Forge¶
The forge puts permanent effects on the faces of your die. Open crates with meta points to get effects, then choose a face to put one on. Each face holds one effect, so six faces means six choices. Cards level up as their face lands and when you merge copies into them. The forge opens after 5 runs (see what opens as you play). If you had already opened a crate, or have a card in your bag or on a face, it stays open for you.
Crates¶
Every crate draws from all 54 effects. Dearer crates can't land below a certain rarity, which takes the commons (and more) out of the draw.
Every 40th crate you open is Rare or better, whichever crate it is.
Opening in bulk: tap the OPEN x1 button on the forge page to switch between x1, x5 and x10, then pick a crate and confirm. A batch costs the crate's price times the count, and all its cards show on one reveal. x10 needs the Crate Master pass, which also shows every batch's cards straight away. Each crate still rolls on its own and counts toward the guarantee, so the odds are the same as opening them one by one.
Weekend luck: every weekend, from Friday 20:00 UTC to Monday 04:00 UTC, every rarity above a crate's lowest gets 2 times its usual weight in the draw. The crate's lowest rarity comes up less and every rarity above it comes up more. The odds panel in the game says when it is on and shows the boosted chances. A Double Luck Weekend banner shows when it starts, and players who turned on Roblox notifications get one as it opens.
| Crate | Rarity | Usual chance | Weekend chance |
|---|---|---|---|
| Worn Crate | Common | 55.39% | 38.3% |
| Worn Crate | Mythic | 0.3% | 0.41% |
| Gilded Crate | Uncommon | 59.87% | 42.72% |
| Gilded Crate | Mythic | 0.67% | 0.95% |
| Astral Crate | Rare | 71.82% | 56.03% |
| Astral Crate | Mythic | 1.66% | 2.59% |
Crates can't be opened while a run is live or saved, and the rest of the forge waits too. Finish the run, or delete the saved run with the bin on the home screen, to open them again.
Your bag¶
Cards you open go into your bag. Copies of the same effect at the same level share one card with a count. Above the bag:
- Search by effect name or rarity.
- The rarity button shows every card, then only Common, Uncommon and so on up to Mythic.
- The sort button puts cards in the order you got them, rarest first, or A to Z.
A card from a new crate always shows, so opening one clears the search and the rarity filter.
Loadouts¶
Tap LOADOUTS on the forge page to save the effects on your die and put them back on later.
- SAVE stores all six faces in a slot. Saving over a used slot asks first.
- LOAD puts the saved effects back on. Faces that already match stay put, the rest go back to your bag, then each face takes its card from the bag. If a card is no longer in your bag, that face is left bare.
- Tap a slot's name to rename it, up to 20 characters.
- Loadouts load, and new slots can be bought, only between runs, not during one or while a run is saved. Saving and renaming still work.
You start with 1 free slot. Each extra slot costs more meta than the last, up to 10 slots:
| Slot | Price |
|---|---|
| Slot 1 | Free |
| Slot 2 | 500 meta |
| Slot 3 | 1,250 meta |
| Slot 4 | 3,150 meta |
| Slot 5 | 7,800 meta |
| Slot 6 | 19,550 meta |
| Slot 7 | 48,850 meta |
| Slot 8 | 122,050 meta |
| Slot 9 | 305,200 meta |
| Slot 10 | 762,950 meta |
Levels¶
Every card starts at LV 1. Levelling a card makes its effect stronger: each card under Effects shows what it does at LV 1 and how far its main number climbs by its top level. Levels never cost meta.
| Rarity | Top level |
|---|---|
| Common | LV 7 |
| Uncommon | LV 6 |
| Rare | LV 6 |
| Epic | LV 5 |
| Legendary | LV 5 |
| Mythic | LV 4 |
These effects have their own top level instead: Nudge (Common) at LV 2, Tithe (Uncommon) at LV 2, Magpie (Uncommon) at LV 3 and Kick (Rare) at LV 4.
Earning XP: a card on your die earns 10 XP each time its face lands in a run, bonus throws included. A Mimic or Chaos face earns for its own card. When a card levels up mid run, the new level works from your next throw. Unrigged runs earn no XP, because the forge is off in them.
Merging: feed copies of the same effect from your bag into a card, on a face or in the bag. A fresh LV 1 copy gives 1,000 XP. A levelled copy gives everything that went into it plus the XP it holds, so two cards of one level make one card of the next. Merging never costs meta, but the copies are used up. The cheapest copies go in first, and a card at its top level takes no more.
Putting a card on a face, taking it off and loading a loadout all keep its level and XP.
Each level needs twice the XP of the one before:
| Level up | XP needed | Landings at 10 XP | Fresh LV 1 copies | Total from LV 1 |
|---|---|---|---|---|
| LV 1 to 2 | 1,000 XP | 100 | 1 | 1,000 XP |
| LV 2 to 3 | 2,000 XP | 200 | 2 | 3,000 XP |
| LV 3 to 4 | 4,000 XP | 400 | 4 | 7,000 XP |
| LV 4 to 5 | 8,000 XP | 800 | 8 | 15,000 XP |
| LV 5 to 6 | 16,000 XP | 1,600 | 16 | 31,000 XP |
| LV 6 to 7 | 32,000 XP | 3,200 | 32 | 63,000 XP |
Effects¶
Each card shows what its effect does at LV 1, and the line under that shows how its main number climbs from LV 1 to its top level. The numbers along the bottom of each card are the chance of getting that exact effect from one crate. Weight effects put a hidden weight inside the dice, so one side comes up more often and the side opposite it less. Only the heaviest weight on your dice counts, and each level makes the weight heavier. The table shows each weight at its top level. These chances were measured over thousands of test throws, so they are close rather than exact, and the odds panel in the game shows them for your dice.
| Weight effect | Level | Side it favours | That side | The side opposite | Each other side |
|---|---|---|---|---|---|
| Loadstone | LV 6 | Its own side | 27.2% | 8.6% | 16.1% |
| Feather | LV 7 | The side opposite it | 29.6% | 7.4% | 15.8% |
| Magnet | LV 6 | Its own side | 60.6% | 3.8% | 8.9% |
Common¶
Roll this face and land on a light tile: the roll pays 1.5x.
LV 1 to LV 7: 1.5x to 2.1x
Roll this face and land on a dark tile: the roll pays 1.5x.
LV 1 to LV 7: 1.5x to 2.1x
This face sinks, so its opposite comes up more often. If you have more than one weight, only the heaviest counts.
LV 1 to LV 7: favoured side lands 23.1% to 29.6%
This face adds 1 to how far you move.
LV 1 to LV 2: +1 to +2
This face charges 0.2 more Spark, on top of what your source charges.
LV 1 to LV 7: +0.2 to +0.38
Roll this face and land on a golden tile: the roll pays 3x.
LV 1 to LV 7: 3x to 4.8x
Every tile you move over on this throw is worth +2.
LV 1 to LV 7: +2 to +3.8
Uncommon¶
This face is heavier, so it comes up more often. If you have more than one weight, only the heaviest counts.
LV 1 to LV 6: favoured side lands 20.7% to 27.2%
This face pays 1.35x, on any tile.
LV 1 to LV 6: 1.35x to 1.7x
This face pays 1 meta when it lands, up to 120 meta a run.
LV 1 to LV 2: 1 to 2 meta
Each time this face lands, there is a 10% chance to throw the dice twice more (up to 3 times a roll). Bonus throws can trigger it again and charge no Spark. After 30 misses in a row, the next one is guaranteed.
LV 1 to LV 6: 10% to 20%
This face makes your next throw pay 1.5x.
LV 1 to LV 6: 1.5x to 2x
This face charges 0.4 more Spark, on top of what your source charges.
LV 1 to LV 6: +0.4 to +0.8
Roll this face and land on a golden tile: earn 2 meta. Shares a 120 meta per run limit with Tithe.
LV 1 to LV 3: 2 to 4 meta
Roll this face in a stormy biome: the roll pays 2.5x.
LV 1 to LV 6: 2.5x to 4x
Roll this face in a scorched biome: the roll pays 2.5x.
LV 1 to LV 6: 2.5x to 4x
Rare¶
This face pays 2.5x, but only when you land on an odd numbered tile.
LV 1 to LV 6: 2.5x to 4x
This face is much heavier, so it comes up far more often. If you have more than one weight, only the heaviest counts.
LV 1 to LV 6: favoured side lands 41.5% to 60.6%
This face pays the roll a second time at 0.75x, multipliers included.
LV 1 to LV 6: 0.75x to 1.5x
This face moves you 3 extra tiles.
LV 1 to LV 4: +3 to +6
Roll this face and stop on a biome gate: the roll pays 3x.
LV 1 to LV 6: 3x to 5x
This face copies the effect on the face you rolled last throw, at that card's level plus 0, up to its top level. It cannot copy an effect that moves you, throws more dice or weighs the die.
LV 1 to LV 6: +0 to +5 levels
This face moves you 1 tile, but your next roll moves twice as far and pays 2x. Bonus throws do not use it up.
LV 1 to LV 6: 2x to 3x
Roll this face in a frozen biome: the roll pays 3x.
LV 1 to LV 6: 3x to 5x
Roll this face in an overgrown biome: the roll pays 3x.
LV 1 to LV 6: 3x to 5x
Every time this face lands in a biome it pays 10% more, up to 2x. The count resets when you enter a new biome.
LV 1 to LV 6: 2x to 3x
This face pays 2.5x, then your next 5 rolls pay 25% less. Rolling it again resets the count.
LV 1 to LV 6: 2.5x to 4x
While on your die: shop cards cost 20% less. Not Refuel. If you have more than one, only the best counts.
LV 1 to LV 6: 20% to 32.5% off shop cards
Epic¶
This face pays 2.2x, on any tile.
LV 1 to LV 5: 2.2x to 3.4x
This face makes your next throw pay 2.5x.
LV 1 to LV 5: 2.5x to 4.1x
Note the colour you land on. If your next throw lands on the other colour, it pays 4x. Does nothing while every tile is one colour.
LV 1 to LV 5: 4x to 7x
Roll this face and land on a light tile: the roll pays 3.5x.
LV 1 to LV 5: 3.5x to 5.9x
Roll this face and land on a dark tile: the roll pays 3.5x.
LV 1 to LV 5: 3.5x to 5.9x
Every Fuse face that comes up, a copied one included, adds a spark to one shared fuse. The 5th spark sets it off and that roll pays 6x, then the fuse starts again.
LV 1 to LV 5: 6x to 11x
Roll this face in a twilight biome: the roll pays 3.5x.
LV 1 to LV 5: 3.5x to 5.9x
Each roll names light, dark or gold, in turn. Roll this face and land on that colour: the roll pays 4x.
LV 1 to LV 5: 4x to 7x
Legendary¶
For your next 2 throws, every Double Down you own is 10% more likely to hit.
LV 1 to LV 5: 10% to 20%
The tile you land on counts as golden for this roll, paying 1x your golden bonus on top. With no golden bonus yet it pays +10.
LV 1 to LV 5: 1x to 2x
This face counts as whichever number suits your perks best (even or odd, high or low) and pays 2x.
LV 1 to LV 5: 2x to 3x
Spin the wheel: the roll pays 1x, 2x, 3x, 5x or 10x. The bigger the number, the smaller its slice.
LV 1 to LV 5: top slice 10x to 19x
This face moves you 8 extra tiles and every tile you pass pays double. Stops at a biome gate like any throw.
LV 1 to LV 5: +8 to +16
Land on a light tile: the roll pays 6x. Any other tile: 0.8x.
LV 1 to LV 5: 6x to 9x
Land on a dark tile: the roll pays 6x. Any other tile: 0.8x.
LV 1 to LV 5: 6x to 9x
Roll this face: every chance multiplier that hit this roll pays again at 0.5x strength, up to 5x. A gentler Resonance.
LV 1 to LV 5: 0.5x to 1.1x strength
If this is your die's lowest face, rolling it pays 9x. If not: 0.5x.
LV 1 to LV 5: 9x to 13x
Roll this face: 1 time in 4 it also pays 10% of what this biome has paid so far. Farm's own pay never counts.
LV 1 to LV 5: 10% to 18% of the biome's pay
Mythic¶
This face pays 4x, on any tile.
LV 1 to LV 4: 4x to 7x
Every lucky bonus that hit this throw pays again: each Double Down hit, a won Coin Flip, Lucky Seven, and a Bloom, Glow or Turnabout an earlier throw set up. The repeat is 1x as strong, capped at 10x.
LV 1 to LV 4: 1x to 1.9x
Each time this face lands, there is a 25% chance to throw the dice twice more (up to 4 times a roll). Bonus throws can trigger it again and charge no Spark. After 12 misses in a row, the next one is guaranteed.
LV 1 to LV 4: 25% to 49%
Every roll this face lands is written down. When you cross a biome gate, every written roll pays again at 1x, then the list clears.
LV 1 to LV 4: 1x to 1.9x
Every time this face lands it turns into a random effect at 25% of that effect's top level and does what it does, Omni Shot included. Common effects come up most, mythic ones least. It never turns into an effect that moves you, weighs the die or copies a face.
LV 1 to LV 4: 25% to 100% of an effect's top level
While on your die: a shop upgrade you buy has a 10% chance to come with a free copy, at no extra cost and no price rise. Not Refuel, shop tiers or refreshes. Caps still apply, and two faces add up to at most 30%.
LV 1 to LV 4: 10% to 20% chance of a free copy
This face moves you exactly 1 tile. Your next normal throw moves 2.5x as far and pays 2.5x.
LV 1 to LV 4: 2.5x to 3x
While on your die: every roll also pays a random Rare face (Gambit, Keystone, Rimestone or Verdant) at this card's level. If you have more than one, only the best counts.
LV 1 to LV 4: its Rare face at LV 1 to LV 4
Chaos draws¶
Every time a Chaos face lands, it turns into one of these 41 effects and works exactly like that effect for that throw. The level it draws at is a share of that effect's top level, rounded to a whole level, and the share climbs with Chaos's own level: 25% at LV 1, 50% at LV 2, 75% at LV 3 and the top level at LV 4. Weight effects, effects that move you (Ballista among them), Mimic, and Ascensio, Fidelity Card and Destiny, which only work while on your die, are never drawn.
| Effect | Rarity | Chance each landing | Level drawn at Chaos LV 1, 2, 3, 4 |
|---|---|---|---|
| Gilded | Common | 4.21% | 2, 4, 5, 7 |
| Moonstone | Common | 4.21% | 2, 4, 5, 7 |
| Stepping Stone | Common | 4.21% | 2, 4, 5, 7 |
| Sunstone | Common | 4.21% | 2, 4, 5, 7 |
| Surge | Common | 4.21% | 2, 4, 5, 7 |
| Ember | Uncommon | 3.16% | 2, 3, 5, 6 |
| Emberstone | Uncommon | 3.16% | 2, 3, 5, 6 |
| Glow | Uncommon | 3.16% | 2, 3, 5, 6 |
| Magpie | Uncommon | 3.16% | 1, 2, 2, 3 |
| Multi Shot | Uncommon | 3.16% | 2, 3, 5, 6 |
| Stormglass | Uncommon | 3.16% | 2, 3, 5, 6 |
| Tithe | Uncommon | 3.16% | 1, 1, 2, 2 |
| Twin Star | Uncommon | 3.16% | 2, 3, 5, 6 |
| Clockwork | Rare | 2.63% | 2, 3, 5, 6 |
| Echo | Rare | 2.63% | 2, 3, 5, 6 |
| Gambit | Rare | 2.63% | 2, 3, 5, 6 |
| Keystone | Rare | 2.63% | 2, 3, 5, 6 |
| Loan | Rare | 2.63% | 2, 3, 5, 6 |
| Rimestone | Rare | 2.63% | 2, 3, 5, 6 |
| Verdant | Rare | 2.63% | 2, 3, 5, 6 |
| Bloom | Epic | 2.11% | 1, 3, 4, 5 |
| Crown | Epic | 2.11% | 1, 3, 4, 5 |
| Duskstone | Epic | 2.11% | 1, 3, 4, 5 |
| Fuse | Epic | 2.11% | 1, 3, 4, 5 |
| Obsidian | Epic | 2.11% | 1, 3, 4, 5 |
| Supernova | Epic | 2.11% | 1, 3, 4, 5 |
| Target | Epic | 2.11% | 1, 3, 4, 5 |
| Turnabout | Epic | 2.11% | 1, 3, 4, 5 |
| Card Counter | Legendary | 1.58% | 1, 3, 4, 5 |
| Darkness | Legendary | 1.58% | 1, 3, 4, 5 |
| Descent | Legendary | 1.58% | 1, 3, 4, 5 |
| Farm | Legendary | 1.58% | 1, 3, 4, 5 |
| Harmony | Legendary | 1.58% | 1, 3, 4, 5 |
| Philosopher's Stone | Legendary | 1.58% | 1, 3, 4, 5 |
| Radiance | Legendary | 1.58% | 1, 3, 4, 5 |
| Wheel of Fortune | Legendary | 1.58% | 1, 3, 4, 5 |
| Wildcard | Legendary | 1.58% | 1, 3, 4, 5 |
| Avalanche | Mythic | 1.05% | 1, 2, 3, 4 |
| Eternity | Mythic | 1.05% | 1, 2, 3, 4 |
| Omni Shot | Mythic | 1.05% | 1, 2, 3, 4 |
| Resonance | Mythic | 1.05% | 1, 2, 3, 4 |
Numbers on this page match Rogue Roller version 3.7.0.