Consumables

Consumables are single-use items that let you cheat fate during the roll phase. Unlike relics (which are passive and permanent), consumables are one-shot tools you play deliberately for a specific turn. They're free to use — no mana cost — but they're gone after.

Consumables are distinct from innate abilities (Nudge, Reroll+) which cost mana and come back every turn. See Dice & Rolling for those.

How consumables work

  • Up to 5 at a time. Picking up a 6th prompts you to discard one first.
  • Used during the roll phase, before scoring.
  • Some require targeting (pick a die), some apply immediately, some require a value pick.
  • Cancel-safe — if you enter targeting mode and press Esc, the consumable isn't consumed.
  • Carry between combats — your inventory persists across the whole run.

Where they come from

  • Combat rewards — 1 of 3 options after a fight; consumables are weighted to appear more often than relics or gold, since they're single-use.
  • Shops — 15g common / 30g uncommon / 50g rare.
  • Rest nodes — occasional rare drops.
  • Specific relics — Speed Demon drops a free consumable on 2-turn wins.

The consumable pool

Value-changing

ConsumableRarityEffect
Set DieUncommonForce any die to any value (1 through its top face)
FlipCommonInvert a die: 1↔6, 2↔5, 3↔4. Generalizes to max_face + 1 − value for any die size.
Elemental ChargeUncommonForce one random die to become a chosen element

Pool-changing

ConsumableRarityEffect
CloneUncommonDuplicate a die — adds a copy of the source die to your pool for this turn
Add DieRareRoll one extra temporary die this turn. Removed after scoring.
LockCommonLocks a die — its value carries into the next turn, then auto-unlocks
TransmuteUncommonUpgrade a d6 to a d8 for this turn only (rerolled with new range)

Rerolling & cleansing

ConsumableRarityEffect
ReforgeUncommonRe-randomize every non-held die, and give each a 25% chance to roll elemental
PurifyRareRemoves all debuffs from your dice pool (Burned Die, Locked Die, Cursed Dice)

Combo-enabling

ConsumableRarityEffect
PrismRareAll elemental dice this turn count as every element — guarantees a combo if you have 2+ elemental dice
TemperingRareUpgrade all current elemental dice one combo tier up (2 elementals trigger a 3-element combo)

Damage

ConsumableRarityEffect
ShatterRareDestroy a die to deal die value × 10 direct damage to an enemy. The die is gone for the rest of combat (restored after). Cannot shatter the last die.

Desperation

ConsumableRarityEffect
SalvageUncommonIf your current hand is High Die, score as sum of all dice × 2 instead. No effect on any better hand.

When to spend them

  • Set Die and Clone are finishers — use them to complete a Pair into Three of a Kind, or Four into Five. A single Set Die can turn a 60-damage hand into a 200-damage hand.
  • Shatter is an emergency damage tool. A 6 shattered = 60 direct damage that bypasses hand scoring entirely. Save it for boss closers or to snipe a disruptor.
  • Prism and Tempering are combo jackpot cards. Hold them for Act 2/3 when your elemental dice chance is high enough that 2+ elementals per roll are plausible.
  • Purify is situational but critical against the Beholder and the Frost Wraith elite — both strip or curse your dice.
  • Reforge is a Hail Mary when your current roll has nothing going for it — and the 25% elemental chance it grants each die is a second lottery.
  • Add Die is a combo-enabler. One extra die gives you another shot at a pair or another chance at an elemental roll.
  • Lock is a patience tool — setup now, payoff next turn.

Related: Dice & Rolling · Build Archetypes · Relics

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