Choose a starting language
A hero is a way to read the dungeon. The Warrior invites you to think about close combat; the Mage asks you to consider magical reach. Choose the question you want to practise rather than looking for a class that removes every difficult decision.
Warrior
A steady introduction to close combat and armour.
Mage
A staff, wand magic and a reason to watch your charges.
Rogue
The Cloak of Shadows makes positioning part of the plan.
Huntress
The Spirit Bow rewards a clear line through the room.
Duelist
Weapon abilities give familiar equipment another purpose.
Cleric
The Holy Tome brings divine spells into the dungeon.
Availability is shown in the game’s hero selection screen. If a class is locked, read its requirement there and treat it as a goal for a later attempt.
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Let the run develop
Early equipment gives a class its first identity, but a run is more than its starting item. Revisit the way you approach rooms when you acquire something that solves a problem your original kit could not. A safe ranged option, a new defensive tool or a useful consumable can change the value of a position.
| Hero | Subclass choices |
|---|---|
| Warrior | Berserker / Gladiator |
| Mage | Battlemage / Warlock |
| Rogue | Assassin / Freerunner |
| Huntress | Sniper / Warden |
| Duelist | Champion / Monk |
| Cleric | Priest / Paladin |
When the game presents a talent or subclass choice, read the effect alongside the equipment you are already using. Ask what it improves in this particular run and what you will need to do differently to benefit from it. Keep one coherent plan, with room for an escape.
Continue to the equipment journal →
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