Demon Compendium

72 Demons of the Ars Goetia

King

Kings

14 demons

Game-warping passives and devastating actives. Extremely rare.

Andromalius
Andromalius
Passive +1 xMult per level for each demon in your legion
Active Bonus Demon Slot - Adds another demon slot
Asmoday
Asmoday
Passive Doubles all other demon passives
Active Uncontrollable - Exile Asmoday for 3-7 hands. On return, he gains +0.5 xMult permanently.
Astaroth
Astaroth
Passive His xMult equals the infected dice in your pool times 1 per level
Active Vitriol - Infect a die. Each hand, every infected die can infect each neighbour. Infected dice fire their face twice
Bael
Bael
Passive Demons for sale cost x3
Active Dominion - Absorb an ally completely, one per level until level 25. Their passive becomes his, at his level, and they are erased from this run
Balam
Balam
Passive 3 upper categories are marked each trial. Scoring one pays a Collection, and each Collection paid grants 100 souls per level on every score
Active Pay the Tithe - Consume every non-standard face showing. Each face returns to its true pip and grants Balam +1 permanent xMult
Beleth
Beleth
Passive Each roll a held Blood Victim survives adds x0.2 pending mult. At the start of each night trial, choose to make the pending mult permanent, but no further mult can be gained. Bite a die within 3 nights or he leaves with his victims
Active Bite - Turn a chosen die into a Blood Victim. Each roll it is held through adds to its pending xMult, claimed at night
Belial
Belial
Passive Scoring a Full House, Large Straight or Occulto generates a standard die
Active Offering - Consume a die. Gain +1 permanent xMult.
Eligos
Eligos
Passive Critical hits apply to your final score, after every other bonus
Active Lance - Turn a die into a Crit Die. Every face is a Crit face
Furfur
Furfur
Passive Dice beside a Totem contribute at least x2 when scored. Luck can raise that to x3 or x4
Active Totem - Turn a die into a Totem. Dice beside it contribute at least twice when scored. Up to 2 totems may stand at once
Gaap
Gaap
Passive Gain xMult equal to total current AP across your legion
Active Restore All AP - Refill all other demons' ability points
Paimon
Paimon
Passive Everything for sale costs half
Active Decree - Brand a die with the Favour face. Every 3 times it scores, gain a Favour card. Only one Favour face may exist
Purson
Purson
Passive Every blank face in your pool becomes a Blank x2 face while he is equipped: still blank, and it fires a x2 xMult when it shows on a scoring hand
Active Hollow - Wipe a die clean - every face becomes blank, for the rest of the run
Vine
Vine
Passive Every 6 an Entwined die scores adds 1 xMult to his growth, for the rest of the run
Active Entwine - Entwine a die. Every 6 it scores adds 1 xMult to Vine's growth, for the rest of the run
Zagan
Zagan
Passive +10 to your maximum dice pool
Active Quarry - Etch the Die face onto a die. Every 3 times it scores, a new die is generated. Only one Die face may exist
Greater

Greater Demons

21 demons

Strong synergy builders with powerful scaling potential.

Aim
Aim
Passive +20 mult per level on your first roll, halved by each reroll this hand
Active Conviction - Roll once per hand for the rest of this trial, but earn 10 sigils each hand you play
Amon
Amon
Passive Each 3 or 4 of a Kind score bakes +5 souls per level into that cell - permanent for the rest of the run.
Active Face Transfigure - Splice a copy of a die's showing face onto a target die
Bathin
Bathin
Passive Infernal pack card values are multiplied by level
Active Lapidary's Choice - Grant a scorecard category +Level base mult, permanent for the run.
Berith
Berith
Passive Every 10 sigils you have, gain +5 mult per level
Active Transmute - Transmute a die directly into 10 sigils
Botis
Botis
Passive Every crit landed while he is equipped permanently grants +5 mult per level
Active Whetstone Die - Convert a die into a Whetstone Die. All six faces are wounded, the type changes to Whetstone (+5% crit chance while in pool). Face-brand cards can still replace individual wounded faces - the type stays Whetstone until the die is converted again.
Buer
Buer
Passive +5 mult per level for each roll you make this hand
Active Grease the Wheel - Trade two cards from your wallet for a permanent extra roll
Bune
Bune
Passive Every third upper score bakes +2 mult onto that category for the rest of the run
Active Grave Seed - Bury a die. When your passive next pays out, it rises as a Risen die with six faces drawn at random from the full pool.
Foras
Foras
Passive 20 souls per level when scoring 3+ matching dice
Active Reset Category - Pick a filled scorecard category to wipe and reuse
Forneus
Forneus
Passive All demons gain 10% bonus XP per level, from every source
Active Spawn - Duplicate a chosen die - all of its faces, and everything else it carries
Glasya-Labolas
Glasya-Labolas
Passive Prey-marked dice count twice when scored
Active Prey Mark - Mark a die as prey
Ipos
Ipos
Passive Gain between 0 and 100 mult, rerolled with every roll of your dice
Active Chaos - Place a Chaos face on a chosen die. When scored, it reveals itself as a random ability face and fires as that face.
Marbas
Marbas
Passive +20 souls per level for every afflicted die in your pool - cursed, rabid, undead or petrified
Active Curse - Curse a chosen die. It can never roll or score, but your demons' contributions are amplified +10% for each cursed die.
Marchosias
Marchosias
Passive Gain +10 mult per level for each demon you've sold this run
Active Rabies - Infect a random die. A rabid die scores x2 (compounding), and each roll it has a 10% chance to spread to a neighbour. Lasts the trial.
Morax
Morax
Passive +2 mult per level for each die in your pool
Active Reforge - Choose a face from your dice. Every die carrying that face spins and lands on it.
Naberius
Naberius
Passive Gain 20 souls each level for every demon in your legion
Active AP Face - Choose a die to add an AP face. Score the face to earn an AP card.
Sallos
Sallos
Passive +10 mult per level for every afflicted die in your pool - cured or not
Active Cure - Cure a chosen die. The affliction's downside is lifted; its power remains.
Sitri
Sitri
Passive Gain 50 mult per level for every whiff this trial
Active Indulgence - +2 to your whiff count, without losing a hand or a score slot
Stolas
Stolas
Passive +10 souls per level per mult face in your pool
Active Mult Face - Choose a die to add a +10 mult face
Valac
Valac
Passive Every lower section score has a 1% chance, +1% per 4 Luck, to unearth a new die
Active Luck Face - Place a Luck face on a chosen die. Score the face to gain +2 Luck.
Vassago
Vassago
Passive Each roll has a 10% chance to grant a bonus roll (+1% per level)
Active Scrying - Transform a chosen die into a Scrying die: its mult sharpens with every roll it takes each hand, x1.5 on the first with diminishing returns, capped at x3
Zepar
Zepar
Passive +0.2 xMult for each barren face (blank or Lust) in your dice pool
Active Lust - Place a Lust face on a chosen die. When two Lust faces score together they couple, spawning a random card into your wallet.
Lesser

Lesser Demons

37 demons

Your early-game backbone. Simple but effective when upgraded.

Agares
Agares
Passive Gain 5 souls per level for each die showing 3 or lower
Active Quake - Every unheld die moves up 1 pip. Held dice stay
Alloces
Alloces
Passive +10 souls per level on upper section scores
Active Fortify - Roll a die to fortify an upper section category, adding +1 mult per level to its base mult until you score
Amdusias
Amdusias
Passive Occulto requires only 3 matching dice to score
Active Crescendo - Your next Occulto scores the full bonus, ignoring your dice count
Amy
Amy
Passive +2 mult per level for each matching pair when scoring
Active Blaze - Set a die ablaze, causing it to become molten on score. Molten dice spread to adjacent dice (50% chance) and grant +5 mult each
Andras
Andras
Passive +1 mult per bloodmark trigger (1 in 5 chance per held bloodmarked die)
Active Blood Ritual - Mark a die with blood
Andrealphus
Andrealphus
Passive +1 mult per level per die in your pool whose face count has been expanded past 6
Active Inscribe - Etch new faces onto a die. 3 copies drawn from its current pool, plus 1 AP face.
Barbatos
Barbatos
Passive Each die has a 5% chance to discover +50 souls per level when scoring
Active Scramble - Open an egg for a random prize
Bifrons
Bifrons
Passive Dice total odd: +5 mult per level. Even: nothing
Active Double or Nothing - Flip a coin: double your score or lose it all
Camio
Camio
Passive Each critical hit grants +5 sigils
Active Crit Face - Brand a die with a Crit face. Stacks the crit multiplier and guarantees the crit fires.
Cimejes
Cimejes
Passive +2 mult per level for every card pack you open this run
Active Gold Dust - Mark a die with gold dust. Each gold-marked die has a 5% chance to earn 5 sigils when scoring.
Crocell
Crocell
Passive +30 souls per die with a modified face
Active Turn to Stone - Petrify a die - it only rolls once per hand but grants +30 souls every score
Dantalion
Dantalion
Passive Replays your most played hand 2 more times
Active Wild Dice - All dice become wild until the next score
Decarabia
Decarabia
Passive Each hand you play that wasn't played last trial extends a streak. +1 mult per level per streak count.
Active Mimic - Spawn a temporary die for this hand, copying a chosen face from your pool.
Focalor
Focalor
Passive +5 mult per level when scoring a hand tied for least-played.
Active Drown - Mark a category as drowned. Counts as 0-played until you score it.
Furcas
Furcas
Passive +50% bonus XP for all demons in your legion
Active Gift Level - Consume a card from your wallet to gift another demon 1 level-up
Gremory
Gremory
Passive +10 souls per total demon level across your legion
Active XP Face - Choose a die to add an XP face. Score 3 XP faces to earn an XP card.
Gusion
Gusion
Passive +5 mult per level when your dice total exceeds the last hand's total.
Active Echo - Pick any past hand from your run, then pick a category to fill with that score. Consumes a score slot.
Haagenti
Haagenti
Passive Gain souls equal to your sigil count when you score
Active Devour Dice - Consume a die, then graft a x2 mult face onto another die
Halphas
Halphas
Passive Every 3 upper section scores, generate a free die
Active Load the Cannons - Sacrifice a die for a permanent roll
Haures
Haures
Passive Each crit permanently adds +10% to the crit multiplier. Stacks infinitely
Active Guaranteed Crit - Gain 100% crit chance for the next hand
Leraje
Leraje
Passive Day: +5 souls per level. Night: +5 mult per level
Active Nightfall - This trial becomes night
Malphas
Malphas
Passive +1 mult per void face (blank or wounded) in your dice pool
Active Bomb - Plant a bomb on a die. After 5 rolls of that die it detonates into an exploded die showing whatever face it landed on at detonation.
Murmur
Murmur
Passive Gain 20 souls per level for every die killed this run
Active Turn Undead - Turn a die undead - it keeps its faces and doubles your score. Rots away after 5 hands.
Orias
Orias
Passive Each Chance hand scored permanently gains 10 Luck
Active Read the Tarot - Draw 1 card from the Infernal or Covenant pack
Orobas
Orobas
Passive +10 souls per level for every card pack you open this run.
Active Blessing - Choose a pack to bless: it deals shinies at 2x the normal chance, until you change it or sell Orobas
Ose
Ose
Passive +2 base mult per level to Small and Large Straights
Active Wild Die - Choose a die to turn wild
Phenex
Phenex
Passive +20 souls per level for each whiffed hand this run
Active Rebirth - Sacrifice this hand (score 0) to double your next score
Raum
Raum
Passive +5 mult per level when scoring a Full House
Active Sigil Face - Brand a die with a sigil. Score the face to earn 2 sigils.
Ronove
Ronove
Passive Each Ones score bakes +10 souls per level into the Ones cell - permanent for the rest of the run.
Active Acolyte - Summon an Acolyte Die: all six faces show 1. Lasts the run.
Sabnock
Sabnock
Passive Gain 5 souls per level for each die showing 4 or higher
Active Wound - Wound a die, splitting it into two halves - one with the lower faces and one with the upper faces. Replaced faces become wounded.
Samigina
Samigina
Passive +1 mult per level for each die showing an even face
Active Dark Investment - Sacrifice all your sigils. In three trials, regain them doubled. One investment at a time.
Seere
Seere
Passive Gain 20 souls per level per hand for each die banished this run
Active Banish - Banish two random dice to the void for the rest of the run - unusable unless cured - and gain +1 permanent score slot
Shax
Shax
Passive Gain 10 souls per level per blank face in your dice pool
Active Unseen Veil - Free reroll of unheld dice, 1s and 2s become blank
Uvall
Uvall
Passive +1 mult per modified face in your dice pool
Active Souls Face - Brand a die with a Souls face. Grants +20 souls when scored.
Valefor
Valefor
Passive +1 mult per unheld streak across all dice. Each die earns +1 streak per hand it stays unheld. Holding a die during a roll resets its streak.
Active Pardoned - Mark a die. The next time it would lose its Valefor streak by being held during a roll, the streak survives instead. Pardon is consumed and lasts one hand.
Vapula
Vapula
Passive +1 mult for every active ability cast this run
Active Trigger Ally - Activate a random ally demon's ability
Vepar
Vepar
Passive +30 souls per level when 3+ matching dice are scored
Active Chain - Chain two dice together. Chained dice always roll the same face. A chain links up to 3 dice

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.

RankCostRitual 1Ritual 2Ritual 3Ritual 4 and endless
King15 sigils2%5%10%15%
Greater10 sigils20%27%35%40%
Lesser5 sigilsthe restthe restthe restthe 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.

RemedyEffectCost
Single dose+1 AP to one demonfree
Full restoreOne demon back to full AP5 sigils
Legion pour+1 AP to every demon10 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.

Aaron's Rod
AARON'S ROD
Aaron's RodActive. Choose Day or Night for the rest of the ritual. Recharges when the boss falls.
Almadel
ALMADEL
AlmadelReveals the angel waiting at the end of the ritual.
Ars Notoria
ARS NOTORIA
Ars NotoriaDemons gain +50% XP from every source.
Ashen Calumet
ASHEN CALUMET
Ashen CalumetThe Shaman's remedies cost nothing.
Azazel's Dagger
AZAZEL'S DAGGER
Azazel's DaggerActive. Deal 2 damage to the boss. Consumed on use.
Azazel's Tether
AZAZEL'S TETHER
Azazel's TetherActive, one charge. Sacrifice a Lesser demon to summon a random Greater.
Blotting Sand
BLOTTING SAND
Blotting SandOnce per trial, your first whiff does not use up a hand.
Brass Vessel
BRASS VESSEL
Brass VesselGain 1 scoring slot for each boss you defeat.
Brazen Yoke
BRAZEN YOKE
Brazen YokeDemons you buy in the shop start at level 3.
Crier's Bell
CRIER'S BELL
Crier's BellThe first demon reroll each shop is free.
Dark Pentacle
DARK PENTACLE
Dark PentacleBlock the first damage you take in each boss fight.
Deathbed Taper
DEATHBED TAPER
Deathbed TaperDoubles your score on the last hand of every trial.
Fortuna's Spoke
FORTUNA'S SPOKE
Fortuna's Spoke+5 Luck every time you whiff.
Heliotrope
HELIOTROPE
HeliotropeDoubles your base mult during the day.
Heptameron
HEPTAMERON
HeptameronOnce per ritual, while the boss is visible, reroll the boss.
Hexbreaker
HEXBREAKER
HexbreakerActive. Reset a die to default. 5 uses.
Hiram's Gold
HIRAM'S GOLD
Hiram's GoldEarn 10% of every Occulto's base souls as sigils.
Kept Oil
KEPT OIL
Kept OilAt trial completion, +1 sigil for each hand you didn't score.
Lion-Skin Girdle
LION-SKIN GIRDLE
Lion-Skin Girdle+1 card wallet slot.
Lodestone
LODESTONE
Lodestone+2 Luck every time you score.
Mammon's Tongue
MAMMON'S TONGUE
Mammon's TongueAll shop costs are reduced by 25%.
Manna Jar
MANNA JAR
Manna JarEarn 1 sigil every time you score.
Ossuary
OSSUARY
Ossuary+5 to your maximum dice pool.
Pilgrim's Scrip
PILGRIM'S SCRIP
Pilgrim's ScripOne card pack of the shop's choosing is free each visit.
Reliquary Vial
RELIQUARY VIAL
Reliquary Vial+1 bonus roll at the start of each trial. Unused bonus rolls carry over.
Selenite
SELENITE
SeleniteDoubles your base mult during the night.
Sheaf of Glean
SHEAF OF GLEAN
Sheaf of Glean+1 sigil per 100% trial overflow.
Sortilege
SORTILEGE
SortilegeAt the start of each trial, a random scoring category is marked with +10 mult for that trial.
Summoner's Triangle
SUMMONER'S TRIANGLE
Summoner's TriangleActive, one charge. Sacrifice 2 demons to summon a random King.
Sword of Flames
SWORD OF FLAMES
Sword of FlamesYour second score each trial guarantees a critical hit.
Tabernacle Veil
TABERNACLE VEIL
Tabernacle VeilPrevent one trial fail. No souls or sigils earned. The Veil is destroyed.
Trumpet of Joshua
TRUMPET OF JOSHUA
Trumpet of JoshuaAlways go first in boss fights.
Vacant Fetter
VACANT FETTER
Vacant Fetter+1 demon slot.
Vinculum Spirituum
VINCULUM SPIRITUUM
Vinculum SpirituumThe Summoner's Shop offers +1 demon.
Watcher's Blood
WATCHER'S BLOOD
Watcher's Blood10% chance to refund the AP cost when a demon's active ability fires.
Whispered Geas
WHISPERED GEAS
Whispered GeasGain an AP card when you score your least-played hand.
Widow's Cruse
WIDOW'S CRUSE
Widow's Cruse+5 to the max overscore sigil gain at trial completion.
Witch's Ladder
WITCH'S LADDER
Witch's LadderStart each trial with +1 mult per scoring slot you filled in the previous trial.

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.

CardEffect
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 shinyA 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).

CardFaceUnlock
ErasureBlank. Scores nothingGrand Hall shrine
Soul ReliquarySouls. +20 souls when scoredGrand Hall shrine
Sigil InscriptionSigil. +2 sigils when scoredArchive shrine
Tutor's MarkXP. Every 3 scored mint an Infused KnowledgeArchive shrine
Sharpening StoneCrit. Guarantees the crit and stacks its multiplierSanctum shrine
Precious Stone+5 multSanctum shrine
Multiplier's Stonex2 xMultSanctum shrine
Arcane BrandAP. Grants an AP card when scoredSanctum shrine
Void BrandChaos. Scores as a random ability facewith the Omen pack
Fortune's BrandLuck. +2 Luck when scored, permanentlywith the Omen pack

Covenant Pack

Three cards revealed. Everything that is not a brand.

CardEffectUnlock
Bonus Die+1 die to your poolrun one
Bonus Roll3 bonus rolls, banked until usedrun one
Infernal Luck+10 Luck for the rest of the runrun one
Critical Edge+3% critical hit chancerun one
Arcane Renewal shinyRestore 1 AP to a demonrun one
Infused Knowledge shiny40 XP to a demonrun one
Epiphany2 levels to a demonrun one
Overbrim shiny+1 to the overscore sigil cap, for the rest of the runrun one
Lamen shinyHold three, cast one: any demon you name attends the next shop as an extra offeringrun one
Iron ShackleCast in a shop on an offered demon: he awaits you in the next shop as an extra offeringrun one
Salt CircleWard a die. What would consume it breaks the circle insteadrun one
PenanceOffer up nothing: one whiff, counted as a hand played, without spending a handrun one
Soul Cache+50 souls on your next scoreSanctum shrine
Passive BoostA demon's passive at +100% on its next scoreSanctum shrine
AntidoteCure a die: the affliction's downside lifts, its power staysSanctum shrine
Cleansing RiteStrip every face modification off a die, back to plain pipsApothecary shrine
Active SurgeA demon's next active is freeApothecary shrine
Spare Reckoning+1 hand this trialApothecary 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.

PipsPips1 to 6. Scores by value. The only face Agares's Quake can shove.
BlankBlankScores nothing and counts for no pattern. Shax pays per blank; Purson multiplies on them.
xMultxMultMultiplies the hand: x1.5, x2, x3 or x4. All xMults multiply together.
Mult+MultAdds to the hand's mult: +5, +10 or +15.
APAPGrants an AP card when scored.
SigilSigil+2 sigils when scored.
XPXPEvery 3 scored mint an Infused Knowledge card.
CritCritThe hand crits for certain, and each Crit face stacks the multiplier: x2, x4, x6.
SoulsSouls+20 souls when scored.
LustLustScores nothing alone. Two scored together couple and spawn a random card.
ChaosChaosReveals itself as a random ability face when scored, and fires as that face.
LuckLuck+2 Luck when scored, permanently.
DieDieZagan's mint. Every 3 scored make a new die. Unique: one per pool, never copied.
FavourFavourPaimon's seal. Every 3 scored mint a Favour card. Unique: one per pool, never copied.
WoundedWoundedInert. Scores nothing, counts as nothing. Sabnock's Wound and the Whetstone.
UnusableUnusableWhat 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

ConditionEffectSourceLasts
WildCounts as any face for the handOse, DantalionThe hand
AblazeSpreads fire to neighbouring dice when it scoresAmyUntil it burns out
MoltenA die that has burned through: +mult when it scoresAmyUntil it cools
RabidDoubles the die's score and spreads to grid-adjacent diceMarchosiasUntil cleared
RottedFires the die's face twice: an x2 lands as x4, pips pay againAstaroth's Vitriol, spreading from the patient zeroThe trial
StilledParked: cannot roll, score, be held or be touched. Preserved wholePhanuelThe fight
HushedRolls and holds as normal, absent from scoringHashmalThe hand
VoidedThe showing brand never fires; pips still countKasdejaThe fight

Every condition except Stilled leaves the die open to every other touch. A stilled die accepts nothing until it wakes.

Marks

BloodmarkedBloodmarkedAndras. Hold it through rolls for a chance at permanent mult.
Gold DustGold DustCimejes. A chance at sigils when it scores.
HuntedHuntedGlasya-Labolas. Counted twice when it scores.
EntwinedEntwinedVine. Every 6 it scores feeds Vine's permanent growth.
Salt CircleSalt 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.

StandardStandardWhat you start with.
QuarriedQuarriedZagan's stone-born die. Plays as Standard.
ScryingScryingVassago. Its mult climbs with each unheld roll this hand, in shrinking steps to a cap of x3.
WhetstoneWhetstoneBotis. +5% crit chance while in the pool. Six wounded faces to repair with brands, Inscribe or Cleansing Rite.
Crit DieCrit DieEligos. Every face is a Crit face.
Blood VictimBlood VictimBeleth. Rolls and scores as normal, banking x0.2 mult for each roll it is held through.
HarvestedHarvestedA victim Beleth has drunk. Its banked multiplier is frozen in forever.
BuriedBuriedBune's grave. Inert until it blooms.
RisenRisenThe bloom: six faces drawn at random from the whole game. Live in every way.
TotemTotemFurfur. Parked for good. A windfury source, not a die.
PetrifiedPetrifiedCrocell. Rolls once per hand and holds itself. +30 souls every score. Afflicted.
UndeadUndeadMurmur. Honest faces, doubles the hand, rots away after 5 hands. Afflicted.
CursedCursedMarbas. Never rolls or scores; every demon contribution +10% per cursed die. Afflicted.
PoisonedPoisonedAstaroth's patient zero. Parked; the rot spreads from it each hand. Afflicted.
BanishedBanishedSeere. 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.

TypeFace brandsCopied facesMarksConditionsConvertDuplicateWoundCureDevour
Standard, Quarried, Scrying, Risen, Crit Die, Blood Victim, Harvestedyesyesyesyesyesyesyesno downsideyes
Whetstoneyesyesyesyesyesyesyesnothing to cureyes
Petrifiedyesyesyesnonoyesnoyesyes
Undeadyesyesyesyesnoyesyesyesyes
Cursednononononoyesnoyesyes
Poisoned, Banishednononononononoyesyes
Buriednononononoyesnonoyes
Totemnonononononononoyes
Any cured dieyesyesyesyesyesyesyesalready curedyes

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.

Level234510152025
Cost of the level20304050100150200250
Total XP205090140540119020903240
Scoring hands2591454119209324

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
RitualTierBenchmarkAngelsPowerstones
Ritual 1Tier 1x1.0one of Sariel, Cassiel, Phanuel, Jeremiel, Kushiel, Hadraniel, Selaphiel, Ambriel1
Ritual 2Tier 2x1.4one of Uriel, Puriel, Nuriel, Dokiel, Penemue, Hashmal, Dumah, Kasdeja1
Ritual 3Tier 3x2.0Metatron1
Ritual 4Tier 4, finalx2.0Michael2

The Almadel item shows which angel waits at the end of the ritual. The Heptameron rerolls it once per ritual.

Tier 1

Sariel

SARIEL

Angel of Guidance

Passive: Scores 50% higher on upper section hands.

Signature: After filling 2 upper rows, she claims one of your rerolls for the fight.

Cassiel

CASSIEL

Angel of Solitude

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

PHANUEL

Angel of Penance

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

JEREMIEL

Angel of Visions

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

KUSHIEL

The Rigid One

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

HADRANIEL

Keeper of the Gate

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

SELAPHIEL

Angel of Prayer

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

AMBRIEL

Angel of the Twins

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

URIEL

Angel of Cleansing Flame

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

PURIEL

The Examiner

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

NURIEL

Angel of Hail

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

DOKIEL

The Balance

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

PENEMUE

Angel of Ink

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

HASHMAL

The Amber Fire

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

DUMAH

The Silence

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

KASDEJA

Angel of Smitings

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

METATRON

Voice of the Throne

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

MICHAEL

The Archangel, final

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.

RoomOpensUnlocksShrines, 1 powerstone each
Grand HallFrom the first runEvery Lesser demonErasure, Soul Reliquary
ArchiveDefeat the first angelEvery Greater demonSigil Inscription, Tutor's Mark
SanctumDefeat the second angelThe Omen pack, with Void Brand and Fortune's BrandSharpening Stone, Precious Stone, Multiplier's Stone, Arcane Brand, Soul Cache, Passive Boost, Antidote
ApothecaryDefeat the third angelEvery KingCleansing Rite, Active Surge, Spare Reckoning
Throne RoomDefeat MichaelSolomon's RingsRings, 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.

RingRestriction
Ring of BrassMaximum dice capped at 20, not 40
Ring of IronThe shop offers 1 fewer demon
Ring of LeadThe trial overscore pays no bonus sigils
Ring of BoneWallet capacity reduced by 2
Ring of ThornOne fewer hand every trial
Ring of SaltLower section rows can never be scored
Ring of Glass6 random rows are blocked for the whole run. Costs 1 powerstone each time you descend wearing it
Ring of EmberTargets 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.

AchievementHow
The Archive OpensDefeat the first angel
The Sanctum OpensDefeat the second angel
The Apothecary OpensDefeat the third angel
The Throne Room OpensDefeat Michael
Angel SlayerDefeat 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 BlankMake every face in your pool a blank face
The Immaculate SolomonBeat the first ritual's boss without buying a single demon
Who ate all the pies?Absorb every demon as Bael
One per ringComplete a campaign wearing that ring