FIELD GUIDE 01

Beginner guide: build your first band

A good first band gives every adventurer a job. Start with a small group you understand, then change one thing at a time.

Start with the four class families

Wandering Bands begins with Footman, Archer, Mage and Rogue class families. Each family has its own promotion path. For example, Footman advances to Man-at-Arms before branching into Sergeant or Shield Sergeant. Read the skills and equipment restrictions before committing to a path.

Give the party a purpose

Recruit adventurers in the Tavern and inspect what each class brings. A durable front line gives the rest of your band room to work; damage and support help the group finish its journeys. Look at the actual skills on your recruits before choosing who travels together.

Equip before you depart

Check each adventurer's equipment and class restrictions. A larger stat number is useful, but an effect that helps your team's particular weakness may matter more. Keep a useful alternative instead of assuming one setup answers every encounter.

Learn from a journey

Choose an available dungeon, send your band, then review what happened. If an adventurer falls early, try changing protection or support. If the team survives but struggles to finish, examine its damage. Changing one variable makes the result easier to understand.

Leave room for discovery

Read the descriptions and conversations you encounter. Wandering Bands hides references in its world; noticing something familiar is part of the adventure.

Menus and available options can vary with your game version. The in-game description is the reference for exact values.

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