Halls of Torment gives you fourteen heroes, and unlike most survivor-likes they are not the same character with different colours. Your starting ability decides which traits and items are worth taking for the rest of the run, so choosing a hero is really choosing which forty-minute build you are committing to.
This guide ranks them, then lists every hero with what they start with.
Which hero to play — ranked
The test here is not raw damage. It is how reliably the hero turns an average set of level-up offers into a working build, because in a run-based game the offers are what you actually have to work with.
If you want one answer: play the Swordsman until you have blessings, then switch to the Sage once you have it. The gap between them is not damage, it is that the Sage stops the level-up screen from deciding your run for you.
Blessings bought at the Shrine are fully refundable with no penalty. There is no way to waste gold there, so put every coin into it and reshuffle whenever you change heroes.
Every hero and what they start with
| Hero | Starts with | Specialises in |
|---|---|---|
| Swordsman | Area sword attack | Tanky melee with area damage — the starting hero |
| Archer | Multiple piercing arrows | Ranged glass cannon with mobility |
| Shield Maiden | Hammer and shield with knockback | Tank whose damage scales from Block Strength |
| Exterminator | Flamethrower with burn | Fire damage and burn applied across hordes |
| Warlock | Summoned ghosts | Summons dealing piercing damage |
| Cleric | High base damage attack | Magic damage that requires manual positioning |
| Sorceress | Critical-based attacks | High crit chance and Spark application |
| Norseman | Physical attacks triggering Frost Nova | Frost accumulation and area effects |
| Landsknecht | Arquebus and grenades | Single-target damage plus explosive area damage |
| Beast Huntress | Piercing spear and a summoned hound | Physical damage and critical strikes |
| Sage | An ability you choose as the main weapon | Flexible, build-defining ability damage |
| Bard | Six new abilities | Free unlock after completing the base game |
| Crone | Decay-based skillset | The Boglands decay mechanic |
| Alchemist | Multi-element abilities | Elemental variety, from The Boglands |
Why flexibility outranks damage here
It is worth being explicit about the reasoning, because it is not obvious.
Every hero in this game gets its power from traits chosen at level-up, and those traits are offered from a pool rather than picked from a list. That means two runs with the same hero can go very differently: one where the offers line up with your starting weapon, and one where they do not.
The Sage sidesteps this. By choosing which ability is its main weapon, it can look at what the run is actually giving it and build toward that, rather than hoping the run cooperates with a weapon it was assigned before the first enemy spawned.
The Shield Maiden gets a smaller version of the same advantage from a different direction. Because its damage scales from Block Strength, defensive offers are never wasted picks — the trait pool has fewer dead options for it than for anyone else.
Once you unlock the Cupbearer, potions let you reroll the trait pool, remove traits from it entirely, or take the same trait more than once in a single level-up. That reduces the randomness this ranking is built around, so heroes with fixed weapons get relatively better the further into the meta-progression you go.
How to unlock the ones worth chasing
Most heroes come from achievements tied to a specific hall:
| Hero | How to unlock it |
|---|---|
| Archer | Survive to the 26-minute mark in the Haunted Caverns |
| Cleric | Defeat the Lich in the Haunted Caverns |
| Warlock | Defeat the Wyrm Queen in the Ember Grounds |
| Exterminator | Defeat 1,000 enemies in a single Ember Grounds run |
| Sorceress | Defeat 10,000 enemies total in the Forgotten Viaduct |
| Shield Maiden | Complete the Wraith Horseman quest in the Forgotten Viaduct |
| Norseman | Defeat the Elder Giant, the final boss of the Frozen Depths |
| Bard | Complete the base game |
| Crone and Alchemist | The Boglands quest board, with the DLC installed |
The pattern is that heroes are gated behind progress in the halls rather than behind grinding currency, so the fastest route to a better roster is pushing one hall further rather than repeating a comfortable one.
Bringing it together
Fourteen heroes, one question: does this hero need the run to cooperate? Sage does not, which is why it tops the list. Landsknecht and Shield Maiden need less cooperation than most. Swordsman is a fine place to spend your first several hours, and the Cleric asks the most from you for its payoff.
And whichever you take, spend your gold at the Shrine first. It is refundable, it applies to every hero, and it does more for a new player than any roster decision on this page.