Shop upgrades¶
Upgrade cards are bought with points during a run and are gone when the run ends. There are 51 cards in 4 tiers, and bigger shops deal higher tiers (see the shop).
Prices along the bottom of each card are for the 1st, 2nd and 3rd copy, before Haggler. "Copies from your tree" means copies the meta tree gives you at the start of a run.
Tier 1 cards¶
Dealt in the Basic, Advanced, Elite shops.
Light tiles are worth +1 point.
Dark tiles are worth +1 point.
Pick a dice side; it rolls +1 higher.
Light tiles are worth +2 points.
Dark tiles are worth +2 points.
Every tile is worth +1 point, whatever its colour.
Tier 2 cards¶
Dealt in the Advanced, Elite, Ult shops.
With one copy, the first tile of every roll pays double. Each copy pays half the last, counting copies from your tree.
One more dark tile between light tiles.
One more light tile between dark tiles.
Pick a dice side; it rolls +2 higher.
With one copy, land on a dark tile and that roll pays +50%. Each copy pays half the last, counting copies from your tree.
With one copy, land on a light tile and that roll pays +50%. Each copy pays half the last, counting copies from your tree.
Every dice side rolls +1 higher.
Your Spark source charges 1 more each time it charges. No source charges more than 5.
Light tiles are worth +4 points.
Dark tiles are worth +4 points.
Every tile is worth +2 points.
Tier 3 cards¶
Dealt in the Elite, Ult shops.
Golden tiles pay +10. They appear every 10th tile, or sooner with Golden Rush.
Roll a natural 1: +150 bonus points.
Reach a biome gate: +400 bonus points.
Golden tiles appear 2 tiles sooner (needs Golden Tiles).
Pick a dice side; it rolls +3 higher.
With one copy, each dark landing in a row after the first pays +25% more, up to +125%. Each copy pays half the last, counting copies from your tree.
Pays 2% of your points a copy, capped at a share of the roll: a quarter at one copy, rising toward half. The cap is usually what you get. The shop sells up to 8 copies, counting copies from your tree.
Every landing pays +60% more, whatever colour it is, and repeat copies pay half the last toward +120%. Needs both Streak cards: half at one level of each, all of it at two.
+10 rolls, right now.
Light tiles are worth +8 points.
Dark tiles are worth +8 points.
Spark fills cost 2 less, down to a base of 39. Each payout still adds 1 to the next fill.
Your Spark source charges on both colours instead of one.
Pick a dice side; it rolls +4 higher.
Two more dark tiles between light tiles.
Two more light tiles between dark tiles.
Every tile is worth +4 points.
Pick a dice side; it rolls +5 higher.
Tier 4 cards¶
Dealt in the Ult shop.
Spark left over after a payout is doubled, up to 1 short of the next fill.
Roll a natural 6: you get 1 roll back, or part of one if your die is weighted toward the 6. Extra copies do nothing.
With one copy, every tile you cross pays +25% more. Each copy pays half the last, counting copies from your tree.
Every biome you enter: All Tiles +1 for the rest of the run.
A full Spark meter pays 3 rolls instead of 2.
Reach a biome gate: +800 bonus points.
15% chance a roll's points are doubled. Every copy rolls its own chance, so two that both hit pay 4x.
Every dice side rolls +2 higher.
Pick a dice side; it rolls +6 higher.
Golden tiles pay +20 more (needs Golden Tiles).
With one copy, land on a dark tile and that roll pays +50% more, after every other bonus. Each copy pays half the last, counting copies from your tree.
With one copy, land on a light tile and that roll pays +50% more, after every other bonus. Each copy pays half the last, counting copies from your tree.
Every tile is worth +8 points.
With no All Points copies, every tile you cross pays +37.5% more. Worth less if you already have All Points, from the shop or your tree.
Every dice side rolls +3 higher.
Golden tiles pay +40 more (needs Golden Tiles).
Numbers on this page match Rogue Roller version 2.0.0.