Kings
14 demonsGame-warping passives and devastating actives. Extremely rare.
Greater Demons
21 demonsStrong synergy builders with powerful scaling potential.
Lesser Demons
37 demonsYour early-game backbone. Simple but effective when upgraded.
The Summoner's Shop
The shop follows most trials. It offers 2 demons and 2 of the 3 card packs. The first shop of a run offers Lessers only. You hold 3 demons at the start and at most 5. Selling a demon refunds 30% of its price.
| Rank | Cost | Ritual 1 | Ritual 2 | Ritual 3 | Ritual 4 and endless |
|---|---|---|---|---|---|
| King | 15 sigils | 2% | 5% | 10% | 15% |
| Greater | 10 sigils | 20% | 27% | 35% | 40% |
| Lesser | 5 sigils | the rest | the rest | the rest | the rest |
Every 10 Luck adds 1% to the Greater and King odds, up to 10% each. In a campaign, only demons of an unlocked rank appear at all.
Rerolling the two demons costs 5 sigils, rising 5 per reroll within the visit. Crier's Bell makes the first one free; Vinculum Spirituum adds a third offering; the Ring of Iron removes one.
Sigils come from trials: 5 for passing, plus 1 per 100% scored over the target, capped at 5 (Overbrim and Widow's Cruse raise the cap, Sheaf of Glean the rate).
The Shady Dealer
Once per ritual, at the eighth node, a hooded figure shows you 2 items. Take one. It costs nothing. Items sit in the bottom-left bar, 4 slots, and grant passives, actives or one-shot charges. Charges show on the slot.
Items are never locked behind the campaign: every item is dealer stock from the first run. The full roster is in the Items section.
The Shaman
Once per ritual, deep in the night, the Shaman sells one remedy per visit. AP is what your demons cast with, and nothing else in the run refills it for free.
| Remedy | Effect | Cost |
|---|---|---|
| Single dose | +1 AP to one demon | free |
| Full restore | One demon back to full AP | 5 sigils |
| Legion pour | +1 AP to every demon | 10 sigils |
The Ashen Calumet item makes all three free. A demon that refuses outside AP is skipped.
Items
The Shady Dealer stocks 38 items drawn from the Solomonic and biblical apocrypha. You hold up to 4. Every item is available from the first run. Hover any item below to read its effect.






































Packs & Cards
Three packs, 6 sigils each, two on offer per shop. Open one, see its cards, keep one. Cards go into a wallet of 3 (Lion-Skin Girdle adds one, the Ring of Bone takes two) and are cast when you choose. Some cards deal shiny: 5% per card slot, plus 0.5% per point of Luck. Orobas's Blessing doubles that for one pack type.
In a campaign a card must be unlocked before its pack can deal it: some are open from the first run, some are bought at a temple shrine for 1 powerstone, and the Omen pack itself opens with the Sanctum. Free Run has everything.
Infernal Pack
Five cards revealed. Permanent mult baked onto the scorecard. All three are open from run one.
| Card | Effect |
|---|---|
| Empower | +5 mult to a row of your choice, for the rest of the run |
| Group Empower | +mult to a whole group of rows (upper, lower, odds, evens, straights, of-a-kinds and more), for the rest of the run |
| Radiant Empower shiny | A Group Empower at double the mult |
Omen Pack
Three cards revealed. Each brands one face of one die. Only dice that admit brands take them (see Die Types).
| Card | Face | Unlock |
|---|---|---|
| Erasure | Blank. Scores nothing | Grand Hall shrine |
| Soul Reliquary | Souls. +20 souls when scored | Grand Hall shrine |
| Sigil Inscription | Sigil. +2 sigils when scored | Archive shrine |
| Tutor's Mark | XP. Every 3 scored mint an Infused Knowledge | Archive shrine |
| Sharpening Stone | Crit. Guarantees the crit and stacks its multiplier | Sanctum shrine |
| Precious Stone | +5 mult | Sanctum shrine |
| Multiplier's Stone | x2 xMult | Sanctum shrine |
| Arcane Brand | AP. Grants an AP card when scored | Sanctum shrine |
| Void Brand | Chaos. Scores as a random ability face | with the Omen pack |
| Fortune's Brand | Luck. +2 Luck when scored, permanently | with the Omen pack |
Covenant Pack
Three cards revealed. Everything that is not a brand.
| Card | Effect | Unlock |
|---|---|---|
| Bonus Die | +1 die to your pool | run one |
| Bonus Roll | 3 bonus rolls, banked until used | run one |
| Infernal Luck | +10 Luck for the rest of the run | run one |
| Critical Edge | +3% critical hit chance | run one |
| Arcane Renewal shiny | Restore 1 AP to a demon | run one |
| Infused Knowledge shiny | 40 XP to a demon | run one |
| Epiphany | 2 levels to a demon | run one |
| Overbrim shiny | +1 to the overscore sigil cap, for the rest of the run | run one |
| Lamen shiny | Hold three, cast one: any demon you name attends the next shop as an extra offering | run one |
| Iron Shackle | Cast in a shop on an offered demon: he awaits you in the next shop as an extra offering | run one |
| Salt Circle | Ward a die. What would consume it breaks the circle instead | run one |
| Penance | Offer up nothing: one whiff, counted as a hand played, without spending a hand | run one |
| Soul Cache | +50 souls on your next score | Sanctum shrine |
| Passive Boost | A demon's passive at +100% on its next score | Sanctum shrine |
| Antidote | Cure a die: the affliction's downside lifts, its power stays | Sanctum shrine |
| Cleansing Rite | Strip every face modification off a die, back to plain pips | Apothecary shrine |
| Active Surge | A demon's next active is free | Apothecary shrine |
| Spare Reckoning | +1 hand this trial | Apothecary shrine |
Favour is never dealt: Paimon's Favour face mints it. Cast it on the portal to open the King's Treasury, two packs, one card of your choice, free.
Dice Faces
Every die rolls six faces. A brand replaces one face. Only plain pips count toward patterns and sums; a branded face fires its own effect when it lands in a scoring hand. Faces fire in dice order, left to right, and multipliers resolve last.
Pips1 to 6. Scores by value. The only face Agares's Quake can shove.
BlankScores nothing and counts for no pattern. Shax pays per blank; Purson multiplies on them.
xMultMultiplies the hand: x1.5, x2, x3 or x4. All xMults multiply together.
+MultAdds to the hand's mult: +5, +10 or +15.
APGrants an AP card when scored.
Sigil+2 sigils when scored.
XPEvery 3 scored mint an Infused Knowledge card.
CritThe hand crits for certain, and each Crit face stacks the multiplier: x2, x4, x6.
Souls+20 souls when scored.
LustScores nothing alone. Two scored together couple and spawn a random card.
ChaosReveals itself as a random ability face when scored, and fires as that face.
Luck+2 Luck when scored, permanently.
DieZagan's mint. Every 3 scored make a new die. Unique: one per pool, never copied.
FavourPaimon's seal. Every 3 scored mint a Favour card. Unique: one per pool, never copied.
WoundedInert. Scores nothing, counts as nothing. Sabnock's Wound and the Whetstone.
UnusableWhat a parked die shows. Nothing lands on it.Brands come from Omen cards and from demon actives. A face can be copied onto another die by Andrealphus's Inscribe or Face Transfigure, except the unique Die and Favour faces. The Cleansing Rite card resets a die's faces to plain pips.
Conditions & Marks
Conditions are temporary and stack: a die can carry any number at once and none overwrites another. Marks are lasting tags a demon or card leaves on a die.
Conditions
| Condition | Effect | Source | Lasts |
|---|---|---|---|
| Wild | Counts as any face for the hand | Ose, Dantalion | The hand |
| Ablaze | Spreads fire to neighbouring dice when it scores | Amy | Until it burns out |
| Molten | A die that has burned through: +mult when it scores | Amy | Until it cools |
| Rabid | Doubles the die's score and spreads to grid-adjacent dice | Marchosias | Until cleared |
| Rotted | Fires the die's face twice: an x2 lands as x4, pips pay again | Astaroth's Vitriol, spreading from the patient zero | The trial |
| Stilled | Parked: cannot roll, score, be held or be touched. Preserved whole | Phanuel | The fight |
| Hushed | Rolls and holds as normal, absent from scoring | Hashmal | The hand |
| Voided | The showing brand never fires; pips still count | Kasdeja | The fight |
Every condition except Stilled leaves the die open to every other touch. A stilled die accepts nothing until it wakes.
Marks
BloodmarkedAndras. Hold it through rolls for a chance at permanent mult.
Gold DustCimejes. A chance at sigils when it scores.
HuntedGlasya-Labolas. Counted twice when it scores.
EntwinedVine. Every 6 it scores feeds Vine's permanent growth.
Salt CircleThe Covenant ward. The next thing that would consume the die breaks the circle instead; the effect still resolves.Bloodmarked, Gold Dust, Hunted and Entwined are brands: one per die. A second brand replaces the first, and the game asks before it does. Chains (Vepar, up to 3 dice linked to roll and hold together) and Salt Circle sit alongside anything.
Die Types
A die has exactly one type at a time. Most come from a demon's active. Afflicted types have a downside and can be cured (the Antidote card, Sallos): the downside lifts, the power stays, and the die still counts as afflicted for anything that cares.
StandardWhat you start with.
QuarriedZagan's stone-born die. Plays as Standard.
ScryingVassago. Its mult climbs with each unheld roll this hand, in shrinking steps to a cap of x3.
WhetstoneBotis. +5% crit chance while in the pool. Six wounded faces to repair with brands, Inscribe or Cleansing Rite.
Crit DieEligos. Every face is a Crit face.
Blood VictimBeleth. Rolls and scores as normal, banking x0.2 mult for each roll it is held through.
HarvestedA victim Beleth has drunk. Its banked multiplier is frozen in forever.
BuriedBune's grave. Inert until it blooms.
RisenThe bloom: six faces drawn at random from the whole game. Live in every way.
TotemFurfur. Parked for good. A windfury source, not a die.
PetrifiedCrocell. Rolls once per hand and holds itself. +30 souls every score. Afflicted.
UndeadMurmur. Honest faces, doubles the hand, rots away after 5 hands. Afflicted.
CursedMarbas. Never rolls or scores; every demon contribution +10% per cursed die. Afflicted.
PoisonedAstaroth's patient zero. Parked; the rot spreads from it each hand. Afflicted.
BanishedSeere. Cast into the void for the run. Afflicted, and a cure can reach into the void.What each type accepts
Every die states plainly what may be done to it. If an ability lights a die, the effect lands and only then is the AP spent.
| Type | Face brands | Copied faces | Marks | Conditions | Convert | Duplicate | Wound | Cure | Devour |
|---|---|---|---|---|---|---|---|---|---|
| Standard, Quarried, Scrying, Risen, Crit Die, Blood Victim, Harvested | yes | yes | yes | yes | yes | yes | yes | no downside | yes |
| Whetstone | yes | yes | yes | yes | yes | yes | yes | nothing to cure | yes |
| Petrified | yes | yes | yes | no | no | yes | no | yes | yes |
| Undead | yes | yes | yes | yes | no | yes | yes | yes | yes |
| Cursed | no | no | no | no | no | yes | no | yes | yes |
| Poisoned, Banished | no | no | no | no | no | no | no | yes | yes |
| Buried | no | no | no | no | no | yes | no | no | yes |
| Totem | no | no | no | no | no | no | no | no | yes |
| Any cured die | yes | yes | yes | yes | yes | yes | yes | already cured | yes |
Petrified, Cursed, Poisoned, Banished, Buried and Totem dice cannot be held by hand. Petrified and Buried hold themselves.
Demon Levels and AP
Demons start at level 1 and cap at 25. A demon whose passive or active says "per level" scales with it; the rest do not care.
XP
Every demon in your legion earns 10 XP for every hand that scores, whether or not it touched the score. Whiffs pay nothing. Boss, echo and replay hands count. Nothing else in play grants XP: not contributing, not casting.
| Level | 2 | 3 | 4 | 5 | 10 | 15 | 20 | 25 |
|---|---|---|---|---|---|---|---|---|
| Cost of the level | 20 | 30 | 40 | 50 | 100 | 150 | 200 | 250 |
| Total XP | 20 | 50 | 90 | 140 | 540 | 1190 | 2090 | 3240 |
| Scoring hands | 2 | 5 | 9 | 14 | 54 | 119 | 209 | 324 |
Faster: Furcas +50% XP to the legion, Ars Notoria +50% XP, Infused Knowledge 40 XP, Epiphany 2 levels, XP faces minting an Infused Knowledge every 3 scored, Brazen Yoke buying demons at level 3, and Furcas's Gift Level. A demon Bael absorbs rides his level instead.
Ability Points
Every active costs 1 AP. Each demon has its own AP, starts the run with 1 or 2 depending on the demon, and caps at 5 by default. AP does not come back on its own.
Sources: AP faces and Arcane Renewal cards, the Shaman, Whispered Geas (an AP card for scoring your least-played row), Watcher's Blood (10% refund on cast) and Active Surge (the next cast is free). Selaphiel and Dumah both punish AP you carry into a fight, one by taking it, one by weighing it.
Angels & Boss Fights
A run is four rituals. Each is 17 nodes and ends with an angel. Beat the fourth, Michael, and the run is won; endless continues from there, loop after loop of 16 nodes with no angel, for as long as you survive.
How a fight works
- One shared scorecard of 13 rows. Each round both sides fill one row, so a fight lasts six rounds. A row either of you fills is gone for both
- Both sides start with 4 hearts. The lower score of the round loses one. A tie loses nothing
- A coin flip at the start decides who plays first for the whole fight. The Trumpet of Joshua skips it
- When one row is left, whoever leads on hearts wins. Level hearts make the last row a showdown worth two hearts
- The angel scores from a benchmark built on the trial target and the tier, and every angel has a passive that shapes its score and a signature that changes the fight
- Your passives and actives work. What you own on the card when you win is banked as souls
| Ritual | Tier | Benchmark | Angels | Powerstones |
|---|---|---|---|---|
| Ritual 1 | Tier 1 | x1.0 | one of Sariel, Cassiel, Phanuel, Jeremiel, Kushiel, Hadraniel, Selaphiel, Ambriel | 1 |
| Ritual 2 | Tier 2 | x1.4 | one of Uriel, Puriel, Nuriel, Dokiel, Penemue, Hashmal, Dumah, Kasdeja | 1 |
| Ritual 3 | Tier 3 | x2.0 | Metatron | 1 |
| Ritual 4 | Tier 4, final | x2.0 | Michael | 2 |
The Almadel item shows which angel waits at the end of the ritual. The Heptameron rerolls it once per ritual.
Tier 1
SARIEL
Passive: Scores 50% higher on upper section hands.
Signature: After filling 2 upper rows, she claims one of your rerolls for the fight.
CASSIEL
Passive: Scores higher on Ones and Chance, the rows of the solitary hand.
Signature: Doubles his score against a player still at the original 5 dice. Each die above 5 weakens the bonus by 25%; at 9 dice it is gone.
PHANUEL
Passive: Scores double on Three of a Kind and Four of a Kind.
Signature, Penance: Stills your dice at the fight's start, all but one. A fifth of the pool wakes with each new hand, and every die wakes when the fight ends.
JEREMIEL
Passive: Scores at 75% of a normal angel's strength.
Signature, The Mirror: Every base mult you have baked onto a row empowers his hands in that row as if it were his own. Souls bakes do not feed him.
KUSHIEL
Passive: Scores 25% higher while you hold bonus or extra rolls.
Signature, The Lash: Each roll you take strengthens his next hand by 10%.
HADRANIEL
Passive: Scores 50% higher in whichever section the gate leaves open.
Signature, The Gate: Each hand only one section of the card stands open to king and angel alike, upper and lower in turn.
SELAPHIEL
Passive: Scores 15% higher for each point of AP missing across your legion.
Signature, The Collection: Each hand she scores, she takes 1 AP from your fullest demon.
AMBRIEL
Passive: Scores double on the matching hands: Three of a Kind, Four of a Kind, Full House and Occulto.
Signature, The Twinning: Every pair you score adds 50% to all his hands, stacking for the rest of the fight.
Tier 2
URIEL
Passive: +5% to all scores per die above your starting pool of 5.
Signature: Each straight he scores wipes your most modified die back to standard.
PURIEL
Passive: +50% per duel he has won this fight.
Signature, The Duel: Every normal round he names one open row and both hands play it. Higher score takes the cell and a heart; a tie leaves the row open. Odd rounds he names your weakest row this run, even rounds a random one.
NURIEL
Passive: +5% per hold you have made this fight. Each die kept counts once per roll.
Signature, Hailstorm: She rolls four times where other angels roll three.
DOKIEL
Passive: +50% per 5 sigils in your wallet, read as she posts. Announced at the start of each of your turns.
Signature, The Weighing: Each heart she takes, she takes 10 sigils from your wallet.
PENEMUE
Passive: +100% per card in your wallet, read as he posts.
Signature, Erasure: Every row he fills loses its baked mult, zero dumps included, for the rest of the run. Souls bakes are untouched.
HASHMAL
Passive: Double in the upper rows of the silenced parity: Ones, Threes, Fives on an odd hand; Twos, Fours, Sixes on an even one.
Signature, The Hush: Odd rounds your odd faces do not score, even rounds your even faces do not. Silent dice still roll and hold. No straights all fight.
DUMAH
Passive: +50% per AP point your demons hold, read as he posts.
Signature, Sealed Mouths: No demon may cast for the whole fight. Passives keep running, actives grey out until he falls.
KASDEJA
Passive: +20% per modified face across your pool, every face on every die.
Signature, The Smiting: Every modified face on your dice is void for the fight. The die still rolls, holds and scores its pips; the brand never fires.
Tier 3 and 4
METATRON
Passive: +10% to all his scores for every row he has filled this fight.
Signature, The Naming: At fight start he names five random rows. His scores in those rows are doubled.
MICHAEL
Passive: The full tier 4 benchmark. He gave you the ring, and he has come for it back.
Signature, Silence: Each hand one of your demons goes silent, chosen at random, contributing nothing until the next.
Beating Michael wins the run, opens the Throne Room, and lets the run continue into endless.
The Campaign & the Temple
Three campaign slots, each its own temple, unlocks and history. Free Run is the sandbox: every demon, card and pack open from the start, and nothing done there counts toward achievements or unlocks.
Rooms
Every angel you defeat pays powerstones. Rooms open on your deeds, never for a price.
| Room | Opens | Unlocks | Shrines, 1 powerstone each |
|---|---|---|---|
| Grand Hall | From the first run | Every Lesser demon | Erasure, Soul Reliquary |
| Archive | Defeat the first angel | Every Greater demon | Sigil Inscription, Tutor's Mark |
| Sanctum | Defeat the second angel | The Omen pack, with Void Brand and Fortune's Brand | Sharpening Stone, Precious Stone, Multiplier's Stone, Arcane Brand, Soul Cache, Passive Boost, Antidote |
| Apothecary | Defeat the third angel | Every King | Cleansing Rite, Active Surge, Spare Reckoning |
| Throne Room | Defeat Michael | Solomon's Rings | Rings, 5 powerstones each |
Solomon's Rings
A ring is worn for a whole campaign and makes it harder. Each has an achievement for a victory under it.
| Ring | Restriction |
|---|---|
| Ring of Brass | Maximum dice capped at 20, not 40 |
| Ring of Iron | The shop offers 1 fewer demon |
| Ring of Lead | The trial overscore pays no bonus sigils |
| Ring of Bone | Wallet capacity reduced by 2 |
| Ring of Thorn | One fewer hand every trial |
| Ring of Salt | Lower section rows can never be scored |
| Ring of Glass | 6 random rows are blocked for the whole run. Costs 1 powerstone each time you descend wearing it |
| Ring of Ember | Targets grow faster each ritual: x1.5 per trial becomes x2 in ritual 2, x2.5 in ritual 3, x3 in ritual 4 |
Achievements
Account-wide, kept across every slot. Free Run earns none.
| Achievement | How |
|---|---|
| The Archive Opens | Defeat the first angel |
| The Sanctum Opens | Defeat the second angel |
| The Apothecary Opens | Defeat the third angel |
| The Throne Room Opens | Defeat Michael |
| Angel Slayer | Defeat every angel in the game |
| That's Numberwang! | Score an e number in a single hand |
| Yippee-ki yay, motherf**ker! | Proc Barbatos' Lucky Find 5 times in one hand |
| Blankety Blank | Make every face in your pool a blank face |
| The Immaculate Solomon | Beat the first ritual's boss without buying a single demon |
| Who ate all the pies? | Absorb every demon as Bael |
| One per ring | Complete a campaign wearing that ring |