Class System
Classes & Branches of Apex & Abyss
Four base classes — Warrior, Rogue, Mage, and Cleric — each splitting into one of two specializations. Eight distinct ways to build a hero.
Every hero starts in one of the four base classes. When a hero reaches level 5 during a run, you choose one of its two branches — a permanent-for-that-run specialization that reshapes its stats, adds a passive, and often grants a new ability. Because Apex & Abyss is a roguelite, the choice resets when the run ends, so you can build the same hero differently every climb.
Warrior
Frontline bruiser — highest health and armor, holds the line
The wall your formation is built around. Warriors soak the hits the rest of the party can't, and their two branches pull in opposite directions: outlast everything, or hit so hard nothing gets a second turn.
Branch · Level 5
Paladin
Tank · Sustain
The immovable object. Trades raw offense for staying power — a hardier body, heavier armor, and a passive that steadily mends its own wounds through the fight. Its rally cry heals the whole party instead of merely buffing it. Built to be the last one standing.
Branch · Level 5
Warbringer
Offense · Lifesteal
The unstoppable force. Pours everything into attack and speed, drinks back a share of the damage it deals, and grows deadlier the closer it is to death.
Gains: Whirlwind — carves through clustered foes.
Rogue
Fast striker — high speed, light armor, picks its moment
Rogues act first and hit precise. Fragile if caught in the open, devastating when they choose the fight — one branch dives in for the kill, the other controls the board from range.
Branch · Level 5
Nightblade
Burst · Crit
A burst assassin. Sharpened attack and a far steeper chance to crit for punishing damage; the opening strike from stealth lands for a devastating multiple, and its backstabs cut straight through armor.
Branch · Level 5
Pathfinder
Ranged · Damage-over-time
A ranged skirmisher. Basic attacks become projectiles, poisons linger far longer, and it zones the battlefield instead of diving into it.
Gains: Trap — a slow-field that snares everything caught in the zone.
Mage
Glass cannon — enormous magic damage, fragile body, deep mana
Mages end fights before they start — if they survive to cast. Both branches lean into that power, one for raw area destruction, the other for bending the turn order itself.
Branch · Level 5
Elementalist
Area damage
Pure destruction. Wider blast radii, a flat boost to all spell damage, and a new arc-spell that chains between multiple foes. Made to delete clustered enemies in a single turn.
Gains: Chain Lightning — leaps between nearby enemies.
Branch · Level 5
Chronomancer
Control · Support
A time-bender. Frost that slows harder, a party-wide haste, and — most importantly — a once-per-battle rewind that pulls a fallen ally back into the fight.
Gains: Time Warp & Rewind — haste the party, or resurrect an ally.
Cleric
Sustain caster — heals and holy magic, sturdier than a mage
Clerics keep the party alive through fights of attrition. One branch commits fully to healing; the other turns faith into a weapon and steps onto the front line.
Branch · Level 5
Priest
Healer · Support
The party's anchor. Amplifies every heal it casts and hardens its magic defense, turning its holy light into a lifeline that can outpace almost any incoming damage.
Branch · Level 5
Templar
Offensive holy
Faith as a weapon. Stronger physical and magic attack, extra damage against undead and demons, and a holy smite that hits far harder — a healer that fights on the front line instead of behind it.
Closed Beta · Founding Testers
Build your own way down
Apex & Abyss is a free tactical RPG for Android — collect heroes, pick their branches, and climb 200 floors. It's in closed beta now; founding testers play the full game free and help shape balance.