Rune Dice launched its full PC release with 8 playable classes, a big jump from the 3 available in the demo. Two classes are yours from the start, but the remaining six each have their own unlock condition, some straightforward and some that will take serious runs to complete. Here's everything you need to know to get all of them.
Which classes are available from the start?
Rogue and Mage are unlocked by default when you start the game. Both can be leveled up by playing 50 of their respective dice types: 50 Rogue Dice for Rogue, 50 Mage Dice for Mage. These two classes are your entry point into the game's systems, and they're worth spending time with before you chase the others.
Don't rush past Rogue and Mage just to unlock the rest. Learning how dice synergies work in these two classes makes the harder unlock challenges significantly easier.
How to unlock all 6 locked classes
The six locked classes each require a specific in-game achievement. Some are tied to boss progression, others to dice mechanics. Based on information from Destructoid's coverage of the full release, here's the complete breakdown:
You can pursue these in any order, which matters because some are passive (Warrior and Paladin unlock naturally as you play through runs) while others demand deliberate setups.

Which unlocks are the easiest?
Warrior is the fastest to get. Defeat any 2 unique bosses across your runs and it's yours. Paladin takes longer at 20 mini-bosses, but that accumulates naturally over several sessions without any special setup.
Bard is a dice manipulation challenge. You need to merge dice until one reaches a value of 8 or higher. This is a mechanics test rather than a grind, so understanding how merging works in your early runs pays off here.
Necromancer requires defeating 50 dark knights, which is a grind but a consistent one. Dark knights appear regularly enough that this should unlock over time without forcing specific strategies.
What makes the Archer unlock so hard?
Archer has the most demanding unlock condition in the game. You need to hit a dice combo value of exactly 40 in a single throw, which is the maximum possible combo score. This requires a very specific dice setup and isn't something that happens by accident. Plan your run around building toward that combo rather than treating it as a side goal.

What do classes actually change?
Each class comes with its own pool of dice types and runes, which shapes how your runs play out. Classes also have multiple Heroes to choose from, and each Hero has their own unlock condition on top of the class itself.
The Rogue class, for example, gives you access to three Heroes:
- John Wickblade (available by default)
- Romeo Deathbrew (unlock by playing a Dodge Die 50 times)
- Mira Mirage (unlock by playing Poison Die 100 times)
The other classes follow the same pattern, meaning the unlock list goes well beyond 8 entries once you factor in Heroes.
Upgrades you choose during a run should directly support your active Hero's strengths. Picking generic upgrades instead of Hero-specific ones makes completing runs significantly harder, especially against the final boss.
For players looking to explore every system the game has to offer, the Rune Dice guides collection covers more ground on builds, rune strategies, and run progression.
What order should you unlock classes in?
There's no single correct path, but a practical approach based on the unlock conditions:
- Play enough runs to defeat 2 unique bosses and grab Warrior early.
- Let Paladin and Necromancer accumulate passively across normal play.
- Focus a dedicated run on merging dice to hit value 8+ for Bard.
- Attempt Druid once you're confident in Hard Mode.
- Save Archer for last. The 40-combo requirement is a challenge run in itself.
The beauty of how these unlocks are structured is that they push you to engage with different parts of the game rather than just grinding the same run repeatedly. If you enjoy indie games with deep mechanical layers, Rune Dice's class system rewards players who experiment rather than optimize one path from the start.
Class unlocks are permanent across all runs. Once you meet the condition, the class is yours regardless of whether you finished that particular run.
For the full breakdown of what each class can do once you have it, check out the Rune Dice strategy guides for deeper run-building advice.

