconds.
Prerequisites: anger increase
Harvest(Dice Rune)
Kills by #Doom grant an additional 3 times SP.
Prerequisites: doomsday declaration
failure to absorb(Dice Rune)
Includes the pips of #Failure in the total pips of #Mutant.
Prerequisites: Increased occurrence of mutations
weaken greed(Dice Rune)
Reduces #SP Monster HP by 50%.
Prerequisites: Increased greed rewards
Chain Predator(Dice Rune)
When gaining #Predator, has a 30% chance to gain 2 additional stacks.
Prerequisites: Predator increase
Empty harvest(Dice Rune)
When a monster dies suddenly, gain 1.2 times SP
Prerequisites: Attack speed % increased
Decay puddle(Dice Rune)
Decay puddles are regularly generated at random locations, and monsters passing through the puddles are given #Decay
Prerequisites: Decay Amplification% Increase
Solitude power(Dice Rune)
For every 1 space on Board, the damage will be increased by 30%
Prerequisites: Solitude
embers of fear(Dice Rune)
The number of attacks required to activate #Stun is reduced by 10
Prerequisites: Attack speed % increased
Contempt the weak(Dice Rune)
Whenever Tyrant Dice removes another Tyrant Dice, damage increases by 30 (up to 100 stacked)
Prerequisites: anger increase
escape fate(Dice Rune)
After activating #Doom, has a 30% chance to transform without losing pips.
Prerequisites: doomsday declaration
mutated infection(Dice Rune)
When #Mutant appears, has a 50% chance to turn 1 #Failure with the lowest pips on the board into #Mutant.
Prerequisites: Increased occurrence of mutations
pot of greed(Dice Rune)
When merged, has a 100% chance to summon 2 times as many #SP Monster.
Prerequisites: Increased greed rewards
PredatorWeak(Dice Rune)
Immediately devours #Normal Monster with less than 5% HP remaining.
Prerequisites: Predator increase
death scythe(Dice Rune)
Has a 10% chance to instantly kill #Fast Monster and a 3% chance to instantly kill #Giant Monster.
Prerequisites: Attack speed % increased
Leader Decay increase(Dice Rune)
The #Decay damage multiplier against #Boss Monster is increased by 2 times
Prerequisites: Decay Amplification% Increase