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Rune Dice Relics Guide: Best Builds and Relic Priority 2026

8 min readBy Marcus Vasquez
Rune Dice relic shop screen between dungeon encounters showing three relic options available for purchase with dice type icons and effect descriptions
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Rune Dice

Smart Raven Studio · Kwalee

Rune Dice relics are the layer that makes each run feel different from the last. Two runs with the same class can play completely differently depending on which relics appear and which ones you take. The class defines your starting dice. The relics define where the run goes.

Understanding which relics are worth taking, which ones conflict with your build, and how the best combos actually work is the difference between clearing floors smoothly and watching the system underperform.

TL;DR: Bomb dice relics and Amplify relics are the highest universal priorities. Bomb relics compound with the physics system when aimed into groups. Amplify multiplies the next die's effect after trigger; 3x Amplify plus Gravity is the one-shot boss combo. Always prioritize relics that match your existing dice type. Coherent builds (all relics syncing with one dice school) consistently outperform mixed ones. Start relics aren't guaranteed; don't plan runs around them appearing.

Rune Dice relics: quick answer

Relics are passive items that change how your dice behave. You pick them up in shops between encounters and as rewards from harder fights. The relic pool resets between runs; whatever you had last time doesn't transfer.

Two universally strong relic types: bomb dice relics and Amplify relics. Beyond those, build coherence matters more than individual relic quality. A relic that syncs with your dice school is worth more than a higher-rated relic from a different school.

GODEEPER: How the physics system amplifies specific relic types, starting dice pools by class, and which classes benefit most from early bomb relic pickups. Rune Dice Guide: All 8 Classes, Relics and Dice Synergies →

Key takeaways

  • Bomb dice relics are the highest universal-priority pickup in most runs
  • Amplify multiplies the next die's effect; stack 3x Amplify plus Gravity for the one-shot boss combo
  • Build coherence beats individual relic quality: always prioritize relics that match your dice type
  • Don't add dice to your pool that don't trigger any of your relics
  • Start relics don't appear on a fixed schedule; don't plan builds around them
  • Necromancer wants soul token relics first; Archer wants Amplify; Mage wants arcane-trigger and Gravity
  • Mid-run shops are more predictable than early shops; plan your second relic buy before you reach it

Bomb dice relics: why they're universally strong

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Bomb dice relics add explosive effects to dice in your pool. On their own, that's a damage increase. Inside the Rune Dice physics system, it's something more.

When a bomb die bounces into a group of enemies before detonating, the explosion chains to nearby targets. The physics system creates opportunities for this that a static grid game doesn't: you aim your throw to bounce off a wall into a cluster, and the chain triggers. One bomb die throw that lands correctly hits multiple enemies and deals AoE damage; a direct throw deals single-target damage.

That's why bomb relics are above-curve regardless of class. The physics system rewards aimed bounces in a way that passive stat relics can't match. If you're not using the bounce geometry, you're leaving damage on the table.

The one time to skip bomb relics: when you're mid-build on a specific elemental combo that deals with adjacency triggers rather than explosions. A Mage deep in an arcane chain build where relics are amplifying chain reactions specifically may find a bomb die disruptive if it triggers out of sequence with the chain. Outside of that case, take bomb relics.

Amplify relics: the multiplier system

Amplify relics add a modifier that triggers on the next die after a specific condition is met. Stack multiples and the multiplications chain.

The community-validated best combo: 3x Amplify plus 1x Gravity. Gravity holds dice in position briefly after they land, giving the Amplify chain time to fully trigger before dice settle. The Amplify stack multiplies each chain hit. On floor bosses, a well-executed throw with this setup can resolve the encounter in a single sequence.

This combo is strongest on Mage because the Mage's adjacency chains are already producing multiple hits per throw. Each chain hit that triggers into an Amplify stack gets multiplied independently. On other classes, the combo is still strong but the ceiling is lower because you're multiplying fewer base hits.

How to build toward it: prioritize Amplify on early shop visits when you have a Mage or a class with multiple-trigger dice. Gravity is less urgent; it enhances the combo but isn't required for Amplify to deal good damage. If Gravity doesn't appear until mid-run, the 3x Amplify still functions; you just need to throw more deliberately to keep chain sequences together.

Rune Dice mid-run shop screen showing relic selection options with an Amplify relic highlighted in the center slot and its effect description visible Amplify relics appear in shops between encounters. When multiple appear in the same shop, taking two at once accelerates the stack toward the 3x threshold faster than spreading purchases.

Build coherence: the rule that matters most

Build coherence is the principle that your relics and dice type should match. It sounds obvious, but it's the most commonly violated rule in early Rune Dice play.

A Mage with 3 arcane-trigger relics and 3 arcane dice has 3 relic triggers available per throw. The same Mage with 3 arcane-trigger relics, 3 arcane dice, and 3 Warrior block dice still has 3 relic triggers, but now has 6 dice total with 3 dead draws (the block dice that trigger no relics).

More dice doesn't mean more damage. More dice that don't trigger relics means a lower probability of drawing the dice that do trigger them, which means your relics fire less often per run.

The correct approach to dice pool management:

  • Only add dice if they trigger at least one relic you have
  • Remove dice that have fallen out of your build's relic scheme at shops that offer removal
  • When two dice types both trigger relics, the one with more triggers per throw takes priority

This applies to every class. Warrior block dice that stop triggering relic bonuses after you've shifted into a damage relic build should be removed if possible. Necromancer spirit dice that don't connect with your relic setup should stay at minimum pool size.

Relic priority by class

Mage: Arcane-trigger relics first, then Amplify, then Gravity. The adjacency chain is the Mage's core mechanic and arcane-trigger relics amplify it directly. Amplify stacks on top of chains that are already triggering. Gravity extends the duration each chain has to run. Take arcane relics before generic relics even if the generic ones have a higher raw stat boost.

Warrior: Blocking relics that reduce damage on shield face landings first, then bomb relics for damage. The Warrior survives by blocking; relics that increase block effectiveness extend the runs where the Warrior can absorb hits while dealing steady damage. Bomb relics add damage output the Warrior would otherwise miss. Avoid relics that require low HP to trigger; the Warrior is designed to stay at high HP.

Necromancer: Soul token relics that speed skeleton accumulation, then bonus-throw relics for the late-run army phase. Early floors are the Necromancer's weak spot; it kills more slowly than other classes until the army builds. Soul token relics reduce the number of floors you spend in that weak state. Bonus-throw relics at full army size turn the Necromancer into a multi-throw machine: each extra throw adds to skeleton count and deals army damage.

Archer: Amplify relics that multiply single-throw output, then bomb relics as secondary. The Archer's consistent single-throw damage means Amplify adds clean multipliers without needing the adjacency setup Mage requires. An Amplify-stacked Archer throw is straightforward high damage. Bomb relics give the Archer AoE it wouldn't otherwise have.

Paladin: Heal-on-trigger relics first, then holy shield relics. The Paladin's value is survivability; relics that increase healing frequency or shield uptime extend that value. Damage relics are secondary. Don't over-invest in damage output at the expense of the defensive relic density that makes the Paladin hard to kill.

Rogue and Mage: Setup-trigger relics that extend or amplify the burst window, then positioning relics that improve throw angles for the combo face. Both classes need specific setups to deal burst damage; relics that make those setups more reliable are worth more than raw damage increases that don't interact with the combo system.

Rune Dice class selection screen showing available heroes with locked and unlocked states The class select screen shows unlock state for each hero. Locked classes display their condition after you've first hovered over them.

GODEEPER: Full class tier list with how each class's relic build affects its tier ranking, and which relics separate strong from weak runs on S-tier classes. Rune Dice Tier List: All 8 Classes Ranked 2026 →

General relic rules that apply to every class

Don't take off-build relics for their stat boost. A relic that adds 10% damage to Warrior-type dice when you're running a Mage is 10% of zero. Check what the relic actually triggers on before picking it up.

Mid-run shops are more predictable than early shops. Early shop options vary widely. By mid-run, you know your dice pool and which relic types you have slots for. If Amplify appears in mid-run and you already have 2x Amplify, take the third.

Relic removal is undervalued. If a shop offers to remove a die or relic that no longer syncs with your build, consider it. A tighter pool that triggers relics on every throw is stronger than a padded pool with dead draws.

Starting relics aren't on a fixed schedule. They appear as rewards from hard fights or specific rooms, not reliably in the first shop. Don't plan your build around a start relic appearing in every run. Know what you want from the first shop instead.

References

  • Rune Dice on Steam: official store page and patch notes from Smart Raven Studio and Kwalee
  • r/RuneDice on Reddit: community relic build discussions, Amplify combo documentation, and class-specific relic priority threads

Frequently Asked Questions

What are relics in Rune Dice? Passive items found in shops and as fight rewards. They modify dice behavior, add trigger effects, or boost stats. Relic selection drives run variety: the same class plays differently depending on which relics accumulate.

What are the best relics in Rune Dice? Bomb dice relics and Amplify relics are the strongest general-purpose pickups. Bomb relics compound with the physics system when aimed into groups. Amplify multiplies the next die's effect; 3x Amplify plus Gravity is the known highest-ceiling combo.

What is the Amplify plus Gravity combo in Rune Dice? Stack 3x Amplify and carry 1x Gravity. Gravity holds dice briefly after landing; Amplify chains multiply each hit. On floor bosses, this sequence can one-shot from full HP. Strongest on Mage where adjacency chains produce multiple hits per throw.

Should I always take bomb dice relics? In most runs, yes. Bomb relics amplify with the physics system when aimed into groups. Skip only when mid-build on a specific elemental combo where explosions would disrupt the chain sequence.

What is relic build coherence? Matching your relics to your dice type. Relics that trigger on dice you don't use produce no value. A tight pool where every die triggers at least one relic consistently outperforms a large pool with off-build dice.

What relics work best with Necromancer? Soul token relics that speed skeleton accumulation first, then bonus-throw relics for the late-run army phase. Bomb relics are still good secondary pickups.

What relics work best with Archer? Amplify relics that multiply single-throw output. The Archer's consistent base damage means Amplify multipliers land cleanly without adjacency requirements.

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About the author

Marcus Vasquez

Senior Critic & Analyst

Former game data analyst turned critic with 11 years covering indie and mid-tier games. Based in Austin. Runs spreadsheets on games most people just play.

  • 11 years games criticism
  • Former game economy analyst
  • Roguelike and strategy specialist
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This article is published for informational and entertainment purposes. It does not constitute professional financial, legal, or technical advice. Game performance, online services, patch schedules, and store listings change. Verify critical details (pricing, system requirements, regional availability) with publishers and storefronts before you buy. Affiliate links, where present, help support our editorial work and are labelled in our affiliate disclosure.