A basic guide that explains all the dice symbols and classes of the game.
This is just a basic guide that will explain how all the dice symbols in the game work and how to best utilize them. I will also give a short explanation of all the character classes that you unlock and what dice symbols work best on them.
I may add more information later to this guide if necessary.
The Dice Symbols are the most important aspect of the game, you will always roll your dice and therefor you will need the perfect symbols that fit your character and strategy. There are a lot of different symbols and most are unlocked when you unlock their respective class.
The standard attack deals 1 damage per symbol and you always start with a bunch on your starting dice. It is advised to have a good amount of reliable damage so you can beat enemy waves in time.
Pierving attacks work just like normal attacks except they ignore shields and barrierl of enemies but not damage cap or ethereal. They are great in scenarios where you have a lot of shielded enemies and they also can deal damage to frozen enemies, so you can pair them well with the elementalist.
Splash Attack hits neighbours of your target for half damage, rounded up. This means a die with one splash damage will always hit three enemies for one damage. They are good to get rid of multiple smaller enemies. Best paired with some attack multipliers for extra splash damage.
Reaping attacks can raise enemies as zombies if you kill them with no overkill damage. These zombies work essentially just like regular captured monsters but will decay after several dice rolls.
Cursed attacks are an attack modifier and therefor can be applied to any other type of attack. You can recognize them by the purple-green color on the attack symbol. For each dealt damage you will inflict one stack of the cursed debuff. Cursed deals its stack as damageeach turn after an enemy has attacked.
Melee attacks are more flexible than standard attacks, you can either use them on enemies to deal regular damage or you can keep them to get one shield per symbol. These shields do not work with shield bash however because they are only added after you end your turn.
Magic attacks work like regular attacks but can be charged if you pay a red or a wild gem. A charged attack deals duble damage and acts like piercing attacks.
A stun symbol above an attack applies stun to an enemy if you dealt damage. Stunned enemies cannot attack this turn but there are some enemies who cannot be stunned. Stun does not stack, so you cannot have more than one stun symbol on the same die side.
Lifesteal works similiar to stun, you can only have one symbol of it on the same die side and applies to all damage symbols on it. You get health back for each damage you dealt with that side. As you can see here, both lifesteal and stun can stack with each other on the same face.
Traps and fangs work close together. A trap has a chance to capture an enemy (instantly removing him from the wave) in one of your dice. The chance is based on the remaining HP of the enemy and increases every time you fail to capture an enemy with the same trap by 20%. Used traps leave behind a blank face that can still be rolled normally and it is advised to replace it with something useful. Captured monsters keep their attack power and also have a captured ability. Fangs can be used to let your monster attack, dealing their damage value for each fang symbol. A fang without a captured monster will still deal the regular 1 attack damage. Fangs also work for zombies.
The attack multiplier simply multiplies all attack damage for its value. You always have an attack multiplier of one and each symbol you roll adds another value to it. This is a cheap way to increase the damage of other dice.
Chains multiplie all symbols on your dice if you roll them together. The multiplier has the same legth as the number of chain links, so if you have rolled only one chain, you get the usual value. Unlike attack multiplier, this also works for other symbols as seen here. You can pair chains with unrollable faces to make them more reliable.
The blitz symbol in the upper right corner works only if it is rolled on your first roll per turn. Rerolls do not count. An active blitz triples the symbols you get from the die face. Like chains this works with any other dice symbols.
All multipliers stack with each other, so having an attack multiplier of 2, having an active blitz and a chain of 2 would deal 7x the usual damage. At that point you are beyond overkill and enter overnuke value.
Gems are used for the abilities of your character. The limit of gems you can hold is different for each character. There are three different colors for gems and they all act the same except red gems, which can also be used to charge magic attacks.
The multicolored wild gems can be used as replacement for any other gem if necessary and a few powerful abilities even need a wild gem to function.
Reroll symbols allow you to reroll a face and still benefit from all symbols on this side. They are a great way to get a reliable source for important symbols while still being able to roll for your other sides. You could even roll the same side three times and benefit from it three times.
Sun and moon dice rely on the day-night-cycle of the game. At day sun symbols will let you use their faces twice. This is essentially another die that you can use, not a multiplier since you can use the extra die on another target.
Moon symbols add a random symbol to its face if you keep them at night. There is no limit how many symbols you can add to the same face and moon dice allow you to upgrade your sides without spending gold. Sun and moon cannot stack on the same face, so there is no way to get the benfits from both.
Illusion faces can be recognized by the doted line around the dice. They will use a random face from the shop and change whenever you keep them. They are unpredictable but can be of value to save some gold.
Dice Symbols pt. 2
Hearts simply heal you for one health per symbol. It is good to have some but you shouldn’t depend too much on them because the best way to play this game is to kill enemies before they do any damage.
Shields reduce damage by one per symbol. This does not apply to piercing attacks but does apply individually for each enemy, so three enemies with 2 attack while having one shield will deal only 3 damage instead of 6.
Gold is used to buy upgrades at the shop but also gives you a score bonus at the end of a scenario. Your two starting dice usually have one gold coin each. Getting more gold faces early can help you to get an early income to snowball your power. Temporal gold, which is blue, only lasts for one turn but usually is cheaper and comes in greater quantity.
Keys open a chest without having to deal any damage. They are useful for chests with a lot of health and it is advised to have at least one key on your dice in case you get such a chest. Otherwise you can open chests with regular attacks but that means you won’t attack enemies for that turn.
Notes count immediately when rolled which means you can reroll and still benefit from them. Notes are added as an additional resource at the side of your screen and you can spend them to play a verse. The effect of the verse depends on the number of notes you have and you will always use all notes you currently possess.
Unrollable faces are excatly this, unrollable. They cannot be rolled and that means they effectively reduce the size of a die. You can use them to make your rolls more reliable and are great if paired with chains or blitz.
Circadian Dice features 10 different characters to play as, each with their own abilites. However, the special abilities of all characters can be obtained by everyone through level ups and lore chests but the individual characters have a higher affinity to get their own abilites.
You will unlock the characters once you have collected enough stars, also unlocking their special dice symbols for everyone. While the classes can benefit from every symbol and every ability, some classes have more use for specific stuff than others.
I give a short overview over classes without going too much into detail with some general tips what works good with them.
The cleric is the first character you have and he does a pretty good job as starting class. He is very straightforward to play but very effective. His skill set is all around survibality, he has a lot of healing abilities, starts with shields and hearts and can even increase his max HP.
His signature ability, shield bash, allows him to turn shields into an offensive tool to destroy his enemies. Each shield will count as an attack with a damage value of 2. They still count as shields, which means he can both defend and attack at the same time. This is a very handy ability and you can focus on getting more shields instead of more attacks.
His other starting ability, Holy Light, heals him for a big chunk of his health and increases max health. Use it when you are low on health to keep you topped.
He also starts with a trap and has several abilities and relics that improve trapped creatures.
The last thing he is good at is gaining money. He has an ability that doubles all gold gain for one turn. That includes gold from chests. He gcan also decrease the cost of shop upgrades which means you can aim for a big gold bonus on the end of a run or simply outfit your dice with the best upgrades.
A general strategy to play as him is to get al ot of shields and some fangs for your trapped monsters You can also get some hearts if you need to but his abilites are often enough to keep him healed and the shields should reduce most of the damage. For gems you should aim for blue and white gems. Blue gems are especially important to keep shield bash running.
The Ninja is an interesting character, he specializes mainly in creating the perfect dice. He ha sa lot of abilites that change the faces of his dice, making him very good at manipulating RNg in the game. He also starts out with chains and stuns,creating powerful multipliers while keeping himself safe through utility.
The Ninjas starting abilites are shuriken toss and smoke bomb. Shuriken toss simply deals 1 damage but it is a cheap ability to use and even has a chance to refund the gem you just used for it. It’s great to finish off enemies. Smoke bomb allows you to stun all enemies. Use it to avoid damage on strong waves until you can kill them all.
One of his best abilites is precision training which gives you all symbols of one face and then turns it into an unrollable face. You can use it to reduce the number of sides a dice has and ncrease the consoistency of your rolls. This works great with chains since you can reliably always get a chain but you can also use it together with blitz for a similiar result.
In terms of defense the Ninja relies heavily on stuns, so some hearts are nice to have if you cannot stun enemies. Since you rely on chains you don’t need feaces with a lot of symbols, it is better to get unrollable faces and focus on the important symbols you need.
As Ninja you generally want white and red gems.
The Elementalist can be easily be described as the mage class of Circadian Dice. His physical abilites are unimpressive but he has powerful abilites that deal a lot of damage. He has the highest number of gems a character can possess and he needs them. He starts with the abilites Fireball and Icicle. Fireball is a 5 damage nuke that can be used to remove big threats quickly. There are very few enemies that survive such an attack and the few that do are mostly bosses. Icicle deals one piercing damage and freezes an enemy, effectivly stunning them. You can either use it to stun a strong enemyto give you more time or you use it as finisher to kill an enemy with 1 HP. Keep in mind that frozen enemies cannot be dealt damage other than piercing damage.
He starts out with magic attacks, which allows him to get through frozen as long as he provides enough gems.
Overall Elementalist relies heavily on gems and because of that he has a abilities that give him gems for either health or gold. A general idea for dice craftinmg would be to get gems and especially wild gems together with either piercing or magic attacks, so you can tear through frozen enemies. I wouldn’t recommend other attacks because you will rely more on your skills than anything.
The Barbarian relies on attack dice and has little use for special abilites. This shows in her gem limit, she has the smallest of all characters. Her signature ability Bloodlust gives her an attack multiplier for each damaged enemy. She starts with splash attacks and some blitz symbols and its important to kill enemies quickly because she lacks defensive abilites like the other characters. Her other starting ability, Feel no Pain, allows her to heal back to full health but at the cost of max HP so use it only if you really need to.
Generally you want everything that deals damage, any type of attack symbol is great on her but the best are splash attacks to kill multiple enemies at once or at least wound them for Bloodlust. She has also one of the best (and most hilarious) abilites in the game, Detonate, which “opens” a chest but also deals damage to any enemy that has the misfortune standing next to it.
You don’t need many gems on her, just some basic red and white gems so you can use your abilites if needed but otherwise focus on attacks and attack multipliers. Some lifesteal is great so you so you don’t have to rely too much on Feel no Pain. And lastly, sun dice are also great on her since you can use your attacks multiple times, especially if you have a multiplier going.
The necromancer is great at raising zombies and cursing enemies. She starts out with reaping attacks and some fangs and also has a single cursed attack. Try to finish off enemies with your reaping attacks perfectly so you have always zombies at your hand. Her starting abilites are Haunt and Unholy Ritual. Haunt simply deals 1 piercing damage and cursed the target but also stuns all cursed targets (including those that were not hit by this ability). Unholy ritual sacrifices a zombie or captured enemy and gives you gold twice its attack power.
Because of this, the Necromancer does not need much in terms of gold generation, just sacrifice your zombies whenever they would run out. You generally want some cursed attacks, reaping attacks and fangs on your dice so you can make the most use of your abilites but you also will use a lot of blue and red gems for your spells. Don’t get any white gems though, she can only hold one and does not need them for her own abilites. She lacks proper survivabilty, so you might want to keep one dice as defensive and healing tool. Try to get lifesteal on fangs if possible. You don’t need any traps even if the Necromancer benefits from them because your reaping attacks get monsters for you.
Classes pt. 2
You could say that the Timebender is the main protagonist of the game since it was her that noticiced the change in the flow of time and lerted the other heroes.
Her abilites rely heavily on roll manipulation. Finesse allows her to get two additional rerolls and has a 50% chance to refund the gem used while Glimpse into the future changes the faces of rolled dice into random faces from the shop. Both abilities are cheap to use. She also starts with rerollable faces, which works great together with Finesse to activate the same face multiple times in the same round. Because of her abilites to get more rerolls she wants more rerollable faces and also notes since notes work the same way. In terms of strategy she is flexible, whatever you can get your hands on works for her. Ome of her greatest abilites is however double time which allows her to keep dice a second time, meaning she can make a second turn at the same round.
She starts with some temporal gold which means she has trouble saving up. It is advised to invest in some gold early on otherwise you will get trouble in later waves. You should however avoid Blitz on her because she will reroll often, negating Blitz special ability.
The Monk is a heavy hitting class but very flexible class. He chains multiple attacks at once but can switch to a defensive stance whenever he wants. His signature symbol is the melee attack and he starts with a good amount of them. He also makes use of sun dice to copy his faces during the day.
One special ability of the Monk is Yin and Yang, which are technically two abilites that work in harmony. Yin deals two piercing damage and if you use it at night you get a charge your Yang. Yang heals 2 HP and removes one fear and gives you you a charge of Yin if used at day. This means you can use this abilities back and forth forever. But he also starts with a third ability, combination strikes. This ability alllows him to use faces with a single attack symbol to use twice during your turn, similiar like Sun dice. This does not work with fangs however. Because of this ability you don’t want dice that have more than one attack symbol (but you can still have other symbols on that dice). You generally want to attack as often as possible during the day and during the night you use your melee symbols to defend yourself.
Because you cannot get more than one attack symbol per face, you want some multipliers like chains. That way you can dish out huge damage per die but still benefit from combination strikes.
The Monk makes use of all gems, so its good to have an all-around selection. Some healing is also welcome but skip the shields since you want melee hits instead.
The Demonologist is the night counterpart to the Monk. Her abilites get better at night and she starts with some moon symbols. She also heavily relies on captured monsters and ha s alot of traps. Her signature ability, Specimen Hunt, increases the chance to trap an enemy and does not remove the trap on use. This allows her to use traps as kill abilites while constantly switching out captured pets as she needs. As Demonologist you want moon dice and fangs and some blue and red gems. You should also get some shields and healing because she lacks any sort of defensive ability. There is also a special way to play Demonologist if you get your hands on a specific ability that differs from her usual playstyle.
If you get Demonform, you really want some attack dice and shields but remove all the hearts. As demon you cannot heal anymore but you get an additional attack multiplier until the next day starts. You can devour your captured enemies to increase the duration of the night while you make use of the additional damage. A very fun but risky way to play.
The bard is a flexible character that has a lot of utility thanks to his Verse ability. He starts out with a good number of notes on his dice and you want more to make most use of him. He has a lot of healing thanks to both hearts and Verse. You can use boast before killing a strong enemy to get more notes and use Fortisimo to get shields and gold. One special trait about the Bard is that he does not want to take damage if possible. he has many abilities that stay active until he takes damage which means if he can avoid it, he can keep them up forever. Because of this you want to get some shields and also want to kill piercing enemies first. Try to avoid damaging debuffs like disease and curse. Because notes work even when rerolled you may want to get some reroll symbols for your dice and get some timebender abilites if possible.
Another common trait about him is that he has abilites that allow him to reroll and get effects when he gets gems or notes. So in general you want gems, notes and shields. YOu can use Verse to attack or get some attack symbols, preferably with reroll. Melee hits are ideal since you can use them as shields too.
The Illusionist relies on dice manipulation similiar to the Ninja.Funnily enough there is no correct way to build her because her abilites are meant to change the dice how she wants to. She starts with illusion faces which means you can get some upgrades early without paying for them. This works especially well thanks to her starting ability Reality shift. Reality shift changes an illusion face to a normal one and vice versa. This means you can make a good illusion from the shop permanent or you can get rid of a face you don’t want or need. Her second starting ability, Smoke and Mirros, lets her dodge enemy attacks and deal damage back.
I would say, build her like you want, the only thing you should avoid are magic attacks since she has only 1 red gem slot.
That's everything we are sharing today for this Circadian Dice guide. This guide was originally created and written by TheVampire100. In case we fail to update this guide, you can find the latest update by following this link.