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