Underkeep Classes: Best Skills & Roles
Plan every Underkeep class with role, stat, and skill recommendations for Warrior, Thief, Paladin, Ranger, Void Caller, Wizard, and Blood Mage.
How Underkeep Classes Shape Your Party
Choosing your party in Underkeep, a tactical, turn-based dungeon crawler, is not about filling four slots with warm bodies; it is about matching front-line durability with back-line damage and control. Underkeep classes decide your main stat, resource, and skill path, so a bad pairing can leave your party short on healing, crowd control, or sustained damage. This guide breaks down the Underkeep classes, the skills worth ranking first, and the party setups that keep a run alive.
At party creation, you build four heroes: two in front and two in back. The front pair absorbs most attacks, so at least one sturdy class should anchor that line. The back pair can use ranged attacks or reach weapons, which lets a melee hero operate from the second rank if needed. See the four-slot party formation for how position changes damage flow.
Stats are rolled rather than assigned. Your class sets the highest stat, and your race shifts the spread. Humans are balanced, Dwarves push strength and endurance, and Elks favor dexterity. Pick the class first, then choose a race that reinforces its job. A low-wisdom Dwarf Paladin, for example, may struggle to equip wisdom-check gear.
At the level cap of 15, each hero can fully rank roughly three skills because every skill has five ranks. That makes early choices permanent for most of the run. The class and skill system rewards planning rather than spreading points thin.
| Attribute | What it affects | Classes that lean on it |
|---|---|---|
| Strength | Melee damage, HP, and equipment requirements | Warrior, Paladin |
| Dexterity | Ranged accuracy, ranged damage, evasion, and crit chance | Thief, Ranger |
| Endurance | HP growth, stamina regeneration, and resistance to negative effects | Blood Mage, Warrior, Paladin |
| Wisdom | Mana per level, elemental resistance, and some equipment checks | Wizard, Void Caller, Paladin |
Wisdom is not a spell-power stat. Spell damage comes from the ability tooltip; wisdom gives more mana and elemental resistance. Paladins still value wisdom because some paladin gear checks it, which is why a balanced race can outperform a pure strength pick.
Underkeep Classes at a Glance
Most Underkeep classes fit one of three jobs: hold the front line, delete enemies from range, or keep the party alive. The table below summarizes the supported roles and the skills that define each class.
| Class | Main stat | Best role | Signature skills |
|---|---|---|---|
| Warrior | Strength | Front-line burst and stun | Skull Rattle, Cleave |
| Thief | Dexterity | Evasion tank and debuff setup | Nightshade Mastery, Mark of the Dead |
| Paladin | Strength, plus 1 Wisdom | Front-line healing and smite damage | Lay on Hands, Judgment |
| Ranger | Dexterity | Back-line ranged damage and marking | Cloak of Swiftness, Execution Shot |
| Void Caller | Wisdom | Front-line support and status-clearing heals | Mend, party barrier aura |
| Wizard | Wisdom | Back-line elemental area damage | Fireball, Dragon Arcana |
| Blood Mage | Endurance | Back-line bleed damage and critical spells | Blood Lance, Omen of the Veins |
Front-Line and Back-Line Class Breakdowns
Warrior
The Warrior is the straightforward strength class: equip a two-handed weapon, hit hard, and stun dangerous targets. Skull Rattle is the best early pick because it deals damage and adds a stun chance; maces with stun bonuses can push that chance into the 40–50% range. Cleave is the follow-up for hitting two enemies, which matters because this game often surrounds the party rather than letting one tank pull everything.
Battle War is a strong third pick for martial parties, adding melee and ranged damage plus crit chance for three rounds. Avoid building around unarmed attacks; the supporting gear arrives late. Shield Bash, Riposte, and Provoking Shout are usually weaker because they demand a shield, a one-handed weapon, or a failed redirect chance. Warrior wants damage and control, not delayed defense.
Paladin
The Paladin is one of the best front-liners because it combines strength damage with zeal-powered healing. Lay on Hands restores 3 HP per zeal, and basic attacks generate zeal, so healing stays available without resting. Rank Lay on Hands to 2 early so you can spend two zeal at once.
At level 3, Zealous Resolve adds melee damage for each point of zeal, which rewards banking zeal instead of healing at full health. At level 6, Judgment becomes the damage engine: it adds bonus damage per zeal and extra damage against demons and undead. A practical order is Lay on Hands 2, Zealous Resolve 3, Judgment to max, finish Lay on Hands, then finish Zealous Resolve.
Stun Undead is automatic but unreliable at low zeal, so do not rank it. Flame of Conviction is weaker than Judgment, and fire gear is better on a Wizard. Righteous Strike is a reasonable alternative if you want faster zeal generation, but the healing and smite path is more consistent.
Thief
The Thief is the evasion tank. It does not unlock chests better than anyone else; every hero can handle locks at the same skill level. Its value is survival through evasion and setting up status effects. Nightshade Mastery is the core pick because basic attacks with daggers or swords can poison, bleed, blind, or burn, and the chance scales until almost every hit applies something.
Mark of the Dead raises damage taken by a close enemy by 20% for two turns, and it pairs well with a Ranger’s Execution Shot. Evasive Roll raises evasion by 10% for two rounds and increases the evasion cap by 2% per rank, reaching 70%; only the Thief can exceed the normal 60% cap. Shadow Instinct is the alternative for crit-focused builds, adding crit chance and partial armor ignore.
Smoke Bomb is a rare multi-target debuff that can blind two enemies for two rounds, cutting accuracy by 50%. Backstab the Weak and Shadow Launch work best after Nightshade Mastery has stacked negative traits. Cloak of Swiftness looks tempting but belongs on a Ranger.
Ranger
The Ranger is the most reliable free ranged damage class because arrows do not consume a resource. Cloak of Swiftness should be maxed first: it adds evasion, ranged hit chance, and ranged crit chance, with the hit bonus reaching 25% at full rank. That accuracy matters more than a random double shot.
Hunter’s Prey marks a close enemy for three rounds and raises damage taken by 20%. Take one rank early, then finish it after Execution Shot if no other hero supplies a mark. Execution Shot deals bonus base damage and an extra 40% against marked targets, scaling past 200% damage at high ranks.
Quick Shot is less reliable than raw hit chance. Steel Strike paralyzes for one round, but paralysis only stops movement, not actions, so bosses and elites can still retaliate. Deadly Shot is a fine alternative if a Thief or Blood Mage already handles marking. Ruinbound Arrow adds random elemental damage, which is less dependable than choosing the right target.
Void Caller
The Void Caller is the best healer because Mend heals and removes negative statuses. Status effects are common, so cleansing one while restoring health saves turns and potions. Its three auras level together, and you can swap the active aura whenever the Void Caller gains a level. Aura of the Void gives the party a damage-absorbing barrier and works well early and mid-game, but it falls off by around level 10. Aura of Thorns reflects melee damage and becomes more attractive late.
Mend plus the barrier aura is the core loop for the first ten levels. Power of the Void increases healing effectiveness, which matters as health pools grow. Void Veil is a single-target barrier and is less efficient than the party aura. The defense-ignoring ranged attack is useful but not worth building around. Fade into Nothingness adds self-defense, which is less valuable than keeping the team upright.
Wizard
The Wizard is a wisdom-based caster with serious mana costs. Fire is the most consistent path: Fire Spark is a short-range starter with a burn chance, Field of Flow raises maximum mana, and Fireball arrives at level 6 with range, two-target coverage, and a high burn chance. Dragon Arcana then boosts fire damage and burn chance.
Lightning looks appealing through Storm Chain, but its recast chance lacks gear support, and Static Shock is awkward before enemies crowd the front rank. Ice Shards has low damage and a small freeze chance; Ice Tower can freeze multiple enemies but scales slowly and depends on finding freeze gear. Shielding Barrier gives the Wizard a small personal buffer, but the class should kill enemies before they connect. Arcane Lock is unreliable because it deals no damage and can fail to stun. Invisibility rarely solves a fight.
Blood Mage
The Blood Mage is the resource-efficient caster. Spells use bones or blood, and bones are common enough that blood is usually just a fallback. Unlike Wizard spells, blood spells still cost only one bone no matter how high you rank them, which makes the Blood Mage much easier to sustain.
Blood Lance is the opening pick: ranged damage with a bleed chance. Mark of the Dead is excellent if no one else brings a mark; if a Thief or Ranger already covers that role, Bloodfall becomes the better pick because it strikes two enemies three times with a bleed chance. Omen of the Veins gives blood spells a significant crit chance and is the main damage multiplier.
Blood Pact reflects damage back at a marked enemy, but the Blood Mage should not be taking hits. Exsanguinate extends and strengthens bleed, which combos with a Thief. Crimson Renewal damages the caster to heal an ally, which is a bad trade in most fights. Scarlet Shackles roots and bleeds close enemies, but Bloodfall is the stronger multi-target option. Leech Craft heals from blood damage, yet a back-line caster rarely needs it.
Best Skill Priorities and Party Builds for Underkeep Classes
With only about three maxed skills per hero, the first few ranks define the build. Use the table below as a starting point, then adjust for your party’s mark and healing coverage.
| Class | Priority 1 | Priority 2 | Priority 3 | Key note |
|---|---|---|---|---|
| Warrior | Skull Rattle | Cleave | Battle War | Use a two-handed mace |
| Thief | Nightshade Mastery | Mark of the Dead | Evasive Roll or Shadow Instinct | Evasion cap reaches 70% |
| Paladin | Lay on Hands to rank 2 | Zealous Resolve to rank 3 | Judgment at level 6 | Finish healing after Judgment |
| Ranger | Cloak of Swiftness | Execution Shot | Hunter’s Prey | Max hit chance first |
| Void Caller | Mend | Party barrier aura | Power of the Void | Swap to Aura of Thorns late |
| Wizard | Fireball | Field of Flow | Dragon Arcana | Use Fire Spark until level 6 |
| Blood Mage | Blood Lance | Mark of the Dead or Bloodfall | Omen of the Veins | One bone per spell at any rank |
| Slot | Balanced party | Firepower party | Attrition party |
|---|---|---|---|
| Front 1 | Paladin | Warrior | Warrior |
| Front 2 | Thief | Paladin | Thief |
| Back 1 | Ranger | Ranger | Ranger |
| Back 2 | Void Caller | Wizard | Blood Mage |
The balanced party has two healers and strong marking. The firepower party leans on Warrior stuns, Paladin smites, Ranger execution shots, and Wizard fireballs. The attrition party trades direct healing for bleed stacking, evasion, and Blood Mage critical spells.
Actionable party tips:
- Keep at least one high-strength or high-endurance hero in front; the back rank still takes pressure, but less often.
- Pair Mark of the Dead or Hunter’s Prey with Execution Shot so one setup turn becomes party-wide damage.
- Do not split a Wizard across fire, ice, and lightning; fire gives the most consistent early returns.
- Use Paladin zeal between fights to top off health, and keep Void Caller Mend ready for status-heavy battles.
- Build a Thief around Evasive Roll if you want a dodge tank; it is the only class that can push past the normal evasion cap.
FAQ
Which Underkeep classes are easiest for beginners?
Paladin, Ranger, and Warrior are the most forgiving. Paladin heals through zeal generated by attacks, Ranger deals free ranged damage, and Warrior adds damage plus stun without complex resource rules. Wizard is fun but mana-hungry, so save it for a later run.
Can any Underkeep class pick locks or unlock chests?
Yes. No class is required for locks or chests; every hero can handle them at the same skill level. Thief is about evasion and debuffs, not exclusive utility.
Which Underkeep classes deal the most damage?
Ranger is the most consistent free ranged damage dealer, while Blood Mage is more resource-efficient than Wizard and scales well with bleed and crit. Wizard fireballs hit hard but drain mana, and Warrior or Paladin provide strong front-line damage.
How many skills can Underkeep classes max out?
At level 15, with five ranks per skill, you can fully rank about three skills per hero. That is why early picks like Skull Rattle, Lay on Hands, Cloak of Swiftness, and Blood Lance matter so much.
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