The rarity tiers
SpellRogue has six named rarities. From the wiki and the 408-spell data:
| Rarity | In data | Where it comes from |
|---|---|---|
| Starter | 33 | Only in a Dice Slinger’s starting spell set (grey nameplate) |
| Signature | 15 | Only in a starting spell set (white circular gems) |
| Common | 103 | Drafts, events, shops (white diamond) |
| Uncommon | 126 | Drafts, events, shops (green diamond) |
| Rare | 104 | Drafts, events, shops (blue diamond) |
| Unique | 1 | Only via a specific sequence of steps (yellow nameplate) |
Rarity is availability, not a verdict
The most important point: rarity tells you how a spell enters your run, not how strong it is. A Common Ablution (Gain 8 Block, lowers its own Countdown on every roll) is a staple defensive spell precisely because it is easy to draft. A Rare spell is not automatically better — it is just rarer to see.
Draft drop rates by biome
From the wiki, combat-reward spell drafts differ per biome:
- Deadwoods: Common 70% · Uncommon 35% · Rare −5%
- Scorched Desert: Common 50% · Uncommon 40% · Rare 10%
- The Void: Common 50% · Uncommon 40% · Rare 10%
Two rules stack on top:
- Drafting a Common raises the chance of seeing a Rare in the next draft by 5%; that bump resets once a Rare appears.
- Boss drafts are always Rare — every choice after a boss is a Rare spell.
- The Lodestone Lens artifact adds one extra choice to spell drafts.
Practical takeaway
Lean on Common and Uncommon spells to build your engine (they are reliable to find), treat Rare drafts — especially after bosses — as your upgrade moments, and don’t force a Unique unless you are deliberately chasing its step sequence.