Underkeep Skills: Every Active and Passive

Every Underkeep skill by class, with unlock level, resource, and the ones worth taking first. Covers all seven classes and free actions.

Last Updated: 2026-11-06

Underkeep has seven class skill lists, each with actives, passives, and a few free actions that do not consume the turn. This page lists every skill by class and marks the ones worth taking first. Values are the level 1 to level 5 ranges reported by the Steam community guide.

Underkeep skill panel showing an ice spell and its mana cost
Underkeep skill panel showing an ice spell and its mana cost

How do skills work?

Each hero gets one action per round. Active skills consume that action and usually cost stamina, mana, Zeal, or HP. Passives are always on. Free actions, such as Champion's Grip or Evasive Roll, do not consume the action, which makes them far stronger than their numbers suggest.

Skill unlocks are tied to class level, and several skills require a specific weapon. A skill you cannot use is worse than no skill, because it occupies a slot you could have spent on a passive.

Warrior skills

Warrior runs on stamina and covers every common melee weapon. The classes page→ lists the weapon locks in one table.

Skill Type Unlock Note
Flurry Thrust Active, sword 1 Two hits, cheap, reliable
Skull Rattle Active, mace 1 Damage plus stun chance
Slice and Dice Active, axe 1 Ignores armor per level
The Flow of Life Passive 1 Max HP and elemental resist
Provoking Shout Self buff 2 Redirects attacks, core tank tool
Shield Bash Active, shield 2 Stun plus passive armor
Riposte Active, one-handed 3 Counters after a hit
Cleave Active, two-handed 4 Hits two enemies
Champion's Grip Free action 4 Damage buff and stun immunity
Battle Roar Party buff 5 Party damage and crit

Take one weapon line, then Provoking Shout, then Battle Roar. Champion's Grip is a free action and belongs in every build.

Paladin skills

Paladin runs on Zeal, which it builds with Righteous Strike and spends on heals, stuns, and damage.

Skill Type Unlock Note
Stun Undead Active 1 20% stun per Zeal
Lay on Hands Active heal 1 Cheap direct heal
Divine Guard Passive 1 Armor every time Zeal is spent
Flame of Conviction Active 2 Fire damage per Zeal
Righteous Strike Free action 3 Builds Zeal, boosts next attack
Zealous Resolve Passive 3 Melee damage per Zeal held
Sacred Bulwark Passive 4 Adds WIS to armor
Consecrated Ground Party buff 5 Armor and elemental resist
Judgment Active 6 Heavy hit scaling with Zeal

Divine Guard is the passive that makes the class work. Without it, Zeal spending is pure offense; with it, every heal also protects.

Thief skills

Thief runs on stamina and wants a dagger or sword.

Skill Type Unlock Note
Bleeding Dash Active 1 Applies bleed
Nightshade Mastery Passive 1 Random poison, bleed, blind, or burn
Backstab the Weak Active, dagger 1 Crit scales with negative effects
Cloak of Swiftness Passive 2 Evasion, ranged hit, crit
Evasive Roll Free action 3 Evasion burst
Mark the Dead Active 3 Target takes more damage
Smoke Bomb Active 4 Blind up to two enemies
Shadow Instinct Passive 5 Crit and armor pierce
Shadow Lunge Active, dagger 6 Bonus damage to bleeding or poisoned

The Thief's damage is a combo, not a single button. Apply bleed, then use Backstab or Shadow Lunge. Against undead, skip the bleed setup and rely on raw crits.

Ranger skills

Ranger runs on stamina and wants a ranged weapon.

Skill Type Unlock Note
Quickshot Active 1 Chance for a second shot
Aimed Shot Active 1 Damage and crit bonus
Cloak of Swiftness Passive 1 Evasion, ranged hit, crit
Deadly Shot Passive 2 Ranged crit
Skirmisher's Step Free action 3 Evasion and next attack bonus
Barbed Arrows Active 3 Bleed at range
Runebound Arrows Passive 4 Random elemental damage
Stillstrike Active 4 Paralyze chance
Hunter's Prey Active 5 Party damage bonus on target
Execution Shot Active 6 Bonus damage vs marked target

Hunter's Prey is a party skill disguised as a Ranger skill. Use it on the boss before the Wizard opens.

Wizard skills

Wizard runs on mana and has no weapon requirement.

Skill Type Unlock Note
Fire Spark Active 1 Fire damage, burn chance
Static Shock Active 1 Hits two enemies in front
Ice Shard Active 1 Ice damage, freeze chance
Shielding Barrier Self buff 2 Absorbs damage
Feel the Flow Passive 2 Max mana
Dragon Arcana Passive 3 Boosts all elemental damage
Arcane Lock Active 3 Paralyze chance
Invisibility Party utility 5 Party invisible for a few rounds
Fireball Active 6 Fire damage to two enemies
Ice Tower Active 6 Ice damage to all enemies ahead
Storm Chain Active 6 Lightning, chance to recast

Dragon Arcana is the best passive in the class. Feel the Flow solves the early mana problem.

Voidcaller skills

Voidcaller runs on mana and is the party's support engine. The best party page→ shows where it fits in each composition.

Skill Type Unlock Note
Void Mend Active heal 1 Heals and removes status at higher levels
Power of the Void Passive 1 Void spell power
Aura of Blades Aura 1 Party melee attack bonus
Aura of the Void Aura 1 Periodic party barrier
Aura of Thorns Aura 1 Reflect melee damage
Void Veil Ally shield 2 Absorbs damage
Void Lance Active 3 Ignores defenses
Fade into Nothingness Passive 4 Armor and void resist
Unholy Convergence Debuff 5 Lowers enemy damage and resist

Only one aura can be active at a time in practice, so pick the one that matches the party. Aura of Blades for physical parties, Aura of the Void for fragile caster parties.

Blood Mage skills

Blood Mage spends HP and bones.

Skill Type Unlock Note
Blood Pact Active 1 Reflects damage taken to target
Blood Lance Active 1 Blood damage, bleed chance
Exsanguinate Active 1 Extends bleed on a bleeding enemy
Mark the Dead Active 2 Target takes more damage
Crimson Renewal Active heal 2 Heals an ally
Omen of the Veins Passive 3 Blood crit
Scarlet Shackles Active 4 Paralyze and bleed a group
Leechcraft Passive 5 Blood damage heals the caster
Bloodfall Active 6 Multi-hit blood damage

Leechcraft is the skill that makes the HP economy sustainable. Before level 5, the Blood Mage needs a healer.

Which skills should you take first?

Prioritize free actions and passives that work every round. Champion's Grip, Righteous Strike, Evasive Roll, and Skirmisher's Step cost no action, so they add value without competing with your attack.

Read the weapon requirement

A skill with a weapon lock is only as good as the weapon in your bag. Check before you spend a level on it.

FAQ

How many skills does each class have?

Between eight and eleven, split between actives, passives, and free actions. The exact count depends on the class.

Can you learn every skill?

The game does not advertise a skill-point cap, but weapon locks and action economy make some skills mutually exclusive in practice. Build for one role.

Do passives cost anything?

Passives are always on and do not consume an action. That makes them the safest early investment.

Community source: Steam community player guide ↗

Official source: Underkeep on Steam ↗

Official source: Underkeep news hub ↗

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