The Adventurers Party Planner
Roles, official STR/VIT/RES/AGI/CHA/LCK math, general abilities, personalities, and wages.
Use this planner before you click Custom start or before you spend tavern gold. The Adventurers does not ship a loadout simulator. The numbers below are from Eternal Vigilance Entertainment’s Adventurer Guide. Roles match the eight classes that exist in 1.0. If a blog tells you to dump Intelligence, stop: there is no Intelligence stat.
Keep the roster small enough that wages and Daily Cost stay below contract income. The party bar shows who is active (commonly six portraits in community writes; confirm in your build). Extra hires who sit in town still cost money if you keep them. Fire them or never recruit them.
Role grid
| Role | Classes | What you are buying |
|---|---|---|
| Front | Warrior, Paladin | Come At Me / Righteous Command, melee hex control |
| Pierce | Archer, Thief | Agility damage, Pin / Gang Up / Finish Them |
| Magic | Wizard, Warlock, Druid | Resolve damage, AoE, summons |
| Heal | Cleric, Paladin, Druid | Mend / Lay on Hands / Warm Embrace |
A complete line needs one front and one heal before it needs a second Wizard. Summoners (Warlock, Druid) are magic and energy sinks; they do not replace a front. See party comps for named lineups and tier list for why Cleric and Warrior sit in S.
Official stat formulas
All six stats pivot around 10. The Guide’s per-point rules:
Strength — bash and slash weapon damage. +5% per point above 10, −5% below. Warrior and Paladin live here.
Vitality — 10 health per point. Energy recovered per round increases for each point above 10. Every body wants some VIT; casters who skip it fold when fog of war drops a bat on them.
Resolve — 10 energy per point. Magic damage +6% per point above 10, −6% below. Version 1.0.0.0 then raised Resolve magic damage by an additional 25%. Developer note: Resolve also scales Druid/Warlock summons. Cleric, Wizard, Warlock, Druid, and Paladin heals/smites all drink this pool.
Agility — pierce weapon damage +5%/−5% from 10 (bows and daggers, Update 1). Block chance +3%/−3%. Parry +3% above 10, −2% below. 1.0 nerfed block 25% and parry 33%. Archers and Thieves still want AGI for damage; do not build a Warrior as a parry tank and call it 1.0-optimal.
Charisma — speech events and store prices for whoever is the highest member. −2% prices per point above 10, +2% below. One face is enough. Merchant stacks with this.
Luck — critical chance +2%/−2% from 10, plus search events. Thief Finish Them already auto-crits at 30% health; Luck is extra, not a class rewrite.
General ability picks
Level 2+ general abilities are shared. Four that change a campaign plan:
- Scout (passive) — see enemy combat resistances and extra event detail. Take this before you walk into 9.7.4 fog-of-war caves. Pairs with the combat guide.
- Gifted (passive) — +20% experience. Put it on the character you refuse to replace after a death-mechanic roll.
- Merchant (passive) — 10% cheaper buys, 10% better sells. Stack on the Charisma leader. This is how you fund blacksmith rush orders (9.7.2: rush is instant and +5 gold).
- Born Leader (passive) — 20% cheaper tavern recruits and outpost soldiers. Take it when you plan to churn hires after crises.
Other Guide entries exist (Quick Feet, Tough S.O.B., Weapon Masteries at 10, and the rest). They are real; they are not all roster-defining. Weapon Mastery — Bow on an Archer is +10% damage and accuracy; it does not replace Pin.
Personality clashes
Every adventurer has a personality from the official list: Adventurer, Caregiver, Connector, Diplomat, Guardian, Hermit, Idealist, Innovator, Leader, Performer, Rebel, Strategist, Survivor, Thinker, Trickster. Each likes and dislikes actions, not other class names.
Examples from the Guide:
- Hermit likes hunt, long rest in camp, maintain equipment; dislikes donate, normal tavern food, socialize in camp.
- Performer likes cook, fancy tavern food, socialize; dislikes guard, long rest, maintain equipment.
- Rebel likes hitting things, hunt, fancy food; dislikes donate, heal others, and “no one hurt in combat.”
- Caregiver is the mirror: likes donate, heal others, no one hurt; dislikes getting hit and hitting things.
Morale from those likes/dislikes changes energy gained in combat and recovery. A Caregiver Cleric next to a Rebel Thief will tug morale in opposite directions every time you clear a fight without scratches. Split camp jobs: let the Hermit maintain gear, let the Connector socialize, do not force both onto guard duty.
Wages versus contracts
Daily Cost is food, wages, and the habits you click (fancy tavern, rush craft, donations). Town Hall contracts pay on timers. If walking cannot beat the timer, you either run (supplies, night fights) or refuse the job. Fort requests in 1.0 had durations cut over 50% (minimum two days) and rewards up about 30% — still not a license to hire every class.
Planning rules:
- Count wages before the fourth portrait.
- Never hire a Warlock and a Druid in the same week unless the front is already a paid Warrior or Paladin.
- Gifted on a Cleric is cheaper than replacing a Cleric.
- Merchant plus high Charisma is a stat build, not flavor.
- If Daily Cost exceeds the next contract, dismiss someone. The death mechanic will do it for you otherwise.
Example 1.0 plans
New Band three: Warrior STR/VIT, Archer AGI, Thief AGI/LCK. Scout on Archer. Merchant on whoever has CHA. Add Cleric (RES/VIT) from the tavern.
Custom three: Paladin STR/RES, Wizard RES, Cleric RES. Born Leader if you expect to expand. Skip Dark Pact as an opener.
Summoner four: Warrior, Warlock or Druid, Cleric, Archer. One summon at a time. Resolve on the caster. See Dark Pact warnings on the party comps page.
Print this page mentally, then go play. Recheck after 1.0 balance: Agility defenses down, Resolve magic up. That is the whole patch in two clauses.
Frequently Asked Questions
Quick answers about The Adventurers tactical RPG.
What stats should each role take?
Front: Strength and Vitality (Paladin also Resolve). Pierce: Agility. Magic and Cleric: Resolve and some Vitality. One member stacks Charisma for shop prices. Luck helps crits and search events.
Which general abilities are worth planning around?
Scout (resistances and event detail), Gifted (+20% experience), Merchant (10% buy/sell), Born Leader (−20% tavern and outpost recruit cost). Source: Adventurer Guide.
How do personality clashes work?
Each personality likes and dislikes camp chores, tavern spends, healing, and getting hit. Morale then changes combat energy and recovery. Split camp jobs instead of forcing one rest style.
How many adventurers should I hire?
Keep wages and Daily Cost below contract income. The party bar is the active roster (community writes often show six portraits). Confirm in your build; do not hire a full eight-class zoo.
Does Resolve still matter after 1.0?
More than before. 1.0 increased Resolve magic damage 25% on top of the Guide’s +6% per point above 10. Summons also scale with Resolve.
Is this an in-game tool?
No. It is a wiki checklist. The game’s planner is Custom start, the tavern, and the party bar.