In this guide, I cover everything you need to know before starting your adventure in Underkeep. Your party has received an unsigned letter inviting you to a remote village called Underkeep, where a dwarven expedition has mysteriously disappeared in the nearby hills. Rumors also speak of treasures hidden beneath an ancient tower.
10 Rules for Your First Hours
1. Save Often: The game itself recommends saving regularly. Use your own save slots alongside Quicksave and Autosave.
2. Rest Before Every Fight: Rest whenever you know a fight is coming. It restores HP, Mana, and Stamina for the entire party, but consumes food.
3. Food Is Important: Always collect and save food. Without food, you cannot rest. Pick up every apple, berry, loaf, and ham you find.
4. Potions Are Free Actions: Drinking potions or using items directly from your inventory does not consume a hero’s turn. Use them whenever needed.
5. Use Free-Action Skills First: Skills such as Champion’s Grip, Righteous Strike, Skirmisher’s Step, and Evasive Roll do not consume an action. Activate them before using your hero’s main action.
6. Once Someone Acts, You’re Rooted: After any hero performs an action during a round, your party cannot move until the round ends. Decide whether you want to retreat before attacking.
7. Back Row Cannot Use Normal Melee Attacks: Heroes in the back row cannot hit enemies with melee weapons unless their weapon has Reach. Give them bows, crossbows, slings, or spells instead.
8. Search Everything: Check garbage piles, hollow trees, graves (using a shovel), breakable objects, and suspicious walls. You can find useful loot in unexpected places.
9. Activate Every Portal Stone: Interact with every portal stone you discover. Once activated, you can use it for fast travel later.
10. Save Gold for Revivals: Fallen heroes can be revived at a Revival Statue, but bringing them back costs gold. Keep some gold available for emergencies.
Controls & Useful Settings
Controls
| Action | Default |
|---|---|
| Move / Strafe / Turn | W A S D Q E or Arrow Keys |
| Map | M |
| Pick Up All Items | Y |
| Pick Up One Item | Right-click it or drag it into inventory |
| Throw Item | Drag and release over the centre of the screen |
| Change Active Skill | Right-click the skill slot next to the basic attack |
| End Round | Hourglass icon |
You can rebind everything under Options → Controls. This includes individual hero Attack and Use Skill keys, Quick Save, Quick Load, Equip, Character, Skills, Quests, Rest, and Skip Round.
I recommend binding the individual hero attack keys because it makes combat much faster.
Settings Worth Changing
Here are some settings I recommend changing before starting your adventure:
- Move / Turn Animation: Turn Off for faster, old-school movement.
- Item Tooltip Delay: Turn Off to display tooltips immediately.
- Show Items Behind Objects: Turn On so you don’t miss hidden loot.
- Automapping: Enabled is the default. You can also choose Minimap Only or Disabled if you prefer exploring without automatic mapping.
- Floating Combat Text: Choose All, Damage Only, Status Only, or Off.
- Font: Choose between Default, Pixelated, or Pixelated B. Use whichever is easier to read.
- Accessibility: Camera shake, flashing, portrait blinking, italics, and wall-hit sounds can all be reduced or disabled.
You can also change the difficulty at any time. There is no shame in switching to Easy if a particular fight becomes too difficult.
Races: Pick With Care
The Six Races
| Race | Good At | Racial Trait |
|---|---|---|
| Human | Anything; balanced | Fast Learner: +10% XP |
| Dwarf | Physical roles; very tough | Deep Sight: +3% elemental resistance. Infravision: Sees things others can’t. |
| Stoneborn | Brute strength and resilience | Stonebound: Cannot wear body armor; gains +1 Armor at levels 1, 5, 9, and 13. |
| Raven | Agility and perception; flexible | Twisted Blood: One random good and one random bad mutation. |
| Elk | Agility and wisdom; precision and magic | Beastwarden: +1 Armor against Animals. |
| Slugman | Magic and steady endurance | Eye Stalks: Immune to critical hits but takes double Fire damage. |
Race Tips
– Stoneborn: Cannot wear chest armor, but can still equip helmets, gloves, boots, and other equipment. Its armor increases with level, making it a great choice for Warrior or Paladin.
– Slugman: Makes an excellent caster. Critical-hit immunity is also useful when fighting on the front line. Just make sure to stack Fire resistance and use cures quickly when burned.
– Elk: Its additional armor against Animals is useful during the early game, especially when dealing with wolves, rats, and spiders in forests.
– Human: The +10% XP bonus adds up over time. If you don’t know which race to choose, Human is a safe option.
– Raven: This race is a gamble because mutations are random. Check the Character panel immediately after creating your hero. A bad mutation such as Backseat Parasite (50% chance to hit a random enemy) or Allergic to Ice can ruin certain builds. If you don’t like the mutation, delete the hero and create another one in the Party Creator.
Classes at a Glance
The Seven Classes
| Class | Main Stat | Row | Description |
|---|---|---|---|
| Warrior | STR | Front | Weapon specialist with taunts and party buffs. |
| Paladin | STR (+1 WIS) | Front | Tank and healer who builds Zeal and smites Undead and Demons. |
| Thief | DEX | Front | Uses evasion, critical hits, and bleed with daggers and swords. |
| Ranger | DEX | Back | Marks targets and deals precise damage with elemental arrows. |
| Wizard | WIS | Back | Uses fire, ice, and lightning spells, barriers, and crowd control. |
| Voidcaller | WIS | Back | Provides healing, barriers, debuffs, and party auras. |
| Blood Mage | END | Back | Uses bleed and execution magic that costs bones or HP. |
Recommended Starter Parties
Classic (Easiest): Warrior + Paladin / Wizard + Voidcaller
This is the most forgiving party setup for beginners. You get two tanks, burst damage, and dedicated healing, making it easier to survive difficult encounters.
Hunter’s Pack: Warrior + Thief / Ranger + Blood Mage
The Ranger’s Hunter’s Prey or the Blood Mage’s Mark the Dead makes one enemy take additional damage. Once the target is marked, focus your entire party on it. The Thief and Blood Mage can also stack Bleed for extra damage.
Holy Order: Paladin + Thief / Voidcaller + Wizard
This setup gives you two healers through Lay on Hands and Void Mend, while the Paladin handles tanking and the Thief focuses on dodging attacks.
Against Undead, use the Paladin’s Judgment and the Wizard’s fire spells. Undead take additional Fire damage but ignore Bleed and Poison. Against Demons, switch the Wizard to ice spells.
The Voidcaller’s Null Bolt ignores enemy defenses, making it useful against almost every enemy type.
Class Deep Dives & Skill Picks
Skills: The Basics
Before spending your skill points, there are a few things you should understand:
- You receive 1 skill point per level, with a maximum of 5 points in each skill.
- Active skills go into the slot next to your basic attack. Right-click the slot to change your active skill.
- Passive skills are always active once unlocked.
- Many skills require a specific weapon type. Always check the tooltip before spending points.
- Every skill also has a minimum hero level requirement before you can invest points in it.
- Heavy-hitting skills such as Fireball, Ice Tower, Storm Chain, Execution Shot, Shadow Lunge, Bloodfall, and Judgment unlock at level 6.
I have included the exact values for every skill from levels 1 to 5 in Sections 6A–6G, with a separate section for each class.
Warrior
– Weapon-Based Skills: Choose skills according to your equipped weapon. Flurry Thrust requires a sword, Skull Rattle uses a mace and can stun, Slice and Dice uses an axe and ignores armor, Cleave requires a two-handed weapon and hits two enemies, Riposte uses a one-handed weapon, and Shield Bash requires a shield and can stun enemies while providing passive armor.
– Champion’s Grip: This is a free action that increases damage and provides stun immunity. Use it at the beginning of difficult fights.
– Provoking Shout: Redirects enemy attacks toward the Warrior. Use it when another front-line hero is low on HP.
– Battle Roar: Increases damage and critical-hit chance for the entire party.
– The Flow of Life (Passive): Increases maximum HP and elemental resistance. This is a solid skill to invest points in.
Paladin
– Zeal: Every successful basic attack generates 1 Zeal, up to a maximum of 5. Zeal finishers such as Flame of Conviction, Judgment, and Stun Undead consume all available Zeal.
– Righteous Strike: This free action strengthens your next basic attack and generates 1 additional Zeal. Use it regularly while building Zeal.
– Zeal Management: Build up 4 or 5 Zeal before spending it on Judgment or Lay on Hands. Judgment is especially powerful against Undead and Demons, while Lay on Hands provides healing.
– Divine Guard: Grants additional armor whenever you spend Zeal.
– Zealous Resolve: Increases damage for every Zeal you currently hold.
These two passive skills work in opposite ways, so decide whether you want to spend Zeal frequently for armor or keep it for additional damage.
– Sacred Bulwark: Converts a percentage of Wisdom into Armor, making the additional +1 WIS useful for Paladins.
Thief
– Evasion: The Thief relies heavily on evasion, which has a maximum cap of 60%. Evasive Roll temporarily increases this cap.
– Nightshade Mastery: Adds a random status effect to attacks, including Poison, Bleed, Blind, or Burn.
– Backstab the Weak: Gains additional critical-hit chance for every negative status effect on the target.
– Shadow Lunge: Deals more damage against enemies affected by Bleed or Poison.
The combination of Nightshade Mastery, Backstab the Weak, and Shadow Lunge is the core of this build. Apply as many negative effects as possible before using your stronger attacks.
– Smoke Bomb: Blinds up to two enemies, reducing their accuracy by 50%. This is especially useful against enemies that deal heavy damage.
– Mark the Dead: Unlocks at level 3 and is not exclusive to the Blood Mage. The Thief can also use it to increase the damage an enemy takes from everyone by 20% to 40%.
Ranger
– Hunter’s Prey: Once unlocked at level 5, use it against the biggest threat in the fight. It only works on close enemies, so make sure your target meets the requirement before using it.
– Focus Fire: After marking an enemy with Hunter’s Prey, have your entire party focus on that target.
– Execution Shot: Deals bonus damage against enemies affected by Hunter’s Prey or Mark the Dead from a Thief or Blood Mage.
– Skirmisher’s Step: This free action increases evasion and strengthens the next attack.
– Runebound Arrows (Passive): Adds random elemental damage to every shot.
Wizard
– Early Skills: Start with Fire Spark for Burn damage or Ice Shard for Freeze. Freezing an enemy causes it to skip its turn.
– Group Damage: Use Static Shock, Fireball, Storm Chain, and Ice Tower when fighting multiple enemies.
– Arcane Lock: Paralyzes an enemy, but paralyzed enemies can still attack. It prevents movement rather than stopping damage.
– Dragon Arcana and Feel the Flow: These are the core passive skills worth investing in.
– Invisibility: Hides the entire party until you perform an action. This is useful when you want to sneak past enemies without starting a fight.
Voidcaller
– Void Mend: Heals an ally and gains additional curing effects at levels 2, 3, 4, and 5. It removes Bleed, Burn, Poison, and Stun as it levels up. This makes it one of the best healing and curing skills in the game, so I recommend investing in it.
– Void Lance: Ignores enemy defenses, making it especially useful against heavily armored enemies.
– Auras: Only one aura can be active at a time, and you can switch it when leveling up. Leveling one aura also levels all the others.
– Aura of the Void: Provides a self-renewing barrier for the entire party. This is the safest default option for most situations.
Blood Mage
– Spell Costs: Every spell consumes 1 bone and some HP. If you don’t have any bones, the spell costs additional HP instead. Collect every bone and skull you find during exploration.
– Leechcraft: Restores HP based on blood damage dealt, with healing ranging from 10% to 50%. Unlock it at level 5 and invest points in it to help offset the HP cost of your spells.
– Undead Enemies: Blood Lance and Bloodfall deal 30% less damage against Undead. Let your Paladin handle these enemies whenever possible.
– Exsanguinate: Strengthens an existing Bleed effect. Combine it with Bloodfall or the Thief’s Bleed skills for better results.
Skill Tables: Warrior
Warrior Skills: Level 1–5
All Warrior skill costs are paid in Stamina. The Unlock requirement indicates the minimum hero level needed before you can invest points in a skill.
Flurry Thrust
Unlock: Level 1 | Active | Requires a sword | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 4 | 5 | 6 | 7 | 8 |
| First Strike (% of Weapon) | 110% | 120% | 130% | 140% | 150% |
| Second Strike (% of Weapon) | 35% | 40% | 45% | 50% | 55% |
Skull Rattle
Unlock: Level 1 | Active | Requires a mace | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 5 | 6 | 7 | 8 | 9 |
| Damage (% of Weapon) | 110% | 120% | 130% | 140% | 150% |
| Stun Chance | 9% | 17% | 25% | 33% | 41% |
Slice and Dice
Unlock: Level 1 | Active | Requires an axe | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 5 | 6 | 7 | 8 | 9 |
| Damage (% of Weapon) | 110% | 122% | 134% | 146% | 158% |
| Armor Ignored | 1 | 2 | 3 | 4 | 5 |
The Flow of Life
Unlock: Level 1 | Passive
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Max HP | +10 | +20 | +30 | +40 | +50 |
| Fire/Ice/Lightning/Poison Resistance | +3% | +6% | +9% | +12% | +15% |
Provoking Shout
Unlock: Level 2 | Active | Self buff, 2 rounds | Cooldown: 4
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 7 | 8 | 9 | 10 | 11 |
| Attack Redirect Chance | 40% | 55% | 70% | 85% | 100% |
Shield Bash
Unlock: Level 2 | Active | Requires a shield | Cooldown: 4
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 5 | 6 | 7 | 8 | 9 |
| Stun Chance | 9% | 17% | 25% | 33% | 41% |
| Passive Armor with Shield | +1 | +2 | +3 | +4 | +5 |
Riposte
Unlock: Level 3 | Active | Requires a one-handed weapon | Counter lasts 1 round | Cooldown: 4
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 5 | 6 | 7 | 8 | 9 |
| Armor Ignored | 1 | 2 | 3 | 4 | 5 |
| Counterattack Damage | 100% | 110% | 120% | 130% | 140% |
Cleave
Unlock: Level 4 | Active | Requires a two-handed melee weapon | Hits 2 enemies | Cooldown: 2
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 6 | 7 | 8 | 9 | 10 |
| Damage per Target (% of Weapon) | 80% | 88% | 96% | 104% | 112% |
Champion’s Grip
Unlock: Level 4 | Free Action | Self buff, 4 rounds | Stun immunity | Cooldown: 6
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 7 | 8 | 9 | 10 | 11 |
| Melee/Ranged/Unarmed Damage | +20% | +27% | +34% | +41% | +48% |
Battle Roar
Unlock: Level 5 | Active | Whole party, 3 rounds | Cooldown: 5
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 10 | 11 | 12 | 13 | 14 |
| Party Melee/Ranged/Unarmed Damage | +15% | +20% | +25% | +30% | +35% |
| Party Critical Chance | +3% | +6% | +9% | +12% | +15% |
Skill Tables: Paladin
Paladin Skills: Level 1–5
All Paladin skill costs are paid in Zeal. The Unlock requirement indicates the minimum hero level needed before you can invest points in a skill.
Stun Undead
Unlock: Level 1 | Active | Starting skill | Single level only | Undead only | Stun lasts 1 round | Cooldown: 1
| Stat | Value |
|---|---|
| Stun Chance | 20% per Zeal consumed (maximum 100% at 5 Zeal) |
Lay on Hands
Unlock: Level 1 | Active | Heals one ally | Minimum 1 Zeal | Cooldown: 2
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Maximum Zeal Consumed | 1 | 2 | 3 | 4 | 5 |
| Maximum Heal (3 HP per Zeal) | 3 HP | 6 HP | 9 HP | 12 HP | 15 HP |
Divine Guard
Unlock: Level 1 | Passive | Triggers whenever you spend Zeal | Lasts 1 round
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Bonus Armor | +1 | +2 | +3 | +4 | +5 |
Flame of Conviction
Unlock: Level 2 | Active | Consumes all Zeal (minimum 1) | Stun lasts 1 round | Cooldown: 4
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Fire Damage per Zeal | 3 | 6 | 9 | 12 | 15 |
| Stun Chance | 15% | 25% | 35% | 45% | 55% |
Righteous Strike
Unlock: Level 3 | Free Action | Costs no Zeal | Next basic attack gains +1 Zeal | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Next Basic Attack Damage | +15% | +20% | +25% | +30% | +35% |
Zealous Resolve
Unlock: Level 3 | Passive
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Melee Damage per Zeal Held | +5% | +6% | +7% | +8% | +9% |
Sacred Bulwark
Unlock: Level 4 | Passive
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Wisdom Added as Armor | 20% | 35% | 50% | 65% | 80% |
Consecrated Ground
Unlock: Level 5 | Active | Costs 3 Zeal | Ends early if the party moves | Cooldown: 5
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Duration | 1 rd | 2 rd | 3 rd | 4 rd | 5 rd |
| Party Armor | +1 | +2 | +3 | +4 | +5 |
| Party Fire/Ice/Lightning Resistance | +5% | +9% | +13% | +17% | +21% |
Judgment
Unlock: Level 6 | Active | Requires a melee weapon or bare hands | Consumes all Zeal (minimum 1) | Cooldown: 5
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Base Damage (% of Weapon) | 120% | 130% | 140% | 150% | 160% |
| Bonus per Zeal | +10% | +12% | +14% | +16% | +18% |
| Bonus vs Undead/Demons | +10% | +14% | +18% | +22% | +26% |
Skill Tables: Thief
Thief Skills: Level 1–5
All Thief skill costs are paid in Stamina. The Unlock requirement indicates the minimum hero level needed before you can invest points in a skill.
Bleeding Dash
Unlock: Level 1 | Active | Requires a sword or dagger | Cooldown: 2
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 6 | 7 | 8 | 9 | 10 |
| Bleed Chance | 60% | 70% | 80% | 90% | 100% |
| Bleed Damage per Round | 4 | 5 | 6 | 7 | 8 |
| Bleed Duration | 1 rd | 2 rd | 3 rd | 4 rd | 5 rd |
Nightshade Mastery
Unlock: Level 1 | Passive | Requires daggers or swords | Random Poison, Bleed, Blind, or Burn | Strength and duration roll 1–3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Status Chance per Hit | 40% | 50% | 60% | 70% | 80% |
Backstab the Weak
Unlock: Level 1 | Active | Requires a dagger | Cooldown: 2
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 5 | 6 | 7 | 8 | 9 |
| Base Critical Chance | +20% | +20% | +20% | +20% | +20% |
| Critical Chance per Negative Effect on Target | +10% | +15% | +20% | +25% | +30% |
Cloak of Swiftness
Unlock: Level 2 | Passive | Thief Version
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Evasion | +2% | +4% | +6% | +8% | +10% |
| Ranged Hit Chance | +5% | +10% | +15% | +20% | +25% |
| Critical Chance | +3% | +6% | +9% | +12% | +15% |
| Unarmed Damage | +1 | +2 | +3 | +4 | +5 |
Evasive Roll
Unlock: Level 3 | Free Action | Self buff, 2 rounds | Cooldown: 5
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 6 | 7 | 8 | 9 | 10 |
| Evasion | +10% | +15% | +20% | +25% | +30% |
| Evasion Cap Increase | +2% | +4% | +6% | +8% | +10% |
Mark the Dead
Unlock: Level 3 | Active | Close enemy | Duration: 2 rounds | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 4 | 6 | 8 | 10 | 12 |
| Additional Damage Taken by Target | +20% | +25% | +30% | +35% | +40% |
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Skill Tables: Thief (Continued)
Smoke Bomb
Unlock: Level 4 | Active | Ranged | Hits up to 2 enemies | Blind lasts 2 rounds | Blind chance is reduced by enemy evasion | Cooldown: 4
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 6 | 7 | 8 | 9 | 10 |
| Blind Chance | 45% | 53% | 61% | 69% | 77% |
Shadow Instinct
Unlock: Level 5 | Passive
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Melee and Ranged Crit Chance | +3% | +6% | +9% | +12% | +15% |
| Melee and Ranged Armor Pierce | +1 | +2 | +3 | +4 | +5 |
Shadow Lunge
Unlock: Level 6 | Active | Requires a dagger | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 6 | 8 | 10 | 12 | 14 |
| Damage (% of Weapon) | 130% | 145% | 160% | 175% | 190% |
| Bonus vs Bleeding/Poisoned | +50% | +50% | +50% | +50% | +50% |
Skill Tables: Ranger
Ranger Skills: Level 1–5
All Ranger skill costs are paid in Stamina. The Unlock requirement indicates the minimum hero level needed before you can invest points in a skill.
Quickshot
Unlock: Level 1 | Active | Requires a ranged weapon | Second shot does not apply weapon effects or critical hits | Cooldown: 2
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 5 | 6 | 7 | 8 | 9 |
| Chance to Shoot Twice | 20% | 25% | 30% | 35% | 40% |
Aimed Shot
Unlock: Level 1 | Active | Requires a ranged weapon | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 6 | 8 | 10 | 12 | 14 |
| Ranged Damage | +50% | +60% | +70% | +80% | +90% |
| Ranged Crit Chance | +2% | +4% | +6% | +8% | +10% |
Cloak of Swiftness
Unlock: Level 1 | Passive | Ranger Version
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Evasion | +2% | +4% | +6% | +8% | +10% |
| Ranged Hit Chance | +5% | +10% | +15% | +20% | +25% |
| Ranged Crit Chance | +2% | +4% | +6% | +8% | +10% |
| Unarmed Damage | +1 | +2 | +3 | +4 | +5 |
Deadly Shot
Unlock: Level 2 | Passive
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Ranged Crit Chance | +4% | +8% | +12% | +16% | +20% |
Skirmisher’s Step
Unlock: Level 3 | Free Action | Evasion lasts 1 round | Cooldown: 4
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 5 | 6 | 7 | 8 | 9 |
| Evasion | +10% | +20% | +30% | +40% | +50% |
| Next Basic Attack Damage | +20% | +30% | +40% | +50% | +60% |
Barbed Arrows
Unlock: Level 3 | Active | Requires a ranged weapon | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 6 | 7 | 8 | 9 | 10 |
| Bleed Chance | 50% | 60% | 70% | 80% | 90% |
| Bleed Damage per Round | 1 | 2 | 3 | 4 | 5 |
| Bleed Duration | 1 rd | 2 rd | 3 rd | 4 rd | 5 rd |
Runebound Arrows
Unlock: Level 4 | Passive | Random Fire, Ice, or Lightning damage on each projectile
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Elemental Damage | +2 | +4 | +6 | +8 | +10 |
Stillstrike
Unlock: Level 4 | Active | Requires a ranged weapon | Paralyzes for 1 round (target can still attack) | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 5 | 6 | 7 | 8 | 9 |
| Paralyze Chance | 25% | 30% | 35% | 40% | 45% |
Hunter’s Prey
Unlock: Level 5 | Active | Close enemy | Duration: 3 rounds | Cooldown: 4
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 5 | 7 | 9 | 11 | 13 |
| Damage Taken by Target | +20% | +25% | +30% | +35% | +40% |
Execution Shot
Unlock: Level 6 | Active | Requires a ranged weapon | Bonus applies to targets affected by Hunter’s Prey or Mark the Dead | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Stamina Cost | 6 | 8 | 10 | 12 | 14 |
| Damage (% of Weapon) | 110% | 120% | 130% | 140% | 150% |
| Bonus vs Marked Target | +40% | +50% | +60% | +70% | +80% |
Skill Tables: Wizard
Wizard Skills: Level 1–5
All Wizard skill costs are paid in Mana. The Unlock requirement indicates the minimum hero level needed before you can invest points in a skill.
Fire Spark
Unlock: Level 1 | Active | One enemy in front | Burn: 2 damage per round for 1–3 rounds
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Mana Cost | 8 | 10 | 12 | 14 | 16 |
| Fire Damage | 7–13 | 10–16 | 13–19 | 16–22 | 19–25 |
| Burn Chance | 20% | 20% | 20% | 20% | 20% |
Static Shock
Unlock: Level 1 | Active | Hits 2 enemies in front
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Mana Cost | 6 | 8 | 10 | 12 | 14 |
| Lightning Damage | 3–12 | 4–13 | 5–14 | 6–15 | 7–16 |
Ice Shard
Unlock: Level 1 | Active | Ranged | One enemy
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Mana Cost | 5 | 6 | 7 | 8 | 9 |
| Ice Damage | 4–8 | 6–10 | 8–12 | 10–14 | 12–16 |
| Freeze Chance | 10% | 12% | 14% | 16% | 18% |
Shielding Barrier
Unlock: Level 2 | Active | Self buff | Duration: 3 rounds | Absorbs any damage type
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Mana Cost | 8 | 10 | 12 | 14 | 16 |
| Damage Absorbed | 5 | 10 | 15 | 20 | 25 |
Feel the Flow
Unlock: Level 2 | Passive
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Max Mana | +12 | +24 | +36 | +48 | +60 |
Dragon Arcana
Unlock: Level 3 | Passive
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Fire Spell Damage | +10% | +18% | +26% | +34% | +42% |
| Ice Spell Damage | +10% | +17% | +24% | +31% | +38% |
| Lightning Spell Damage | +10% | +19% | +28% | +37% | +46% |
| Burn and Freeze Chance | +2% | +4% | +6% | +8% | +10% |
Arcane Lock
Unlock: Level 3 | Active | Ranged | Paralyzes for 1 round (target can still attack) | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Mana Cost | 8 | 9 | 10 | 11 | 12 |
| Stun Chance | 20% | 25% | 30% | 35% | 40% |
Invisibility
Unlock: Level 5 | Active | Applies to the whole party | Breaks when you attack or perform an action
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Mana Cost | 20 | 18 | 16 | 14 | 12 |
| Duration | 3 rd | 4 rd | 5 rd | 6 rd | 7 rd |
Fireball
Unlock: Level 6 | Active | Ranged | Hits 2 enemies | Burn: 3 damage per round for 1–3 rounds
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Mana Cost | 15 | 19 | 23 | 27 | 31 |
| Fire Damage | 16–22 | 19–25 | 22–28 | 25–31 | 28–34 |
| Burn Chance | 20% | 22% | 24% | 26% | 28% |
Ice Tower
Unlock: Level 6 | Active | Hits every enemy in the area ahead
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Mana Cost | 13 | 15 | 17 | 19 | 21 |
| Ice Damage | 10–14 | 12–16 | 14–18 | 16–20 | 18–22 |
| Freeze Chance | 12% | 14% | 16% | 18% | 20% |
Storm Chain
Unlock: Level 6 | Active | Ranged | Hits 2 enemies | Can strike the same targets again
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Mana Cost | 14 | 16 | 18 | 20 | 22 |
| Lightning Damage | 6–18 | 7–20 | 8–22 | 9–24 | 10–26 |
| Recast Chance | 10% | 12% | 14% | 16% | 18% |
Skill Tables: Voidcaller
Voidcaller Skills: Level 1–5
All Voidcaller skill costs are paid in Mana. The Unlock requirement indicates the minimum hero level needed before you can invest points in a skill.
Void Mend
Unlock: Level 1 | Active | Heals one ally | Level 2 removes Bleed, Level 3 Burn, Level 4 Poison, and Level 5 Stun | Cooldown: 2
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Mana Cost | 7 | 10 | 13 | 16 | 19 |
| Health Restored | 4 | 7 | 10 | 13 | 16 |
Power of the Void
Unlock: Level 1 | Passive | Increases void healing and damage
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Void Spell Power | +8% | +16% | +24% | +32% | +40% |
Aura of Blades
Unlock: Level 1 | Aura | Only one aura can be active at a time | Leveling one aura also levels all auras
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Party Melee Attack | +1 | +2 | +3 | +4 | +5 |
Aura of the Void
Unlock: Level 1 | Aura | Periodically provides a barrier to the party
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Barrier Absorption | 6 | 11 | 16 | 21 | 26 |
Aura of Thorns
Unlock: Level 1 | Aura
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Melee Damage Reflected | 10% | 15% | 20% | 25% | 30% |
Void Veil
Unlock: Level 2 | Active | Targets one ally | Duration: 3 rounds | Absorbs any damage type
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Mana Cost | 5 | 7 | 9 | 11 | 13 |
| Damage Absorbed | 5 | 10 | 15 | 20 | 25 |
Void Lance
Unlock: Level 3 | Active | Ranged | Ignores enemy defenses
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Mana Cost | 5 | 7 | 9 | 11 | 13 |
| Void Damage | 9 | 11 | 13 | 15 | 17 |
Fade into Nothingness
Unlock: Level 4 | Passive
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Armor | +1 | +2 | +3 | +4 | +5 |
| Void and Blood Resistance | +10% | +15% | +20% | +25% | +30% |
Unholy Convergence
Unlock: Level 5 | Active | Close enemy | Duration: 2 rounds | Cooldown: 4
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Mana Cost | 10 | 12 | 14 | 16 | 18 |
| Enemy Physical Damage | -20% | -25% | -30% | -35% | -40% |
| Enemy Elemental and Blood Resistance | -3% | -6% | -9% | -12% | -15% |
Skill Tables: Blood Mage
Blood Mage Skills: Level 1–5
All Blood Mage skill costs are paid in HP (plus 1 Bone). The Unlock requirement indicates the minimum hero level needed before you can invest points in a skill.
Blood Pact
Unlock: Level 1 | Active | Marks an enemy | Duration: 2 rounds | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| HP Cost | 6 | 8 | 10 | 12 | 14 |
| Damage You Take Reflected to Target | 20% | 40% | 60% | 80% | 100% |
Blood Lance
Unlock: Level 1 | Active | Ranged | 30% weaker against Undead | Bleed: 2 damage per round for 1–5 rounds | Cooldown: 2
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| HP Cost | 6 | 8 | 10 | 12 | 14 |
| Blood Damage | 6–11 | 7–14 | 8–17 | 9–20 | 10–23 |
| Bleed Chance | 50% | 50% | 50% | 50% | 50% |
Exsanguinate
Unlock: Level 1 | Active | Only works on bleeding enemies | Cooldown: 2
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| HP Cost | 6 | 8 | 10 | 12 | 14 |
| Extra Bleed Damage | +2 | +4 | +6 | +8 | +10 |
| Extra Bleed Duration | +1 rd | +2 rd | +3 rd | +4 rd | +5 rd |
Mark the Dead
Unlock: Level 2 | Active | Close enemy | Duration: 2 rounds | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| HP Cost | 4 | 6 | 8 | 10 | 12 |
| Damage Taken by Target | +20% | +25% | +30% | +35% | +40% |
Crimson Renewal
Unlock: Level 2 | Active | Heals one ally using your own health | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| HP Cost | 5 | 10 | 15 | 20 | 25 |
| Health Restored | 5 | 10 | 15 | 20 | 25 |
Omen of the Veins
Unlock: Level 3 | Passive
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Blood Spell Crit Chance | +10% | +15% | +20% | +25% | +30% |
Scarlet Shackles
Unlock: Level 4 | Active | Hits all close enemies | Paralyzes for 1 round and applies Bleed | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| HP Cost | 8 | 10 | 12 | 14 | 16 |
| Bleed Damage per Round | 2 | 3 | 4 | 5 | 6 |
| Bleed Duration | 1–3 rd | 2–4 rd | 3–5 rd | 4–6 rd | 5–7 rd |
Leechcraft
Unlock: Level 5 | Passive
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Blood Damage Returned as HP | 10% | 20% | 30% | 40% | 50% |
Bloodfall
Unlock: Level 6 | Active | Hits 2 enemies, 3 times each | 30% weaker against Undead | Bleed: 2 damage per round for 1–3 rounds | Cooldown: 3
| Stat | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| HP Cost | 12 | 16 | 20 | 24 | 28 |
| Blood Damage per Hit | 3–5 | 4–7 | 5–9 | 6–11 | 7–13 |
| Bleed Chance per Hit | 30% | 30% | 30% | 30% | 30% |
Stats & Formulas
The Math (Straight From the Game)
Here are the main stat formulas used by the game. I have put them together in one table so you can quickly check how each stat affects your heroes.
| Value | Formula |
|---|---|
| Base Damage | STR / 2 + Weapon Damage + Bonuses |
| Physical Damage | Base Damage – Target Armor + Sharpness |
| Critical Damage | ×1.75 |
| Melee Crit Chance | DEX / 10 |
| Ranged Crit Chance | DEX / 7 |
| Ranged Hit Chance | DEX × 10 – Enemy Evasion |
| Evasion | DEX × 2% (Maximum 60%) |
| Mana per Level | 2 + WIS |
| Fire / Ice / Lightning / Poison Resistance | WIS × 2 |
| Blood Magic Resistance | END × 2 |
What This Means for You
– Armor Reduces Physical Damage: Armor is subtracted from every physical hit. Small attacks can deal almost no damage against heavily armored enemies. Use armor pierce, armor-ignoring skills such as Slice and Dice, Riposte, and Shadow Instinct, or switch to Void Lance and elemental spells.
– Ranged Heroes Need DEX: Dexterity directly affects ranged hit chance. At 5 DEX, you have approximately 50% base hit chance before accounting for enemy evasion.
– Wisdom Protects Casters: Elemental resistance comes from Wisdom, which means your Wizard can often handle elemental attacks better than your Warrior.
– Endurance Helps Against Negative Effects: END provides Blood Magic resistance and also shortens Poison duration.
Combat Explained
How a Round Works
Before getting into difficult fights, make sure you understand how combat rounds work:
- Each hero gets one action per round. This can be a basic attack or an assigned active skill.
- Potions and inventory items do not consume an action.
- Some skills are free actions. Check the tooltip for the “Does not consume an action” description.
- The round ends when every hero has acted or when you press the hourglass icon. Any hero who hasn’t acted will be skipped.
- Once any hero performs an action, your entire party cannot move again until the round ends.
Rows and Range
- Melee attacks require the hero to be in the front row unless the weapon has Reach.
- If you see Out of Reach, move forward, equip a Reach weapon, or use a ranged attack.
- Most enemies can only attack your front row, so put your tankiest heroes there.
- Changing a hero’s position consumes that hero’s action. Plan your party formation before starting a fight.
Tactics That Win Fights
– Focus Fire: Mark an enemy using Hunter’s Prey, Mark the Dead, or Unholy Convergence, then have your entire party attack the same target.
– Control Dangerous Enemies: Use Stun (Skull Rattle and Shield Bash), Freeze (Ice Shard), or Blind (Smoke Bomb) to prevent dangerous enemies from performing effective attacks.
– Check Enemy Immunities: Some enemies are immune to critical hits, stun, bleed, burn, freeze, poison, blind, paralysis, or disease. Check the combat log and change your strategy when necessary.
– Exploit Enemy Types: Undead, Demons, and Animals have different weaknesses and counters. Paladins are particularly effective against Undead and Demons, while Elk heroes receive additional armor against Animals.
– Retreat When Necessary: If a fight starts going badly, end the round and retreat. You can also rest, recover your resources, and return later.
– Destroy Objects: Some objects in the world can be attacked and broken. Check suspicious objects during exploration because they may hide useful rewards.
Status Effects & Cures
Status Effects
Different status effects can make combat much harder, especially when several heroes are affected at the same time. Here is a breakdown of what each effect does and how to remove it.
| Effect | What It Does | Cure |
|---|---|---|
| Poison | Deals damage every round, always at least 1. END shortens its duration. | Potion of Cure Poison, Void Mend Lv4 |
| Burn | Deals Fire damage every round. | Frostvein Draft, Void Mend Lv3 |
| Freeze | Causes the affected hero to skip their round. | Frostvein Draft |
| Bleed | Removes HP every round. | Void Mend Lv2 |
| Stun | Prevents the hero from acting. Does not stack. | Thunderwake Draught, Void Mend Lv5 |
| Paralyze | Prevents movement, leaving the whole party stuck, but the affected hero can still attack. | Thunderwake Draught |
| Blind | Reduces hit chance by 50%. | Wait for it to expire |
| Disease | Prevents HP recovery while resting. | Cure it before resting |
| Mental Fog | Prevents the use of skills for a few rounds. | Wait for it to expire |
| Slime Corrosion | Reduces Armor. | Wait for it to expire |
Important Tip: Disease is particularly dangerous because resting while affected by it consumes food but restores nothing. Always cure Disease before resting.
Exploration, Tools & Fast Travel
Exploring Efficiently
Exploration is an important part of the game, and having the right tools makes it much easier to discover hidden loot and reach new areas.
Tools You Want
| Tool | What It Opens |
|---|---|
| Pickaxe | Breaks collapsed rocks. Some rocks require the Reinforced Pickaxe. |
| Shovel | Allows you to dig graves for loot (costs food). |
| Golden Chisel | Opens gold veins in rock walls. |
| Lockpick Tools | Opens locked chests. |
| Mortar and Pestle | Used for alchemy and cooking. |
Exploration Tip: If you find rocks that you cannot break or mineral veins that you cannot mine, mark their locations on your map and return later when you have the required tools.
Things I Always Check
While exploring each area, I make sure to check the following places for hidden items, secrets, and shortcuts:
- Garbage Piles and Hollow Trees: These can contain hidden stashes.
- Alcoves and Tombstones: Some tombstones require you to place an item inside them.
- Walls Near Dead Ends: Listen carefully for the sound of stone sliding, as some walls hide secret passages.
- Pressure Plates and Pushable Objects: Check for anything that looks like it can activate a hidden mechanism.
- Fragile Objects: Attack anything that looks breakable.
- Signposts: These point towards the next region.
Fast Travel
I touch every Portal Stone I find. Once activated, it allows me to travel between previously activated portals.
This makes backtracking much easier when I need to return for locked chests, rocks, or other collectibles.
The Map
Press M to open the map. The map legend shows the locations of:
- Doors
- Treasure
- Statues
- Pressure Plates
- Pits
- Rocks
- Shrines
- Teleports
- Portals
- Passages
Food, Resting, Alchemy & Money
Keeping the Party Alive
Food and Resting
- Food is shared by the entire party and displayed as a single number in the HUD. Resting automatically consumes food.
- You cannot rest while enemies are nearby. Digging graves also consumes food.
- Pick up every food item you find. You can also cook Stews and Toast using the Mortar and Pestle.
Alchemy
I collect Recipes and gather the required ingredients, including mushrooms, flowers, berries, and monster parts. Once I have everything, I use the Mortar and Pestle and select Craft.
If I use the wrong ingredients, the crafting attempt simply fails without consuming anything.
Useful Recipes to Look Out For:
- Healing, Mana, and Stamina Potions
- Cure Poison
- Frostvein: Cures Burn and Freeze.
- Thunderwake: Cures Stun and Paralyze.
- Mindwell (Health + Mana)
- Armor, Evasion, and Elemental Resistance Potions
- Resurrection
- Permanent Mana Boost
Gold
Gold is shared between the entire party. I spend it on gear upgrades from merchants, but I always keep some gold reserved for revivals at a Revival Statue.
Some valuables, such as gems and ores, are mainly useful for selling, so I sell any spare items I don’t need.
Raven Mutations Cheat Sheet
Raven Mutations
Every Raven starts with one random Stable Mutation (good) and one random Unstable Mutation (bad).
Best Stable Mutations
These are some of the best stable mutations to look out for:
- Redundant Organs (Rare): 40% chance to survive a lethal hit with 1 HP remaining.
- Roommate from the Void: Melee attacks heal 5% of the damage dealt.
- Predator Instinct: Deals 10% more damage against enemies below 50% HP.
- Adrenal Spike: Grants +4 damage and +4% crit when below 30% HP.
- Gravemind Link: Restores +5 Mana or Stamina when a nearby enemy dies.
- Static Carapace / Crystal Chitin / Spore Spit: Punishes enemies who attack you in melee.
- Iron Mandibles: Melee attacks cause a small amount of Bleed.
Worst Unstable Mutations (Consider Rerolling)
Some unstable mutations can make combat much harder, so I recommend rerolling these when possible:
- Backseat Parasite: 50% chance to hit a random enemy instead of your intended target.
- Allergic to Ice (Rare): Any Ice damage freezes you for 2 rounds.
- Molting Season: You take double Fire damage.
- Cracking Shell: You take 15% more melee damage, making this especially bad for front-line characters.
- Arcane Appetite: Spells cost +1 Mana, which is bad for casters.
- Heavy Metabolism: Basic attacks consume Stamina.
Mild Mutations:
- Weak Circulation: -10 maximum Stamina.
- Glutton Parasite: -2 STR when food is below 10, so keep your food above 10.
- Slow Regeneration: Healing is reduced by 25%.
Double-Edged Mutations:
- Reverse Osmosis: You receive double healing from potions but also take double Poison damage.
- Phase-Slip Carapace: Dodges 50% of spells but takes double damage from spells that successfully hit.
Bestiary Preview (Light Spoilers)
Early Enemies
These are some of the enemies I encounter during the early forest and cave areas.
- Giant Rats / Underfangs: Weak individually but dangerous in groups. They are Animals.
- Grassfang: Snakes that can inflict Poison.
- Wrathclaw: Wolves classified as Animals, so Elk Armor helps against them.
- Wrathspinner / Stormspinner: Spiders that can inflict status effects.
- Boneblades / Boneblade Archers: Skeletons classified as Undead. Bring the Paladin to deal with them. Archers can attack from a distance.
- Orc Fighters: Armored enemies. Use armor-piercing attacks or elemental damage against them.
- Ooze Cubes: Can corrode your armor.
Bosses and Named Foes
Some of the bosses and named enemies you will encounter throughout the game include:
- Rat Queen, Mother of the Warren
- Arachneira
- Scourge of the Tunnels
- Orc Chieftain
- Bandit Chieftain
- Dreadcoil of the Deep
- Frog King, Last Crown of the Mire
- Obula
- Skeleton King
- Fangspire
- Mud Ooze
- The Thing
There are several more enemies waiting in the deeper areas.
Boss Tips (No Story Spoilers)
Before fighting a boss, I recommend following these tips:
- Rest and Save: Rest and save your game right before entering an obvious boss room.
- Check Immunities: Check the boss’s immunities on the first turn. Many bosses are immune to Stun.
- Keep Your Mark Active: Use Hunter’s Prey or Mark the Dead on the boss and keep the mark active throughout the fight.
- Bring Cures: Bosses frequently stack status effects on your party, so make sure you have the necessary cures.
Quick Tips & FAQ
Rapid-Fire Tips
- Hover over everything. Stat, item, skill, and status tooltips explain the exact mechanics.
- Equip a Shield on a Warrior with Shield Bash to benefit from passive armor.
- Paralyze only prevents a target from moving. It can still attack. Stun and Freeze actually make enemies skip their turns.
- Read encounter choices carefully. Some choices can reward you with XP, items, or access to new paths.
- Talk to villagers more than once, as they may have additional dialogue.
- Sell spare gems, ores, and duplicate equipment to earn extra gold.
- Don’t ignore books and notes. They often contain hints for puzzles and hidden secrets.
FAQ
Q: Can I change the difficulty mid-game?
Yes. You can change the difficulty at any time.
Q: A hero died. Now what?
Find a Revival Statue and pay the required fee, or use a resurrection item to bring the hero back.
Q: Why can’t I move?
Someone has already acted during the current round, so you need to end the round first. Alternatively, one of your heroes may be Paralyzed, which prevents the entire party from moving.
Q: Why can’t I rest?
There are enemies nearby, or you don’t have enough food.
Q: My back-row hero says “Out of Reach”.
Equip them with a ranged weapon, a Reach weapon, or use a spell to attack enemies from a distance.
Q: Can my Stoneborn wear armor?
Stoneborn cannot wear body armor, but they can equip items in every other equipment slot.
