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.