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Gate perks and Spark

Every biome gate lets you pick a free perk card. Perks last for the rest of the run and are never sold in the shop.

Perk cards

There are 15 perks. Some pairs pull against each other, like Night Owl and Daybreak: taking the opposite card evens things out again.

Night Owl

Dark tiles pay double and light tiles pay half.

Daybreak

Light tiles pay double and dark tiles pay half.

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

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

All In

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. Unless Blackout or Whiteout is held, colours alternate every tile and 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 if light tiles have the bigger bonus.

Whiteout
Never with Blackout

Every tile turns light and pays 25% less. Dark Tiles, Landing, Jackpot, Combo, Streak, Equinox, Night Owl and Daybreak cards stop paying. Night Current stops charging without Conductor. Not offered if you hold a Jackpot or Combo, counting copies from your tree, or if dark tiles have the bigger bonus.

Lucky Seven

Every 7th roll of the run pays triple.

Steady March
Never with Snail's Pace

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

Snail's Pace

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

Spark sources

At the first gate of a run you choose how your Spark meter charges, and that choice lasts all run. See Spark for what a full meter pays.

Steady Drip

Every tile you land on charges 3 Spark.

Night Current

Land on a dark tile: charge 4 Spark.

Day Current

Land on a light tile: charge 4 Spark.

Long Haul

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

Hot Hand

Roll a 4 or better: charge 4 Spark.

Numbers on this page match Rogue Roller version 2.0.0.