Basics

In *Dice Hunter: Quest of the Dicemancer* you collect Monster Dice to put together a team and battle with the hordes of enemies sent by Snake Eye.

You need to choose your team based on the symbols on the dice, their skill and their element. By deciding their place on the tray you can decide how their skills are charging.

## Symbols on dice

Swords (🗡️️) stand for melee attack. Each sword causes one damage to the enemy, making the enemy lose either one heart (health) or one shield (armor) as applicable.

Shields (🛡️️️) stand for defense. Each shield absorbs a certain amount of incoming damage (exact value on the right side of the health bar).

Stars (⭐) and Bolts (⚡) stand for luck and magic respectively. They are used to match combos on playfield objects and to charge your dice.

## Dice skills

Dice skills can be used whenever the dice has been fully charged (i.e., the charge meter is full, and the dice is

glowing). Dice in the left row of the tray are charged by every magic (⚡) you roll. Dice in the right row of the tray are charged by every luck (⭐) you roll. Dice in the middle are charged by both magic (⚡) and luck (⭐).

Skills are used before rolling the dice. The skills themselves vary greatly, but they are always used by dragging and dropping the charged dice on top of a target. Valid targets are highlighted in yellow when dragging the dice. Current target(s) are marked with a bright outline upon rollover.

All dice with three stars are fully charged from the beginning of a level, and their skill is therefore immediately usable. All dice with five stars have their recharge requirement decreased by two units.

## Combos

The symbols (⚡ and ⭐) on enemies are called combos. By matching a combo you will trigger a special event,

usually exploiting some vulnerability of the enemy. E.g. matching a combo on a wall destroys the wall in one go, or matching a combo on a Knight makes it lose its armor. To find out the result of the target's combo, tap and hold on a target.

## Player Level and XP

Player Level gates some features, e.g. new dice slots are unlocked on specific levels. Earning a Player Level also grants rewards, e.g. energy fills and free Dice Hunts. Most importantly, the level of your dice can not exceed your current Player Level.

Player Level can be increased by earning experience points (XP). You can get XP from e.g. Quests, Dice Hunts, Patrols, and by winning levels on the map.

Here is a table showing how much XP you need to level up.

## Locking Dice

One of the strategic element of the game is that you can decide which dice will roll and which will be showing the same symbol in the next turn.

You gain one additional lock option in every turn of the battle (if you have not more than 5). You can see the counter next to your health bar on the left side of the screen.

#### Which dice should I lock?

You should lock dice that are showing a symbol you think you’ll most need after your current roll.

For example: If you are going for an attack, lock swords. If you are going on defensive, lock shields. If you are trying to match a combo, lock symbols that are part of an onscreen combo.

Sometimes you might want to lock symbols that charge the skill of certain dice for that extra edge.

Try also to think of the distribution of symbols on your active dice. If you have to choose between several dice displaying the same symbol, choose the dice that has the least of those symbols.

Also remember, sometimes it makes sense to not lock any dice but instead throw them all and accumulate locks for later use when something more useful is on the table.

## Healing Combo

In addition of healing potions, you can regenerate an interesting percentage of your max health by rolling same symbols on your dice. It starts at a minimum of 4 same symbols. So locking the good dice can be an advantageous idea.

 5 same symbols
 6 same symbols

## Link between Power, Health, Shield and Double Swords

When you choose your dice, the total power of your team will varies depending on the level of the dice you choose. The power of your team will determine a variety of important components when you play.

### **Health**

Your total health for the level you play can be obtained by doing:

```
**Health = Power \* 3,3333** (approximately) or **Health = Shield \* 10** (exactly)

```

Example: Your power is 270, so your health for the level is 270 \* 3,3333 = 900.

### **Shield**

The amount of health protection for each Shield symbol you roll is obtained by doing:

```
**Shield = Power / 3**

```

Example: Your power is 270, then each shield protects you from 270 / 3 = 90 incoming damage.

Note: The shields last only for one turn; they disappear at the end of the turn. The shield protection doesn't depend on the number of shield icons on your dice.

### **Double Swords/Crit chance**

When your team power is exactly the recommended power, your crit chance is 25%. So with going for higher power than recommended or lower, it affects the chance of getting double swords.
The crit chance varies between 5%-95%.

When you roll a Sword on a die, the chances it converts into a Double Swords is obtained by doing:

```
**% = (((2 \* Power) - Recommended Power) / Recommended Power) \* 25**

```

Example: If you have a power of 270 in a level where the recommended power is 300, your chances of getting double swords are (((2 \* 270) - 300) / 300) \* 25 = 20 %.

Note: This formula doesn't give the right value, but turns around the real value. It gives you a good idea of the power of your team. The chances of getting double swords don't depend on the number of sword icons on your dice.

## Tips & Strategies

Here are some tips and streategies when you play Dice Hunter.

* **HOW TO CREATE YOUR DICE TEAM**

To have a certain chance of completing almost all levels, your team should have at least 1 healer (like Vampire Queen), 2 or 3 stunners (like Panda or Wind Spirit) and 2 attackers (like Skeleton or Wizard). If a die can match more than one categorie, the better it is. Also, think about the symbols on the dice and the amount of energy to fill their abilities. See the page on dice.

* **WHEN DO THE HUNTS**

You can hunt at any moment when you have a free hunt or when you have 50 diamonds. During the week, you have a better chance to get shard packs or monster dice mtching the element of the day. During the weekend, you have higher chance to obtain bigger shards pack or monster dice with more stars. The average amount of shards you get but hunting during the week is 82.5 shards, but you get an average of 84.84 shards during the weekend.

* **WHAT DICE TO LEVEL UP**

At the end of the game, you will have unlock almost all the monster dice available. That makes a lot of dice to upgrade! To be efficient, upgrade only the dice that you use the most. Those dice should be the ones that you chose to create your dream team. Max out those dice, and then level up your other dice depending on the frequency that you use them.

* **HOW LEVEL UP YOUR DICE**

You can level up your dice by using coins or shards. The big question about dice upgrade is will you upgrade a die with coins or with shards? See the section Leveling up using coins or shards.

* **WHEN BUY SHARD PACKS AT THE SHOP**

Those shard packs are not meaningless. They are pretty usefull when you have dice upgraded to 5⭐️️ and level 49. If one of your dice requires less than 50 shards to be at level 50, use those packages to save diamonds. Be sure that you have enough shard packs to fully upgrade it, because packages that give more shards that what a die needs are never available.
Example: You Wizard die needs 19 shards to be at level 50. There will only be the 5-shards and 10-shards packs available to upgrade this die. So be sure that there are 2 10-shards packs in the shop the same day before buying those packs.