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SpellRogue Biomes Guide: All Four Acts

Updated 2 Nov 2026 Source spellrogue.wiki.gg (World Map, Rarities) + site src/data/, verified 2 Nov 2026 By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

SpellRogue Biomes Guide: All Four Acts

A SpellRogue run is a linear path of biomes, each a fixed number of tiles with a boss at the end. This guide covers the tile layout, what you find in each biome, combat rewards, and the spell draft rates that change by biome.

Act 1 — Deadwoods (9 tiles)

Contains Normal and Elite enemy tiles plus a Boss tile. You also find Events, Shops, Artifact Respites, Sanctuaries, and exactly one Shard tile — the 3rd tile of Deadwoods only, which grants 1 free Shard.

Act 2 — Scorched Desert (9 tiles)

Same enemy and respite structure as Deadwoods, but adds Ritual tiles (found only in Act 2 and Act 3).

Act 3 — The Void (9 tiles)

Same as Act 2: Normal / Elite / Boss tiles, Events, Shops, Rituals, Artifact Respites, Sanctuaries.

Act 4 — The Shattered Realm (8 tiles)

The seven tiles before the boss are forced specialized events (see the True Ending guide). The final tile is Vorth’Korr the Progenitor.

Combat rewards

  • Normal battle: Spell Draft + Gold + a chance at a random Potion.
  • Elite battle: Spell Draft + Gold + chance at a random Potion + a Shard.
  • Boss battle: Health recovery + Gold + a Boss Artifact + a Spell Draft.

From the local enemy data, the living population splits as: Deadwoods 23 enemies, Scorched Desert 26, The Void 23, and The Shattered Realm 5.

Respites you meet

  • Event: a series of proposals granting items or effects; found in every biome.
  • Shop: 1 Common + 2 Uncommon + 1 Rare + 1 Void spell. Common 25 plus or minus 3, Uncommon 40 plus or minus 4, Rare 70 plus or minus 7 Gold; Void spells 31 / 50 / 85. Potions come 3 at a time (one per rarity): Common 15 plus or minus 2, Uncommon 25 plus or minus 3, Rare 50 plus or minus 5, and the Unique Void Essence 35 plus or minus 3 (Act 4 access). Artifact drafts: 3 per visit at 80 / 100 / 120 Gold. One Ritual at 100 Gold. Giant’s Pouch cuts all shop prices by 50%.
  • Sanctuary: A Heal 21 Health · B Gain 5 Max Health · C take a Spell from a draft.
  • Shard: the 3rd tile of Deadwoods only, 1 free Shard.
  • Ritual: Act 2 and 3 only; draft 3, reroll for 15 Gold (if you already hold 2 you must disenchant one to take a new one).
  • Artifact: every biome; draft 3, reroll for 15 Gold.

Spell draft rates by biome

The odds below apply to the Spell Draft you get after combat (not shops). Drafting a Common Spell raises the chance of a Rare in the next draft by 5%; that bonus resets when a Rare appears. Every Boss draft is all Rare. The Lodestone Lens Artifact adds one extra choice to drafts.

BiomeCommonUncommonRare
Deadwoods70%35%-5%
Scorched Desert50%40%10%
The Void50%40%10%

Frequently asked questions

How many biomes are in a SpellRogue run?

Four. Act 1 Deadwoods, Act 2 Scorched Desert, Act 3 The Void each have 9 tiles, and Act 4 The Shattered Realm has 8. Every biome ends in a Boss tile except Act 4, which ends in Vorth'Korr the Progenitor.

Where do I get a free Shard?

The Shard tile is the 3rd tile of Act 1 Deadwoods only, and it grants 1 free Shard. Elite battles in any biome also drop a Shard.

More SpellRogue guides

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.