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. Build tools suited to the fight and throw improvised weapons.

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. Detach hands, eyes and ribs; returning parts heal their owner.

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. Kills provide trophies to spend on heavy blows; a war cry sends foes fleeing.

Troll

You should have killed it faster.

Regrow flesh from every wound and club enemies back.

Vampire

Your blood belongs to me.

Store blood from attacks, drain it back, and weaken prey.

Undead

Death already had its chance.

Survive a lethal blow, feed on the living and spread grave dread.

Skeleton

Nothing vital remains.

Throw your own bones and cage enemies in ribs.

Ghoul

Feed.

Collect edible remains, spit bile and grow bloated.

Lichborn

The soul is merely another resource.

Charge a soul vessel, then spend it on shields, death magic and soul chains.

Dwarf

Stone breaks before I do.

Temper weapon and armor, then ring the rune hammer.

Deep Dwarf

Nothing below the earth frightens us.

Dig beneath your target and bring the ceiling down.

High Elf

Magic remembers.

High Elves weave lingering Arcane Echoes into their spells, letting magical skills repeat and chain for diminishing but compounding damage. Store echoes of recent attacks in mirrors and release them together.

Wood Elf

The forest never stands still.

Thorned arrows bleed foes and mark prey with grasping roots.

Dark Elf

Pain reveals every weakness.

Find weak points; critical hits open arteries.

Goblin

If it worked, it was the plan.

Scrap bombs, rockets and tasers.

Hobgoblin

Order wins wars.

Rotate orders, lock shields and strike in formation.

Ogre

One hit is enough.

Grab enemies and throw them into others.

Giant

The dungeon was built too small.

Raise boulders as shields, throw them, shake the floor.

Dragonborn

The old blood still burns.

Build heat, roar and breathe fire.

Fireborn

Everything burns eventually.

Set enemies alight and radiate heat waves.

Frostborn

Cold does not yield.

Prepare a shell that stores incoming damage, then shatter it into a freeze.

Stormborn

Move faster than thunder.

Build static and chain it through enemies.

Beastkin

Instinct before thought.

Read the prey, dodge and pounce.

Werewolf

Hold the beast until you need it.

Build moonlight, transform and howl.

Serpentkin

Patience is a weapon.

Poison bites, shed skin and paralyze.

Minotaur

Charge. Break. Repeat.

Charges lay out a trap, then collapse its paths around the target.

Golem

Built to endure.

Swap arms, vent steam and slam magnetically.

Voidborn

Something looked back.

Store a bounded portion of incoming force and release a collapsing void.

Spiritborn

Half here, half elsewhere.

Etheric strings link the party and carry sound.

Angelborn

Grace protects the faithful.

Send feathers to wounded allies or enemies, then gather them into protective wings.

Fallen

Grace burned away.

Punish attackers and call a dark sun.

Revenant

The debt is not settled.

Incoming hits fund a marked reprisal and a revenge echo.

Demon

Every bargain has a price.

Trade health for extra organs, hellfire and a terrifying true form.

Ancient One

Older than the dungeon itself.

Open eyes that expose weakness, then bite it.

Mimicborn

Become what you kill.

Copy enemy traits as temporary armor, claws, venom or a spell gland.

Swarmkin

We are many.

Send pieces of your body to attack at the cost of protection, then recall them.

Crystalborn

Light passes through. Damage does not.

Charge a prism with incoming energy and split a beam.

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

Build Frenzy through Rampage and spend it on a blood-marked roar.

Specializations: Bloodreaver, Rageborn, Executioner

Juggernaut

Catch incoming force during Bulwark and turn it into a siege-breaking blow.

Specializations: Colossus, Ironwall, Immortal

Blademaster

Chain rising and falling techniques to build a finishing combination.

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

Vanish to prepare an ambush adapted to the target's condition.

Specializations: Deathblade, Nightstalker, Executioner

Duelist

Challenge one opponent and retaliate after a defensive opening.

Specializations: Fencer, Blade Dancer, Swordmaster

Trickster

Plant traps and decoys, then let your enemies spring them.

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

Store the force of recent spells and release their echoes in sequence.

Specializations: Spellweaver, Arcanist, Grand Magus

Elementalist

Cycle fire, frost and lightning; successive elements trigger reactions.

Specializations: Pyromancer, Cryomancer, Stormcaller

Warlock

Summon attacking imps and a guarding void creature; empower them through a blood pact.

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

Keep a healing sanctuary and prepare a vessel to protect vulnerable allies.

Specializations: Divine Healer, Lifebinder, Saint

Inquisitor

Brand the target with guilt and consume the sentence with judgment.

Specializations: Zealot, Exorcist, Judicator

Shadow Priest

Attach a mind leech, then drive it into a feeding frenzy.

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

Protect a zone and relay a shield toward the party's most threatened member.

Specializations: Guardian, Crusader, Divine Fortress

Retribution

Charge orbiting hammers, then cast them into a judged target.

Specializations: Avenger, Wrathbringer, Divine Executioner

Oathbreaker

Turn protection into dark force and fight beside a fallen squire.

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.