An unsigned letter brings my party to the isolated village of Underkeep, where a missing dwarven expedition and an ancient tower point toward an adventure underground. In this Underkeep guide, I cover the systems I rely on to build a party, survive combat, and explore without giving away quest solutions.
All Classes, Skills, Combat and Exploration
These are the ten habits I prioritize during my first hours:
- Save regularly. I use manual save slots alongside Quicksave and Autosave.
- Rest before predictable fights. Resting restores HP, Mana, and Stamina across the party, but it consumes food.
- Keep a food supply. I collect apples, berries, bread, and ham whenever I see them, because resting is unavailable without food.
- Use potions without giving up an action. Drinking a potion or using an inventory item does not spend a hero’s turn.
- Activate free-action skills first. I use Champion’s Grip, Righteous Strike, Skirmisher’s Step, or Evasive Roll before spending that hero’s normal action.
- Decide when to move before attacking. Once any hero takes an action, my party cannot move again until the round is over.
- Equip the back row for range. I give those heroes bows, crossbows, slings, spells, or a melee weapon with Reach.
- Investigate the environment. Garbage piles, hollow trees, shovel-ready graves, breakable objects, and suspicious walls can conceal items.
- Activate portal stones on sight. I touch each one so I can return by fast travel.
- Reserve gold for fallen party members. Revival Statues bring heroes back, but I must pay for the service.
Table of Contents:
Underkeep Controls and Settings
Default Controls
I use the following default controls for movement, inventory handling, and combat. I can remap them in Options > Controls.
| Action | Default |
|---|---|
| Move / strafe / turn | W A S D Q E, or the arrow keys |
| Map | M |
| Pick up all items | Y |
| Pick up one item | Right-click it (or drag it into the inventory) |
| Throw item | Drag it 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 |
I can also rebind each hero’s Attack and Use Skill commands, Quick Save, Quick Load, the Equip/Character/Skills/Quests panels, Rest, and Skip Round. I prefer binding separate attack keys for each hero to speed up battles.
Settings I Recommend Checking
- Move / Turn Animation: I set this to Off when I want faster, classic grid movement.
- Item Tooltip Delay: Off makes item information appear immediately.
- Show Items Behind Objects: On helps me spot items that scenery would otherwise obscure.
- Automapping: Enabled is the default; I can instead choose Minimap Only or Disabled.
- Floating Combat Text: The available choices are All, Damage Only, Status Only, and Off.
- Font: I can use Default, Pixelated, or Pixelated B according to readability.
- Accessibility: The settings let me reduce or disable camera shake, flashing, portrait blinking, italics, and wall-hit sounds.
I can change the difficulty at any point, including switching to Easy for a difficult fight.
Underkeep Races and Racial Traits
All Six Races
When creating a character, I look at both the role a race suits and the drawback or advantage attached to its racial trait.
| Race | Good at | Racial trait |
|---|---|---|
| Human | Anything; balanced | Fast Learner: +10% XP |
| Dwarf | Physical roles; very tough | Deep Sight: +3% elemental resistance. Infravision: sees what others can’t |
| Stoneborn | Brute strength and resilience | Stonebound: NO body armor; +1 Armor at levels 1, 5, 9 and 13 |
| Raven | Agile and perceptive; flexible | Twisted Blood: one random good and one random bad mutation |
| Elk | Agility and wisdom; precision and magic | Beastwarden: +1 Armor vs Animals |
| Slugman | Magic; steady endurance | Eye Stalks: immune to crits, but double Fire damage |
How I Choose a Race
- Stoneborn: I use them for Warrior or Paladin roles. They cannot wear body armor, but they can still equip items such as helmets, gloves, and boots, and their Armor improves as they level.
- Slugman: I favor the race for spellcasters, while its critical-hit immunity can also help up front. Because Fire damage is doubled, I prioritize Fire resistance and deal with Burn quickly.
- Elk: Its extra Armor against Animals is useful in areas populated by wolves, rats, and spiders.
- Human: I consider the +10% experience gain a reliable option when I have not settled on a specialized build.
- Raven: I check the Character panel immediately after creation. A negative mutation such as Backseat Parasite or Allergic to Ice can undermine a build. If I dislike the result, I can delete that hero and create a new one in the Party Creator.
Underkeep Classes and Best Starting Parties
All Seven Classes at a Glance
I plan my front and back rows around the class’s main stat and combat role.
| Class | Main stat | Row | In one line |
|---|---|---|---|
| Warrior | STR | Front | Weapon specialist, taunts, party buffs |
| Paladin | STR (+1 WIS) | Front | Tank and healer, builds Zeal, smites Undead and Demons |
| Thief | DEX | Front | Evasion, crits, bleed; daggers and swords |
| Ranger | DEX | Back | Marks targets, precise shots, elemental arrows |
| Wizard | WIS | Back | Fire, ice and lightning burst; barriers; control |
| Voidcaller | WIS | Back | Healing, barriers, debuffs, party auras |
| Blood Mage | END | Back | Bleed and execution magic that costs bones or HP |
Recommended Party Compositions
Classic (the easiest setup): Warrior + Paladin / Wizard + Voidcaller. I use the Warrior and Paladin in front, with the Wizard and Voidcaller behind them. This gives me two durable front-liners, burst damage, and focused healing.
Hunter’s Pack: Warrior + Thief / Ranger + Blood Mage. I concentrate damage on one target after applying the Ranger’s Hunter’s Prey or the Blood Mage’s Mark the Dead. The Thief and Blood Mage add Bleed effects to that approach.
Holy Order: Paladin + Thief / Voidcaller + Wizard. I get healing from Lay on Hands and Void Mend, while the Paladin absorbs hits and the Thief relies on evasion. For Undead, I use the Paladin’s Judgment and the Wizard’s Fire damage, since Undead take extra Fire damage and ignore Bleed and Poison. Against Demons, I switch the Wizard toward Ice. The Voidcaller has a defense-ignoring attack that is useful against resistant enemies.
Underkeep Class Builds and Skill Priorities
Skill Points, Unlocks and Active Skills
- I earn one skill point per level and can invest a maximum of five points in a skill.
- I equip an active skill in the slot beside the basic attack and right-click that slot to change it. Passive skills remain active automatically.
- I check weapon requirements before committing points, because some abilities only work with certain weapons.
- Every skill has a minimum hero level. Fireball, Ice Tower, Storm Chain, Execution Shot, Shadow Lunge, Bloodfall, and Judgment become available at hero level 6.
- I list the exact values for skill ranks 1–5 in the seven class sections below.
Warrior: Weapon-Based Skills and Front-Line Control
I select Warrior attacks to match the equipped weapon: Flurry Thrust for swords, Skull Rattle for mace stuns, Slice and Dice for axe-based armor bypass, Cleave for two-handed attacks against two enemies, Riposte for one-handed counterattacks, and Shield Bash for shield stuns and passive Armor.
- I activate Champion’s Grip early in difficult fights for extra damage and Stun immunity without spending an action.
- I use Provoking Shout to draw attacks away from an injured ally in the front row.
- Battle Roar improves the offensive performance of the entire party.
- I invest in the passive The Flow of Life when I want more maximum HP and elemental resistance.
Paladin: Building and Spending Zeal
Each successful basic attack gives my Paladin one Zeal, up to five. Flame of Conviction, Judgment, and Stun Undead spend all accumulated Zeal when used.
- I trigger Righteous Strike while building Zeal because it is a free action, increases my next basic attack, and adds one extra Zeal.
- I aim for four or five Zeal before a large Judgment attack against Undead or Demons, or use Lay on Hands when I need healing.
- Divine Guard rewards me for spending Zeal with extra Armor, whereas Zealous Resolve increases damage while I hold it. I choose which style to emphasize.
- Sacred Bulwark converts Wisdom into Armor, giving value to the Paladin’s additional point of WIS.
Thief: Evasion, Status Effects and Critical Hits
I build the Thief around evasion and status conditions. Normal evasion is capped at 60%, but the free-action skill Evasive Roll raises that cap.
- I combine Nightshade Mastery with Backstab the Weak and Shadow Lunge. The first can apply Poison, Bleed, Blind, or Burn; the second gains critical chance from negative effects; and the third hits bleeding or poisoned targets harder.
- I use Smoke Bomb to attempt to Blind up to two enemies, reducing their accuracy by 50%.
- At hero level 3 I can take Mark the Dead on a Thief, causing the selected enemy to receive 20–40% additional damage from the party, depending on the skill rank.
Ranger: Marks, Ranged Damage and Elemental Arrows
- From hero level 5, I open on a dangerous nearby enemy with Hunter’s Prey and have the whole party concentrate attacks on it.
- Execution Shot deals extra damage when the target has Hunter’s Prey or Mark the Dead, including a mark placed by a Thief or Blood Mage.
- I use the free-action Skirmisher’s Step for an evasion boost and a stronger following attack.
- Runebound Arrows adds a random elemental damage component to my shots.
Wizard: Elemental Spells and Control
- Early on I choose between Fire Spark for Burn and Ice Shard for Freeze, which skips an enemy’s turn.
- Against several opponents, I use Static Shock, Fireball, Storm Chain, or Ice Tower.
- Arcane Lock causes Paralyze. I remember that a paralyzed opponent cannot move but can still attack.
- I use Dragon Arcana and Feel the Flow for passive improvements.
- Invisibility conceals my entire party until I act, which can help me get past enemies.
Voidcaller: Healing, Barriers and Auras
- I level Void Mend for healing and status removal: rank 2 clears Bleed, rank 3 Burn, rank 4 Poison, and rank 5 Stun.
- I use Void Lance against armored enemies because its damage ignores their defenses.
- I can have only one aura active. I can change the selected aura when leveling up, and increasing the level of one aura advances them all. I use Aura of the Void as a defensive default for its renewing party barrier.
Blood Mage: Bones, Health Costs and Bleed
- My Blood Mage spells consume one bone and some HP. Without a bone, I pay an increased HP cost, so I collect bones and skulls.
- I unlock Leechcraft at hero level 5 to recover 10–50% of Blood damage as HP and offset spell costs.
- Blood Lance and Bloodfall deal 30% less damage to Undead, so I lean on the Paladin for those encounters.
- I cast Exsanguinate on a target already suffering Bleed, working alongside Bloodfall or a Thief.
Underkeep Warrior Skill List: Ranks 1–5
I use the tables below to compare all Warrior skills from rank 1 to rank 5. These skills use Stamina where a cost applies. Each unlock level refers to my hero’s level, not the rank shown in the columns.
Flurry Thrust
I unlock this active sword attack at hero level 1; it has a 3-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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
From hero level 1, I can use this mace attack with a 3-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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
I learn this axe-based active attack at hero level 1; it has a 3-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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
I can invest in this passive skill starting at hero level 1.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Max HP | +10 | +20 | +30 | +40 | +50 |
| Fire/Ice/Lightning/Poison resist | +3% | +6% | +9% | +12% | +15% |
Provoking Shout
From hero level 2, I can apply this self-buff for two rounds; its cooldown is 4 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 7 | 8 | 9 | 10 | 11 |
| Attack redirect chance | 40% | 55% | 70% | 85% | 100% |
Shield Bash
I unlock this shield-required attack at hero level 2, with a 4-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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
I can learn this one-handed weapon counter at hero level 3. The counter lasts one round, and its cooldown is 4 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 5 | 6 | 7 | 8 | 9 |
| Armor ignored | 1 | 2 | 3 | 4 | 5 |
| Counterattack damage | 100% | 110% | 120% | 130% | 140% |
Cleave
At hero level 4, I gain access to a two-handed melee attack that strikes two enemies and has a 2-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 6 | 7 | 8 | 9 | 10 |
| Damage per target (% of weapon) | 80% | 88% | 96% | 104% | 112% |
Champion’s Grip
At hero level 4, I can use this free-action self-buff for four rounds of Stun immunity; the cooldown is 6 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 7 | 8 | 9 | 10 | 11 |
| Melee/ranged/unarmed damage | +20% | +27% | +34% | +41% | +48% |
Battle Roar
I can unlock this active, party-wide buff at hero level 5. It lasts three rounds and has a 5-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 10 | 11 | 12 | 13 | 14 |
| Party melee/ranged/unarmed damage | +15% | +20% | +25% | +30% | +35% |
| Party crit chance | +3% | +6% | +9% | +12% | +15% |
Underkeep Paladin Skill List: Ranks 1–5
I use the tables below to compare all Paladin skills from rank 1 to rank 5. These skills use Zeal where a cost applies. Each unlock level refers to my hero’s level, not the rank shown in the columns.
Stun Undead
I start with this single-rank active skill at hero level 1. It works only on Undead, consumes at least one and up to all of my Zeal, stuns for one round, and has a 1-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stun chance | 20% per Zeal consumed (max 100% at 5 Zeal) |
Lay on Hands
At hero level 1, I can heal a single ally with this active skill. It consumes at least one Zeal and has a 2-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Max Zeal consumed | 1 | 2 | 3 | 4 | 5 |
| Max heal (3 HP per Zeal) | 3 HP | 6 HP | 9 HP | 12 HP | 15 HP |
Divine Guard
I unlock this passive at hero level 1. Whenever I spend Zeal, its protection lasts one round.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Bonus armor | +1 | +2 | +3 | +4 | +5 |
Flame of Conviction
I can unlock this active finisher at hero level 2. It spends all my Zeal (at least one), can Stun for a round, and has a 4-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Fire damage per Zeal | 3 | 6 | 9 | 12 | 15 |
| Stun chance | 15% | 25% | 35% | 45% | 55% |
Righteous Strike
From hero level 3, I can activate this skill without spending an action or Zeal. My next basic attack also generates one extra Zeal; its cooldown is 3 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Next basic attack damage | +15% | +20% | +25% | +30% | +35% |
Zealous Resolve
I can invest in this passive skill from hero level 3.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Melee damage per Zeal held | +5% | +6% | +7% | +8% | +9% |
Sacred Bulwark
I can start upgrading this passive skill at hero level 4.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Wisdom added as armor | 20% | 35% | 50% | 65% | 80% |
Consecrated Ground
At hero level 5, I can activate this three-Zeal skill. Moving the party ends its effect early; its cooldown is 5 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Duration | 1 rd | 2 rd | 3 rd | 4 rd | 5 rd |
| Party armor | +1 | +2 | +3 | +4 | +5 |
| Party fire/ice/lightning resist | +5% | +9% | +13% | +17% | +21% |
Judgment
I unlock Judgment at hero level 6. I can use a melee weapon or bare hands; it consumes all Zeal (at least one) and has a 5-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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% |
Underkeep Thief Skill List: Ranks 1–5
I use the tables below to compare all Thief skills from rank 1 to rank 5. These skills use Stamina where a cost applies. Each unlock level refers to my hero’s level, not the rank shown in the columns.
Bleeding Dash
I unlock this active sword-or-dagger ability at hero level 1; the cooldown is 2 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 6 | 7 | 8 | 9 | 10 |
| Bleed chance | 60% | 70% | 80% | 90% | 100% |
| Bleed damage / round | 4 | 5 | 6 | 7 | 8 |
| Bleed duration | 1 rd | 2 rd | 3 rd | 4 rd | 5 rd |
Nightshade Mastery
This passive becomes available at hero level 1. When I use swords or daggers, it can apply a random Poison, Bleed, Blind, or Burn with strength and duration rolls of 1–3.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Status chance per hit | 40% | 50% | 60% | 70% | 80% |
Backstab the Weak
At hero level 1, I can use this active dagger skill with a 2-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 5 | 6 | 7 | 8 | 9 |
| Base crit chance | +20% | +20% | +20% | +20% | +20% |
| Crit per negative effect on target | +10% | +15% | +20% | +25% | +30% |
Cloak of Swiftness
I can invest in the Thief version of this passive at hero level 2.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Evasion | +2% | +4% | +6% | +8% | +10% |
| Ranged hit chance | +5% | +10% | +15% | +20% | +25% |
| Crit chance | +3% | +6% | +9% | +12% | +15% |
| Unarmed damage | +1 | +2 | +3 | +4 | +5 |
Evasive Roll
From hero level 3, I can use this free-action self-buff. It lasts two rounds and has a 5-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 6 | 7 | 8 | 9 | 10 |
| Evasion | +10% | +15% | +20% | +25% | +30% |
| Evasion cap raised by | +2% | +4% | +6% | +8% | +10% |
Mark the Dead
I unlock this active mark at hero level 3. It lasts two rounds on a nearby enemy, with a 3-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 4 | 6 | 8 | 10 | 12 |
| Damage taken by target | +20% | +25% | +30% | +35% | +40% |
Smoke Bomb
At hero level 4, I can attempt to Blind up to two enemies at range for two rounds. Enemy evasion reduces the chance; cooldown is 4 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 6 | 7 | 8 | 9 | 10 |
| Blind chance | 45% | 53% | 61% | 69% | 77% |
Shadow Instinct
I can upgrade this passive from hero level 5.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Melee and ranged crit chance | +3% | +6% | +9% | +12% | +15% |
| Melee and ranged armor pierce | +1 | +2 | +3 | +4 | +5 |
Shadow Lunge
From hero level 6, I can use this active dagger attack with a 3-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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% |
Underkeep Ranger Skill List: Ranks 1–5
I use the tables below to compare all Ranger skills from rank 1 to rank 5. These skills use Stamina where a cost applies. Each unlock level refers to my hero’s level, not the rank shown in the columns.
Quickshot
I unlock this active ranged skill at hero level 1. A second shot cannot trigger weapon effects or critical hits; cooldown is 2 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 5 | 6 | 7 | 8 | 9 |
| Chance to shoot twice | 20% | 25% | 30% | 35% | 40% |
Aimed Shot
At hero level 1, I can use this ranged attack, which has a 3-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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
I can take the Ranger version of this passive starting at hero level 1.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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
I unlock this passive skill at hero level 2.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Ranged crit chance | +4% | +8% | +12% | +16% | +20% |
Skirmisher’s Step
From hero level 3, I can use this free action for one round of evasion; its cooldown is 4 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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
At hero level 3, I can learn this active ranged-weapon skill with a 3-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 6 | 7 | 8 | 9 | 10 |
| Bleed chance | 50% | 60% | 70% | 80% | 90% |
| Bleed damage / round | 1 | 2 | 3 | 4 | 5 |
| Bleed duration | 1 rd | 2 rd | 3 rd | 4 rd | 5 rd |
Runebound Arrows
I unlock this passive at hero level 4; each projectile receives random Fire, Ice, or Lightning damage.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Elemental damage | +2 | +4 | +6 | +8 | +10 |
Stillstrike
At hero level 4, I can use this ranged attack to Paralyze for one round, although the target can still attack. Cooldown is 3 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 5 | 6 | 7 | 8 | 9 |
| Paralyze chance | 25% | 30% | 35% | 40% | 45% |
Hunter’s Prey
I unlock this nearby-enemy mark at hero level 5. It lasts three rounds, with a 4-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Stamina cost | 5 | 7 | 9 | 11 | 13 |
| Damage taken by target | +20% | +25% | +30% | +35% | +40% |
Execution Shot
At hero level 6, I can unlock this ranged attack. Its bonus applies to targets marked by Hunter’s Prey or Mark the Dead; cooldown is 3 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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% |
Underkeep Wizard Skill List: Ranks 1–5
I use the tables below to compare all Wizard skills from rank 1 to rank 5. These skills use Mana where a cost applies. Each unlock level refers to my hero’s level, not the rank shown in the columns.
Fire Spark
I can cast this active spell from hero level 1 against one enemy in front of me. Its Burn deals 2 damage each round for one to three rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Mana cost | 8 | 10 | 12 | 14 | 16 |
| Fire damage | 7-13 | 10-16 | 13-19 | 16-22 | 19-25 |
| Burn chance | 20% at every level |
Static Shock
At hero level 1, I can unlock this active spell that strikes two enemies in front of me.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Mana cost | 6 | 8 | 10 | 12 | 14 |
| Lightning damage | 3-12 | 4-13 | 5-14 | 6-15 | 7-16 |
Ice Shard
I can use this ranged spell against a single enemy from hero level 1.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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
At hero level 2, I can cast this self-targeted barrier for three rounds. It absorbs all types of damage.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Mana cost | 8 | 10 | 12 | 14 | 16 |
| Damage absorbed | 5 | 10 | 15 | 20 | 25 |
Feel the Flow
I unlock this passive at hero level 2.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Max mana | +12 | +24 | +36 | +48 | +60 |
Dragon Arcana
I can upgrade this passive starting at hero level 3.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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
At hero level 3, I can Paralyze a ranged target for one round every three rounds. It cannot move, but it can still attack.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Mana cost | 8 | 9 | 10 | 11 | 12 |
| Stun chance | 20% | 25% | 30% | 35% | 40% |
Invisibility
I unlock this whole-party spell at hero level 5; it ends once my party attacks or takes an action.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Mana cost | 20 | 18 | 16 | 14 | 12 |
| Duration | 3 rd | 4 rd | 5 rd | 6 rd | 7 rd |
Fireball
From hero level 6, I can hit two enemies at range with this spell. Its Burn deals 3 damage per round for one to three rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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
At hero level 6, I can affect every enemy in the area ahead of me.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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
I unlock this ranged two-target spell at hero level 6. It can strike the same targets a second time.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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% |
Underkeep Voidcaller Skill List: Ranks 1–5
I use the tables below to compare all Voidcaller skills from rank 1 to rank 5. These skills use Mana where a cost applies. Each unlock level refers to my hero’s level, not the rank shown in the columns.
Void Mend
From hero level 1, I can heal one ally with a 2-round cooldown. Skill rank 2 also cures Bleed, rank 3 Burn, rank 4 Poison, and rank 5 Stun.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Mana cost | 7 | 10 | 13 | 16 | 19 |
| Health restored | 4 | 7 | 10 | 13 | 16 |
Power of the Void
I unlock this passive boost to my Void healing and damage at hero level 1.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Void spell power | +8% | +16% | +24% | +32% | +40% |
Aura of Blades
I can select this aura from hero level 1. Only one aura can be active, and upgrading one advances all of them.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Party melee attack | +1 | +2 | +3 | +4 | +5 |
Aura of the Void
At hero level 1, I can select this aura, which periodically gives the whole party a barrier. Only one aura can be active, and aura levels advance together.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Barrier absorption | 6 | 11 | 16 | 21 | 26 |
Aura of Thorns
I can choose this aura from hero level 1. I may run only one aura at a time, and improvements apply across all auras.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Melee damage reflected | 10% | 15% | 20% | 25% | 30% |
Void Veil
I unlock this active ally barrier at hero level 2. It lasts three rounds and absorbs any type of damage.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Mana cost | 5 | 7 | 9 | 11 | 13 |
| Damage absorbed | 5 | 10 | 15 | 20 | 25 |
Void Lance
From hero level 3, I can cast this ranged attack, which ignores the target’s defenses.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Mana cost | 5 | 7 | 9 | 11 | 13 |
| Void damage | 9 | 11 | 13 | 15 | 17 |
Fade into Nothingness
I can invest in this passive from hero level 4.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Armor | +1 | +2 | +3 | +4 | +5 |
| Void and blood resist | +10% | +15% | +20% | +25% | +30% |
Unholy Convergence
At hero level 5, I can apply this active effect to a nearby enemy for two rounds; its cooldown is 4 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Mana cost | 10 | 12 | 14 | 16 | 18 |
| Enemy physical damage | -20% | -25% | -30% | -35% | -40% |
| Enemy elemental and blood resist | -3% | -6% | -9% | -12% | -15% |
Underkeep Blood Mage Skill List: Ranks 1–5
I use the tables below to compare all Blood Mage skills from rank 1 to rank 5. These skills use HP and bones where a cost applies. Each unlock level refers to my hero’s level, not the rank shown in the columns.
Blood Pact
At hero level 1, I can mark one enemy with this active skill for two rounds; cooldown is 3 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| HP cost | 6 | 8 | 10 | 12 | 14 |
| Damage you take reflected to it | 20% | 40% | 60% | 80% | 100% |
Blood Lance
From hero level 1, I can cast this ranged attack. It is 30% weaker against Undead and applies Bleed for 2 damage per round over one to five rounds; cooldown is 2 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| HP cost | 6 | 8 | 10 | 12 | 14 |
| Blood damage | 6-11 | 7-14 | 8-17 | 9-20 | 10-23 |
| Bleed chance | 50% at every level |
Exsanguinate
I can unlock this active skill at hero level 1. I must target an enemy that is already bleeding; cooldown is 2 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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
At hero level 2, I can mark a nearby enemy for two rounds, with a 3-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| HP cost | 4 | 6 | 8 | 10 | 12 |
| Damage taken by target | +20% | +25% | +30% | +35% | +40% |
Crimson Renewal
From hero level 2, I can restore one ally’s HP by sacrificing my own. This active skill has a 3-round cooldown.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| HP cost | 5 | 10 | 15 | 20 | 25 |
| Health restored | 5 | 10 | 15 | 20 | 25 |
Omen of the Veins
I can upgrade this passive starting at hero level 3.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Blood spell crit chance | +10% | +15% | +20% | +25% | +30% |
Scarlet Shackles
At hero level 4, I can affect every nearby enemy. This skill Paralyzes for one round and applies Bleed; cooldown is 3 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| HP cost | 8 | 10 | 12 | 14 | 16 |
| Bleed damage / round | 2 | 3 | 4 | 5 | 6 |
| Bleed duration | 1-3 rd | 2-4 rd | 3-5 rd | 4-6 rd | 5-7 rd |
Leechcraft
I unlock this passive at hero level 5.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
|---|---|---|---|---|---|
| Blood damage returned as HP | 10% | 20% | 30% | 40% | 50% |
Bloodfall
From hero level 6, I can hit two enemies three times each. Damage is 30% lower against Undead, and Bleed deals 2 damage per round for one to three rounds; cooldown is 3 rounds.
| Skill value | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 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% at every level |
Underkeep Stats and Combat Formulas
Stat Calculations from the Game
I use the game’s own listed formulas when comparing weapons, defenses, accuracy, and spellcasting stats.
| Value | Formula |
|---|---|
| Base damage | STR / 2 + weapon damage + bonuses |
| Physical damage | Base damage – target Armor + Sharpness |
| Critical damage | x1.75 |
| Melee crit chance | DEX / 10 |
| Ranged crit chance | DEX / 7 |
| Ranged hit chance | DEX x 10 – enemy evasion |
| Evasion | DEX x 2% (cap 60%) |
| Mana per level | 2 + WIS |
| Fire / Ice / Lightning / Poison resistance | WIS x 2 |
| Blood magic resistance | END x 2 |
How I Apply These Formulas
- Armor reduces physical hits directly. I use armor-piercing effects, Slice and Dice, Riposte, Shadow Instinct, Void Lance, or elemental spells against well-armored targets.
- DEX matters for ranged accuracy. At 5 DEX, I expect roughly 50% base hit chance before accounting for enemy evasion.
- WIS contributes to elemental protection. A Wizard with higher Wisdom can resist elemental damage better than a Warrior with lower Wisdom.
- END affects more than HP-oriented builds. It also shortens Poison duration and helps resist many negative conditions.
How Combat Works in Underkeep
Actions, Free Actions and Movement
- I get one normal action per hero per round, which I spend on a basic attack or the active skill assigned to that hero.
- I can drink potions and use inventory items without consuming the hero’s action.
- Skills marked “Does not consume an action” are free actions.
- The round ends after everyone has acted, or I can select the hourglass to end it early and skip any remaining heroes.
- As soon as one hero acts, I cannot move the party again until the round ends.
Front Row, Back Row and Reach
- I put melee attackers in front unless their weapon explicitly has Reach.
- When I see Out of Reach, I move closer, change to a Reach weapon, or use a ranged attack.
- I place my toughest characters in front because most enemies attack the front row.
- I set positions before combat whenever possible: swapping heroes during a fight consumes an action.
Combat Tactics I Rely On
- Concentrate damage: I mark one enemy with Hunter’s Prey, Mark the Dead, or Unholy Convergence and focus the party on it.
- Interrupt dangerous enemies: I use Stun from Skull Rattle or Shield Bash, Freeze from Ice Shard, Blind from Smoke Bomb, or movement control from Arcane Lock. Paralyze does not prevent attacks.
- Read the combat log: Some enemies resist or ignore Crits, Stun, Bleed, Burn, Freeze, Poison, Blind, Paralyze, or Disease, so I change tactics when needed.
- Account for creature types: Paladins are especially valuable against Undead and Demons, while Elk racial Armor helps against Animals.
- Retreat when necessary: I finish the round before stepping away, then rest and return if needed.
- Test destructible scenery: Some objects in the environment can be attacked and broken.
Underkeep Status Effects and How to Cure Them
Before I rest or continue a fight, I check what each status does and whether I have a way to remove it.
| Effect | What it does | Cure |
|---|---|---|
| Poison | Damage each round, always at least 1; END shortens it | Potion of Cure Poison, Void Mend Lv4 |
| Burn | Fire damage each round | Frostvein Draft, Void Mend Lv3 |
| Freeze | Skips the round | Frostvein Draft |
| Bleed | Lose HP each round | Void Mend Lv2 |
| Stun | Can’t act; doesn’t stack | Thunderwake Draught, Void Mend Lv5 |
| Paralyze | Can’t move, and the whole party is stuck ; can still attack | Thunderwake Draught |
| Blind | -50% hit chance | Wait it out |
| Disease | No recovery at all while resting | Cure it before you rest! |
| Mental Fog | No skills for a few rounds | Wait it out |
| Slime Corrosion | Armor reduced | Wait it out |
Disease is the condition I avoid resting with: it uses up food while preventing recovery.
Underkeep Exploration Tools, Secrets and Fast Travel
Tools I Look For
I keep track of which tool is needed for each obstacle. When I cannot break a rock or mine a vein yet, I mark its location on the map for a later visit.
| Tool | Opens up |
|---|---|
| Pickaxe | Collapsed rocks. Some stone needs the Reinforced Pickaxe |
| Shovel | Grave digging for loot (costs food) |
| Golden Chisel | Gold veins in rock walls |
| Lockpick Tools | Locked chests |
| Mortar and Pestle | Alchemy and cooking |
Places I Search for Hidden Items
- Garbage piles and hollow trees that may hide supplies.
- Alcoves and tombstones, including those that require an item to be placed.
- Walls at dead ends, especially if I hear stone sliding.
- Pressure plates and objects I can push.
- Fragile-looking objects that can be attacked.
- Signposts that indicate how to reach another region.
Fast Travel with Portal Stones
Whenever I find a portal stone, I touch it to activate it. Afterward I can travel between the portals I have discovered, making it easier to revisit rocks, locked chests, and other unfinished areas.
Using the Map
I press M to open the map. Its legend identifies doors, treasure, statues, pressure plates, pits, rocks, shrines, teleports, portals, and passages.
Food, Resting, Alchemy and Gold in Underkeep
Managing Food and Rest
- I watch the shared food counter on the HUD, since resting spends food automatically.
- I cannot rest if enemies are nearby or I have run out of food. Digging graves also requires food.
- I gather available food and use the Mortar and Pestle to make stews and toast.
How I Use Alchemy
I find recipes, collect ingredients such as mushrooms, flowers, berries, and monster parts, then use the Mortar and Pestle and choose Craft. If I try an invalid ingredient combination, the craft fails without consuming the ingredients.
These are the potion types and effects I look for:
- Healing, Mana, and Stamina potions.
- Cure Poison.
- Frostvein, which removes Burn and Freeze.
- Thunderwake, which removes Stun and Paralyze.
- Mindwell for health and mana.
- Armor, Evasion, and Elemental Resistance potions.
- Resurrection.
- A permanent increase to mana.
Gold and Revival Statues
Gold belongs to the whole party. I spend some at merchants to upgrade equipment but keep a reserve for reviving fallen heroes at a Revival Statue. I sell spare valuables such as gems and ores when I need money.
Underkeep Raven Mutations: Positive and Negative Traits
Each Raven character starts with a random stable (positive) mutation and a random unstable (negative) mutation. I review both before committing to the character.
Stable Mutations I Like
- Redundant Organs (rare): 40% chance to survive a lethal hit with 1 HP.
- Roommate from the Void: melee hits restore HP equal to 5% of the damage dealt.
- Predator Instinct: +10% damage to targets below 50% HP.
- Adrenal Spike: +4 damage and +4% critical chance below 30% HP.
- Gravemind Link: recover 5 Mana or Stamina when a nearby enemy dies.
- Static Carapace, Crystal Chitin, and Spore Spit: effects that punish melee attackers.
- Iron Mandibles: melee attacks inflict a small Bleed.
Unstable Mutations I Consider Rerolling
- Backseat Parasite: 50% chance to hit a random enemy instead of the one I choose.
- Allergic to Ice (rare): any Ice damage Freezes the hero for two rounds.
- Molting Season: doubles Fire damage taken.
- Cracking Shell: 15% more melee damage taken, particularly troublesome for a front-row character.
- Arcane Appetite: each spell costs one more Mana.
- Heavy Metabolism: basic attacks consume Stamina.
Less severe drawbacks: Weak Circulation reduces maximum Stamina by 10. Glutton Parasite gives −2 STR when shared food falls below 10, so I keep it above that threshold. Slow Regeneration reduces healing by 25%.
Mutations with trade-offs: Reverse Osmosis doubles potion healing but also doubles Poison damage. Phase-Slip Carapace evades 50% of spells, yet any that land deal double damage.
Underkeep Early Enemies and Boss Tips (Light Spoilers)
Enemies I Prepare For in Forests and Caves
- Giant Rats and Underfangs: Animal enemies that are relatively weak alone but threatening in groups.
- Grassfang snakes: I watch for Poison.
- Wrathclaw wolves: Animal enemies, so the Elk Armor bonus applies.
- Wrathspinner and Stormspinner spiders: I expect status effects.
- Boneblades and Boneblade Archers: Undead opponents; I use a Paladin and remember that the archers fight at range.
- Orc Fighters: their Armor makes piercing attacks or elemental damage useful.
- Ooze Cubes: I watch for Armor corrosion.
Boss and Named Enemy List (Spoilers Hidden)
I keep the named-foe list hidden for anyone who would rather discover these encounters in the game.
Show named enemies and bosses (spoilers)
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; and additional enemies deeper in the game.
How I Approach Boss Fights
- I save and rest before entering a room that clearly looks like a boss encounter.
- I check resistances and immunities on the first turn because many bosses are immune to Stun.
- I maintain Hunter’s Prey or Mark the Dead on the boss and direct attacks toward it.
- I bring remedies because bosses can apply multiple status effects.
