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Meanwhile Necromancy feels not just overpowered, but indispensable. Without it, healing during the level is limited to rng food dropped or sold, rng of specific item modifier that lets it lifesteal (but only up to 50%) and expensive flask, which you do not want to use even once, not to mention more. Shielding crystallize is useful alternative but doesn't scale with maxhp.
I'd let (on low difficulty) healing waters to refill flasks partially, say fill every empty flask with "subpar" healing that only recovers 25% hp (and prob can't be shared). Good enough to get you off death's door, weak enough so that you still would prefer a proper flask. More (weak) ways to properly heal off enemies or generate shield more reliably would also help, and let necromancy be nerfed without harm.