Normal
- Burning Treant
- Corrupt Brute
- Corrupt Defender
- Corrupt Friar
- Corrupt Ravager
- Decay Faerie
- Dread Treant
- Faerie Guardian
- Golem
- Lesser Shambler
- Living Embers
- Shambler
- Spine Fiend
- Will-o'-Wisp
Elite
Boss
Within SpellRogue is a large assortment of monsters and creatures intent on ending your Wizards' lives. Ranging from anthropomorphic fungi and animate undergrowth to fiendish devils and eldritch beasts, these enemies come in numerous shapes and sizes and have their own unique combative techniques and strategies. Enemies also come from specific regions in the game: the Deadwoods, the Scorched Desert, and the Void. Enemies' difficulty scales with the region, too, so enemies from the Deadwoods are far weaker than those of the Scorched Desert, and a similar relation is shared between the Scorched Desert and the Void. Apart from which region they come from, enemies have a one of three types: Normal,
Elite, and
Boss enemies.
On each Enemy's page, you will find a list of which combats you can find them in. The given information represents which enemies each combat will contain, along will the order they are presented from front to rear. Some compositions are random. Some compositions will start with Summoners whose Summons may be specifically or randomly placed in the front or rear position to the combat's Summoner, or Leader. These specifics will be notated in the respective section.
Defeating an encounter with normal enemies will yield Gold and a draft of
Spells, but elite enemies will also give the player an
Artifact. Encounters where a boss is fought will give the player
Gold, a
Ritual, and a Boss
Artifacts Draft. Additionally, defeating a boss fight will also heal the player for half of their max health. All fights also have a 40% chance to give the player one of many
Potions. If no potion is found, the chance increases by 30%. Once you acquire a potion, that chance is reduced back to 40%.
Normal
Elite
Boss
Normal
Normal
Usually found above the enemy's Health Bar; these effects represent special abilities which benefit the enemy or it's allies, or abilities which weaken the player. You can hover the cursor over each icon or intent to read it's effect, and are able to see calculated changes through the preview & intent systems. Each buff works differently, but often they are static, or are reduced or removed at the end of each turn. Below is a list of abilities used by enemies.
Term | Description | Source |
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This enemy gains 1 ![]() |
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Focuses on Dealing Damage when Brilliance is active. After taking 25 Damage, flip to Darkness and change intent. | ![]() |
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Debuffed Spell cannot be cast until repaired by spending a ![]() |
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-2 ![]() ![]() |
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Applies 1 ![]() ![]() |
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When active~ Enhances the enemies next action considerably. Thrown to another enemy after next action or if the carrying enemy dies. | ![]() |
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Focuses on applying Debuffs when Darkness is active. After taking 25 Damage, flip to Brilliance and change intent. | ![]() |
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Applies 2 ![]() ![]() |
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Deal X ![]() ![]() |
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All ![]() ![]() |
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When rolling an ![]() ![]() |
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Enemies with Enraged have stronger abilities. | ![]() ![]() ![]() |
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When wizard casts a Spell, Frenzied enemy gains 1 ![]() |
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Gain X ![]() ![]() |
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When ![]() ![]() |
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When ![]() ![]() |
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When ![]() ![]() ![]() |
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Will Spawn a Lesser Shambler next turn, as a ![]() ![]() |
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Applies Guard to another random enemy. While Guard is active, Targeted Effects are Redirected to the enemy which casts Guard. | ![]() |
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Applies 1 ![]() ![]() |
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Receive 2 ![]() |
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Spawns a mirror version of itself every turn. Illusions count as ![]() |
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When attacked by a Spell, apply 1 stack of ![]() |
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On Death~ Apply 1 ![]() |
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On Death~ Transfer all ![]() |
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Receive X ![]() ![]() ![]() |
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When an Enemy with Instability dies: Apply 2 ![]() |
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Increases the amount of attacks this enemy performs. | ![]() |
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Cannot take damage from conventional methods when active. | ![]() |
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When Enemy loses ![]() ![]() ![]() |
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Deals 1 ![]() |
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Leftover ![]() ![]() ![]() ![]() |
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Negates all stacks of the next status effect applied. | ![]() |
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Enemy splits itself into Minor versions of itself when it dies. Minor versions will each inherit half the ![]() |
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Allies deal 2 more ![]() |
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When rolling an ![]() ![]() |
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When a Hydra Head is killed~ Body Loses 200 ![]() |
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On Spell Cast~ Enemy receives 1 ![]() |
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Unless interrupted by X ![]() ![]() ![]() |
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When rolling an ![]() ![]() |
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While stacked, Enchant X dice rolled each turn with ![]() ![]() |
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Enemy Gains 4 ![]() ![]() |
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Enchant next X dice rolled with ![]() |
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Receive 1 ![]() |
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Enemies with Soul Detonation will Explode as their action; Deals ![]() |
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Redirects the next Targeted Spell back to the wizard. | ![]() |
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Stops the enemy's current intent from occurring. | ![]() ![]() ![]() |
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Enemies with this icon will die if there is no leader/summoner on the board. | ![]() ![]() ![]() |
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Apply ![]() |
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Debuffed Spell Spawns an Instability enemy upon casting. Debuff remains until the Spell is cast or until turn ends. | ![]() |
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Each Turn, while enemy with ![]() ![]() |
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Enchant next X dice rolled with ![]() |
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