First-time and written targets for Hidden Blade + Unstoppable Wind.
Separate targets for Small Sea + Living Garden.
Each player has 35 affinity points and a separate 30-point core pool.
Team Architecture in the Forgotten Stories Duo Build
The Forgotten Stories duo build splits the work between physical damage and recovery. Each character gets their own affinity budget, so the support player can train several elements while the Rapier player concentrates on Light and Wind:
- Player A (Rapier Skirmisher): Focuses on single-target physical pressure, close-quarters counter-attacks via Hidden Blade, and evasive speed thresholds with Unstoppable Wind.
- Player B (Wand Garden Support): Manages team health, clears critical debuffs, maintains team-wide regeneration, and provides defensive aroma buffs using Small Sea and Living Garden.
Both players need to be ready for incoming attacks, and heavily injured characters must still execute their own defensive QTEs (dodges and parries). If Player B is at risk of falling before another action, stabilize the support player first. Turn order within the party resolves dynamically based on each character's Speed attribute, granting extra actions at specific thresholds (2.0, 3.5, 5.5, and 8.0). Each player independently manages their own 35-point affinity budget and 30-point core attribute pool.
- Train affinities
Light 10 + Wind 10 → 20 / 35
- Complete the first-time objectives
5 actual Counters before first-time Hidden Blade
- SIGN the Books
150 Ink in this run. Then check the learned spell list.
After lobby WRITE: Light 7 + Wind 7 → 14 / 35
- Train affinities
Order 10 + Water 10 + Earth 10 + Wind 5 → 35 / 35
- Complete the first-time objectives
Defeat Aggrovant before first-time Living Garden
- SIGN the Books
200 Ink in this run. Then check the learned spell list.
After lobby WRITE: Order 7 + Water 7 + Earth 7 + Wind 4 → 25 / 35
Open build planner → Check one character at a time; opening the planner keeps your current draft.
Player A: Rapier Skirmisher Setup
Player A provides physical offense and reactive counter-attacks. For a comprehensive breakdown of solo duelist mechanics, consult the dedicated Rapier Build.
- Primary Weapon: Rapier (+1 PEN, One-Handed, Duelist Dance passive granting +0.4 Speed every 3 dodges, Puncture, and Needle Flurry).
- Core Books: Hidden Blade and Unstoppable Wind.
- Inheritance Option: The Historian (starts with Quills to double an owned book's listed stat increases at camp, and grants extra book inventory slots at level 3).
- First-Run Objective: Complete 5 actual Counter attacks using the Parrying Dagger bridge (12 Silver), sign Hidden Blade, and unequip the dagger before the next fight to free your left hand for Gustwalker.
Player A Affinity Budgets and Fees
| Progression Stage | Light Affinity | Wind Affinity | In-Run SIGN Cost | Lobby WRITE Cost |
|---|---|---|---|---|
| First-Run (Unwritten) | 10 | 10 (15 Free) | 150 Ink (50 + 100) | 300 Shards (100 + 200) |
| Already Written | 7 | 7 (21 Free) | 150 Ink (50 + 100) | 300 Shards (already paid in lobby) |
For the core 30-point pool (where attributes cap at 20), Player A's suggested training target is 20 Physique and 10 Runesight. Physique provides health, physical damage, and stamina for continuous dodging and weapon strikes. Runesight provides basic elemental damage, +2 Mana, and +1 rune slot. Check your character UI to ensure your actual rune capacity reaches the 5 slots needed for Gustwalker. Remember that stat locks should be applied once targets are met, as respecs are not supported.
Practice the casting behind your duo support

How to Cast Every Spell in Forgotten Stories
This casting walkthrough explains rune inputs. Use the two-player plan here to choose which learned spell fits the situation.
Player B: Wand Garden Support Setup
Player B provides vital party sustain, cleansing, and regeneration using Order, Water, and Earth magic, keeping the team operational through severe boss debuffs.
- Primary Weapon: Wand (+4 Max Mana, +1 Max Runes, one-handed spellcasting focus).
- Core Books: Small Sea and Living Garden.
- The Incoming Healing Penalty: Living Garden applies a -20% Incoming Healing attribute penalty to its holder. Although Small Sea provides +5% Outgoing Healing and Living Garden adds +10% Outgoing Healing, outgoing healing modifies the potency sent out to allies. While a caster's self-heals are influenced by both outgoing and incoming attributes, these outgoing bonuses do not eliminate the caster's personal incoming healing penalty. If Player B takes damage, receiving heals remains noticeably less effective.
- Inheritance Options and Tradeoffs:
- The Historian: Starts with Quills to double an owned book's listed stat increases at camp, adds +3 Max Health, and provides extra book storage. An excellent choice for stable, consistent survivability.
- The Dreamer: Reduces spell Mana costs by 1 (with a 20%/30%/50% chance for an additional 1-point reduction), adds +1 to +2 Max Runes, and grants +3 to +10 Runesight. However, it imposes a -30% to -25% Physical Damage penalty and reduces Max Health (-8 at Level 1, -7 at Level 2, and -6 at Level 3). It eases slot and Mana management but leaves the caster fragile.
- First-Run Objective: Defeat Cave Aggrovant during the run to satisfy the unwritten unlock condition for Living Garden.
Player B Affinity Budgets and Fees
| Progression Stage | Required Affinities (Max 35) | In-Run SIGN Cost | Lobby WRITE Cost | Remaining Affinity |
|---|---|---|---|---|
| First-Run (Unwritten) | Order 10, Water 10, Earth 10, Wind 5 | 200 Ink (100 + 100) | 400 Shards (200 + 200) | 0 Points Free |
| Already Written | Order 7, Water 7, Earth 7, Wind 4 | 200 Ink (100 + 100) | 400 Shards (already paid in lobby) | 10 Points Free |
Note that Player B's affinity totals represent the union of maximum requirements across both books, not an addition of shared elements. For the core 30-point pool, Player B's suggested training target is 10 Physique and 20 Runesight, providing health alongside +4 Max Mana and +2 rune slots. Check your UI to confirm you reach the 6 rune slots demanded by support spells.
Check Player A’s five-slot Gustwalker setup and Player B’s six-slot support spells before entering the next fight.
- Confirm each spell is learned: Player A needs Unstoppable Wind signed; Player B needs Small Sea for Cleansing Waters and Living Garden for Bloom and Fragrance.
- Match the complete rune pattern shown above; extra slots alone do not select the spell.
- Check current rune slots: Player A needs 5 for Gustwalker; Player B needs 6 for the support spells.
- Check the displayed Mana cost before each cast; the full pattern and enough rune slots still need available Mana.
- Confirm Player B holds a Wand or Staff with no invalid off-hand blocking the casting focus.
Player A leaves the off-hand open after counters; Player B equips a Wand (+1 slot) or Staff (+3 slots, -0.60 Speed) to cast freely.
Strong Minded+1 Max Runes50 Ink · 100 Ink Shards
Vorant Mask+1 Max Runes4 Living Bark
Wand+1 Max Runes+4 Max Mana
Staff+3 Max Runes+8 Max Mana · -0.6 SpeedCleansing Waters, Bloom, and Fragrance require 6 runes. Check UI slots after reaching 20 Runesight (+2 slots). If short 1 slot, sign Strong Minded (+1 slot) or craft Vorant Mask (+1 slot) after Aggrovant; a Staff provides +3 slots at the cost of -0.60 Speed. Until then, Mend can heal either player and reduce Bleed.
Full Guide: How to Cast Spells →Combat Coordination for the Forgotten Stories Duo Build
Executing the Forgotten Stories duo build smoothly relies on Player B deploying the right spell for current combat conditions while Player A handles Rapier attacks and counters when close-range opportunities arise:
- Cleansing Waters (from Small Sea): Requires 6 runes. Heals a single targeted party member, reduces most debuff stacks by 3, and applies Regeneration +3. Critical casts increase debuff reduction to 5 stacks, apply an extra Regeneration stack, and completely cure Infection, Deepwound, and Venomed.
- Bloom (from Living Garden): Requires 6 runes. Heals a single targeted ally while applying Aroma +2, Regeneration +2, and Lucky +2 (critical casts add an additional stack of Aroma and Regeneration). Aroma causes enemies targeting that player with close-range attacks to receive Charmed (-10% damage dealt to that player).
- Fragrance (from Living Garden): Requires 6 runes. Applies Aroma +4 and Regeneration +4 to all party members simultaneously (critical casts add an extra stack of each).
Support Decision Flow
On Player B’s turn, choose the action that answers the most urgent problem:
- Critical Cleanse Check: If either player is afflicted with dangerous debuffs (Infection, Deepwound, or heavy Bleed stacks), evaluate whether to cast Cleansing Waters. Note that only a critical cast guarantees a complete cure for Infection and Deepwound; a standard cast reduces stacks by 3. Keep a Sterilized Bandage or Purging Vial ready for the matching condition when you need its cure instead of depending on a critical cast.
- Targeted Triage and Self-Defense: If either teammate takes heavy burst damage, cast Bloom or Cleansing Waters. Factor in the recipient's incoming healing modifiers—remembering that Player B receives reduced healing due to Living Garden's incoming penalty. If Player B is heavily injured, stabilize Player B first to avoid losing team support.
- Team Regeneration Maintenance: When immediate health thresholds are stable and debuffs are cleared, cast Fragrance to grant team-wide Regeneration +4 and Aroma +4, mitigating incoming melee pressure.
- Resource Discipline: When regeneration buffs are ticking and party health is stable, do not spend Mana on unnecessary actions. Use the Meditate action on quiet turns to restore Mana and prepare for the next combat spike.
Living Garden adds +10% Outgoing Healing and applies −20% Incoming Healing to its holder. The outgoing bonus strengthens the healing you send; it does not remove the incoming penalty from your character. Keep an eye on Player B’s own HP when choosing the next heal.
Aroma makes enemies that target its holder with close attacks gain Charmed, reducing their damage to the charmer by 10%. Use Fragrance to maintain party Regeneration and Aroma once urgent healing is covered.
Cooperative Scenario and Decision Matrix
Use this tactical matrix to coordinate actions during common combat situations:
| Combat Scenario | Player A Action | Player B Action | Core Tactical Rule |
|---|---|---|---|
| Infection or Deepwound Inflicted | Defend with QTEs; prepare a curative item if debuff is lethal | Cast Cleansing Waters aiming for critical cleanse | Standard casts reduce 3 stacks; crits remove Infection/Deepwound |
| Heavy Damage on Player A | Focus on defensive QTEs; maintain physical pressure on your turn | Cast Bloom or Cleansing Waters on Player A | Factor in target's health pool and sustain incoming healing |
| Heavy Damage on Player B | Continue physical pressure and counters on active target | Prioritize self-healing with Bloom or Cleansing Waters | Player B must survive to keep team sustain active |
| Extended Boss Battle Phase | Apply Bleed with critical Puncture; burst with Needle Flurry | Cast Fragrance for party-wide Regeneration and Aroma | Verify existing buff durations before recasting to conserve Mana |
| Player B Low on Mana | Maintain pressure with 0-Mana Rapier weapon skills | Use Meditate on an open turn to recover Mana | Do not plan around an unaffordable spell cast |
| Teammate Dies in Battle | If alive, defend and choose whether to continue solo | If alive, prioritize personal recovery; the dead teammate cannot take actions | Healing cannot revive a dead character; the survivor takes over both roles |
Build up your support spell list
Keep your duo build progressing smoothly while unlocking subsequent books. Defeating Cave Aggrovant is required to unlock Living Garden on a first run. Aggrovant carries +30% resistance against Earth, Water, and Wind magic, alongside +25% Blunt resistance and -10% Slash vulnerability. Player A should spearhead offense using the Rapier's physical Slash damage while Player B provides sustain.
A first Aggrovant attempt needs a plan that works without its Living Bark drops. Save Vorant crafting for when you have the materials. If Player B lacks the 6 rune slots needed for advanced support spells, bridge the gap using available options:
- Sign Strong Minded (50 Ink to sign, requires meditating at max Mana; grants +1 Max Runes and occupies a book slot).
- Temporarily equip a Staff (+3 Max Runes, +8 Mana, but imposes -0.60 Speed; check party turn order after equipping).
- Alternatively, rely on starter Mend to heal either party member and reduce that target’s Bleed by 2. Its healing is capped at 15 HP on cast, then affected by the target’s Incoming Healing. This keeps early recovery available while you work toward six slots and Living Garden.
| Your Current Books | Available Spells | Progression & Slot Bridging |
|---|---|---|
| Small Sea signed; Living Garden missing | Cleansing Waters (6 runes) | Small Sea needs 10 Order/10 Water first-run (7/7 written). To unlock Living Garden, defeat Cave Aggrovant (Slash -10% weak). If lacking 6 slots, use Strong Minded (+1 slot) or a Staff (+3 slots, -0.60 Speed). |
| Living Garden signed; Small Sea missing | Bloom and Fragrance (6 runes) | Living Garden needs 10 Earth, 10 Order, 5 Water, 5 Wind and Cave Aggrovant defeat (7/7/4/4 written). Manage its -20% Incoming Healing penalty and craft Vorant Mask (4 Living Bark) for +1 slot. |
| Neither Book signed | Starter Mend (Capped 15 HP on cast, reduces Bleed by 2) | Use Mend for targeted healing and Bleed reduction on either player. Train affinities toward Small Sea (10 Order, 10 Water) first to gain Cleansing Waters before tackling Cave Aggrovant. |
Each Book costs 200 Ink Shards to WRITE in the lobby and 100 Ink to SIGN in a run. WRITE lowers future requirements; you can also meet the first-time requirements and SIGN an unwritten Book. Each player keeps their own 35-point affinity budget.
A giant Druidkin boss with 80 HP, 2 Defense, and +30% resistance against Earth, Wind, and Water magic, alongside +25% Blunt resistance. It attacks with Bark Stomp (7x2), Splinter Claw (12), and Tectonic Call (10).
Exploit its -10% Slash vulnerability using Rapier thrusts (Puncture and Needle Flurry). The support character focuses on healing and debuff management rather than casting resisted elemental spells.
Player B can use Mend on either teammate. Add Cleansing Waters once Small Sea is signed and six rune slots are available; Vorant armor can wait until you have the Living Bark to craft it.
Aggrovant · Full Guide →In-Run Progression and Book Inscription
Follow these guidelines to coordinate progression during your runs:
- Independent Budgets: Player A and Player B have completely independent 35-point affinity limits and 30-point core pools. Do not attempt to pool or share attribute points.
- Lobby Writing: Player A spends 300 Ink Shards (100 for Hidden Blade, 200 for Unstoppable Wind) and Player B spends 400 Ink Shards (200 for Small Sea, 200 for Living Garden) in the lobby. Once written, requirements drop to 14 points for Player A and 25 points for Player B, bypassing first-run boss and counter objectives.
- Using the Build Planner: Model your setups in the Build Planner. Following plain links preserves your current draft. On the parent Builds overview page, dedicated "Load Player A" and "Load Player B" preset buttons allow you to load either player's profile into the tool, replacing your active draft with the selected template.
Frequently Asked Questions About the Forgotten Stories Duo Build
Does Player A always act before Player B in combat rounds?
No. Turn order within the party resolves dynamically based on each character's current Speed attribute, from highest to lowest. Crossing Speed thresholds (2.0, 3.5, 5.5, 8.0) awards extra action turns. Check both players' effective Speed and check turn order after buffs like Gustwalker (+0.5) or Duelist Dance (+0.4) alter speed values.
How does Player B combine requirements for Small Sea and Living Garden?
Affinity requirements share common attribute pools. In an unwritten state, taking the highest requirement across both books demands Order 10, Water 10, Earth 10, and Wind 5 (exactly 35 points). Once written in the lobby, the combined requirements drop to Order 7, Water 7, Earth 7, and Wind 4 (25 points total), leaving 10 points free.
What should we do if one player dies during a boss fight?
Revive mechanics are not currently implemented in Forgotten Stories. Healing spells cannot target or restore a fallen ally. The surviving player must defend themselves with defensive QTEs and decide whether to finish the encounter solo or abandon the run. For details on survivability thresholds, see the revive and survival guide.
Can we load both Player A and Player B into the Build Planner at the same time?
No. The Build Planner models an individual 35-point character build. Use the separate "Load Player A" and "Load Player B" buttons on the main Builds overview page to inspect and customize each player's configuration one at a time.
Preparing Your Next Forgotten Stories Duo Build
Before your next Forgotten Stories duo build run, agree on the next unlock: Player A’s five Counters, Small Sea for cleansing, or Aggrovant for Living Garden. Confirm each player’s usable spells and rune slots, then decide who needs the next heal from their current HP and debuffs. That keeps the plan useful even while one player is still missing a Book.
Game images & gameplay sources
Game art and animations: Forgotten Stories Trello. Video walkthroughs: steeb.



