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Subclasses

30 specialisations — one permanent choice per hero at level 10

Every hero unlocks a subclass upon reaching level 10. Each subclass grants permanent ability score bonuses, replaces the class active ability with a subclass-specific variant, and activates a unique passive effect that is always on during runs.

Twelve of the 14 classes have two subclasses — typically one focused on damage and one on utility or survivability — while the Druid and Alchemist each offer three. All are equally valid depending on your party composition. The choice is permanent until a Scroll of Divergence consumable is used.

ClassSubclassStat BonusesAbilityIdentity
Warrior Berserker +2 Strength, +1 Agility Berserker Rage Every wound — taken or self-inflicted — builds rage. Rage hardens him against damage and throttles the missing-HP attack engine, so the longer the brawl drags on, the stronger he gets. Fragile until the pain piles up.
Warrior Paladin +2 Toughness, +1 Spirit Sacred Guard Shields the party (scaling with Toughness) and intercepts a share of damage aimed at allies — until its own guard is nearly broken.
Rogue Assassin +2 Dexterity, +1 Agility Shadow Strike Each crit chains into the next — sustained crit streaks melt single targets.
Rogue Poisoner +2 Agility, +1 Intelligence Venom Cloud Strikes hit lighter, but every auto deepens a ramping toxin on the target; Venom Cloud spreads AoE poison and chill. The slow death wins long fights.
Mage Pyromancer +2 Intelligence, +1 Agility Inferno Burn DoT spreads to adjacent enemies and explodes on kill.
Mage Arcanist +2 Intelligence, +1 Spirit Arcane Barrage Short cooldown nuke rotation — rapid ability cycling with reduced CDs.
Cleric Lightbringer +4 Spirit, +1 Intelligence Radiant Heal Massive group heals and can revive two allies in a single run.
Cleric Inquisitor +2 Intelligence, +1 Strength Smite Deals damage and heals simultaneously — every attack mends an ally.
Ranger Sniper +2 Dexterity, +1 Agility Execute Shot Devastating boss executes — deals triple damage to bosses below 25% HP.
Ranger Warden +2 Dexterity, +1 Agility Volley Arrows hit lighter, but the Volley is the weapon — a piercing barrage that strikes every enemy and chills them all. Devastating against packs; leans on the barrage against lone bosses.
Chronomancer Timestop +2 Intelligence, +1 Agility Absolute Zero Full lockdown — stuns all living enemies and resets their attack timers. Base stun lasts 2 ticks and scales with AP. Bosses resist the full freeze and are only briefly stunned for 1 tick.
Chronomancer Haste Weaver +2 Agility, +1 Spirit Acceleration Party accelerator — advances all allies' attack timers by 1.5 ticks on cast, triggering partial immediate attacks across the party. AP increases the timer boost.
Enchanter Hexblade +2 Dexterity, +1 Intelligence Mass Hex Stacks multiple lingering hexes — enemies crumble under compounding debuffs.
Enchanter Harmonist +2 Spirit, +1 Intelligence Resonance Party enchanter — Resonance grants a +15% ATK boost to all living allies each cast. AP scales the bonus and buff duration.
Swashbuckler Duelist +2 Dexterity, +1 Strength Momentum Momentum stacks build with each hit — at 5 stacks, execute the target.
Swashbuckler Corsair +2 Agility, +1 Dexterity Broadside Gold plunder + AoE — every kill splashes to nearby enemies and drops bonus loot.
Druid Ravager +2 Strength, +1 Agility Savage Surge Fights permanently in Beast Form; its claws stack a bleed that ramps the longer a fight lasts — a savage melee bruiser that excels on bosses and long fights, weak in short bursts.
Druid Thornguard +2 Toughness, +1 Vitality Entangle Taunts enemies onto itself, soaks the hits, and reflects a share of all damage taken — a sturdy front-line that punishes every attacker.
Druid Spiritmender +4 Spirit, +1 Intelligence Mend A dedicated healer: a strong single-target heal that follows whoever the enemy is focusing, wrapping the tank and another ally in Nature's Ward (less damage from enemy strikes), plus a gentle heal-over-time on the most-wounded allies. Surplus healing makes allies Bloom — their next attack carries bonus grove damage that grows with Ability Power. Distinct from the Cleric's group burst.
Alchemist Bomber +2 Intelligence, +1 Agility Acid Flask Corrosive AoE — Acid Flask hits all enemies with a strong poison and melts their armor (def-down), amplifying the whole party. Excels vs packs; weak single-target.
Alchemist Transmuter +2 Dexterity, +1 Intelligence Conversion Guaranteed item drop on every kill — turns base materials into rare loot.
Alchemist Apothecary +4 Spirit, +1 Intelligence Aiding Vials A potion healer: hands every ally auto-drink emergency potions each floor (heal when hurt), and throws Aiding Vials that heal and buff the whole party. A support flavor of alchemy, distinct from the Cleric and Spiritmender.
Gladiator Pit Fighter +2 Toughness, +1 Vitality Execute Duels the strongest enemy: deals +30% damage to it and draws its attacks, but takes +20% damage from it in return. Its Execute strike hits the dueled enemy harder the lower its HP. Thorns reflect 30% of incoming damage back at attackers, and Duelist's Poise parries the dueled rival's blows — sharpening with Agility investment.
Gladiator Iron Titan +2 Toughness, +1 Vitality Iron Stance Immovable wall — Iron Stance taunts all enemies, braces for a self bulwark (temporary HP that stacks with any shields/heals), and digs in: the more hits it soaks, the more damage it shrugs off. A passive also reduces all incoming damage.
Valkyrie Einherjar +2 Spirit, +1 Vitality Base ability Once per floor, saves an ally from death — transferring 50% of the Einherjar's remaining HP to that hero instead of letting them fall, bolstered by a bonus heal that scales with Ability Power.
Valkyrie Death's Herald +2 Strength, +1 Agility Last Rites Last Rites becomes an offensive surge — granting AP instead of DEF, with all values 25% stronger. When an ally falls, erupts into a +50% ATK rage for 8 ticks — and every enemy the party kills rekindles a shorter burst of that rage.
Samurai Kensei +2 Intelligence, +1 Dexterity Brand Detonate Spellblade — each strike inscribes an Arcane Brand on the target. At 5 brands, Iaijutsu detonates them in a hybrid burst.
Samurai Shogun +2 Strength, +1 Toughness War Cry Battle commander — War Cry buffs the entire party. Every kill permanently emboldens allies for the rest of the floor.
Onmyoji Shrine Keeper +2 Spirit, +1 Toughness Sacred Ward Shikigami manifest as protective wards. Party gains passive HP regen and the shikigami shields the Onmyoji from one hit.
Onmyoji Wrathcaller +2 Intelligence, +1 Agility Oni Swarm Each kill raises a vengeful shade (up to 3). Oni Swarm strikes all enemies and scales with accumulated shades.

How to Change a Subclass