GAME GUIDE
Satchel & Steel classes: Ranger, Paladin and Alchemist
Compare the three classes, their starting equipment and play styles, and understand when changing class starts a new run.
Shadow Ranger: daggers and poison
The Ranger starts with a dagger, poison dagger and haste pouch. Its perk favours attack speed and poison on critical hits, making it a starting point for fast attacks and poison combinations.
Read the pouch’s neighbour effect before placing weapons around it. The ultimate performs rapid attacks and applies poison; enemy attack warnings still matter.
Ironclad Paladin: armor and thorns
The Paladin begins with a broadsword, iron shield and spiked ring. Its perk strengthens armor generation and thorns, supporting a defensive approach while you learn enemy warnings.
The ultimate grants armor and a brief reflection effect. Consider the incoming hit before using it rather than casting immediately when ready. Defensive builds still need damage.
Mad Alchemist: economy and recovery
The Alchemist starts with a dagger, healing potion, lucky pouch and ruby. Its perk increases loot gold and reduces shop prices, supporting repeated shopping and build adjustments.
The ultimate combines damage and healing. Your class is fixed for the run. Choosing another class starts a new run from Floor 1, so decide whether to keep your current adventure before confirming.