Dice Types and Build Roles
Choose GrimKeep dice for damage, defense, gold and healing, with exact official effects and a separate explanation of the October demo additions.
FAQ
How many dice types are there?
Are Strong dice always better than Deadly dice?
Does a Poison die immediately remove two percent of a boss health bar?
Which die should you add next?
Choose the resource your run is missing: attack points, a multiplier, defense, gold or recovery. A die’s face helps form a combo, while its effect type changes what activation contributes. A high face alone does not tell you whether the die fixes your current problem.
This guide uses the official dice reference checked on November 4, 2026. These are published rules, not a new hands-on test. The October demo has ended, and the planned November 30 release may change the numbers.
What do the seven official effect types do?
The official reference describes one normal die and six special effects. Read the activation requirement alongside the amount: owning a special die is not evidence that its effect applies to every attack. Use the visible combat result to confirm that the intended die actually participated.
| Type | Published effect on activation | Useful when |
|---|---|---|
| Normal | No extra effect | Your items already reward its faces or combo |
| Strong | Adds 5 Combo Points | The points part of your attack is weak |
| Deadly | Adds 1 Mult | You have points worth multiplying |
| Poison | Poison damage equal to 2% of the target’s maximum health per die | You want a percentage-based damage source |
| Armored | Adds 5 Defense | Surviving the next response matters more than extra damage |
| Gold | Adds 5 Gold | You are building purchasing power for later choices |
| Healing | Restores 2% of your maximum health | Your current health is the limiting resource |
The exact order of all item and die effects, percentage rounding and every enemy interaction are not established by that short reference. A Poison or Healing amount should not be added to the ordinary damage formula without checking the relevant effect.
For example, 2% of 250 maximum health is 5 health. Two percent of a target with 5,000 maximum health is 100. These are arithmetic examples of the published percentages, not measured outcomes against a particular enemy.
When is Strong better than Deadly?
Compare the two finished scores rather than treating a larger multiplier as automatically superior. Strong improves the points subtotal; Deadly improves the factor applied to that subtotal. Which contribution is larger depends on the numbers your current attack already has.
Here is a deliberately simplified comparison. Suppose Dice Points plus Combo Points total 30, and Mult is 3:
| Added effect | Calculation | Ordinary attack score |
|---|---|---|
| No added effect | 30 × 3 | 90 |
| One Strong activation | 35 × 3 | 105 |
| One Deadly activation | 30 × 4 | 120 |
At these assumed values, Deadly adds more. If the points subtotal were only 10 with Mult 5, Strong would instead add 25 while Deadly would add 10. This isolates one effect; different faces, combo changes or item triggers can reverse the choice.
Use the damage calculation guide for the full score breakdown and the calculator to compare your own inputs.
What changed with Low Die, High Die and fixed faces?
The October 23 demo balance announcement added four named dice with restricted face sets. Keep those face restrictions separate from the seven-effect reference above: the announcement does not publish a complete compatibility chart or establish that each restriction can carry every special effect.
| Named demo addition | Faces described by the developer | Decision it helps you evaluate |
|---|---|---|
| Low Die | 1, 2 or 3 | Whether a low-face item is easier to trigger |
| High Die | 4, 5 or 6 | Whether high faces suit your existing effects |
| Die of 6 | Only 6 | Whether a six-focused effect supports this roll |
| Die of 1 | Only 1 | Whether a one-focused effect is worth its lower face value |
Do not read a fixed face as a guaranteed winning combo. You still need enough compatible dice, the right selection and an item or hero rule that rewards the result. The Feral guide explains the published six-face perk without assuming an unverified unlock route.
The developer’s October balance update is the source for these four additions. Older screenshots may predate them.
How can you make a useful shop decision?
Check the immediate obstacle before buying another effect: an attack that cannot finish the enemy, a response you cannot survive, or a resource shortage later on the map. Then choose one change whose effect you can explain. This is a decision checklist, not a claim that every run offers the same shop inventory.
- Read your current attack’s points, Mult and relevant item conditions.
- Identify whether you need a bigger score or a different resource.
- Check the new die’s faces and its activation effect separately.
- Consider whether it supports the same plan as your existing items.
- After changing the bag, compare a real combat result rather than assuming the purchase worked.
For the starting-hero context, compare The Beast and The Huntress. Their reroll rules change what a useful die choice looks like.
What should you verify when an effect seems missing?
Check the die you activated, the item’s written condition, your available resources and the version of the guide. A roll containing a useful face does not by itself establish that every conditional effect fired. Record the before-and-after values so that another player or the developer can reproduce the question.
The most useful report includes the game version, hero, selected dice, equipped items and the resulting points or resource values. Avoid replacing an unexplained interaction with a universal rule.
Sources checked November 4, 2026: official dice effects, official FAQ, and October demo updates.
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