The Adventurers Characters Hub
Eight classes, six stats, and how the default start differs from the classic mercenary trio.
The Adventurers 1.0, live since 31 August 2026 from Eternal Vigilance Entertainment, fields eight playable classes in the world of Shion. This hub is the map of those classes: who they are, which stats they live on, and which page to open next. Combat is turn-based and tactical. Energy comes from Resolve at ten points per Resolve. Health comes from Vitality at ten points per Vitality. Slash and bash scale with Strength. Pierce scales with Agility. Magic scales with Resolve. There is no Intelligence stat.
A default campaign start puts Paladin, Wizard, and Cleric in the opening roster. Custom character creation can pick any of the eight. The classic mercenary trio is still Warrior, Archer, and Thief — the steel-and-bow lineup many players rebuild once they understand recruitment in Prycoast. Neither trio is a hidden best party. They are two different on-ramps into the same eight-class pool.
Use this page to choose a first identity, then jump into a class article for signature abilities by level. Rankings and sample lineups live on the tier list and party comps. Hex-grid movement, energy spend, and status timing live in the combat guide.
Default start: Paladin, Wizard, Cleric
The shipped default is a hybrid frontliner, an arcane controller, and the premier healer. Paladin holds the first rank with Divine Fury, Smite Evil, and Lay On Hands. Wizard covers clusters with Frost Nova, Fireball, and later Chain Lightning or Ice Storm. Cleric keeps people standing with Mend Wounds, Healing Light, and, at higher levels, Divine Mending and Celestial Heal. Divine Mending fully restores a living ally. Celestial Heal fully restores other allies once per combat. That is not a raise from death or bleed-out.
This start teaches energy as a shared language. Paladin converts energy into health with Lay On Hands. Wizard spends Resolve energy on expensive AoE. Cleric spends it on heals and radiant pressure. If you want a gentler first campaign, keep this trio and add a Warrior or Archer later. If you want to rewrite the opening, Custom lets you swap any seat.
Classic trio: Warrior, Archer, Thief
Warrior is the beginner-friendly tank and striker. Wide Swing, Come At Me, Double Attack, and Wound do not ask you to manage a summon pool. Strength slash and bash are readable. Archer sits two hexes back and fires pierce shots that scale with Agility: Double Shot, Aimed Shot, Pin, then later Long Shot and Burst Shot. Thief is the flanker: Double Stab, Poison Blade, Throw Sand, Gang Up, then Finish Them and Triple Threat. The trio covers front, back, and side without a dedicated healer. That is honest: it is easy to learn and hungry for potions until you recruit a Cleric or Paladin.
The other four: support and summons
Cleric is the premier healer and radiant specialist. Paladin is a hybrid who can stand up front and still convert energy into modest heals. Druid is a nature DoT, HoT, and spirit summoner with a combat bonus to energy recovered. Summons consume Druid energy until combat ends. Druid does not shapeshift. Warlock is the other energy-hungry summoner: demons and skeletons that drain the Warlock’s energy pool, with summon health and damage scaling on Resolve, plus a combat bonus to magic resistance. Soul Leech drains life each turn. Unholy Nova is a necrotic wave that also sacrifices health.
Those four are compared, without full ability dumps, on Support Comparison. Read that page when you are choosing a fourth seat, not when you need every level gate.
Stats that actually matter
Strength raises slash and bash. Agility raises pierce, plus block and parry chances around the ten-point baseline. Resolve is both your energy pool (ten energy per point) and your magic damage. Vitality is your health pool (ten health per point) and, above ten, extra energy recovered each round. Charisma helps speech events and shop prices for the highest Charisma in the party. Luck feeds critical chance and search events. Build around the damage type you actually swing: Warrior and Paladin want Strength; Archer and Thief want Agility; Wizard, Cleric, Druid, and Warlock want Resolve, with Vitality as the survival tax.
General abilities unlock for every class at levels 2, 4, 6, 8, and 10. They are not class signatures. Scout, Quick Feet, Gifted, Quick Breaths, Tough S.O.B, Hard To Kill, and the Weapon Mastery line (Bow, Sword, Axe, Dagger, Mace, Flail, Staff) sit on that shared list. Each class page names a few that actually fit the kit instead of reprinting all of them.
How to pick a first class
New players who want a readable melee loop should open Warrior. Players who like backline shooting should open Archer. Players who want the default 1.0 on-ramp can stay on Paladin plus Wizard plus Cleric. Summon fans should know up front that Druid and Warlock spend energy on every spirit or demon that stays in the fight — Quick Breaths and Never Tired are not flavor text on those two. Wizard is the AoE and control caster, not a pocket healer. Cleric is the one you bring when you are tired of watching the front rank bleed.
When you are ready to rank them, use the tier list. When you want sample lineups, use party comps. When a fight is going badly because someone is on the wrong hex, read combat. Then come back here and click the class you actually hired.
Frequently Asked Questions
Quick answers about The Adventurers tactical RPG.
What is the default starting party?
The default start is Paladin, Wizard, and Cleric. Custom character creation can pick any of the eight classes. Warrior, Archer, and Thief are the classic mercenary trio, not the shipped default.
How many classes are in The Adventurers 1.0?
Eight: Warrior, Archer, Thief, Wizard, Cleric, Paladin, Druid, and Warlock. There is no Knight, Bard, Ranger, or Mage class.
Which stats should I raise?
Strength for slash and bash, Agility for pierce, Resolve for energy (10 per point) and magic, Vitality for health (10 per point). Charisma helps shops and speech. Luck helps crits and search events.
Can Cleric resurrect a downed character?
No. Divine Mending fully restores a living ally. Celestial Heal fully restores other allies once per combat. Neither raises someone from death or bleed-out.
Are Druid and Warlock shapeshifters?
No. Druid is nature DoT, HoT, and spirit summons that consume Druid energy. Warlock is demons, skeletons, and hexes that consume Warlock energy. Neither class shapeshifts.
Where should I go after this hub?
Open a class page for abilities by level, then the tier list, party comps, and the combat guide for hex positioning and energy.