How Mystic Dice work: floors, material, and roll-or-craft
The number on the dice is the ceiling, the best value you have ever obtained is the floor, and every slot keeps its own (both stated in the official guide). Armour picks a material before it adds value — so near the cap you stop rolling and craft the part in the material you wear. Compiled from the official 'Mystic Dice' guide and five Bahamut board threads (snA 1956, 2257, 2287, 2279, 2378).
Three rules (the first two are in the official guide; the third is confirmed by several posters)
- The number is the ceiling. The number in the dice's name (1697 / 1940 / 2232) is the highest weapon base attack it can open (official guide 3474905), with armour and accessories converted to the same tier: a 2232 dice tops out at 2232 for weapons, 572 for armour, 301 for rings and 336 for necklaces (a Taiwan player's in-game dice-tier table, Bahamut snA=2378); a 1940 dice never gives a weapon above 1940 or armour above 498, however many you open.
- Your best-ever value is the floor. Every slot keeps its own 'minimum-value progress' (weapon, necklace, ring, head / hands / feet … each accumulate separately). In the official guide's words, each slot 'is obtained at a value no lower than the highest it has obtained before': the highest base value you have ever obtained by any means becomes the floor for that slot from then on — you do not need to equip it or inject it, obtaining it counts; and opening one at a time or all at once both stack roll by roll.
- Until the floor crosses a tier, the dice only opens the tier you are in. While a slot's floor is still inside the 1697–1940 tier, a 2232 dice opens exactly what a 1940 dice would — tap the dice and its 'contents' shows what it can give you right now. So the order is: open the low-numbered dice first, push the floor past the tier, then open the high ones.
Observed sequence: the snA=2257 poster, wearing a weapon with base attack 2012, opened 'Abyss Elite Mystic Dice: Weapon' one after another and got 2035, 2038, 2041 … up to 2056 — each a little above the one in hand, blue grade included. He noted ordinary random dice do not show this; the board's explanation is that those dice's numbers (ceilings) are already below your floor, so they only ever give the ceiling value (1956 floor 9 opened a locked white dice and got 255; the reply was 'there is nothing higher inside it').
Where does '2232' come from? It is simply the dice's name — Nexon Taiwan's Glas Ghaibhleann raid notice calls it 'Abyss Elite / Epic Mystic Dice (2232)' (the in-game item drops the possessive: 「深淵菁英秘術骰(2232):武器」), and the number equals the weapon base-attack ceiling that dice can reach. The same dice gives armour 498–572, rings 262–301 and necklaces 292–336 (a Taiwan player's in-game dice-tier table, Bahamut snA=2378, 24 Aug), so the 2232 in the thread title refers to the weapon tier. These dice have been handed out since the raid opened on 5 Aug, not since 9/9 — what the 9/9 update log added was the codex list for 'gear of the attack 1940–2232 weapon tier'.
Base tiers and dice numbers
The weapon and armour ranges of the first four tiers come from the gear-level table on this site's Upgrades page (compiled from a Korean blog); the last row, the 2232 tier, and every row's accessory ranges come from a Taiwan player's in-game dice-tier table (Bahamut snA=2378, 24 Aug), which also matches the first four tiers cell for cell — player-compiled, not official. Every column steps by about 1.15 per tier.
| Gear tier | Weapon base attack | Armour base defence | Ring base value | Necklace base value | Matching dice number |
|---|---|---|---|---|---|
| Lv55 | 1,065–1,260 | 273–323 | 144–170 | 160–189 | 1260 |
| Lv60 | 1,260–1,454 | 323–373 | 170–196 | 189–219 | 1454 |
| Lv65 | 1,454–1,697 | 373–435 | 196–229 | 219–255 | 1697 |
| Lv65 Abyss | 1,697–1,940 | 435–498 | 229–262 | 255–292 | 1940 |
| 2232 tier (Lv65 Abyss) | 1,940–2,232 | 498–572 | 262–301 | 292–336 | 2232 |
Dice number = the tier's weapon ceiling. Sources the board mentions: 1697 dice — the locked dice from purifying a black blob at level 65 (1956 reply); 1940 dice — the post-65 'Mystic Points' progress and the Tower of the Dead, 'no other route' (1956 floor 4 reply); 2232 dice — the weekly Glas Ghaibhleann raid clear (official notices: Introductory gives weapon 2 · armour 2 · accessory 2; Hard and the Very Hard that opens on 10/5 give 3 · 3 · 3 each, one weekly claim shared across the three difficulties) plus Abyss drops (a Hell 4 drop screen shows 'Abyss Rare Mystic Dice (2232)' and 'Locked Elite Mystic Dice (2232)'). A 1260 dice appeared only in a Taiwan event shop that has ended. Nobody on the board mentions a source for the 1454 dice. The 2257 reply's '2232 armour tops out at 498' was one player's observation while their own floor was still below 498, not a cap — the same month the 1956 OP's update and the 2378 table both put 2232 armour at up to 572.
Armour: material first, value second — so near the cap, craft
Armour comes in three materials: heavy, light and cloth. The observation on 1956 floor 2: the dice first decides which piece comes out (material included), then adds value above the floor — and the floor is tracked per part, not per material. So a 490 heavy helmet pushes your helmet floor to 490 — but if you wear cloth, that 490 is of no use to you.
Why it is of no use: armour injection (性能改善) only requires the same part, not the same material, but the material follows the material piece (this site's gear-nurturing guide, Korean community data) — inject a heavy helmet into a cloth one and the result becomes heavy with a Strength bonus. The board puts it more bluntly: the next roll has to be cloth, same part, and a higher value before you can inject. Either way the conclusion is the same: a high value in the wrong material does nothing for the piece you actually wear.
Far from the cap this is not a problem: the wrong-material rolls still push the floor, and the next right-material piece starts from higher up. It only gets awkward near the cap — take the 1940 dice's 498 ceiling with a helmet already at 490 (the 1956 floor 2 scenario; a 2232 dice's ceiling is 572, same arithmetic): every remaining roll adds only +1 to +3, and it also has to land on your part and your material (armour dice are spread at random over five parts) while you get only a dozen-odd dice a week. Floor 2's approach: once the helmet has reached 490 in heavy or light, switch to crafting a cloth helmet to fill the last few points — a blueprint pins both the part and the material.
But whether 'filling' actually works depends on whether crafted values share the dice floor — if they do, a crafted cloth helmet is necessarily ≥490 and a few pieces reach the cap; if they do not (random within the range), crafting guarantees the material but not the value. This is exactly the question thread 1956 split on without a verdict — see 'Not yet confirmed' below. The same compiler added one more use: when one part has been stuck for a long time (the armour dice spread across five parts), rather than stacking slowly, buy a high-range piece for that part on the exchange to pull the floor up.
For what armour injection inherits from which piece (slots, runes, material, main stat) see the gear-nurturing guide (Chinese) →
Crafting, appraisal and the dice — what the board agrees on
Tier skipping: gear crafted from a level-65 blueprint (or unappraised gear bought on the exchange) starts from that tier's minimum when appraised. The floor-14 reply's example: an alt fresh at 65 bought a full set of '1940' gear on the exchange with Deka and every piece came out at the range minimum — weapon 1940, armour 435, necklace 255, ring 229 — skipping the tier below entirely. To check whether the skip worked, craft one piece, do not open any dice yet, then tap a 1940 dice and see whether its contents have switched to the new item (1956 floor 4 reply).
Cost and failure: each craft takes a blueprint plus powder (OP's reply: a blueprint and 60 powder every time); a failed craft does not consume the powder or the blueprint, only half of the other materials (floor 10 [player]); anti-magic stone powder drops only on 'Deep' difficulty, and Colhen has no Deep (floor 13 reply). Floor 7's example: about 20,000 Deka for 15–16 sets of level-65 accessory materials took an accessory from 255 to about 287, most pieces only +1 to +3, one pink piece jumping straight to 287 [player].
The OP's own conclusion (8/10 update): pulling exchange gear with Deka to push the floor only makes sense for heavy spenders; for everyone else the order is — open the low-numbered dice first, the high ones after, and craft only to skip a tier; a reply also notes that normal play is well past 1940 already, no need to worry. Holding 2232 dice until the floor is up is a choice for combat-power chasers, not a requirement.
Roll or craft?
Apply the rules above to your own numbers: pick the slot and the dice in hand, enter the highest base value you have ever obtained for that slot, and see whether this dice can still move you, how far the ceiling is, and whether to open lower dice first or switch to crafting. No cost is computed — the board has neither per-roll material odds nor a crafted-value distribution.
Slot
Dice in hand
Highest base value you have obtained for this slot
Base attack for weapons, base defence for armour — the highest you have ever obtained, not the piece you are wearing (they can differ).
Rules: the official game guide 'Mystic Dice' 3474905 (the ceiling and the floor), and Bahamut board snA 1956, 2257 (Taiwan-server player testing). The first four tiers' weapon / armour ranges from this site's gear-level table; the 2232 tier and every tier's accessory ranges from a Taiwan player's in-game dice-tier table (snA=2378) — not official.
Small questions the board answered in passing
- Open all at once or one by one? Same — opening all at once, you watch the value climb roll by roll (several replies in 1956 and 2257).
- Do I have to equip or inject it for it to count? No, obtaining it counts (several in 1956, 2257 replies); one poster said it only rose when worn and was answered that the dice's obtainable value was simply already below what he wore.
- Does a different class's weapon start over? Most of the board says all weapons share one floor (2257 replies, 1956 floor 4); one poster saw lower contents after switching to another class's weapon `?` — see Not yet confirmed.
- Locked dice boxes vs the unlocked ones from Abyss — any difference? Floor 5 opened both and says the results are the same and keys on the exchange are unreasonably expensive [player].
- What about low-numbered dice (under 1000, say)? Just open them, no thought needed (floor 7; reply: open the low ones first, the high-numbered ones after).
- Where is the dice EXP after level 65? The EXP bar becomes 'Mystic Points' (board's name) — the blue ring around the character portrait top-left; reaching a set percentage grants a dice (floor 12 replies).
- How many per week? The OP's estimate: all monthly passes plus buying silver coins with Deka daily, about 546 silver coins all spent on Frost Canyon (non-hard) plus 15 offerings on Rabbie 2–3, about 150 million EXP a week ≈ 14 dice of 1940, spread over 8 slot types (both rings count as one) [player estimate]; the Tower of the Dead gives a one-off batch. 2232 dice: 9 a week from Glas Ghaibhleann Hard or Very Hard (official; Introductory gives only 6, and the three difficulties share one weekly claim), Abyss drops on top.
Two related questions
'Higher base attack but 600-odd lower total attack?' (snA=2287) The difference is inscription enhancement level: +10 vs +13, about 300 attack per level according to the board [player]; the better-base weapon 'just needs an injection' to catch up — the base value is the dice's business, total attack is enhancement's. Upgrades →
'Does weapon enhancement carry over when I switch class?' (snA=2279) Not on TW today: injection is limited to the same type — armour by part, weapon by weapon kind — and another class's weapon cannot even be placed in the slot. The board's rumour of "a weapon-and-emblem transfer item with the new class at 5k Deka" is real in Korea: KR shipped the equipment conversion scroll (裝備轉換卷軸) with the Knight on 2026-04-23; it keeps rune engraving, enhancement level, enhancement points and enchant, and the 8/20 update sells it at 5,000 Deka, 2 per server 〔KR has it · not on TW〕; no TW date announced. The dice floor, on the other hand, is (per most of the board) shared across weapons. Class switch →
Sources
Nexon Taiwan official game guide 'Mystic Dice' (3474905). Bahamut Mabinogi Mobile board (bsn=32564), read 2026-08-19 and 2026-10-02: snA=1956 'Thoughts on crafting top-tier gear and the 2232 dice' (posted 8/9, updated 8/10 and 8/23); snA=2257 'Is there a cap on weapon base attack?'; snA=2287 'Why do weapon values differ so much?'; snA=2279 'Can enhancement be inherited by a new class's weapon?'; snA=2378 (24 Aug, the in-game dice-tier table 1260 / 1454 / 1697 / 1940 / 2232 × weapon / armour / ring / necklace). The first four tiers' weapon / armour ranges also appear in the gear-level table at blog.naver.com/spacebmo and agree with 2378. Official name and weekly count of the 2232 dice: Nexon Taiwan update notices 3513544, 3521038 and 3550874 (Glas Ghaibhleann raid, Introductory / Hard / Very Hard). Rules 1 and 2 are official; the rest is Taiwan-server player testing.