Dungeon Die

Overview

When the deck is shuffled, each orb's damage and crit are rolled independently between the orb's base stat minus the die modifier and the orb's base stat plus the die modifier. The current die modifier produces a non‑symmetric effective change in some versions: the roll range was adjusted in a past update from a -3/+3 window to -2/+4; the active installed value governs the exact numeric bounds used during play.
Practical effects and usage:
Dungeon Die increases variance: low‑damage orbs can occasionally hit much harder, while high‑damage orbs can be pulled down, so it amplifies both burst potential and volatility.
- Because rolls occur on deck shuffle (start of fight and reload), its impact is concentrated on turns immediately after those events rather than every single turn.
- It affects both normal damage and critical damage values for each orb, so builds that scale with crits or rely on consistent high crit values will see larger swings.
- Combine with cards or relics that trigger immediately after shuffle (or that perform multiple shuffles) to maximize opportunities for favorable rolls.
Dungeon Die pairs well with effects that benefit from occasional large hits (cleave, multi‑hit scaling, or conditional procs keyed to high damage) and is less reliable for decks that depend on repeatable, tight damage windows or on predictable critical thresholds.
- Since the range can differ across versions, verify the current die modifier in your game files or patch notes if precise numeric planning is required.
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