Mana Dice
Basics
Mana Dice are the main resource for casting Spells. Like standard Dice, each is rolled for a value between and . The Dice Symbol found left of the players Dice Tray will denote how many dice are rolled per turn. Any Dice left in the tray at end of turn are Destroyed, though there are Artifacts and Enchantments that allow them to Persist between rounds. There are also several dice manipulating effects found in all types of items of the game. Some will reroll the respective dice, some will increase its value, among other effects. Specific effects are notated in the descriptions of the respective item.
Description
All three Wizards start with a base of 3 Dice per turn. There are ways to increase the number of Dice available; Boss Artifacts for example, will often provide additional dice per turn, and are collected by clearing the final Boss encounter of the first two Acts. Additionally, Spells can increase the amount temporarily with Foresight or Potency. Conversely, there are ways to reduce dice per turn, either for added effects per turn or to challenge yourself and bank a higher score upon victory. Below is a list of artifacts which will provide buffs or debuffs to the available Dice.
Buffs or debuffs to the available dice
Description
You will find several different enchantments for Dice in the game as well. The respective die receives a special attribute that is triggered by conditions notated in the affecting item's description. Some help and some hurt, and some that would hurt sometimes help with the right approach. Enchantments do not stack, but will replace one another.
Enchantment
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Image
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Effect
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Targets:
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Element
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Sources
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Blood
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When inserted into a Spell: Heal a Random damaged enemy for 2x Health where X is the value of the enchanted Dice.
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Enemy
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Bestiary: Dreamweaver
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Energized
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When inserted into a Spell: Increase that Spell's Damage & Block by where X is the value of the enchanted Dice.
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Spells
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Ritual: Spell Catalyst
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Ether
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Enchanted Dice persists for one round. Start of next turn: Reduce Countdown of a random spell for one cast by , where X is the value of the enchanted Dice, then remove Ether.
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Spells
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Spell: Ether Echo Artifact: Etherweave, Bosco's Bell
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Glimmer
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When enchanted die is spent in Spell: +1 Value to another random Dice.
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Mana Dice
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Spell: Gleaming Mana, Flourish Artifact: Shimmering Totem
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Icy
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When enchanted die is spent in Spell: Gain Block, where X is the value of the enchanted Dice.
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Wizard
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Spell: Cryogenesis, Cold Snap, Akashic Aqua Artifact: Prejudice Ritual: Ossuary's Touch
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Lathspell
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When enchanted die is spent in Spell; Restore Restorable Charge to that spell, then remove enchantment.
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Spells
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Ritual: Lathspell
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Manifold
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2x Value in Countdown Sockets and X Open Value effects.
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Spells
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Ritual: Manifold Gatestone Potion: Plurality Philter
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Remnant
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When spent in a Spell, deal Damage to a random enemy, then Remnant jumps to a random non-enchanted Dice.
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Enemy
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Ritual: Mana Vestige
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Sapling
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This Die Persists for one round. +3 Value to Sapling Dice at the start of the next turn, then remove Sapling.
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Mana Dice
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Spell: Blossom, Graft Mana Artifact: Gaia's Grasp Ritual: Cultivation
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Silence
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When enchanted die is spent in Spells: Apply 2 Mute to that Spell.
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Spells
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Bestiary: Will-o'-Wisp, Desert Spirit.
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Stygian
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This Dice Persists Attacks the Front Enemy at end of turn for its value as Damage.
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Enemy
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Artifact: Cube of Darkness Spell: Styx
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Vex
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When spent in Spell: -1 Value to all Dice.
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Mana Dice
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Artifact: Hex Robes Spell: Strange Presence Mutations: Major Vex. Runes: Mana Rune
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Wound
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When spent in Spell, Lose Health equal to 1/2 of the value of the Wound Dice spent to cast (rounded up).
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Wizard
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Spell: Hurt, Mutilation, Demean Rituals: Lifelock Mutations: Bloodletting.
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Dice Manipulators
Description
Removes available Dice from the Dice Tray.
Dice that are being held in Sockets will not be targeted.
Spells
Fire
- Detonation: Destroy All unspent Dice. Deal 4 Damage to Front enemy for each Dice Destroyed.
- Upgrade A: Convert Countdown Socket to Mana Socket.
- Upgrade B: Increase Damage dealt per dice Destroyed by 2, for a total of 6.
- Emberstorm: Roll 3 Dice valued from to . Destroy a random Dice.
- Upgrade A: Roll 3 Dice valued from to instead.
- Upgrade B: Add 1 Charge to this spell permanently.
- Sacrifice: Destroy target unspent Dice. All other spells receive -3 Countdown cost for one cast.
- Upgrade A: Increase Countdown cost reduction by 2, for a total of 5.
- Upgrade B: Add 2 Charges to spell permanently.
Artifacts
Rituals
Bestiary
Mutations
Description
Duplicate will produce a copy of the die spent to cast and return them to the Dice tray.
If an enchanted die is duplicated, all resulting dice will carry the enchantment (Exception: Lathspell).
Spells
Void
- Mana Symmetry: Duplicate spent Dice
- Upgrade A: Increase Mana Socket to accept dice valued from to .
- Upgrade B: Add 1 Charge to this Spell permanently.
Description
Turns the die over on it's opposite side and Returns it to the Dice Tray.
The opposite sides of Dice always equal 7 when added together;
Turns to a , to a , to a , and vice versa.
If an enchanted die is Flipped by a Spell, its enchantment will remain intact upon returning to the Dice Tray (Exception: Lathspell).
Spells
Water
Description
Retains Dice after ending your turn. Held Dice return to tray at start of next turn.
Effects that would target Dice in the Dice Tray will not affect Dice held within the respective Spell's Socket(s).
If an enchanted die held, its enchantment will remain through to the next turn, but its effect will not occur. (Exception: Energized)
Spells
Water
- Encase Azur: Holds Dice until next turn. End of Turn; Gain Block where X is the value of the Held die.
- Tether Azur: Holds Dice until next turn. End of Turn; Deal Damage to Front enemy, where X is the value of the Held die.
Description
Combines the value of two Dice.
If the total value of Merged Dice is 6 or less, the two spent dice will become one die, carrying the value of both.
If the total value of Merged Dice is 7 or more, both dice will be retained; one will be raised to a and the other will carry the excess.
If spending dice with at least one Enchantment, the resulting die or dice will carry the Enchantment. (Exception: Lathspell)
If spending dice with 2 different enchantments, the resulting enchantment will be selected randomly.
Spells
Void
- Amalgamate: Merge spent dice. Gain 4 Block.
- Upgrade A: Increase Block gained by 4.
- Upgrade B: Deal + Damage to Random enemy, where X is the value of the Dice used to cast.
Description
Through specified conditions or enchantments, Dice are able to remain in the Dice tray between turns.
Spells
Void
- Ether Echo: Return Dice Enchanted with Ether.
- Upgrade A: Add 2 Charges to Spell permanently.
- Upgrade B: Increase Mana Socket to accept die valued from to .
Artifacts
Rituals
Description
Spells with the term "Return" will reproduce the spent die to the Dice Tray with the given condition.
If an enchanted die is Returned, the enchantment will remain upon returning to the dice tray (Exception: Lathspell).
Spells
Fire
Water
Earth
- Regrowth: Return Dice with +1 Value.
- Signature Spells do not have upgrades
- Infuse Scales: Gain Block. Return Dice with -2 Value.
- Upgrade A: Increase base Block gained by 1. Return Dice with -1 Value.
- Upgrade B: Add 1 Charge to spell permanently.
- Nurture: Return spent Dice with +2 Value.
- Upgrade A: Increase Value applied to Dice from 2 to 3.
- Upgrade B: Increase Mana Socket to accept die valued from to .
- Onslaught: Deal Damage to Target enemy, where X is the value of the Dice spent to cast. If Target is Marked: Return spent Dice with -1 Value.
- Upgrade A: Instead, Increase value of spent die by +1.
- Upgrade B: Add 2 Charges to Spell permanently.
- Pulverize: Deal 4 Damage to Front enemy. Return spent Dice with -3 Value.
- Upgrade A: Increase base Damage dealt by 2. Return spent Dice with -2 Value.
- Upgrade B: Add 1 Charge to Spell permanently.
Void
- Ether Echo: Return Dice Enchanted with Ether.
- Upgrade A: Add 2 Charges to Spell permanently.
- Upgrade B: Increase Mana Socket to accept Dice valued from to .
Description
Rerolling will not spend the used die, and instead be randomly rolled for a value of to (unless the resulting value is specified in the respective item's description) and be sent back to the dice tray.
If an Enchanted die is Rerolled, its enchantment will be preserved (Exception: Lathspell).
Spells
Fire
- Cinder Swipe: Deal Damage to Target enemy, where X is the value of the Dice spent to cast. If target is attacking: Reroll Dice.
- Upgrade A: Increase Mana Socket to accept dice valued from to .
- Upgrade B: Increase base Damage by 3.
Water
- Arctic Point: Deal Damage to Target enemy, where X is the value of the dice spent to cast. Reroll lowest unspent Die.
- Upgrade A: Increase base Damage by 4.
- Upgrade B: Add 2 Charges to spell permanently.
- Sleet Sky: Gain 1 Hailstorm. Reroll Dice.
- Upgrade A: Increase Mana Socket to accept dice valued from to .
- Upgrade B: Add 1 Charge to spell permanently.
- Replenish Azur: Gain Block where X is the value of the Dice spent to cast. Reroll spent die.
- Upgrade A: Increase Mana Socket to accept dice valued from to .
- Upgrade B: When gaining Foresight: Add 1 Charge to this spell for one turn.
Earth
Void
- Omniscience: Reroll spent die. Gain 1 Foresight.
- Upgrade A: Add 1 Charge to spell permanently.
- Upgrade B: Increase Mana Socket to accept dice valued from to .
Artifacts
Potions
Description
This effect will simply roll dice. When found on a spell, casting will spend the used Die and provide a new one, randomly rolled at a value of to (unless the resulting value is specified in the respective item's description).
Spells
Fire
- Emberstorm: Roll 3 Dice valued from to . Destroy a random Dice.
- Upgrade A: Roll 3 Dice valued from to instead.
- Upgrade B: Add 1 Charge to this spell permanently.
- Heatwave: Apply 2 Weak to All enemies. Roll a Dice valued from to .
- Upgrade A: Increase base Weak applied by 2.
- Upgrade B: Roll 2 Dice valued from to .
- Infused Shield: Gain 3 Block. When spending a valued die; Roll a die valued from to .
- Upgrade A: Increase base Block from 3 to 6.
- Upgrade B: When spending a valued die; Roll a die valued from to .
- Kindle: Roll a Dice valued from to .
- Upgrade A: Roll 2 Dice valued from to . Increase Countdown cost from 2 to 6.
- Upgrade B: Add 1 Charge to this spell permanently.
- Nourish Flames: +2 Countdown cost to target spell for one cast. Roll 2 Dice valued from to .
- Upgrade A: Increase base Weak applied by 2.
- Upgrade B: Roll 2 Dice valued from to .
Water
- Grasp Flow: Gain 1 Block. Roll an Odd valued die.
- Upgrade A: Increase base Block gained by 3.
- Upgrade B: Roll an Even valued Dice. Add 1 Charge to spell permanently.
- Ice Blast: Deal 9 Damage to Target enemy. When the Dice spent are equal to a value of 7: Roll a Dice.
- Upgrade A: Increase base Damage dealt by 5.
- Upgrade B: Apply 2 Weak to Target enemy.
- Multi Jet: Deal Damage to both Front and Rear Enemy where X is the value of the dice spent to cast.
- Upgrade A: When spending a , Roll an "Even" valued die
- Upgrade B: Deal 2x Damage instead.
Earth
- Bloom Bolt: Deal 4 Damage to Target enemy. Increase Damage dealt by 2 for each valued die rolled this combat.
- Upgrade A: Increase Damage gained per rolled by 2.
- Upgrade B: When Depleted: Roll a Dice valued from to .
- Killshot: Deal 7 Damage to Target Enemy. If attack is Lethal: Roll a dice valued from to .
- Upgrade A: Roll 2 dice valued from to .
- Upgrade B: Increase base Damage dealt by 5.
- Rockslide: Deal Damage to Target Enemy where X is the value of the die spent to cast. When Depleted: Roll a die valued at .
- Starter Spells do not have upgrades.
Void
- Stellar Ward: Gain 12 Block. Random other Spell gained +2 Charges.
- Upgrade A: Add 2 Charges to spell permanently.
- Upgrade B: Increase base Block gained by 6.
Artifacts
Starters
Normal
Boss
- Exuberant Wand: After casting 15 Spells: Roll a Dice valued from to .
- Shrunken Manastone: Start of Odd turns: Roll an Odd Valued Dice.
- Crooked Dice: Roll +1 Die, valued Dice are reduced to a .
- Cursed Pendant: Roll +1 Die, valued from to , at the start of each turn. Gain 4 Weak.
- Dreadstone: Roll +1 Die, valued from to , at the start of each turn. On enemy death: Receive 3 Damage.
- Amulet of Sacrifice: Roll +1 Die, valued from to , at the start of each turn. Start of each turn: Receive 1 Sap.
- Balanced Manapearl: Start of Even turns, Roll an Even valued Dice.
- Crooked Dice: Roll +1 Die, valued from to , at the start of each turn. Any valued die rolled will be reduced to a .
- Darkwraith Scythe: Roll -1 Dice at the start of each turn. Start of each turn: Gain 2 Critical.
- Hex Robes: Roll +1 Die, valued from to , at the start of each turn. Start of each turn: Enchant 2 random dice with Vex.
- Ley Line Focus: Roll +1 Die, valued from to , at the start of each turn. Start of 1st turn: All enemies gain 1 Power.
- Etherweave: Start of 1st Turn: Roll 3 Ether die valued from to .
- Rage Blade: Start of each turn: Roll 1 less Dice~ Gain 1 stack of Hailstorm.
- Smoldering Torch: Roll +1 Dice each turn. Start of each turn: Apply 1 Ignite to a Random Spell.
- Unstable Manacore: Roll +2 Dice each turn. Cast 3 Spells: Destroy a Random Dice.
Potions
Rituals
Runes
Description
Separates the value of one die into multiple dice; the resulting value of the new dice are randomly rolled.
For example, Splitting a will net you & , & , or & .
If an enchanted die is Split by a Spell, all resulting dice will carry the enchantment (Exception: Lathspell).
Split dice do not count as rolls.
Spells
Fire
- Fragmentize: Split spent Dice into valued dice.
- Upgrade A: Increase Mana Socket to accept dice valued from to .
- Upgrade B: Gain 2 Power.
Artifacts
Potions
Description
Directly increases the face value of the respective Dice.
If a Dice is raised above 6, unless otherwise specified, a new die will be produced carrying the excess value.
If an enchanted die's value is increased above , new die produced this way will not carry the enchantment.
Spells
Fire
Earth
- Earthsong: +1 Value to Target Dice.
- Signature Spells do not have upgrades.
- Mulch
- +2 value to lowest unused Dice. Return spent Dice with -1 value.
- Signature Spells do not have upgrades.
- Onslaught: Deal Damage to Target enemy, where X is the value of the die spent to cast. If Target is Marked: Return spent Dicee with -1 Value.
- Upgrade A: Instead Increase value of spent Dice by +1.
- Upgrade B: Add 2 Charges to Spell permanently.
- Regrowth: Return Dice with +1 value.
- Signature Spells do not have upgrades.
Void
Artifacts
Potions
Rituals
Description
Directly decreases the face value of the respective Dice.
Dice value cannot be reduced below .
Spells
Earth
- Mulch: +2 value to lowest unused die. Return spent Dice with -1 value.
- Signature Spells do not have upgrades.
- Onslaught: Deal Damage to Target enemy, where X is the value of the die spent to cast. If Target is Marked: Return spent die with -1 Value.
- Upgrade A: Instead Increase value of spent die by +1.
- Upgrade B: Add 2 Charges to Spell permanently.
- Pulverize: Deal 4 Damage to Front enemy. Return spent die with -3 Value.
- Upgrade A: Increase base Damage dealt by 2. Return spent die with -2 Value instead.
- Upgrade B: Add 1 Charge to Spell permanently.
Artifacts
- Hex Robes: Roll +1 Die, valued from to , at the start of each turn. Start of each turn: Enchant 2 random dice with Vex.
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