InvokyrFIELD GUIDE

Invokyr Dice Guide: Effects, Uses and Bad Rolls

At a glance

Special dice are single-use tools. Choose Heal or Resurrect for rescue, Teleport for moving yourself, Rally for regrouping, and Thread for returning home. Check the faces before throwing.

Steam Early Access · Windows

Getting and throwing special dice

Search drawers, containers and tables as you explore. Some dice come from shop or room dispensers. A dispenser can supply another die after its previous one is used; the individual die is still single-use.

Select the die in your inventory and follow the HUD. The visible throw controls are hold left mouse button to throw, scroll to rotate, and G to drop. Dropping a die is not the same as throwing it to resolve its effect.

Dice by purpose

Die Main use
Heal Heals an area and can revive a body in range
Resurrect Revives a dead player; do not depend on every self-revive exception
Teleport Moves the thrower to the landing point
Rally Brings other players, including bodies, to the landing point
Thread Sends a ball of thread toward the game room
Echo Sends a pulse marking idols, players and monsters
Cocoon Wraps nearby entities after a delay; can also trap teammates
Freeze Briefly immobilizes a target
Anti-Gravity Creates a blue floating zone for players and items
Cube Creates a movable block for climbing
Boom Produces a small explosion
Fire Ignites the landing area after a delay
Lightning / Storm Calls a lightning strike
Firework Creates a bouncing firework that can hurt on contact
Lantern Creates a movable light that can serve as a marker
Chaos Chooses one of the die’s effects

Rescue without another accident

Check a body’s position before using Heal. A corpse pushed into a wall can remain stuck after revival; make sure the rescued player can actually move before leaving.

Do not plan a rescue around an exact restored HP value. Give the revived player time to move somewhere safe.

Use Teleport for your own relocation. Do not assume Rally will also move the person who threw it.

Bad faces matter

Special dice can have harmful faces. Do not apply a universal five-in-six success rate to every die or house rule.

An effect that normally waits before activating can happen immediately on a bad roll. Leave room around the landing point, especially with Fire, Cocoon or an offensive die near teammates.

An unmarked area after Echo is not automatically safe. A control die is a chance to create space, not a guarantee against every monster.

Special dice versus movement dice

The numbered die advances the shared board piece. Updates that change where a numbered die activates do not make special dice reusable.

For placement details, read Anti-Gravity. For navigation under pressure, keep the main turn loop in mind before spending your last return tool.

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