Meta tree¶
Meta points buy permanent upgrades that help every run. Each node needs the node before it, starting from Awakening.
- The tree only shows nodes up to 3 steps from what you own, so there is more to find as it grows.
- BUY ALL, over the node card, buys every level you can afford in one go, cheapest first, and never a node whose parent you do not own yet or whose ascension has not opened. A confirm shows how many levels it buys and your meta before and after. On a controller it is LB.
- Buying, respecs, ascending and keeping levels wait while a run is live or saved, because they would change that run.
- You get one free respec every 24 hours, which refunds what you spent. After that, a Meta Tree Respec from the store works whenever you have no run going or saved, and the Free Respec pass or Roblox Premium removes the wait.
- Once you have ascended 5 times, Stardust can keep base tree levels for good: see keeping levels.
The whole tree¶
Dashed nodes open with ascension.
flowchart LR
n_awaken["đą Awakening"]
n_loadedDice["đ˛ Loaded Dice"]
n_extraFuel["âŊī¸ Extra Fuel"]
n_sixthBlessing["đŽ Sixth Blessing"]
n_sixShooter["6ī¸âŖ Six Shooter"]
n_aceHigh["1ī¸âŖ Ace High"]
n_gateGreeter["đĒ Gate Greeter"]
n_trailblazer["đī¸ Trailblazer"]
n_caravan["đĒ Caravan"]
n_pathfinder["đĢ Tollmaster"]
n_wayfarer["đēī¸ Wayfarer"]
n_sprinter["đ Sprinter"]
n_firstLight["đ First Light"]
n_richSoil["⨠Rich Soil"]
n_bedrock["â°ī¸ Bedrock"]
n_titan["đŋ Titan"]
n_goldenAge["đ Golden Age"]
n_prospector["đ Prospector"]
n_moonTiles["âŦ Moonlit Tiles"]
n_darkStreakStart["đ Long Night"]
n_nightfall["đ Nightfall"]
n_umbra["đļī¸ Umbra"]
n_comboStart["đĨ Kindling"]
n_eclipse["đ Eclipse"]
n_sunTiles["âŦ Sunlit Tiles"]
n_lightStreakStart["đ Long Day"]
n_dawnfall["âī¸ Dawnfall"]
n_corona["đ
Corona"]
n_solstice["đ
Solstice"]
n_trustFund["đĻ Trust Fund"]
n_haggler["đˇī¸ Haggler"]
n_alchemist["đ° Alchemist"]
n_warChest["đŧ War Chest"]
n_crownJewel["đ Crown Jewel"]
n_shopWarm["đĒ Warm Welcome"]
n_shopElite["đŦ Grand Bazaar"]
n_snakeCharm["đ Snake Charm"]
n_windfall["đ Windfall"]
n_doubleStart["đ° Gambler's Gift"]
n_bankersBlood["đ Banker's Blood"]
n_compound["đ Compound"]
n_echo["đ Echo"]
n_reverb["đ Reverb"]
n_aftershock["đĨ Aftershock"]
n_octave["đŧ Octave"]
n_starCharter["đ§ Star Charter"]
n_stargazer["đ Astrolabe"]
n_secondWind["đŦī¸ Second Wind"]
n_chorus["đ¤ Chorus"]
n_zenith["â°ī¸ Zenith"]
n_summit["đģ Summit"]
n_foothold["đĨž Foothold"]
n_highGround["đ§ High Ground"]
n_peak["đŠ Peak"]
n_eventide["đ Eventide"]
n_deepNight["đ Deep Night"]
n_nightWatch["đĻ Night Watch"]
n_shadowBank["đ§ Shadow Bank"]
n_nocturne["đģ Nocturne"]
n_meridian["đ Meridian"]
n_highNoon["đ High Noon"]
n_daylong["đ Daylong"]
n_sunburst["đ Sunburst"]
n_afterglow["đ Afterglow"]
n_apex["đī¸ Apex"]
n_motherlode["âī¸ Motherlode"]
n_goldLeaf["đ Gold Leaf"]
n_midas["đ Midas Touch"]
n_kingsRansom["đ King's Ransom"]
n_treasureMap["đ Treasure Map"]
n_forecast["đĻī¸ Forecast"]
n_thundering["đŠī¸ Thundering"]
n_permafrost["đ§ Permafrost"]
n_kindlingWind["đŦī¸ Kindling Wind"]
n_nightshade["đĒģ Nightshade"]
n_canopy["đŗ Canopy"]
n_longExposure["âŗ Long Exposure"]
n_stormchaser["đĒī¸ Stormchaser"]
n_starfall["đ Starfall"]
n_solarWind["đ°ī¸ Solar Wind"]
n_constellation["â Zodiac"]
n_pulsar["đĄ Pulsar"]
n_quasar["đ Quasar"]
n_nebula["đĢī¸ Nebula"]
n_bigBang["đĒ Big Bang"]
n_eventHorizon["đŗī¸ Event Horizon"]
n_singularity["âĢ Singularity"]
n_awaken --> n_loadedDice
n_loadedDice --> n_extraFuel
n_extraFuel --> n_sixthBlessing
n_sixthBlessing --> n_sixShooter
n_sixShooter --> n_aceHigh
n_extraFuel --> n_gateGreeter
n_gateGreeter --> n_trailblazer
n_trailblazer --> n_caravan
n_gateGreeter --> n_pathfinder
n_pathfinder --> n_wayfarer
n_loadedDice --> n_sprinter
n_sprinter --> n_firstLight
n_awaken --> n_richSoil
n_richSoil --> n_bedrock
n_bedrock --> n_titan
n_richSoil --> n_goldenAge
n_goldenAge --> n_prospector
n_richSoil --> n_moonTiles
n_moonTiles --> n_darkStreakStart
n_darkStreakStart --> n_nightfall
n_nightfall --> n_umbra
n_nightfall --> n_comboStart
n_comboStart --> n_eclipse
n_richSoil --> n_sunTiles
n_sunTiles --> n_lightStreakStart
n_lightStreakStart --> n_dawnfall
n_dawnfall --> n_corona
n_dawnfall --> n_solstice
n_awaken --> n_trustFund
n_trustFund --> n_haggler
n_haggler --> n_alchemist
n_alchemist --> n_warChest
n_warChest --> n_crownJewel
n_haggler --> n_shopWarm
n_shopWarm --> n_shopElite
n_trustFund --> n_snakeCharm
n_snakeCharm --> n_windfall
n_snakeCharm --> n_doubleStart
n_doubleStart --> n_bankersBlood
n_bankersBlood --> n_compound
n_crownJewel --> n_echo
n_echo --> n_reverb
n_echo --> n_aftershock
n_echo --> n_octave
n_octave --> n_starCharter
n_starCharter --> n_stargazer
n_aftershock --> n_secondWind
n_reverb --> n_chorus
n_titan --> n_zenith
n_zenith --> n_summit
n_zenith --> n_foothold
n_summit --> n_highGround
n_highGround --> n_peak
n_umbra --> n_eventide
n_eventide --> n_deepNight
n_eventide --> n_nightWatch
n_deepNight --> n_shadowBank
n_nightWatch --> n_nocturne
n_corona --> n_meridian
n_meridian --> n_highNoon
n_meridian --> n_daylong
n_highNoon --> n_sunburst
n_daylong --> n_afterglow
n_compound --> n_apex
n_apex --> n_motherlode
n_apex --> n_goldLeaf
n_motherlode --> n_midas
n_goldLeaf --> n_kingsRansom
n_midas --> n_treasureMap
n_caravan --> n_forecast
n_forecast --> n_thundering
n_thundering --> n_permafrost
n_forecast --> n_kindlingWind
n_kindlingWind --> n_nightshade
n_nightshade --> n_canopy
n_forecast --> n_longExposure
n_longExposure --> n_stormchaser
n_zenith --> n_starfall
n_aftershock --> n_solarWind
n_stargazer --> n_constellation
n_daylong --> n_pulsar
n_reverb --> n_quasar
n_constellation --> n_nebula
n_starfall --> n_bigBang
n_goldLeaf --> n_eventHorizon
n_nebula --> n_singularity
classDef ascend stroke-dasharray: 5 5
class n_echo,n_reverb,n_aftershock,n_octave,n_starCharter,n_stargazer,n_secondWind,n_chorus,n_zenith,n_summit,n_foothold,n_highGround,n_peak,n_eventide,n_deepNight,n_nightWatch,n_shadowBank,n_nocturne,n_meridian,n_highNoon,n_daylong,n_sunburst,n_afterglow,n_apex,n_motherlode,n_goldLeaf,n_midas,n_kingsRansom,n_treasureMap,n_forecast,n_thundering,n_permafrost,n_kindlingWind,n_nightshade,n_canopy,n_longExposure,n_stormchaser,n_starfall,n_solarWind,n_constellation,n_pulsar,n_quasar,n_nebula,n_bigBang,n_eventHorizon,n_singularity ascend
Base tree¶
Card colours show which branch of the tree a node sits on.
Unlock the upgrade tree.
Start every run with +1 on every side of your die, per level.
Start every run with +5 rolls, per level.
Start every run with Sixth Sense: a natural 6 refunds the roll, or part of it on a die weighted toward 6.
Start every run with +1 on the 6 side of your die, per level.
Start every run with +1 on the 1 side of your die, per level.
Every biome gate gives 7 more rolls, per level. Each gate gives a fifth less than the one before, and fewer if your die averages over 10.75 tiles.
Start every run with Momentum: every biome you enter gives all tiles +1 for the rest of the run.
Adds a second Momentum: every biome you enter gives all tiles +1 more.
Start every run with Gate Bonus (+400 points per gate).
Every biome gate pays 800 points instead of 400.
Start every run with Head Start (the first tile of every roll pays double).
The first tile of every roll pays 2.5x instead of 2x.
Every tile is worth +1 from the start, per level.
Every tile is worth +1 more from the start, per level.
Every tile is worth +2 from the start.
Start every run with Golden Tiles (every 10th pays +10).
Start every run with Golden Rush (golden tiles arrive 2 sooner).
Dark tiles are worth +1 from the start, per level.
Dark tiles are worth +2 more from the start.
Start every run with Dark Landing: land on a dark tile and that roll pays +50%.
Land on a dark tile and that roll pays +75% instead of +50%.
Start every run with Dark Combo: each dark landing in a row after the first pays +25% more, up to +125%, or +200% with Nocturne.
Start every run with Dark Jackpot (land on a dark tile: +50% on top of that roll).
Light tiles are worth +1 from the start, per level.
Light tiles are worth +2 more from the start.
Start every run with Light Landing: land on a light tile and that roll pays +50%.
Land on a light tile and that roll pays +75% instead of +50%.
Start every run with Light Jackpot (land on a light tile: +50% on top of that roll).
Start every run with +30 points, per level.
Upgrade cards cost 10% less, per level. Refreshes and new shops stay full price.
Earn +25% meta points from runs, per level.
Start every run with +150 points, per level.
Start every run with All Points +25% (your tiles pay 25% more).
Start every run at the ADVANCED shop.
Start every run at the ELITE shop.
Start every run with Snake Eyes (+150 when you roll a natural 1).
Rolling a natural 1 pays another +150, on top of Snake Eyes.
Start every run with Double Down (15% chance a roll's points are doubled).
Start every run with a copy of Interest: each roll adds 2% of your points, up to a quarter of that roll's score.
Adds a second copy of Interest: each roll adds 4% of your points, up to 37.5% of that roll's score. More copies raise both numbers.
Ascension nodes¶
Ascensions 1, 2, 3, 4, 5, 10, 25 and 50 each open more nodes, hanging off nodes you already own, including abilities that change how a run plays. Each set opens after that many ascensions and must be finished before the next ascension. Star Charter, Astrolabe, Zodiac, Nebula and Singularity pay Stardust when you ascend rather than helping a run.
Ascension 1¶
Bedrock again: every tile is worth +1 more from the start, per level.
The first tile of every roll pays +0.5x more, per level.
Every biome gate pays +400 more points, per level.
Your second copy of every shop card except Refuel costs the same as the first, and every copy after it is one step cheaper.
Every ascension pays +200 Stardust, per level.
Ascending turns your meta into 10% more Stardust, per level.
The first roll after every biome gate pays 3x. Stacks with the Second Wind perk: 5x with both.
Every face of your die with a forge effect makes every roll pay +3% more, up to +18%.
Bad weather strikes half as often.
Ascension 2¶
Every tile is worth +2 more from the start, per level.
Adds another Momentum: every biome you enter gives all tiles +1 more.
Start every run with +500 points, per level.
A roll that moves 6 or more tiles pays 1.5x. Stacks with the High Ground perk: 2x 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 Vantage perk: 20% with both.
In a stormy biome, every golden tile you pass has a 50% chance to pay double.
In a frozen biome, every tile is worth +4.
In a scorched biome, Dark Combo climbs two landings at a time.
In a twilight biome, every dark landing pays +50% more.
The gate out of an overgrown biome pays +1,000 points and 5 more rolls. Gates give fewer rolls if your die averages over 10.75 tiles.
Ascension 3¶
Dark tiles are worth +2 more from the start, per level.
Dark Landing pays +25% more on top of its copies.
Rolling a natural 1 pays another +300, per level.
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 Night Bank perk: 20% with both.
Dark Combo keeps climbing past 5 landings in a row, up to 8.
Good weather lasts 15 rolls instead of 10.
Good weather strikes 5% of rolls instead of 3%.
Ascension 4¶
Light tiles are worth +2 more from the start, per level.
Light Landing pays +25% more on top of its copies.
Light and dark tiles are each worth +1 more from the start, per level.
Your third light landing in a row, and every one after it, pays 2x. Does nothing while every tile is one colour. Stacks with the Sunburst perk: 3x with both.
After a light landing, every tile on your next roll is worth +5.
Ascension 5¶
Golden tiles pay +20 more, per level.
Golden tiles come 2 tiles sooner, like a second Golden Rush. Together they never put golden tiles closer than every 4th tile.
Golden tiles pay +10 more, per level.
Land on a golden tile from the regular pattern and the next 5 tiles turn golden too. Tiles Midas Touch or Philosopher's Stone made golden do not set it off.
Every golden tile you land on makes the rest of the run pay +2% more, up to +50%. Stacks with the King's Ransom perk: +4% a tile, up to +100%, with both.
The first golden tile you land on in each biome pays 10x. Stacks with the Treasure Map perk: 20x with both.
Ascension 10¶
Every tile is worth +3 more from the start, per level.
Every biome gate pays +800 more points, per level.
Every ascension pays +500 Stardust, per level.
Ascension 25¶
Light and dark tiles are each worth +3 more from the start, per level.
The first tile of every roll pays +1x more, per level.
Ascending turns your meta into 25% more Stardust.
Ascension 50¶
Every tile is worth +5 more from the start, per level.
Golden tiles pay +50 more, per level.
Ascending turns your meta into 50% more Stardust.
Numbers on this page match Rogue Roller version 3.7.0.