Gear & upgrades · Published 2026-09-02 TW live

Mystic dice: the hidden floor gauge and opening order

✍️ Alice・愛麗沙

Quick answer

The developer has published not one word about how mystic dice decide their rolls. Everything below is player-tested (four board threads asked the same question; their findings interlock): the number in a dice’s name is the highest base-stat tier it can open (a 2232 dice reaches the 1940–2232 weapon bracket; its armor rolls top out at 498); each equipment slot keeps a hidden floor gauge — the best value you have ever rolled there becomes the minimum for every later roll, each roll nudges it up, and bulk-opening still applies die by die; all weapons share a single gauge (switching class does not reset it), and you do not need to wear the item. That leaves exactly one correct order: open low-numbered dice first to build the floor, and hold the big dice until your base is up — in a hurry, raise the base through the exchange or crafting, then finish with the 2232s. Armor adds one rule: the dice picks a material (heavy/light/cloth) before it rolls stats, so near the cap, switch to crafting to fill out your own material’s pieces. The one unresolved question is whether identified and crafted gear share this same pool — the thread’s own author tested his way into “shared,” a dissenting camp says identification is fully random. Both positions are printed below; this article does not referee.

One invisible gauge

The same question surfaced in four separate threads: what actually determines a dice roll? The cleanest experiment logged consecutive openings of an abyss elite weapon dice — base attack 2012, then 2035, 2038, 2041… crawling to 2056, each roll a touch above the last, never below. Lay that observation over the rules compilation from the other thread and the system’s whole shape appears.

Every slot hides a gauge. The best base value you’ve ever rolled for that slot is the floor for the next roll — which is why consecutive rolls never regress, only inch upward. When the number seems stuck, the corroborating explanation is that the growth rate carries decimals the display can’t show. The ceiling is simply the number in the dice’s name: a 2232 weapon dice tops at 2232; the same dice’s armor stops at 498.

Three companion rules make this friendlier than it looks: all weapons share one gauge (no reset on class change); wearing the item is irrelevant — the “you must equip it” theory died to the rebuttal that the dice’s offered value had merely fallen below what the tester already wore; and bulk-opening accumulates die by die, so the one-at-a-time superstition buys nothing.

Every line above is player measurement, not official text. The official guide contributes the item’s name and nothing else — mechanism, odds, growth rate: zero published, which is why none of the four threads could cite a single official link. The confidence tier is “multiple field tests corroborating each other,” and this article uses the information at exactly that tier.

Opening decisions: you only lose by ordering wrong

Once the rules are clear, “how to open” reduces to one principle: the gauge is free — don’t make a big dice do a small dice’s job.

  1. Open low-numbered dice immediately. Their ceilings are low, but every roll builds your floor. Hoarding them earns no interest.
  2. Sit on the 2232-class dice while your base is low. A big dice’s value is rolling near its ceiling, and the higher your floor, the better each roll’s expectation. Opening one at a low base spends your most expensive roll climbing the cheapest part of the hill.
  3. Raising the base isn’t only the dice’s job. The thread author’s own conclusion: if you’re rushing, pull gear off the exchange or craft it to lift the base, then finish with big dice — contingent on the “shared pool” theory in the next section.
  4. Armor: material before numbers. The dice picks heavy/light/cloth first, then rolls stats. Near the cap, stop gambling the last rolls on someone else’s material and craft your own material’s pieces instead. This is the most commonly missed piece of the whole routine.

Two small questions answered in passing: locked dice boxes and the abyss’s unlocked ones hold identical contents — the lock just demands a matching-grade key (key grades are their own article on the zh side). And past level 65 your experience bar isn’t wasted: it converts to mystic points that accumulate into dice, so even idle max-level play slowly mints them.

The two camps: does identification share the pool?

The single point with no consensus, both camps living in the same thread. Printed as found.

Shared-pool camp (the thread’s author, who reversed himself after testing): identified gear “appears to draw from the same value pool as the dice” — meaning identification, crafting and dice all push one floor gauge. If true, “craft your base up, then open big dice” works for everyone, though pushing the gauge by buying exchange gear only suits deep wallets.

Separate-pool camp (the dissent in the same thread): hand-identified weapons are fully random; only dice carry floor protection. If true, identification and crafting are a different gamble entirely, and “base first” holds only within the dice line.

Which is right? Undetermined, and this article doesn’t rule. That’s not fence-sitting — it’s a sample-size problem, and the deciding experiment is cheap to describe: a character with a high gauge identifies ten weapons in a row; values hugging the floor mean shared, values scattered everywhere mean separate. The day someone posts that run with screenshots, this section gets rewritten and the winner named. Until then the robust play: the opening order above loses nothing under either theory — follow it; the craft-to-raise-base investment is the only step to check against your wallet.

Dice and keys are two economies — owning dice doesn’t mean you can open them

The last trap isn’t mechanical, it’s logistical: dice and keys arrive through separate supply lines, so drowning in dice while owning zero keys is a perfectly normal state. Pulling every dungeon-catalogue entry that pays either into one table:

ContentPaysSpawn ruleStatus
Abyss (weekly system)Mystic diceKR: varies by season (Mas Abyss: the level-60 era; Barri Abyss: level 85 + prerequisite quest)Available
Sunken Ruins (Mas Abyss)Mystic diceKR: three difficulties (Intro / Hard / Very Hard); each needs the previous step cleared inside its time attackAvailable
Collapsed Altar (Mas Abyss)Mystic diceThree difficulties: Intro / Hard / Very HardAvailable
Hall of Ruin (Mas Abyss)Mystic diceThree difficulties: Intro / Hard / Very HardAvailable
Great Underground Cavern (Barri Abyss)Mystic diceKR: level 85 + Goddess's Descent chapter 1 complete + Krama defeated + the quest 'Into Another Abyss'. Required CP: Intro 20,000 / Hard 30,000 / Very Hard 35,000TW unverified
Temple of Chaos (Barri Abyss)Mystic diceSame as above (shared by all three Barri Abyss dungeons)TW unverified
Altar of Revival (Barri Abyss)Mystic diceSame as above (shared by all three Barri Abyss dungeons)TW unverified
TavartasKey boxKR: the third raid (2025-11). Level 85; Intro entry CP 38,000 / recommended 48,000 / overwhelming 55,200TW unverified
Peri (& Boro)BothKR: level 40 + prerequisite quest; Wolf Forest sector 6, 'Where the Screaming Begins'. Difficulty levels: Normal 40 / Hard 65 / Very Hard 80Available
CrabbachBothKR: level 40+, lives in the Goddess's Garden. Normal 40 / Hard 65Available
KramaBothKR: level 40+, Ice Gorge. Normal 40 / Hard 65Available
DrochenemBothKR: Cloud Wasteland, Normal 60 / Hard 65Available
Black Hole to the Abyss (Abyss Hole)BothNeeds at least one Abyss Intro clear. Appears only in the Goddess's Garden, Ice Gorge and Cloud WastelandAvailable
Ominous Summoning WardBothAppears on the hour, once an hour, inside a hunting ground; the monster wave starts three minutes after it shows upAvailable
Tower of WraithsMystic diceCharacter level 65 · finish the quests 「更深處,更底層」 (Deeper, Further Down) → 「跟隨影子」 (Follow the Shadow)Available
Tower of Wraiths floors 19–20 (KR sample data)Mystic diceKR: floor 19 entry CP 21,110; floor 20, 21,413Available

Every dungeon-dex row whose reward line names a mystic dice or a key box, tagged by which of the two it pays. Per-dungeon difficulty gates are atDungeon Guide

Plan the week by tracking the two lines separately: short on dice, run the dice payers; short on keys, run the key boxes. And for “is this particular dice worth opening right now,” this site’s roll-or-craft tool computes it from the same dataset.

What would overturn this article

The entire mechanism layer is player-tested against zero official disclosure — any line can be corrected by a bigger sample. The three most fragile: the gauge’s growth rate (the decimals theory has only corroboration, not proof), armor’s material-first rule (single source, no second confirmation), and the identification pool question (two camps standing). Counterexamples get edits with dates. And if the publisher ever extends its odds disclosures to cover this system — its disclosure record on fashion and enhancement is genuinely decent, the dice are the blank spot — this article will happily demote itself to a footnote on the official version.