The Magician bonus round rule is one of the many rules that can be applied during the Bonus Round episodes. It has a chance to spawn on floor 3 and further for the Warrior, Thief, Inventor, and the Witch.
Magician | At the start of your turn, change the dice requirements for a random item. |
When the rule activates, a random piece of equipment (excluding most character skills, although the card the Thief steals is included) will have its dice requirements changed. This change can range from changing the dice required to use the item to making it a countdown or adding extra dice to the damage value.
Passive equipment is not changed.
These slot changes apply to most equipment that require just one dice to use (aside from doubles). If a Countdown replaces the equipment, the countdown's starting value is passed as the dice used in the equipment (a Bump set to a Countdown 5 will always return a 6).
If your equipment has a free dice added like the extra dice added to Broadsword, check the equipment with two slots section as the rules are different for those items.
None | Even | Odd | Require dice | Doubles | Max dice | Min dice |
---|---|---|---|---|---|---|
Even | Odd | Even | Require another dice | Countdown 4 | Require dice | Require dice |
Odd | None | None | Odd (if required dice is odd) | Countdown 5 | Reduce max by 1 | Increase min by 1 |
Max 5 | Max 4 | Max 4 | Even (if required dice is even) | Countdown 6 | Increase max by 1 | Even |
Min 2 | Min 3 | Min 3 | Countdown equal to dice required | Dice must sum to 4 | Countdown equal to max value | Countdown 4 (if Min 2) |
Countdown 4 (rarer) | Countdown 4 | Countdown 4 | Dice must sum to 5 | Countdown 5 (if Min 3 or 4) | ||
Countdown 5 (rarer) | Dice must sum to 6 | Countdown 6 (if Min 5) | ||||
Countdown 6 (rarer) |
There are multiple cases for equipment that require multiple dice.
Sum 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|
both Max 2 | both Max 2 | both Max 3 | both Max 3 | both Max 3 | Max 3, Min 3 | both Min 4 | both Min 4 | both Min 4 | both Min 5 | both Min 5 |
Sum to 3 | Sum to 4 | Sum to 5 | Sum to 6 | Sum to 7 | Doubles | Doubles | Doubles | Sum to 9 | Sum to 10 | Sum to 11 |
Doubles | Doubles | Sum to 6 | Sum to 7 | Sum to 8 | ||||||
Sum to 8 |
Note that “two slot” equipment also includes equipment that add extra damage while having a visible dice appended to it, like Broadsword or Iron Shield+.
Any two dice | None + free 1 | None + free X (other than 1) | Require two 1s | Require two 2s | Require two 6s | Other Identical Slots |
---|---|---|---|---|---|---|
Sum to 7 | None + free 2 | None + free (X-1) | Doubles | Doubles | Doubles | Sum to 7 |
Two even dice | None + free 3 | None + free (X+1) (if X not 6) | Sum to 3 | Sum to 4 | Sum to 11 | Two even dice |
Two odd dice | Even + free 1 | Even + free X | Countdown 7 | Countdown 8 | Countdown 12 | Two odd dice |
One even and one odd dice | Countdown 7 | Countdown (6+X) | Doubles | |||
Countdown 7 |
Max 3 + free 1 | Max 3 + free 2 | Max 3 + free 3 | Max 3 + free 4 | Any other requirement with a free dice X added |
---|---|---|---|---|
Max 3 + free 2 | Max 3 + free 1 | Max 3 + free 2 | Max 3 + free 3 | Countdown of X + random(3, 4, 5) |
Max 3 + free 3 | Max 3 + free 3 | Max 3 + free 4 | Max 3 + free 5 | Two dice must sum to X + random(2, 3, 4) |
Countdown 7 | Countdown 8 | Countdown 9 | Countdown 10 | Substitute slots using “Substituting All Dice Slots” section |
This case is used for cases above that don't fit any of the cases above, as well as any equipment that requires four dice. Each dice slot is changed to a new dice slot, different from the usual set in Basic Slot Changes.
Note that this table is for cases with multiple slots:
None | Even | Odd | Require dice | Free 1 | Free X | Free 6 | Max X | Min X | Other |
---|---|---|---|---|---|---|---|---|---|
Even | Odd | Even | Require another dice | Free 2 | Free (X-1) | Free 4 | Max (X-1) | Min (X-1) if (X ≥ 3) | Even |
Odd | None | None | Free 3 | Free (X+1) | Free 5 | Max (X+1) | Min (X+1) | Odd | |
Max 5 | Min 2 | Max 5 | Max 3 | Max 3 if (X ≤ 3) | Min 4 | Require X | Require X | Max 4 | |
Min 2 | Require any even | Require any odd | Min 4 if (X ≥ 4) | Odd if (X ≥ 4) | Even | Min 3 | |||
None |
Countdown slots change based on the initial value of the countdown; reducing a countdown to 1 will not change its slots to become simpler.
1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|
None | None | None | None | Odd | None |
Even | Even | Even | Even | Require 5 | Even |
Odd | Odd | Odd | Odd | Max 5 | Require 6 |
Require 1 | Require 2 | Require 3 | Require 4 | ||
Max 2 | Max 3 | Max 4 |
Higher countdowns usually require two dice in order to activate, with the exception of Countdown 10 which can activate with just 1 6 sometimes.
7 | 8 | 9 | 10 | 11 | 12-15 | 16-17 | 18-19 |
---|---|---|---|---|---|---|---|
Two even dice | Two even dice | Two odd dice | Require 6 | Two Min 4 | Two Min 5 | Min 5 and Require 6 | Min 5 and Require 6 |
Max 4 and Max 3 | Two Max 4 | Two Min 3 | Two even dice | Doubles | Doubles | Doubles | Require two 5s |
Doubles | Doubles | Doubles | Two Min 4 | Two dice sum to 10 | Two dice sum to 10 | Two dice sum to 10 | Doubles |
Require 6 | Two dice sum to 8 | Two dice sum to 9 | Doubles | Two dice sum to 11 | |||
Two dice sum to 7 | Two dice sum to 10 |
Once countdowns start going to 20 or higher, the dice requirements change depending on the size of the equipment.
For size 1 equipment, only two requirements are chosen:
20+ |
---|
Require two 5s |
Require two 6s |
Since more dice can fit into size 2 equipment, four dice start being required for larger equipment. While Nightmare can be used in one turn, it's going to be difficult to get the right dice.
20-40 | 41-80 | 81+ |
---|---|---|
Two even and two odd dice | Require a 1, 2, 3, and 4 | Require four 6s |
Require four 2s | Require a 4, 3, 2, and 1 | Four dice must sum to 22 |
Four dice must sum to 20 | Four dice must sum to 21 |
A spare dice, like Spare 4, will change into another random spare dice.