Dice & Rolling
Your dice pool, the reroll economy, innate abilities, and how dice become elemental.
Dice & Rolling
Your dice pool
Every archetype starts with five six-sided dice (5d6). A handful of relics and archetype effects change this:
- Twin Dice relic → adds a 6th die (6d6)
- The Strategist archetype → starts with 6 dice, 1 reroll
- Weighted Die relic → one die always shows 6
- Crystal Die relic → one die has faces
[2, 2, 4, 4, 6, 6] - Phantom Die relic → a ghost die copies your highest roll
- Loaded d4 relic → replace one d6 with a d4
- Transmute consumable → upgrade one die from d6 → d8 for the current turn only
Dice roll at the start of each turn. You then hold the ones you want, reroll the rest, and score your final hand.
Rerolls
You start each turn with 2 rerolls (base). Rerolls are spent on dice you don't hold — reroll one die or several at once, as many times as your budget allows. A few ways to get more rerolls:
- Second Chance relic → +1 reroll per turn
- Reroll+ innate ability → spend 1 mana for +2 rerolls this turn (stackable)
- The Gambler and Trickster archetypes start with 3 rerolls instead of 2
- Skill tree notables like "+1 reroll per encounter"
Locked/held dice are never touched by a reroll, and they keep their element if they were rolled elemental. This is the main lever for building elemental combos across multiple rerolls.
Elemental dice
Each die on each roll has a small chance (around 3–5% per die, base) to come up elemental. The element is chosen at random from Ice, Fire, Wind, and Lightning. The die's face value still contributes to your hand — the element is a second layer on top.
- Floors 1–3: at least one die is guaranteed elemental per roll (tutorial window)
- Floor 4+: pure per-die chance, upgradeable through the skill tree to roughly 25% with deep investment
- Held elements persist — if you keep an elemental die across rerolls, it keeps its element
See Elements for what each element does and how combos fire.
Innate abilities
Every character has 2 innate ability slots and 3 mana per turn. Innate abilities are used during the roll phase, cost mana, and do not consume a reroll. The default kit:
- Nudge (1 mana) — change a selected die's value by +1 or −1 (can't go below 1 or above the die's top face)
- Reroll+ (1 mana) — gain +2 rerolls this turn
Mana resets to full at the start of each turn. The Mana Crystal relic raises max mana by +1.
Consumables
Consumables are single-use items that let you cheat fate during the roll phase. You can hold up to 5 at a time. They do not cost mana.
| Consumable | What it does |
|---|---|
| Set Die | Force any die to any value (1 to the die's top face) |
| Clone | Copy one die's value onto another die |
| Flip | Invert a die's face: 1↔6, 2↔5, 3↔4 |
| Add Die | Roll one extra temporary die this turn |
| Lock | Keep a die's value into the next turn |
| Transmute | Upgrade one die to a d8 for this turn only |
| Salvage | If your hand is High Die, score as sum of all dice × 2 instead |
| Shatter | Destroy a die to deal value × 10 direct damage to a target |
See Consumables for the full catalog and Build Archetypes for when to save them versus when to burn them.
Related: Hands & Scoring · Elements · Archetypes