DICEOMANCER

DICEOMANCER

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Event Guide (wip)
By Winterous
This guide seeks to document all events (? spaces on the map), where they can be seen, and what every option does.
Each event will list the title, options, and try to list any conditions for certain options (they can be quite mysterious).
This is compiled from experience not game dissection, so may be wrong.
"Basic" cards refers to the cards that are in your deck at the start.
? before event name means it's not completely documented, under which stray ? and ! are for my reference.
D6, D12 etc. means 6-sided or 12-sided die roll.
I will abbreviate event chains if there's no choice. (example, pick an option, get another prompt that just ends the event)
   
Award
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Act 1 events
And Then There Were None
1. Gain "The Hermit", leave.

This event appears only the first time you visit a regular battle tile after having encountered all enemy loadouts for the current chapter.
After first seeing it, later instances will give a regular event instead.

A Dedicated Blacksmith
1. Check 12.
1.F. Lose 3 health, choose again.
1.P.1. Gain "Monosword" x1, leave.
1.P.2. Gain 5 gold, leave.
2. Leave.

A Fitness Cabin
1. Gain 8 max health, leave.
2. Gain 12 max health, gain "Exhausted", leave.
3. Gain 20 max health, gain "Muscle Smash" xD6, leave.

A Mini Park
1. Heal 12 health, leave.
2. Gain "The Hermit", leave.

Abandoned Chest
1. Check 12, leave.
1.P. Gain a random relic.
1.F. Lose 5 health.
2. Gain D6 gold, leave.

Agent Of Chaos
1. Charge the one die by D12, leave.
2. Upgrade the one die, leave.
3. Gain a "The One Die" card, the basic form without ascension changes. Leave.

?
Aim Lab
1. Check 5, leave.
1.P. Gain 5 gold.
2. Check 10, leave.?
2.P. From 5 cards take 1. (uncommon only?)
3. Check 15, leave.?
2.P. Gain "Head Shot".

Basic Training
1. Upgrade 1 random basic card, Leave.
2. Pay 6, upgrade 5 random basic cards, leave.

Big Sale!
1. Pay 3, from 5 cards take 1, leave.
2. Pay 7, from 8 cards take 2, leave.
3. Gain "Hesitation", leave.

Construction Site
1. Gain 4 gold, leave.
2. Gain "Exhausted", 9 gold, leave.
3. Leave.

Dried Fish Store
1. Gain "Bent Dried Fish", leave.
2. Pay 4, gain "Tempered Dried Fish", leave.
3. Pay 4, gain "Balanced Dried Fish", leave.
4. Pay 10, gain "Masterwork Dried Fish", leave. (unlock condition: take all other options?)

Elemental Flask Merchant
1. Pay 4, gain "Red Flask", leave.
2. Pay 4, gain "Green Flask", leave.
3. Pay 4, gain "Blue Flask", leave.
4. Leave.

Embrace The Dark Side!
1.1. Gain "Fear", "Black Tentacle", "Ominous Mist", leave.
1.2. Choose up to D4 cards to delete, then gain "Abyss" xD6, leave.
2. Gain "Fear", leave.

Hammer And Wall
1. Gain "Breaching Hammer", leave.
2. Gain "Reinforcement", leave.

Little Doggy
1. Gain "Courage", leave.
2. Gain "Determination", leave. (condition: select option 1 to unlock?)
3. Leave.

Loss Aversion
1.1. Gain 5 gold.
1.2. Check 10, pass: Gain 10 gold.
1.X.1 Lose 3 gold, leave.
1.X.2 Check 10, fail: lose 6 gold, leave.
2.1. Gain "Discernment", leave.
2.2 Gain "Loss Aversion", leave.

Magic Trickster
1. Gain "Bad Day", leave.
2. Gain "Punching The Air", leave.
3. Gain "Cryptic", leave.
4. Leave.

Magical Video Store
1. Time passes.
2. Gain "Evil".
X.1. Gain "Rise And Fall", leave.
X.2. Gain "Plot Twist", leave.
X.3. Gain "Deus Ex Machina", leave.
3. Gain "Hesitation", leave.

Odd Jobs
1. Pay 5, upgrade 2 random cards, leave.
2. Gain 4 gold, leave.
3. Gain 15 health, leave.

Parade!
1. Gain "Hesitation", D12 gold, leave.
2. Gain "Vertigo", D12 gold, leave.
3. Check 12, pass: gain D12 gold. fail: gain D4 gold. Leave.
4. Gain "Parade", leave. (unknown condition to have this option)

Purification Priest
1. Pay 2, heal 20 health, leave.
2. Pay 4, remove Distorted from a card, leave.
3. Pay 6, delay the Purple Mist 3 times, leave. (seems to work for distorted as well as time passing)
4. Leave.

Roadside Workbench
1. Add to a card: Deal 3 damage to a random enemy. Leave.
2. Add to a card: Gain 2 block. Leave.
3. Charge The One Die by 4, leave.

The Abyss
1. Lose D4 health, gain "Abyss". Choose again.
2. Leave.
Doesn't do anything special from repeatedly picking, will just kill you.

The Strike Master
1. Gain "Strike", "Good Strike", leave.
2. Gain "Strike" x3, "Omni Strike", leave.
3. Gain "Hesitation", leave.
Choosing option 1 or 2 unlocks an option for the event "The Block Guy" this run.

Strike: 1 void mana, deal 5 damage.
Strike+: 1 void mana, deal 9 damage.

The Tarot Table
1. From 3 tarot cards take 1. Leave.
2. Gain "Tarot Deck", "Evil", leave. (unlock condition?)
3. Leave.

Three-card Monte
1. Check 30.
1.P. Gain 10 gold, leave.
1.F. Lose 5 gold.
1.F.1. Leave.
1.F.2. Requires "Discernment". Leave.
1.F.2.1. Gain "Foul Play".
2. From 3 cards take 1, leave. (possibly uncommons?)
3. Leave.

Three Poisons.
1.1. Gain "The Temperance", leave.
1.2. Gain "Equanimity", leave.
1.3. Gain "Discernment", leave.
1.4. Gain "Confidence", leave.
2. Leave.

Village Rites
1. Option to remove a card, gain "Curse". Leave.
2. Check 12, leave.
2.P. Gain "Ritual Dagger".
2.F. Gain "Curse".
3. Leave.
Act 2 events
And Then There Were None
1. Gain "The Hermit", leave.

This event appears only the first time you visit a regular battle tile after having encountered all enemy loadouts for the current chapter.
After first seeing it, later instances will give a regular event instead.

A Ruin In The Forest
1. Check 12, leave.
1.P. Gain "Junk Chest".
1.F. Gain "Vertigo".
2. Check 12, leave.
2.P. Gain "Door Shield".
2.F. Gain "Hesitation".
3. Check 12, leave.
3.P. Gain "Discernment".
3.F. Gain "Exhausted".

?
A Strange Stone Circle
1. Fight against two Bush Warriors and a Woody.
2. From 5 cards take 1. Leave. (must be purple cards?)
3. Leave.

Abandoned Chest
1. Check 12, leave.
1.P. Gain a random relic.
1.F. Lose 5 health.
2. Gain D6 gold, leave.

Agent Of Chaos
1. Charge the one die by D12, leave.
2. Upgrade the one die, leave.
3. Gain a "The One Die" card, the basic form without ascension changes. Leave.

Ancient Charging Station
1. Pay 4, charge the one die by D12, leave.
2. Pay 8, double the charge of the one die, leave.
3. Leave.

Big Ol' Colorful Mushrooms
1. Lose D4 max health, gain "Red Mushroom", leave.
2. Lose D4 max health, gain "Green Mushroom", leave.
3. Lose D4 max health, gain "Blue Mushroom", leave.

Catch A Star
1. Gain "The Star", leave.
2. Gain "Hallucination", 15 health, leave.

Cursed Temple
1. Gain D12 gold, lose 6 health, leave.
2. Gain "The Cursed Idol", leave.
3. Leave.

Deal With The Devil
1. Lose 4 max health, upgrade D4 random cards, leave.
2. Lose 8 max health, gain a random relic, leave.
3. Lose 12 max health, gain "Big Red Laser", leave.

Dodge Tome
1. Lose 6 gold, gain special relic "Only Fools Block", leave.
2. Gain D8 gold, leave.

Elemental Flask Merchant
1. Pay 4, gain "Red Flask", leave.
2. Pay 4, gain "Green Flask", leave.
3. Pay 4, gain "Blue Flask", leave.
4. Leave.

Embrace The Dark Side!
1.1. Gain "Fear", "Black Tentacle", "Ominous Mist", leave.
1.2. Choose up to D4 cards to delete, then gain "Abyss" xD6, leave.
2. Gain "Fear", leave.

Forest Ritual
1. Gain a random relic, "Curse", leave.
2. Lose 8 health, from 5 cards take 1, leave. (rarity?)
3. Requires "Wonder".
3.1. Gain "Ascend", leave.
3.2 Leave.
4. Leave.

Happy Painter
1. Select up to 5 cards and make them mono red, leave.
2. Select up to 5 cards and make them mono blue, leave.
3. Select up to 5 cards and make them mono green, leave.
4. Leave.

Master Passerby
1. Gain "Vitality", leave.
2. Gain "You Are Already......", "Fear", leave.

Morass
1. Lose 7 health, gain "Equanimity", leave.
2. Gain "Exhausted", "Agile", leave.

Mysterious Cave
1. Lose D12 health, gain D8 gold.
1.1. Lose D12 health, from D8 cards take 1.
1.1.1. Lose D12 health, gain a random relic, leave.
1.1.2. Leave.
1.2. Leave.
2. Leave.

Piggy Caravan
1. Pay 5, from 5 cards take 1, leave. (at least uncommon?)
2. Pay 10, gain "Doomsday-Rocket", leave. (condition to unlock: buy cards multiple times?)
3. Leave.

Purification Priest
1. Pay 2, heal 20 health, leave.
2. Pay 4, remove Distorted from a card, leave.
3. Pay 6, delay the Purple Mist 3 times, leave. (seems to work for distorted as well as time passing)
4. Leave.

Secret Shop
1. Pay 6, from 4 cards take 1, leave. (only rare?)
2. Pay 8, gain a random relic, leave.
3. Pay 10, gain a random relic, leave. (only rare?)
4. Leave.

Strange Parasites
1. Heal 24 health, gain "Feeble", leave.
2. Gain 10 max health, gain "Feeble", leave.
3. Lose 3 health, leave.

The Abyss
1. Lose D4 health, gain "Abyss". Choose again.
2. Leave.
Doesn't do anything special from repeatedly picking, will just kill you.

The Block Guy
1. Upgrade 2 random basic cards, gain "Block", leave.
2. Gain "Block", "Good Block", leave.
Option 3 requires having chosen option 1 or 2 from "The Strike Master" event this run.
3. Gain "Ultimate Strike Block", leave.

Block: 1 void mana, gain 4 block.
Block+: 1 void mana, gain 6 block.

The Strike Master
1. Gain "Strike", "Good Strike", leave.
2. Gain "Strike" x3, "Omni Strike", leave.
3. Gain "Hesitation", leave.
Choosing option 1 or 2 unlocks an option for the event "The Block Guy" this run.

The Tarot Table
1. From 3 tarot cards take 1. Leave.
2. Gain "Tarot Deck", "Evil", leave. (unlock condition?)
3. Leave.

Three-card Monte
1. Check 30.
1.P. Gain 10 gold, leave.
1.F. Lose 5 gold.
1.F.1. Leave.
1.F.2. Requires "Discernment". Leave.
1.F.2.1. Gain "Foul Play".
2. From 3 cards take 1, leave. (possibly uncommons?)
3. Leave.

Thorn Bush
1. Gain "Thorn Wall", leave.
2. Lose 6 health, gain "Glow Berries", leave.
3. Leave.

Trap In The Forest!
1. Check 12, leave.
1.P. Gain "Agile".
1.F. Lose 10 health.
2. Lose 6 health, leave.
Act 3 events
And Then There Were None
1. Gain "The Hermit", leave.

This event appears only the first time you visit a regular battle tile after having encountered all enemy loadouts for the current chapter.
After first seeing it, later instances will give a regular event instead.

?
Abandoned House
1. Gain "Wonder".
1.1. Check 12, gain a random relic, leave.
1.1.F. Gain "Insanity".
1.2. Check 12, gain a random relic, leave.
1.2.F. Gain "Evil".?
1.3. Lose D12 health, leave.
2. Gain "Hallucination", leave.

Agent Of Chaos
1. Charge the one die by D12, leave.
2. Upgrade the one die, leave.
3. Gain a "The One Die" card, the basic form without ascension changes. Leave.

Board Wargame
1. Gain "Superior Firepower", leave.
2. Gain "Grand Battle Plan", leave.
3. Gain "Equanimity", leave.

Catch A Star
1. Gain "The Star", leave.
2. Gain "Hallucination", 15 health, leave.

Copy Machine
1. Pay 5 gold, gain a copy of 1 card, leave.
2. Check 8, leave.
2.P. Gain 6 gold.
2.F. Lose 6 health.
3. Leave.

Dodge Tome
1. Lose 6 gold, gain special relic "Only Fools Block", leave.
2. Gain D8 gold, leave.

Only Fools Block: When you gain block, instead gain that much evasion. Your evasion checks gain +3.

Enchanter
1. Pay 5, add to a card: Draw 2 cards. Leave.
2. Pay 5, add to a card: Gain 2 temporary power. Leave.
3. Pay 5, add to a card: Gain 8 tough. Leave.
4. Leave.

Exchange
1. Pay 6, check 14. Choose again.
1.P. Gain 10.
1.F. Gain 1.
2. If first choice: Gain "Vertigo". Leave.

After choosing to trade 3 times:
1. Pay 6, check 14. Choose again.
1.P. Gain 10.
1.F. Gain 1.
2. Gain "Exponential Growth", leave.
3. Leave.

Greasy Spoon
1. Gain D20 health, leave.
2. Check 7, leave.
2.P. Gain 50 health.
3. Check 14, leave.
3.P. Gain 2D20 max health.
4. Leave.

Happy Painter
1. Select up to 5 cards and make them mono red, leave.
2. Select up to 5 cards and make them mono blue, leave.
3. Select up to 5 cards and make them mono green, leave.
4. Leave.

Mana costs are affected, here's my guess as to how.
Any mana symbols are changed to the new colour, but split colour/void symbols will remain half void.

Jackpot
1. Gain D12 gold, "Hesitation", leave.
2. Check 12, leave.
2.F. Gain "Exhausted".
3. Requires "Humble".
3.1. Leave.
3.2. Gain a random relic, a random relic, leave.

Magic Curio Shop
1. Pay 3, add to a card: Gain D4 haste. Gain "Vertigo", leave.
2. Pay 3, remove [Limited] from a card, gain "Insanity", leave.
3. Pay 8, gain a random relic.
4. Leave.

Magic Show
1. Gain "The Magician" x2, check 8, leave.
1.F. Gain "Exhausted".
2. Heal 2D8 health, leave.
3. Requires "Discernment".
3.1. Gain "Splinter Twin", leave.
3.2. Leave.

Mystery Box Shop
1. Pay 7.
1.1. From 4 cards take 1, leave. (always rare?)
1.2. Requires "Lucky", gain "Joker", leave.
2. Leave.

Patch Merchant
1. Pay 3, add "Innate" to a card, leave.
2. Pay 5, add "Phantom" to a card, leave.
3. Leave.

Piggy Caravan
1. Pay 5, from 5 cards take 1, leave. (at least uncommon?)
2. Pay 10, gain "Doomsday-Rocket", leave. (condition to unlock: buy cards multiple times?)
3. Leave.

Super Enhancement Machine
1. Pay 3, check 12, choose again.
2. Lose D6 health, check 12, choose again.
X.P. Upgrade a random card.
3. Leave.

The Block Guy
1. Upgrade 2 random basic cards, gain "Block", leave.
2. Gain "Block", "Good Block", leave.
Option 3 requires having chosen option 1 or 2? from "The Strike Master" event this run.
3. Gain "Ultimate Strike Block", leave.

The Golden Mile
1. Gain "The King's Foot", "Vertigo", leave.
2. Gain "The Bad Companions", "Vertigo", leave.
3. Requires "Wonder". Gain "The World's End", leave.

The Grand Archives
1. From 10 cards take 2. (cards can be from any class, maybe more?)
2. Destroy a card, gain a random relic.
3. Requires "Cryptic". From 6 cards take 2, leave. (cards are always from Unstable Portal)
4. Leave.

Three-card Monte
1. Check 30.
1.P. Gain 10 gold, leave.
1.F. Lose 5 gold.
1.F.1. Leave.
1.F.2. Requires "Discernment". Leave.
1.F.2.1. Gain "Foul Play".
2. From 3 cards take 1, leave. (possibly uncommons?)
3. Leave.

What Is This?
1. Option to remove up to D12 cards, gain "What Is This?" xD12, leave.
2. Gain "Hallucination", leave.
Mist Events
There are two forms of event in the mist, actual events (make choices), and events which introduce a battle. Battle events will be excluded.

An Insect Swarm
1. Lose 16 health, gain "Exhausted", leave.
2. Gain "Exhausted" x2, "Feeble", leave.
3. Requires "Agile", leave.

Seen in: Act 2

A Mask?
1. Gain "Hesitation", "Apathy", leave.
2. Gain "Hallucination" xD4, "Insanity", leave.
3. Requires "Equanimity", leave.

Seen in: Act 3

Borrowed Card
1. Remove 3 random cards, leave.

Seen in: Act 2

I'm Soft!
1. Lose 12 max health, check 12, leave.
1.P. Gain "Blur".
2. Gain "Flustered", "Fear". Leave.

Seen in: Act 3

Mark Of Evil
1. Lose D20 max health, gain "Mark Of Red", leave.
2. Lose D20 max health, gain "Mark Of Green", leave.
3. Lose D20 max health, gain "Mark Of Blue", leave.
4. Lose D20 max health, gain "Mark Of Purple", leave.

Seen in: Act 3

Please Mountain People Sea
1. Lose 9 health, gain "Feeble", leave.
2. Lose 18 health, 10 max health, leave.
3. Requires "Agile", leave.

Seen in: Act 3

Shark Typhoon!
1. Check 12.
1.P.1. Gain "Shark Typhoon", leave.
1.P.2. Leave.
1.F. Lose 20 health, leave.
2. Lose 2D20 health.
2.1. Gain "Shark Typhoon", leave.
2.2. Leave.
3. Lose 5 max health, gain "Fear", leave.

Seen in: Act 1, 2

Strange Maze
1. Lose D4 max health, check 17.
1.P. Gain "Maze's End", leave.
1.F. Choose again.
2. Lose 3D6 health, leave.

Seen in: Act 1

Test Your Might!
1. Check 16, leave.
1.P. Gain "Courage".
1.F. Lose 16 health.
2. Lose 8 health, leave.

Seen in: Act 1

Treefolk Ambush!
1. Gain "Vertigo", "Flustered", leave.
2. Gain "Hallucination" xD4, leave.

Seen in: Act 2
2 Comments
Winterous  [author] Dec 28, 2024 @ 11:52pm 
You're welcome, haven't played in a few weeks so act 3 is still particularly in progress.
I still don't have all the event cards myself anyway, they're pretty elusive!
Shadowsandbag Dec 28, 2024 @ 9:02pm 
Thanks for putting this together! I'v been trying to get the last few missing event cards and found this very helpful.