Archetypes

Six characters. Each starts with different stats, a signature relic that's exclusive to that archetype (can never be found in shops or rewards), and an optional starting consumable. The same relic and consumable pool is available to all — build identity comes from starting conditions pushing you toward certain strategies.

Quick comparison

#NameHPRerollsDiceSignature Relic
1The Gambler7035Loaded Dice
2The Strategist8516Sequence Master
3The Bruiser10025Go Big
4The Trickster6535Penny Pincher
5The Elementalist7525Elemental Lens
6The Wanderer8025Adaptable

1. The Gambler

Risk it all.

StatValue
HP70
Rerolls3 per turn
Dice5

Signature relic — Loaded Dice: Pairs give +12 chips, but each unmatched die costs −2 chips.

Special: Every reroll has a 20% chance to upgrade a die to show 6.

Starting consumable: Double or Nothing — double this turn's damage, then lose 10 HP.

How it feels: The extra reroll lets you chase pairs aggressively. The −2 per unmatched die punishes settling for bad hands — commit to matching or eat the penalty. Double or Nothing is your big-swing moment for boss rooms.


2. The Strategist

Precision over volume.

StatValue
HP85
Rerolls1 per turn
Dice6

Signature relic — Sequence Master: +3 chips per die in your longest consecutive run (3 dice = +9, 4 = +12, 5 = +15, 6 = +18).

Special: Once per combat, lock one die to a chosen value before rolling.

How it feels: Six dice plus Straight scaling rewards sequence-chasing builds. Only 1 reroll forces careful decisions — every lock counts. The pre-roll die lock is a once-per-fight trump card for boss openers.


3. The Bruiser

Chase the big numbers.

StatValue
HP100
Rerolls2 per turn
Dice5

Signature relic — Go Big: Each 6 gives +8 chips, each 5 gives +4 chips. Three or more 6s doubles all chip damage this turn.

Starting consumable: Titan's Roar — next roll's 6s count as two 6s for scoring.

How it feels: Chase 5s and 6s relentlessly. Triple-6 turns are explosive finishers. The 100 HP lets you trade hits while you set up your big-number rolls.


4. The Trickster

Turn weakness into weapons.

StatValue
HP65
Rerolls3 per turn
Dice5

Signature relic — Penny Pincher: Each 1 or 2 gives +5 chips and generates +1 gold.

Special: Can hold 3 dice at once. Gets a free Flip (invert a die: 1↔6, 2↔5, 3↔4) each turn.

Starting consumable: Flip.

How it feels: Low rolls stop being bad rolls — they become damage and income. Flip lets you convert high values to low when you want matching low pairs, or the reverse. Economy-focused — shops are your main power ramp.


5. The Elementalist

Combos, always combos.

StatValue
HP75
Rerolls2 per turn
Dice5

Signature relic — Elemental Lens: +5% elemental dice chance per die. Elemental combo damage +20%.

Special: When elemental dice appear, they appear in pairs — two at once instead of one. The elemental system is unlocked from the start (no tutorial floor guarantee needed).

How it feels: The most reliable combo engine in the game. Pairs of elemental dice mean 2-element combos hit regularly and 3-element combos land often. Pair with the Elementalist skill tree keystone and Combo Amplifier relics for maximum output.


6. The Wanderer

Every piece matters.

StatValue
HP80
Rerolls2 per turn
Dice5

Signature relic — Adaptable: Each unique value in your roll gives +3 chips and +2 gold. At combat start, gain +1 reroll per different relic owned (max +3).

Special: Starts with +15 gold. Shops always have at least one relic for sale.

How it feels: Variety scoring, gold generation, and relic scaling feed each other. The more relics you collect, the more rerolls you start combat with, the more hands you build, the more gold you earn, the more relics you buy. Economy routing matters.


Related: Build Archetypes · Relics · Dice & Rolling

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