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.