Dungeon Dice is a text-based D20 roguelike where every action hinges on a dice roll. Explore a grid-based dungeon map tile by tile, facing random encounters — combat, traps, treasure, merchants, and mysterious events. Choose from four unique classes, survive realm-specific modifiers, and defeat the Void Monarch in the Black Citadel to claim victory. This guide breaks down every class, realm, enemy type, and strategy.
Character Classes: Which One Should You Pick?
Your class determines your base stats (HP, STR, DEX, AC, Luck), your ACT combat skills, and your ultimate ability. Pick wisely — each class uses a different primary stat for attack rolls and skill checks.
⚔️ Fighter — HP 38 | STR 5 | DEX 1 | AC 15 | Luck -1
Playstyle: STR tank with heavy armor. High HP and AC let you absorb hits that would kill other classes. Attacks and skill checks use STR. The Luck penalty means event rolls are slightly harder, but your raw survivability compensates.
Combat ACTs: Reckless Slash — deals ATK+8 true damage but recoils 3 HP. Shield Bash — deals 8 damage plus stuns the enemy for 2 turns. Battle Cry — heals 18 HP and grants +2 ATK for the rest of combat.
Ultimate — WARPATH: Deals 40 damage, grants 2 turns of dodge immunity, and heals 20 HP. Charges after 3 kills.
Battle Cry is your sustain engine. Use it early in tough fights for the ATK buff, not just as a heal. Against bosses, save Shield Bash to interrupt dangerous attack patterns. Fighter's high AC makes early realms (Crypts, Canopy) very forgiving — focus on buying weapon upgrades first.
🏹 Ranger — HP 34 | STR 3 | DEX 5 | AC 14 | ATK +1
Playstyle: DEX-based ranged striker. Ranger uses DEX instead of STR for attack rolls, making them fast and precise. High DEX also helps with sneaking, trap disarming, and initiative in events.
Combat ACTs: Caltrops — deals 6 damage now plus 6 damage next turn. Aimed Shot — sets up the next attack to auto-crit. Track Weakness — reduces enemy AC by 3 and deals 10 damage.
Ultimate — ARROW STORM: Fires 6 arrows dealing 8–10 damage each (total 48–60). Charges after 3 kills.
Always use Aimed Shot before your next attack round — the auto-crit bypasses enemy AC entirely. Against elite monsters, Track Weakness into a crit attack can one-round them. Ranger struggles in high-AC realms like Abyss — prioritize DEX-boosting accessories to compensate.
🧙 Wizard — HP 28 | STR 2 | DEX 2 | AC 11 | Luck +4
Playstyle: Luck-based glass cannon. Wizard uses Luck for attack rolls and skill checks, and with +4 base Luck bonus, he succeeds on events and spells far more often than other classes. But 28 HP and 11 AC mean one bad roll can be fatal.
Combat ACTs: Arcane Bolt — deals ATK damage that ignores half of enemy AC. Mana Shield — absorbs the next incoming hit entirely. Spell Surge — next attack deals double damage.
Ultimate — METEOR SWARM: Deals 35 damage plus 8 burn damage for 2 turns. Charges after 3 kills.
The Luck bonus makes Wizard the best class for event-heavy realms like Necropolis. Always keep Mana Shield ready for boss fights — it can absorb the Void Monarch's deadliest attack. Buy Fate Herbs and Luck-boosting accessories to push your event success rate above 90%.
🗡️ Rogue — HP 30 | STR 2 | DEX 5 | AC 13 | Luck +2 | ATK +2
Playstyle: DEX assassin with critical strike potential. Uses DEX for attack rolls like Ranger, but trades raw damage for evasion and burst. The +2 ATK bonus means every hit hurts more, and the +2 Luck gives a slight edge in events over pure martial classes.
Combat ACTs: Backstab — deals ATK×2 true damage (ignores AC completely). Poison Blade — applies poison dealing 6 damage per turn for 3 turns. Evasive Roll — gains 2 dodge charges and heals 8 HP.
Ultimate — ASSASSINATE: Instantly kills any non-boss enemy, or deals 50 damage to bosses. Charges after 3 kills.
Backstab is your bread and butter — it ignores AC, making it devastating against high-defense enemies in the Abyss and Frost realms. Poison Blade stacks with itself; against elites, apply poison first, then Backstab. Save Evasive Roll for when you're below 50% HP — the dodge charges can save a run.
The 7 Dungeon Realms
Each run takes place in one of seven unique realms. The realm determines the map size, enemy roster, monster modifiers, torch duration, and a realm-wide passive effect that alters gameplay. Harder realms have larger maps (up to 7×7) and more enemies.
💀 Crypts of the Damned (Difficulty 1)
4×4 map, 16 torch steps. Undead enemies with balanced stats. Realm effect: +3 AC, -3 Luck — the crypt's oppressive aura hardens your defense but clouds your fortune. Ideal for learning the game. Best class: Fighter.
🌿 Whispering Canopy (Difficulty 1)
4×4 map, 18 torch steps. Swift forest creatures with +2 DEX bonus. Realm effect: +3 DEX, -2 STR — the fey energy sharpens reflexes but weakens brute force. Best class: Ranger or Rogue (already DEX-based).
🌋 Volcanic Core (Difficulty 2)
4×4 map, 14 torch steps. Fiery demons — glass cannons with +2 ATK, -3 HP. Realm effect: +4 ATK, -2 AC, -5 HP — searing heat empowers attacks but erodes defenses. Short torch means you must move efficiently. Best class: Wizard (kill them before they kill you).
🌊 Abyssal Depths (Difficulty 2)
5×5 map, 30 torch steps. Tough eldritch horrors with +2 AC, +5 HP. Realm effect: +15 HP, -2 DEX — the crushing deep makes you tough but slows your movements. Best class: Fighter or Rogue (Backstab ignores high AC).
🏜️ Sand-Swept Necropolis (Difficulty 3)
5×5 map, 28 torch steps. Cursed mummies and tomb guardians that drain Luck on hit. Realm effect: +3 Luck, -1 ATK — ancient spirits whisper guidance at the cost of strength. Best class: Wizard (Luck synergy is enormous here).
❄️ Frozen Wastes (Difficulty 3)
7×7 map, 48 torch steps. Sturdy frost creatures with +1 ATK, +1 AC, +3 HP. Realm effect: +3 AC, -2 DEX — frozen armor encases you, slowing movements. The large map demands careful torch management. Best class: Fighter (AC stacking).
🏰 The Black Citadel (Difficulty 7) — FINAL DUNGEON
7×7 map, 60 torch steps. The Void Monarch's domain. Enemies have +3 ATK, +2 AC, +6 HP — apex darkness with overwhelming power. Realm effect: +5 ATK, +3 Luck, -8 HP — the Monarch's aura corrupts, granting immense power at a lethal cost. Best class: Any — bring your best build.
Combat & Enemies
Combat is turn-based with D20 attack rolls. Your attack value is your primary stat (STR for Fighter, DEX for Ranger/Rogue, Luck for Wizard) plus equipment bonuses. Roll a D20 + ATK bonus vs. enemy AC. A natural 20 is always a critical hit; a natural 1 is always a miss.
Enemy tiers: Normal enemies have moderate stats and gold/XP rewards. Elite enemies are tougher with special monster abilities (Vampiric, Regenerating, Poisonous, Frenzied, Thorns). Boss enemies guard key cells and grant a post-combat reward choice: heal or loot (gold + XP + chance of equipment/consumables).
Between combat rounds, you can use consumables from your inventory — healing potions, mana items, stat boosters, or smoke bombs for a guaranteed flee. Each class also gets 1 ACT skill per combat (2 if you equip a Tactical Manual accessory).
Map & Exploration
Each realm is a grid (4×4 to 7×7). You start at one corner with the torch lit — each step consumes 1 torch. When the torch runs out, you take damage every turn. Reach the exit cell (marked on the map) to complete the realm. Along the way you will encounter:
- Combat cells — fight normal, elite, or boss monsters.
- Event cells — make a choice and roll STR/DEX/Luck against a DC. Success yields rewards; failure costs HP, gold, or stats.
- Shop/Outpost cells — spend gold on weapons, armor, accessories, or consumables.
- Cleared cells — already explored. Safe to pass through, but no rewards.
Equipment & Inventory
You have 3 equipment slots: Weapon (adds min/max damage and ATK bonuses), Armor (adds AC and DR), and Accessory (stat bonuses, skill boosts, or utility). Each piece of equipment has durability — it degrades with use and breaks at 0. Some equipment is class-specific, appearing only in shops and loot for the class that can use it.
Your consumable pouch holds up to 6 items: Healing Potions (2d6+4 HP), Minor Life Potions (D20+5 HP), Greater Life Elixirs (D20×2 HP), Torch Oil (+8 torch steps), STR Scrolls (+4 next roll), Fate Herbs (+4 Luck to next roll), Antidote Vials (clear debuffs), Berserk Potions (+3 ATK, -1 AC), and Smoke Bombs (guaranteed flee).
🎲 Ready to Roll the Dice?
Pick your class, choose a realm, and venture into the dungeon. Every run tells a unique story.
▶ Play Dungeon Dice NowProgression: XP, Levels & Achievements
Killing monsters grants XP. When you level up (every 15 × level XP), you gain +4 max HP, heal 4 HP, and +1 ATK permanently. There is no level cap — the deeper you go, the stronger you become.
The game tracks 10+ achievements across runs: win with each class (Jack of All Trades), defeat the Void Monarch (Void Slayer), win a boss fight without taking damage (Untouchable), complete a run without the torch going out (Survivor), reach level 5+ (Veteran), earn 200+ gold in one run (Treasure Hunter), kill 20+ enemies in one run (Slayer), and more.
Final Tips for New Adventurers
- Start with Fighter in Crypts. High HP and AC forgive mistakes while you learn the combat rhythm and event types. 16 torch steps gives you room to explore every cell.
- Always carry at least 2 healing potions. Running out of heals before a boss fight is the most common cause of death. Buy potions early and resist using them on minor scrapes — save them for when you are below 40% HP.
- Read event text carefully. Some events have hidden class-based outcomes. A Rogue with high DEX might bypass a trap without rolling. Pay attention to the stat tags — [STR], [DEX], [Luck] — and choose the option that matches your class strengths.
- Manage your torch. Torch Oil (+8 steps) is one of the most underrated purchases. In large realms like Frozen Wastes (48 torch limit, 7×7 grid), you need every step. Running out of torch means taking damage every turn until you die.
- Don't be greedy with events. If a blocking event fails (locked gate, rockfall, deep chasm), it stays on the map and you must retry — taking damage each failure. The [Safe] option always succeeds. There is no shame in walking away.
- Build your ultimate early. Every 3 kills charges your ultimate. Use it on elite or boss enemies — do not waste it on normal monsters. Rogue's ASSASSINATE can instantly delete a troublesome elite, saving you potions and HP.