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.

SpeciesStarting statsPerkAbility
HumanSTR 5 · DEX 5 · CON 5 · INT 4 · CHA 5Balanced 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.
ElfSTR 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.
DwarfSTR 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.
HalflingSTR 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-OrcSTR 8 · DEX 4 · CON 6 · INT 2 · CHA 2Huge 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.
GnomeSTR 2 · DEX 5 · CON 4 · INT 8 · CHA 4Starts 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.
GoblinSTR 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.
LizardfolkSTR 5 · DEX 5 · CON 7 · INT 3 · CHA 2You regenerate, and fire can't hurt you.
Catch: Potions and food heal 30% less. Slow gut.
Shed Skin: Heal 40% of your max health.
PixieSTR 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.
MinotaurSTR 8 · DEX 2 · CON 7 · INT 2 · CHA 3Your 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.
OgreSTR 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.
RaccoonfolkSTR 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.
GhoulSTR 6 · DEX 5 · CON 5 · INT 3 · CHA 1Heal 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.
SlimeSTR 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.
DrakelingSTR 6 · DEX 3 · CON 6 · INT 5 · CHA 3Fire 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.
HellspawnSTR 5 · DEX 4 · CON 5 · INT 6 · CHA 7Fire 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.
FungoidSTR 4 · DEX 3 · CON 6 · INT 6 · CHA 3Starts 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.
AnimatronicSTR 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.
MimicfolkSTR 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.
GnollSTR 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.
DrowSTR 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.
TreantSTR 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.
TurnipfolkSTR 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.
AndroidSTR 5 · DEX 5 · CON 5 · INT 7 · CHA 1Poison 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 AlienSTR 2 · DEX 5 · CON 3 · INT 8 · CHA 6Starts 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.
BearfolkSTR 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.
FlyfolkSTR 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.
GhostSTR 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.
MutantSTR 6 · DEX 4 · CON 6 · INT 3 · CHA 2You 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.

ClassPerkClass powerSubclasses
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.