Full notes
Full Underkeep update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
Underkeep changes
Some of you have been asking about how skills and classes will work in Underkeep, and we’re happy to finally share a few concrete details. This is what we are currently planning and working on. Though, as with all things in development, details may still change by the time the game is complete.
Races planned: Human, Dwarf, Horemount, Raven, Elk, and Yah-Ti. Each brings its own strengths and weaknesses to your journey.
Classes currently in the game
Warrior, Voidcaller, Archer, and Wizard.
Coming next
Thief and Blood Mage.
Nice-to-have (someday)
Paladin and Runecrafter.
Every class is designed to have two specializations that guide your hero down a distinct path. On paper, each class has around 9-12 skills, most of which are still being refined and balanced.
The system is simple: one skill point per level, and each skill can be leveled up to five times.
When it comes to using these skills, don’t expect us to reinvent the wheel - sometimes it’s better when things are where you expect them to be. So yes: the Voidcaller will heal, the Wizard will rain destruction, and the Warrior will smash things very hard.
But we’re also grinding some fresh flour for the mill:
· Auras that passively affect your whole party.
· Synergy skills that combine or boost each other when used together.
· Passive perks for long-term character growth.
· And, in the future, even some cooldown-based abilities to shake up your tactical choices.
We’re aiming for the right balance between familiarity and discovery, keeping the dungeon crawler feel while borrowing a few richer mechanics from more complex RPGs.
What are some iconic skills you remember from your favorite RPGs, the ones that defined your playstyle or stuck in your memory long after the adventure ended?
Source
Changelog.gg summarizes and formats this update. How we read updates.
