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.
Dark tiles pay double and light tiles pay half. Not offered while you hold Mirror.
Light tiles pay double and dark tiles pay half. Not offered while you hold Mirror.
Roll an even number and the roll pays double. Odd numbers pay half.
Roll an odd number and the roll pays double. Even numbers pay half.
Roll a 4 or higher and the roll pays double. Lower rolls pay half.
Roll a 3 or lower and the roll pays double. Higher rolls are unchanged.
Every roll pays 1.5x.
Each roll pays double or half, with even odds.
Your landing multiplier is fixed at x2.5. Landing, Combo, Equinox and All Points cards stop counting.
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.
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.
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.
Every 7th roll of the run pays triple.
However the dice lands, you always move at least 4 tiles.
You never move more than 3 tiles, but every tile pays double. Steady March can only lift a move to 3.
Golden tiles pay triple, every other tile pays 25% less. Only offered with Golden Tiles.
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.
Biome gates pay double their Gate Bonus, but Interest pays half. Only offered with Gate Bonus.
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.
Bonus throws from Multi Shot and Omni Shot pay double. Your normal throw pays 20% less.
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).
Every tile pays +3.
Every dice side rolls +1 higher.
+8 rolls, right now.
Dark tiles pay +3.
Light tiles pay +3.
Golden tiles pay +15. Only offered with Golden Tiles.
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.
Every biome gate pays +500 points, with or without Gate Bonus.
Every biome you enter gives all tiles +2 for the rest of the run.
Each roll pays 2% of your unspent points on top, up to a quarter of the roll. Save points to grow it.
The first tile of every roll pays 1x more.
A roll that carries you 6 or more tiles pays 1.5x. Stacks with the High Ground node: 2x with both.
The first roll after every biome gate pays 3x. Stacks with the Second Wind node: 5x with both.
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.
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.
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.
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.
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.
Every biome gate pays +1,000 points, and you get +10 rolls right now.
Every dice side rolls +2 higher, and every tile pays +10.
The first tile of every roll pays 2.5x more, and every tile pays +15.
Every tile pays 25% more.
Every dice side rolls +1 higher, the first roll in every biome moves twice as far, and +8 rolls right now.
Every tile pays +6, and golden tiles pay +30 more. With no Golden Tiles yet, it starts them: every 10th tile turns golden.
+15 rolls right now, and every biome gate pays +300 points.
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.
Every tile you land on charges 3 Spark.
Light tile: +3 Spark
Dark tile: +3 Spark
Land on a dark tile: charge 4 Spark.
Dark tile: +4 Spark
Light tile: no charge
Land on a light tile: charge 4 Spark.
Light tile: +4 Spark
Dark tile: no charge
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
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.