Races and classes in Idle Crawler

Every hero in this idle dungeon crawler starts with two choices: a race and a class. The race is permanent flavour and stats, the class decides how your hero fights on its own in the dungeon. There are 37 races and 5 classes, and every class branches into three subclasses and then three specializations each.

The 37 playable races

Each race levels up on its own track using the shared XP pool, and unlocks fixed racial bonuses as it grows. No race is locked behind a purchase.

Human

Jack of all trades, master of adaptation.

Humans are endlessly adaptable. Every Human level permanently raises their damage, survivability, regeneration and healing — no build-up required. Alternate actions to adapt; surviving harm reinforces your next response.

Fleshborn

Every wound is another soldier.

A living abomination that tears itself apart to survive. Damaging hits can create Living Limbs that fight and protect you. Spent actions grow a temporary protective fragment beside the living limbs.

Orc

Blood for the blood god... well, for bigger numbers.

Orcs are built for carnage. Every Orc level permanently raises their physical damage, health, attack speed and physical defense. Repeated kills release a brutal extra cleave.

Troll

You should have killed it faster.

Damage starts repeated recovery windows.

Vampire

Your blood belongs to me.

Feeding creates bounded protection, then marks a fresh victim.

Undead

Death already had its chance.

Repeated harm is answered by measured resistance and recovery.

Skeleton

Nothing vital remains.

Avoided attacks rebuild a protective bone frame.

Ghoul

Feed.

Kill-fed Feast is consumed repeatedly for damage and digestion.

Lichborn

The soul is merely another resource.

Kills fund spell bursts; spending renews the soul reservoir.

Dwarf

Stone breaks before I do.

Enduring blows hardens your guard and forges a counterattack.

Deep Dwarf

Nothing below the earth frightens us.

Incoming magic feeds runes that repeatedly discharge instead of staying full.

High Elf

Magic remembers.

High Elves weave lingering Arcane Echoes into their spells, letting magical skills repeat and chain for diminishing but compounding damage. Varied spells store a bounded echo that can find a new victim.

Wood Elf

The forest never stands still.

Actions build momentum, then spend it on precision and pace.

Dark Elf

Pain reveals every weakness.

Marked victims accumulate a wound that is harvested by expenditure.

Goblin

If it worked, it was the plan.

Critical hits shorten a cooldown and release an improvised blast.

Hobgoblin

Order wins wars.

The formation answers pressure with shared orders.

Ogre

One hit is enough.

Slow physical sequences end in a heavy armor-shaking blow.

Giant

The dungeon was built too small.

Physical sequences sweep beyond the main target.

Dragonborn

The old blood still burns.

Combat time creates fire pressure; breathing reinforces your scales.

Fireborn

Everything burns eventually.

Ignition builds to a repeated detonation, with fire crossing between victims.

Frostborn

Cold does not yield.

Incoming blows spend accumulated Frost into a shield and shatter.

Stormborn

Move faster than thunder.

Action cadence powers repeated electrical forks.

Beastkin

Instinct before thought.

Fresh-target attacks fund rapid pounces, with evasion protecting the pursuit.

Werewolf

Hold the beast until you need it.

Combat actions trigger short automatic beast windows even on safe farms.

Serpentkin

Patience is a weapon.

Venom accumulates on durable enemies and is consumed for sustain.

Minotaur

Charge. Break. Repeat.

Repeated fresh-target charges cause actual bleeding and secondary impacts.

Golem

Built to endure.

Steady combat pulses repair the construct; incoming force powers a shield.

Voidborn

Something looked back.

Spent power collapses into rifts and bounded secondary echoes.

Spiritborn

Half here, half elsewhere.

Evasion stores a return strike and temporary protection.

Angelborn

Grace protects the faithful.

Healing charges shared protection; radiance also works while farming safely.

Fallen

Grace burned away.

Action sequences buy a short power window with life.

Revenant

The debt is not settled.

Damage becomes debt that is repeatedly released as revenge.

Demon

Every bargain has a price.

Infernal strikes pay a blood price; kills repay the debt.

Ancient One

Older than the dungeon itself.

Room clears fund recurring evolution rather than permanent capped Growth.

Mimicborn

Become what you kill.

Recent kills produce temporary borrowed attackers and protection.

Swarmkin

We are many.

Expendable swarm fragments reform throughout the fight.

Crystalborn

Light passes through. Damage does not.

Incoming impacts charge a prism that returns stored power.

The 5 classes and their paths

Your class sets your resource, your abilities and your auto-battle style. At higher Character levels you pick a Rank 2 subclass, and later a Rank 3 specialization.

Warrior

Rage. Steel. Victory.

A melee juggernaut who generates Rage in battle and unleashes devastating physical strikes.

Physical • Rage • Melee

Berserker

Spend life on accelerating attack windows; incoming harm fuels recovery.

Specializations: Bloodreaver, Rageborn, Executioner

Juggernaut

Blocked blows charge an armored reprisal.

Specializations: Colossus, Ironwall, Immortal

Blademaster

Different physical techniques complete a double-strike sequence.

Specializations: Sword Saint, Whirlwind, Weapon Master

Rogue

Strike fast. Strike true.

A swift, deadly striker who builds Combo Points to unleash devastating finishing moves.

Physical • Combo Points • Melee

Assassin

Critical attacks poison; finishers consume prepared wounds.

Specializations: Deathblade, Nightstalker, Executioner

Duelist

Avoidance immediately answers with a counter, then restores tempo.

Specializations: Fencer, Blade Dancer, Swordmaster

Trickster

Changing techniques weakens and marks foes; kills spread the sabotage.

Specializations: Saboteur, Shadowdancer, Phantom

Mage

Knowledge is power.

A master of arcane and elemental magic who stacks Arcane Charges to fuel devastating nukes.

Magical • Mana • Ranged

Archmage

Spell sequences turn healthy Mana reserves into empowered magic.

Specializations: Spellweaver, Arcanist, Grand Magus

Elementalist

Different spells layer fire, frost and lightning; expenditure collapses them.

Specializations: Pyromancer, Cryomancer, Stormcaller

Warlock

Corruption and kill-powered shards buy resource recovery with life.

Specializations: Soulbinder, Voidcaller, Doomcaster

Priest

Endure. Restore. Prevail.

A holy caster who blends steady smiting magic with powerful healing, shielding and Mana sustain.

Holy • Mana • Ranged

Cleric

Healing actions create bounded party barriers.

Specializations: Divine Healer, Lifebinder, Saint

Inquisitor

Offensive spells restore the party and condemn their target.

Specializations: Zealot, Exorcist, Judicator

Shadow Priest

Shadow expenditure builds an automatic Voidform window.

Specializations: Mindbender, Soul Eater, Harbinger

Paladin

By blade and light.

A holy warrior who blends physical strikes and holy magic, building Holy Power to smite, heal, and mitigate.

Physical & Holy • Holy Power • Melee

Templar

Blocks restore Holy Power and build shared protection.

Specializations: Guardian, Crusader, Divine Fortress

Retribution

Builders mark; spending Holy Power delivers a seal strike.

Specializations: Avenger, Wrathbringer, Divine Executioner

Oathbreaker

Spend Holy Power to create corrupt wounds and sustain the caster.

Specializations: Dark Knight, Dreadlord, Fallen Champion

Ready to pick one?

Read the how to play guide, or create a free account and start your first dungeon run. The whole game is free — see pricing.