Antewise

SpellRogue Guides — Spells, Sockets and Dice Builds

SpellRogue guides built around the real spell and enemy data: all 408 spells with class, element, socket and A/B upgrades, the full bestiary, and the dice-and-socket loop.

Where the numbers come from. The spell and enemy tables are built from the game wiki's own data, not from memory. The guides are judgements about that data: where a page needs an exact figure, we mark it and check it before we call it fact.

Start here

SpellRogue is a dice-driven roguelite. Most runs end for one of three reasons: holding every die, a loadout whose sockets your dice never hit, or an overlap build that shares no trigger. Read the beginner guide first, then the socket and dice guides.

All SpellRogue guides

Start here Beginner guide

What to do in the first minutes, how dice and sockets drive a run, and the habits that keep your loadout online.

Tier list Best spells tier list

How to read all 408 spells: what makes one worth a slot, and how to match class and element to how you play.

Spells Spell classes guide

Attack, Defense and Utility — what each class answers in a run and how to cover all three.

Spells Spell elements guide

Water, Air, Fire, Earth and Void — how elements interact and why mixing opens combos.

Spells Upgrade branches guide

How A and B upgrade branches reshape a spell, and how to pick the branch that fits your build.

Spells Socket guide

What your dice power: how sockets decide which rolls can cast, and how to keep every socket online.

Spells Rarity guide

Common through Unique — what rarity means, and why it is availability rather than a power verdict.

Core loop Dice guide

Rolling, spending and holding: how the dice economy works and when a roll is worth keeping.

Build Build guide

How to assemble a loadout that shares a trigger, so one roll and one strategy power several spells.

Enemies Enemy guide

All 79 enemies and how they threaten: reading an HP wall and answering each type before it lands.

Bosses Boss guide

The set-piece fights: how bosses punish a dry loadout and how to outlast them.

Combos Combo guide

Chaining spells across elements: applying an effect with one and consuming it with another.

Mistakes Common mistakes

What ends runs early: holding every die, overlap builds, and ignoring the socket.

Edges Tips and tricks

Low-effort habits that compound: keeping sockets online, reading enemy HP, using the databases as memory.

Endgame True ending & Act 4

How to reach The Shattered Realm: four Ancient Shards, True Sight, the Void Key, and Vorth'Korr.

World Biomes guide

The four acts and what each holds: tile layout, combat rewards, shops, and per-biome spell draft rates.

Reference tables

Every spell and enemy in SpellRogue, filterable tables. The spell table shows class, element, socket, rarity and both upgrade branches. The enemy table shows type, biome and health.

Data notes

The tables above are built from the game wiki's own spell infoboxes and bestiary pages. Where a figure matters, we mark it and check it before publishing it as fact.

Found something wrong? Tell us. Corrections are the fastest way this hub improves.

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.