Rogue Blight Blessings Tier List
Launch-week grades for known blessings. This is not a complete catalog.
Blessings are the run-defining modifiers in Rogue Blight: unique items that change the current character build. Steam promises “tons of blessings.” The CodeRadGames site, during development, talked about about 60 blessings and about 25 minor blessings. This page does not list all of them. Everything named below is footage-based (streams, public builds, in-run tooltips caught on camera) or clearly described by the developer. If a blessing is not here, it still exists — read the tooltip and keep moving.
Letter grades are community / launch-week guidance after 3 September 2026. They assume single-player story maps and one-attempt Challenge Maps. Pair this list with the weapons and builds guide when a blessing only works on a family, and with status effects when the text mentions apply rate, crit, or elemental damage.
Chests on the map are full of blessings. Shops sell blessings next to weapons and gear. Some unknown events offer a random blessing as a choice. Minor blessings can appear at the start of a map in footage. None of that is a reason to grab every shiny aura — several known blessings are traps if you cannot play around them.
How we grade blessings
- S: Take on a first Blight Castle push or any one-life Challenge Map unless it actively fights your weapons tier list family.
- A: Strong when the rest of the run agrees (mana, crit, shield skill, aerial habit).
- B: Situational, consumed, or double-edged. Still worth knowing so you do not skip a good forge packet or accidentally buff the boss.
We do not invent stack caps, proc coefficients, or names that have not appeared in public footage. Percentages below are the numbers that showed up on camera, not guesses.
S-tier (footage-based)
Second Life (cheat death) — S. Prevent death, become invincible for 3 seconds, then the blessing is consumed. Streams also describe it as destroyed after the save. This is the best Challenge Map insurance in the known pool and a legitimate first-boss crutch. It does not make you good at combat; it buys one mistake. Do not spend it on a trash node if a chapter boss is two rooms away.
Above 70% HP, take 35% less damage — S. Rewards clean play, potion timing, and statue health. Pairs with sword-and-shield and with any wand lane that never gets clipped. Falls off if you live at 40% HP on purpose for a lifesteal plan. Bonfire routing on map encounters is how you keep the threshold.
Armor of Thorns (reflect) — S into aggressive bosses. Reflect is free damage on enemies that insist on hitting you. Worse if you already dodge everything. Better on Gorilla-sized wind-ups and on New Game+ size modifiers where getting clipped is likely. Does not replace a real damage family; it is a multiplier on the hits you fail to avoid.
A-tier (footage-based)
Nomsa’s Fury — A, S on dual daggers. Official tooltip from a chest: every consecutive attack increases damage by 10% (up to 60% total). Same-type dual-wield already swings twice with a 40% damage cut; a consecutive-hit blessing is how that stance earns its keep. Idle shield-poking gets less value.
Counter-attack healing — A. After an enemy hits you, replenish that same damage as health by counter-attacking. Pairs with thorns and with shield skills. Anti-synergy with the 70% HP reduction blessing if you are using the counter as your only sustain — you had to get hit first.
+7% legendary find — A. Quiet compounding. Story mode with three chapters and shops can roll a unique weapon that defines the run. Challenge Maps with one attempt care less about find rate and more about not dying. Take it when you still have many nodes left, skip it on the last stretch to a boss.
Aerial weapon attacks deal double damage — A if you jump-fight. Some players already use jump swings to dodge ground slams. If you do not, this is a B that trains a bad habit. Footage listed it next to shield cooldown and Second Life as an early chest trio, which tells you the game is willing to offer it in the first map.
Shield Recharge — A on sword-and-shield, skip if you already dropped the shield. Official tooltip: shield skill cooldowns reduced by 30%. Left-hand only. If the builds list has you on dual daggers, this blessing is a skip.
Fiery Meteor — A as coverage, B if you never stand still. Official tooltip: every 4.5 seconds a fiery meteor falls on enemies. Strong in packed enemy nodes and wand lanes. Weaker in a mobile boss arena where the meteor lands behind you.
Crit: extra damage and better status apply, all damage reduced — A for status stackers, B for raw Strength swords. Footage described a package that buffs crit damage and status effectiveness while cutting all damage. Dual daggers and rapiers with dex crit want it. Slow two-sword poise builds usually do not.
B-tier and traps (footage-based)
+10 forge points, destroyed when you visit the blacksmith — B/A depending on path. If your next nodes include a smith, this is a free upgrade packet. If you already smelted, or the map hid the anvil, it is a dead chest. Never take it after you have passed the only smith on the route.
You and enemies gain +20% damage and +7 max HP after combat — B, sometimes a throw. The aura scales the whole fight, not just you. Strong if you win exchanges; miserable on New Game+ when enemy damage already climbs. Challenge Maps with extra enemy modifiers can turn this into a brick. Read the rest of the map before you click it.
Periodic water pulse — B. A looping area pulse. Good if you stand still in a wand lane or if enemies clump. Bad if you are dashing through a boss arena. We do not have official damage numbers; treat it as a coverage blessing, not a build-around, until you see the tooltip in your version.
Aggression (named in footage, details thin) — unranked beyond “early chest option.” One stream labeled a pick Aggression without a full tooltip. Do not invent a rank. If you see it, read the card.
Minor blessings and start-of-map picks
Footage shows a minor blessing choice at the start of a map, and Steam achievements from the playtest era already tracked fully upgrading a minor blessing. Minor blessings are smaller, stackable, or upgradeable buffs rather than the dramatic Second Life class of relic. Rule of thumb: pick the minor that matches the family you already planned — stamina recovery for daggers, mana for wands, health for shield — instead of a random legendary-find roll you will not live to use.
The official site also mentioned roughly 20 unique upgrades that expand options (for example, upgrading the shop so more items appear). Those are meta / sanctuary unlocks, not in-run blessings. Spend Funguy on them between runs; do not confuse them with chest relics.
Pickup priority in a real route
- If the next node is a boss and you have no save, Second Life beats damage.
- If you are dual daggers or dual wands, consecutive-hit and crit/status packages beat generic health.
- If you are sword-and-shield, thorns, counter-heal, and shield cooldown beat legendary find.
- If a smith is on the path, grab the +10 forge packet; if not, skip it.
- If the blessing buffs you and enemies, only take it when your status plan already wins the trade.
Shop gold should buy a missing family weapon before a B-tier blessing. Chest blessings are the one node type that can rewrite a mediocre pair into an S run. Unknown events that offer “random blessing vs heal” are a high roll only if your HP bar can survive the rest of the map without the heal.
This list will grow as players screenshot the rest of the ~60. Until then, rank what we have seen, label it as footage, and refuse to fill the gaps with fan-fiction names.
Frequently Asked Questions
Quick answers to the most common questions.
Is this every blessing in Rogue Blight?
No. It is a footage-based ranking of blessings caught in public play. The official site described about 60 blessings and 25 minor blessings. Read in-game text for anything not named here.
Where do blessings drop?
Chests are full of them. Shops sell them. Some unknown events offer one as a choice. Footage also shows a minor blessing at map start. Node types are listed on map encounters.
Should I always take Second Life?
On Challenge Maps (one attempt) and first chapter bosses, yes if it is offered. On a healthy New Game+ farm run you might prefer a damage blessing. It is consumed after it saves you.
Do blessings work with dual-wield’s 40% penalty?
Yes. Consecutive-hit and crit/status blessings are how dual daggers stay S. A blessing that only reduces shield cooldown does nothing for dual wands. Pair with the weapons and builds guide.
Is the +20% damage aura a trap?
It can be. It also buffs enemies and adds max HP after combat. Take it only if you already win trades. New Game+ enemy damage scaling makes it riskier.