Perks are another important part of building your run in Dicevaders. While Artifacts give you individual effects that can trigger during a run, Perks can change the way your entire build works and give you powerful bonuses from the moment you obtain them.
In this post, we will go through all the Perks currently listed in Dicevaders, including the standard Perks and the special Perks unlocked through Commanders. Each Perk has a different effect, so understanding what they do can help you decide how to build your army and which mechanics you want to focus on.
Dicevaders Perks Guide – Best Bonuses and Perks Unlock Tips
Asteroidbelt
When you destroy a non-Token unit, spawn an Asteroid on a random tile.
This Perk works particularly well with builds that regularly destroy their own units.
Clone Army
Units scored by a triple have +2 Repeat.
If you are building around triples, this can give your scored units a significant boost.
Cold Star
One of your Base Dice gets +3 Dice Power, but it becomes permanently Frozen.
You get a stronger Base Die, but you lose the ability to reroll it.
Commonwealth
Your Common units have +3 Repeat and have a much higher chance of appearing in the Shop.
This Perk is useful if your strategy revolves around collecting and repeatedly scoring Common units.
Dead Ringer
When a unit in the bottom row is destroyed, spend 1 Budge to respawn it on a random tile.
This can work well with builds that use unit destruction as part of their strategy.
Death Rattle
Your On Death abilities trigger twice.
If you have several units or Artifacts that benefit from units being destroyed, this Perk can make those effects trigger much more often.
Duoprism
When you trigger the Artifact in Column 2, repeat its effect.
This can make a strong Column 2 Artifact considerably more valuable.
Ectoplasm
When a Shield breaks, get +1 Mini Dice and trigger that unit’s On Death ability if it has one.
This gives Shield-based builds an additional source of Mini Dice and can also activate death effects.
Egg
When you obtain this Perk, spawn an Egg on a random tile.
Eldritch Tome
After you obtain an Artifact, give it +45 XP.
This Perk is focused on helping your Artifacts level up much faster.
Fusion Reactor
After you score a pair with Base Dice, trigger the Artifact in that column.
This is especially useful when you have powerful Artifacts that already activate from other conditions.
The Great Wall
If at least three units in the bottom row are the same, they have +1 Repeat.
This Perk encourages you to build groups of matching units in the bottom row.
Grimoire
When your turn begins, get +1 money.
After you buy anything from the Shop, create a random different Spell in its place.
This gives you both additional income and more opportunities to find Spells.
Growth Serum
When obtained, level up your Starter Perk 3 times.
This can immediately strengthen the effect of your starting Perk.
Perks H-Z
Hexafoil
When you trigger the Artifact in Column 6, spend 1 Budge to give +5 XP per Act to all Artifacts.
This can provide a large amount of Artifact XP as your run progresses.
Lab Tube
Whenever you spend Charge, get +1 Mini Dice.
This is useful for builds that frequently use Charge.
Landlord
When your turn begins, shuffle the positions of all units and get +3 money.
The random positioning can change your grid, so this Perk works best when your build isn’t completely dependent on fixed unit positions.
Last Train
When your turn begins, level up the Artifact in Column 6.
This gives you a reliable way to improve the Artifact in that column every turn.
Megabrain
Whenever an Artifact gains XP, it gains an additional +10 XP.
This can greatly accelerate Artifact leveling.
Moon Beam
Your money carries over between turns instead of being converted into Mini Dice.
When your turn begins, for each money carried over, get +1 Mult.
This changes how you manage your economy and rewards you for saving money.
Nemesis
When your turn begins, spawn an Auto-Bomb with 300 Strength on a random tile.
This gives you an additional source of offensive power every turn.
Pentagram
When you trigger the Artifact in Column 5, spend 1 Budge to get +5 Mult per Act.
Phoenix Ash
When you would lose your final Heart, set your Hearts to 3, destroy this Perk, and replace it with a random Perk.
This gives you a second chance when your run would otherwise end.
Quadruped
When you trigger the Artifact in Column 4, spend 1 Budge to get +6 Mini Dice.
Seraphim
When your turn begins, give a Shield to all units in the bottom row.
This can provide consistent Shield coverage for your bottom row.
Shimmer
Your Shielded units have +1 Repeat.
This works particularly well with builds that frequently generate Shields.
Strange Portal
When obtained, spawn 3 random Warped units on random tiles.
Super-Migo
After you score a Migo unit in the bottom row, get +1 money.
This gives you additional income whenever you successfully score a Migo in the required position.
Supply Drop
When your turn begins, spawn a Supply Drop on a random tile if there are none.
This allows you to keep a Supply Drop available during your run.
Thorn Crest
When your turn begins, spend 20% Shop Rarity to give all units +50% Strength.
This converts Shop Rarity into a major Strength boost.
Timekeeper
When your turn begins, get +1 Budge and +1 Chrono.
This gives you two very useful resources every turn.
Toy Maker
After you buy a unit from the Shop, spawn a base copy of that unit on a random tile.
This allows you to get an additional copy whenever you purchase a unit.
Trisolaris
When you trigger the Artifact in Column 3, spend 1 Budge to increase the Strength of all units by 10%.
Universe
When you trigger the Artifact in Column 1, spend 1 Budge to trigger a random other Artifact.
This can create some interesting chain reactions between your Artifacts.
Voltaic Coil
When a unit spends Charge, there is a 50% chance of keeping that Charge.
This can be useful for Charge-based builds because you have a chance to reuse the resource.
World Eater
When you launch a pair of Base Dice, if the topmost tile is empty, destroy it to get +5% Shop Rarity and +3 money.
This gives you a way to turn an empty tile into additional resources.
Perks Unlocked by Commanders
Some Perks are specifically unlocked through Commanders. These can provide more specialized effects that work with particular mechanics.
Blob Cutter
Your Mini Dice have +1 Dice Power and can only roll 1, 2, or 3.
This Perk comes from Blob-Girl.
Slusho-Max
After Base Dice have been scored, get +1 Mult for each Mini Dice.
This Perk comes from Blob-Girl.
If you have a large number of Mini Dice, the Multiplier gained from this can become significant.
Monocle
All of your Base Dice count as pairs.
This Perk comes from The Captain.
Since many effects in Dicevaders activate when you score pairs, this can interact with a large number of Artifacts and other mechanics.
Sky Arbiter
Your “When your turn begins” effects trigger twice.
This Perk comes from The Captain.
If your build has several strong start-of-turn effects, this can make them trigger an additional time.
Hydra-Head
You have a second Kraken Base Dice.
This Perk comes from The Core.
Bone Easter
When you launch Kraken Base Dice, double the Strength of the bottom unit in its column.
This Perk comes from The Core.
Perks can completely change the direction of a Dicevaders run. Some are straightforward, like Timekeeper giving you Budge and Chrono every turn, while others can encourage an entire strategy around Shields, unit deaths, Mini Dice, Charge, pairs, triples, or Artifact leveling.
One thing I would recommend is paying attention to how a Perk interacts with the Artifacts and units you already have. For example, Death Rattle becomes much more interesting when you have several On Death effects, while Shimmer and Seraphim can fit naturally into a Shield-focused build.
The Commander Perks can also open up more specialized strategies, such as Mini Dice builds with Blob Cutter and Slusho-Max, or pair-focused builds with Monocle.
With so many different combinations available, experimenting with Perks is a big part of figuring out what kind of build works for your run in Dicevaders.