Dice Legacy

Dice Legacy

Not enough ratings
Dice Legacy - Policy/Traits/Encampment guide
By Asharai
This guide contains the list of all policies available in Dice Legacy game.

Added a section with known dice traits.
Added a section with Encampment interactions.
3
   
Award
Favorite
Favorited
Unfavorite
Policies

Policies with a red wax seal are supposedly less common than the others.
Exact probability is unknown but after a few tries it didn't seem to be a big difference.

To view the picture more easily, click on it then click on the link at the top and after that you can either zoom or save it locally in order to display it with a more convenient application.
Traits
You gain traits by merging 2 dice in the forge.
Each die can have up to 2 traits. Here is the list encountered so far:

  • Highlander - Has infinite Durability.
  • Fortitude - Immune to all Effects.
  • Thief - When at 0 Durability, consumes the durability of other Dice.
  • Tough - Max Durability is doubled.
  • Simple Minded - Does nothing.
  • Neurotic - Cannot be locked.
  • Ascetic - When durability is restored, it is restored by half.
  • Meek - Max durability is halved.
  • Gluttonous - Consumes 2 Durability per roll instead of 1.
  • Dumb - Cannot be Empowered directly.
  • Claustrophobic - Cannot be employed in Mines.
  • Coward - Can't be employed to fight Threats.
  • Farmer - Provides 2 Wheat every time it is employed to harvest Wheat in Wheat Farm.
  • Popular - When employed with other Dice it increases the happiness of the Classes they belong.
  • Lucky - Double the chance of finding Gold in Mines.
  • Genius - When employed it has a small chance to provide 1 Knowledge.
  • Fast Learner - When Empowered gain 1 extra power.
  • Talented - When employed it has a small chance to Empower the face used.
  • Twin Genes - When employed in a House it provides an extra dice.
  • Firefighter - When employed it extinguishes all Fires around it.

Note:
With both a Thief die and a Highlander die, your Thief die can roll infinitely as long as you have the Highlander die in your pool.
You can play around Neurotic by placing the die inside a building without activating it (such as a house / Cookhouse without food) while you roll the other dice and then pick it back afterwards when you need it
Encampments
There are 3 different types of encampments, usually 2 of them are available on each map.

Possible interactions with encampments after the initial Explore are Raid, Trade and Pray.
Raid destroys corresponding encampment and brings a few resources while the other 2 are repeatable and increase relationship. Based on your relationship tier more actions are possible in the encampment. Some time limited events also happen regularly next to the Encampment, usually to trade one resource for another up to 3 times within each event.

Warriors encampment

Pray
Tier 1: 1 Pray 1 ale -> Increase relationship
Tier 2: 2 Pray -> Increase relationship
Tier 3: 3 Pray -> Hire mercenary

Trade
Tier 1: 1 Trade 1 ale -> Increase relationship
Tier 2: 1 Trade 2 gold -> Gain 2 food
Tier 3: 1 Trade 2 gold -> Gain 2 iron

Time-limited interactions
1 Raid 1 or 2 ale -> Increase Raid stat, may wound Dice
Same event exists for Fight

Priests Encampment

Pray
Tier 1: 1 Pray 1 herb -> Increase relationship
Tier 2: 1 Study 1 Pray -> Gain 1 knowledge
Tier 3: 1 die with trait 1 Pray -> Can choose to remove one trait

Trade
Tier 1: 1 Trade 1 herb
Tier 2: 1 Trade 2 gold -> 1 ale
Tier 3: 1 die with effect 2 gold -> die cured

Time-limited interactions
1 Explore 1 Work -> 1 herb
1 die 1 herb -> restore die durability

Merchants Encampment

Pray
Tier 1: 1 Pray 1 gold -> Increase relationship
Tier 2: 1 Pray 1 work -> Gain 2 herb
Tier 3: 2 Pray -> Gain 1 gold

Trade
Tier 1: 1 Trade 1 gold -> Increase relationship
Tier 2: 1 Trade 2 gold -> Gain 2 herb
Tier 3: 1 Trade 2 gold -> Gain 2 stone

Time-limited interactions
2 food -> 1 iron
3 wheat -> 1 ale
2 wood -> 1 stone






5 Comments
Two Gun Bob 5 Aug, 2024 @ 11:01pm 
Another one of my go-to guides, thanks Asherai!

Small Fry Hero, the only forge manipulation I've been able to repeat is that you have a very high chance (almost but not quite guaranteed) of any output trait being one that was already on one of the original input dice. So you can usually count on passing along one or two without worry, 3 or 4 have given me mixed results with no rhyme or reason, but seems to generally be both from one die and dropping any others.
wofw13 7 Feb, 2023 @ 2:37pm 
OK JUST DELETED MY LAST COMMENT
DLC POLICIES PLEASE
Small Fry Hero 7 Mar, 2022 @ 6:18pm 
Are traits rolled randomly or can you affect the odds in some way?
Asharai  [author] 22 Oct, 2021 @ 5:24pm 
Indeed, with the "Memories" update they added some traits like Coward. Added them to the guide based on the release note but I haven't played that update yet.
Nieryo 22 Oct, 2021 @ 3:11pm 
I might not be remembering 100%, but other construct traits I've seen are Coward - can't be used to fight/raid and Talented - (I think) a chance to empower the side used.