Dice Hard

Trinkets

Play Dice Hard

After stages 7, 14, 21, 28 and 35, you are offered 3 trinkets before the shop. Take one, or skip.

Each has a price in coins, and the one you take stays for the rest of the run.

Some are only offered when your dice have the mod they work with, and some only to one character.

Later offers bring higher tiers.

After stage714212835
Tier I100%65%20%10%–
Tier II–35%70%60%–
Tier III––10%30%100%
  • Blueprint

    On Stage Won The shop upgrade gets 1 more coin cheaper.

    • Free
    • Tier I
  • Early Spring

    Passive Grow faces are 100% more likely to come up on the roll after each strike.

    • Free
    • Tier I
    • Needs Grow on a die
  • Heirloom

    On Take Sacrifice a die. Its total is spread, point by point, over random faces of your other dice.

    • Free
    • Tier I
  • Paycheck

    On Stage Won +3 coins.

    Passive You earn no interest.

    • Free
    • Tier I
  • Workbench

    Passive Every die you buy from now on holds 1 more mod. Die slots cost 3 more.

    • Free
    • Tier I
  • Bonfire

    Passive Hot deals +2 damage for each boss you have beaten.

    • 1 coin
    • Tier I
    • Needs Hot on a die
  • Bulk Discount

    Passive Each item you buy makes the rest of the visit 1 coin cheaper, up to 3 off, never below 1.

    • 1 coin
    • Tier I
    • Haggler
  • Hatchet

    Passive On every die, now and later, the lowest face breaks permanently, its mod with it. The others gain +3.

    • 1 coin
    • Tier I
  • Leg Day

    On Roll Each Grow rolled gives +1 Strength this stage.

    • 1 coin
    • Tier I
    • Needs Grow and Crush
  • Marked Deck

    On Bet Lost Get back the reroll the bet spent.

    • 1 coin
    • Tier I
    • Gambler
  • Matched Set

    Passive SUM from dice +5% for each die showing the same value as another die.

    • 1 coin
    • Tier I
  • No Repeats

    On Reroll Every die lands on a different face than it shows.

    • 1 coin
    • Tier I
  • Padlock

    In the Shop Lock the shelf to keep what's left on it for your next visit.

    • 1 coin
    • Tier I
    • BonkerGambler
  • Pear of Wisdom

    Passive Lore gives +1 more for each Grow rolled when it triggers.

    • 1 coin
    • Tier I
    • Needs Lore and Grow
  • Shopping Cart

    Passive A shop slot you buy from refills at once with a new item.

    • 1 coin
    • Tier I
  • Spotter

    Passive Crush needs 6 Strength, not 10.

    • 1 coin
    • Tier I
    • Needs Crush on a die
  • Wholesale License

    On Stage Won Haggle gains 2 charges, not 1.

    Passive Haggle makes items cost 1 coin, not free.

    • 1 coin
    • Tier I
    • Haggler
  • Wrench

    Passive Crush uses 2 Strength on a strike, not 5.

    • 1 coin
    • Tier I
    • Needs Crush on a die
  • Brass Knuckles

    On Slap The faces showing trigger their On Strike mods. Once per stage.

    • 2 coins
    • Tier I
    • Bonker
  • Candlelight

    Passive Once Lore has triggered 10 times, all Hot damage +25 permanently.

    • 2 coins
    • Tier I
    • Needs Lore and Hot
  • Clockwork

    Passive This die rolls its faces in order, one step per roll.

    • 2 coins
    • Tier I
  • Heavy Hands

    Passive +1 strike and -2 rerolls per stage.

    • 2 coins
    • Tier I
  • Lamp Oil

    Passive Ember gives +3, not +2, when a Hot is rolled beside it.

    • 2 coins
    • Tier I
    • Needs Ember on a die
  • Lead Paint

    Passive Each +3, +5 or +7 you buy also makes its face 50% more likely to roll. They cost 1 more.

    • 2 coins
    • Tier I
  • Loyalty Card

    Passive Once you have spent 10 coins on refreshes, a refresh costs 2 at most.

    • 2 coins
    • Tier I
    • Appraiser
  • Magnifying Glass

    Passive Lore can go on a die with 6 sides.

    • 2 coins
    • Tier I
    • Needs Lore on a die
  • Tuition

    On Bet Lost +2 permanently to every face showing.

    On Bet Won You only get your stake back.

    • 2 coins
    • Tier I
    • Gambler
  • Icebox

    On Take A face of your choice becomes Frozen: while it shows, its die isn't rerolled. Struck, it breaks this stage.

    • 3 coins
    • Tier I
  • Pushpin

    In a Fight Tap Pushpin, then a die, to hold it through your next reroll. Do it again to let go. 2 uses per stage.

    • 3 coins
    • Tier I
    • AppraiserHaggler
  • Standing Order

    On Take +3 of a mod you own join the shop.

    Passive It is 3x as likely to be offered.

    • 3 coins
    • Tier I
    • Needs a mod the shop sells
  • Thrift

    On Stage Won +1 coin for each reroll you have left.

    • 3 coins
    • Tier I
  • White Flag

    On Stage Won +1 permanently to every face of dice with no mods.

    Passive Mods cost 2 more.

    • 3 coins
    • Tier I
  • The Trial

    On Take Gain a Trial d4. Strike with all 4 of its faces: every other die gains +4 on all faces, and the d4's faces break permanently.

    • 4 coins
    • Tier I
    • Needs an empty die slot
  • Fertile Ash

    On Strike All rolled Grow faces gain +1 permanently for each Hot rolled.

    • 5 coins
    • Tier I
    • Needs Hot and Grow
  • Annotations

    Passive Lore raises your 3 lowest faces, not 3 at random.

    • Free
    • Tier II
    • Needs Lore on a die
  • Bounty

    On Take +10 coins.

    Passive Bosses have 15% more health and pay +5 coins.

    • Free
    • Tier II
  • High Roller

    Passive Bets stake 3 more coins. +1 bet per stage.

    • Free
    • Tier II
    • Gambler
  • Carbon Paper

    On Strike After your first strike of a stage, the dice land on the same faces. No reroll until you strike again.

    • 1 coin
    • Tier II
  • Hothouse

    Passive Grow raises Hot damage by 3 this stage, not the rolled faces.

    • 1 coin
    • Tier II
    • Needs Hot and Grow
  • Sucker Punch

    On Stage Start Slap is fully charged.

    • 1 coin
    • Tier II
    • Bonker
  • Umbrella

    On Reroll An Ember you reroll away triggers first. Still once per stage.

    • 1 coin
    • Tier II
    • Needs Ember on a die
  • Banked Fire

    On Stage Won A Cinder that didn't trigger this stage triggers as if one Hot was rolled.

    • 2 coins
    • Tier II
    • Needs Cinder on a die
  • Clear Cut

    On Take Remove every Grow from your dice. For each one, every face of a random die gains +3 permanently.

    • 2 coins
    • Tier II
    • Needs Grow on a die
  • Ember Pick

    On Take All Hot damage +1 permanently for each Ember you own.

    • 2 coins
    • Tier II
    • Needs Ember on a die
  • Kindling

    Passive Cinder also counts each Lore rolled on other dice.

    • 2 coins
    • Tier II
    • Needs Cinder and Lore
  • Pollen

    Passive Bloom also gives +1 permanently to the faces next to each Grow it raises.

    • 2 coins
    • Tier II
    • Needs Bloom on a die
  • Slow Burn

    Passive Cinder works on every strike, for +3 a face, not once per stage for +5.

    • 2 coins
    • Tier II
    • Needs Cinder on a die
  • Solo Act

    Passive SUM from dice is 2.5x your highest face, not the total.

    • 2 coins
    • Tier II
  • Cross-Reference

    Passive Lore gives +1 more for each Codex you own.

    • 3 coins
    • Tier II
    • Needs Lore on a die
  • Deep Roots

    Passive On boss stages, Grow gives 2x.

    • 3 coins
    • Tier II
    • Needs Grow on a die
  • Fair Scales

    Passive Balance gives +2 to every lower face on all your dice, then its own face loses 2. Once per stage for each Balance.

    • 3 coins
    • Tier II
    • Needs Balance on a die
    • Appraiser
  • Haymaker

    On Slap Also deal your SUM. Then your highest face showing breaks for the stage.

    • 3 coins
    • Tier II
    • Bonker
  • Heat Lamp

    On Strike When Lore triggers, it raises 1 more face for each Hot rolled, up to 3 more.

    • 3 coins
    • Tier II
    • Needs Lore and Hot
  • Herbarium

    On Strike When Lore triggers, every Grow face you own gains +1 permanently.

    • 3 coins
    • Tier II
    • Needs Lore and Grow
  • Hot Iron

    Passive Hot deals +1 damage for every 3 Strength you have.

    • 3 coins
    • Tier II
    • Needs Hot and Might or Steroid
  • Late Bloomer

    Passive Bloom gives +1 more for every 2 bosses you have beaten.

    • 3 coins
    • Tier II
    • Needs Bloom on a die
  • Patience

    On Reroll SUM from dice +10% on your next strike, up to +50%.

    • 3 coins
    • Tier II
  • Pushpin II

    Passive +3 Pushpin uses per stage.

    • 3 coins
    • Tier II
    • Needs Pushpin
  • Settlement Offer

    On Take Haggle is ready.

    In a Fight Spend a ready Haggle and 5 coins to deal 35% of the enemy's full health.

    • 3 coins
    • Tier II
    • Haggler
  • Showpiece

    Passive SUM from dice +10% for each die showing a face with a mod, up to +50%.

    • 3 coins
    • Tier II
  • Thicket

    Passive Grow gives +1 more for each other Grow rolled with it.

    • 3 coins
    • Tier II
    • Needs Grow on a die
  • Training Manual

    On Strike When Lore triggers, you start every later stage with +1 Strength.

    • 3 coins
    • Tier II
    • Needs Lore and Crush
  • Encore

    On Strike Mods that work once per stage trigger twice. First strike of a stage only.

    • 4 coins
    • Tier II
  • Deadlift

    Passive All Strength you gain is 2x. -2 rerolls per stage.

    • 5 coins
    • Tier II
    • Needs Might or Steroid on a die
  • Footnote

    On Stage Won A Lore that didn't trigger this stage triggers now, on 2 faces.

    • 5 coins
    • Tier II
    • Needs Lore on a die
  • Last Stand

    Passive On your last strike of a stage, SUM from dice is 2x.

    • 5 coins
    • Tier II
  • Wildfire

    Passive Hot also triggers On Strike.

    • 5 coins
    • Tier II
    • Needs Hot on a die
  • Siege Glove

    Passive Slap deals 3x damage, and costs a reroll.

    • Free
    • Tier III
    • Bonker
  • Glass Cannon

    Passive SUM 1.5x, and -1 strike per stage.

    • 1 coin
    • Tier III
  • Fate's Mark

    On Take A die's highest face becomes Natural (doubles SUM) and its lowest Cursed (halves SUM).

    • 3 coins
    • Tier III
    • Needs a die with 8+ sides
  • Pushpin III

    Passive +4 more Pushpin uses per stage.

    • 3 coins
    • Tier III
    • Needs Pushpin II
  • Crown

    On Take Every face of a die rises to its highest face. Its mods are destroyed, and it can hold none again.

    • 4 coins
    • Tier III
  • Translation

    Passive Codex also counts each Codex you own as a Lore.

    • 4 coins
    • Tier III
    • Needs Codex on a die
  • Bound Volume

    On Stage Start Every Codex you own triggers once.

    • 5 coins
    • Tier III
    • Needs Codex on a die
  • Brazier

    Passive Hot deals 10% more damage for each Ember you own.

    • 5 coins
    • Tier III
    • Needs Ember on a die
  • Perennial

    Passive Bloom raises every Grow face you own, rolled or not.

    • 5 coins
    • Tier III
    • Needs Bloom on a die
  • Second Wind

    Passive When you run out of strikes with the enemy alive, gain 2 strikes and 2 rerolls. Once per run.

    • 6 coins
    • Tier III
  • Opening Act

    On Roll On Roll mods trigger once more on the first roll of a stage and the roll after each strike.

    • 7 coins
    • Tier III
    • Needs an On Roll mod
  • Thunderclap

    Passive Reroll costs 2 rerolls.

    On Reroll Deals the SUM it replaces as damage.

    • 7 coins
    • Tier III