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Party creation: classes, races and equipment

Updated for Release 1.0.5

One practical starting arrangement is Warrior and Paladin in front, Ranger and Voidcaller behind. The Warrior supplies weapon damage, the Paladin adds a second front-line body and Zeal skills, the Ranger attacks from the rear, and the Voidcaller supplies healing and support.

Four party portraits beside a forest entrance, shared inventory and automap.
Official screenshot. Party equipment and map information remain visible beside the exploration view.

The class and skill reference keeps unlock levels, weapon conditions and rank values together. For a specific resource plan, compare Paladin Zeal, Voidcaller healing ranks and Blood Mage bones or HP.

Row and weapon requirements

Give each of the four heroes an action they can use from their assigned row. Front-row melee characters can use ordinary close weapons; back-row characters need a Reach weapon, a ranged weapon or a usable spell. A back-row caster with no mana and no suitable weapon can lose useful turns.

Replace the Ranger with a Wizard if you prefer elemental spells. That changes the resource requirement: prepare mana recovery for the additional caster. The developer has also tested four-Wizard parties.

Class resources

Class Main resource or requirement Planning consequence
Warrior Stamina and matching weapon types Choose skills for the weapon you intend to use
Paladin Zeal built through attacks Alternate basic attacks with Zeal spending
Thief Stamina, weapon and status conditions Check the skill’s required weapon or target condition
Ranger Ranged weapon and stamina skills Keep a rear-row physical attacker active
Wizard Mana Prepare recovery and a Reach staff for low-mana turns
Voidcaller Mana Budget healing and offensive casts together
Blood Mage Bones or HP for most spells Keep bones and a way to recover health

Races impose equipment tradeoffs

Stoneborn cannot wear body armour. They can still use other equipment slots, so inspect the exact restriction rather than treating them as unable to equip anything. Patch 1.0.5 raises the Stoneborn starting Strength modifier to +4 for Warriors and Paladins.

Ravens receive mutations with benefits and drawbacks. Inspect the created hero’s traits before accepting the party. A mutation that disrupts a ranged role matters more than its overall attribute total.

Humans receive 10% extra XP. They are a straightforward choice when you prefer a predictable trait over mutations or equipment restrictions.

Check secondary attributes

The main damage attribute is not the only equipment requirement. Inspect Wisdom requirements on support and healing gear before minimizing it on a physical hero. Paladins receive a +1 Wisdom bonus, corrected in Patch 1.0.5.

Before leaving the opening area, confirm that all four heroes can act, that their selected skills match their weapons, and that the party has food and potion recovery.

Sources

  1. VoidEngineer’s current player guideSeven classes, six races, weapon reach, skill requirements and equipment restrictions.
  2. Developer on party varietyFour-Wizard parties are possible; Paladin is a separate class and Humans receive 10% extra XP.
  3. Patch 1.0.5Paladin Wisdom fix and updated Stoneborn Strength modifier.

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