Ascension perks¶
After your first ascension, UPGRADES shows a PERK UNLOCKS card that opens ASCENSION PERKS: a wall of perk cells you work with Stardust, the currency ascending pays.
Pick a rarity along the top, press a cell to pour Stardust into it, and the readout along the bottom shows what the perk does, what a press costs and how far the fill has got.
Every fill of every perk on the wall comes to 97,500 Stardust, which is what the Wall of Fame badge asks for.
Two fills a perk¶
Every perk is bought in two fills.
- The first fill, in the perk's own colour, adds it to the pool of cards biome gates deal. Common perks are in that pool from the start, so they skip it.
- The second fill, in gold, makes it a start grant. Set it into a socket and every run starts with it, as if you had picked it at a gate.
- Stardust poured into a half full cell stays there, so you can stop and come back to it.
- The wall is locked while a run is live or saved, because a new start grant would change that run.
Layers and presses¶
A fill lays down layers of Stardust, one more for every step of rarity. The first layer takes 5 presses and every layer above it takes 1 more. Hold a cell to keep pouring. A fill's price is split across its presses, so every press costs about the same.
| Rarity | Layers | Presses per layer | Presses a fill | Gate pool (Stardust) | Start grant (Stardust) |
|---|---|---|---|---|---|
| Common | 1 | 5 | 5 | In the pool from the start | 900 |
| Uncommon | 2 | 5, 6 | 11 | 600 | 2,400 |
| Rare | 3 | 5, 6, 7 | 18 | 1,100 | 4,200 |
| Epic | 4 | 5, 6, 7, 8 | 26 | 2,100 | 7,200 |
| Legendary | 5 | 5, 6, 7, 8, 9 | 35 | 3,600 | 12,000 |
Meeting a perk¶
Uncommon and rarer perks start out not yet met, and their cells stay locked until you have seen the perk at a biome gate. Once you have ascended, every gate has a 30% chance to swap one of its two cards for a perk you have never met, as long as one fits your run. You can take it for that run, and from then on you can work it on the wall. Seeing it is enough, even if you pick the other card. A met perk is not dealt at gates again until its first fill.
Start grant sockets¶
Your first ascension opens 1 start grant socket for free. The next 2 are bought with Stardust in order, 1,500 then 3,000, for 3 sockets. Press the next locked socket in the band at the top of the page to buy it. A bought socket is yours for good, and ascending never takes it back. The Extra Sockets pass in the store adds 2 more after those, for 5 in all. A start grant that needs something your run does not have yet, like a golden tile perk without Golden Tiles, is skipped that run.
| Socket | How it opens |
|---|---|
| 1 | Free with your first ascension |
| 2 | 1,500 Stardust |
| 3 | 3,000 Stardust |
| 4 | The Extra Sockets pass |
| 5 | The Extra Sockets pass |
Sockets you can use always show first in the band, then the ones still to buy.
Gate only¶
6 Common perks need something a bare run with no tree and no forge faces does not have, such as Golden Tiles, Gate Bonus, a Spark source or a Multi Shot face, so their start grants are not sold. They are left off the wall and stay gate cards: Gold Fever, Pilgrim, Double or Nothing, Echo Chamber, Golden Touch and Charged Up.
Every perk on the wall¶
Common¶
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. Unless Blackout or Whiteout is held, colours alternate every tile and 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.
You move 2 more tiles every roll, but every tile pays 25% less. Steady March's 4 tile minimum already counts the 2, and a Slingshot face still moves 1.
Light and dark tile bonuses both count on every tile. Landing, Combo and Jackpot cards stop paying. Tile multipliers are left alone, so it is not offered beside Night Owl or Daybreak, nor if you hold a Jackpot or Combo, counting copies from your tree.
Every tile pays +3.
Every dice side rolls +1 higher.
+8 rolls, right now.
Dark tiles pay +3.
Light tiles pay +3.
Uncommon¶
Every biome gate pays +250 points, with or without Gate Bonus.
Every biome you enter gives all tiles +1 for the rest of the run.
Each roll pays 2% of your points on top, up to a quarter of the roll.
The first tile of every roll pays 0.5x more.
Rare¶
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.
Epic¶
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.
Legendary¶
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.
Numbers on this page match Rogue Roller version 3.0.0.