Skip to content

Ascension perks

41perks on the wall
5rarities
35presses for a Legendary fill
5start grant sockets at most

After your first ascension, the ASCENSION PERKS card on UPGRADES opens a wall of perk cells you fill with Stardust, the currency ascending pays.

Pick a rarity along the top and press a cell to pick it. The readout along the bottom shows what the perk does, what a press costs and how far the fill has got, and its POUR button puts the Stardust in, so a stray tap on the wall never fills the wrong perk. On a controller, A on a cell is POUR.

Every fill of every perk on the wall, leaving out the Limited perks, comes to 97,500 Stardust, which is what the Wall of Fame badge asks for. A Limited perk's cell stays locked until you earn the Platinum medal in its challenge.

Two fills a perk

Every perk is bought in two fills.

  • The first fill, in the perk's own colour, is the first step toward the gold fill. Every perk can already turn up at gates without it. Common perks skip it.
  • The second fill, in gold, makes it a start grant. Set it into a socket and every run starts with it, as if you had picked it at a gate.
  • Stardust in a half full cell stays there, so you can stop and come back to it.
  • The wall is locked while a run is live or saved, because a new start grant would change that run.

Layers and presses

A fill lays down layers of Stardust, one more for every step of rarity. The first layer takes 5 presses and every layer above it takes 1 more. Hold POUR to keep going. A fill's price is split across its presses, so every press costs about the same.

Rarity Layers Presses per layer Presses a fill First fill (Stardust) Start grant (Stardust)
Common 1 5 5 Not needed 900
Uncommon 2 5, 6 11 600 2,400
Rare 3 5, 6, 7 18 1,100 4,200
Epic 4 5, 6, 7, 8 26 2,100 7,200
Legendary 5 5, 6, 7, 8, 9 35 3,600 12,000

Finding a perk

Uncommon and rarer perks show NOT FOUND YET, and their cells stay locked, until a biome gate has dealt you the perk. Seeing it is enough, even if you pick the other road. From then on you can fill it on the wall. Its second fill, in gold, lets every run start with it and lets you bar it from gates.

Start grant sockets

Your first ascension opens 1 start grant socket for free. The next 2 are bought with Stardust in order, 1,500 then 3,000, for 3 sockets. Press the next locked socket in the band at the top of the page to buy it. A bought socket is yours for good, and ascending never takes it back. The Extra Sockets pass in the store adds 2 more after those, for 5 in all. A start grant that needs something your run does not have yet (Gold Fever, Pilgrim, Double or Nothing, Echo Chamber, Charged Up, Treasure Map and King's Ransom) still joins at the start and starts working once that thing arrives. Golden Touch is skipped instead while you have no Golden Tiles, since the bonus would switch Golden Tiles on by itself. A grant that would clash with your build, like Night Owl while you hold Mirror, is skipped that run.

Socket How it opens
1 Free with your first ascension
2 1,500 Stardust
3 3,000 Stardust
4 The Extra Sockets pass
5 The Extra Sockets pass

Sockets you can use always show first in the band, then the ones still to buy.

Gate only

6 Common perks need something a bare run with no tree and no forge faces does not have, such as Golden Tiles, Gate Bonus, a Spark source or a Multi Shot face, so their start grants are not sold. They are left off the wall and stay gate cards: Gold Fever, Pilgrim, Double or Nothing, Echo Chamber, Golden Touch and Charged Up.

Every perk on the wall

Common

Night Owl
Common

Dark tiles pay double and light tiles pay half. Not offered while you hold Mirror.

Start grant900
Daybreak
Common

Light tiles pay double and dark tiles pay half. Not offered while you hold Mirror.

Start grant900
Even Keel
Common

Roll an even number and the roll pays double. Odd numbers pay half.

Start grant900
Odd One Out
Common

Roll an odd number and the roll pays double. Even numbers pay half.

Start grant900
High Roller
Common

Roll a 4 or higher and the roll pays double. Lower rolls pay half.

Start grant900
Underdog
Common

Roll a 3 or lower and the roll pays double. Higher rolls are unchanged.

Start grant900
All In
Common

Every roll pays 1.5x.

Start grant900
Coin Flip
Common

Each roll pays double or half, with even odds.

Start grant900
Fixed Odds
Common

Your landing multiplier is fixed at x2.5. Landing, Combo, Equinox and All Points cards stop counting.

Start grant900
Twilight
Common

Every tile is worth +2, and tiles switch colour one by one (unless you hold Blackout or Whiteout). Equinox pays in full. Streak cards stop working.

Start grant900
Blackout
Common

Every tile turns dark and pays 25% less. Light Tiles, Landing, Jackpot, Combo, Streak, Equinox, Night Owl and Daybreak cards stop paying. Day Current stops charging without Conductor. Not offered if you hold a Jackpot or Combo, counting copies from your tree, or Mirror, or if light tiles have the bigger bonus.

Start grant900
Whiteout
Common

Every tile turns light and pays 25% less. Dark Tiles, Landing, Jackpot, Combo, Sunburst, Streak, Equinox, Night Owl and Daybreak cards stop paying. Night Current stops charging without Conductor. Not offered if you hold a Jackpot, Combo or Sunburst, counting copies from your tree, or Mirror, or if dark tiles have the bigger bonus.

Start grant900
Lucky Seven
Common

Every 7th roll of the run pays triple.

Start grant900
Steady March
Common

However the dice lands, you always move at least 4 tiles.

Start grant900
Snail's Pace
Common

You never move more than 3 tiles, but every tile pays double. Steady March can only lift a move to 3.

Start grant900
Long Stride
Common

You move 2 more tiles every roll, but every tile pays 25% less. Steady March's 4 tile minimum includes these 2, and a Slingshot face still moves only 1.

Start grant900
Mirror
Common

Every tile gets both the light and the dark tile bonus. Landing, Combo and Jackpot cards stop paying. Not offered if you hold Night Owl, Daybreak, or any Jackpot or Combo (tree copies count).

Start grant900
Sure Footing
Common

Every tile pays +3.

Start grant900
Loaded Pips
Common

Every dice side rolls +1 higher.

Start grant900
Fresh Legs
Common

+8 rolls, right now.

Start grant900
Night Light
Common

Dark tiles pay +3.

Start grant900
Sun Stone
Common

Light tiles pay +3.

Start grant900

Uncommon

Way Station
Uncommon

Every biome gate pays +500 points, with or without Gate Bonus.

First fill600Start grant2,400
Trailhead
Uncommon

Every biome you enter gives all tiles +2 for the rest of the run.

First fill600Start grant2,400
Nest Egg
Uncommon

Each roll pays 2% of your unspent points on top, up to a quarter of the roll. Save points to grow it.

First fill600Start grant2,400
Overtone
Uncommon

The first tile of every roll pays 1x more.

First fill600Start grant2,400

Rare

High Ground
Rare

A roll that carries you 6 or more tiles pays 1.5x. Stacks with the High Ground node: 2x with both.

First fill1,100Start grant4,200
Second Wind
Rare

The first roll after every biome gate pays 3x. Stacks with the Second Wind node: 5x with both.

First fill1,100Start grant4,200
Night Bank
Rare

Every dark landing also puts 10% of its points in a bank. The bank pays out double at the next biome gate. Stacks with the Shadow Bank node: 20% with both.

First fill1,100Start grant4,200

Epic

Vantage
Epic

No roll pays less than 10% of your best roll in the biome you are in, not counting Second Wind or Treasure Map. Stacks with the Peak node: 20% with both.

First fill2,100Start grant7,200
Sunburst
Epic

Your third light landing in a row, and every one after it, pays 2x. Stacks with the Sunburst node: 3x with both. Not offered once every tile is one colour.

First fill2,100Start grant7,200
Full Service
EpicLimited: Gas Station Membership

Every biome gate pays +1,000 points, and you get +10 rolls right now.

First fill2,100Start grant7,200
Overhaul
EpicLimited: Faulty Engine

Every dice side rolls +2 higher, and every tile pays +10.

First fill2,100Start grant7,200
Oasis
EpicLimited: Drought

Every tile pays 25% more.

First fill2,100Start grant7,200
Fair Play
EpicLimited: Unrigged

Every tile pays +6, and golden tiles pay +30 more. With no Golden Tiles yet, it starts them: every 10th tile turns golden.

First fill2,100Start grant7,200
Reserve Tank
EpicLimited: Out Of Fuel

+15 rolls right now, and every biome gate pays +300 points.

First fill2,100Start grant7,200

Legendary

Treasure Map
Legendary

The first golden tile you land on in each biome pays 10x. Stacks with the Treasure Map node: 20x with both. Only offered with Golden Tiles.

First fill3,600Start grant12,000
King's Ransom
Legendary

Every golden tile you land on makes the rest of the run pay 2% more, up to 50%. Stacks with the King's Ransom node: 4% a tile, up to 100%, with both. Only offered with Golden Tiles.

First fill3,600Start grant12,000
Bull Market
LegendaryLimited: Inflation

The first tile of every roll pays 2.5x more, and every tile pays +15.

First fill3,600Start grant12,000
Heads Up
LegendaryLimited: Coinflip: Worse Edition

Every dice side rolls +1 higher, the first roll in every biome moves twice as far, and +8 rolls right now.

First fill3,600Start grant12,000
Lone Wolf
LegendaryLimited: Perk Hater

The first tile of every roll pays 0.5x more for every tile the roll moves. Every other tile pays 25% less.

First fill3,600Start grant12,000

Numbers on this page match Rogue Roller version 3.7.0.