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Meta tree

41nodes in the base tree
72levels to buy
4,268meta for the whole tree
46ascension nodes

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["🌱 Awakening"]
    n_loadedDice["🎲 Loaded Dice"]
    n_extraFuel["â›Ŋī¸ Extra Fuel"]
    n_sixthBlessing["🔮 Sixth Blessing"]
    n_sixShooter["6ī¸âƒŖ Six Shooter"]
    n_aceHigh["1ī¸âƒŖ Ace High"]
    n_gateGreeter["đŸšĒ Gate Greeter"]
    n_trailblazer["đŸ”ī¸ Trailblazer"]
    n_caravan["đŸĒ Caravan"]
    n_pathfinder["đŸŽĢ Tollmaster"]
    n_wayfarer["đŸ—ēī¸ Wayfarer"]
    n_sprinter["🚀 Sprinter"]
    n_firstLight["🌄 First Light"]
    n_richSoil["✨ Rich Soil"]
    n_bedrock["â›°ī¸ Bedrock"]
    n_titan["đŸ—ŋ Titan"]
    n_goldenAge["🌟 Golden Age"]
    n_prospector["🔎 Prospector"]
    n_moonTiles["âŦ› Moonlit Tiles"]
    n_darkStreakStart["🌘 Long Night"]
    n_nightfall["🌙 Nightfall"]
    n_umbra["đŸ•ļī¸ Umbra"]
    n_comboStart["đŸ”Ĩ Kindling"]
    n_eclipse["🌚 Eclipse"]
    n_sunTiles["âŦœ Sunlit Tiles"]
    n_lightStreakStart["🔆 Long Day"]
    n_dawnfall["â˜€ī¸ Dawnfall"]
    n_corona["🔅 Corona"]
    n_solstice["🌅 Solstice"]
    n_trustFund["đŸĻ Trust Fund"]
    n_haggler["đŸˇī¸ Haggler"]
    n_alchemist["💰 Alchemist"]
    n_warChest["đŸ’ŧ War Chest"]
    n_crownJewel["🏆 Crown Jewel"]
    n_shopWarm["đŸĒ Warm Welcome"]
    n_shopElite["đŸŦ Grand Bazaar"]
    n_snakeCharm["🐍 Snake Charm"]
    n_windfall["🎁 Windfall"]
    n_doubleStart["🎰 Gambler's Gift"]
    n_bankersBlood["🔄 Banker's Blood"]
    n_compound["📈 Compound"]
    n_echo["🔁 Echo"]
    n_reverb["🔊 Reverb"]
    n_aftershock["đŸ’Ĩ Aftershock"]
    n_octave["đŸŽŧ Octave"]
    n_starCharter["🧭 Star Charter"]
    n_stargazer["🔭 Astrolabe"]
    n_secondWind["đŸŒŦī¸ Second Wind"]
    n_chorus["🎤 Chorus"]
    n_zenith["â›°ī¸ Zenith"]
    n_summit["đŸ—ģ Summit"]
    n_foothold["đŸĨž Foothold"]
    n_highGround["🧗 High Ground"]
    n_peak["🚩 Peak"]
    n_eventide["🌑 Eventide"]
    n_deepNight["🌌 Deep Night"]
    n_nightWatch["đŸĻ‰ Night Watch"]
    n_shadowBank["🏧 Shadow Bank"]
    n_nocturne["đŸŽģ Nocturne"]
    n_meridian["🔆 Meridian"]
    n_highNoon["🌞 High Noon"]
    n_daylong["🌗 Daylong"]
    n_sunburst["🎆 Sunburst"]
    n_afterglow["🌇 Afterglow"]
    n_apex["đŸ”ī¸ Apex"]
    n_motherlode["â›ī¸ Motherlode"]
    n_goldLeaf["🍂 Gold Leaf"]
    n_midas["👑 Midas Touch"]
    n_kingsRansom["💎 King's Ransom"]
    n_treasureMap["📜 Treasure Map"]
    n_forecast["đŸŒĻī¸ Forecast"]
    n_thundering["đŸŒŠī¸ Thundering"]
    n_permafrost["🧊 Permafrost"]
    n_kindlingWind["đŸŒŦī¸ Kindling Wind"]
    n_nightshade["đŸĒģ Nightshade"]
    n_canopy["đŸŒŗ Canopy"]
    n_longExposure["âŗ Long Exposure"]
    n_stormchaser["đŸŒĒī¸ Stormchaser"]
    n_starfall["🌃 Starfall"]
    n_solarWind["đŸ›°ī¸ Solar Wind"]
    n_constellation["⭐ Zodiac"]
    n_pulsar["📡 Pulsar"]
    n_quasar["💠 Quasar"]
    n_nebula["đŸŒĢī¸ Nebula"]
    n_bigBang["đŸĒ Big Bang"]
    n_eventHorizon["đŸ•ŗī¸ Event Horizon"]
    n_singularity["âšĢ 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.

Awakening
The first node1 level

Unlock the upgrade tree.

Lv 11
Loaded Dice
Needs Awakening3 levels

Start every run with +1 on every side of your die, per level.

Lv 117Lv 219Lv 331Total67
Extra Fuel
Needs Loaded Dice5 levels

Start every run with +5 rolls, per level.

Lv 118Lv 225Lv 338Lv 457Lv 586Total224
Sixth Blessing
Needs Extra Fuel1 level

Start every run with Sixth Sense: a natural 6 refunds the roll, or part of it on a die weighted toward 6.

Lv 134
Six Shooter
Needs Sixth Blessing3 levels

Start every run with +1 on the 6 side of your die, per level.

Lv 158Lv 294Lv 3150Total302
Ace High
Needs Six Shooter3 levels

Start every run with +1 on the 1 side of your die, per level.

Lv 1110Lv 2175Lv 3275Total560
Gate Greeter
Needs Extra Fuel3 levels

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.

Lv 131Lv 251Lv 382Total164
Trailblazer
Needs Gate Greeter1 level

Start every run with Momentum: every biome you enter gives all tiles +1 for the rest of the run.

Lv 156
Caravan
Needs Trailblazer1 level

Adds a second Momentum: every biome you enter gives all tiles +1 more.

Lv 198
Tollmaster
Needs Gate Greeter1 level

Start every run with Gate Bonus (+400 points per gate).

Lv 161
Wayfarer
Needs Tollmaster1 level

Every biome gate pays 800 points instead of 400.

Lv 1105
Sprinter
Needs Loaded Dice1 level

Start every run with Head Start (the first tile of every roll pays double).

Lv 121
First Light
Needs Sprinter1 level

The first tile of every roll pays 2.5x instead of 2x.

Lv 136
Rich Soil
Needs Awakening3 levels

Every tile is worth +1 from the start, per level.

Lv 117Lv 221Lv 336Total74
Bedrock
Needs Rich Soil3 levels

Every tile is worth +1 more from the start, per level.

Lv 124Lv 240Lv 364Total128
Titan
Needs Bedrock1 level

Every tile is worth +2 from the start.

Lv 140
Golden Age
Needs Rich Soil1 level

Start every run with Golden Tiles (every 10th pays +10).

Lv 122
Prospector
Needs Golden Age1 level

Start every run with Golden Rush (golden tiles arrive 2 sooner).

Lv 138
Moonlit Tiles
Needs Rich Soil3 levels

Dark tiles are worth +1 from the start, per level.

Lv 118Lv 229Lv 346Total93
Long Night
Needs Moonlit Tiles1 level

Dark tiles are worth +2 more from the start.

Lv 131
Nightfall
Needs Long Night1 level

Start every run with Dark Landing: land on a dark tile and that roll pays +50%.

Lv 153
Umbra
Needs Nightfall1 level

Land on a dark tile and that roll pays +75% instead of +50%.

Lv 1100
Kindling
Needs Nightfall1 level

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.

Lv 194
Eclipse
Needs Kindling1 level

Start every run with Dark Jackpot (land on a dark tile: +50% on top of that roll).

Lv 1160
Sunlit Tiles
Needs Rich Soil3 levels

Light tiles are worth +1 from the start, per level.

Lv 118Lv 229Lv 346Total93
Long Day
Needs Sunlit Tiles1 level

Light tiles are worth +2 more from the start.

Lv 131
Dawnfall
Needs Long Day1 level

Start every run with Light Landing: land on a light tile and that roll pays +50%.

Lv 153
Corona
Needs Dawnfall1 level

Land on a light tile and that roll pays +75% instead of +50%.

Lv 1100
Solstice
Needs Dawnfall1 level

Start every run with Light Jackpot (land on a light tile: +50% on top of that roll).

Lv 198
Trust Fund
Needs Awakening5 levels

Start every run with +30 points, per level.

Lv 117Lv 219Lv 321Lv 431Lv 546Total134
Haggler
Needs Trust Fund3 levels

Upgrade cards cost 10% less, per level. Refreshes and new shops stay full price.

Lv 118Lv 231Lv 353Total102
Alchemist
Needs Haggler4 levels

Earn +25% meta points from runs, per level.

Lv 129Lv 248Lv 378Lv 4125Total280
War Chest
Needs Alchemist3 levels

Start every run with +150 points, per level.

Lv 164Lv 2100Lv 3160Total324
Crown Jewel
Needs War Chest1 level

Start every run with All Points +25% (your tiles pay 25% more).

Lv 1120
Warm Welcome
Needs Haggler1 level

Start every run at the ADVANCED shop.

Lv 136
Grand Bazaar
Needs Warm Welcome1 level

Start every run at the ELITE shop.

Lv 169
Snake Charm
Needs Trust Fund1 level

Start every run with Snake Eyes (+150 when you roll a natural 1).

Lv 120
Windfall
Needs Snake Charm1 level

Rolling a natural 1 pays another +150, on top of Snake Eyes.

Lv 134
Gambler's Gift
Needs Snake Charm1 level

Start every run with Double Down (15% chance a roll's points are doubled).

Lv 136
Banker's Blood
Needs Gambler's Gift1 level

Start every run with a copy of Interest: each roll adds 2% of your points, up to a quarter of that roll's score.

Lv 166
Compound
Needs Banker's Blood1 level

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.

Lv 1110

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

Echo
Ascension 1Needs Crown Jewel5 levels

Bedrock again: every tile is worth +1 more from the start, per level.

Lv 1800Lv 2950Lv 31,100Lv 41,250Lv 51,450Total5,550
Reverb
Ascension 1Needs Echo2 levels

The first tile of every roll pays +0.5x more, per level.

Lv 11,200Lv 21,550Total2,750
Aftershock
Ascension 1Needs Echo3 levels

Every biome gate pays +400 more points, per level.

Lv 1950Lv 21,200Lv 31,450Total3,600
Octave
Ascension 1Needs Echo1 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.

Lv 13,150
Star Charter
Ascension 1Needs Octave3 levels

Every ascension pays +200 Stardust, per level.

Lv 1600Lv 2900Lv 31,200Total2,700
Astrolabe
Ascension 1Needs Star Charter3 levels

Ascending turns your meta into 10% more Stardust, per level.

Lv 1700Lv 21,000Lv 31,300Total3,000
Second Wind
Ascension 1Needs Aftershock1 level

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

Lv 12,800
Chorus
Ascension 1Needs Reverb1 level

Every face of your die with a forge effect makes every roll pay +3% more, up to +18%.

Lv 12,800
Forecast
Ascension 1Needs Caravan1 level

Bad weather strikes half as often.

Lv 11,500

Ascension 2

Zenith
Ascension 2Needs Titan4 levels

Every tile is worth +2 more from the start, per level.

Lv 1700Lv 2850Lv 31,000Lv 41,100Total3,650
Summit
Ascension 2Needs Zenith1 level

Adds another Momentum: every biome you enter gives all tiles +1 more.

Lv 11,750
Foothold
Ascension 2Needs Zenith3 levels

Start every run with +500 points, per level.

Lv 1600Lv 2750Lv 3950Total2,300
High Ground
Ascension 2Needs Summit1 level

A roll that moves 6 or more tiles pays 1.5x. Stacks with the High Ground perk: 2x with both.

Lv 12,500
Peak
Ascension 2Needs High Ground1 level

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.

Lv 13,150
Thundering
Ascension 2Needs Forecast1 level

In a stormy biome, every golden tile you pass has a 50% chance to pay double.

Lv 11,800
Permafrost
Ascension 2Needs Thundering1 level

In a frozen biome, every tile is worth +4.

Lv 11,800
Kindling Wind
Ascension 2Needs Forecast1 level

In a scorched biome, Dark Combo climbs two landings at a time.

Lv 11,800
Nightshade
Ascension 2Needs Kindling Wind1 level

In a twilight biome, every dark landing pays +50% more.

Lv 11,800
Canopy
Ascension 2Needs Nightshade1 level

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.

Lv 11,800

Ascension 3

Eventide
Ascension 3Needs Umbra4 levels

Dark tiles are worth +2 more from the start, per level.

Lv 1600Lv 2700Lv 3850Lv 4950Total3,100
Deep Night
Ascension 3Needs Eventide1 level

Dark Landing pays +25% more on top of its copies.

Lv 11,800
Night Watch
Ascension 3Needs Eventide2 levels

Rolling a natural 1 pays another +300, per level.

Lv 1600Lv 2800Total1,400
Shadow Bank
Ascension 3Needs Deep Night1 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.

Lv 12,400
Nocturne
Ascension 3Needs Night Watch1 level

Dark Combo keeps climbing past 5 landings in a row, up to 8.

Lv 12,100
Long Exposure
Ascension 3Needs Forecast1 level

Good weather lasts 15 rolls instead of 10.

Lv 12,000
Stormchaser
Ascension 3Needs Long Exposure1 level

Good weather strikes 5% of rolls instead of 3%.

Lv 12,000

Ascension 4

Meridian
Ascension 4Needs Corona4 levels

Light tiles are worth +2 more from the start, per level.

Lv 1600Lv 2700Lv 3850Lv 4950Total3,100
High Noon
Ascension 4Needs Meridian1 level

Light Landing pays +25% more on top of its copies.

Lv 11,800
Daylong
Ascension 4Needs Meridian3 levels

Light and dark tiles are each worth +1 more from the start, per level.

Lv 1650Lv 2850Lv 31,050Total2,550
Sunburst
Ascension 4Needs High Noon1 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.

Lv 12,400
Afterglow
Ascension 4Needs Daylong1 level

After a light landing, every tile on your next roll is worth +5.

Lv 12,100

Ascension 5

Apex
Ascension 5Needs Compound4 levels

Golden tiles pay +20 more, per level.

Lv 1450Lv 2500Lv 3600Lv 4650Total2,200
Motherlode
Ascension 5Needs Apex1 level

Golden tiles come 2 tiles sooner, like a second Golden Rush. Together they never put golden tiles closer than every 4th tile.

Lv 11,500
Gold Leaf
Ascension 5Needs Apex3 levels

Golden tiles pay +10 more, per level.

Lv 1500Lv 2650Lv 3750Total1,900
Midas Touch
Ascension 5Needs Motherlode1 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.

Lv 11,900
King's Ransom
Ascension 5Needs Gold Leaf1 level

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.

Lv 11,900
Treasure Map
Ascension 5Needs Midas Touch1 level

The first golden tile you land on in each biome pays 10x. Stacks with the Treasure Map perk: 20x with both.

Lv 11,700

Ascension 10

Starfall
Ascension 10Needs Zenith4 levels

Every tile is worth +3 more from the start, per level.

Lv 11,500Lv 21,750Lv 32,000Lv 42,250Total7,500
Solar Wind
Ascension 10Needs Aftershock3 levels

Every biome gate pays +800 more points, per level.

Lv 11,400Lv 21,700Lv 32,000Total5,100
Zodiac
Ascension 10Needs Astrolabe2 levels

Every ascension pays +500 Stardust, per level.

Lv 12,000Lv 22,500Total4,500

Ascension 25

Pulsar
Ascension 25Needs Daylong3 levels

Light and dark tiles are each worth +3 more from the start, per level.

Lv 12,500Lv 23,000Lv 33,500Total9,000
Quasar
Ascension 25Needs Reverb2 levels

The first tile of every roll pays +1x more, per level.

Lv 13,000Lv 23,600Total6,600
Nebula
Ascension 25Needs Zodiac1 level

Ascending turns your meta into 25% more Stardust.

Lv 14,000

Ascension 50

Big Bang
Ascension 50Needs Starfall3 levels

Every tile is worth +5 more from the start, per level.

Lv 16,000Lv 27,000Lv 38,000Total21,000
Event Horizon
Ascension 50Needs Gold Leaf2 levels

Golden tiles pay +50 more, per level.

Lv 15,000Lv 26,000Total11,000
Singularity
Ascension 50Needs Nebula1 level

Ascending turns your meta into 50% more Stardust.

Lv 18,000

Numbers on this page match Rogue Roller version 3.7.0.