Anime Dice/Resources

RESOURCES / PLAYER FIELD GUIDE

Tickets, shops & spins

Find Anime Dice Ticket quests and shop prices, compare a 20-Ticket spending budget, and distinguish Gems, Trait Rerolls, Lucky Spins and Jackpot offers.

SOURCE REVIEW · 15 SEPTEMBER 2026 Independent player guide

Choose the currency that fixes your problem

Cash buys dice, tree nodes and unit levels. Gems are spent at Grades; Trait Rerolls at Traits. Tickets buy separate shop items. Lucky Spins affect character rolling and can be consumed while Auto Roll runs; pause before redeeming if you want to control timing. Jackpot Spins are a separate named offer and should not be treated as identical to Ticket Shop Lucky Spins.

Before spending your newly claimed spins: pause Auto Roll → check Auto Sell and protect wanted copies → apply the boosts you intend to use → resume rolling → inspect the retained results. The Update 4 session reports both premature spin consumption and Auto Sell removing those rolls before the creator enabled the planned luck potion.

Earn Tickets through quests

Open the Quests menu, check its objective and progress, complete the action, then claim the completed row. These are the four captured Daily examples, each paying 5 Tickets:

Evidence labels below describe the source’s own records. This guide has not independently playtested those observations.

Cadence Objective Ticket reward Source evidence label
Daily Play for 30 minutes 5 Tickets direct screenshot
Daily Roll 1,000 times 5 Tickets direct screenshot
Daily Defeat 2 towers 5 Tickets direct screenshot
Daily Sell 500 units 5 Tickets direct screenshot

Four Daily and four Weekly slots were observed. The Daily refresh is reported at roughly 24 hours. Weekly objectives and rewards are not extrapolated from those Daily examples. Keep wanted copies before pursuing Sell 500 units; a quest target is not a reason to dump the current team.

Ticket Shop prices

Evidence labels below describe the source’s own records. This guide has not independently playtested those observations.

Item Ticket cost Known effect Source evidence label
Lucky Spin 20 Tickets Used for character rolling; pause Auto Roll to control when it is consumed. price direct from user; quantity 1 implied
Trait Reroll 1 Tickets Replaces the selected copy’s Trait at the Traits station. price direct from user
Gem 1 Tickets Spent on the selected copy’s Grade at the Grades station. price direct from user; one Gem
Luck 199 Tickets Not yet verified price direct; boost quantity/duration unclear
Ultra Luck 599 Tickets Not yet verified price direct; boost quantity/duration unclear
More Cash 199 Tickets Not yet verified price direct; boost quantity/duration unclear
Roll Speed 499 Tickets Not yet verified price direct; boost quantity/duration unclear

With 20 Tickets, the listed prices buy one Lucky Spin, twenty Gems, twenty Trait Rerolls, or a mixture of one-Ticket items. If a keeper lacks Grade, Gems address that gap; if it has a poor Trait, rerolls target that slot. The named Luck/Ultra Luck/More Cash/Roll Speed boosts have captured prices but their quantities/durations are not established in this table. Do not assume they match similarly named Robux passes.

What can one 20-Ticket quest cycle buy?

The four captured Daily examples total 20 Tickets if all four are available, completed and claimed. This is a budget for that recorded quest set, not a promise that every day's tasks or your clear speed are identical.

Use of 20 TicketsListed purchaseWhen it helps
All toward Grade20 Gems at 1 Ticket eachA keeper still needs a useful Grade. This is currency, not a guaranteed Grade result.
All toward Traits20 Trait Rerolls at 1 Ticket eachThe current Trait is the slot you want to improve.
Split across two needs10 Gems + 10 Trait RerollsYou have a useful keeper with both slots worth improving.
One character roll item1 Lucky Spin at 20 TicketsYou want another character roll; set Auto Sell and intended boosts before using it.

For a listed 199-Ticket item, ten such 20-Ticket cycles total 200 Tickets. The arithmetic does not establish ten calendar days or the best use of your currency. Compare the boost's actual quantity/duration with the permanent keeper improvement you could fund instead.

Jackpot Spins and community trade reports

The captured Robux offer lists 45 Robux for 1 Spin, 215 for 5 and 419 for 10, with a reported 1,000× next-roll Luck effect. These are reference prices, not a recommendation to buy or a guarantee of a character. Check your current offer.

AwesWikis also publishes a September 12 community trade guide: 1 Jackpot Roll about 5 QD; 2–5 about 10–25 QD; 6–10 about 30–50 QD; 11–20 about 55–100 QD. Larger examples are roughly 70 for 200 QD, 100 for 300 QD, 170 for 500 QD and 340+ for 1 QI+. QD here means quadrillion. These are submitted demand estimates, not fixed exchange rates or developer prices; a particular buyer, unit and update can change the deal.

The same source's statistical baseline divides a unit rarity stated in QD by 2.92 to estimate rolls, assuming 2.92T max Luck and a 1,000× Jackpot effect. For example 9/2.92 is about 3.08 rolls. That is a community model and not the official drop formula; it cannot guarantee either a pull or resale. No trading automation or external transaction is performed here.

Daily rewards and offline income

A seven-day reward cycle is recorded, but the captured art does not establish every reward name. Open Daily Rewards and claim the currently available day using the label in your game. Offline cash is confirmed by the game description; collect your plot after returning, then use the measured rate in the next-move planner.

Sources & calculation notes Reviewed 15 Sep 2026

Keep unverified resource exchange rates blank here until the game shows them.

Sources revisited September 15, 2026. Older observations keep their original conditions; a source recheck is not a new in-game test. Calculator outputs are estimates from your inputs.

Read source conflicts and editorial notes →