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.
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.
| Race | Animal | Health | Speed | Jump | Grip | |
|---|---|---|---|---|---|---|
| Kobold | Dog | 90% | 110% | 100% | 100% | Loyal, eager, and always underfoot. Quick on their feet, but they fold fast. |
| Munchkin | Cat | 85% | 105% | 120% | 100% | Small and sly, and always lands on their feet. High jumps, thin skin. |
| Orc | Pig | 130% | 90% | 95% | 105% | Big, tough, and proud of it. Shrugs off blows and trundles after you. |
| Elf | Deer | 80% | 115% | 110% | 100% | Graceful and fast, with a light step and a lighter frame. |
| Drow | Moose | 120% | 95% | 90% | 105% | Broad and brooding. Hard to knock over, slow to get going. |
| Halfling | Sheep | 100% | 100% | 105% | 100% | Woolly and unbothered. Nothing special about them, and nothing wrong with that. |
| Alien | Bunny | 75% | 105% | 130% | 100% | Not from around here. Enormous leaps, hollow bones. |
| Dwarf | Mole | 125% | 85% | 80% | 110% | Stout, stubborn, and mostly beard. Built like a boulder and moves like one. |
| Gnome | Mouse | 70% | 110% | 110% | 100% | Tiny and twitchy. Darts and hops, but one good hit is one too many. |
| Vampire | Bat | 90% | 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.
| Class | Role | Health | Speed | Jump | Grip | Starts with |
|---|---|---|---|---|---|---|
| Warrior | Tank | 130% | 95% | 100% | 130% | Sword, Shield |
| Wizard | Caster | 90% | 100% | 100% | 150% | Staff, Fireball |
| Rogue | Striker | 85% | 115% | 110% | 90% | Dagger, Dagger |
| Cleric | Support | 115% | 100% | 100% | 100% | Cudgel, Heal Circle |
| Ranger | Skirmisher | 95% | 110% | 105% | 100% | Bow, Quiver x30 |
| Artificer | Tinker | 100% | 95% | 100% | 160% | Wrench, Grappling Hook |
| Cultist | Occultist | 90% | 100% | 100% | 100% | Sickle, Summoning Circle |
- Starts with Sword, Shield
- Starts with Staff, Fireball
- Starts with Dagger, Dagger
- Starts with Cudgel, Heal Circle
- Starts with Bow, Quiver x30
- Starts with Wrench, Grappling Hook
- 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.
| Race | Warrior | Wizard | Rogue | Cleric | Ranger | Artificer | Cultist |
|---|---|---|---|---|---|---|---|
| Kobold | 117 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 |
| Munchkin | 110 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 |
| Orc | 169 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 |
| Elf | 104 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 |
| Drow | 156 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 |
| Halfling | 130 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 |
| Alien | 98 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 |
| Dwarf | 162 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 |
| Gnome | 91 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 |
| Vampire | 117 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 |