Rune Dice reference
Rune Dice Class Relic Reference
Use this page when the run has enough pieces to look strong, but not enough direction to stay alive. It turns Rune Dice class starts, relic jobs, rune timing, shop choices, boss prep, and Classic Mode into route checks you can actually use mid-run.
Quick Answer
If a Rune Dice run feels random, fix the next board before you chase a bigger combo. The safest order is usually: readable dice placement, one class job, support that solves that job, a rune trigger before panic, and a boss answer before the boss node.
The game has eight classes and multiple heroes, but this is not a fake best-class list. Treat each class as a job. Rogue-style routes want poison and pressure to matter. Mage-style routes want chain reactions and field control to stay readable. Warrior-style routes want damage taken and boss pressure to be survivable instead of merely slow.
Class Start Matrix
Relic and Rune Job Table
Relics are permanent route commitments. Runes are tactical fixes. If you treat both as generic power, the run usually becomes harder to read.
Shop Spend Matrix

Boss Pressure Matrix
Rune Dice bosses can summon extra enemies, manipulate the dice field, or change combat rules. Start boss prep from that pressure, not from the biggest damage number on the shop screen.
Classic Mode and Hand Size Check
Classic Mode changes the question. You are no longer only asking whether the current hero can clear a short session. You are asking whether the dice deck stays readable across all three locations, with a randomized boss from each area and a chosen hand size before the run begins.
Patch and Current Build Check
Patch v1.0.2 removed the old Normal Mode boss requirement for Hard Mode, fixed cursed-area merge problems during the Blight Druid boss battle, updated Gift Board access, and touched Soul Anchor behavior. Patch v1.1.1 fixed achievement syncing and made Soul Anchor trigger on fatal reflected damage from Stone Skin when using a physical attack.
Practical rule: if an old route depends on poison death, reflected damage, cursed-area merging, Gift Board access, or achievement cleanup, retest that exact job before changing your whole class plan.
Achievement and Build Signal Check
Achievement guides, full-walkthrough posts, and boss threads are useful because they show what players keep needing to look up: class progress, all-boss coverage, hand-limit clears, save safety, and late-run cleanup. Do not copy a route as a locked build. Translate it into a job first.
- What failure does this build solve? Board chaos, slow bosses, minions, field disruption, or long-run deck bloat?
- Which piece is mandatory? Class job, dice type, relic, rune, or hand-size choice?
- What breaks it? Bad landing lanes, wrong boss pressure, no recovery, or too many off-plan dice?
- Can you test the job in one run? If not, simplify the route before calling the build bad.