What should I do before the fight starts?

Give every party member one clear job before leaving: damage, control, protection, or recovery. Pick a skill path that supports that job, then check the equipment, food, energy, and recovery items that make the plan possible. Sword, Mace, Bow, and Fire Magic are useful labels for a direction; the important choice is whether the character can repeat the job you need in the next room.

Do not build the whole party around damage and hope recovery will solve the rest. If one missing capability is likely to stop the run, take a shorter expedition or change the party at home. Discovering that nobody can rescue an exposed member is an expensive lesson to learn in a deep room.

What is the default combat sequence?

Use this sequence whenever the room becomes difficult: pause → find the immediate threat → protect the exposed member → focus or control that threat → resume only when the formation is stable. Pause when an enemy changes target, a character moves out of position, a skill becomes available, or a recovery action is more valuable than another attack.

A pause works best when it answers one question. Who is in danger? Which enemy must stop acting? Can the party focus one target, move to safer ground, or hold position while another character changes the situation? Make one change, resume, and pause again when the next decision appears.

When should I use recovery or First Aid?

Use recovery before the party reaches the emergency point. If a member enters Near Death, clear or control the immediate threat first, then select an able ally and use the Aid Kit rescue interaction shown by the current build. Do not assume Ointment, food, or another recovery item is interchangeable with an Aid Kit; read the live item description.

After the rescue, keep that member out of the most dangerous position until the status is safe. If the next room is optional and the route home is already risky, returning is the correct combat decision. Use the Use First Aid guide when the question is specifically about the rescue interaction rather than the wider fight.

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How do I know the party is ready to continue?

Continue when the party still has a working damage plan, a way to handle the next threat, enough recovery to survive a mistake, and a realistic way back. “We still have supplies” is not enough if a key member is exposed, the formation is broken, or nobody can perform the needed role.

A reliable party is not automatically the highest-damage party. In a run where permanent loss matters, control, protection, recovery, and the ability to pause and change position are what keep one bad room from ending the expedition. Use the Party Builds guide if the problem is role coverage rather than an individual skill choice.

What should I change when combat keeps failing?

Change one layer at a time. If a character cannot reach the target, check range, position, energy, and equipment before replacing the build. If one member is always exposed, adjust the formation or role before adding more damage. If the same failure starts before the first fight, shorten the expedition and fix the preparation problem at home.

Use the current tooltip and status text for exact damage, cooldown, duration, and item values. The useful lesson is the next decision you can repeat, not a promise that one skill or formation works identically in every Early Access build.