Builds / FIELD NOTES

Dicevaders artifacts guide: triggers, XP and scaling decisions

YOUR NEXT MOVE

An artifact earns its slot when your board can trigger it often enough to justify its payoff. Build access to the trigger first; then add XP, strength or Mult that grows across the invasion.

Dicevaders board displaying the Toy Maker perk and the artifact row
Read when an effect activates as carefully as what it gives. Official game screenshot: Pengonauts / Playstack.

Read the trigger before the reward

An artifact with a large reward can occupy a slot without helping if the army rarely satisfies its condition. Read the event first: a pair in its own column, a Base Dice score, a unit death, a spawn, a level-up or the start of a turn. Then ask how often your present board produces that event and what changes would be required to produce it more often.

The official launch announcement lists 120 artifacts in the full game. This guide focuses on the featured ordinary commander artifacts and the decisions they illustrate. It is a curated reference, not a complete claim that every level, Astral variant and interaction is documented here. The in-game tooltip shows the amount for the item you are buying, which can differ from an ordinary launch spotlight.

Give an artifact one immediate job

Think of purchases as access, growth, scoring, Mult or economy. An access effect lets you reach a useful activation. Growth raises future output. Extra scoring uses the valuable units again. Mult amplifies the turn, and economy buys the next improvement. An item can perform several jobs, but you should be able to identify the first one it will perform after purchase.

For example, Captain supplies recurring Budge and pair XP. A pair-triggered artifact in a useful column can use that starting kit immediately. Blob Girl provides Mini-Dice and column XP, so an effect that responds to those dice has a natural source of activations. Blood Beast supplies artifact XP from non-Token deaths; a death-based plan also needs units to replace the ones it consumes. The same artifact can be easy to support on one board and awkward on another.

Compare an immediate payoff with a speculative ceiling. A powerful artifact that requires three additional specific purchases may not help you survive the next target. A modest effect already linked to the board can buy time to find a better one. Once that stronger offer is affordable and supported, replacing the old item is a useful pivot rather than wasted progress.

These are ordinary effects from the official commander spotlights. Values and timing on your current item take priority, especially after leveling or acquiring a variant.

ArtifactStarting effect or roleHow to evaluate it
Rocket Ship official item iconRocket ShipBudge-linked random unit bonus of 15 STRCheck the current tooltip; published trigger descriptions differ
Spiky Gel official item iconSpiky GelReceived Mini-Die gives a random unit 5 STRCount recurring dice income and the recipient pool
Acid Town official item iconAcid TownMini-Dice scoring here scores a unit in another columnKeep worthwhile targets outside its column
Oozone official item iconOozoneAdds Mini-Dice power in its columnPut meaningful Mini-Dice scores there
Dread Knot official item iconDread KnotA quadruple gives all units 150 STRPrice how reliably the kit can make the match
Cavities official item iconCavitiesUnits scored during Kraken Base Dice gain 25 STRUse a column the special die reaches
Mycelium official item iconMyceliumAfter Base Dice, three random units gain Charge and STRKeep useful recipients for the random bonus
Lone Dragon official item iconLone DragonKraken alone in its column has two extra Dice PowerCompare isolation with the value of a match
Big Apple official item iconBig AppleTurn start gives Apples 100 STRKeep the Apple loop useful rather than just large
Whalefall official item iconWhalefallPasses 20% of a destroyed unit's STR to a random unitPreserve meaningful recipients through the death
Stone Chisel official item iconStone ChiselSupports Pawn strength and spawn payoffsBuy into actual Pawn access, not a hoped-for shop
Fortress official item iconFortressNon-Token spawn builds a tile and strengthens a random unitMake sure new space and units have a scoring role
Dark Tower official item iconDark TowerA triple gives Repeat to the highest-STR unitEnsure that unit is also worth scoring repeatedly
Golden Halo official item iconGolden HaloAdds one to adjacent artifacts' scaling numbersEvaluate both neighbors before assigning its slot
Galactic Web official item iconGalactic WebWeb spawning and scores provide artifact XPKeep the generated units and XP route usable
Meat Stick official item iconMeat StickColumn score gives all units STR equal to Dice Power × 10Improve productive column access and power
Blood Clot official item iconBlood ClotTurn start spawns a Hemocyte with 30 extra STRPlan space and the spawned unit's role

The practical distinction is whether the artifact's payoff follows a common action or requires a rare arrangement. Received resources, turn starts and ordinary column scores can be frequent, but frequency is specific to the army. A quadruple artifact can be excellent in a kit that creates extra matching dice and almost inactive in another run.

ArtifactStarting effect or roleImportant boundary
Bunker official item iconBunkerTurn-start Mult tied to stored BudgeSpending the stockpile changes the reward
Wings of Fury official item iconWings of FuryPair gives column Mult; Budge can level its artifactBalance present control against level value
Rib Cannon official item iconRib CannonKraken Base Dice score gives Budge and MultOrdinary Mini-Dice do not replace the named trigger
Eon Moss official item iconEon MossSpent Chrono gives Mult and temporary shop rarityA refresh still needs a reason and buying power
Cyclotron official item iconCyclotronBase Die rolling this column rerolls and supplies Budge and Mini-DiceRead the roll event separately from a score
Mass Relay official item iconMass RelayBase Dice here reroll into Rifts; triple Rift scores random unitsBuild an affordable route to the required match
Timeblock official item iconTimeblockRift roll supplies a shield and unit strengthA useful recipient matters
Parasite official item iconParasiteDeath in its column provides Mini-Dice and MultDestroy the unit where the effect can see it
Rat Poison official item iconRat PoisonA pair lets Token scoring gain RepeatThe unit type and match both matter
En Passant official item iconEn PassantNon-Token death supplies Chrono and Mini-DiceReplacements must justify the consumed unit
Blitz Armor official item iconBlitz ArmorShield break supplies Budge and MultShield supply is part of the engine
Flying Stinger official item iconFlying StingerLast Honey in a column gives money and army STRTrack the remaining Honey
Flower Pot official item iconFlower PotTriples respawn Honey and add temporary rarityThe collection loop needs the respawn event
Hot Buzz official item iconHot BuzzHoney collection gives Charge and MultCollection access makes the payoff repeatable
Sugar Cube official item iconSugar CubeHoney collection improves Base Dice power in that columnAim the follow-up score where power increased
Rage Virus official item iconRage VirusBase Dice score gives Mult; BEAST MODE adds multiplicationThe mode and die type change the outcome
Lizard Tail official item iconLizard TailAbsorbs a Heart loss once, with Rage and Mini-DiceThis is consumed protection, not permanent immunity
Torpedo official item iconTorpedoBudge wraps 6↔1; received Budge scores random unitsUse the wrap only when the artifact is present
Red Spice official item iconRed SpiceTurn end reduces the left artifact's level to multiply MultKeep an eligible artifact to its left

A resource effect is valuable when it feeds another useful action. Extra Chrono can buy more shop options or repair a roll; extra Budge can reach a match; more cash can buy a needed replacement. If the chain stops at an unused stockpile, look at the missing use rather than buy another income item automatically.

XP engines need eligible recipients

The official Dicevaders scoring board during a Pilot encounter

Commander perks supply several different XP routes. Captain grows the artifact beneath a pair, Blob Girl grows columns reached by Mini-Dice and Blood Beast grows every artifact from non-Token deaths. Choose a route the board naturally produces. Raising the level of an artifact you cannot activate does not resolve that access problem.

The Exalted's Divine Touch adds level-up triggers within a stated level boundary, while Dark Medal extends that boundary. This makes the current level part of the decision. Read whether the next XP purchase provides both a stronger item and an immediate trigger, or only the first. A threshold interaction is not a universal rule that all artifact levels automatically activate.

Inspect the next tooltip improvement before buying XP. If a frequent effect gains a larger payoff, repeated use can repay the purchase. If the artifact is about to be replaced, or its next benefit depends on a condition you cannot reach, another purchase may be more useful. Do not spread XP evenly merely because every item has a progress bar.

Triggering an artifact is not repeating every artifact

The developer's Doomed World example includes a placement mistake involving Duoprism and Engi-89: the selected artifact was not triggerable and could not be repeated. Patch 1.0a also fixes Silverheart being counted as triggerable when it should not be. These are useful reminders that an item's presence in the row does not guarantee compatibility with a trigger engine.

Before paying for a repeated-activation plan, check both ends. What event selects the artifact? Is that artifact eligible? Does the current layout select the intended one? If a launch supplies much less value than expected, these questions are more useful than assuming the trigger bonus is too small. Move or replace a mismatched recipient before investing in more repetitions.

Community reports of powerful artifact chains can suggest experiments, but their specific variants and board states matter. Do not generalize a described interaction into an unlimited guarantee. Buy a piece for the value it provides now, then verify what the next launch actually activates.

Know when to pivot

Review an early artifact when it stops solving the board's limiting problem. Small flat strength can carry the opening, while later targets demand repeatable growth, stronger Mult or more access to valuable scores. Preserve a dependable bridge until the replacement can work; replacing all the early pieces at once can remove the resource supply that supports the new plan.

The Act 2 discussion highlights this shift from forcing matches toward choosing artifacts that scale and fit one another. Use it as a diagnostic: did the last difficult turn lack access, lasting strength or final Mult? Replace the artifact doing the least useful job with an available effect that repairs that specific shortage.

For challenge-specific choices, read Doomed World and Chapter 6. A death wipe and a temporary blocked area put different pressures on an otherwise strong artifact row. The best next item is the one that helps the army function under the rule you are about to face.

Further reading

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