Die in the Dungeon: Origins – Relics Guide

Relics in Die in the Dungeon: Origins act as special modifiers and keep the game fun throughout every run. Sometimes they offer flat buffs, such as +1 value to specific dice. In other cases, they offer completely new abilities, like dealing damage to random targets after you’ve played a specific number of dice.

There are two ways to get a relic during the game. You get it as a reward every few battles or during encounters where you’ll have to roll the mentioned score. Left alone, the relics don’t amount to much; however, when coupled together, they can produce devastating results. A major part of the game involves understanding the synergy between different relics and using it to get high rolls on your dice.

This guide covers all the dice currently available in Die in the Dungeon: Origins and will help you plan out your runs more effectively.

Die in the Dungeon Origins: Guide to Relics

Relics Tier List

Common

1. Bittersweet Cake – At the end of the battle, heal 2 HP.

2. Bucket of Paint – Every third die of the same type you place on the board costs no energy.

3. Comfy Couch – Heal 1 HP if you have any block remaining on the turn end.

4. Makeshift Trench – At the end of your turn, gain +1 block for every die in your hand.

5. Medieval Scope – Gain +3 block and heal +2 HP for accurate kills.

6. Miner Hat – Gain +2 block at the start of every battle.

7. Poisonous Skn – Deal 2 damage back whenever you receive unblocked damage.

8. Primordial Fear – When you use all your energy for the first time in each turn, take 1 damage.

9. Raincoat – Gain +3 block if there are no block dice on the board at the end of your turn.

10. Rigged Coin – Gain +1 to all dice on odd turns and -1 on even turns.

11. Siny Stone – Grants +1 boost value to the boost dice when all available slots contain a die.

12. Suppressing Eye – The targeted enemy receives -1 for all their attacks.

13. Transparent Prism – Draw +1 dice on your next turn if you used three or more different dice in the previous turn.

Uncommon

1. Bloody Fang – Whenever you deal 2 or more damage, heal +1 HP.

2. Chocolate Muffin – On a turn, reduce all damage to 0.

3. Dancing Shurikens – For every 6 dice used, deal 3 damage to a random enemy.

4. Energy Drink – On turn 1, gain +1 energy.

5. Golden Fruit – Increase your max HP by +6.

6. Pachinko Balls – Each turn, three random slots on the board receive a +1 boost.

7. Prismatic Mango – Increase your max HP by +6 and heal +1 HP every turn.

8. Shapeshifting Fin – Deal 1 damage to all enemies every time you heal when at max HP.

9. Snake Eyes – All 1 value die cost no energy to play.

10. Unpolished Shards – All Glass Property dice receive +3 value.

Rare

1. Blinding Lightbulb – Upon using a dice with Flash, deal 2 damage to all enemies.

2. Bullseye – Grant x2 value to all dice placed in the corner slot and 0.5x value to all dice placed in corner slots.

3. Crimson Blade – Grant +1 value to all attack dice, but you take 2 damage at the end of every turn.

4. Evergreen Sap – Having leftover energy at the end of the turn prevents all glass dice from breaking.

5. Forge Hammer – Having leftover energy at the end of the turn prevents all heavy dice from decreasing.

6. Frozen Knife – Grant +1 value to block dice and -1 value to attack dice.

7. Heroic Backpack – Increase max hand size by +1 and draw +1 dice at the start of every turn.

8. Lone Island – Dice at corner locations with no other adjacent dice receive +1 value.

9. Mark of the Chosen One – Grant a die x3 value if it’s the only one on the board.

10. Melting Knife – Grant +1 value to attack dice and -1 value to block dice.

11. Munchable Dopamine – Receive +1 max HP if you end a battle with full health.

12. Nightmare Plasma – All dice in hand receive +1 to their value at the end of the turn, and the dice are reset after use.

13. The Joker – On odd turns, draw +1 dice.

14. Toxic Cloud – Deal 2 damage to all enemies if there are no attack dice on the board at the end of the turn.

Epic

1. Blindfold of Rage – All attack dice cost 0 energy and gain +1 to their attack value. However, at the start of the turn, targets are chosen randomly, and you lose the ability to choose your targets.

2. Liquid Karma – Gain +1 energy on odd turns, but roll the lowest face of every die on even turns.

3. Origami Frog – Draw +1 dice every turn. Any remaining dice in your hand will be discarded at the end of the turn.

4. Providential Vial – Dice drawn on turn 1 roll the highest face value possible.

5. Scavenger Beak – After a non-boss battle, choose from +1 more rewards.

6. Shadow Cloak – All block dice get -2 value. However, you retain any unspent blocks at the end of the turn.

7. Star Yo-Yo – Excess damage is dealt to the next enemy.

8. Survival Kit – Carries over 1 energy in between turns.

Legendary

1. Moon Chakram – Draw +1 and max hand +1. Also, deal 1 damage to a target for every dice drawn.

Tips on Relics

Stats and List of relics earned so far.

1. Experiment with new relic combinations. You never know what new combo you may stumble upon during experimentation.

2. Always choose high-rarity relics, even if they have negative effects. The negative effects can be easily countered with a few key counterpicks down the line.

3. Relics that deal damage are good for the early game but fall off as you reach the higher levels. Instead, focus on ones that offer discounts, such as Blindfold of Rage.

Using relics during battle

4. Given the low health pool, healing dice or healing relics are also quite valuable. Therefore, the Prismatic Mango in Die in the Dungeon is one of the most sought-after healing relics.

5. Finally, relics that grant extra value to dice placed in a slot are very powerful, especially if you manage to insert a prism dice in one of them. Prism dice affect other dice that target other spaces on the board. So even a +1 boost from Pachinko Balls can put forth some serious numbers on the board.

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