Characters

You are two choices: a race, which is the animal you are, and a class, which is the job you turned up to do. Neither locks anything -- a Dwarf Rogue and a Gnome Warrior are both perfectly legal, and the game will simply multiply the two together and let you find out.

Everything else about you -- name, gender, and three color palettes for fur, hair and cloth -- is appearance, and appearance is chosen once at character creation and never re-rolled mid-adventure.

Female, Male, Nonbinary.

The baseline

Every character starts from the same four numbers. Your race and class are multipliers on them: the two multiply rather than add, so a tough race and a tough class together are worth more than the sum of the pair.

Health100
Walk speed7m/s
Jump speed8.5m/s
Carry strength1100kg

Races

Ten animals. Read the table across: a Gnome is the fastest thing in the game that also jumps well and dies to one good hit, and a Dwarf is the opposite trade.

RaceAnimalHealthSpeedJumpGrip
KoboldDog90%110%100%100%Loyal, eager, and always underfoot. Quick on their feet, but they fold fast.
MunchkinCat85%105%120%100%Small and sly, and always lands on their feet. High jumps, thin skin.
OrcPig130%90%95%105%Big, tough, and proud of it. Shrugs off blows and trundles after you.
ElfDeer80%115%110%100%Graceful and fast, with a light step and a lighter frame.
DrowMoose120%95%90%105%Broad and brooding. Hard to knock over, slow to get going.
HalflingSheep100%100%105%100%Woolly and unbothered. Nothing special about them, and nothing wrong with that.
AlienBunny75%105%130%100%Not from around here. Enormous leaps, hollow bones.
DwarfMole125%85%80%110%Stout, stubborn, and mostly beard. Built like a boulder and moves like one.
GnomeMouse70%110%110%100%Tiny and twitchy. Darts and hops, but one good hit is one too many.
VampireBat90%105%115%100%Pale, pointy, and nocturnal. Light in the air; the sunlight thing is exaggerated.

Kobold

A dog. Loyal, eager, and always underfoot -- quick on their feet, but they fold fast. The cheapest speed in the game, paid for out of health.

Munchkin

A cat. Small and sly, and always lands on their feet. A good jump and thin skin: fine for a Rogue or a Ranger who never intended to be hit anyway.

Orc

A pig. Big, tough, and proud of it. Shrugs off blows and trundles after you. The most health of any race, and the second-slowest walk to go with it.

Elf

A deer. Graceful and fast, with a light step and a lighter frame. The fastest walk in the game, and the second-lowest health.

Drow

A moose. Broad and brooding -- hard to knock over, slow to get going. Heavy and steady, with the extra grip that lets you carry things other characters have to drag.

Halfling

A sheep. Woolly and unbothered. Every multiplier is 1.00 or nearly, which means a Halfling is exactly whatever their class is and nothing more. There is nothing wrong with that.

Alien

A bunny. Not from around here: enormous leaps, hollow bones. The highest jump in the game by a distance, and the lowest health but one. Climbing and the chasm both get much easier; a skeleton's swing gets much worse.

Dwarf

A mole. Stout, stubborn, and mostly beard -- built like a boulder and moves like one. The slowest walk and the worst jump, in exchange for the second-highest health and the best natural grip.

Gnome

A mouse. Tiny and twitchy, darting and hopping -- but one good hit is one too many. The lowest health of any race. A Gnome that is being hit at all has already made a mistake.

Vampire

A bat. Pale, pointy, and nocturnal; light in the air, and the sunlight thing is exaggerated. A mild all-rounder tilted toward the jump.

Classes

Seven jobs. A class decides what is in your two mittens when you spawn, and that -- more than the multipliers -- is what the class actually is.

ClassRoleHealthSpeedJumpGripStarts with
WarriorTank130%95%100%130%Sword, Shield
WizardCaster90%100%100%150%Staff, Fireball
RogueStriker85%115%110%90%Dagger, Dagger
ClericSupport115%100%100%100%Cudgel, Heal Circle
RangerSkirmisher95%110%105%100%Bow, Quiver x30
ArtificerTinker100%95%100%160%Wrench, Grappling Hook
CultistOccultist90%100%100%100%Sickle, Summoning Circle
Warrior
Tank
Plate, pauldrons, and a cape. Takes the hits so nobody else has to, and hurls what others can only drag.
  • Starts with Sword, Shield
Wizard
Caster
Robe, hat, stars. Frail, but the levitation is strong: heavy loads float like feathers.
  • Starts with Staff, Fireball
Rogue
Striker
Hood, daggers, soft boots. Fast in, fast out, and not built to stand and trade.
  • Starts with Dagger, Dagger
Cleric
Support
Tabard, circlet, and a rope belt. Steady on their feet and hard to put down.
  • Starts with Cudgel, Heal Circle
Ranger
Skirmisher
Feathered cap and a full quiver. Quick and spry, at home on the move.
  • Starts with Bow, Quiver x30
Artificer
Tinker
Goggles, apron, and a tank of something on the back. The machines do the lifting.
  • Starts with Wrench, Grappling Hook
Cultist
Occultist
Hooded robe and a book best left shut. Lays a circle that trades whatever falls in for whatever crawls out.
  • Starts with Sickle, Summoning Circle

Warrior

Plate, pauldrons, and a cape. The tank: the most health of any class and the grip to hurl what others can only drag. Starts with a sword in the right mitten and a shield in the left -- the only class that begins able to guard. See Combat for what a raised shield does and what it costs.

Wizard

Robe, hat, stars. Frail, but the levitation is strong: heavy loads float like feathers. Starts with a plain staff and the Fireball spellbook. The staff swings for a little and grabs on a hold; the book is the reason you are here.

Rogue

Hood, daggers, soft boots. Fast in, fast out, and not built to stand and trade. Starts with a dagger in each fist -- the only class with two weapons and no offhand utility at all. Both mouse buttons swipe.

Cleric

Tabard, circlet, and a rope belt. Steady on their feet and hard to put down: the second-highest health. Starts with a cudgel and the Heal Circle book, which lays a circle on the ground that pulses healing into whoever stands in it -- friend or foe, so mind where you put it.

Ranger

Feathered cap and a full quiver. Quick and spry, at home on the move. Starts with a bow and a Normal quiver on the belt, and nothing in the offhand -- a bare mitten punches and grabs. The bow never runs dry: out of arrows it still looses a basic one. See Weapons.

Artificer

Goggles, apron, and a tank of something on the back. The machines do the lifting: the best grip in the game by a wide margin. Starts with a wrench and the grappling hook, which is the fastest way across a chasm that anybody has.

Cultist

Hooded robe and a book best left shut. Starts with a sickle and the Summoning Circle, which lays a circle that consumes everything resting inside it -- drops, props, corpses, standing teammates -- and manifests something in proportion to what it ate. Sometimes gear. Sometimes a follower. Sometimes something mighty and angry.

Every combination

Health and walk speed for all seventy pairings, as they actually come out.

RaceWarriorWizardRogueClericRangerArtificerCultist
Kobold117 hp
7.32 m/s
81 hp
7.7 m/s
76 hp
8.86 m/s
104 hp
7.7 m/s
86 hp
8.47 m/s
90 hp
7.32 m/s
81 hp
7.7 m/s
Munchkin110 hp
6.98 m/s
76 hp
7.35 m/s
72 hp
8.45 m/s
98 hp
7.35 m/s
81 hp
8.09 m/s
85 hp
6.98 m/s
76 hp
7.35 m/s
Orc169 hp
5.99 m/s
117 hp
6.3 m/s
110 hp
7.25 m/s
150 hp
6.3 m/s
124 hp
6.93 m/s
130 hp
5.99 m/s
117 hp
6.3 m/s
Elf104 hp
7.65 m/s
72 hp
8.05 m/s
68 hp
9.26 m/s
92 hp
8.05 m/s
76 hp
8.86 m/s
80 hp
7.65 m/s
72 hp
8.05 m/s
Drow156 hp
6.32 m/s
108 hp
6.65 m/s
102 hp
7.65 m/s
138 hp
6.65 m/s
114 hp
7.32 m/s
120 hp
6.32 m/s
108 hp
6.65 m/s
Halfling130 hp
6.65 m/s
90 hp
7 m/s
85 hp
8.05 m/s
115 hp
7 m/s
95 hp
7.7 m/s
100 hp
6.65 m/s
90 hp
7 m/s
Alien98 hp
6.98 m/s
68 hp
7.35 m/s
64 hp
8.45 m/s
86 hp
7.35 m/s
71 hp
8.09 m/s
75 hp
6.98 m/s
68 hp
7.35 m/s
Dwarf162 hp
5.65 m/s
112 hp
5.95 m/s
106 hp
6.84 m/s
144 hp
5.95 m/s
119 hp
6.54 m/s
125 hp
5.65 m/s
112 hp
5.95 m/s
Gnome91 hp
7.32 m/s
63 hp
7.7 m/s
60 hp
8.86 m/s
80 hp
7.7 m/s
66 hp
8.47 m/s
70 hp
7.32 m/s
63 hp
7.7 m/s
Vampire117 hp
6.98 m/s
81 hp
7.35 m/s
76 hp
8.45 m/s
104 hp
7.35 m/s
86 hp
8.09 m/s
90 hp
6.98 m/s
81 hp
7.35 m/s