The eleven, with what the panel actually prints
Every line below is read from the CLASSES panel on 13 November 2026. The odds are the printed percentage, and the price is the direct-buy gem cost rather than the cost of a roll.
- TEST DUMMY — Common, 33% odds, starting class
- PACK RAT — Common, 23% odds, 160 gems
- LOOT GOBLIN — Uncommon, 15% odds, 280 gems
- IRON KNUCKLES — Uncommon, 11% odds, 400 gems
- WRECKING BALL — Rare, 7% odds, 600 gems
- X-RAY — Rare, 4.5% odds, 1,000 gems
- GUARD — Rare, 3.5% odds, 1,280 gems
- PYROMANIAC — Epic, 2.5% odds, 1,600 gems
- BLACK HOLE — Epic, 0.78% odds, 3,200 gems
- THE FIRST SUBJECT — Legendary, 0.2% odds, 6,400 gems
- THE ANOMALY — Mythic, 0.02% odds, 12,000 gems
The perk each one carries, in the panel's own words:
- TEST DUMMY — no bonuses.
- PACK RAT — +50% bag capacity.
- LOOT GOBLIN — grinder pays +20%, 10% chance a sale pays double.
- IRON KNUCKLES — +25% fist power, fist upgrades 25% cheaper, Jackhammer 20% faster, punches throw sparks.
- WRECKING BALL — heavy swings 20% faster, sledge and ball cost 50% less, Spin Slam and Ricochet free.
- X-RAY — see hidden diamonds through walls, +50% gems from rare blocks.
- GUARD — 50% less enemy damage, police stuns 50% shorter, +40% damage to enemies.
- PYROMANIAC — TNT unlocks on floor 3, +20% blast and crack size, TNT and cracks 30% faster, 10% chance TNT splits into 3.
- BLACK HOLE — vacuum costs 50% less, +25% suction, range and magnet, vacuum never overheats.
- THE FIRST SUBJECT — every bonus above.
- THE ANOMALY — every bonus above, x2 gems on escape, 5% chance to erase a chunk of wall.
The panel also prints each odds line as 1 in N, which is the same number in another form: 2.5% is 1 in 40, 0.78% is 1 in 128, 0.02% is 1 in 5,000.
Two things in that table are worth reading twice. The two rarest classes inherit "every bonus above" instead of listing their own perks, so their value depends on the nine classes under them. And the price column is not a rarity ladder you can trust at a glance: PACK RAT costs 160 while THE ANOMALY costs 12,000, which is what makes the direct buy a real alternative to rolling.
Careful. The eleven percentages add up to 100.5%. That is rounding in the panel, not an extra half percent of luck. Treat these as display values and do not multiply them together to work out combined chances.
Pick by what you are short of
Four bottlenecks cover most runs, and each one has a class that answers it. The table is the decision, and the paragraph under it says when the pick flips.
The bag fills before the trip pays → PACK RAT. +50% bag capacity at 23% odds, and 160 gems to buy outright. The pick flips if punching is the slow part rather than walking: bag space then just moves the queue.
Sales feel small for the rubble → LOOT GOBLIN. The grinder pays +20% with a 10% chance of a double sale. The pick flips if you are farming gems rather than cash, because this perk pays nothing on gems.
You need gems for a class or PERMA SHOP → X-RAY. +50% gems from rare blocks, plus hidden diamonds visible through walls. The pick flips if you cannot reach rare blocks yet: the perk has nothing to multiply.
Ironhold guards keep stunning you → GUARD. 50% less enemy damage, stuns 50% shorter, +40% damage back. The pick flips against walls, where it is dead weight; this is a chapter 2 purchase.
The order above is also the order most players should consider them, because bag space and sell value change income per trip while damage perks only shorten fights that a lower gear tier can already win. That is a rule of thumb about this game's loop, not a claim that one class is objectively better.
Rolling, pity and the second slot
Every class has a printed 1-in-N line next to its percentage: 2.5% is 1 in 40, 0.78% is 1 in 128, and 0.02% is 1 in 5,000. The panel tracks PITY 0/8 and states that every 8 dummies gives a rare or better. Rare or better covers the four top rarity bands, which is 18.5% of the printed odds, so the pity roll guarantees the band and not the class you want.
What the panel does not print is what one roll costs. The button on screen is the direct purchase price, so nobody can compare rolling against buying exactly yet. The roll odds calculator does the comparison the moment you type in the price your own game shows.
A second slot is sold in the panel for 75 gems, and a Second Class Slot game pass also exists. Which one a player should take, and whether the two stack, is not confirmed. Both slots keep their perks active, so the pass wording "both perks stay active" is the part to trust.
What gems buy besides classes
Gems are the class currency, and the same wallet pays for permanent upgrades. The PERMA SHOP sells fist power at 25 gems for the first level, sell value at 30, bag space at 20 and punch-and-grab speed at 60, each capped at five levels except the speed line at three. The vaults and gems page lists those prices against each other, and the grinder and cash loop page explains why a sell-value bonus is worth more once your bag is big.
If you have just started and have no gems at all, the order is cash first: sell value and bag space raise what a run pays, and the classes come after. A LOOT GOBLIN that pays 20% more on a $5 bag is worth one dollar; on a $50 bag it is worth ten.