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.
| Class | Subclass | Stat Bonuses | Ability | Identity |
|---|---|---|---|---|
| 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. |