Step 1: Find the Race Shrine
The Race Shrine is located in the main lobby area, near the leaderboard NPCs. Look for a glowing shrine structure with race-themed decorations. Interact with it to open the Race Menu.
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Race Reroll Guide
Race rerolling is one of the most impactful systems in Cursed Blade. Landing a legendary variant (2%) of Dragonkin or Demons can double your damage output. But Lanterns are slow to farm and expensive to burn. This guide covers exactly how rerolling works, what each Lantern type does, where to farm them efficiently, and the critical decision framework for when to reroll versus when to refine your current race.
Races define your passive abilities in Cursed Blade, and the variant you roll matters more than the race itself. A legendary Seraphim (Angels) can outperform a common Crawler (Dragonkin) in the right build. But each reroll costs Lanterns — and Lanterns take time to farm. Knowing when to spend them, when to save, and when to refine instead of reroll separates efficient progression from wasted hours. This guide breaks down the entire reroll system so you never waste a Lantern.
The Race Shrine is located in the main lobby area, near the leaderboard NPCs. Look for a glowing shrine structure with race-themed decorations. Interact with it to open the Race Menu.
The Race Menu has two options: 'Reroll Race' and 'Refine Race'. Reroll completely replaces your current race with a random new one (including a random variant). Refine upgrades your current race's passive ability levels without changing which race or variant you have.
Each reroll or refine attempt costs 1 Lantern. The game will show you what race and variant you rolled, along with the passive ability and its stats. You can either keep the new race or discard it. If you discard, you keep your previous race and the Lantern is still consumed.
After seeing the roll result, you can accept the new race or try again. There is no undo — if you accept a new race and reroll again later, you lose the accepted race. Always be deliberate about when to stop.
Mortal Lanterns are the standard reroll currency. They drop from all game modes, with Adventure Mode being the most reliable source. Mortal Lanterns give you the standard variant drop rates: 80% common, 23% rare, 2% legendary. They are fine for bulk rerolling when you just want to get out of a bad common variant.
Fate Lanterns are rarer and glow with an orange or red hue. They are described as offering 'better luck' for race rerolls. The exact mechanic is not officially documented, but the community consensus is that Fate Lanterns weight the roll probabilities toward rarer variants — possibly doubling or tripling the effective rate for rare and legendary variants. Always use Fate Lanterns when you are specifically chasing a legendary variant.
Use Mortal Lanterns for early-game rerolls when you just need to escape a common D-tier variant like Crawler or Rodent Beast. Save Fate Lanterns for dedicated sessions targeting specific top-tier variants like Sky Wyrm, Abyssal Lord, or Seraphim. A good rule: if you would be happy with any rare variant of any top-3 race, use Mortal Lanterns. If you specifically want a legendary, wait until you have enough Fate Lanterns for a proper session.
Best zones for Mortal Lantern farming: Bone Necropolis (Level 4-10) and Desolate Wheat (Level 11-12). These zones have dense enemy populations and fast clear times. Run with curse meter at 50-75% for optimal loot. A 15-minute run typically yields 1-3 Mortal Lanterns depending on curse management and RNG.
Abyss dungeons require better gear but drop Lanterns more frequently per run. The Abyss Dungeon is the recommended entry point. You'll see Mortal Lanterns frequently and Fate Lanterns occasionally. A 20-minute Abyss run typically yields 2-4 Mortal Lanterns and sometimes a Fate Lantern.
Hell is the most efficient Lantern source per hour once you can clear it reliably. Expect 3-5 Mortal Lanterns per run plus a decent chance of Fate Lanterns. The catch is that Hell requires endgame gear — you should not farm Hell for Lanterns unless your build can handle it. One death from a bad curse meter reset is more costly than the Lanterns gained.
Always check the daily reward menu. Some daily reward tiers include 1-2 Mortal Lanterns. During weekly updates and special events, developers sometimes gift Lanterns through the in-game mail system. Join the official Discord to stay notified of Lantern giveaways.
Your current variant is common (80% tier) of any race. You have a common variant of a low-tier race like Dwarf or Beastmen. You are early-game and any rare variant of a top-3 race would be an upgrade. You have 10+ Lanterns saved specifically for a reroll session.
You have a rare variant (23%) of Dragonkin, Demons, or Angels. You have any legendary variant (2%) of any race — these are almost never worth rerolling. You are mid-game with a decent variant and want gradual power gains rather than gambling. You are low on Lanterns and want guaranteed progress.
Never reroll a legendary variant. The odds of getting another legendary are 2% per roll, and you could spend 50 Lanterns without getting one back. Never reroll without at least 5 Lanterns in reserve — single-roll temptation is the fastest way to waste your Lanterns. Never refine a common variant — the passive upgrade is not worth the Lantern compared to the massive power jump of getting a better variant.
If you want a specific legendary variant (2% drop rate), the statistical sweet spot is 15 Lantern rolls. At 2% per roll, 15 attempts give you roughly a 26% chance of hitting a legendary. With 30 rolls, that rises to about 45%. Do not start chasing a specific legendary unless you have 15 Lanterns saved. Anything less is a coin flip you will likely lose.
Stop rerolling if you land any rare (23%) variant of Dragonkin or Demons. These are endgame-viable. Stop if you land any rare variant of Angels. Stop immediately if you land any legendary variant of any race. Only keep rolling if your best result so far is a common variant of a low-tier race.
A rare Land Wyrm (Dragonkin, 23%) is better than most legendary variants of lower-tier races. Do not keep rolling past a rare Dragonkin trying to hit a 2% Sky Wyrm. Take the Land Wyrm, refine it, and focus your Lanterns on something more productive.
Do not reroll your race until you have completed the beginner quest chain and unlocked the blacksmith. Your first 5-10 Lantern drops should be saved, not spent. Only start rerolling once you know which playstyle you prefer (melee, ranged, or magic). Without this context, you might reroll away a race that would have been perfect for your eventual build.
Best race in the game. Works with every build. Land Wyrm (23%) provides Earth Spikes that shred physical resistance. Sky Wyrm (2%) gives Dragon God Form every 30s for massive burst windows. Even the common Crawler (80%) is viable through early and mid-game. Top reroll target.
Demons excel with physical builds — Abyssal Lord (2%) gives Physical DMG +15% plus sustain. Angels dominate magic builds — Seraphim (2%) provides AoE heal + damage amp on kills. Both are keep-worthy at rare (23%) tier. Excellent endgame races.
Mechanoids' Dimensional Core (2%) has a cooldown reset mechanic unique to the race. Beastmen's King of Beasts (2%) offers infinite Attack scaling through Roar stacks. Both are solid but outscaled by the top 3 races in Hell content.
Elves provide good early-game magic support but fall off in damage scaling. Dwarves offer strong survivability for beginners but lack the offensive power needed for late-game clears. Reroll away common variants of both as soon as possible.
Using 1-2 Lanterns whenever you get them is the most common mistake. Single rolls at 2% legendary odds are essentially throwing Lanterns away. Always save until you have at least 5-10 Lanterns for a proper session.
In the first few hours, your race barely matters. The common variant you start with is good enough to clear Silver Village and Bone Necropolis. Save your Lanterns for when you hit mid-game and know your preferred playstyle.
Once you land a rare or legendary variant of a top-tier race, stop rolling and start refining. Many players keep chasing the perfect variant and end up losing their excellent roll to RNG. Know when to stop.
Using Fate Lanterns on casual reroll sessions is wasteful. These rarer Lanterns are specifically better for chasing high-tier variants. Save them for sessions where you would genuinely benefit from the increased luck rate.
Landing a legendary Seraphim (Angels, magic-focused) is great, but not if you are building a physical melee character. A rare Land Wyrm (Dragonkin, universally strong) would serve you better. Consider your build direction before chasing a specific race.
Go to the Race Shrine in the main lobby (near the leaderboard NPCs). Open the Race Menu and select 'Reroll Race'. Each attempt costs 1 Lantern. You can keep the new race or discard it to retain your current one (the Lantern is consumed either way).
Mortal Lanterns (purple) are standard reroll currency with the normal 80%/23%/2% variant drop rates. Fate Lanterns (orange/red) are rarer and provide 'better luck' — the community believes they weight the odds toward higher-tier variants. Use Mortal for bulk rerolls and Fate for targeted legendary sessions.
Lanterns drop from all game modes: Adventure Mode (best early source), Abyss [Hard] (better rates, occasional Fate Lanterns), and Hell (best source of Fate Lanterns but requires endgame gear). Daily rewards and developer giveaways are also sources.
Reroll if you have a common (80%) variant of any race. Refine if you have a rare (23%) or legendary (2%) variant of a top-tier race. Never reroll a legendary variant. Never refine a common variant.
At least 10-15 Lanterns for a proper reroll session. With 15 rolls, you have about a 26% chance of hitting a legendary variant. Anything less than 5 is essentially gambling with bad odds.
Dragonkin is the best overall race — it scales with every build and all three variants are viable. Land Wyrm (23%) is endgame-viable and Sky Wyrm (2%) is the single strongest passive in the game. Demons (for physical builds) and Angels (for magic builds) are excellent A-tier targets.
Full Races Guide with variant detailsNo. Each reroll gives a completely random race from the pool of 7, with a random variant. You cannot target a specific race. This is why saving up many Lanterns for a session is important — you need volume to overcome the variance.
Yes. A legendary variant of any race has unique and powerful passive effects. Primordial Elf (Skill Cooldown -6%) and Dwarf King (Armor +11% + scaling Attack) can support specific niche builds. Never reroll a legendary just because the race is lower-tier.
Indirectly, yes. Higher curse at clear time gives better loot rolls across the board, which includes a higher chance of Lantern drops. Running with 50-75% curse during farming sessions is recommended for optimal Lantern farming.
Do not waste Lanterns on rerolling during early game. Your starting common variant is enough to clear the first few zones (Silver Village, Bone Necropolis). Focus on leveling, gearing up, and saving Lanterns. Start rerolling when you hit Desolate Wheat (Level 11-12) and know which playstyle suits you.
Beginner Guide — full early-game progression pathNext Steps