Every adventurer starts as one of three classes. From level 10 you choose a permanent specialisation.
A sturdier shield role built around holding the line.
Chooses between a two-handed sword, axe or club.
Fast and elusive, with a bow range of 5 tiles.
A long-range specialist with a bow range of 7 tiles.
A destructive caster who strikes several enemies at once.
A healer who can also smite enemies.
A curse caster supported by a summoned imp. Soul Debt delays part of incoming damage; it never removes it. The imp grows with its master and upgrades at level 40.