Consumables — single-use dice-manipulation items. Everything you can stockpile to cheat fate during the roll phase.
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
Consumable
Rarity
Effect
Set Die
Uncommon
Force any die to any value (1 through its top face)
Flip
Common
Invert a die: 1↔6, 2↔5, 3↔4. Generalizes to max_face + 1 − value for any die size.
Elemental Charge
Uncommon
Force one random die to become a chosen element
Pool-changing
Consumable
Rarity
Effect
Clone
Uncommon
Duplicate a die — adds a copy of the source die to your pool for this turn
Add Die
Rare
Roll one extra temporary die this turn. Removed after scoring.
Lock
Common
Locks a die — its value carries into the next turn, then auto-unlocks
Transmute
Uncommon
Upgrade a d6 to a d8 for this turn only (rerolled with new range)
Rerolling & cleansing
Consumable
Rarity
Effect
Reforge
Uncommon
Re-randomize every non-held die, and give each a 25% chance to roll elemental
Purify
Rare
Removes all debuffs from your dice pool (Burned Die, Locked Die, Cursed Dice)
Combo-enabling
Consumable
Rarity
Effect
Prism
Rare
All elemental dice this turn count as every element — guarantees a combo if you have 2+ elemental dice
Tempering
Rare
Upgrade all current elemental dice one combo tier up (2 elementals trigger a 3-element combo)
Damage
Consumable
Rarity
Effect
Shatter
Rare
Destroy 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
Consumable
Rarity
Effect
Salvage
Uncommon
If 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.