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GameBrief · Guides

This Rune Dice Necromancer build guide is about patience and payoff. The Necromancer is the game's clearest snowball class: weak on early floors, then genuinely dominant once its two engines, the skeleton army and the Soul token economy, are running. The trick is surviving Act 1 without getting discouraged, then letting the build compound. This guide covers how the engines work, the signature dice, the relic logic that keeps you alive, and why the slow early game is a feature, not a flaw.
TL;DR: The Necromancer runs on two snowball engines. Throws that hit the skeleton face add a skeleton to your army, which compounds into one of the game's highest outputs in dense rooms. Enemy kills generate Soul tokens that fund bonus die throws, so kill count becomes dice-pool size. Its signature dice are Curse, Death Mark, Drain, and Soul. It is weak early because both engines start empty, and strong mid-to-late once they ramp. Lean on the Drain Die for healing, and take offensive relics over defensive ones, killing faster means absorbing fewer attacks. Unlock it by defeating 50 dark knights across runs.
The Necromancer is A tier, but that rating hides the shape of the class. It is not consistently A tier, it is weak-then-dominant. On early floors it can feel like the worst class in the game; by the mid-run boss corridors it is one of the best. Understanding that arc is the whole guide, because the most common reason players bounce off the Necromancer is quitting during the weak phase before the snowball arrives.
Two engines drive the class. The first is the skeleton army: throws that land on the skeleton face add a skeleton, and the army grows across the run. The second is the Soul token economy: enemy kills generate Soul tokens that fund bonus die throws. Both start empty. Both need a body count to matter. That is why the early game is slow and the late game is overwhelming, you are spending Act 1 building the machine that wins Act 2 and 3.
The skeleton army is the headline mechanic. Each throw that hits the skeleton face adds a skeleton to your army, and that army persists and grows through the run. In later rooms where enemy density is high, a fully built skeleton army is among the strongest outputs in the game, you are no longer rolling for one turn's damage, you are commanding an accumulating force.
The Soul token economy runs alongside it. Enemy kills generate Soul tokens, and spending them creates bonus die throws. This is the compounding part: the more you kill, the larger your dice pool for the next fight, which lets you kill more, which banks more tokens. By mid-run, the bonus-throw economy is effectively handing you a second dice set every combat.
The reason both feel weak early is simple arithmetic. On floor 1 you have a near-empty army and an empty token pool, so neither engine is contributing. By a floor-3 boss corridor where you have cleared 8 or more enemies, both are firing at once. Internalize that the early game is the investment phase and you will play the class correctly.
GODEEPER: See exactly where the Necromancer lands against the other seven classes and why. Rune Dice Tier List: All Classes Ranked →
The Necromancer's identity is in its four signature dice, and knowing what each does shapes how you build.
The Soul Die is the engine's intake, tied to the token economy that funds your bonus throws. The Curse Die and Death Mark Die are the offensive and debuff tools that let you set up and amplify damage on tougher targets. And the Drain Die is the one that quietly defines the class's durability.
Drain builds provide some of the strongest healing in the game. That is the detail most new Necromancer players miss: a class that reads as a pure offensive summoner is actually one of the most survivable in the roster, because Drain ties your damage to your sustain. Every Drain throw that lands is both offense and healing, which is why the Necromancer can grind through long runs without dedicating its build to defense.
Your dice are the build. The Necromancer's four signature dice (Curse, Death Mark, Drain, and Soul) carry the class, and the Drain Die is the sleeper: it ties damage to healing and makes the class far more durable than its summoner identity suggests.
The whole skill of the Necromancer is getting through Act 1 with your run intact so the snowball has time to form. A few principles make the weak phase survivable.
First, do not panic-build for defense. It is tempting to load up on armor and block early because you feel fragile, but that starves the engines you actually need to ramp. Keep prioritizing skeleton-face throws and Soul-token generation even when they feel marginal, because every skeleton and every token early is compounding interest later.
Second, use the Drain Die as your safety net. Instead of dedicating slots to pure mitigation, let Drain healing absorb the chip damage of the early floors. It keeps you topped off while you invest in the offensive engines.
Third, accept slower clears. The Necromancer runs slower in the late dungeon because the skeleton army complicates encounter resolution, and even early it is not a fast-kill class. That is fine. You are not racing; you are building. A patient Act 1 that ends with a stocked army and token pool beats an aggressive Act 1 that burned your relics on survival.
Here is the counterintuitive rule that defines Necromancer relic picks: take offensive relics over defensive ones. New players gravitate to armor and block relics because survival feels like the priority, but in practice higher damage output kills enemies faster and reduces the total number of attacks you have to absorb. Offensive relic picks produce safer runs, not riskier ones.
For the Necromancer specifically, this compounds with everything else. More damage means faster kills, faster kills mean more Soul tokens, more tokens mean more bonus throws, and more throws mean more chances to grow the skeleton army. An offensive relic is not just damage, it is fuel for both engines. Pair that with the Drain Die's healing and you have a class that is durable without spending a single relic slot on pure defense.
Reserve defensive relics for specific situations, a known spike-damage boss, a run where your healing has not come online, rather than as your default pick. The default for this class is always: take the thing that kills faster.
Offensive relics are the Necromancer's safest pick: faster kills bank more Soul tokens and grow the army faster, so damage feeds both engines while reducing the attacks you absorb.
The payoff window is the mid-run boss corridor. By then, if you have played patient, you have a built skeleton army and a running Soul economy, and the class flips from liability to powerhouse. High enemy density is exactly where the army shines, and the bonus-throw economy means you are out-rolling everything.
The one tradeoff to expect: the Necromancer is the hardest class to die on once built, but it is also slower to resolve encounters because the army adds steps to clearing a room. That is a fine trade. You are not optimizing for speed, you are optimizing for a state where dying is nearly impossible and your output ceiling is among the highest in the game. If you reached that state, the weak Act 1 did its job.
How does the Necromancer work? Two engines: skeleton-face throws build an army, and kills bank Soul tokens that fund bonus throws. Both snowball from your kill count.
How do you build it? Survive early with Drain healing, prioritize army and token growth, and take offensive relics. Be patient through Act 1.
Why is it weak early? Both engines start empty and need kills to ramp. Early floors have too few enemies to fuel them.
Best relics? Offensive over defensive. Faster kills absorb fewer attacks and feed both engines.
Is it good? Yes, A tier and one of the strongest once built, with elite survivability from Drain. The cost is a weak early game.
How do you unlock it? Defeat 50 dark knights cumulatively across runs.
The Rune Dice Tier List ranks all eight classes and explains where the Necromancer's snowball lands.
The Rune Dice Class Unlock Guide covers the 50-dark-knight unlock and every other class condition.
The Rune Dice Relics Guide breaks down the offensive relic picks that keep the Necromancer alive.
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