Characters

The Adventurers Support Comparison

Four support seats — who heals, who holds, and who spends the whole energy bar on summons.

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Support Comparison

Four classes in The Adventurers wear a support hat: Cleric, Paladin, Druid, and Warlock. They do not do the same job. This page is a short comparison for picking a fourth seat, not a reprint of every level gate. Full signature lists live on the four class pages. Rankings live on the tier list. Sample rosters live on party comps. Hex timing lives on combat.

Default 1.0 already hands you Paladin and Cleric (plus Wizard). That pair is a hybrid tank and the premier healer. Druid and Warlock are the energy-hungry summoners you add when you want extra bodies on hexes. None of these four shapeshifts. None of them raises the dead. Cleric Divine Mending and Celestial Heal, and Druid Spirit Of The Grove, restore living allies.

Cleric — premier healer

Bring Cleric when the plan is “nobody hits bleed-out.” Resolve is the whole identity: energy at ten per point, radiant magic, Mend Wounds through Purge Unholy. Divine Mending fully restores one living ally. Celestial Heal fully restores other living allies once per combat. That is the healing ceiling in 1.0. Paladin Lay On Hands and Druid HoTs are backup, not equals.

Cleric sits mid-back, in range of the front rank, off Archer’s Better Alone hex. Offensive radiant is real (Holy Light, Celestial Nova, Divine Judgment, Purge Unholy) but it is not why the class is featured. If you skip Cleric, you are betting on potions, Paladin hands, and short fights. Read the full kit on the Cleric page.

Paladin — hybrid frontline

Bring Paladin when the support seat also has to hold a hex. Default start already does this. Strength plus Resolve, Divine Fury on the swing, Righteous Command on the enemy, Lay On Hands as energy converted into health. Guardian’s Grace and Holy Resolve are the late defensive layer. Divine Sacrifice is a half-health transfer into an ally, which is a cost, not a party wipe button.

Paladin is tankier than Cleric and less of a striker than Warrior. If you only have one front hex, Paladin is the support-flavored choice. If you already have Warrior and Cleric, Paladin is a luxury second wall. Paladin does not replace Cleric on maps that last long enough for Celestial Heal to matter. Full kit: Paladin.

Druid — nature HoT and spirits

Bring Druid when you want a spirit on a side hex and a HoT on the tank, and you are willing to pay energy for both. Combat bonus: increased energy recovered. Summons (rat, spider, wolf, werewolf, yeti) consume Druid energy until combat ends. Warm Embrace and Blooming Renewal are the HoT spine. Wither and Blightstorm are the damage-taken amps. Spirit Of The Grove is a once-per-battle full restore for living allies.

Druid is not a bear form. It is not a second Cleric. It is the nature summoner. Pair it with Cleric if the map is a grind. Pair it with Paladin if you need a front rank plus pets. Do not pair it with Warlock unless both of you took Quick Breaths. Full kit: Druid.

Warlock — dark summons and leech

Bring Warlock when you want demons and skeletons instead of nature spirits, and you like Soul Leech ticking while extra magic resistance lets you stand closer to enemy casters. Summon health and damage scale with Resolve. Every pet drinks the Warlock’s energy until combat ends. Unholy Nova is a necrotic wave that also sacrifices health. Hex Of Weakness, Dark Pact, Curse Of Decay, and Mark Of The Damned are the curse-line forks at 2 / 4 / 6 / 8.

Warlock is the harder summoner. It is not a default-start class. It does not heal the party the way Cleric does. Soul Leech keeps the Warlock upright; Nova spends that health back. Full kit: Warlock.

Quick pick

Need a healer first? Cleric. Need the default tank who can also Lay On Hands? Paladin. Need extra bodies and HoTs, and you can manage a bar? Druid. Need extra bodies, leech, and magic resist, and you can manage a bar plus a self-cost Nova? Warlock. Need none of this because you are learning the classic trio? Hire Warrior, Archer, and Thief first, then come back to this page when potions stop being funny.

Two support seats can work — Paladin plus Cleric is the default for a reason — but two summoners will fight over Resolve. For the rest of the eight classes, return to the Characters Hub.

FAQ

Frequently Asked Questions

Quick answers about The Adventurers tactical RPG.

Which support class is the best healer?

Cleric. Divine Mending fully restores a living ally. Celestial Heal fully restores other living allies once per combat. Paladin and Druid are backup sustain, not equals.

Paladin or Warrior for the front rank?

Paladin is the default-start hybrid who can also Lay On Hands. Warrior is the beginner-friendly pure tank/striker. If you already have Cleric, either frontliner works.

Druid or Warlock for summons?

Druid: nature spirits, HoTs, extra energy recovered in combat. Warlock: demons and skeletons that scale with Resolve, extra magic resistance, Soul Leech, Unholy Nova. Both drink the caster's energy.

Do any of these classes resurrect or shapeshift?

No. Full restores hit living allies only. Druid does not shapeshift. There is no Knight, Bard, Ranger, or Mage class in the eight.

Is a support class on the default start?

Two of them. Default start is Paladin, Wizard, and Cleric. Druid and Warlock are Custom or later recruits.

Where are the full ability lists?

On the four class pages: Cleric, Paladin, Druid, and Warlock. This page stays a comparison.