Skip to content

Gate perks and Spark

Every biome gate deals two roads, each with a free perk card, and the road you pick gives you its perk. Perks last for the rest of the run and are never sold in the upgrade shop. After you have ascended, a perk can also be made a start grant: set it in a socket and every run starts with it, as if you had picked it at a gate.

Perk cards

There are 47 perks. 28 are Common. The other 19 are tagged with their rarity. Any perk can turn up at any gate, but each card is drawn by rarity weight, so the rarer ones turn up far less often.

  • Draw weight of each card by rarity: Common 100, Uncommon 30, Rare 14, Epic 6, Legendary 2.
  • Seeing a perk at a gate counts as finding it, even if you do not take it. Once you have found it and ascended, you can fill it with Stardust on the ascension perk wall so every run starts with it.
  • A perk above Common with both fills done can be barred: press BAR on the perk wall and no gate deals it until you unbar it. Common perks can never be barred.
  • The 29 tagged No downside only ever help. Most of the rest trade one thing for another, and some pairs pull against each other, like Night Owl and Daybreak: taking the opposite card evens things out again.
  • 8 perks are Limited: each one comes only from its challenge. No gate deals it, and the wall will not take Stardust for it, until you earn that challenge's Platinum medal.
  • 7 perks share an effect with an ascension node, and their cards name it. A run counts at most 2 copies of each, the node's and the perk's, and a gate stops dealing the card once you have that many, a start grant copy included.
Night Owl

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

Daybreak

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

Even Keel

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

Odd One Out

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

High Roller

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

Underdog
No downside

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

All In
No downside

Every roll pays 1.5x.

Coin Flip

Each roll pays double or half, with even odds.

Fixed Odds

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

Twilight

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.

Blackout
Never with Whiteout

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.

Whiteout
Never with Blackout

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.

Lucky Seven
No downside

Every 7th roll of the run pays triple.

Steady March
No downsideNot while you hold Snail's Pace

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

Snail's Pace
Never with Long Stride

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

Gold Fever

Golden tiles pay triple, every other tile pays 25% less. Only offered with Golden Tiles.

Long Stride
Never with Snail's Pace

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.

Pilgrim

Biome gates pay double their Gate Bonus, but Interest pays half. Only offered with Gate Bonus.

Double or Nothing

Double Down hits 30% of the time instead of 15%, but a roll where every Double Down misses pays 25% less. Only offered with two or more Double Downs.

Echo Chamber

Bonus throws from Multi Shot and Omni Shot pay double. Your normal throw pays 20% less.

Mirror

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).

Sure Footing
No downside

Every tile pays +3.

Loaded Pips
No downside

Every dice side rolls +1 higher.

Fresh Legs
No downside

+8 rolls, right now.

Night Light
No downside

Dark tiles pay +3.

Sun Stone
No downside

Light tiles pay +3.

Golden Touch
No downside

Golden tiles pay +15. Only offered with Golden Tiles.

Charged Up
No downside

Your Spark source charges 1 more each time it charges. No source charges more than 5. Only offered once you have picked a Spark source.

Way Station
UncommonNo downside

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

Trailhead
UncommonNo downside

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

Nest Egg
UncommonNo downside

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

Overtone
UncommonNo downside

The first tile of every roll pays 1x more.

High Ground
RareNo downside

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

Second Wind
RareNo downside

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

Night Bank
RareNo downside

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.

Vantage
EpicNo downside

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.

Sunburst
EpicNo downside

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.

Treasure Map
LegendaryNo downside

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.

King's Ransom
LegendaryNo downside

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.

Full Service
EpicNo downsideLimited: Gas Station Membership

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

Overhaul
EpicNo downsideLimited: Faulty Engine

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

Bull Market
LegendaryNo downsideLimited: Inflation

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

Oasis
EpicNo downsideLimited: Drought

Every tile pays 25% more.

Heads Up
LegendaryNo downsideLimited: Coinflip: Worse Edition

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

Fair Play
EpicNo downsideLimited: Unrigged

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

Reserve Tank
EpicNo downsideLimited: Out Of Fuel

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

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.

Spark sources

At the first gate of a run, before you pick a road, the game deals two of these 5 sources at random and you pick one. That choice lasts all run and cannot be redealt. On your very first run the game gives you Steady Drip instead, so that gate asks only for your road. From your second run you choose, and Daily Runs and challenges always let you choose. Each card shows the empty Spark bar it will fill, the 2 rolls a full bar pays, and what charges it and what does not. See Spark for how the meter works.

Steady Drip
Every tile

Every tile you land on charges 3 Spark.

Light tile: +3 Spark

Dark tile: +3 Spark

Night Current
Dark tiles

Land on a dark tile: charge 4 Spark.

Dark tile: +4 Spark

Light tile: no charge

Day Current
Light tiles

Land on a light tile: charge 4 Spark.

Light tile: +4 Spark

Dark tile: no charge

Long Haul
Distance

Charge 1 Spark for every 2 tiles you move, up to 4 a roll, or 5 with Ignition.

Every 2 tiles: +1 Spark

Most a roll: 4 Spark

Hot Hand
High rolls

Roll a 4 or better: charge 4 Spark.

Roll 4 or better: +4 Spark

Roll 1 to 3: no charge

Numbers on this page match Rogue Roller version 3.7.0.