Tier List

The Adventurers 1.0 Tier List

Ranks from official kits, not fake DPS sheets. Party synergy beats isolated S-tier.

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Tier List Hub

This list ranks the eight classes in The Adventurers version 1.0 using the kits published in Eternal Vigilance Entertainment’s Adventurer Guide, plus the 1.0.0.0 stat pass. It is not a damage spreadsheet. The game never published one. Ranks describe how reliably a class covers a job that the rest of the company cannot fake.

Read it as a party document. A Warlock who dumps energy into three summons while a Warrior holds the hex line is stronger than a “S-tier” Warrior walking into caves alone. Custom start lets you pick any class on day one; New Band still opens as Warrior, Archer, and Thief.

How this list is scored

  • Kit verbs, not invented percentages. Cleric heals and buffs. Warrior taunts and hits. Archer pins. Wizard paints hexes. Thief gangs up. Druid HoTs and spirits. Warlock leeches and pacts. Paladin smites and lays on hands.
  • 1.0 Agility nerf: block chance down 25% and parry chance down 33%. Pierce damage still scales from Agility (that change landed in Update 1, December 2024). Frontliners who leaned on dodge/parry are slightly less immortal; Come At Me still works because it forces targeting.
  • 1.0 Resolve buff: magic damage from Resolve up an extra 25%. Casters and hybrid healers gained ceiling. That is why Wizard and Cleric sit comfortably in the top half even after the Agility pass.
  • No resurrection claim. Cleric tools restore living allies (Mend Wounds, Healing Light, Prayer of Restoration, Divine Mending, Beacon of Light, Celestial Heal once per fight). They do not bring a bled-out hire back from the death mechanic added in Update 2.

Primary stats stay the six on the sheet: Strength, Vitality, Resolve, Agility, Charisma, Luck. There is no Intelligence column.

S-tier: Cleric and Warrior

Cleric — party sustain

The Cleric is S-tier because the company lives longer, not because the class wins duels. Default Mend Wounds is a small bonus heal. Level 2 adds Blessing of Valor (allies in range +20% physical damage) and Healing Light. Level 4 Holy Protection (temporary health) and Prayer of Restoration (small group heal) keep the front line trading. Divine Mending fully restores one ally. Beacon of Light is a heal-over-time. Celestial Heal tops up every other ally once per combat. Sacrificial Surge converts leftover energy into group healing. Radiant Wave heals allies and hurts enemies in the same pulse.

That kit multiplies Warrior and Paladin trades. Hard contracts, named crises, and long cave maps punish parties that only burst. Put Resolve first; energy is 10 per Resolve point, and heals want that pool.

Warrior — Come At Me tank plus damage

The Warrior is the other S piece because the kit both holds and kills. Wide Swing hits an arc. Come At Me forces an enemy to target the Warrior — the actual tank button. Double Attack and Wound (bleed) pay the damage half. Protection cuts damage taken and dealt by 30%; Reckless flips those numbers for a kill window. Leader gives other members +20% damage. Save Them gives adjacent allies +20% dodge. Slam stuns. Second Wind restores 50% energy and health once. Frenzy is a huge energy swing. Unstoppable denies enemy gang-up bonuses.

Strength scales bash and slash: +5% damage per point above 10, −5% below. Vitality is 10 health per point. After the Agility nerf, do not pretend the Warrior is a parry god; use Come At Me and hex chokes instead.

A-tier: Paladin, Archer, Wizard

Paladin — hybrid front

The Paladin is a Warrior who can spend energy on Lay on Hands, Purifying Touch, and Radiant Renewal, then smash with Smite Evil, Radiant Strike, and Sacred Blade. Divine Fury (+50% main attack) and Righteous Command (−50% enemy attack) are the identity buttons. Inspiring Presence is a 20% party attack buff. Guardian’s Grace shields an ally with temporary health. Paladin does not out-heal Cleric and does not out-cleave Warrior, which is why the class sits in A — it is the swap when you need a second body in melee and cannot spare a pure healer and a pure tank.

Archer — pin and range

The Archer owns distance. Double Shot is the default. Pin stops movement. Aimed Shot is a guaranteed crit. Long Shot doubles range. Burst Shot hits adjacent hexes. Mark is +20% damage on a tagged foe. Eagle Focus is +25% attack damage. Pierce weapons use Agility for damage (Update 1). The 1.0 block/parry cut hurts Archers who stand in melee; keep them two hexes back and let Pin, Sleep, and Stun do the control work.

Wizard — area control

The Wizard is the 1.0 Resolve winner. Fireball and Ice Storm hit adjacent targets. Chain Lightning jumps up to four clustered enemies. Frost Nova can stun. Missiles throw three projectiles. Arcane Shield, Ice Armor, Phase Shift, and Mystic Barrier buy turns. Time Warp accelerates an ally. Magic damage bonus is +6% per Resolve above 10, and 1.0 added 25% on top of that magic pipeline. Wizard dies if isolated; pair with Come At Me or Paladin presence.

B-tier: Thief and Druid

Thief — gang-up and execute

The Thief spikes when friends already touch the target. Gang Up raises crit chance per adjacent ally. In This Together is +10% damage per ally touching the enemy. Finish Them auto-crits targets at 30% health. Double Stab and Triple Threat are the mash buttons. Hamstring stops movement. Distract peels aggro if someone else is nearby. Without a Warrior or Paladin creating contact, Gang Up is empty. B-tier is “needs a party,” not “bad kit.”

Druid — HoT plus summons

The Druid is a second sustain plan that also spends energy on spirits (rat, spider, wolf, werewolf, yeti). Those summons use the Druid’s energy until combat ends — the same tax Warlock pays. Warm Embrace, Blooming Renewal, Roots of Recovery, and Emerald Harmony are the HoT spine. Spirit of the Grove fully heals other allies once per battle. Rotting Vines immobilizes. Resolve scales summons (developer confirmation, January 2026). Druid is B because the energy budget is split three ways: HoT, DoT, pet. Excellent when you already have a front liner.

C / flex: Warlock

The Warlock is strong if energy and summons are managed, and a trap if they are not. Soul Leech drains each turn. Hex of Weakness cuts enemy damage and doubles damage taken. Mark of the Damned triples damage on a mark. Demon and skeleton summons (imp through spiked demon, skeleton warrior through giant) all siphon the Warlock’s energy for the rest of the fight. Dark Pact sacrifices half health to restore equal energy. That is the classic trap: you buy a summon turn by handing the next enemy swing a wounded caster. Unholy Nova also spends health.

Park Warlock in C/flex, not in a graveyard. Custom parties that open with Warrior plus Warlock can look like S-tier until the energy bar hits zero and Dark Pact fires on a half-dead body. Details live on the party comps page.

Synergy over isolated S-tier

A Cleric without a body in the front hex is a slow Archer. A Warrior without Mend Wounds or Lay on Hands eventually loses the death-mechanic roll. Archer Pin is why Thief Finish Them happens. Wizard Ice Storm is why Paladin Sacred Blade is a cleanup, not a five-round slog.

Build from roles, then pick the S/A name that fills the hole:

  • Front: Warrior or Paladin (party planner).
  • Pierce: Archer or Thief.
  • Magic: Wizard, Warlock, or Druid.
  • Heal: Cleric first, Paladin or Druid as backup.

Then read combat for energy and hexes, and party management for wages. Rankings move when your Daily Cost, not when a YouTube thumbnail does.

FAQ

Frequently Asked Questions

Quick answers about The Adventurers tactical RPG.

Who is S-tier in The Adventurers 1.0?

Cleric for party sustain (heals, Blessing of Valor, Celestial Heal once per fight) and Warrior for Come At Me plus Wide Swing, Double Attack, and Frenzy. Neither resurrects the dead.

Why is Warlock only C/flex?

Summons spend the Warlock’s energy until combat ends, and Dark Pact trades half health for energy. The kit is strong when a Warrior holds aggro and you never Pact from a wound.

Did 1.0 change the list?

Yes. Agility block chance fell 25% and parry 33%. Resolve magic damage rose 25%. Casters climbed; Agility-tank fantasies fell. Pierce still uses Agility for damage from Update 1.

Should I always pick Cleric and Warrior?

They are the safest pair, not a law. Custom start Paladin/Wizard/Cleric is a real default. New Band still opens Warrior/Archer/Thief. See party comps.

Does Cleric resurrect fallen adventurers?

No. Cleric restores living allies, including a once-per-combat Celestial Heal. Update 2’s death mechanic is still a permadeath risk. Hire replacements; do not wait for a raise spell.

Where do the ability names come from?

Eternal Vigilance Entertainment’s Adventurer Guide on Steam. This list does not invent extra percentages or unlisted ultimates.