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SpellRogue News

Update 1.1.0 - Hotfix

Greetings Dice Slingers,
[p][/p][p]This is a quick hotfix to address some issues and bugs being reported for update 1.1.0[/p][p][/p][p]We have had a few reports about partial progress being lost which we are still trying to nail down the cause of. If you have experienced this too, please let us know and give us as much info as you can.[/p][p][/p][h2]1.1.0 Hotfix:[/h2]
  • [p]Fixed character select screen hard lock (Caused by previous run being Prismatic mode).[/p]
  • [p]Fixed Prismatic Mode not playable.[/p]
  • [p]Fixed Soulstone + Shift Spell soft lock (Volt Surge and others).[/p]
  • [p]Fixed Bonus experience being flipped between Descent 11 and 13.[/p]
  • [p]Fixed Divine Scarab not having flavour text in Codex.[/p]
  • [p]Fixed Tritter follow-up event appearing when you did not have Tritter.[/p]

SpellRogue 1.1.0 - The Sacred Beast Awakens

Greetings Dice Slingers!
[p]
We have a big update for you today. Let’s start with the largest news, in a very literal sense.[/p][p][/p][h3]New Boss: The Divine Scarab[/h3][p]Deep in the Scorched Desert a new threat stirs: The Divine Scarab. An ancient sacred beast, adorned with powerful jewels, once worshipped by desert dwellers as a sacred guardian, but now forsaken as the Voidbringers corrupt the land. [/p][p]
Etched into its jeweled shell are ancient glyphs that siphon the latent energy of any magic cast in its presence. Each round, a different glyph activates, the Glyph of Conquest, Protection, or Antimagic, empowering the Scarab based on whether you cast an attack, defense, or utility spell. Choose your magic carefully and pay heed to the glyph in play. Even if you bring the creature down, the legends speak of its return, reborn in blazing glory.[/p][p][/p][p][/p][p][/p][p]We wanted to create a different challenge than what our current bosses represent. The act 2 bosses Hydra, Shadowfire Twins and Divine Scarab all play significantly differently, so you will need to adjust your builds accordingly. Especially on higher Descent Stages![/p][p][/p][h3]Descent Stages & Mutators[/h3][p]Speaking of Descent, we’ve made several changes to the Descent system, both in how it plays and its presentation. While the challenge is still just as brutal, we’ve restructured aspects of it to create a more satisfying (and slightly less unfair) experience. [/p][p]A few Descent stages have been reworked to be more interesting on their own, which means there's more Descent steps between Mutator draft point increases. [/p][p]Mutator drafts at higher stages now also offer more choices, and the choices available are more balanced, providing more interesting decision making and room for strategizing.[/p][p][/p][p]To better set expectations, we’ve also introduced categories for Descent stages:[/p]
  • [p]Hard (Stages 1–4)[/p]
  • [p]Brutal (Stages 5–8)[/p]
  • [p]Insane (Stages 9–12)[/p]
  • [p]Ultimate (Stage 13)[/p]
[p]Since expectations around difficulty can vary wildly, we wanted to alleviate frustrations and better communicate what the increasing stages actually means. This should help clarify that Stage 13 isn’t just “the next level”, but a gauntlet designed for players looking for the most punishing challenge we can throw at them.[/p][p]
[/p][p]While we were tinkering, we also couldn’t help ourselves from adding more Mutators (while balancing existing ones). All together, we hope that your experience with the Descent system is better than ever![/p][p][/p][h3]New Items & Events[/h3][p]What is a big update without a bunch of new content?[/p][p]First of all we added a fresh batch of Artifacts, providing new synergies and combo potential - including several element-specific Artifacts modifying some of the unique effects for each Dice Slinger possess. We also created several new Runes and a new Ritual, that all provide new opportunities for powerful builds. Finally, we created 2 new Random Events, both focused on granting access to the strange (but valuable) Void Spells.
[/p][h3]New Achievements[/h3][p]There’s now 11 new achievements to attempt - most awarded for doing something unique, like entering battle with 5 Void Spells, or rolling a Yatzy! Additionally we added some increasingly difficult achievements, like defeating Arkanax within three turns. And even a (near impossible) achievement for the truly elite players: The “Ultimate Run”.[/p][p][/p][h3]Daily Challenge[/h3][p]We added 5 new game modifiers which can show up in Daily Challenges. In addition, we overhauled the Daily Challenge algorithm to make runs more varied - both in terms of feel and difficulty - and occasionally some really tough combinations will show up. [/p][p][/p][h3]Reaching Act 4[/h3][p]Another aspect that we wanted to better communicate, is how the unlocking of the True Ending actually works. So for update 1.1, we improved the progress feedback and made the first step easier. Spoilers below![/p][p]The Truesight Orb has been replaced by True Sight, which is now indicated with a set of eyes in the UI next to the Wizard name. You only need to get Truesight once, and then you will have it in all subsequent playthroughs, even if you have yet to enter or win in act 4.[/p][p][/p][h3]Quality of Life[/h3][p]Quality of Life is like a box of chocolates, you never know what you’re gonna get: [/p][p][/p][p][/p][p]Frustrated by always having to inspect spells during drafts? We added an option to display Upgrades directly in drafts![/p][p][/p][p][/p][p]There's a new hovering button for showing the base version of Spells when inspecting Spells - especially useful for examining Spells that have been modified by Runes or upgrades.[/p][p][/p][h3]New music [/h3][p]For this update we’ve added a collection of beautiful new music tracks. Whether you’re facing down bosses or wandering through the Void, the new music will add further tension and dramatic flair.[/p][p]For those unaware, we recently introduced a “Streamer Mode” option to avoid issues with YouTube’s Content ID system (lots of creators were hit by false claims). Previously, this made the music quite repetitive though, but the new music will help alleviate that![/p][p][/p][h3]Balance[/h3][p]As per usual, we scoured over mountains of play data. Combined with our own playthroughs and knowledge of the game, we hunted down outliers that have been overpowered, undertuned, or just needed some extra juice. [/p][p]And don’t worry, we love those wild, overpowered builds as much as you do! As always our goal with balancing is to make all builds viable, while providing meaningful choices, and rewarding smart play.[/p][p][/p][h3]Community and 50% sale![/h3][p]Since 1.0, our friends at the SpellRogue Wiki have been busy updating it, to include all the new features, content and changes. A huge thanks to everyone contributing to creating the resource, which we know helps a lot of players out there. We apologize for making their lives harder with all these new changes ;)[/p][p][/p][p]Finally, if you like the game, please give it a review. It really helps us out and lets Steam know to keep showing it to new players! ❤️[/p][p] [dynamiclink][/dynamiclink]You can also let your friends know that we are currently running a 50% sale, which will continue during the coming Steam Summer sale![/p][p][/p]
SpellRogue 1.1.0:
[p]Changes with 🧙 have been reported by the community. A huge thanks to our amazing community who give feedback and help us make SpellRogue what it is! ❤️ [/p][p][/p][h2]Overview: [/h2]
  • [p]New Act 2 Boss[/p]
  • [p]21 new Artifacts, 1 new Ritual, 4 new Runes[/p]
  • [p]21 new Mutators & improved Mutator drafting [/p]
  • [p]11 new Achievements[/p]
  • [p]New Daily Challenge modifiers & improved challenge generation[/p]
  • [p]One Act Only modifier in Daily Challenge now makes the map 5 tiles longer[/p]
  • [p]Balance tweaks for 100+ Spells, Enemies, Artifacts, Mutators, etc.[/p]
  • [p]Descent mode grouping, improved visuals, & effects tweaks[/p]
  • [p]True Ending: True Sight Orb now permanently added once found, and shown in UI [/p]
  • [p]Made the Transformation Pool and Crystal Golem events twice as likely to appear, when you have Tritter or the Crystal Heart, respectively.[/p]
[p][/p]
  • [p]QOL: Added “Show Base Version” button when inspecting upgrading Spell [/p]
  • [p]QOL: Added option to show all upgrades in Spell drafts[/p]
  • [p]QOL: Added VFX to some Artifact & Mutators when triggering[/p]
[p][/p][p]Bug: Fixed Twisted Geyser “if 1” description highlight missing[/p][p]Bug: Fixed double negative description format used in some cases (“\[...]reduce by -1”)[/p][p]🧙Bug: Fixed Staff of Splintering skipping “dice rolled” triggers[/p][p]🧙Bug: Fixed Duplicated Venerate softlock[/p][p]🧙Bug: Fixed Broken Soulstone does not reward boss key fragment[/p][p]🧙Bug: Fixed Charcoal Backdraft description not showing modified Rupture value[/p][p]🧙Bug: Fixed Witherclaw increased Incendiary turns until damage[/p][p]🧙Bug: Fixed Arcane Drought mutator can remove Soulstone (Act 4 access)[/p][p]🧙Bug: Fixed Glacier's Heart + Block modifier not affecting Block value in some cases[/p][p]Bug: Fixed Updraft targeting itself causing outline to persist[/p][p]🧙Bug: Fixed Stygian Dice able to bypass Dodge from Spirit Form[/p][p]🧙Bug: Fixed Morph Spells omitted in Codex search[/p][p]🧙Bug: Fixed WIN WITHOUT LOSING ANY HEALTH ignoring health loss on the map [/p][p][/p]
FULL CHANGELOG:
[h2]New Content[/h2][p][/p][p]NEW: Artifact (Boss) CHEST OF WONDERS 'Choose and gain an Artifact and a Rune.'[/p][p]NEW: Artifact (Boss) GEOMETRIC LENS 'Odd turns: +2 to random Dice 2 times.'[/p][p]NEW: Artifact (Boss) HYPERCUBE 'Even turns: Cast leftmost Spell.'[/p][p]NEW: Artifact (Boss) NULL CORE 'Roll +1 Dice each turn. Start of battle: ALL enemies 2 Nullify.'[/p][p]NEW: Artifact (Boss) ODIUM 'Roll +1 Dice each turn. Each turn: Lowest Dice becomes Silence.'[/p][p]NEW: Artifact (Boss) VOID SIGIL 'Roll +1 Dice each turn. Choose a tier 2 Mutator.'[/p][p]NEW: Artifact (Normal) AQUAPLEX 'For every 13 Dice rolled, 1 Concoction.'[/p][p]NEW: Artifact (Normal) BRAMBLE CROWN 'Thorns deals double Damage to enemies. Start of battle: 1 Thorns.'[/p][p]NEW: Artifact (Normal) BREWER’S VESSEL 'Always gain a Potion from battle rewards.'[/p][p]NEW: Artifact (Normal) CRIMSON REFLECTION 'On Wound spent: 2 Rupture to random enemy.'[/p][p]NEW: Artifact (Normal) CUPPED HANDS 'When the first Spell is Depleted each turn, Flip the lowest Dice.'[/p][p]NEW: Artifact (Normal) ELYSIAN BAND 'On enchanted Dice spent: 1 Power. 1 Drain.'[/p][p]NEW: Artifact (Normal) GLASSWIND CHIME 'For every 15 Spells cast, lowest Dice becomes Echo.'[/p][p]NEW: Artifact (Normal) LODESTONE LENS '+1 Spell choices.'[/p][p]NEW: Artifact (Normal) OUROBOROS 'When a Spell applies either Marked or Dazed to an enemy, also 1 of the other type.'[/p][p]NEW: Artifact (Normal) SHIELDREAVER 'For every 3 Defense Spells cast in a turn, 5 Fury.'[/p][p]NEW: Artifact (Normal) SOULCRADLE 'On Disenchant: 2 max Health.'[/p][p]NEW: Artifact (Normal) SPLITFLAME GEM 'Banefire hits ALL enemies. Start of battle: 2 Banefire.'[/p][p]NEW: Artifact (Normal) STORMVEIL 'Turn 2: 2 Electrified.'[/p][p]NEW: Artifact (Normal) TEARGLASS 'Rain reduces Countdown by diceX+1. Every 2nd turn: 1 Rain.'[/p][p]NEW: Artifact (Normal) TURTLECREST 'End of turn: 2 Block per unspent Dice.'[/p][p][/p][p]NEW: Ritual OBSIDIAN MIRROR '1: Lowest Dice becomes Mirror. 2: Duplicate random Dice. 3: Duplicate target Dice twice.'[/p][p][/p][p]NEW: Rune AMPLIFY RUNE '+1 to Status Effects. -1 Charge.'[/p][p]NEW: Rune BATTERY RUNE '-1 Countdown to adjacent Spells.'[/p][p]NEW: Rune ENCHANTING RUNE 'Random enchantment to lowest Dice.'[/p][p]NEW: Rune RESURGENCE RUNE '+1 Charge to random adjacent Spell. -1 Charge.'[/p][p][/p][p]NEW: Mutator ANATHEMA 'When losing Health from an enemy attack, also receive 1 Vexed.'[/p][p]NEW: Mutator DICE ROT 'Each turn: -1 to highest Dice.'[/p][p]NEW: Mutator DICE ROT+ 'Each turn: -4 to highest Dice.'[/p][p]NEW: Mutator HOLLOW 'On Ritual cast: Receive 1 Fumble.'[/p][p]NEW: Mutator HYPOXIC 'On Utility Spell cast: Receive 1 Sap.'[/p][p]NEW: Mutator MANA LEAKAGE 'Each turn: +1 Countdown to random Spell. If unable, lose 1 Health.'[/p][p]NEW: Mutator MANA LEAKAGE+ 'Each turn: +2 Countdown to random Spell. If unable, lose 2 Health.'[/p][p]NEW: Mutator MANA LEAKAGE++ 'Each turn: +5 Countdown to random Spell. If unable, lose 5 Health.'[/p][p]NEW: Mutator MISCAST 'Spells have -1 in diceX effects.'[/p][p]NEW: Mutator OBSERVED 'On Defense Spell cast: 1 Fury to random enemy.'[/p][p]NEW: Mutator OBSERVED+ 'On Defense Spell cast: 2 Fury to random enemy.'[/p][p]NEW: Mutator OBSERVED++ 'On Defense Spell cast: 3 Fury to random enemy.'[/p][p]NEW: Mutator OVERPOWERED 'Enemies have +5 max Health per upgraded Spell.'[/p][p]NEW: Mutator OVERPOWERED+ 'Enemies have +10 max Health per upgraded Spell.'[/p][p]NEW: Mutator PERTUSION 'For every 6 Dice spent, receive 1 Rupture.'[/p][p]NEW: Mutator PERTUSION+ 'For every 4 Dice spent, receive 1 Rupture.'[/p][p]NEW: Mutator PERTUSION++ 'For every 2 Dice spent, receive 1 Rupture.'[/p][p]NEW: Mutator SHIVER 'Faded to first Spell Depleted each turn.'[/p][p]NEW: Mutator SHIVER+ 'Faded to first 2 Spells Depleted each turn.'[/p][p]NEW: Mutator TITHE 'On Spell cast: Lose 1 Gold. If unable, lose 1 Health.'[/p][p]NEW: Mutator TORPOR 'End of turn: Broken to random Spell if any unspent Dice.'[/p][p] [/p][p]NEW: Dice Enchant MIRROR 'Becomes the same Value as the last Dice spent.'[/p][p] [/p][p]NEW: Spell Buff AMPLIFYING 'Everyone gains 1 Power whenever Spell is cast this turn.'[/p][p]NEW: Spell Buff HAUNTED 'Receive 1 Curse, then Haunted jumps to a random adjacent Spell.'[/p][p][/p][p]NEW: Event FIELDS OF THE FALLEN '1. +7 max Health. 2. Pay 30 Gold: Choose and gain Void Spell. 3. 2 point Mutator: Shard.'[/p][p]NEW: Event THE SILENT FIGURE '1. rare Void Spell. 2. Choose and gain Uncommon Void Spell. 3. Lose random Spell: Artifact.'[/p][p][/p]
Balance Changes
[h2]Spells[/h2][p]Spell (Air) ABSORB POTENTIAL Redesigned: '2 Electrified. Spend 1 Static: Return Dice with -1.' -> '3 Electrified. Spend 1 Static: Return Dice with -1.'[/p][p]Spell (Air) ABSORB POTENTIAL Charges: 2 -> 1[/p][p]Spell (Air) ABSORB POTENTIAL+B 'depleted  Adj. -4 countdown' -> 'Adj. -4 countdown'[/p][p]Spell (Air) AETHERCOIL Sockets: \[*10*] -> \[*9*][/p][p]Spell (Air) CLOUDLANCE Redesigned: '3×diceX Damage. Depleted: +1 Charge to adjacent Spells.' -> '3×diceX Damage.'[/p][p]Spell (Air) CLOUDLANCE+A 'depleted  +1 charge adj.' -> 'depleted  +2 charge adj.'[/p][p]Spell (Air) ELECTRIC BUFFER+B 'If dice1  +2 static' -> 'dice1  +2 static'[/p][p]Spell (Air) HARMONY Charges: 3 -> 2[/p][p]Spell (Air) MAGNETIZE+A 'depleted  +3 static' -> 'depleted  +5 static'[/p][p]Spell (Air) MAGNETIZE+B '+1 conduit' -> '\[*4*]'[/p][p]Spell (Air) MANTRA+A 'If dice4  +1 cascade If dice5  +1 charge' -> 'dice4  +1 cascade  dice5  +1 charge'[/p][p]Spell (Air) SPIRIT STEP+B 'If dice6  dice' -> 'dice6  dice'[/p][p]Spell (Air) VEXING SKIES Redesigned: 'Roll 2 Vex. Aligned: Roll 1 Vex.' -> 'Roll 3 Vex.'[/p][p]Spell (Air) VEXING SKIES+B '1 static  vex' -> '3 static  Remove vex'[/p][p]Spell (Air) WINDCREST Sockets: \[*5*] -> \[*3*][/p][p]Spell (Air) WINDCREST Redesigned: 'Roll 1 Dice. 1 random Dice becomes Sparky.' -> 'Roll 1 Sparky.'[/p][p]Spell (Air) WINDCREST+A '+1 sparky' -> '+1 sparky, \[=3]'[/p][p]Spell (Air) ZEPHYR’S TOUCH Sockets: \[3-4]=\[3-4] -> \[2-3]=\[2-3][/p][p]Spell (Air) ZEPHYR’S TOUCH Redesigned: 'If dice3: +4 to ALL Odd Dice. If dice4: 5 Electrified.' -> 'If dice2: +2 to ALL Odd Dice 2 times. If dice3: Roll 3 Sparky.'[/p][p]Spell (Air) ZEPHYR’S TOUCH Charges: 2 -> 1[/p][p]Spell (Air) ZEPHYR’S TOUCH+A 'If dice3  +2 dice' -> 'dice2  +1 dice'[/p][p]Spell (Air) ZEPHYR’S TOUCH+B 'If dice4  +2 electrified' -> 'dice4  1 potency, \[2-4]\[2-4]'[/p][p]Spell (Void) DARK DREAMS Charges: 2 -> 3[/p][p]Spell (Void) DARK DREAMS+A '\[ ]' -> 'Reroll dice'[/p][p]Spell (Void) DARK DREAMS+B '+1 charge' -> '+1 charge, \[ ]'[/p][p]Spell (Void) INEXPLICABLE Marked: 1 -> 2[/p][p]Spell (Earth) BLOSSOM+A '+1 random dice' -> '+1 times'[/p][p]Spell (Earth) CULTIVATE MIGHT Sockets: \[5-6] -> \[3-6][/p][p]Spell (Earth) CULTIVATE MIGHT+B '\[ ]' -> '+1 power'[/p][p]Spell (Earth) EARTH BANE Redesigned: 'diceX Damage. If dice2: 3 Block.' -> 'diceX Damage. If dice3: 3 Block.'[/p][p]Spell (Earth) EARTHSONG+A 'Target dice' -> '+ dicex 2 dice, \[1-3]'[/p][p]Spell (Earth) EARTHSONG+B '+2 charges, \[1-3]' -> '+1 charge'[/p][p]Spell (Earth) FORCE OF NATURE Block: 4 -> 3[/p][p]Spell (Earth) GRANITE GUARD+B 'If dice1  +1 charges' -> 'dice1  +1 charges'[/p][p]Spell (Earth) IMPURE OFFERING Sockets: \[*2*] -> \[*3*][/p][p]Spell (Earth) IMPURE OFFERING Charges: 1 -> 2[/p][p]Spell (Earth) IMPURE OFFERING+A '+2 charge' -> '+1 charge'[/p][p]Spell (Earth) INFUSE POTENCY Dice: 1 -> 2[/p][p]Spell (Earth) MAUL Damage: 5 -> 4[/p][p]Spell (Earth) MEND MAGIC+B 'Each turn +1 charge other' -> 'Target +1 charge'[/p][p]Spell (Earth) MORPHOSIS Sockets: \[*12*] -> \[*13*][/p][p]Spell (Earth) MULCH+B 'If dice4  1 thorns' -> 'dice4  1 thorns'[/p][p]Spell (Earth) NATURAL HARDINESS Sockets: \[*8*] -> \[*6*][/p][p]Spell (Earth) NATURAL HARDINESS Block: 7 -> 6[/p][p]Spell (Earth) NATURAL HARDINESS+B '+3 block' -> '+4 block'[/p][p]Spell (Earth) ONSLAUGHT Sockets: \[2-5] -> \[2-4][/p][p]Spell (Earth) PROLIFERATE Sockets: \[*11*] -> \[*10*][/p][p]Spell (Earth) PROLIFERATE Charges: 1 -> 2[/p][p]Spell (Earth) STONE MELD Sockets: \[*7*] -> \[*8*][/p][p]Spell (Earth) TERRAFORM+B 'If dice6  dice +1' -> 'dice6  dice +1'[/p][p]Spell (Earth) VENERATION Sockets: \[*18*] -> \[*16*][/p][p]Spell (Earth) VENERATION Charges: 1 -> 2[/p][p]Spell (Fire) CINDER SWIPE Sockets: \[1-3] -> \[ ][/p][p]Spell (Fire) CONFLAGRATION Sockets: \[=6] -> \[=3][/p][p]Spell (Fire) CONFLAGRATION Damage: 4 -> 3[/p][p]Spell (Fire) CONVALESCE Heal: 4 -> 5[/p][p]Spell (Fire) CONVALESCE+A '4 block' -> '5 block'[/p][p]Spell (Fire) ERUPTION Damage: 25 -> 30[/p][p]Spell (Fire) FLAME SURGE+A 'If dice1  +2 banefire' -> 'dice1  +2 banefire'[/p][p]Spell (Fire) FLAME SURGE+B 'If dice2  +1 critical' -> 'dice2  +1 critical'[/p][p]Spell (Fire) FRAGMENTIZE+A 'If dice6  1 power' -> 'dice6  1 power'[/p][p]Spell (Fire) FURNACE Sockets: \[*9*] -> \[*6*][/p][p]Spell (Fire) HEATWAVE Weak: 3 -> 4[/p][p]Spell (Fire) INCENDIARY Damage: 25 -> 30[/p][p]Spell (Fire) INCENDIARY+B '+10 damage' -> '+15 damage'[/p][p]Spell (Fire) INFUSED SHIELD Charges: 3 -> 2[/p][p]Spell (Fire) INFUSED SHIELD+B 'If dice3  dice' -> 'dice3  dice'[/p][p]Spell (Fire) MANA SPLINTER+A 'If dice2  wound  dice1 - dice3' -> 'dice2  wound  dice1 - dice3'[/p][p]Spell (Fire) MANA SPLINTER+B 'If dice1  2 rupture random' -> 'dice1  2 rupture random'[/p][p]Spell (Fire) METEOR+B '\[*10*]' -> '\[*9*]'[/p][p]Spell (Fire) PHOENIX WARD Sockets: \[4-6]=\[4-6] -> \[3-6]=\[3-6][/p][p]Spell (Fire) SACRIFICE Charges: 1 -> 2[/p][p]Spell (Water) AKASHIC AQUA+B 'If dice6  1 fortify' -> 'dice6  1 fortify'[/p][p]Spell (Water) CRYSTALIZE AZUR Sockets: \[1-3] -> \[1-4][/p][p]Spell (Water) DRENCH+A 'If defense  +6' -> 'defense  +8'[/p][p]Spell (Water) DRENCH+B '\[5-6]' -> '\[*6*]'[/p][p]Spell (Water) FROST CORE+A 'If dice5  Double fury, \[3-5]\[3-5]' -> 'dice5  Double fury, \[3-5]\[3-5]'[/p][p]Spell (Water) MANA INVERSION+B 'If dice6  5 fury' -> 'dice6  5 fury'[/p][p]Spell (Water) PLUNGE Block: 3 -> 4[/p][p]Spell (Water) PLUNGE+A 'If block  +3 block' -> 'block  +3 block'[/p][p]Spell (Water) POLAR NEXUS Dice Multiplier: 4 -> 3[/p][p]Spell (Water) POLAR NEXUS Fury: 2 -> 3[/p][p]Spell (Water) TOXIC KNOWLEDGE+A 'If dice5  +1 toxic skin' -> 'dice5  +1 toxic skin'[/p][p]Spell (Water) TOXIC KNOWLEDGE+B 'If dice6  +1 charge' -> 'dice6  +1 charge'[/p][p]Spell (Water) TRICKLE Sockets: \[*5*] -> \[*4*][/p][p]Spell (Water) TWISTED GEYSER+B 'If dice1  3 poison' -> 'dice1  3 poison'[/p][p]Spell (Water) WAVESHIFT+A 'If Even 4 fury' -> 'If Even 5 fury'[/p][p]Spell (Water) WHISPERING SEA Redesigned: 'If Odd: diceX Poison. If Even: diceX Rupture. Target attacking: Morph Spell.' -> 'diceX Poison. Target attacking: Morph Spell.'[/p][p][/p][h2]Artifacts[/h2][p]Artifact (Boss) UNSTABLE MANACORE Cooldown: 12 -> 13[/p][p]Artifact (Normal) CHARGED NECKLACE Redesigned: 'Start of battle: 20 Damage to random enemy.' -> 'Start of battle: 25 Damage to enemy with most Health.'[/p][p]Artifact (Normal) CLOUDSTONE Redesigned: 'On Shifted: 1 Fury' -> 'For every 3 Spells Shifted, 2 Fury'[/p][p]Artifact (Normal) HEXED CROWN Element: None -> Water[/p][p]Artifact (Normal) HEXED CROWN Redesigned: 'Start of battle: 3 Barrier and 2 Curse.' -> 'Odd turns: 1 Reinforce. Even turns: 1 Curse.'[/p][p]Artifact (Normal) HORN OF HAZE Redesigned: 'dice6 rolled: 1 Blessing.' -> 'On dice6 rolled: 1 Dazed to random enemy.'[/p][p]Artifact (Normal) NAUTILUS Redesigned: 'Start of battle: 2 Reinforce.' -> 'Start of battle: 3 Reinforce.'[/p][p]Artifact (Normal) REFORMATION DEVICE Redesigned: 'Morph the first Spell Depleted each turn.' -> 'Morph the first Spell Depleted each turn. On Morph: Roll 1 Dice.'[/p][p]Artifact (Normal) SIGHT SHIELD Block: 3 -> 4[/p][p]Artifact (Normal) SOULFEAST SCEPTER Redesigned: 'On Health Loss: 2 Fury.' -> 'For every 2 times losing Health, roll dice1-dice3.'[/p][p]Artifact (Normal) SWORD OF PAIN Redesigned: 'Odd turns:2 Power. Even turns:3 Poison.' -> 'Odd turns: 1 Power. Even turns: 1 Rupture.'[/p][p]Artifact (Normal) TALISMAN OF SUSPENSION Redesigned: 'Up to 2 random Dice persist between turns.' -> 'ALL Dice persist between turns.'[/p][p]Artifact (Normal) TIDEBREAKER Redesigned: 'Each turn: Block is converted to Fury.' -> 'Remaining Block is converted to Fury after enemy actions.'[/p][p]Artifact (Normal) VENGEFUL DAGGER Redesigned: 'When attacked by an enemy, 2 Fury.' -> 'When attacked by an enemy, 3 Fury.'[/p][p]Artifact (Normal) WITHERCLAW Type: Boss -> Normal[/p][p]Artifact (Starter) COUP DE GRACE Redesigned: 'On enemy death: 2 Marked to ALL other enemies.' -> 'First time enemies go below 50% Health, 1 Marked.'[/p][p][/p][h2]Rituals[/h2][p]Ritual ASTRAL ATTUNEMENT Redesigned: '2: Random Spell +3 Charge. 3: ALL Spells +2 Charge.' -> '2: Random Spell +3 Charge. 3: ALL Spells +1 Charge.'[/p][p]Ritual CONJURATION CHORUS Redesigned: 'Roll 1/2/2 Silence. 3: 1 Spell Echo.' -> 'Roll 2 Silence. 2: 1 Foresight. 3: 1 Spell Echo.'[/p][p]Ritual FORTUNE'S FAVOR Redesigned: '+2 to random Dice 1/2/3/4 times. 3: 1 Foresight. 4: 1 Potency.' -> '+2 to random Dice 1/2/2 times. 3: 2 Mana Flux.'[/p][p]Ritual LIFELOCK Redesigned: 'Roll 1/1/2 Wound. 1: Lose 3 Health. 3: 1 Vitality.' -> 'Roll 2 Wound. 1: Lose 5 Health. 3: 3 Vitality.'[/p][p]Ritual OSSUARY'S TOUCH Redesigned: 'Random Dice becomes Icy with -3/+1/+1. 3: 1 Gravechill.' -> 'Random Dice becomes Icy with -2/+2/+2. 3: 1 Gravechill.'[/p][p]Ritual REALM WARP Redesigned: 'Reroll 1/3/6 lowest Dice. 3: Roll 1 Dice.' -> 'Reroll 1/4/6 lowest Dice. 3: Roll 1 Dice.'[/p][p][/p][h2]Potions[/h2][p]Potion TOXIC VIAL Poison: 7-> 8[/p][p][/p][h2]Runes[/h2][p]Rune FORECAST RUNE Rain Rain: 3 -> 4[/p][p]Rune OVERCHARGE RUNE Charges: +3 -> +4[/p][p]Rune SHARP RUNE Critical: 1 -> 2[/p][p][/p][h2]Mutators[/h2][p]Mutator ARDUOUS+++ Value: 8 -> 7[/p][p]Mutator CATACLYSM++ Value: 6 -> 5[/p][p]Mutator CATACLYSM+++ Value: 8 -> 7[/p][p]Mutator CLUMSY Redesigned: 'End of turn 2: 1 Fumble.' -> 'Turn 3: Roll 1 less Dice.'[/p][p]Mutator CLUMSY+ Redesigned: 'End of turn 1: 1 Fumble.' -> 'Turn 2: Roll 1 less Dice.'[/p][p]Mutator CLUMSY++ Redesigned: 'Start of battle: 1 Fumble.' -> 'Turn 1: Roll 1 less Dice.'[/p][p]Mutator EVOLVING ELITES+ Value: 4 -> 5[/p][p]Mutator HARMFUL MANA Value: 4 -> 3[/p][p]Mutator HYSTERICAL STRENGTH+ Value: 7 -> 6[/p][p]Mutator AUSTERITY Value: 7 -> 8[/p][p]Mutator BLOOD PRICE+ Health Loss: 4 -> 3[/p][p]Mutator BURNOUT+ Cooldown: 18 -> 20[/p][p]Mutator BURNOUT++ Cooldown: 12 -> 14[/p][p]Mutator CRIPPLING CURIOS Health Loss: -2 -> -1[/p][p]Mutator CRIPPLING CURIOS+ Health Loss: -4 -> -3[/p][p]Mutator CRIPPLING CURIOS++ Health Loss: -6 -> -5[/p][p]Mutator ENTROPY’S GRIP+++ Cooldown: 8 -> 9[/p][p]Mutator ENTROPY’S GRIP++++ Cooldown: 5 -> 6[/p][p]Mutator MANDATE OF MADNESS Value: 5 -> 4[/p][p]Mutator PRECISION Value: 4 -> 3[/p][p]Mutator SMOLDERING++ Ignite: 8 -> 10[/p][p]Mutator WITHERED Value: 8 -> 7[/p][p]Mutator PENANCE++ Value: 6 -> 7[/p][p]Mutator PYROMANIAC++ Value: 4 -> 3[/p][p]Mutator PYROMANIAC+++ Value: 5 -> 4[/p][p]Mutator PYROMANIAC+++ Immolate: 4 -> 3[/p][p]Mutator PYROMANIAC++++ Value: 7 -> 6[/p][p]Mutator SCARCITY+ Value: 5 -> 6[/p][p]Mutator STIFLE++ Value: 6 -> 7[/p][p]Mutator TEMPEST+++ Value: 8 -> 6[/p][p]Mutator TEMPEST+++ Damage: 10 -> 20[/p][p]Mutator TEMPEST+++ Turn Factor: 2 -> 3[/p][p]Mutator TEMPEST++++ Value: 7 -> 8[/p][p]Mutator TEMPEST++++ Damage: 20 -> 10[/p][p]Mutator TEMPEST++++ Turn Factor: 3 -> 2[/p][p]Mutator UNRELENTING FOES+ Value: 3 -> 4[/p][p][/p][h2]Enemies[/h2][p]Enemy CORRUPT BRUTE Action 1: '5 Damage. 1 Wounded.' -> '4 Damage. 1 Wounded.'[/p][p]Enemy PRIMORDIAL BLAZE HP: 70 -> 78[/p][p]Enemy CRONE OF DEATH Action 1: '7 Damage. 14 Damage.' -> '6 Damage. 12 Damage.'[/p][p]Enemy CRONE OF BIRTH Action 2: '6 Damage. Heal 0 Health +1 per Health Lost. 12 Damage. Heal 0 Health +1 per Health Lost.' -> '5 Damage. Heal 0 Health +1 per Health Lost. 10 Damage. Heal 0 Health +1 per Health Lost.'[/p][p]Enemy DEVIL SPELLCASTER Action 2: '5 Damage 2 times.' -> '6 Damage 2 times.'[/p][p]Enemy DEVIL SPELLCASTER Action 3: '14 Damage.' -> '15 Damage.'[/p][p]Enemy DIVINE SCARAB HP: 220 -> 200[/p][p]Enemy DIVINE SCARAB Status Effects: Scarab-Phase-Helper (hidden): 1 -> Scarab-Phase-Helper (hidden): 1, Scarab-Glyph-Helper (hidden): 1, Rebirth: 1[/p][p]Enemy DIVINE SCARAB Action 1: '1 \[Scarab-Helper (hidden)]. 5 Glyph of Antimagic.' -> '2 Dazed. 1 Marked.'[/p][p]Enemy DIVINE SCARAB Action 2: '2 Power.' -> '10 Damage. 10 Block.'[/p][p]Enemy DIVINE SCARAB Action 3: '10 Damage. 10 Block.' -> '15 Damage.'[/p][p]Enemy DIVINE SCARAB Action 4: '10 Damage. 3 Power +1 per Constant.' -> '20 Damage. 1 Power.'[/p][p]Enemy DIVINE SCARAB Action 5: '6 Damage 2 times.' -> '. 8 Damage 2 times.'[/p][p]Enemy DIVINE SCARAB Action 6: '1 Glyph of Kings. 1 Glyph of Power. 1 Glyph of Antimagic. 1 Glyph of Ruin. 1 \[Glyph of Dunes].' -> '1 Glyph of Kings. 0 Glyph of Power. 0 Glyph of Destruction. 0 Glyph of Ruin. 0 Glyph of Frailty.'[/p][p]Enemy IMP WARRIOR Action 2: '12 Damage. Lacerated on random Spell.' -> '9 Damage. Lacerated on random Spell.'[/p][p]Enemy MAGUS Action 3: '8 Damage. 2 Marked.' -> '10 Damage. 2 Marked.'[/p][p]Enemy ABYSS WALKER HP: 57 -> 60[/p][p]Enemy ABYSS WALKER Action 4: '14 Damage.' -> '16 Damage.'[/p][p]Enemy CHAOS ANGEL Action 2: '25 Damage.' -> '28 Damage.'[/p][p]Enemy CHAOS ANGEL Action 3: '. 10 Damage 2 times.' -> '. 11 Damage 2 times.'[/p][p]Enemy EBON STONE HP: 120 -> 130[/p][p]Enemy EBON STONE Action 1: '15 Damage. 3 Suppress.' -> '16 Damage. 3 Suppress.'[/p][p]Enemy MAJOR VOID OOZE Action 3: '22 Damage.' -> '20 Damage.'[/p][p][/p][h2]Events[/h2][p]Event ABANDONED CARAVAN Gift 2: 'Lose random Attack Spell: Ritual' -> 'Lose random Attack Spell: Choose and Ritual'[/p][p]Event THE MIRROR GARDEN Gift 1: '1 point Mutator: Duplicate Spell' -> 'Duplicate Spell'[/p][p]Event THE MIRROR GARDEN Gift 3: '+6 max Health. Choose and Spell' -> 'Choose and Void Spell'[/p][p]Event GRAVEYARD Gift 1: 'Take 10% Damage: Artifact' -> 'Take 15% Damage: Artifact'[/p][p]Event RIFT IN REALITY Gift 1: '1 point Mutator: Choose and Ritual' -> 'Lose Artifact: Choose and Ritual'[/p][p]Event RIFT IN REALITY Gift 3: 'Lose Artifact: Shard' -> '1 point Mutator: Shard'[/p][p][/p][p][/p][p]May your dice roll true 🧙[/p][p]- Tim, Thorbjørn & Paw[/p]

SpellRogue 1.0.2 - Demo now available!

Greetings Dice Slingers!

We’re excited to bring you another update, packed with balance tweaks, bug fixes, and a free demo for everyone to try!

[h3]Balance Changes[/h3]
We’ve been closely watching your feedback since the last update, and the discussions on our Discord leads us to believe that Earth has been underperforming, especially in Descent runs. While our changes in this update aren’t as dramatic as Air’s buffs in 1.0.1, we’ve made targeted improvements to Earth Spells to give Hazel more breathing room.

Blessing-focused Spells in particular have been enhanced, along with several items and upgrades with low win rates or pick rates. These changes are a strong step toward bringing Hazel more in line, and we’re excited to hear how she plays for you in Descent runs!

Change Examples: Pox Flare’s dice socket and damage, +1 blessing, +1 marked, extra dice value.

We’re still seeing some imbalance in enemy encounters. In particular, the Act 3 fight with four random Voidlings has been noticeably tougher than intended, so we’ve made adjustments to smooth things out. Similarly, Mushroom groups in Act 1 were hitting a bit too hard so the Friars have lost their direct damage, but still apply poison as a threat.

The late-act voidling group has had a voidling replaced by a pylon.

You’ll also find a handful of tweaks to the other Spells, Events, Enemies and so on. See the full details at the bottom of this post.

[h3]Try the SpellRogue Demo![/h3]
Curious about SpellRogue? Now’s the perfect time to jump in, our free demo is live on Steam! The demo includes two acts, Lapis the Azur Seer, with different spell sets to choose from, and hours of dice-slinging fun.

With the demo, you can purchase the full game mid-run and seamlessly continue your progress in the full version! Simply exit the demo, launch the full version, and pick up where you left off.

Play the demo today and see why players are calling SpellRogue their favorite roguelike!

[h3]Spoilers for the true ending![/h3]
We’ve been re-evaluating how players access Act 4. As a first step, we have removed the shard cost when transmuting the Void Essence potion into the partial Void Key. This action still takes a full Sanctuary tile, but should now feel less punishing for your upgrade economy.

The overall pathing requirements remain the same for now, though we’re continuing to explore ideas for improvements to that as well.


[h3]Shout out to our Community[/h3]
We’re incredibly grateful to our amazing community who are currently busy updating the SpellRogue Wiki and collecting helpful tips and tricks for new players. For example Rae has been making some great guides for learning to play our newest Dice-Slinger, Sefyra the Windcaller.

https://steamcommunity.com/sharedfiles/filedetails/?id=3470011971
SpellRogue 1.0.2:

Changes with 🧙 have been reported by the community. A huge thanks to our amazing community who give feedback and help us make SpellRogue what it is! ❤️

[h3]Overview: [/h3]
  • Spell balance tweaks (especially Earth buffs).
  • Enemy balance tweaks.
  • Mutator balance tweaks.
  • Removed Shard cost for crafting a Void Key fragment used to access Act 4.
  • 🧙Randomly morphing Spells with a Rune now replaces that Rune randomly.
  • 🧙Reduced 100.000 dice roll achievement to 30.000.
  • Changed all Water “hold dice” Spells to release dice AFTER initial rolls.
  • Fixed more music issues for "Streamer Mode" to avoid Content ID problems.

  • QOL: Daily Challenge shows a score breakdown when hovering leaderboard entries.
  • 🧙QOL: Searching in Codex now includes spells that upgrade with those keywords.
  • 🧙QOL: Vsync and FPS cap is mutually exclusive options.

[h3]Bug Fixes: [/h3]
Bug: Fixed enemy placement reordering issues.
Bug: Fixed Heart of the Forest missing Codex tooltip.
🧙Bug: Fixed Mutator-3-choice drafts not previewing Spells from yellow bonus boons.
🧙Bug: Fixed adjacent targeting spells “missing” enemies.
🧙Bug: Fixed “Overachiever” achievement awarded for hitting yourself on enemies with Thorns.
🧙Bug: Fixed quit & continue not correctly using random seed for Rune drafts and Upgrade modifier (random seed in more instances).
🧙Bug: Fixed Custom Modes adding act 4 tiles.
🧙Bug: Fixed Barrier not providing Block before damage sources (e.g. Tempest, Cataclysm, Crystal Golem)
Bug: Fixed Djinn intent UI not showing tooltip for Enrage.
🧙Bug: Fixed Codex Search scroll bar not always resetting correctly.
🧙Bug: Fixed instance of not being able to replace Runes.
🧙Bug: Fixed Daily Challenges not always seeding correctly.
🧙Bug: Fixed softlock with Automation Rune and reset turn.
🧙Bug: Fixed duplicated Darkstar infinite loop on immortal enemies (Darkstar no longer triggers on duplicate).
🧙Bug: Fixed typo in Custom Mode Modifiers.
🧙Bug: Fixed Ghost Light enemies sometimes flashing violently.
🧙Bug: Fixed duplicated Shift Rune puts all bonus on one Spell.
🧙Bug: Fixed preview issue with Frenzy + autocasting Spells at end of turn.
🧙Bug: Fixed preview issue when Block removed then gained.
🧙Bug: Fixed Crystallize Azur triggering before enemy intents updated.
🧙Bug: Fixed Final Gift Mutator giving Undying to enemies on player death.
🧙Bug: Fixed Balanced Manapearl description being misleading.
Bug: Fixed Void Key continue game softlock.
🧙Bug: Fixed Relief + Aethercrest description issue.
🧙Bug: Fixed Cricible triggering after Malady and similar effects.

[h3]FULL BALANCE CHANGELOG:[/h3]
Spell (Air) ABSORB POTENTIAL Sockets: [5-6] -> [=6]
Spell (Air) ABSORB POTENTIAL Electrified: 1 -> 2
Spell (Air) ABSORB POTENTIAL+A '[3-6]' -> '[4-6]'
Spell (Air) ABSORB POTENTIAL+B 'depleted: Adj. -3 countdown' -> 'depleted: Adj. -4 countdown'
Spell (Air) AETHERCOIL Sockets: [*11*] -> [*10*]
Spell (Air) AFTERIMAGE Charges: 1 -> 2
Spell (Air) AFTERIMAGE+A '-4 countdown adj.' -> '-5 countdown adj.'
Spell (Air) AFTERIMAGE+B '+1 charge' -> '[ ]'
Spell (Air) WHISPERING GALE Sockets: [1-2][1-2] -> [1-3][1-3]
Spell (Air) AUMKAR Sockets: [1-3] -> [1-4]
Spell (Air) AUMKAR Charges: 2 -> 1
Spell (Air) AUMKAR+A '2 static -3 countdown ALL' -> '2 static -4 countdown ALL'
Spell (Air) CONJUGATE STATIC Sockets: [*9*] -> [*7*]
Spell (Air) DARK CLOUD Return Value: 1 -> -1
Spell (Air) DARK CLOUD Damage: 1 dicex -> 2 dicex
Spell (Air) DARK CLOUD+A Damage: 2dicex -> 3 dicex
Spell (Air) DISSONANT VOICE+A '+1 discordant' -> '+2 discordant'
Spell (Air) FERROMAGNETIZE Conduit: 3 -> 4
Spell (Air) FLURRY Sockets: [*24*] -> [*20*]
Spell (Air) FLURRY Damage: 2 -> 3
Spell (Air) FLURRY+A '[*18*]' -> '[*14*]'
Spell (Air) FULGUR Has Status Effect: 0 -> 2
Spell (Air) FULGUR+A '2 static: 2 conduit.' -> '2 static: 3 conduit.'
Spell (Air) GATHER Charges: 3 -> 2
Spell (Air) GATHER Static: 2 -> 3
Spell (Air) OVERCLOCK Static Cd Reduction: -2 -> -3
Spell (Air) SHIFTING WINDS+A 'shifted: +2 block' -> 'shifted +1 block'
Spell (Air) SOLID ELECTRICITY Block: 8 -> 6
Spell (Air) SPIRIT STEP Charges: 2 -> 1
Spell (Air) TWIN-SHIELD Sockets: [*5*] -> [*4*]
Spell (Air) TWISTING EDGE Damage increase: 3 -> 2
Spell (Air) WAILING WINDS Sockets: [*9*] -> [*5*]
Spell (Air) ZEPHYR’S TOUCH Electrified: 4 -> 5

Spell (Earth) BLOSSOM Repeat: 2 -> 3
Spell (Earth) FIXATION Marked: 1 -> 2
Spell (Earth) FIXATION+A '+2 marked' -> '+5 damage'
Spell (Earth) FLEETING MIGHT Charges: 2 -> 3
Spell (Earth) FLOURISH Sockets: [*11*] -> [*10*]
Spell (Earth) GLEAMING EXTERIOR Blessing: 1 -> 2
Spell (Earth) GLEAMING EXTERIOR+A '+1 blessing' -> '[4-6]'
Spell (Earth) GLEAMING MANA Charges: 2 -> 1
Spell (Earth) GLEAMING MANA+B 'dice6: 1 blessing' -> 'dice6: 2 blessing'
Spell (Earth) IMPURE OFFERING Sockets: [*4*] -> [*2*]
Spell (Earth) INFUSE POTENCY Dice: 0 -> 1
Spell (Earth) OAKEN SELF+B 'depleted: +3 blessing' -> 'depleted: +4 blessing'
Spell (Earth) POX FLARE Sockets: [=4] -> [4-6]
Spell (Earth) POX FLARE Deal Damage: 8 -> 2×dicex
Spell (Earth) PREEMPTIVE STRIKE Charges: 3 -> 2
Spell (Earth) PRIMAL CRAZE+A '[*6*]' -> '[*4*]'
Spell (Earth) PROLIFERATE Sockets: [*13*] -> [*11*]
Spell (Earth) PROLIFERATE+A 'Random dice +2' -> 'Random dice +4'
Spell (Earth) RELIEF Sockets: [*10*] -> [*9*]
Spell (Earth) RELIEF Blessing: 5 -> 6
Spell (Earth) RELIEF+B '+2 blessing' -> '+4 blessing'
Spell (Earth) SAVAGERY Sockets: [Odd]=[Odd] -> [Odd][Odd]
Spell (Earth) SEISMIC Damage: 4 -> 6
Spell (Earth) SOLIDIFY+A '+3 block +1 power' -> '+2 block +1 power'
Spell (Earth) SOLIDIFY+B '3 blessing 1 fortify' -> '2 blessing 1 fortify'
Spell (Earth) TRACKING Block: 3 -> 4
Spell (Earth) TRACKING+A '3 delayed block' -> '4 delayed block'
Spell (Earth) TWINLEAF Charges: 2 -> 3

Spell (Fire) BURN SCAR Ignite: 2 -> 1
Spell (Fire) CHAOS BOLTS Charges: 2 -> 3
Spell (Fire) FLAME STORM Sockets: [*20*] -> [*18*]
Spell (Fire) HEATSTROKE Sockets: [1-3] -> [=2]
Spell (Fire) HEATSTROKE+A '+1 weak' -> '+2 weak'
Spell (Fire) HEMOPHAGE+A '+6 block' -> '+16 block'
Spell (Fire) IRONGUARD Charges: 2 -> 3
Spell (Fire) MAGNIFICENT GLOW Sockets: [*7*] -> [*6*]
Spell (Fire) PHLOGISTON+A '+2 banefire' -> '+1 banefire'
Spell (Fire) REFORGE+A '+1 charge' -> '+1 dice'
Spell (Fire) SUPERHEAT Damage: 5+1 per Weak on target -> 3+1 per Weak on target

Spell (Water) CHEMICAL REACTION Rarity: Rare -> Uncommon
Spell (Water) CHILLING TOUCH+B 'dicex weak' -> '+1 weak'
Spell (Water) COLD SNAP Icy: 2 -> 1
Spell (Water) COLD SNAP Block: 5 -> 6
Spell (Water) ENGULF Sockets: [*10*] -> [*9*]
Spell (Water) FOCUSED TOXIN Poison: 7 -> 8
Spell (Water) FOCUSED TOXIN+A '+2 poison' -> '+3 poison'
Spell (Water) INCISION Rupture: 7 -> 8
Spell (Water) MANA INVERSION+B 'If dice6: 4 fury' -> 'If dice6: 5 fury'
Spell (Water) POISONOUS BILE Sockets: [*5*] -> [*4*]
Spell (Water) RISING TORRENT+A '+2 damage /cast' -> '+1 damage /cast'
Spell (Water) ROIL Sockets: [*7*] -> [*6*]
Spell (Water) ROIL Charges: 1 -> 2
Spell (Water) ROIL Fury multiplier: 3 -> 4
Spell (Water) SEA WARD+B '+1 charge depleted: 1 rain' -> '+1 charge depleted: 2 rain'
Spell (Water) TOXIC MIST Sockets: [=3][=3] -> [=3][=2]
Spell (Water) TOXIC MIST Poison: 2 -> 3
Spell (Water) TOXIC MIST+A '+2 rupture' -> '+3 rupture'
Spell (Water) TRICKLE Sockets: [*7*] -> [*5*]
Spell (Water) TWISTED GEYSER Charges: 2 -> 3
Spell (Water) VILE LITURGY Power: 3 -> 4
Spell (Water) WATER VORTEX+B '+1 charge' -> '+2 charge'

Artifact GUIDING EYE Max spells: 7 -> 8
Artifact LIFEBLOOD VESSEL Heal: 10 -> 12
Artifact PRISM Cooldown: 10 -> 12
Artifact IGNIS INSIGNIA Cooldown: 4 -> 6
Artifact IGNIS INSIGNIA Weak: 1 -> 2

Mutator DULLING Damage Reduction: -2 -> -3
Mutator DULLING+ Damage Reduction: -4 -> -6
Mutator DULLING++ Value: 4 -> 3
Mutator DULLING++ Damage Reduction: -8 -> -10
Mutator ECHO SNARE+ Value: 4 -> 3
Mutator ENDURING ADVERSARIES Value: 2 -> 1
Mutator FRANTIC Value: 2 -> 1
Mutator FRANTIC+ Value: 4 -> 2
Mutator FRANTIC+++ Power: 3 -> 4
Mutator LAST ACT+ Damage: 20 -> 25
Mutator AUSTERITY Value: 6 -> 7
Mutator BURNOUT Value: 3 -> 4
Mutator BURNOUT+ Value: 5 -> 6
Mutator BURNOUT++ Value: 7 -> 8
Mutator CRIPPLING CURIOS++ Value: 5 -> 6
Mutator SHROUDED FOES Value: 2 -> 1
Mutator TOLL OF RESPITE+ Value: 4 -> 5
Mutator OBSTACLE+++ Value: 5 -> 4
Mutator PENANCE+ Value: 3 -> 4
Mutator PENANCE++ Value: 4 -> 6
Mutator PYROMANIAC Immolate: 1 -> 2
Mutator PYROMANIAC+ Value: 3 -> 2
Mutator PYROMANIAC+++ Value: 6 -> 5
Mutator PYROMANIAC++++ Immolate: 2 -> 3
Mutator THRESHOLD++ Max: 15 -> 16
Mutator THRESHOLD+++ Max: 13 -> 14
Mutator THRESHOLD++++ Max: 10 -> 12

Enemy CORRUPT FRIAR Action 1: '3 Damage. 1 Curse.' -> '1 Curse.'
Enemy CORRUPT FRIAR Action 2: '4 Fungus Armor. 2 Power.' -> '3 Fungus Armor.'
Enemy DEVIL SPELLCASTER HP: 60 -> 65
Enemy IMP WARRIOR Action 1: '5 Damage 2 times.' -> '4 Damage 2 times.'
Enemy MAGUS HP: 100 -> 90
Enemy MAGUS Action 3: '8 Damage. 3 Marked.' -> '8 Damage. 2 Marked.'
Enemy ABYSS WALKER Action 4: '12 Damage.' -> '14 Damage.'
Enemy CHAOS ANGEL HP: 210 -> 225
Enemy CHAOS ANGEL Power: 4 -> 5
Enemy CHAOS ANGEL Action 4: '4 Power. 25 Block.' -> '5 Power. 25 Block.'
Enemy MAJOR VOID OOZE Action 3: '25 Damage.' -> '22 Damage.'
Enemy FIERCE VOIDLING Power: 5 -> 4
Enemy FIERCE VOIDLING Action 2: '5 Damage. 5 Power.' -> '5 Damage. 4 Power.'

Event THE MIRROR GARDEN Gift 1: 'Receive 2 point Mutator: Duplicate Spell' -> 'Receive 1 point Mutator: Duplicate Spell'
Event RIFT IN REALITY Gift 1: 'Receive 1 point Mutator: Ritual' -> 'Receive 1 point Mutator: Choose and gain Ritual'
Event TRAVELER Gift 2: 'Pay 90 Gold: Upgrade random Spell' -> 'Pay 40 Gold: Upgrade random Spell'
Event VAULT Gift 1: 'Take 15 Damage: Choose and gain Artifact' -> 'Take 12 Damage: Artifact'
Event VAULT Gift 2: 'Lose Spell: 90 Gold' -> 'Lose Spell: 100 Gold'

That's all for now!


May your dice roll true 🧙

Tim, Thorbjørn & Paw

1.0.1 hotfix 1 - Streamer Mode extended

[h2]Greetings Dice Slingers,[/h2]

This quick hotfix expands Streamer Mode to cover more music tracks that are being falsely flagged by YouTube’s Content ID system. Normal gameplay isn’t affected.

If you're creating content, we recommend enabling Streamer Mode to avoid issues.

If you've received a claim or notice any others, reach out, we're happy to help and can provide documentation.

📧 [email protected]

💬 Or contact us on Discord


May your dice roll true 🧙

Tim, Thorbjørn & Paw

SpellRogue 1.0.1 - First round of improvements!

Greetings Dice Slingers!


The response to SpellRogue’s 1.0 launch has been incredible - thank you all for the support, bug reports, and feedback. It's been awesome seeing how much fun you're having with the game (we're having just as much fun watching and playing too).

That said, we’re committed to keeping SpellRogue polished and fun, and we’re actively addressing feedback as more players dive in. Today’s update is a mix of bug fixes, early balance passes, and some handy quality of life tweaks, many of which came directly from your discussions in the SpellRogue Discord and elsewhere.

[h2]Balance Changes[/h2]
To start, we’ve identified a few normal encounters that were too challenging. These include the Dread Treant, Wrath Voidling (the frenzy doggo from Act 4), Desert Golem, the Crones, and the humble Corrupt Friar (our small mushroom priest) and more.

As many of you pointed out, the Spell Mirror status effect was causing more frustration than fun, especially for builds that rely on big, single-target spells.

We’ve reworked it so that Spell Mirror now wears off at the end of the turn, giving you the chance to either wait it out or use a smaller spell to clear it. This should reduce the feel-bad moments while keeping the mechanic strategically interesting. Related Mutators have been adjusted to reflect the change.



On the player side, we’re focusing on buffing underperforming spells and items, particularly within some of the weaker Spellsets. Signature dice manipulation spells like Gust, Mana Purification, and Mana Splinter have all gotten an extra Charge for the added flexibility. Other Spellset’s such as the first Air set that includes Electrolyze has also received some light buffs, in the form of a buff to the attack spell Zap and the often taken starter artifact that grants Static every third turn.

Some spells have gotten more charges, adjusted values or are now easier to cast.

Of course, we have also taken a pass on many more regular spells (particularly Air spells), which you can check out in the full balance changelog at the end of this post.

[h2]Quality of Life improvements[/h2]
We’ve also included some helpful Quality of Life improvements, such as adding tooltips in spots where players were often looking for more information. The Disenchant button now also behaves differently by default. After disenchanting a spell, the button will automatically disable itself. This change helps prevent accidentally disenchanting the new spell you were trying to place in the now-empty slot, which was a mistake we saw happen quite a bit.

If you prefer the original behavior, where Disenchant remains active, you can disable “Safe Disenchant” in the Interface options menu.

[h2]Thoughts on difficulty in accessing Act 4[/h2]
We've seen some discussion around Act 4 feeling tough to reach, and we wanted to clarify our intent a bit.

The True Ending is meant to be a major challenge, and we recommend trying it first on lower Descent levels. High Descent runs are designed for players chasing extreme difficulty, so consistently reaching and beating Act 4 at those levels isn’t expected.

That said, this is something we’ll keep an eye on as more of you hit the endgame content. If it turns out the curve feels off, we’re open to revisiting things.

SpellRogue 1.0.1:


Changes with 🧙 has been suggested or reported by the community. A huge thanks to all who help us make SpellRogue what it is! ❤️

[h2]Overview: [/h2]
  • 🧙Rebalanced ~40 Spells, 20 ~Enemies, and a few Rituals, Artifacts & Runes.
  • 🧙Added “Streamer Mode (mute licensed music)” in settings while we fix contested tracks.
  • 🧙Can now skip the intro cutscene on the first boot of the game.

  • 🧙Design: “Spell Mirror” is now removed at end of turn instead of persisting.
  • Design: Increased gold gained from “Items can be skipped for Gold.” modifier.
  • Design: “Undo turn 25 times” now unlocks Reformation Device instead of Darkwraith Scythe. The Scythe is now unlocked by default.

  • 🧙QOL: Showing tooltips for items on Event choices.
  • 🧙QOL: Showing tooltips for Spell with Morph effect.
  • 🧙QOL: Potion tooltip disabled when clicked (so you can see buttons)
  • 🧙QOL: Added “Safe Disenchant” option in settings menu (enabled by default)

🧙Wording: changed wording of “Replicate in” to “Replicate into”.
🧙Wording: Cascade specify it is removed on end of turn.

🧙Bug: Fixed softlock when shifting a Spell while its countdown is zero.
🧙Bug: Fixed softlock with Greenbeard Helmet + Everguard.
🧙Bug: Fixed softlock with Tenacity under specific circumstances.
🧙Bug: Fixed enchanted Dice not triggering spent-effects in rare cases.
🧙Bug: Fixed Abandon Run not deleting run in rare cases.
🧙Bug: Fixed upgrade Sow Power+B with Divine Rune crash.
🧙Bug: Fixed Plunge description showing incorrect bonus block amount.
🧙Bug: Fixed Breath of Thunder gaining too much damage from Static.
🧙Bug: Fixed Mystic Hammer boosting Power on enemies.
🧙Bug: Fixed Talisman of Suspension overrides fateweaving
🧙Bug: Fixed Static Catalyst modifying spawned/replicated Dice in some cases.
🧙Bug: Fixed Traveller event upgrading disenchanted Spell.
🧙Bug: Fixed Hydroclasp+A not rerolling lowest Dice.
🧙Bug: Fixed Arc preview issue when against single enemy.
🧙Bug: Fixed Abomination being stuck in the front after undoing a turn.
🧙Bug: Fixed Tracking being incorrectly affected by Immolate.
🧙Bug: Fixed Door to Beyond not applying Summon to spawned enemies.
🧙Bug: Fixed Whats News text spilling out of box in russian.
🧙Bug: Fixed Twisting Edge not resetting damage while Broken.
🧙Bug: Fixed Magnificent Glow title spelling.
🧙Bug: Fixed Proliferate upgrade A having no effect.
🧙Bug: Fixed Pause-Popup/Main-menu button text spilling out of bounds.
🧙Bug: Fixed softlock on entering Act 4 with certain Custom Mode modifiers.
🧙Bug: Fixed hardlock on killing yourself with Spell Mirror.
Bug: Fixed various minor VFX issues.

[h2]FULL BALANCE CHANGELOG:[/h2]

Spell (Air) ABSORB POTENTIAL Static Cost: 2 -> 1
Spell (Air) AETHERCOIL Sockets: [*12*] -> [*11*]
Spell (Air) AFTERIMAGE Sockets: [3-6]=[3-6] -> [ ]=[ ]
Spell (Air) AIR WALL Sockets: [=6] -> [5-6]
Spell (Air) AIR WALL+B 'shifted +1 block, [=6][=6]' -> 'shifted +1 block, [=6]'
Spell (Air) BOREAL CAGE Charges: 2 -> 1
Spell (Air) DISSONANT VOICE Sockets: [=5] -> [=3]
Spell (Air) DRAW ON THE HEAVENS Cd On Move: -1 -> -2
Spell (Air) FOCUS BLAST Base Damage: 0 -> 1
Spell (Air) GALVANIC FLING Static Cost: 2 -> 1
Spell (Air) GATHER Charges: 2 -> 3
Spell (Air) ELECTROLYZE+B '+1 charge' -> '+2 charge'
Spell (Air) ZAP Static Bonus: 4 -> 5
Spell (Air) GUST Charges: 3 -> 4
Spell (Air) MAGNETIZE Static: 2 -> 3
Spell (Air) MAGNETIZE+B '+2 charge' -> '+1 conduit'
Spell (Air) METTA Health: 5 -> 6
Spell (Air) METTA Block: 5 -> 6
Spell (Air) NIMBUS STRIKE Discordant: 2 -> 3
Spell (Air) NIMBUS STRIKE+A '+1 discordant' -> '+2 discordant'
Spell (Air) TEMPEST LASH Rupture: diceX -> 2
Spell (Air) THUNDERBIRD'S GIFT Sockets: [=6] -> [5-6]
Spell (Air) THUNDERBIRD'S GIFT Static Cost: 5 -> 4
Spell (Air) TWISTING EDGE Sockets: [=2] -> [*3*]
Spell (Air) TWISTING EDGE Charges: 3 -> 2
Spell (Air) VEIL OF NIMBUS Block: 2 -> 4
Spell (Air) ZEPHYRIAN WRATH Damage: 3 -> 5
Spell (Air) ZEPHYR’S TOUCH Electrified: 3 -> 4
Spell (Air) ZEPHYR’S TOUCH Dice Increase: 3 -> 4

Spell (Void) DARK ARTS Sockets: [*7*] -> [*6*]
Spell (Void) DARK ARTS+B '[*5*]' -> '[*3*]'
Spell (Void) GRIM RITE Power: 1 -> 2
Spell (Void) OMNISCIENCE+A '+1 charge' -> '+2 charge'
Spell (Void) STELLAR WARD Repeats: 3 -> 4
Spell (Void) STELLAR WARD+A '+3 spell' -> '+2 spell'
Spell (Void) STELLAR WARD+B '+6 block' -> '+8 block'

Spell (Earth) IMPURE OFFERING Blessing: 3 -> 4
Spell (Earth) IMPURE OFFERING+B '+2 blessing +1 vexed' -> '+2 blessing'
Spell (Earth) POX FLARE Damage: 7 -> 8
Spell (Earth) TRANSFIGURE Block multiplier: 2 -> 3
Spell (Earth) TRANSFIGURE Charges: 2 -> 1
Spell (Earth) TRANSFIGURE+B '[*2*]' -> '[*1*]'

Spell (Fire) ASHEN PLATING Sockets: [*12*] -> [*11*]
Spell (Fire) BLINDING BRILLIANCE Damage: 2 -> 3
Spell (Fire) CAUTERIZE Block: 10 -> 12
Spell (Fire) CONFLAGRATION Damage: 3 -> 4
Spell (Fire) CRESCENDO Base Damage: 28 -> 32
Spell (Fire) DEMEAN Sockets: [*3*] -> [*2*]
Spell (Fire) DETONATION Damage: 6 -> 5
Spell (Fire) DETONATION+A '+2 damage / destroy' -> '+3 damage / destroy'
Spell (Fire) INCINERATE Damage: 14 -> 16
Spell (Fire) MANA PURIFICATION Charges: 2 -> 3
Spell (Fire) MANA SPLINTER Charges: 2 -> 3
Spell (Fire) SHARP SPARK Damage: 2 -> 3

Spell (Water) FOCUSED TOXIN Sockets: [*14*] -> [*11*]
Spell (Water) FOCUSED TOXIN+B '[*10*]' -> '[*7*]'
Spell (Water) ROIL Countdown: 0 -> -1
Spell (Water) ROIL+A 'block -1 countdown' -> 'block -2 countdown'
Spell (Water) SURF Sockets: [*6*] -> [*5*]
Spell (Water) WHISPERING SEA Charges: 1 -> 2

Artifact CURSED PENDANT Weak: 4 -> 3
Artifact SMOLDERING TORCH Ignite: 3 -> 2
Artifact DOOMSPINNER Damage: 10 -> 4
Artifact DOOMSPINNER Cooldown: 10 -> 3
Artifact ELECTRIC FUR COAT Static: 3 -> 4
Artifact SUNWEAVE CLOAK Cooldown: 12 -> 10

Ritual LIFELOCK Health Loss: 5 -> 3
Ritual STORMSONG BALANCE ALL Dice: 1 -> 2
Ritual TRUE NORTH Fury: 8 -> 10

Rune MYSTIC RUNE Countdown Reduction: -3 -> -4

Mutator REVERBERATION Value: 2 -> 1
Mutator REVERBERATION+ Value: 6 -> 2

Status Effect SPELL MIRROR Redesigned: 'Redirects next Stacks targeted Spells back to you.' -> 'Until end of turn, redirects next Stacks targeted Spells back to you.'

Enemy CORRUPT FRIAR HP: 14 -> 11
Enemy DREAD TREANT Grow: 3 -> 2
Enemy DREAD TREANT Action 1: '3 Grow.' -> '2 Grow.'
Enemy GOLEM HP: 38 -> 42
Enemy LESSER SHAMBLER Initial Revenge: 2 -> 1
Enemy WILL-O'-WISP Action 3: '8 Damage. 2 Power.' -> '10 Damage. 2 Power.'
Enemy CRONE OF DEATH HP: 55 -> 50
Enemy CRONE OF BIRTH HP: 45 -> 40
Enemy CRONE OF GROWTH HP: 50 -> 45
Enemy DESERT GOLEM HP: 70 -> 60
Enemy DESERT GOLEM Power: 3 -> 2
Enemy DESERT GOLEM Action 3: '16 Damage. Broken on random Spell.' -> '14 Damage. Broken on random Spell.'
Enemy DESERT GOLEM Action 4: '3 Power.' -> 'Gain 2 Power.'
Enemy DESERT SPIRIT HP: 50 -> 55
Enemy IMP RAIDER HP: 32 -> 28
Enemy ABYSS WALKER HP: 55 -> 57
Enemy ABYSS WALKER Redesigned
Enemy ABYSS WALKER Action 4: '11 Damage.' -> '12 Damage.'
Enemy ABYSS WALKER Action 5 REMOVED
Enemy CHAOS ANGEL HP: 200 -> 210
Enemy CHAOS ANGEL Power: 3 -> 4
Enemy CHAOS ANGEL Block: 20 -> 25
Enemy CHAOS ANGEL Action 4: '3 Power. Gain 20 Block.' -> '4 Power. 25 Block.'
Enemy DOOR TO BEYOND Action 1: '12 Damage. Summon.' -> '10 Damage. Summon.'
Enemy DOOR TO BEYOND Action 3: '20 Damage. 20 Block.' -> '15 Damage. 20 Block.'
Enemy VOID OOZE HP: 50 -> 40
Enemy VOID OOZE Action 1: '8 Damage 2 times.' -> '9 Damage 2 times.'
Enemy MAJOR VOID OOZE HP: 150 -> 120
Enemy MINOR VOID OOZE HP: 30 -> 20
Enemy MINOR VOID OOZE Action 1: '4 Damage 2 times.' -> '5 Damage 2 times.'
Enemy WRATH VOIDLING Action 1: '4 Damage.' -> '1 Damage.'
Enemy WRATH VOIDLING Action 3: '4 Damage 2 times.' -> '1 Damage 2 times.'

Event THE MIRROR GARDEN Gift 1: '3 point Mutator: Duplicate Spell' -> '2 point Mutator: Duplicate Spell'
Event CLEARING Gift 2: '2 point Mutator: Gain 150 Gold' -> '1 point Mutator: Gain 125 Gold'
Event RIFT IN REALITY Gift 1: '2 point Mutator: Ritual' -> '1 point Mutator: Ritual'
Event VAULT Gift 2: 'Lose Spell: Gain 75 Gold' -> 'Lose Spell: Gain 90 Gold'


May your dice roll true 🧙
Tim, Thorbjørn & Paw