Species and classes
29 species to start as, 62 classes to pick on floor 3.
Species
Your species sets your starting stats, a perk, a catch and an ability. The app unlocks them as you play.
| Species | Starting stats | Perk | Ability |
|---|---|---|---|
| Human | STR 5 · DEX 5 · CON 5 · INT 4 · CHA 5 | Balanced stats, and you see 9 classes on floor 3 instead of 8. +10% XP. Catch: That is it. Humans are the control group. | Sucker Punch: Your next hit deals triple damage and stuns for 2 turns. |
| Elf | STR 3 · DEX 7 · CON 3 · INT 5 · CHA 4 | +8% crit chance, and bows and crossbows carry 6 more shots. Catch: -10 max health. Elves are pretty, not sturdy. | Arcane Arrow: Tap an enemy you can see within 6 tiles to burn it for heavy damage. |
| Dwarf | STR 6 · DEX 3 · CON 7 · INT 3 · CHA 2 | +3 armor, and poison can't touch you. Catch: Low DEX and CHA. You bump into things and people. | Headbutt: Hit an adjacent enemy, knock it back a tile and stun it for 2 turns. |
| Halfling | STR 3 · DEX 7 · CON 4 · INT 4 · CHA 5 | +12% dodge, and food heals 50% more. Catch: -5 max health. Big things step on you. | Ankle Biter: Hit an adjacent enemy twice. Both hits always land. |
| Half-Orc | STR 8 · DEX 4 · CON 6 · INT 2 · CHA 2 | Huge STR, +20% damage and +10 max health. Catch: Brisket charges you 25% more. He says it is the tusks. | Blood Rage: For 4 turns every attack you make hits twice. |
| Gnome | STR 2 · DEX 5 · CON 4 · INT 8 · CHA 4 | Starts with Magic Missile, and every kill knocks a turn off your ability. Catch: Very low STR. You fight like a gnome. | Gnomish Hex: Curse a visible enemy within 6 tiles. It takes double damage for 6 turns. |
| Goblin | STR 4 · DEX 7 · CON 4 · INT 3 · CHA 3 | +5 bag slots and +30% gold. Catch: -10 max health. | Shriek: Every enemy next to you is stunned for 3 turns. |
| Lizardfolk | STR 5 · DEX 5 · CON 7 · INT 3 · CHA 2 | You regenerate, and fire can't hurt you. Catch: Potions and food heal 30% less. Slow gut. | Shed Skin: Heal 40% of your max health. |
| Pixie | STR 1 · DEX 7 · CON 2 · INT 5 · CHA 7 | +15% dodge. Catch: You take 25% more damage. You are six inches tall. | Glitter Bomb: Every enemy next to you is stunned for 3 turns. |
| Minotaur | STR 8 · DEX 2 · CON 7 · INT 2 · CHA 3 | Your hits knock enemies back, and +1 armor and +10 max health. Hide like a sofa. Catch: Very low DEX and INT. You keep getting stuck in doorways. | Gore: Hit an adjacent enemy, knock it back a tile and stun it for 2 turns. |
| Ogre | STR 9 · DEX 2 · CON 8 · INT 1 · CHA 2 | +30 max health, +1 armor and the biggest STR in the dungeon. Catch: 5 fewer bag slots, and INT of 1. | Club: Your next hit deals triple damage and stuns for 2 turns. |
| Raccoonfolk | STR 4 · DEX 7 · CON 5 · INT 4 · CHA 3 | +25% gold, and salvaging gives 50% more scrap. Catch: Low CHA. People keep checking their bins. | Rummage: Hit an adjacent enemy twice. Both hits always land. |
| Ghoul | STR 6 · DEX 5 · CON 5 · INT 3 · CHA 1 | Heal 2 health for every hit you land. Catch: Potions and food heal half. You crave other things now. | Feast: Heal 40% of your max health. |
| Slime | STR 4 · DEX 3 · CON 8 · INT 4 · CHA 3 | +30 max health, and poison can't touch you. Catch: Body armor slides right off you. You can't wear any. | Reform: Heal 40% of your max health. |
| Drakeling | STR 6 · DEX 3 · CON 6 · INT 5 · CHA 3 | Fire can't hurt you, and your hits sometimes set things alight. Catch: Low DEX. Tails are not aerodynamic. | Fire Breath: Tap an enemy you can see within 6 tiles to burn it for heavy damage. |
| Hellspawn | STR 5 · DEX 4 · CON 5 · INT 6 · CHA 7 | Fire can't hurt you, +8% crit chance, and Brisket gives you 10% off (he is scared of you). Catch: -5 max health. Holy things sting. | Infernal Mark: Curse a visible enemy within 6 tiles. It takes double damage for 6 turns. |
| Fungoid | STR 4 · DEX 3 · CON 6 · INT 6 · CHA 3 | Starts with Acid Splash and +10 max health. You regenerate and poison can't touch you. Catch: -1 armor. You are soft and squishy. | Regrow: Heal 40% of your max health. |
| Animatronic | STR 6 · DEX 3 · CON 6 · INT 4 · CHA 5 | +1 armor, +10 max health, and poison can't touch you. You don't sleep, so you don't need to. Catch: Potions and food heal 25% less. You run on batteries. | Jumpscare: Every enemy next to you is stunned for 3 turns. |
| Mimicfolk | STR 6 · DEX 4 · CON 6 · INT 3 · CHA 3 | +5 bag slots (you are the bag), +20% gold, +1 armor and +10 max health. You are a sturdy box. Catch: Brisket charges you 25% more. He does not trust furniture. | Chomp: Your next hit deals triple damage and stuns for 2 turns. |
| Gnoll | STR 6 · DEX 6 · CON 4 · INT 2 · CHA 3 | +5% crit chance, and the crowd gives you 25% more Hype. Catch: -5 max health. Your random laughs confuse the audience. | Pack Laugh: For 4 turns every attack you make hits twice. |
| Drow | STR 4 · DEX 7 · CON 3 · INT 6 · CHA 3 | +10% dodge and +5% crit chance. Catch: -10 max health. Daylight is a myth and so is cardio. | Spider Curse: Curse a visible enemy within 6 tiles. It takes double damage for 6 turns. |
| Treant | STR 7 · DEX 2 · CON 8 · INT 3 · CHA 3 | +2 armor, and you regrow 1 health every 8 turns. Catch: -15% dodge. You are, technically, a tree. | Root Slam: Hit an adjacent enemy, knock it back a tile and stun it for 2 turns. |
| Turnipfolk | STR 4 · DEX 5 · CON 6 · INT 3 · CHA 7 | +30% Hype, +15% gold and +10% dodge. Everyone loves an underdog. An undervegetable. A slippery one. Catch: -5 max health. You are mostly water. | Vegetable Rage: Your next hit deals triple damage and stuns for 2 turns. |
| Android | STR 5 · DEX 5 · CON 5 · INT 7 · CHA 1 | Poison can't touch you, and +15% XP. Catch: Brisket charges you 25% more. He thinks you are a vending machine. | Laser Eyes: Tap an enemy you can see within 6 tiles to burn it for heavy damage. |
| Grey Alien | STR 2 · DEX 5 · CON 3 · INT 8 · CHA 6 | Starts knowing Magic Missile, and +10% XP. Catch: -10 max health. Built for a lighter gravity. | Probe: Curse a visible enemy within 6 tiles. It takes double damage for 6 turns. |
| Bearfolk | STR 7 · DEX 3 · CON 7 · INT 2 · CHA 3 | +15 max health, and potions and food heal 25% more. Hibernation is self-care. Catch: -10% dodge. You are the size of a sofa and twice as loud. | Bear Hug: Your next hit deals triple damage and stuns for 2 turns. |
| Flyfolk | STR 3 · DEX 8 · CON 3 · INT 4 · CHA 3 | +12% dodge, and poison can't touch you. You grew up on garbage. Catch: -10 max health, and you take 10% more damage. One rolled-up magazine and you're done. | Buzz Off: Every enemy next to you is stunned for 3 turns. |
| Ghost | STR 3 · DEX 6 · CON 3 · INT 6 · CHA 6 | +15% dodge, traps do half damage, and poison can't touch you. You float. Catch: Body armor falls right through you, and -5 max health. | Haunt: Curse a visible enemy within 6 tiles. It takes double damage for 6 turns. |
| Mutant | STR 6 · DEX 4 · CON 6 · INT 3 · CHA 2 | You regenerate, poison can't touch you, and +5% crit chance. The extra arm helps. Catch: Potions and food heal 25% less. Your liver has other plans. | Extra Arm: Hit an adjacent enemy twice. Both hits always land. |
Classes
On floor 3 the show offers you a handful of classes, leaning toward your best stats and your species. Each has a perk, a class power and three subclasses to pick from later.
| Class | Perk | Class power | Subclasses |
|---|---|---|---|
| Acrobat DEX | +20% dodge, and a dodge lets you hit back for free. Catch: You take 25% more damage when something connects. | – | Trapeze Artist: Traps do half damage and you have 2 Flying Elbows a floor. Contortionist: +10% more dodge and +5 bag slots. You pack yourself very efficiently. |
| Assassin DEX | Triple damage to sleeping monsters, +20% crit, and you can vanish: everything nearby forgets you were there. Learns Venom Dart. Catch: You take 20% more damage in a fair fight. | Smoke Bomb: Every monster loses track of you and you're unseen for 3 turns (attacking ends it). | Hitman: Sleeping monsters take 5x damage instead. Shadow: Smoke Bomb lasts twice as long and you get 2 more. |
| Berserker STR | +35% damage, +8% crit, and every kill heals you 4. Starts with a Vial Pendant and a Well-Done Steak. Catch: -3 armor. | – | Blood Rager: Kills heal 8 instead, and you heal 2 for every hit you land. Frother: +30% more damage. Also -3 more armor. You are all offense now. Rampager: Momentum: +10% damage for every kill in a row. |
| Bouncer CON, STR | Scare off everything you can see for 5 turns. +2 armor, +15 max health. Starts with Pepper Spray. Catch: -2 CHA. You don't do small talk. | You're Not On The List: Every enemy you can see runs away for 5 turns (Headliners just flinch). | Velvet Rope: Everything you scare is stunned for 2 turns first. Head of Security: +3 armor and anything that hits you in melee takes 5. |
| Brawler STR, CON | +25% damage, and your hits knock enemies back. Starts with Chainmail Greaves and a Warm Beer. Catch: -2 INT. You forgot how doors work. | Ground Pound: Slam the floor: everything within 2 tiles takes a hit and is stunned for 2 turns. | Pit Fighter: +15% crit, and crits stun. Doorman: Ground Pound reaches 3 tiles and you get 2 more a floor. Drunken Master: +20% dodge. Nobody, including you, knows where you are about to be. |
| Bulwark CON | +3 armor, +30 max health, and melee attackers take 6 damage. Starts with a Chainmail Buckler. Catch: 20% less damage. | – | Porcupine: Melee attackers take 12 damage instead. Fortress: +40 more max health and regenerate. |
| Butcher STR, CON | Your hits make the target bleed 20% of the time, +30% damage to anything bleeding, and every kill heals you 2. Starts with a Well-Done Steak and a Raw Steak. Catch: -2 CHA. You smell like the walk-in fridge. | Tenderize: Pound an enemy you can see: it takes double damage for 6 turns. | Sausage Maker: Critical hits make the target bleed for 4 turns, and +8% crit chance. Chop Shop: +40% damage to anything under 30% health. |
| Cartographer INT | Once a floor, reveal the whole map, stairs and all. The stairs are always marked. Catch: -10% damage. | Survey: The whole floor, stairs and secrets included, shows up on your map. | Treasure Mapper: Survey also shows every chest and loose item, and +25% gold. Pathfinder: +150 turns on every floor timer and +10% dodge. |
| Chrono Temp INT | Stop time: every monster within 6 tiles freezes for 5 turns, twice a floor. Learns Flash Freeze. Catch: -15% damage. You're a temp. You don't get combat pay. | Time Out: Every enemy within 6 tiles is frozen solid for 5 turns. | Overtime: Time Out lasts 8 turns. Punch Clock: 2 more Time Outs a floor and +100 turns on every floor timer. |
| Cockroach CON | Regenerate, +20 max health, poison can't touch you, and once a floor a killing blow leaves you on 1 health. Catch: 25% less XP. Survival is not glamorous. | – | Radroach: Traps do half damage and you glow. +20 max health. Scuttler: +15% dodge and the XP penalty goes away. |
| Competitive Eater CON | +40 max health and food heals triple. Once a floor, pull a snack out of nowhere. Starts with a Rotisserie Drumstick, a Gas Station Hot Dog and a Prize Pumpkin. Catch: -10% damage. You are very full. | Second Lunch: Produce a random snack from somewhere on your person. Don't ask where. | Iron Stomach: Poison can't touch you and traps do half damage. All You Can Eat: 3 more Second Lunches a floor. |
| Cult Leader CHA, INT | Recruit monsters into followers, twice a floor. Up to 3 followers at once. Catch: -15% damage. You let the faithful handle it. | Recruit: An enemy you can see (not a Headliner) joins you as a follower. | Prophet: Up to 5 followers, and they hit 50% harder. Megachurch: 2 more recruits a floor, and followers heal as they follow you. |
| Cut Man DEX, CON | Your hits are Blood: 25% chance to make the target bleed, and hitting something that's already bleeding heals you 1. Starts with Nosebleed, a Vial Pendant and a Shrimp Cocktail. Catch: -1 STR. | Stitch Up: Heal 35% of your max health and wash out any poison. In multiplayer, use it on a teammate instead. | Open Wound: +30% damage to anything bleeding. Corner Stool: 2 more Stitch Ups a floor. |
| Degenerate Gambler CHA | Roll the dice 3 times a floor: full heal, a crate, lightning on everything you can see, gold... or you take a hit. Catch: You can't say no to a bet. | Let It Ride: Roll the dice. Mostly good things happen. Mostly. | Loaded Dice: Bad rolls stop happening. High Roller: 2 more rolls a floor and +8% crit. |
| Disgraced Prince CHA | Royal Decree: everything next to you is stunned for 3 turns. +30% gold. Catch: -2 STR. You have people for that. | Royal Decree: Everything within 1 tile is stunned for 3 turns (no damage, just authority). | Tyrant: Royal Decree reaches 2 tiles and hurts. Heir Apparent: Brisket charges 30% less, and +40% more gold. |
| Duelist DEX | +15% crit, +12% dodge, and crits stun. Starts with Moccasins and a Carrot. Catch: -20 max health. | – | Fencer: +10% more crit and +20% damage to enemies under 30% health. Riposte: 35% chance to hit back twice as hard when something hits you. |
| Exterminator DEX, INT | Starts with Poison Cloud. Poison can't touch you, your hits poison 20% of the time, and +30% damage to anything poisoned. Catch: -10 max health. Twenty years of fumes. | Bug Bomb: Every enemy you can see runs away for 4 turns, coughing. | Fumigator: Poison and bleeding you cause last twice as long, and your weapon poisons 20% more often. Pest Control: Bug Bomb: 2 more a floor, it lasts longer, and everything coughs too hard to move for 2 turns first. |
| Geologist CON, INT | Your hits are Earth (20% chance to stun and +1 armor). Spells use your CON if it's higher than INT. Starts with Rock Hard Abs and a Rock Pick. Catch: -10% dodge. Rocks in every pocket. | Core Sample: Everything within 2 tiles takes CON damage and is stunned for 2 turns. | Seismologist: Core Sample reaches 3 tiles, and 1 more a floor. Gem Hunter: +25% gold, and Earth armor (Rock Hard Abs too) gives +2 more. |
| Grappler STR, DEX | Yank an enemy you can see right next to you, stunned. +2 armor. Learns Tractor Beam. Starts with a Chainmail Shirt. Catch: -10% damage with ranged weapons and spells. | Get Over Here: Drag an enemy you can see within 6 tiles to your side. It's stunned for a turn. | Suplex City: Dragged enemies take a slam on arrival and stay stunned for 2 turns. Chain Whip: 4 more pulls a floor, and your hits arc to another enemy for 30%. |
| Grifter CHA | Brisket charges 25% less and Sponsor Cards trigger twice. Catch: 15% less damage. | – | Con Artist: +40% gold. Pyramid Schemer: Every kill drops a few extra coins. |
| Hedge Witch INT, CHA | Learn Acid Splash, and curse enemies so they take double damage for 8 turns. Catch: -2 STR. | Hex: Curse an enemy you can see: it takes double damage for 8 turns. | Coven Mother: Hexes last twice as long, and 2 more a floor. Bog Witch: Poison can't touch you and you regenerate. |
| Heel STR, CHA | Your hits are Bard: 25% chance of +1 Hype, and sometimes the target runs for it. Crits earn 3 Hype. Starts with Airhorn, a Topaz of Applause and a Warm Beer. Catch: Brisket charges you 20% more. He's a fan of the other guy. | Trash Talk: Every enemy you can see charges at you, and you get +1 armor for each of them (up to +5) for 5 turns. | Folding Chair: +50% damage to anything running away from you. Mic Skills: +2 CHA, and Trash Talk lasts twice as long and gives 2 Hype per enemy. |
| Hockey Goon STR, CON | Your hits are Frost: 15% chance to freeze for a turn, +25% damage to frozen things, and the pads give +1 armor. Starts with Flash Freeze and an Ice Cube Pendant. Catch: -2 INT. Too many pucks to the head. | Hip Check: Drag an enemy you can see within 5 tiles into you; it's stunned for a turn and frozen. | Goon: +3 armor and anything that hits you takes 2. Penalty Box: Freezes from your hits last a turn longer, and +50% damage to frozen things. |
| Hot Hands STR, INT | +10% damage. Your hits are Fire: 30% chance to set the target alight, +15% damage to anything on fire, and they train your Fire spells. Spells use your STR if it's higher than INT. Starts with Hot Sauce, a Pilot Light Pendant and a Hot Sauce Shot. Catch: -1 armor. Your gi is mostly scorch marks. | Grease Fire Palm: Palm-strike the flames into an enemy you can see within 3 tiles: heavy STR damage, and it catches fire. | Wok Star: +30% damage to anything on fire. Ghost Pepper: Fireproof, and your hits set things alight 20% more often. |
| Houseplant Whisperer CHA, CON | You regenerate, Nature spells hit 20% harder, and grass you grow spreads 1 tile wider (you heal standing in it). Starts with Vine Whip, a Pickled Pearl and Fertilizer. Catch: -10% damage. You apologise to everything first. | Garden Party: Pick something from your garden: an apple, a carrot, berries or a prize pumpkin. | Poison Ivy: Your hits poison 20% of the time. Compost Bin: 2 more Garden Parties, and food heals 50% more. |
| Hypnotist CHA, INT | Illusion spells hit 20% harder and confused enemies take +35% damage from you. Starts with Double Take, a Pearl of Pink and Itching Powder. Catch: -2 STR. | You Are Getting Sleepy: Every enemy you can see is confused for 4 turns (Headliners for 1): half the time they stumble around, and they swing at each other instead of you. | Stage Hypnotist: 1 more a floor, and it lasts 50% longer. Ventriloquist: Confusion lasts a turn longer, and confused enemies hit each other 50% harder. |
| Influencer CHA | Once a floor, a sponsor airdrops a Prize Crate at your feet. Double Hype from kills. Catch: -2 armor. Ring lights aren't armor. | Sponsored Content: A sponsor drops a Prize Crate right at your feet. | Verified: Sponsored crates are a tier better. Gone Viral: 2 airdrops a floor. |
| Juggernaut STR, CON | +5 armor, +25 max health, and hits knock enemies back. Starts with a Chainmail Buckler. Catch: 15% less damage, and you can't dodge anything. | – | Siege Engine: +40% damage to Headliners and +3 armor. Spiked Plating: Anything that hits you in melee takes 8 damage. |
| Kickboxer STR, DEX | Your kicks are Wind: 30% chance to blow the target 2 tiles back. Spells use your DEX if it's higher than INT. Starts with Gust, Moccasins and a Banana. Catch: -5 max health. | Roundhouse: Leap to a spot within 3 tiles; everything next to where you land takes a DEX hit, is stunned and gets blown back. | Cardio: +15% dodge, and Wind buffs last twice as long. Leg Day: +20% damage, and every hit knocks back. |
| Knight STR, CON, CHA | +3 armor, +15 max health, and a shield of pure stubbornness: three times a floor, nothing can hurt you for 2 turns. Starts with a Chainmail Coif and a Chainmail Shirt. Catch: -10% damage. | Hold the Line: For 2 turns, nothing can hurt you. | Paladin: Hold the Line also heals you 25% of your max health. Black Knight: +30% damage. Tis but a scratch. Mall Templar: +4 armor and melee attackers take 5 damage. |
| Late-Night Astrologer INT, CHA | Cosmic spells hit 20% harder, and kills knock 2 turns off your ability. Starts with Gravity Well and a Crystal Ball. Catch: -2 CON. | Falling Star: Drop a star on an enemy you can see for heavy INT damage. Everything near it gets pulled in. | Retrograde: Falling Star hits 60% harder. Daily Horoscope: +2 INT, +2 CHA. |
| Lifeguard CON, DEX | Starts with Riptide. Your hits soak the target 25% of the time, and +30% damage to anything wet. Catch: -1 armor. Swimwear is not armor. | Rescue Tube: Drag an enemy you can see within 6 tiles to your side. It's stunned for a turn. Technically a rescue. | Pool Shark: +10% crit chance and +20% more damage to anything wet. Storm Chaser: Lightning does triple to wet enemies, and chain spells jump once more. |
| Lounge Singer CHA | Bard spells hit 20% harder, and kills earn 50% more Hype. Starts with Laugh Track, a Topaz of Applause and some Boxed Wine. Catch: -2 STR. | Last Call: Every enemy you can see leaves for 4 turns. | Crooner: Songs (Bard buffs) last 50% longer. Hype Man: +2 CHA, and crits earn 2 Hype. |
| Luchador STR, DEX | Leap onto a spot up to 4 tiles away and stun everything around where you land. +10% dodge. Starts with Moccasins and a Banana. Catch: No hats. The mask is sacred. | Flying Elbow: Leap to a spot you can see within 4 tiles. Everything next to where you land takes a hit and is stunned. | Rudo: Flying Elbow hits twice as hard. You play dirty. Técnico: 3 more Flying Elbows a floor and +10% dodge. |
| Method Actor CHA, DEX | Become any monster you can see. Its kind (and everyone else) leaves you alone until you attack. Headliners see right through it. Catch: -10 max health. | Get Into Character: Pick a monster you can see. You look like one for 40 turns, or until you attack. Monsters ignore you. | Mimicry: Your first hit out of a disguise does triple damage. Award Winner: 2 more roles a floor, and they last twice as long. |
| Mud Wrestler STR, CON | Your hits are Earth: 20% chance to stun for a turn and give you +1 armor. +30% damage to anything wet, and +10 max health. Starts with Sinkhole, a Sandbox Shovel and some Expired Milk. Catch: -2 DEX. | Body Slam: Slam the floor: everything within 2 tiles takes a STR hit and is stunned for 2 turns. | Mud Pie: Your hits soak the target 25% of the time. Pinfall: Stuns from your hits last a turn longer, and Earth armor gives +2 more. |
| Necromancer INT, CON | Raise two skeleton helpers for 25 turns, twice a floor. Learns Death Knell. Catch: Potions heal 30% less. Death is your aesthetic. | Raise Dead: Two skeletons claw out of the floor and fight for you for 25 turns. | Lich: Raise 3 at a time and they stay for 40 turns. Bonecaller: 2 more raises a floor, and your minions hit 50% harder. |
| Night Shift Nurse CON, CHA | Drain everything next to you and heal what you take. Heal 2 for every hit you land. Catch: Potions and food heal half. | Blood Draw: Every enemy next to you loses health, and you gain it. | Countess: Blood Draw drains twice as much. Night Flyer: +15% dodge and 2 more Blood Draws a floor. |
| Ninja DEX, INT | Swap places with any enemy you can see. +10% dodge and +10% crit. Learns Paper Cuts. Catch: -10 max health. | Substitution: Swap places with an enemy you can see. It's confused and stunned for a turn. | Shadow Stepper: 3 more swaps a floor and +10% crit. Log Jutsu: Swapped enemies are stunned for 3 turns instead. |
| Pickpocket DEX, CHA | Rob the monster next to you: gold, and sometimes a potion or a card. +20% gold. Catch: Brisket charges you 25% more. He's counting his fingers. | Five Finger Discount: Lift gold (and sometimes an item) off the enemy next to you. It doesn't notice. | Fence: Stolen goods sell for more: +30% gold, and Brisket forgets your face (normal prices). Light Fingers: 6 more lifts a floor, and robbed monsters drop a crate more often. |
| Portal Jockey DEX, INT | Teleport to anywhere on your map instead of walking, 5 times a floor. Learns Gust. Catch: -10 max health. The portals take a little off every trip. | Portal: Pick any spot you've explored (on the map or on screen) and step through. | Frequent Flyer: 4 more portals a floor. Hot Exit: Every portal leaves an explosion where you left. Pocket Dimension: +10 bag slots. You keep your stuff between worlds. |
| Prop Master DEX, INT | Conjured blades last twice as long and hit 25% harder. Starts with Flame Blade and a Steel Heater Shield. Catch: Your own weapons do 10% less. | Prop House: Pull a random blade tome you don't know yet off the shelf. | Weapons Wrangler: Conjured blades get a rider: 30% chance of their school's effect. Prop Hoarder: 1 more Prop House a floor, and +5 bag slots. |
| Pyrotechnician INT, STR | Blow up everything around you (you're fireproof). Hits sometimes set things alight. Learns Wall of Fire. Catch: -2 armor. Your clothes keep catching fire. | Big Finish: An explosion around you: everything within 2 tiles gets hit hard and the floor catches fire. | Grand Finale: Big Finish hits 70% harder. Sparkler: 2 more Big Finishes a floor. |
| Quick-Change Artist CHA, DEX, CON | Switch between Bear, Cat and Bat forms (20 turns each). Starts with Bulk Up, a Raw Steak and a Banana. Catch: -2 INT. You forgot your lines in every form. | Costume Change: Become the next form for 20 turns. Bear: +3 armor, +20% damage, -10% dodge. Cat: +20% dodge, +10% crit. Bat: heal 2 per hit, +10% dodge. | Costume Rack: Forms last 10 more turns, and 2 more changes. Method Shifter: Your form's bonus is 50% stronger, and it lasts longer. |
| Rodeo Clown CHA, DEX | Honk: everything you can see runs away for 4 turns. +15% dodge. Catch: -10% damage. Squeaky shoes. | Honk: Every enemy you can see runs away for 4 turns. | Scary Clown: Honked enemies are stunned for 2 turns first, and take double damage while they run. Rodeo Star: +10% more dodge, and 2 more Honks. |
| Set Medic CON, CHA | Holy spells hit 20% harder, healing (Band-Aid, Triage Tent, potions) heals 50% more, and Triage Tent also patches up your pets and teammates within 4 tiles. Starts with Band-Aid, an Industrial Antidote and a Honeycomb. Catch: -15% damage. | Triage Tent: Heal 40% of your max health, and your pets and teammates within 4 tiles. In multiplayer you can aim it at one teammate instead. | Field Medic: 2 more Triage Tents a floor. Set Chaplain: Holy spells hit undead three times as hard. |
| Showboat CHA | Double Hype from kills and +40% gold. Catch: -3 armor. You dress for the cameras. | – | Diva: Triple Hype from kills instead. Stunt Show: +20% dodge. The audience loves a near miss. |
| Sniper DEX | Take an aimed shot at anything you can see for triple damage. Starts with a crossbow. Catch: -20% melee damage (it applies to everything, you just notice it up close). | Aimed Shot: Shoot anything you can see, any distance, for heavy DEX damage. | Deadeye: Aimed Shots hit 60% harder. Gunslinger: Ranged weapons fire twice when nothing is next to you. Spotter: 3 more Aimed Shots a floor and +10% crit. |
| Spell Checker INT | Arcane spells hit 20% harder, and every spell re-airs 15% more often. Starts with Rerun and a Ring of Plot Holes. Catch: -10 max health. | Red Squiggle: Underline an enemy you can see: it takes double damage for 6 turns. | Grammar Police: +2 INT and 2 more Red Squiggles. Thesaurus: Re-aired spells hit at full damage, and 15% more re-airs. |
| Stage Blood Artist CON, INT | Blood spells hit 25% harder, cost 1 less health, and heal you 1 per bleeding enemy you can see. Kills heal 1. Starts with Bloodbath and a Ring of the Blood Bank. Catch: -15 max health. Method. | Squib: Every enemy next to you bursts a squib: they lose health, you gain it. | Splatter Zone: +30% damage to anything bleeding. Practical Effects: Blood spells cost 1 less health. |
| Stage Crew DEX, CHA | Your hits are Shadow (25% chance to blind for 2 turns), and +30% damage to blinded enemies. Starts with Lights Down, an Onyx of Dead Air and Lights Out Powder. Catch: -10 max health. | Kill the Lights: Every enemy within 6 tiles is blinded for 5 turns: it can't see you from more than a tile away. | Fly System: +15% dodge. Union Break: 2 more Kill the Lights a floor. |
| Stage Magician INT, CHA | Turn an enemy you can see into a chicken, 3 times a floor. Learns Smoke and Mirrors. Catch: -10% damage. The rabbit takes a cut. | Ta-Da!: An enemy you can see (not a Headliner) becomes a harmless chicken. | Illusionist: 2 more Ta-Das a floor, and Sponsor Cards trigger twice. Escape Artist: +15% dodge. |
| Street Preacher CHA, CON | Heal 40% of your max health, 3 times a floor. Catch: -10% damage. | Pray: Heal 40% of your max health. Something up there sighs. | Televangelist: Every prayer also earns Hype, and +40% gold. Zealot: Prayers heal 60% and you hit 20% harder. |
| Sumo CON, STR | Slam everything around you for CON damage. +30 max health, and nothing can knock you around. Starts with a Lamb Chop, a Rotisserie Drumstick and Expired Milk. Catch: -3 DEX. | Stomp: Everything within 2 tiles takes CON damage and is stunned for 2 turns. | Yokozuna: Stomp hits twice as hard and +3 armor. Rikishi: 2 more Stomps, and your hits knock enemies back. |
| Time Janitor INT, CON | Rewind yourself 10 turns: back where you were, with the health you had. Learns Water Balloon. Catch: -2 CHA. Nobody remembers talking to you. | Undo: Go back to where you stood 10 turns ago, with the health you had then (if it was more). | Ctrl+Z: 2 more Undos a floor. Paradox: Undo leaves an explosion where you were. |
| Tinkerer INT, DEX | Bombs do double damage, crafting costs 1 less scrap, and twice a floor you cobble together a gadget. Learns Detonate. Catch: 15% less damage with weapons. | Cobble Together: Make a random gadget out of junk: a bomb, a bear trap, a flashbang, caltrops or dynamite. | Mechanic: Salvaging gives double scrap, and 2 more gadgets a floor. Mad Bomber: Enemies you kill have a 30% chance to explode. |
| Understudy CHA | Summon a stand-in who looks like you and fights for 20 turns, twice a floor. Catch: -2 STR. | Stand-In: A lookalike shows up and fights for you for 20 turns. | Ensemble Cast: Two stand-ins at a time. Promoted to Lead: +25% damage and +2 CHA. You got the part. |
| Warlock INT | Hits arc to another enemy for 50% and sometimes set things alight. Learns Jinx. Catch: -20 max health and -2 armor. | – | Stormcaller: Hits arc for 90% instead. Hexblade: +25% damage and heal 2 per hit. |
| Weather Presenter INT, CHA | Wind spells hit 20% harder, and your Storm Warning zaps everything it catches. Starts with Leaf Blower and a Ring of Static (+20% to Storm spells and hits). Catch: -1 armor. | Local Storm Warning: A squall around you: everything within 2 tiles takes INT damage, is stunned for 2 turns and gets zapped. | Doppler: 2 more Storm Warnings. Hurricane Season: Knockbacks go 1 tile further, and things you knock into walls take double. |
| Wizard INT | Learn Magic Missile, and hurl a Firebolt 4 times a floor. Catch: -10 max health. | Firebolt: Burn an enemy you can see for heavy INT damage. | Evoker: Firebolts hit 60% harder. Pyromancer: Fireproof, and your hits set things alight. Arcanist: +3 INT and 2 more Firebolts. |
| Wrecking Ball STR, CON | Once a floor, smash through a wall into whatever is on the other side. Hits knock enemies back. Starts with a Chainmail Coif and Lights Out Powder. Catch: -2 DEX. Subtle is not in your vocabulary. | Wall Smash: Pick a wall next to you. You bash straight through (up to 8 tiles of it) and out the other side. | Demolition Expert: Two Wall Smashes a floor, and each one ends in an explosion that hurts everything nearby. Oh Yeahhh: Bursting through a wall stuns everything near where you come out, and the crowd goes wild. Renovator: Three Wall Smashes a floor, but no explosions. You are here to add open floor plans. |
| Zookeeper CHA, CON | Keep up to 4 pets at once, and charm one wild monster a floor. Pets hit 50% harder. Learns Sic 'Em. Catch: -15% damage. You let the animals handle it. | Adopt: A monster you can see (not a Headliner) becomes your pet. | Safari Guide: 2 more adoptions a floor. Pet Store Owner: Pets heal as they follow you and hit twice as hard. |
Built from the game's own data for Level Crawl v0.82.8.