Loop Hero

Loop Hero

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Necromancer Guide for Infinite Loops
By Richard
Necromancer deck and theory for infinite loop runs! All chapters!
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Requirements
  • Chapter 1
    • None
  • Chapter 2
    • Zero Milestone
  • Chapter 3
    • Zero Milestone
  • Chapter 4
    • Zero Milestone, River, Forest/Thicket, Smith's Forge
Deck
Deck list:
  • Village, Ruins
      For Chapter 4 only:
    • Spider Cocoons
  • Vampire Mansion, Blood Grove, Battlefield
      Not necessary, but useful or fun:
    • Bookery, Smith's Forge
  • Forest/Thicket
      Not necessary, but useful or fun:
    • Suburb, River
  • Oblivion
      Not necessary, but useful or fun:
    • Temporal Beacon
  • Zero Milestone

Deck theory:

The Basics
Zero Milestone seems like an odd card but after several runs switching between Ancestral Crypt and Zero Milestone, I feel I get more consistency from Zero Milestone!

Ruins are for resources and gear. Blood Grove is to get you a couple Flesh Golems for gear and to eat the boss. Battlefields are to get ghosts, but be aware that a fight covered by a Blood Grove aura cannot spawn ghosts.

Temporal Beacons make the day bar fill faster, so cover the loop path with their aura to spawn monsters quicker.

Oblivion is for Bandit Camps which still suck.

Enhancements
Suburbs will get you more traits, and the necromancer has some critical traits like the +1 summoned skeleton.

River just gets you attack speed faster, which is important in Chapter 4 but I do fine in Chapter 3 without it.

Spider Cocoons are to cover the tiles around the camp fire for Chapter 4. Be careful not to place too many Spider Cocoons, because spiders are tough for necromancers. They reduce your attack speed which makes it hard to get out the skeletons.

Smith's Forge just lets you armor up for the boss, which will grant you reliability against unlucky RNG from the boss targeting you instead of your skeletons.
Walkthrough
Chapter 1
Chapter 1 is not the best to farm, but if you want to conquer it you basically just focus on getting your evasion as high as you can.

Completely surround the 8 squares adjacent to the campfire to block the boss castle spawns.

Chapter 2
Just have your skeleton army ready...

  • Drop the Zero Milestone next to your camp fire, the first tile you walk on as you travel the loop.
  • The Zero Milestone has a neutral effect eight tiles away from it. I place ruins or cemetery at that tile.
  • Place two Blood Groves adjacent to and diagonal from the Zero Milestone. This is to cover the boss fight, and to spawn a second Flesh Golem. You want these Flesh Golems as close to the Zero Milestone (and your Watchtowers) as you can.
  • Use Oblivion on Bandit Camps.
  • Place both Forests and Thickets, just fill the map. Unless you have River and Bookery, in that case only place Thickets and use Bookery to cycle the Forests.
  • If you have Suburbs, I do a column 4 tiles wide on one side of the map.
  • Only place monster cards on the tiles within 8 spaces of the Zero Milestone. You can alternate Ransacked Villages (from Vampire Mansions) with Ruins or Cemeteries.
  • The half of the map distant from the Zero Milestone will fill with Villages (do not make these Ransacked Villages unless you are feeling lucky, punk) and forest villages. You can place Battlefields adjacent to the forest villages to spawn treasure chests. Be careful not to overlap Battlefields and create Blood Clots. You can overlap Battlefields if the overlapped tiles are already occupied (by villages for example)

Chapter 3
Same as Chapter 2.

Chapter 4
  • Make 4 Towns per boss. A Town is made by making a cross of Suburbs. Stop placing Suburbs once you have 4 Towns per boss spawn.
  • User Spider Cocoons to help cover the tiles around the Camp Fire. Get the extra four squares on the cardinal directions as well. Be careful with the Spider Cocoons! Place them adjacent to the Camp Fire or the Zero Milestone, you don't want to fight a lot of these eight legged freaks.
  • Only place Thickets next to your winding river. Either cycle Forests at Bookies or use Forests to help surround the camp fire.
  • Get a Smith's Forge on the tile around your Camp Fire (diagonal from it) before you complete the loop. You want to armor up before boss fights.
  • Deploy Bookeries as needed to cycle your Forests and excess Suburbs. Do not place Bookeries near the Smith's Forges. The interaction of magic books and magic armor is unpleasant.
  • Use Battlefields to carefully control spawn rates by taking up a spawn slot with a treasure chest. For example, placing a Battlefield adjacent to a Ruins will cause a maximum of 3 Scorch Worms to spawn. Do not overlap Battlefield auras on Wastelands.
  • Aim to have your Skeleton Level a bit over the Loop Level before each boss spawn. I had no issues with any boss by just focusing on the proper stat priority for Necromancer and being mindful of tile placement.
Explanation
You must be picky with gear. At least two pieces of gear must have +1 skeleton. Usually I do two rings. Your tome will eventually be a gray quality tome that just gives a ton of skeleton level, alternative would be skeleton level and summon quality. The secondary stats to shoot for are summon quality and skeleton level.

You need to pay attention these stats and only accept rings and amulets that have +1 summon, or skeleton level AND summon quality. Ideally all 3. Dropping below 50% summon quality is dangerous. Letting your skeleton level drop more than -2 below the loop level is dangerous.

The Forests/Thickets (with optional River) will quickly get you over 100% attack speed, and you can summon an army for fights. Run Rivers so they go on both sides of Thickets. If you have River, don't place Forests. Let those get cycled by the Bookeries. 200% attack speed is perfect. Getting up to 300% is dangerous because you will start attacking Training Dummies.

Position one Blood Grove to cover the camp fire for the boss and place one more Blood Grove adjacent to and diagonal from the Zero Milestone. Weakened Flesh Golems, even with four Scorch Worm archers, are no problem at all.

Skeletons do not benefit from any hero stats. No attack speed, no defense, no evasion, no magic damage, not even regen. You want attack speed for your hero so you can summon more skeletons, and I feel comfortable with 50-80% summon quality so that I get guards.

The only real problems come from bandit camps. Bookery can help you cycle excess suburbs and Forests and hope for Oblivions.

The Forest Villages are pure gimmes for Necromancer. Try to cover them with Vampire Mansions for extra loot.

The Temporal Beacons make the day bar fill faster, so cover the loop path in the Temporal Beacon aura and you will get faster Scorch Worm spawns.
Completed Loop Screenshots
Chapter 3
Completed Map

Chapter 4
Completed Map
12 Comments
vianna77 31 Aug, 2024 @ 3:29pm 
Hey @Richard, could you explain better Chapter 2? I couldn't understand what you meant, specially about Milestone and Blood Groove
spigias 23 Mar, 2021 @ 3:15am 
you are using cemeteries but its not on your deck list?
Ducho, de Mainha 18 Mar, 2021 @ 7:04pm 
Hey man, thx for the guide, i could kill the last boss thx for this!
Team Ąqua Grunt 18 Mar, 2021 @ 2:07am 
you do need it to include it in the first place though

also ngl i tried this with zero milestone a lot and couldn't ever get to the actual boss of chapter IV but then i switched to ancestral crypt and did him first try
Richard  [author] 17 Mar, 2021 @ 9:44pm 
No need for Grove if you have Forest/Thicket ;)
Redeemer 17 Mar, 2021 @ 6:44pm 
You forgot Grove in the deck list to include Blood Grove.
Ezerim 15 Mar, 2021 @ 12:32pm 
Personally I'd say the traits that are most beneficial to this would be
+0.25 Skeleton Level Per Loop
+1 Max Skeletons
When hero recieves direct damage it is evenly split between him and the skeletons
+0.5 Magic HP per skeleton summoned.

The Magic HP per summon and the Damage Split Between Skeletons synergies really well because the more you get hit, the more your skeletons die, so the more Magic HP you gain as time goes on.
Another very useful trait can be the Heal 3xLoop each time a skeleton dies. This is mostly to ensure survivability beyond anything. If using the Ancestral Crypt by the time you reach Loop 30 or so you'll have well over 10,000 HP and likely upwards of 5000 Magic HP to cushion the damage you take, as well as splitting all damage taken with your skeletons to further mitigate.
Ezerim 15 Mar, 2021 @ 12:25pm 
The enemy Prime Matter will give you 3 cards after you kill it, or 1 Golden Card. Whether those cards are in your deck or not. The spawn chance on the Prime Matter however is roughly 0.08%, as they are the result of a killed enemy spawning a Ghost, that Ghost then dying and spawning a Ghost of a Ghost and then that Ghost of a Ghost dying and spawning the Prime Matter. Any enemy that has a soul killed on a tile impacted by the Battlefield has a 20% chance of spawning as a Ghost, and then that 20% chance each time. Its painful, but possible.
Garborg 15 Mar, 2021 @ 11:14am 
A section for traits would do well.
Shaden 15 Mar, 2021 @ 1:57am 
And what max loop you reach with this build?