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What's the best dice build in far endless? It should be a 5-dice build with all grow, all hollow, and block + attack + heal + boost + maybe another attack, unless I'm wrong and you want terrain?

Also, what are these "half-dice"? I don't believe I've gotten the event that gives you that yet.

Also 2, Electric Boogaloo: What is Eternal? Does it literally just stay on the board?

yes, it has a maximum face of 3, but when you place it on the board it stays there for the rest of the battle, a strategy for late middle-game is to have a single grow & eternal attack die, and all the rest be heal, block and some kind of boost, so that you place the attack down and then you just wait for them to die, like a "spam block and toxic" in Pokémon.

Credit to Chirp87, world record holder (floor 56), for this strategy.

So, just get a lot of defense and one eternal attack?

Yes, but it is preferable to get the eternal with the grow effect and some boost/mirror to boost even more your Block.

Eyyo. I've been doing the math comparing grow eternal block dice vs. lucky 1 grow heavy block dice. Since heavy dice have a cooldown for 1 turn after they are removed from play, eventually eternal dice win out. However, an eternal dice can only roll as high as 3. Even if it grows, you may be dead before it gets strong enough to defend you. Heavy dice can start stronger, but they drop off over time.  

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Well, it is what I would have expected, tough I recently found out that maybe using a glass die isn't as useless as it seems, because Glass dices can be used as a single turn power boost, and they don't mess up your consistency enough to be a pain unless you are at phase 7 or something like that, maybe a glass boost or something.

P.S. How do you think that normal dices compare to lucky? maybe those are better because of the higher numbers?

The spider is a very strong event, it is substantially 3 trivia questions about the game, make one mistake and you loose some hp (I don't loose the trivia game in so long), if you make all three questions correct you are rewarded with a basic random & random die. This is basically a die that works as both its parts at the same time (terrain and mirror aren't possible parts of these dices), basically a "block & heal" die which rolls a 4 heals you for four and blocks for four.

All of these dices are waaaaaay stronger than the rest, to the point that they are a must for floors 40 and higher.

These are what are known as "half-dice" because they are half something and half something else

That's kinda busted, I think I want a block + heal for defense

yes, that is kinda of OP, I got that once and I got to 51 easily, however then I was forced to throw away the run by the grasshopper, if you get the heal & block and you can miss that even, then you can get to floor 60+.

It is good for your strategy to already prepare with always having 5 dices in your deck, unless you are a maniac and you go for a low-consistency (6+ dices) from floor 25 onwards.

However having lots of dices can help with the grasshopper, specifically the event that forced one glass into you hand, getting one with a 5- dices is substantially a run killer when at floor 35+.

I got to 51 (phase 6) twice and died twice to the grasshopper forcing a die to be glass.

And terrain dice are bad?

On a side note to this, are heavy attack/block/heal dice good with grow because of the dice value increasing a lot?

heavy + grow is good for some dices as they give X of what they are for X turns, and after that they get put in the discard pile

You can use them, but I think that they are too slow for phase 5/6, because they need 2 turns to be useful and in that first turn you can get dealt too much damage to survive the second turn, but there might be some ways to use them. Though I don't really like them.