Classes are permanent lobby upgrades. You buy them with Diamonds from the Classes NPC before a run, and you equip one at a time. They are not for sale inside the prison, and they do not reset when a run ends.
How Diamonds arrive
Finishing Mineshaft, Janitor, or Rooftops pays 15 Diamonds for that clear. Leaving early or failing still pays something based on how far you got. Those partial numbers are not published, so a failed dig is not worth zero, and it is not worth the full 15 either.
The five classes
| Class | Diamonds | Effect |
|---|---|---|
| Speedster | 100 | Move 25 percent faster |
| Energizer | 250 | Digging uses 20 percent less energy |
| Heavy Lifter | 400 | Carry 20 percent more items |
| Hyperactive | 750 | Dig cooldown reduced by 25 percent |
| Bargainer | 900 | Shop prices reduced by 20 percent |
What to unlock
Buy Energizer first if you are learning Mineshaft and you do not already have a pile of Diamonds. Less energy means fewer food trips.
Save toward Bargainer if you will replay any ending. The discount applies to shovels, food, sacks, dynamite, and the Illegal Keycard, which is where most Toilet Paper goes.
Buy Speedster when the Janitor office or the roof jumps are the part you fail. It is the cheapest class and a weak pick for the dig itself.
Hyperactive is a dig-speed class, not a movement class. Take it when cooldown, not energy or price, is the limit. It costs more than Energizer and does not replace Bargainer.
Heavy Lifter matters on a solo dig where you hate returning to the seller. In a group, other players are already hauling items, so the slot is better spent on Energizer, Hyperactive, or Bargainer.
The tier list on this site ranks that same tradeoff. It is an editing recommendation, not a lobby ranking.
