骰子骑士录 Dice Gambit

骰子骑士录 Dice Gambit

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All Skills, Passives, And Signatures in Dice Gambit
由 Iris Iastname 制作
A complete encyclopedia to every available tool your Inquisitors can have at their disposal. Includes all classes, all Relationship and Event exclusives, advice on what's broken and what's not, and more!
   
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Foreword
Hi there. Are you a curious Inquisitor seeking guidance? Someone looking to break the game in half? A dev of this lovely game looking for balance advice? (...proooobably one of the first two, let's be real.)

Well You Have Come To The Right Place

IMPORTANT NOTES
  • As of right now, there is no easy way to view the exact "pre-modifier" stats of any given skill in the game. I'll provide [X]/[Y]/[Z]/etc. as placeholders, and will try to note the exact stat-to-number correlations where I can.
  • Orange text is almost always not affected by stat scaling and will be recorded verbatim.
  • These notes are informed by three complete playthroughs of Dice Gambit - one by myself, one by my partner (both on the standard Knight difficulty), and a third deathless one on a higher-than-Inquisitor-but-lower-than-Commander difficulty, across which we managed to use /nearly/ every single skill in the game at least once for testing. However, there will still be some things we failed to test in-depth (mostly Signatures), and these notes may not hold up for every modifier and difficulty you use!
  • I will be abbreviating the dice symbols (Attack, Move, Block, Signature) to <A>, <M>, <B>, and <S> for brevity.
  • I am an editor by trade but will inconsistently keep in the typos and grammar errors from the original text. Sorry.
  • I will not be covering in-depth build strategies here, but here's a quick TL;DR:
    - - - The most important stats in this game are Dice Power and Buff Power, and the least important are Initiative, Armor Power, and HP.
    - - - The strongest early-game carry build is making a Knife Juggler/Scorcher with the passives Weak Spot, Meticulous Distribution, and One More along with any method of Temporal Dagger creation (and optimally Strong Arm), which will trivialize the earlygame while you eugenics your family to success.
  • This is a perpetual work in progress. I will add more to it over time, so feel free to let me know in the comments if there's anything I've missed!

Got it? Great! Let's get started.
- - Knife Juggler - -
Knife Juggler is an interesting midrange class that focuses mainly on ping-damage through Temporal Daggers (henceforth abbreviated TD). TDs deal damage at a range of about 6 tiles and vanish if you don't use them before the turn ends.
While Silvia would present it as a movement + rampup DPS class, in reality your Temporal Dagger tends to work best for activating on-hit triggers and inflicting status, especially because a lot of moves that give TD scale off Buff Power. Use it accordingly.

Knife Jugglers that have the "Draw Daggers" signature will see the greatest success, as it's the best way to guarantee consistent access to your kit.

- - Skills - -

- Prepare Blades (<A> <M>)
- - Draw [X] TD.
Good early game for just taking down damaged enemies. Later, you'll have better uses of TD.

- Fan of Knives (<A> <M>)
- - Throw 7 TD outwards in a cone, each dealing [X] damage.
This one's underwhelming; most times enemies won't be huddled up in such a way that gives you major value from this.
It has the same cost as Prep Blades - most times you'll want to take that instead.

- Evasive Assault (<A> <B>)
- - Dash 4 tiles then aim and throw 3 TD independently.
Dash movement on something that doesn't cost Move is welcome. The three pings won't be as useful for someone with heavy buff scaling for maximum daggers, as this move isn't affected by buff power, but it's still nice. A solid skill.

- Blade Barrage (<B> <M>)
- - Throw a barrage of [X] TD in a straight line.
In both playthroughs we've tried to make this skill work and it's just fallen flat - the lack of ability to aim it and the fact that it'll keep hitting the frontmost target even if it dies just makes it tend to underperform compared to other abilities.

- Lethal Strike (<A> <A> <A> <A>)
- - Perform a tremendous attack dealing [X] damage to a single opponent within 1 tile.
Fun in the earlygame if you really want a boss killer, but endgame builds have a far better ways to blitz down a boss and this skill suffers a lot from the limited range, meaning you need to have a way to move to the boss in order to land the hit. That being said, Cheat can nearly guarantee you get the dice for it.

- Blade Tempest (<A> <B> <M>)
- - Throw [X] TD randomly distributed amongst all enemies within range.
An extremely useful and affordable skill. Its only downside is having trouble in maps with bomb barrels, but apart from that it lets you hit a wide swathe of enemies or stack a ton of daggers into a single guy. Great with buff power, great with damage.

- Fast Fingers (<A> <B>)
- - Dash to an empty tile within 4 Tiles. Deal [X] damage to all enemies passed through and draw a TD for each hit.
Faces stiff competition with Blade Barrage, which dashes the same length and gives you three TD guaranteed - however, this has the advantage of an unlisted 2-tile-wide dash area (wider than your default starting signature), which makes it Knife Juggler's most efficient in-house way to deal with large groups of enemies.

- - Passives - -

- Daggers for Dice: For each unspent dice at the end of the turn draw a TD
Tried making this work. Extremely underwhelming, does nothing Round 1 and often does little-to-nothing later.

- Hidden Daggers: At the start of the round, draw 1 TD
The safer turn-one variant of the former. Still not great, but it helps get your One Mores off the ground.

- Knife Pass: Allies hit by your daggers draw a dagger of their own
This one's weird and I haven't used it enough to really say if there's anything broken you can do with it

- Sharpened Blades: Increases all damage dealt by 1.
Like Fired Up and Far Out Blades, this is /NOT/ a flat damage increase - it scales with your Attack Power, which was disappointing for me to find out when trying to do a low attack power knife juggler kit.

- Far Out Blades: Increase all damage dealt to enemies more than 3 tiles away by 4
Requires specific building but a nice little addition if you play it right

- Strong Arm: All TD fly 2 tiles further
EXTREMELY USEFUL, there is /no/ other range increasing skills in any class and this fundamentally widens the range at which you can use almost all of Knife Juggler's kit. If you see this and you intend to use TD for ANYTHING, pick this up.

- One More: Whenever an enemy is damaged by a TD for the first time each turn, draw a TD.
Lets you essentially ping every enemy on the map you can reach once - combos very well with the aforementioned Strong Arm and with the next passive on the list. The best of the passives on the TD list, but requires you have a way to access TD beforehand to get the ball rolling.

- Weak Spot: Whenever you damage an enemy for the first time each turn grant them [X] Exposed.
The single strongest passive in the Knife Juggler's kit when combined with passives from other classes. Even by itself, it basically says that the second dagger you land on any enemy does double damage, which is good in and of itself. Always take this.

- Keen Precision: Throwing Daggers pierce through an additional enemy.
Throwing Daggers? I thought they were called Temporal Daggers? Solid if you're up against large crowds of enemies or if you can get enemies to line up, but generally lower priority.
- - Berserker - -
The Berserker cares about dealing damage and lots of it. It's the only class that interacts with critical hits, besides a passive in the Director's kit, and also the only class that can heal HP.

Oh yeah, and it's also the source of one of the most game-breaking passives in the game.

- - Skills - -

- Flurry (<A> <A>)
- - Dash up to 2 Tiles and deal [X] damage to all enemies next to your destination, healing for 15% of your missing health if you kill a target.
The movement outside of spending <M> is nice, but it's pretty uncommon that you'll manage to hit more than 1, maybe 2 enemies with this skill's dinky little dash. Oftentimes you'll be better off spending the <A> elsewhere.

- Blade Tempest (<A> <B> <M>)
- - Throw [X] TD randomly distributed amongst all enemies within range.
That's right, this is in Berserker too. Honestly, it might be better in Berserker, as it gives you a ton of hit procs and lets you deal with enemies from a greater range than most of its kit.

- Dramatic Measure (<B> <M>)
- - Place a Ticking Bomb at your feet which will explode in a round. Finisher. (Ticking Bomb: Explodes dealing 50 damage to ALL characters within 3 tiles.)
Terrible. Its damage output is underwhelming, the chances enemies will hang around to get hit by it is frustratingly low, and it can hurt your own team. It's even a Finisher.

- Into the Fray (<M> <M>)
- - Dash towards target enemy within 7 spaces in Eye Contact dealing [X] damage and [Y] Stagger.
The Stagger is mostly a ribbon, but this is excellent. Being able to dash such a long distance means you can invalidate having to move the long way around terrain and it ends in a pretty solid hit. One of the easiest things to pick up as a new Berserker.

- Blade Roulette (<A> <A> <M> <M>)
- - Dash next to a random enemy within 4 tiles and strike them for [X] damage. Repeat this 4 times. Whenever you kill an enemy with this ability perform an additional dash. (Max. 20)
Reads very very powerful, but often results in dashing to an awkward position or not having enough nearby enemies to continue the chain. For four symbols it's frustratingly inconsistent, and if you wanted silly kill chains there's MUCH better ways to accomplish it in Berserker.

- Predator (<B> <M>)
- - Apply [Y] Fear to all enemies within 3 Tiles. Then dash to a random adjacent tiles of one of the feared enemies. Gain [Z] Armor and attack it for [X] damage per enemy feared.
Scaling off Buff, Shield, and Attack Power, applying status and forcing movement, and being an attack without an <A> symbol makes this a jack-of-all-trades skill. Which can be good or bad. Its main weakness is that it only hits one enemy and you can't control which it'll be.

- Riposte (<A> <B> <B>)
- - Gain [X] Evade and Riposte. Finisher.
A very solid skill. Riposte works even at a distance and Evade lets you completely invalidate attacks. It scales off Buff Power, so worth picking on any gladiator with incidentally high BP.

- Quick Attack (<A> <M>)
- - Target an enemy within 3 Tiles and dash up to 4 Tiles through them, dealing between [X] and [X x 2] damage to them. Repeat once from your new position targeting a different enemy.
This skill sucks!!! It needs an enemy very close and then another enemy near the end point of the first dash - if there's not two around it does nothing, it can end you in an awkward position, and even on its highest rolls it's only hitting very slightly harder than Into the Fray. Don't use this

- Bloodletting (<A> <B>)
- - Deal [X] damage to all enemies within 3 Tiles and heal for 2% of your missing health per target hit.
Hits a surprisingly large area for a decent amount of damage. Surprisingly solid.

- - Passives - -

- Onslaught: Whenever you have dealt a total of 300 damage, gain 3 <A> dice.
When combined with other sources of gaining dice, an incredible way to let your Berserker continue their rampage. Best in the lategame. Remember: the dice will always be Attack ones, so either have rerolls ready or ways to utilize that!

- Bloodlust: Gain armor equal to 25% of the damage you deal.
Regrettably, this DOES still scale off Armor Power, despite it not saying as much. This makes it much worse for Berserker units that want to tank their Armor Power.

- Ferocity: Whenever you roll a <A> gain 3 stacks of Might.
This will typically amount to maybe 15% extra damage per turn if you use your rerolls. It's not nothing but it's very underwhelming and there are very much better passives worth taking here; if you want Might, just bring a Director or Alchemist.

- Executioner: Whenever you kill an enemy, roll 1 die.
EXTREMELY good. Wiping out swarms of lesser mobs can give you five or more dice instantly, combining this with Into the Fray or similar skills can let you chain kill after kill. Good on any attacking unit.

- Erratic Escape: At the end of your turn dash through a random enemy within 2 tiles, dealing [X] damage and dashing for up to 4 tiles.
For a passive that's meant to get you /out/ of danger, this sure loves making Berserkers dash directly into the path of exploding barrels, chromatic goop, et cetera... generally underwhelming.

- Spur of the Moment: Whenever an enemy within 7 Tiles is damaged, you have a [Critical Chance/2]% chance to dash next to that enemy and attack them for [X] damage.
Inarguable contender for top 3 passives in the game. It procs off every instance of Rupture, off Plasma Burn, off Temporal Daggers... It procs off ITSELF... I have killed the final boss in this game by poking him once and watching two Berserkers go wild. Additionally, it lets you keep up movement throughout the entire battlefield, essentially pulling your Berserkers along behind your movement/status guys. It's worth building a branch of your family around critical rate just to take advantage of this.

- Impatience for Violence: At the start of your turn run towards and attack a random enemy within 5 tiles dealing [X] damage while gaining [Y] armor.
The COOLER Erratic Escape. Lets you start your turn already next to a guy, and has a higher range and only barely lower damage.

- Adrenaline Rush: Roll an additional 3 dice each turn when below 30% HP.
Quite powerful if you can keep your guy safe with Shield, Evade, or allies helping. Worth taking on someone that's underperforming, too - either they do well on low HP or die.

- Reckless Swings: Increases all damage between 0% and (Critical Chance * 2)%.
On average, means you're getting a damage modifier equal to your critical chance. Sometimes even shows up multiple times. Very worth it if you're already in a crit build for Spur.

- Defensive Tempo: Gain [X] Armor for each tile traveled.
[X] is typically 1, but can go higher with strong enough Armor Power. (It can even go to 0 with low enough, too.) This typically won't amount to a huge amount of armor per turn - even guys who are moving often won't typically move more than 20 spaces per turn. Fun, but extremely underwhelming.
- - Gunblade - -
One of the Movement Control Characters(tm), next to Medos's Directors and the Transpositioners of the Nova.
Out of them, it's the most offensive, and an excellent second class after Berserker. It's also the only class besides Alchemist (and some signatures) with access to the very, VERY powerful debuff Rupture. (#HEISHOUPACKWATCH - wait, sorry, wrong game)

- - Skills - -

- Bloodied Chains (<A> <A> <B>)
- - Shoot a projectile up to 4 Tiles at an enemy. Then shoot a matching projectile from that enemy to another, pulling the first to the second. Both take [X] damage and [Y] Rupture.
One of the only two Rupture sources in Gunblade's kit, but the three dice cost, the lack of inflicting it until AFTER they move, the mediocre damage output, and the fact it needs two enemies in reasonable range is very awkward. Nonetheless worth considering if you can make up for that.

- Repel (<B> <B>)
- - Knockback all other enemies within 2 Tiles, 5 Tiles away from you, dealing [X] damage to all enemies hit.

- Blade Tear (<A> <A>)
- - Hit up to 3 adjacent enemies in a cone with two strikes, each dealing [X] damage and [Y] Rupture.
An excellent source of Rupture.

- Punt (<A> <B>)
- - Dash next to an enemy within 3 tiles. Then aim and push the enemy 6 tiles, dealing 27 damage to it and all enemies it hits.

- Leap Strike (<A> <B> <M> <M>)
- - Leap between 4 and 6 tiles. All enemies within 3 Tiles of the destination will take [X] damage, get [Y] Stagger and be pushed 5 tiles away from the blast.
Very expensive and thus difficult to line up. I'd recommend Wind Breaker or Repel most times instead.

- Wind Breaker (<A> <M>)
- - Dash between 5 and 7 tiles. All enemies hit take [X] damage and are pushed 2 Tiles away from the center of the dash.
One of Gunblade's best tools, basically a better Into the Fray from Berserker with a slightly different cost

- Flame Thrower (<A> <M>)
- - Emit a barrage in a 20 degree to 150 degree cone with a range between 3 and 7 tiles spawning Flames on each hit tile.
I'm not gonna sugar coat it. This is the weakest attack in the game. Its hitbox sucks, it does no damage by default besides the Flames effect, and even then Flames doesn't hit that much and is worse Rupture at best.

- Tactical Retreat (<A> <M> <M>)
- - Attack all enemies within a 2 tile 180 degree cone, dealing [X] damage. You and all enemies hit are pushed away from eachother, stopping when hitting a wall.

- Drag (<B> <M>)
- - (RANGE: 4 TILES) Drag all enemies in front of you towards you dealing [X] damage to everyone hit.

- Hook (<B> <M>)
- - Drag a character within 8 tiles to you, dealing [X] damage if it's an enemy.
Surprisingly high damage and range makes this one worth considering.

- - Passives - -

- Leg breaker: Whenever you damage an enemy for the first time each turn, apply [X] Slowed to them.
Slowed is an extremely underwhelming status, but this does mean that each of your hits do status for buildarounds like Meticulous Distribution.

- Hurricane Echo: At the end of your turn shoot a gust of wind from where you started your turn to your current position. All enemies hit by the wind take 9 damage and is pulled 2 tiles towards you.
Awkward, as enemies won't typically be exactly in the line between you and where you started your turn.

- Pursuit: The first two times you knockback an enemy each turn, if they end up atleast 3 tiles away; dash to an adjacent tile and deal [X] damage.

- Momentum: Gain [X] Might for each tile traveled.

- Magnetic Presence: At the start of your turn pull all enemy units within 3 tiles, 3 tiles towards you dealing [X] damage to everyone hit.

- Hot Pockets: Whenever you dash or are pushed deal [X] damage to all enemies next to your start and end position.
The single best thing to take for Berserker Spur builds moving into Gunblade - every Spur of the Moment proc will cause this to happen twice, giving you even more chances to proc off that in turn.

- Uncanny Precision: Ignore 100% armor when dealing damage.
Trivializes certain Mutations, but can be annoying against bigger enemies as other allies will still have to contend with the armor.
- - Sniper - -
Sniper is the best DPS class in the game that isn't named Berserker, capable of dealing incredible damage at long ranges.
It's also really, really fun.

- - Skills - -

- Air Strike (<B> <M>)
- - Choose target 2 Tiles wide area within 6 Tiles and create an Air Strike which will be fired in half a round there. (Call down an airstrike creating Flames on all tiles within a 2 tiles radius.)
It doesn't list it, but Air Strike deals about 30 damage on hit, preventing it from being as completely worthless as Flame Thrower. It's still pretty bad, though.

- Bombardment (<B> <B>)
- - Mark a large area of up to 18 Tiles within a 9 Tiles range. In half a round create a barrage of 12 explosions that are 2 Tiles wide, each dealing [X] damage and [Y] Weakened.
The COOLER Air Strike.

- Bouncing Bombs (<M> <M>)
- - Throw a bomb for up to 10 tiles bouncing 3 times along the way, dealing [X] damage to enemies near each bounce.
A VERY inflexible move to aim, with fixed range and bounce locations.

- Hold the Line (<B> <M>)
- - Aim a line. Until your next turn whenever an enemy crosses that line or lands on it, shoot them for [X] damage. Finisher.
The single coolest piece of Sniper's kit. Extends for about twice as long as the arrow indicates, up to about a 20 tile range maximum, making it very very good on long, thin hallways. Enemies walking in and out of Line Territory will trigger this multiple times, as will Fear, Charm, pushing them, et cetera.

- Piercing Shot (<A> <A>)
- - Aim and fire a projectile for up to 12 Tiles dealing [X] damage plus an additional [X * 2] damage for every pierced enemy.
[X] is about 5% of your Attack Power. High-rolly but very fun if you can make it work.

- Premeditated Fire (<B> <M> <M>)
- - Aim and prepare to fire Premeditated Shot in half a round. (Fire a 12 tiles long shot in target direction. All enemies hit take [X] damage and are pushed 3 tiles away.) Finisher.
Just use Hold the Line instead, it's cheaper and fires even if the target leaves the aimed line.

- Round Up (<B> <M>)
- - Throw a bomb between 4 and 7 Tiles away. Deal [X] damage and [Y] Slowed to hit enemies and pull them 2 Tiles towards the center of impact.

- Snipe (<A> <A> <S>)
- - Fire a 13 Tiles long projectile towards an enemy, dealing [X] to [Y] Damage based on the distance travelled.
REALLY FUN COOL ATTACK. 13 Tiles is longer than almost anything else in the game and it's capable of just nuking down enemies from the other end of the map.

- - Passives - -

- Recuperate: When delaying your turn, roll 3 Extra Dice.
Basically lets you trade a <M> for three random dice if you don't mind delaying. Synergizes with Not Quite Done.

- Two For One: Gain the ability to cast Designate Target once per turn. (Applies Hunter's Mark to an enemy within 6 Tiles. (50% of damage dealt by the caster to other targets will also be dealt to this target. Lasts until the start of the caster's next turn.)

- Not Quite Done: When you use a Finisher, delay your turn instead of ending it. Will not trigger if delay has already been triggered.
Not hugely useful outside of the Recuperate synergy, as Finishers are already best used as the final action of a turn most times.

- Sniper's Nest: Deal 40% more damage when standing on the tile you started your turn on.
Almost exclusively good on Sniper, though Scorcher and Operator can find use on it, but still a very respectable damage boost for characters you'd like to fully embrace the sniper kit.

- Explosive Rounds: Whenever you deal more than 40% damage, create an explosion dealing another 25% damage to adjacent enemies.

- The Best Defence: 80% of armor gained is converted to 2 times the Might instead.
Incredibly broken if you have an ally with Sharesies. Underwhelming in the early game but very very powerful lategame.

- Sentinel's Watch: Whenever an enemy lands on a tile next to you or an ally, you have a [Evasion Chance * 2]% chance to shoot that enemy dealing [X] damage and pushing them up to 4 Tiles away.
Very few things in the game care much about Evasion, but this is a very strong payoff if you can make it work, albeit not as gamebreaking as Spur of the Moment is for crits.

- Sharpshooting: Deal 30% increased damage to enemies 6 or more Tiles away. Deal 30% reduced damage to enemies within 3 Tiles.
Extremely strong on Sniper and good on a lot of other classes too. Also I need to test if this works with Plasma Burn


- - Vanguard - -
Being the unit in the game that truly cares about Armor Power as a primary focus, Vanguard - while a strong class - suffers somewhat from having few payoffs and requiring heavy investment into the Armor Power stat. Nonetheless, some of its skills work exceptionally well with the right Signatures or team support.

If you're taking Vanguard, it is HIGHLY RECOMMENDED to fish for the Signature "Sharesies" (see the Signatures section). It's a great source of shield, damage dealing, and most importantly its armoring an ally scales exponentially off both your Armor Power and the ally's Armor Power - this lets you instantly turn 30 shield into 200-400 with two Vanguards or otherwise high armor power units. This is a very good way to explode bosses.

- - Skills - -

- Inspire (<M> <S>)
- - This character and each ally within 2 Tiles gains [Y] Armor and is granted [Z] Inspiration.
Inexplicably, [Z] here is half your Buff Power. At 200 Buff Power this instantly gives you a dice back as well as giving you and any nearby allies a ton of shield and extra dice. Highly recommended.

- Explosive Shield (<A> <B>)
- - Target ally within 8 Tiles gains Explosive Shield. (Gain 16 Armor. In a round create an explosion around you dealing 13 damage to all enemies within 2 Tiles.)
The amount of damage it does is underwhelming and its damage mechanism is awkward to control.

- Fabled Hero (<A> <B> <M>)
- - Target an ally within 10 Tiles granting them between [Y] and [Y * 2] Armor increased with the distance travelled. Grant [Z] Exposed to enemies within 1 tile of the target.
Sounds cool on paper, but in reality its high cost and awkward conditions can make it difficult to use. You'd rather your Vanguard be in the thick of it, which means giving armor to allies far away is much less useful.

- Rhetoric Blast (<A> <B>)
- - Blast all enemies in front of you for [X] Damage and gain [Z] Armor for each enemy hit.
Much better than its vague description lets on - it hits a 3x3 square in front of you plus one extra square in front of its middle row, and can be angled to hit enemies it has no business hitting. In areas with lots of enemies, this is an extremely efficient way of clearing them out while setting up your Armor.

- The Freudespiel (<B> <B> <B> <S>)
- - You and all allies gain [Z] Armor. Then all enemies adjacent to you or an ally take damage equal to 25% of their armor.
[Z] is about equal to 40% of your Armor Power. Exceedingly expensive and difficult to maneuver, but can keep squishy teams alive or DPS down a boss you have surrounded.

- Vigilant Escort (<B> <M>)
- - Run to a tile next to an Ally within 10 Tiles, dealing [X] Damage to all enemies within 1 Tile of your path. Then grant [Z] Armor to you and all allies next to your end position.
IMPORTANT: /Doesn't/ Dash, which means it suffers against awkward terrain. Also only hits any given enemy once even if you wind around them and it looks like it should hit more than once. It's a solid movement option if your allies are often moving before you.

- Steadfast (<B> <B>)
- - Gain [Z] Shield. Finisher.
Almost always outclassed by Shield Slam for its moveslot. Only gives about 20% more value than just using two Shield dice independently.

- Shield Slam (<A> <A>)
- - Gain [Z] Shield then strike an enemy within 2 Tiles dealing 100% of your armor in damage and applying 100% as stagger. Finisher.
This is how Vanguard murks bosses. Doesn't spend your Shield so you're still tanky afterwards, lets you tank your Attack Power and just rely on this for damage.

- Fearless Provocation (<A> <M> <S>)
- - Gain [Z] Armor and dash to target tile within 4 Tiles. Then aim and perform a 2 Tiles long 140 degree attack dealing [X] damage applying [Y] Weakened and Fixate.
Shield plus dash into AoE attack with status makes this a bit of a jack-of-all-trades and master of none. I often find myself using it to fill space in the third skill slot until I find something more critical.

- - Passives - -

- Tenacity: Whenever you roll a <B> gain 3 Armor.
Always says 3 Armor but I'm uncertain if it's affected by Armor Power or not. Even if it is, it's somewhat underwhelming.

- Armored: Gains 20% additional Armor.
Short sweet simple.

- Inspiring Confidence: The first time an ally within 4 Tiles gains Armor each round: Give them [Y] Armor.
Awkward, because it requires you to be near your allies, to have them gaining armor or you armoring them, and you'll only ever have 3 allies max on the field (apart from Robots but why are you armoring them).

- Broadcasted Retribution: Whenever this character gains more than 10 Armor, deal 50% of that armor in damage to all adjacent enemies.
The single most important passive on Vanguard, letting you ping enemies for half the armor you gain on any instance. Does not lower the armor gained.

- Preparation: Gain [Y] Armor at the start of your turn.
[Y] is about 15% of your Armor Power. This is the Cooler tenacity.

- Sentry: At round start attack a random adjacent enemy for [X] damage.
Quite awkward, as it requires them to already be right next to you and doesn't really synergize with much of the Vanguard's kit.

- Retaliate: Whenever an adjacent enemy attacks you, strike back dealing [Initiative]% of the damage you took.
Initiative is typically an easy stat to dump but this makes it more meaningful. Even at low Initiative it's more damage procs for abilities that care about that, (obligatory Weak Spot mention. obligatory Spur of the Moment mention.) It also helps that after a certain level of overall stats, there is a VERY HIGH chance for any new marriage partners to have 99 Initiative, making it easy to use this at max capacity.
When triggered, Retaliate will try to hit a random target immediately adjacent to the user when they stop moving. NOTE: it seems to be quite inconsistent, so don't rely on this.

- Combat Ready: Gain [X] Free Movement on combat start.
Scales with Buff Power. Extremely useful for getting into the fray of things, can be worth going into Vanguard just for this on other classes. It's no Places, Everyone but it's still very good


- - Shutterbug - -
Shutterbug is the Exposed debuff-centric class. There's a lot of debuff-centric classes in this game, and Shutterbug definitely suffers from being unlocked later than the early game carry Knife Juggler or the endgame-destroying Alchemist, but it has its own strengths and can be very fun to play.

- - Skills - -

- Highlight (<A> <A>)
- - Deal [X] damage to a single target within 12 Tiles, then apply [Y] Exposed.

- Cancelled (<M> <M>)
- - Fire a blast towards the first 3 enemies in a up to 9 Tiles long and 2 Tiles wide line dealing [X] damage and applying [Y] Exposed.
The damage output is extremely low but the long range and good Exposed application makes it worth it nonetheless.

- Surprising Evidence (<B> <M>)
- - Mark an area, after 1 round apply [Y] Exposed to each enemy in the area.
Area-based effects always suffer from enemies moving before it fires; try to lead your target into this. The second largest Expose infliction source in the class.

- Scandal (<A> <B>)
- - Aim two 40 degree 5 tiles long cones at a flexible angle up to 180 degrees and apply [X] Exposed to enemies in each cone. Gain [Y] Free Movement and [Z] Might for each unique target hit.
The single best skill in Shutterbug's kit. You can aim it as a large cone in front of you or two blasts angled to either side, and it gives you a ton of maneuverability and wide angle status infliction at a cheap cost, as well as Exposed!

- Profiling (<A> <A> <B> <S>)
- - Deal [X] damage to a single enemy within 8 Tiles. Afterwards, deal all damage taken by that enemy to ALL other enemies of that type.
The field wipe tool. Get a bunch of Exposed on one guy and that extra damage will also hit all of the secondary targets. Best with two Shutterbugs - one to set up the Exposed and another to pay it off with this.

- Throw Under The Bus (<A> <M>)
- - Apply [X] Stagger and [Y] Exposed to any target within 8 Tiles.
Suffers from Stagger being underwhelming and only hitting one target.

- Dig Up Dirt (<B> <B>)
- - Remove all stacks of Exposed from target within 6 Tiles and gain armor equal to double the removed amount. If they have no Exposed on them, apply [Y] Exposed.
The single biggest application of Exposed in the kit, and only costing one type of dice is very welcome, but otherwise rather awkward as Shutterbug doesn't really care much about having shield compared to having Exposed on guys.

- - Passives - -

- Debator: At the start of your turn, this character gains [Z] Strawman.
(Strawman: free ability with "Deal [X] damage to Exposed target within 6 Tiles. If no expose exists, apply [Y] Exposed instead.)

You'll gain one use per turn for every 100 Buff Power you have. Well worth it as just a free action way to get extra Exposed and status procs.

- Background Check: Whenever an enemy Exposed by this character dies: gain 1 Strawman.
See above. Quite nice.

- Hit Piece: Apply [Y] Exposed and Kill Bounty (roll 2 Dice when killing this enemy) to a random enemy on the map at the start of each round.

- Bad Reputation: At the start of your turn deal [X] damage to all adjacent enemies who are Exposed.
Even worse than Vanguard's Sentry, because your Shutterbug shouldn't be pulling aggro and it requires the targets to be Exposed.

- Lasting Memoire: Whenever you apply a Status Effect to an enemy for the first time each turn grant them [Y] Exposed.
EXTREMELY useful, basically doubling most of your Exposed applications the first time you hit any given enemy and letting you add Exposed with other statuses.

- Ironclad Alibi: All enemies affected by a Status Effect applied by you, deals 9 less damage to you.
The damage lowering is a flat 9.

- Sweet Talker: Whenever you apply Exposed also apply [Y] Stagger.
I think Stagger is a bad status effect personally

- Overkill: When you kill an enemy, excess Damage is transferred to the lowest HP enemy within 6 Tiles.
Somewhat winmore but quite powerful if set up correctly, letting you get extra value out of any kill.

- - Director - -
7.00 -- DIRECTOR --
The Director is one of the most unique classes in the game; a truly dedicated team-support unit, with its own unique Spotlight gimmick as well as a variety of other movement techniques. It shines most when combined with other classes - especially Rupture applicators in the form of Gunblades and Alchemists.

Many Director skills spawn a Spotlight. This is a stationary tile effect that gives 11 base Exposed on enemies in it and 35 base Might on allies that are in it. These buffs/debuffs go away if the target leaves the Spotlight, and both scale off the Buff Power of the director that set them - at 300 Buff Power, your Spotlights will be more than doubling the Attack Power of the unit within it (great for stationary Snipers!). Spotlights disappear at the start of the caster's next turn.

- - Skills - -

- Direct (<M>)
- - Order a unit in Eye Contact within 7 Tiles to walk 4 Tiles.
Costs a skill slot, but lets you move allies and enemies alike around to reposition and proc effects, making it one of Director's most useful skills. Notably, however, this skill CANNOT move one ally through another, so be careful not to accidentally block your own routes.
Also, it can actually make them move up to 4 tiles.

- Designated Hero (<B> <B>)
- - Give an ally in Eye Contact [X] Armor and spawn a Spotlight on them.
[X] is 20% of your Armor Power. The skill doesn't say it, but it has a max range of 5 tiles.

- Megaphone (<B> <S>)
- - Deal [X] damage and [Y] Fear all enemies in a 60 degree cone with a range of 6 tiles. Applies twice to targets that are next to the caster.
A very useful omni-purpose tool; the movement lets you proc on-move effects, the attack range is wide, and the damage is decent when they're right next to you.

- Friendship Attack!! (<A> <M> <S>)
- - Target an enemy within 7 Tiles. All Allied knights within 5 Tiles will dash next to that enemy and attack. Deal 8 Base damage for each ally, 3 times.
The "within 5 Tiles" means allies close to the move's user, not the target. Expensive, but a very strong skill both in terms of DPS, repositioning allies, and - of course - proccing Spur of the Moment.

- Secret Meeting (<A> <M>)
- - Make 2 units within 8 Tiles move to each other. Spawn a Spotlight on both of them.

- Stunt (<A> <B>)
- - Order an allied knight in Eye Contact within 7 Tiles to dash 4-8 Tiles gaining [Y] Evade. Spawn Flames on all tiles passed.
Evade is very strong and this lets your knights quickly travel the map. The flames are secretly the least important part. Much less useful if you have Places, Everyone!

- Training Montage (<B> <M>)
- - Give [Y] Might and [Z] Extra Dice to an ally in Eye Contact within 6 Tiles.
Maybe the single strongest skill in the game. Even at only 100 Buff Power, this is giving about 30% extra damage and an extra dice to your best damage dealer, and it only gets more incredible at higher amounts.

- Verbal Assault (<A> <A>)
- - Deal [X] damage to 3 targets at Eye Contact within 6 Tiles.
11 damage at Attack Power 100. Can hit the same target multiple times. A very underwhelming tool that's mostly just here to give Director a ranged attack if you want that.

- - Passives - -

- Debator: At the start of your turn, this character gains [Z] Strawman. (Strawman: free ability with "Deal [X] damage to Exposed target within 6 Tiles. If no expose exists, apply [Y] Exposed instead.)
Same as it was in Shutterbug, except slightly less synergistic here.

- Spark of Inspiration: Whenever you push, teleport, or move another character, gain 10 Inspiration.
The skill doesn't say it scales off buff power, if it does then this is incredible. I'll go test it eventually.

- Imposing Presence: The first time an allied knight lands on a tile adjacent to you, give them [X] Free Movement.
Scales off Buff Power. Free movement is always very strong, so this is welcome.

- Friendship is Power: Allies gain 60 Attack Power during your turn.
Did someone hear that? That's the sound of SPUR OF THE MOMENT

- Places, Everyone!: Grant all allies [x] Free Movement at combat start.
Incredibly powerful, letting all of your team jump into action without needing move dice. It's always worth it to have at least one unit on your team with this, though more than that is typically overkill.

- Signature Move: The first time an ally makes a Critical Hit or Dodges an attack each turn, give them <S>.
Decent enough in full crit builds; 1 extra die isn't exactly huge, but it's nice enough to have.

- Lighting Operator: When someone under your Spotlight dies, move it to a new enemy within 6 Tiles.
Great in conjunction with Knife Jugglers or Shutterbugs to repeatedly ping enemies down.

- Setting the Stage: At the start of your turn, spawn a Spotlight on 5 random tiles within 1-5 tiles.
A little too unpredictable for my liking, but the only way to spawn Spotlights without using actions, so it's great for Snipers without Sniper's Nest or for other long-ranged attackers.

- - Translocationist - -
Tragically, the Translocationist's teleportation gimmick is an anti-synergy with other movement classes - teleportation is legally only moving one tile, so anything that synergizes with moving multiple tiles - Defensive Tempo and Momentum, Gunblade's on-dash effects, Flames, Rupture etc. - get very little value. Blame Alexi.

- - Skills - -

- Mass Teleport (<A> <B> <M> <S>)
- - Teleport you and all adjacent units to any target area on the map. Finisher.
...or you could just get Places, Everyone! from Director to do basically this for free.

- Re-Place (<B>)
- - Swap yourself with any ally on the map.
Good for low movement speed units or getting wounded guys out of danger.

- Shuffle (<A> <M>)
- - Range: 5 Tiles. Randomly swap the positions of all units around the caster, including the caster.
Anyone else find it really annoying that this doesn't tell you its range when you're selecting it on the level-up screen?

- Dislocation Field (<A> <B>)
- - Range: 8 Tiles. Scatter 6 Dislocation traps on random tiles within an aoe of 3 tiles.
Dislocation Trap isn't keyworded on this one, but it is on the signature that does them; they teleport whoever walks through them 2 spaces in a random direction once they stop moving, then gives Armor to allies or damage to enemies. All things considered, this isn't too bad.

- Technofobia (<A> <M> <S>)
- - Teleport up to 8 Tiles, applying [Z] stacks of Plasma Burn and [Y] stacks of Fear to all enemies within 2 Tiles of your destination.
The second biggest Plasma Burn inflictor, shared with Scorcher. High cost, but INCREDIBLY worthwhile, doing huge Plasma Burn application and forcing a ton of enemy moves for Rupture applicators while also moving you around the battlefield. Best with ways to do Rupture or with Peer Review from Scorcher.

- Beam Out (<B> <B>)
- - Teleport to a tile within 2 and 6 Tiles away, applying [Z] Plasma Burn to all adjacent enemies as you leave.
Less awkward on Translocationist than Scorcher given you do care about teleporting into the battlefield, but still awkward here.

- Reposition (<A> <M>)
- - Teleport another character within 5 tiles up to 5 tiles away from the caster. Deal [X] damage to all enemies within 1 Tile of the target.
Damages the teleported target too, if they're an enemy. Surprisingly versatile for grouping enemies together, damaging multiple at once, and moving enemies and allies alike where they want them. Probably Translocationist's best tool.

- Evacuate (<A> <B> <M>)
- - Remove yourself or an ally within 3 Tiles from combat.
Outside of instantly finishing the Alexi clone quests I don't see why you would ever use this.

- Downpour (<A>)
- - Select an enemy within 5 Tiles and summon a downpour of 3 projectiles each dealing [X] damage to it.
For only one dice, this is a respectable way to deal ranged damage, especially because its multiple separate hits can, again, give more Spur of the Moment and Technical Combo procs.

- - Passives - -

- Unrelocation: Before teleporting a unit, tether them.
This means they snap back to their previous position at the end of turn. Pretty niche, honestly.

- Armory Detour: Gain [X] Armor whenever you relocate an ally.
About 10% of your Armor Power. Awkward as it doesn't work on relocating enemies.

- Unstable Vortex: Whenever you relocate a unit, deal [X] Damage to all enemies within 2 tile around the new location.
2 tile is actually a pretty decent amount of range, so this one's respectable.

- Pandemonium: Whenever a unit is teleported, teleport that unit to a random location.

- Analyze Weakness: If you dealt no damage during your last turn, roll [Y] Extra Dice.
About 1 extra dice for every 30 Buff Power. Quite good on debuff and utility units.

- Panic Key: The first time you or an ally is about to lose health since the start of your turn: Evade that damage and teleport them 2 Tiles away instead. (Does not trigger when the character is moving)

- Dead on Arrival: Whenever you kill an enemy, teleport to its location and gain 15 Might.

- - The Worst Class In Dice Gambit (operator) - -
Operator is a cruel joke played upon us by Elon Mu- uh, I mean, Alexi Nova with the intent to make it seem like his life is one full of hardship, because, y'know, he has to be an Operator.
In reality, Operator is the undeniable weakest class in Dice Gambit. It forces you to finagle with maneuvering both yourself and a "Personal Nova Robot" (hereby PNR) in order to get... honestly, not much of a payoff. I really want this class to be buffed, it's such a fun idea aaaaaaa. Well it has some good passives at least
NOTE: All Commands and Protocols give you a PNR.

- - Skills - -

- Charged Discharge (<B> <B>)
- - Throw a projectile up to 5 Tiles. For each ally hit grant them [Y] Armor and deal [X] damage to a random adjacent enemy.
It relies on having your allies already in it and next to enemies that aren't yet killed. Its shield infliction is only okay.

- Command: Engage (<A> <A>)
- - Command Nova Robot within 4 Tiles to dash to target tile within 6 Tiles of it, dealing 16 Base Damage to all enemies hit on the way.
For two attack dice you get a worse version of Gunblade Wind Sprint that requires you to be right next to your Nova Robot. No thanks!

- Command: Grab (<B> <M>)
- - Command target Nova Robot within 4 Tiles to aim and fire a 30 degree 6 Tiles long cone, dealing 14 Base Damage and pulling in all enemies hit.
An actually decent skill for bundling in enemies, but means you have even less ways to move your 'bot.

- Command: Package Delivery (<A> <M> <S>)
- - Command target Nova Robot within 4 Tiles to fire a 2 Tiles wide bomb between 3 Tiles and 8 Tiles away. All enemies within the blast radius take 40 Base Damage and 30 Base Slowed.

- Command: Protect (<A> <B>)
- - Command target Nova Robot within 8 Tiles to dash to an ally within 10 Tiles, granting 15 Base Armor to all allies passed through and next to its destination.
Yeah this one's awkward. Hitting only a specific line, needing you to be near your PNR /and/ your allies, it's all very difficult to line up in a way that isn't just "pull your nova robot to you and gain a bit of shield".

- Command: Self Destruct (<A> <B> <M> <S>)
- - Command target Nova Robot within 4 Tiles to self destruct, immediately killing itself and dealing 50 Base Damage and 80 Base Stagger to all enemies within 2 Tiles.

- Coordinated Fire (<A> <M>)
- - Fire two projectiles from you or an ally or Nova Robot between 2 Tiles and 7 Tiles away, converging upon target location. All enemies hit by either projectile take [X] damage and [Y] Stagger.
Both projectiles reach 7 tiles away, and both can hit a given enemy for double the damage. An actually very solid skill that can be aimed in a ton of different ways, a lot of fun to use.

- Essence Extraction (<B>)
- - Deal 12 Damage to target ally or Nova Robot within 7 Tiles then gain 9 Armor to you and all other allies within 3 Tiles.
There's no 'upon taking damage' buildaround that works with allies in this game (sorry, Retaliate!) and the shield gained is extremely underwhelming. Not worth taking up one of your valuable three skill slots.

- - Passives - -

- Biohacker: Command and Protocol abilities can now be used on allied knights as well.

- PROTOCOLS: Each Protocol passive gives you an at-any-time ability, functionally a skill that doesn't take up a skill slot.

- Protocol: Attack (<A>)
- - Initiate Attack Protocol on target Nova Robot within 7 Tiles, causing it to move towards a random enemy within 5 Tiles and attack it for 16 Base Damage. If no enemy is within range it will instead advance 4 Tiles towards the nearest enemy.)

- Protocol: Defend (<B>)
- - Initiate Defend Protocol on target Nova Robot within 7 Tiles, causing it to move towards a random ally within 5 Tiles and grant it for 15 Base Armor. If no ally is within range it will instead advance 4 Tiles towards the nearest ally.)

- Protocol: Beam (<M>)
- - Initiate Beam Protocol on target Nova Robot within 7 Tiles, causing it to shoot a 4 Tiles long projectile towards a random enemy within range. All enemies hit by the projectile are 25 Base Stagger and pushed 2 Tiles away.

- Pavlovian Conditioning: Whenever you command another unit to walk or perform an action for the first turn, apply 25 Might if it's an ally and 25 Weakened if it is an Enemy.
The text doesn't scale off buff power, need to test closely and see if it does in use.

- Re-Prioritization: Gain 50% of the armor that you would normally get, but apply that same armor to all allies within 5 Tiles.

- Technical Combo: Whenever an enemy within 6 Tiles is damaged by an ally during your turn. Perform a follow-up attack dealing [X] to that enemy as well.
Scales off Attack. Excellent combo to break the game next to Spur of the Moment, decent otherwise because it lets you get in extra pings at range.

- Analyze Weakness: If you dealt no damage during your last turn, roll [Y] Extra Dice.
Pretty nice to help having enough dice to maybe actually do something with your robot. Same skill as in Translocationist, because Alexi is cheaping out.
- - Scorcher - -
Like Shutterbug and Alchemist, Scorcher is a debuffing class - in its case, focusing on its unique Damage over Time status.
And I do mean /unique/ - no other classes get Plasma Burn besides two skills it shares with Translocationist and one it shares with Inquisition 101. This makes Scorcher, awkwardly enough, best when run with multiple Scorchers.
Despite this, its moves and ESPECIALLY passives are strong enough to be worth considering even if you just intend to splash into it. Seriously, Scorcher has some of the best passives in the game.

- - Skills - -

- Fusion Smash (<A> <A>)
- - Smash all enemies within 2 Tiles for [X] damage and apply [Z] stacks of Plasma Burn.

- Plasma Wave (<A> <B>)
- - Fire a wave from you. Each enemy hit is pushed back 3 tiles, take [X] damage and get [Z] stacks of Plasma Burn. After pushing aim another wave from pushed targets location.
One of the best parts of the Scorcher's kit and it's not even close. It pushes for Director synergies, hits a wide and long area, bundles up enemies for AoE attacks, and hits multiple times for on-hit synergies.

- Scorched Plasma (<A> <S>)
- - Apply [Z] Plasma Burn to up to 3 enemies in target area.
The AoE is the size of an alchemist elixir (i.e. tiny). Strong Plasma Burn application, but very limited by its range and aoe size.

- Magnetizing Chains (<A> <M>)
- - Shoot out two projectiles at up to a 100 degree angle. All enemies hit are inflicted by [Z] Plasma Burn and dragged towards eachother.

- Far-Fetched Precision (<B> <B>)
- - Fire a projectile travelling 13 tiles, applying [Z] stacks of Plasma Burn to all enemies it passes through.
It's not very strong and it's incredibly thin - I tried to use this a lot and often ended up hitting 3 enemies at max. However, its long range and costing of <B> <B> gives it a very solid niche.

- Delegated Pain (<A> <M>)
- - Target an ally within 15 Tiles. Then aim and fire a 3 Tiles wide and 4 Tiles long wave from them applying [Z] Stacks of Plasma Burn to all enemies hit.
Relies on having an ally that can consistently get in the thick of it (ideally before you move), but has stellar range and some of the highest plasma burn infliction of any of your skills. Worth it if it works well with your team.

- Calculated Eruption (<A> <A> <M>)
- - Target another unit within 15 Tiles. Apply [Z] Stacks of Plasma Burn to all enemies within 2 Tiles of the target.
The single biggest inflictor of Plasma Burn of any of the skills here, but it's not THAT much more than Delegated Pain's much more useful aimable beam.

- Beam Out (<B> <B>)
- - Teleport to a tile within 2 and 6 Tiles away, applying [Z] Plasma Burn to all adjacent enemies as you leave.
A little awkward, as your Scorcher would typically rather not be crowded by enemies, especially pre-teleport. Shared with Translocationist.

- Technofobia (<A> <M> <S>)
- - Teleport up to 8 Tiles, applying [Z] stacks of Plasma Burn and [Y] stacks of Fear to all enemies within 2 Tiles of your destination.
The second biggest Plasma Burn inflictor, another skill shared with Translocationist. High cost, but INCREDIBLY worthwhile, doing huge Plasma Burn application and forcing a ton of enemy moves for Rupture applicators while also moving you around the battlefield.

- - Passives - -

- Meticulous Distribution: Whenever you apply a status effect to another character for the first time this round; gain [Z] Inspiration.
[Z] here is about 1/3 of your Buff Power stat. This is an INCREDIBLY powerful passive, applying each time you hit a new ally OR enemy with a status, positive or negative. High buff power can mean just pinging a single enemy with a status can refund a die on the spot, and that's not even getting into doing a bunch with one effect. Use this. Go into Scorcher just for this if you're a status character.

- Peer Review: After this character applies PlasmaBurn, deal 40% of targets current plasmaburn as damage instantly.
DOES NOT TICK PLASMA BURN DOWN. Very powerful for just increasing the damage output of your Scorcher as well as getting more damage in. I have had bosses where this saved my life.

- Alacrity: Whenever you roll a <M> gain a Free Movement.
Adds up to maybe 6 free movements over the course of a turn with one reroll. There are much better sources of free movement in other classes, but this one keeps going through long battles, which has its own niche.

- Strategic Foresight: Increases all damage dealt outside of your turn by 25%.
Specifically, this scales your Plasma Burn, Exposed, and any attacks you make from other procs.

- Demoralizing Presence: Enemies affected by a Status Effect applied by you deal 15% less damage.

- Unpredictable Static: Whenever you deal damage, deal 4 damage to another random enemy within 3 tiles. (Can trigger up to 5 times per action.)
More damage procs for your Berserker builds is always nice, but the 4 damage is set so there's no real scaling option. It's meh.

- Defence Matrix: The first time you apply a Status Effect on each character that is not you: Gain [X] Armor.
Where [X] is about 1 for every 10 points in Armor Power you have. Distribution's smaller cousin - a good pickup but far less potentially gamebreaking.
- - Alchemist - -
Alchemist is a weird debuffer with elements of RNG in what Elixirs it brews - Elixirs are similar to Temporal Dagger, being no-dice cost passives with about 6 range that expire at turn end, though unlike temporal dagger Elixirs hit a tiny AoE (can hit up to 3 characters if they're standing next to each other and you angle it juuuuust right). They vary from "pretty okay" to "absolutely gamebreaking", and while Alchemist's actual skills are hit-or-miss, its passives are so incredibly powerful that it's worth taking for any supporter unit.
Best when cross-classed from Shutterbug, Scorcher, or a Knife Juggler that took Weak Spot.

The available Elixirs are Blood (Rupture), Elusiveness (Evade), Flame (sets Flames on ground), Horror (Fear), Love (Charm), Protection (Armor), Strength (Might), Vulnerability (Exposed), Weakness (Weakened), and
// IMPORTANTLY !!! //
There is also the available Elixir of Luck, which is NOT listed in the list of available elixirs. It says it gives 4 Inspiration. THIS IS NOT TRUE - it gives that much EXTRA DICE, and can very easily go infinite if you're a little lucky. If an effect that generates multiple elixirs generates an Elixir of Luck, it will immediately stop making any beyond that point, so if the game says "make 8 elixirs" and you only get one or two, that's why.

- - Skills - -

- Vitamin X (<B> <M>)
- - Throw a potion for up to 5 Tiles in an area of up to 3 Targets. Apply one of the following to all allies hit: [W] Armor, [X] Might, [Y] Free Movement, [Z] Evade.
Unreliable, only hits the same tiny AoE as your Elixirs... if you have better options for a specific one of these (Sharesies Signature for Shield, Training Montage from Director for Might, your own Side Effect passive for Evade), this can be scrapped, but whatever buff it gives is still typically worth it, so it's worth consideration.

- Ultimate Sloth (<A> <A> <M>)
- - Throw a potion for up to 5 Tiles stopping at the first enemy hit. Apply [W] Weakened, [X] Exposed, [Y] Slowed and [Z] Stagger.
The only actually good debuff of these four is Exposed. This only hits one target and costs three dice. There's no payoff for multiple different Types of status inflicted in this game, only 'number of targets hit by status'. Don't use this.

- Transmutation (<A> <M>)
- - Choose target ally within 5 Tiles and convert their Might into Armor and their Armor into Might. Then grant them an additional [Y] Armor and [Z] Might. Brew [Z] Elixir.
A very odd move. You have better ways to gain Elixirs, the Shield and Might it gives by default is very little, so its only real use is if you have a character with huge Shield and you want to let them turn into a double-triple damage nuke for a turn. Very niche but maybe it's your thing.

- Dripping Draught (<B> <M>)
- - Throw a potion for up to 5 Tiles in an area of up to 3 Tiles wide, shrinking in size the further it is thrown. Apply [Y] Armor to allies and [Z] Rupture to foes.
Another source of the very powerful Rupture status effect, and this does it to multiple enemies pretty easily. Despite the weird shrinking properties it's pretty easy to find a way to use this to give all your allies shield or a bunch of allies and enemies alike effects. One of the better Alchemist skills, imo.

- Final Mixture (<B> <M> <M>)
- - Throw an elixir for up to 5 Tiles in an area of up to 3 Targets. For each action you've taken this turn apply [Y] Armor and [Z] Inspiration to other allies hit. Finisher.
Having a 'for each action taken' on a three-dice-cost skill is very very awkward, and there are better ways to give allies extra dice if you want, like Director's Training Montage. Even on builds where I've popped off and done a ton of extra actions on my Alchemist, this still only gives about 80 shield and 1 extra dice to one other guy, which is good but not great, especially for its cost.

- Blood Boil (<A> <A>)
- - Apply [Z] Rupture to all enemies you have applied a Status Effect to this turn.
Awkward by itself as you need to have already applied status status effects and you'll want some way to pay off the effect. Excellent with Weak Spot Knife Juggler or another good status spreader.

- Batch Brew (<M> <M>)
- - Brew [Z] Elixir.
It's 1 for every 40 Buff Power. Many different elixirs means a smorgasbord of different individual actions. Use this.

- Arch Throw (<A>, <B>)
- - Throw 3 elixirs between 2 and 5 Tiles in an 80 degree arc, each applying [Y] Armor to allies and [Z] Exposed to enemies. If atleast 2 different elixirs hit a target, brew an Elixir.
It's surprisingly easy to hit two different targets with this, especially because both allies and enemies count, but it won't always be possible. It's a little bit of a janky skill but its spread arc is more reliable than you'd expect.
IMPORTANT NOTE: While the skill only says "brew AN Elixir", the number of Elixirs brewed does actually scale with your Buff Power.

- - Passives - -

- Quick Mix: Starts Combat with a QuickMix.
It's a once-per-combat no-dice-cost skill you can use at any time to brew [X] Elixir. Decent, but faces stiff competition from Stashed Brew.

- Recycle, Reuse, Repurpose!: For each unspent die at the end of your turn brew an Elixir.
Elixirs are more valuable than TD, which makes this better than Dollars to Dice, but it's still worse than the other elixir-generation passives.

- Stashed Batch: At the start of your turn, brew [X] Elixir.
X is about 1 for each 100 Buff Power, though if you're at 100 Buff Power or below it'll still just be 1. Really really good passive, always take this.

- Bottled Bravery: Whenever an ally takes an action within 5 tiles give them [Y] Might or [Z] Armor.
Exceptionally good passive, especially if your allies have Spur of the Moment, Technical Combo, Temporal Daggers, Elixirs, Hold The Line, or anything else that counts as 'an action'. One of the single best methods of spreading Might for completely free and also gives a solid amount of Armor.

- Brutal Byproduct: Whenever a character within 5 Tiles dies, you have a [Evasion Chance * 2.5]% chance to brew an Elixir.
The worst Elixir generation passive under most circumstances. Alchemists will rarely be in the front lines next to the dying enemies, and even if they are it's one of the only two things in the entire game that actually cares about your Evasion chance. I dunno, maybe you can make it work.

- Final Touch: At the end of your turn, cast Final Touch. (Grant target ally within 5 tiles 5 armor per character you have applied a status effect to this turn.)
Very cool in concept but underwhelming at worst and winmore at best in my experience.

- Sampling the Product: Whenever you make a new action you haven't used since your last turn gain [Buff Power / 5] Inspiration. (Basic Movement doesn't count as an action.)
REALLY REALLY GOOD, especially on characters with higher buff power, but even on characters with only 100 Buff Power will typically give you an extra dice every 2 in 3 turns at worst. At best on characters actually built around it, which you easily are with Elixirs, easily adds up to 1.5x or even double or more the amount of dice you were already rolling. It's good if you see it in Inquisition 101 but even better on Alchemist who can take the most advantage of it.

- Side Effect: Whenever you apply a Status Effect for the first time each turn: Grant them [Z] Rupture if they are an enemy or [Y] Evade if they are an ally.
Yes, this works like One More/Meticulous Distribution/etc. - Evade is the strongest ally buff effect in the game and Rupture is the strongest enemy debuff, so I think that says all I need to say about how good this is. Always take it.
- - Cheat - -
Cheat is a bit of an unusual class, only having five levels and exclusively passives. This secretly means that putting one level into Cheat on a given unit and then immediately reclassing them will give a free passive, which can be very handy if you want to minmax.
(Important note: For any given unit, the cost to reclass increases each time you reclass in a row without maxing out the previous class's level: from 10 to 50 to 150 etc etc)
Cheat learns its passives in a set order, with a specified selection in levels 1, 3, and 5. For each you'll gain a selection of three from that level which cannot be rerolled.

- - Passives - -

LEVEL 1: POCKET DICE
A once-per-encounter free ability. Comes in six flavors: Attack, Defend, Move, Signature, Chroma, and Hidden Ace. The first four will add two dice of the chosen type to your pool for the turn - Chroma and Hidden Ace will add 3, and Hidden Ace picks the die faces at random. They can still all be rerolled. Very powerful both for quickly ending fights in one turn or for critical high-cost skill pushes.

LEVEL 3: LOADED DICE
Comes in five flavors (the above six minus Hidden Ace). Once per round free ability (higher buff power can actually let you get more, like with TD) - turns up to three random dice in your pool into showing the face of the ability. Very powerful when taken with a skill that requires multiple of one given symbol, a little awkward otherwise due to potentially overwriting important other things.

LEVEL 5: ROLL BENEFITS
- Alacrity gives Free Movement on rolling an <M>, Ferocity gives stacks of Might upon rolling an <A>, and Tenacity gives Armor upon rolling a <B>. Of these, the best is Alacrity followed by Tenacity, with Momentum severely lacking behind - that being said, they all pale in comparison to the final two available options.
- Inspiration gives 20 Inspiration for each <S> you roll, typically giving you one free dice most rounds. It's very, very welcomed, but still pales to...
- YATZY! Whenever you roll 5 or more of the same dice, immediately roll 3 additional dice, once per symbol each turn for that character. This counts dice you already had and didn't reroll, by the way. And yes, this procs on rerolls. At 70+ Dice Power you'll be proccing this very, VERY frequently and can often lead to insanely powerful turns. Always take this.
- - Inquisition 101 - -
This is just a bunch of skills and passives from the classes thrown together at random... is what you might assume, but it actually has a SINGLE unique passive that no other class has.

- Electrified Armament: Whenever you take damage, deal [X] Damage to a random enemy within 3 Tiles.
...which is decent, but not incredible, especially without ways to build around it. X is 10% of your Attack Power.

Apart from that, it just has...
SKILLS:
Reposition (from Translocationist)
Hook (from Gunblade)
Bloodletting (from Berserker)
Cancelled (from Shutterbug)
Piercing Shot (from Sniper)
Megaphone (from Director)
Magnetizing Chains (from Scorcher)
Dripping Draught (from Alchemist)
Explosive Shield (from Vanguard)

PASSIVES:
Places, Everyone! (from Director)
the aforementioned Electrified Armament
Sampling the Product (from Alchemist)
The Best Defence (from Sniper)
Leg breaker (from Gunblade)
Bloodlust and Reckless Swings (both from Berserker)
Preparation (from Vanguard)
and Alacrity (from Scorcher)

Overall, an unsynergistic pile of tools, but some (like Hook, Reposition, Sampling the Product, and ESPECIALLY Places, Everyone!) are very strong but not normally obtained until later in the game. Make use of this if you want.
- - Reward Skills - -
Upon maxing out their relationship, each of the respective nobles will reward a specific ultra-upgraded version of one of their class's skills. These can be passed down via breeding, by the way!

- Alexi's Coordinated Fire (<A> <M>)
- - Fire two projectiles from you and an ally or Nova Robot between 2 Tiles and 7 Tiles away, converging upon target location. All enemies hit by either projectile take 20 Damage, 20 Stagger and 20 Plasma Burn.
Incredibly spammable and incredibly powerful - both projectiles reach for about 11 tiles maximum, and can be used for crowd control or focusing both on a single enemy. It doesn't say, also, but those damage numbers ARE just 'base damage' and thus scale with you and the target's stats. Honestly best on a Scorcher for large Plasma Burn distribution, and works excellently with Vettius's Blood Boil as a followup.

- Vettius's Blood Boil (<A> <A>)
- - Apply [X] Rupture, [Y] Plasma Burn, and [Z] Exposed to all enemies you have applied a status effect to this turn.
Adds Plasma Burn and Exposed to a previously Rupture-only effect, letting it work by itself and synergize with Scorcher and Shutterbug kits.

- Victorin's Friendship Attack!! (<A> <M> <S>)
- - Target an enemy within 14 Tiles. All Allied knights will dash next to that enemy and attack. Deals 8 Base Damage for each ally, 4 times.
Larger range for targeting, 1 extra hit for each knight, but most importantly - lets your allies dash an infinite length to reach the target. THIS IS THE SINGLE STRONGEST SKILL IN THE GAME AND IT'S NOT EVEN CLOSE - it instantly lets you and your team cross entire battlefields, does a ton of damage, and can kill most enemies just by itself, let alone the million Technical Combo and Spur of the Moment procs it can cause.

- Silvia's Fan of Knives (<A> <M>)
- - Throw 11 Temporal Dagger outwards in a cone, each dealing [X] damage. These daggers pierce an additional target and fly further than regular daggers.
Turns an otherwise underwhelming skill into an excellent way to hit groups. Multiple daggers can hit the same enemy if they're close enough.

- Aurelia's Leap Strike (<A> <B> <M> <M>)
- - Leap between 4 and 8 Tiles. All enemies within 5 Tiles of the destination will take [X] damage, get [Y] Stagger, [Z] Rupture and be pushed 5 tiles away from the blast.
Adds Rupture and a larger range to the attack compared to the standard Leap Strike. Expensive but incredibly deadly.

- Stecchi's Sfogliatella (<FREE!>)
- - Target an ally within 6 Tiles and give them a random one of your dice while healing them for 2.
A very mechanically unusual skill. It doesn't cost any dice besides whatever one you randomly give an ally. That 2 healing isn't scaled off buff power - or anything, for that matter. In a game where even your most frail units will have 100-200 health or so, this is extremely underwhelming, which makes its main use to soup up another team member while getting rid of your excess bad dice. For this reason, I'd recommend it on an Alchemist with high Dice Power and Yatzy - you can gain a ton of dice, give them to a friend, and then use Mega Brew, Final Touch, or another "based on number of actions taken" effect to get maximum value from this. (Though not from "number of DIFFERENT actions taken".)

Additionally, some ! events in expeditions can give you unique passives as a reward:

- Duelist: Roll one extra die if there are no allies within 4 tiles of you.
Obtained from a random "1v1 a Blend" ! event.

- Sanguine Curse: Lose 25% of your maximum health every turn, but heal for 50% of damage you deal.
This is actively bad. If you're not keeping up your DPS, IT WILL KILL YOU, and it's very unlikely that you heal back more than you lose. Obtained from a random ! event, but like. Don't get it.
- - (A Probably-Incomplete List Of) Signatures - -
I wasn't originally going to include this but the guide felt incomplete without it ahaha.
All Signatures cost <S>, unsurprisingly.

KNIFE JUGGLER SIGNATURES:
- Fired Up!: Gain [X] Fired Up for the rest of combat. (Increases all damage dealt by 1 per Fired Up.)
- Draw Daggers: Gain [X] Temporal Dagger.
- Dagger Storm: Throw 6 evenly spaced Temporal Dagger all around you.

BERSERKER SIGNATURES:
- Combat Readiness: Gain [X] Evade.
This scales based on Buff Power. At 300 Buff Power, just one click will get you the 3 max evade.
- Reckless Charge: Move [Movement Range * 2] Tiles towards a random enemy and attack it for [X] damage if you end up next to it. If no enemy is in range, instead advance towards the nearest enemy.
- Indiscriminate Attack: Perform an Attack of Opportunity twice. (This is just your basic attack, but against a random adjacent foe.)

GUNBLADE SIGNATURES:
- Lacerating Thrust: Deal [X] Damage and apply [Y] Rupture to all enemies in a 4 tile line.
- Kick: Kick a nearby enemy 3 Tiles away dealing [X] damage. If they are pushed into a wall apply [Y] Stagger.
- Combat Prep: Dash up to 2 Tiles gaining [Y] Might and [Z] Armor.

SNIPER SIGNATURES:
- Rupture Shot: Fire a projectile for up to 12 tiles stopping at the first enemy hit dealing [X] damage and applying [Y] Rupture.
- Prepared Bullet: Prepare to fire Prepared Shot at a random point within the next round. (Fire an explosive blast in a 100 degree 4 tiles long cone, pushing you 1 tile away. All enemies hit take [X] Damage and are pushed 2 tiles away.
(This does let you aim it when it happens, making it surprisingly more useful than you'd expect.)
- Trick Shot: Fire a 5 Tiles long projectile towards an enemy, then bend it towards another enemy within 5 Tiles. Enemies hit take [X] to [Y] Damage based on the total distance travelled by the projectile.

VANGUARD SIGNATURES:
- Fortify: Grants yourself or an ally within 7 Tiles [X] Armor.
- Sharesies: Gain [X] Shield, then spend all your armor to Damage an enemy or Armor an ally within 6 Tiles.
When used by an ally with high Armor Power onto another ally with high Armor Power, the two stats increase the armor amount exponentially. Extremely good both as a team support tool and as a DPS option. It has good range, too.
- Lure: Make a unit move [X] tiles towards you.

SHUTTERBUG SIGNATURES:
- Flash: Deal [X] damage to enemies in an area, then apply [Y] Exposed.
Impressively large range, quite handy on a status guy
- Wild Accusation: Target up to 4 enemies in a clump within 10 tiles, apply [X] Exposed and [Y] Weakness to them.
- Distracting Maneuvre: Move to a tile within 3 Tiles, then apply [X] Stacks Exposed to all adjacent enemies.

DIRECTOR SIGNATURES:
- Action!: Make all Allied Knights dash up to 2 Tiles to a random enemy and do a Basic Attack on them.
- Spotlight: Spawns a Spotlight on a tile within 6 Tiles.
- Cut!: Deal 20 damage to all enemies within 5 Tiles. Ends your turn.

TRANSLOCATIONIST SIGNATURES:
- Dislocation Trap: (Range: Infinite) Place 2 traps. Whenever a unit enters a tile with a trap, trigger an Emergency Teleport on that unit after it has finished moving.
- Tether: Applies Tether to any unit within 5 Tiles.
- Swap: Swaps 2 units within 6 Tiles.

OPERATOR SIGNATURES:
- Proxy Fire: Compel target ally within 7 Tiles to fire a 2 Tiles wide and 4 Tiles long projectile towards target location. Your ally deals 13 Base Damage to each enemy hit.
- Retreat: Shoot a projectile up to 6 Tiles away stopping at the first ally hit. Then teleport next to that ally and grant them [X] Armor.
- Stimulate: Deal 10 Damage to any other target within 4 Tiles. Grants [X] Might to allies hit and [Y] Weakened to enemies hit.

SCORCHER SIGNATURES:
- Wisp Warp: Teleport to target tile. A wisp follows you there. If it hits an enemy it applies [X] Plasma Burn, otherwise it grants you [Y] Armor.
- Plasma Puddle: Place a trap on a tile. Whenever an enemy enters that tile, apply [X] stacks of Plasma Burn to it and all adjacent enemies.
- [Haven't noted this one down yet, sorry!]

ALCHEMIST SIGNATURES:
- Potion Rain: Select all targets in a 100 degree 9 Tiles long cone. Then throw 2 potions for each unspend die you have, randomly distributed among the targets. Each potion grants [X] Might to allies and [Y] Rupture to enemies. Finisher.
- Mega Brew: Throw a potion for up to 5 Tiles. The area of effect is increased for each action you have taken this turn. Applies 9 Armor to allies and 9 Plasma Burn to enemies.
- Brew Concoctions: Brew [X] Elixir.

MISC/AS-YET-UNSORTED SIGNATURES

- Piercing Charge: Dash to an empty tile within 4 Tiles. Deal [X] damage to all enemies passed on the way.
Unless you take modifiers that change it, this is always your starting signature.

- Satchel Charge: Lob a satchel up to 4 Tiles away, pushing all nearby targets 3 tiles away from the blast. Enemies hit take [X] damage.

- Scapegoat: Target a single character with a large AoE. Apply [X] Exposed to the target and transfer all stacks of Exposed from targets within the AoE. Each character that lost Exposed takes [X] Damage

- Center of Attention: Apply [X] Charm and [Y] Exposed to all enemies within 4 Tiles.

- Arrogant Entrance: Move to a new tile within 3 Tiles, then deal [X] Damage Damage [sic] to all adjacent enemies.

- Rethink: Roll a new dice.

- Prepare Evacuation: Gain [X] Emergency Teleport. (Teleports target to a random tile within 2-4 tiles of their original position. If it's an enemy, deal [X] Damage. If it's an ally, grant [Y] Armor.)
Afterword
I hope this guide helps you find the skills you need to make your build!
Dice Gambit is a deeply fun game to me, even if it can end up Inscryption levels of "completely overpowered build trivializing the game" if you play your rolls right. I've enjoyed it a ton and I hope the devs get the support they need to help polish this hidden gem even more, or if not, to aim towards their future projects, because there's a ton of promise here.

Best of luck, fellow Inquisitors! And always remember:

3 条留言
Vague 8 月 28 日 下午 3:15 
Sanguine sucks early game but late game it gets better when the number of enemies starts getting higher, And it saved my ass in the final boss.
kagerou01gata 8 月 28 日 上午 5:37 
Great work! Hype you~
ContinuityAnd 8 月 27 日 下午 8:05 
Brilliant Guide! Really helpful.