Die in the Dungeon

Die in the Dungeon

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B Mar 1 @ 3:44pm
Some tips for those struggling
Terrain dice is good enough to win act 1, terrain dice + a decent mirror* is good enough to win act two with some support.

*by decent mirror, I mean either a rare mirror (this stops it from having the Fault property and allows you to manipulate the faces/properties of the dice), or a mirror with 4 on both the first and last faces.

The relic that gives +3 to glass dice is really good value, because most of the terrain dice you get offered will be glass, and you shouldn't have more than one (if any) non-glass terrain die.

The muffin relic cancels all damage on turn one. There's an Act 1 event where you're asked if you want to be stronger or safer; choosing safer gives you the Muffin. This is very helpful for setting up in Act 3.

As long as you're keeping track of all damage you're receiving (enemy attacks, thorns, relics, dice, poison - think about all of these), it's okay for your HP to drop very low in fights. By the end of the fight you should have high-value squares on which you can heal.

When building high-value squares (using terrain, mirror, relics), consider their place on the board. You want them to be in range of your mirrors and boost dice where possible. Usually not an issue because you'll be boosting/mirroring these spots anyway. Sometimes enemies can fill these spots with their own dice, which can be run-ending if you're not careful.

D8s usually aren't great, but I'm somewhat happy to take a block D8 early on, especially if it has a good property. Heavy, gravity, double dip. Maybe even Retry.

I never take Thorn dice, Void dice, Poison dice, or the offensive/defensive mirrors. Hollower can be good but usually isn't. There are probably uses for the alternate mirrors but the rest are just not relevant to how this game is played.

Picking up double dip versions of dice you already have and then discarding the old ones is mostly fine, I do it all the time. It roughly equates to a die remove if you're not running into hand-size issues. Speaking of which, picking up double dip dice is just generally good, to a point. Having 3-4 of your final dice be double dip is probably enough.

Draw dice are very powerful. If you feel like your deck is vulnerable to a bad draw that could lead to instant-death, Draw dice should be among your highest priority Flash targets. If you have Draw + a 0-cost flash attack and a slim deck, you can basically go infinite. Simply play your flash attack, and then draw it again. Flash is difficult to obtain though so choose wisely.

Mango (the third character) can pick up heavy dice and move them around the board. If Mango gets flash + heavy on a dice, they can keep picking up and playing that dice over and over, at no extra energy cost.

Close boost dice are really good for getting terrain numbers up, and should replace your other boost dice when possible. One close boost is enough boosts in most runs.

When re-distributing dice faces, max out the first and last face before anything else. Both of these have relics that affect them. Since there are relics that re-roll 0s, I usually just reduce the other faces to 0 if I have no points left over.

Removing the glass property from a Coin die is an irritating but effective method of getting way stronger. Just stall out a fight and make as much gold as you can spend.

I'll update this as I think of more. Hope this helps you and, most importantly, be patient! It's okay to lose runs in roguelikes, happens to the best of us.
Last edited by B; Mar 1 @ 5:23pm
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HFEpro Mar 1 @ 5:02pm 
i'm working on winning my first lisver run, i'll keep your tips about double dips and draw dice in mind. thank you!
Whenever I play flash die, they go to the discard pile, not draw pile. So drawing it back doesn't work. How are people doing infinites?
B Mar 4 @ 2:04pm 
Originally posted by trash panda express:
Whenever I play flash die, they go to the discard pile, not draw pile. So drawing it back doesn't work. How are people doing infinites?

Your deck re-shuffles if you run out of dice to draw, but sometimes you have too many dice in hand to do so. Just put another die on the board *before you play your flash die*, assuming you have one too many die in hand. The game seems to update your hand count when you play flash die but not when you just place a normal die.

For an example: if you have 5 total dice in hand and you play a flash die, your 'true' hand count updates to 4. If you then place a non-flash die, you're still at 4, because just placing a die doesn't change your hand count. If you place a non-flash die and THEN play your flash die, your 'true' count updates to 3.
Last edited by B; Mar 4 @ 2:08pm
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