Races and Race Rerolls
Every code in the game hands out the same reward: a Race Reroll. It is a random reroll, not a pick — which changes how you should spend them.
A Race Reroll gives you a random new race, not the one you pick. Spend them when your current passives do not support your deck — not because you have spare rerolls.
Arcane 101 characters have a race, and every single code in the game hands out the same reward: a Race Reroll. That tells you a lot about how the developer values the system — and what the reroll does not do tells you how to spend it.
What a Race Reroll is
A reroll changes your character's race. Per the third-party codes coverage, which is consistent on this point, your race affects three things:
| What it changes | Detail |
|---|---|
| Traits | Your character's inherent properties |
| Appearance | How the character looks |
| Passive bonuses | Stat bonuses that apply without you doing anything |
And the crucial part: a reroll is random. You do not choose the race you get. There is no picker, no "preview", no selection screen described by any source.
Why "random" changes everything
If rerolls were picks, the strategy would be trivial: identify the best race, reroll until you have it. Because they are random, the strategy is a cost-benefit question instead:
- You cannot target an outcome. Every reroll is a fresh random draw. Ten rerolls do not move you closer to a specific race; they give you ten independent chances.
- You can lose what you have. Whatever passives your current race gives you, a reroll replaces them. If your current race is fine, a reroll is a risk with no guaranteed upside.
- Therefore: reroll only when your current passives are actively wrong for your deck. Not because you have spare rerolls, and not because a reroll feels free.
How many rerolls does the game hand out?
Every code in the game's code tables awards Race Rerolls, with one code also claiming 100 gems:
| Code | Rerolls | Status |
|---|---|---|
RELEASE | 10 | All four sources agree |
THX4LIKES | 20 | Three of four sources say working |
STOPRELEASINGBUGSPLS | 15 | Disputed — two for, two against |
TYSM1500LIKES | 20 | One source only |
1000LIKESWOWIE | 20 | One source only |
UPDATEAND1KCCUOMG | 30 (+100 gems) | One source only |
If the agreed codes work, that is 45 rerolls from three codes; if the single-sourced ones work too, up to 115 from six. We cannot test any of them. See the cross-check table.
There is also Quick Reroll in the game's store: it does not give you rerolls, it removes the spin animation so your rerolls "land almost at once". That is a convenience purchase for someone who already has a pile of rerolls, not a way to get more.
When to reroll, in practice
| Your situation | Reroll? |
|---|---|
| First hour, no deck identity yet | No. You do not know what passives you want |
| Your passives support your deck | No. You would be gambling a good result |
| Your passives fight your deck (e.g. caster bonuses on a physical build) | Yes — one at a time, stop when it improves |
| You have 45 rerolls and nothing to spend them on | Fine, but expect most results to be neutral |
The discipline: reroll one at a time and re-check your deck between rolls. Batch-rerolling 20 times tells you nothing about which result was better.
Races versus schools
Do not confuse the two systems:
| School | Race | |
|---|---|---|
| Chosen or random? | Chosen once, at the start | Random |
| Changeable? | Not documented | Yes, via Race Rerolls |
| What it determines | Which spells you can play | Traits, appearance, passive bonuses |
| Documented detail | 8 named schools, 150+ spells | Roster unpublished |
Your school is the strategic decision. Your race is a passive modifier you can reroll. Spending rerolls to fix a deck that is failing because of card tiers is treating the wrong system — see card tiers.
Related
- The code cross-check — where the rerolls come from.
- Choosing a school — the decision that actually shapes your deck.
- Your first hour — why not to reroll early.
