The Adventurers Attributes, Classes & Abilities Guide

The Adventurers Attributes, Classes & Abilities Guide

By Editorial / August 31, 2026 / Guide / 13 minutes of reading

In The Adventurers, I explain attributes, classes, and abilities are important to build a strong party and get the most from your adventurers. Each character has different attributes that affect things like damage, health, energy, critical chance, and store prices, while every class comes with its own abilities and bonuses.

Adventurers also have different personality types that affect their morale based on actions they like or dislike. On top of that, relationships between party members can improve over time and provide different ally bonuses depending on their social status.

In this The Adventurers Guide, I cover the main attributes, general and class abilities, personalities, personality actions, and relationship bonuses so you can understand how each system works.

Attributes

These attributes affect different parts of combat, damage, defense, energy, and other actions. I use them to understand what each point actually changes.

AttributeDescription
AgilityModifies block chance, parry chance, and damage with pierce weapons. Block Chance: every point above 10 gives 3%, while every point below 10 gives -3%. Parry Chance: every point above 10 gives 3%, while every point below 10 gives -2%. Damage Bonus: every point above 10 gives 5%, while every point below 10 gives -5%.
CharismaAffects speech events and store prices for the party member with the highest Charisma. Store Prices: every point above 10 reduces prices by 2%, while every point below 10 increases them by 2%.
LuckModifies Critical Chance and Search Events. Critical Chance changes by 2% for every point above or below 10.
ResolveModifies Energy and Magic Damage. Each point gives 10 Energy. Magic Damage Bonus increases by 6% for every point above 10 and decreases by 6% below 10.
StrengthModifies damage with bash and slash weapons. Every point above 10 gives 5% damage, while every point below 10 gives -5%.
VitalityGives 10 Health for every point of Vitality. It also increases Energy Recovery for each point above 10.

Classes – General and Archer Abilities

General Abilities

Level 2

AbilityAction TypeDescription
ScoutPassiveLets me see enemy combat resistances and additional event details.
Quick FeetPassiveIncreases movement in combat by 1.
Stun ImmunityTriggerAfter being stunned, I cannot be stunned again for 10 rounds.
GiftedPassiveIncreases all experience gained by 20%.
Quick BreathsPassiveDoubles all Energy recovered, including during combat.
Social ButterflyPassiveDoubles social interactions for party relationships.
Sanctified CorePassiveIncreases all healing received by 25%.

Level 4

AbilityAction TypeDescription
Restful ResiliencePassiveIncreases Energy and Health rest bonuses by 20%.
QuicknessPassiveIncreases Dodge bonuses by 10%.
Tough S.O.BPassiveGives 25% more maximum Health.
Hard To TouchPassiveMakes me 20% harder to hit with ranged attacks.
Brush It OffPassiveHalves all Morale losses.
Never TiredPassiveI always start combat with at least 50% Energy.
HerbalistPassiveGives 1 additional item when harvesting.

Level 6

AbilityAction TypeDescription
Hard To KillPassiveDoubles the time before bleeding out.
Mental ToughnessPassiveIncreases Magic Resistance by 15%.
Pushing ThroughPassiveReduces enemy debuff duration by 1 round.
Born LeaderPassiveReduces recruitment costs by 20% for tavern recruits and soldiers in the outpost.
MerchantPassiveReduces item buying prices by 10% and increases selling prices by 10%.
Enduring AuraPassiveIncreases incoming buff duration by 1 round.
Still In ThisTriggerOnce per combat, a killing blow lets me survive instead.

Level 8

AbilityAction TypeDescription
BerserkerPassiveWhen below 50% Health, damage increases by 20%.
Shield MasteryPassiveIncreases block bonuses by 10%.
Locked InPassiveIncreases Critical Hit Chance by 10%.
Armor ProficiencyPassiveReduces the Energy penalty from armor by 25%.
Just One ArmPassiveUsing a one-handed weapon without a shield increases Dodge by 15%.
Two Hands Better Than OnePassiveIncreases damage by 20% when using two-handed weapons.
Inspired FighterPassiveWhen Morale is above 75%, damage increases by 10%.

Level 10

AbilityAction TypeDescription
Weapon Mastery – BowPassiveGives 10% damage and accuracy with a Bow.
Weapon Mastery – SwordPassiveGives 10% damage and accuracy with a Sword.
Weapon Mastery – AxePassiveGives 10% damage and accuracy with an Axe.
Weapon Mastery – DaggerPassiveGives 10% damage and accuracy with a Dagger.
Weapon Mastery – MacePassiveGives 10% damage and accuracy with a Mace.
Weapon Mastery – FlailPassiveGives 10% damage and accuracy with a Flail.
Weapon Mastery – StaffPassiveGives 10% damage with a Quarterstaff or Staff.

Archer

Default Ability

AbilityAction TypeDescription
Double ShotActionFires 2 arrows at one target.
Level 2
AbilityAction TypeDescription
Aimed ShotActionGuarantees a Critical Hit on a target.
PinActionTemporarily stops an enemy from moving.
Eagle FocusBonusIncreases attack damage by 25%.
Level 4
AbilityAction TypeDescription
DodgeBonusIncreases Dodge Chance by 25%.
SnapBonusRemoves a debilitating effect.
Massive ShotActionFires a massive arrow that uses a lot of Energy.
Level 6
AbilityAction TypeDescription
MarkBonusMarks an enemy and increases damage against it by 20%.
StunActionStuns an enemy, preventing it from attacking or moving.
Long ShotActionFires an arrow twice as far as normal.
Level 8
AbilityAction TypeDescription
Poisoned ArrowActionPoisons the target and deals damage over time.
SleepActionPrevents a target from attacking until it is attacked.
Burst ShotActionFires a shot that also hits adjacent targets.
Level 10
AbilityAction TypeDescription
Barbed ArrowActionCauses a Bleed effect on hit.
Blinding ShotActionFires an arrow that blinds targets.
Better AloneArea InfluenceHaving no allies nearby gives 30% damage resistance.

Cleric and Druid Abilities

Cleric

Default Ability

AbilityAction TypeDescription
Mend WoundsBonusProvides a small heal.

Level 2

AbilityAction TypeDescription
Blessing Of ValorBonusIncreases physical damage attacks of allies within range by 20%.
Healing LightBonusTouches an ally and restores Health.
Holy LightActionDeals radiant damage to an enemy and lowers its attack by 20%.

Level 4

AbilityAction TypeDescription
Holy ProtectionBonusGives an ally temporary Health.
Prayer Of RestorationBonusHeals all allies within range for a small amount.
Celestial NovaActionReleases radiant energy that damages surrounding enemies.
Level 6
AbilityAction TypeDescription
Holy SanctuaryBonusHalves incoming damage.
Divine MendingActionFully restores an ally’s Health.
Divine JudgmentActionSummons radiant light that deals heavy damage and can stun an enemy.
Level 8
AbilityAction TypeDescription
Divine EnergyBonusDoubles other allies’ Energy Recovery.
Beacon Of LightBonusPlaces a healing-over-time effect on an ally.
Radiant WaveActionHeals allies and damages enemies within range.
Level 10
AbilityAction TypeDescription
Celestial HealActionRestores all other allies to full Health. The affected allies cannot receive Celestial Help again until combat ends.
Sacrificial SurgeActionSacrifices all remaining Energy to heal all allies for the same amount.
Purge UnholyActionDeals massive radiant damage and can instantly kill enemies vulnerable to radiant damage.

Druid

Default Ability

AbilityAction TypeDescription
Warm EmbraceBonusPlaces a small healing-over-time effect on an ally.
Level 2
AbilityAction TypeDescription
Poisoned ThornsActionDeals Nature damage each turn and reduces healing received.
Summon Rat SpiritActionSummons a Rat Spirit that uses the Druid’s Energy until combat ends.
Rotting VinesActionImmobilizes an enemy and deals Nature damage each turn.
Level 4
AbilityAction TypeDescription
Blooming RenewalBonusHeals all allies over time and removes 1 debuff.
Summon Spider SpiritActionSummons a Spider Spirit that uses the Druid’s Energy until combat ends.
WitherActionIncreases damage taken by 50% and deals low Nature damage each turn.
Level 6
AbilityAction TypeDescription
Lifeweaver’s TouchBonusPlaces a large heal on an ally and increases healing.
Summon Wolf SpiritActionSummons a Wolf Spirit that uses the Druid’s Energy until combat ends.
Corrupted GrowthActionReduces a target’s damage while dealing damage each turn.
Level 8
AbilityAction TypeDescription
Roots Of RecoveryBonusRoots an ally in place while greatly restoring Health over time.
Summon Werewolf SpiritActionSummons a Werewolf Spirit that uses the Druid’s Energy until combat ends.
BlightstormActionDeals damage each turn, increases damage taken, and reduces damage dealt by 50%.
Level 10
AbilityAction TypeDescription
Emerald HarmonyActionProvides a large healing-over-time effect to nearby allies and removes all debuffs.
Summon Yeti SpiritActionSummons a Yeti Spirit that uses the Druid’s Energy until combat ends.
Spirit Of The GroveActionFully heals all other allies once per battle.

Paladin and Thief Abilities

Paladin

Default Ability

AbilityAction TypeDescription
Divine FuryBonusIncreases the Paladin’s main attack by 50%.
Level 2
AbilityAction TypeDescription
Righteous CommandBonusLowers enemy attack by 50%.
Smite EvilActionDeals high radiant damage and reduces enemy attack by 20%.
Lay On HandsActionConverts Energy into Health for an ally.
Level 4
AbilityAction TypeDescription
Inspiring PresenceBonusIncreases all allies’ attack power by 20%.
Blinding LightActionDeals damage to all enemies within range.
Purifying TouchActionHeals an ally and removes a negative status effect.
Level 6
AbilityAction TypeDescription
Judgment’s BurdenBonusMarks an enemy and increases damage against it by 30%.
Radiant StrikeActionDeals radiant damage and has a chance to stun.
Radiant RenewalActionPlaces a healing-over-time effect on an ally.
Level 8
AbilityAction TypeDescription
Holy ResolveBonusMakes the Paladin immune to debuffs and increases healing by 50%.
Vengeance BurstActionReleases a wave of radiant energy.
Divine SacrificeActionChannels half the Paladin’s Health into an ally.
Level 10
AbilityAction TypeDescription
Oathkeeper’s VowActionGrants immunity to negative status effects and increases healing received by 50%.
Sacred BladeActionSummons a blade of pure light that deals massive damage to one enemy.
Guardian’s GraceActionGives an ally a protective shield with temporary Health.

Thief

Default Ability

AbilityAction TypeDescription
Double StabActionPerforms two quick attacks.
Level 2
AbilityAction TypeDescription
Poison BladeActionAdds Poison to the main attack for 5 turns.
Throw SandBonusReduces an enemy’s Block, Dodge, and Parry Chances by 50%.
Gang UpBonusIncreases Critical Hit Chance for each ally around the target.
Level 4
AbilityAction TypeDescription
Finish ThemBonusAutomatically Crits targets below 30% Health.
ElusiveBonusDodging an attack gives a 50% chance to Crit on the next attack.
HamstringBonusStops an enemy from moving.
Level 6
AbilityAction TypeDescription
Hit The MarkBonusGuarantees a Critical Hit on the next attack.
TricksyBonusIncreases Dodge Chance by 50%.
Burst Of AdrenalineBonusRestores all Energy but removes 50% Health.
Level 8
AbilityAction TypeDescription
With A TwistActionCauses a Bleed effect on an enemy.
DistractBonusForces an enemy to stop targeting you when another ally is nearby.
We Finish ThisActionApplies Poison and allows all party members to perform only Critical Hits.
Level 10
AbilityAction TypeDescription
Triple ThreatActionPerforms three quick dagger attacks.
Just KiddingBonusA killing blow leaves me with 5 Health instead.
In This TogetherPassiveGives 10% bonus damage for every ally touching the enemy.

Warlock, Warrior, and Wizard Abilities

Warlock

Default Ability

AbilityAction TypeDescription
Soul LeechActionDrains life from a target each turn.
Level 2
AbilityAction TypeDescription
Summon ImpActionSummons an Imp that uses the Warlock’s Energy until combat ends.
Summon Skeleton WarriorActionSummons a Skeleton Warrior that uses the Warlock’s Energy until combat ends.
Hex Of WeaknessBonusReduces enemy damage and doubles damage taken.
Level 4
AbilityAction TypeDescription
Summon Starved DemonActionSummons a Starved Demon that uses the Warlock’s Energy until combat ends.
Summon Skeleton ArcherActionSummons a Skeleton Archer that uses the Warlock’s Energy until combat ends.
Dark PactBonusSacrifices half Health to restore the same amount of Energy.
Level 6
AbilityAction TypeDescription
Summon Wing DemonActionSummons a Wing Demon that uses the Warlock’s Energy until combat ends.
Summon Skeleton MageActionSummons a Skeleton Mage that uses the Warlock’s Energy until combat ends.
Curse Of DecayActionIncreases damage taken and deals Necrotic damage over time.
Level 8
AbilityAction TypeDescription
Summon Warlock DemonActionSummons a Warlock Demon that uses the Warlock’s Energy until combat ends.
Summon Skeleton HeroActionSummons a Skeleton Hero that uses the Warlock’s Energy until combat ends.
Mark Of The DamnedBonusMarks a target to take triple damage.
Level 10
AbilityAction TypeDescription
Summon Spiked DemonActionSummons a Spiked Demon that uses the Warlock’s Energy until combat ends.
Summon Skeleton GiantActionSummons a Skeleton Giant that uses the Warlock’s Energy until combat ends.
Unholy NovaActionReleases Necrotic energy that damages enemies in range while sacrificing Health.

Warrior

Default Ability

AbilityAction TypeDescription
Wide SwingActionAttacks enemies in a wide arc.
Level 2
AbilityAction TypeDescription
Come At MeBonusForces an enemy to target me.
Double AttackActionPerforms two basic attacks on a target.
WoundActionWounds a target and causes Bleeding.
Level 4
AbilityAction TypeDescription
ProtectionBonusReduces damage taken and damage dealt by 30%.
RecklessBonusIncreases damage dealt and damage taken by 30%.
LeaderBonusIncreases other party members’ damage by 20%.
Level 6
AbilityAction TypeDescription
Save ThemBonusGives adjacent allies 20% Dodge.
SlamActionStuns the target.
Second WindBonusRestores 50% Energy and Health. Usable once.
Level 8
AbilityAction TypeDescription
Shake It OffBonusRemoves all debilitating effects. Usable once.
Aim For The KneeActionStops a target from moving.
Too QuickBonusReduces incoming damage based on remaining Energy.
Level 10
AbilityAction TypeDescription
FrenzyActionPerforms a massive swing using a lot of Energy.
RoarBonusReduces the damage of nearby enemies by 20%.
UnstoppablePassiveEnemies cannot receive the Gang Up damage bonus.

Wizard

Default Ability

AbilityAction TypeDescription
Frost NovaActionFires an Ice Bolt with a chance to stun.
Level 2
AbilityAction TypeDescription
MissilesActionFires 3 separate magic projectiles at a target.
FireballActionConjures a Fireball that hits adjacent targets.
Arcane ShieldBonusGives the caster temporary Health through a Magic Shield.
Level 4
AbilityAction TypeDescription
Energy DrainActionConverts enemy Health into Energy.
Chain LightningActionShocks up to 4 adjacent enemies.
Ice ArmorBonusReduces all damage by 25%.
Level 6
AbilityAction TypeDescription
IgniteActionSets a target on fire, dealing damage at the end of the turn.
Freeze TargetActionFreezes a target.
BlindBonusReduces a target’s Block, Dodge, and Parry Chances by 50%.
Level 8
AbilityAction TypeDescription
Lightning BoltActionConjures a Lightning Bolt.
Ice StormActionHits adjacent targets with a chance to stun.
Phase ShiftBonusTemporarily reduces all damage taken by the caster by 100%.
Level 10
AbilityAction TypeDescription
Life DrainActionConverts enemy Health into healing Energy.
Time WarpActionSpeeds up an ally’s next turn.
Mystic BarrierBonusGives nearby allies temporary Health through a Magic Shield.

Personalities

Every adventurer has a personality type. The available types are:

  • Adventurer
  • Caregiver
  • Connector
  • Diplomat
  • Guardian
  • Hermit
  • Idealist
  • Innovator
  • Leader
  • Performer
  • Rebel
  • Strategist
  • Survivor
  • Thinker
  • Trickster

These personalities affect how adventurers react to different actions. When they like something, their Morale increases. When they dislike something, their Morale decreases. This affects the Energy they gain in combat and how quickly they recover.

ActionDescription
Commission EquipmentOrdering equipment to be created at the blacksmith.
Cook Food In CampBeing assigned to cook food in camp. Triggers once per rest.
Donate To TownTriggers whenever gold is donated to a town.
Equipment EnchantedGetting equipment enchanted at the enchanter’s store.
Getting HitTriggers whenever the adventurer takes damage in combat.
Guarding The CampBeing assigned to guard the camp. Triggers once per rest.
Heal OthersTriggers whenever I directly heal another character, excluding healing over time.
Heal SelfTriggers whenever I directly heal myself, including potions.
Hit Something In CombatTriggers whenever the adventurer hits something in combat.
Hunting For FoodBeing assigned to hunt for food while camping.
Long Rest In CampTaking a long rest in the wilderness instead of a town.
Order Fancy Food And DrinkOrdering top-shelf food and drinks in the tavern.
Order Normal Food And DrinkOrdering normal food and drinks in the tavern.
Maintain Equipment In CampMaintaining equipment while camping. Triggers every hour while equipment still needs maintenance.
Noone Hurt In CombatTriggers at the end of combat when nobody in the party took damage.
Sleep In TavernTriggers whenever sleeping inside a tavern.
Socialize In CampBeing assigned to socialize while camping. Triggers once on a short rest and twice on a long rest.

Adventurers can comment on these actions, and their dialogue appears during combat or sometimes while traveling when an action triggers.

PersonalityLikesDislikes
AdventurerHit Something In Combat, Hunting For Food, Long Rest In CampCommission Equipment, Noone Hurt In Combat, Sleep In Tavern
CaregiverDonate To Town, Heal Others, Noone Hurt In CombatGetting Hit, Hit Something In Combat, Sleep In Tavern
ConnectorDonate To Town, Order Normal Food And Drink, Socialize In CampGuarding The Camp, Long Rest In Camp, Maintain Equipment In Camp
DiplomatDonate To Town, Order Normal Food And Drink, Socialize In CampGuarding The Camp, Hit Something In Combat, Long Rest In Camp
GuardianGuarding The Camp, Heal Others, Noone Hurt In CombatHunting For Food, Order Fancy Food And Drink, Sleep In Tavern
HermitHunting For Food, Long Rest In Camp, Maintain Equipment In CampDonate To Town, Order Normal Food And Drink, Socialize In Camp
IdealistDonate To Town, Heal Others, Noone Hurt In CombatGetting Hit, Long Rest In Camp, Order Normal Food And Drink
InnovatorCook Food In Camp, Equipment Enchanted, Order Fancy Food And DrinkGuarding The Camp, Heal Self, Maintain Equipment In Camp
LeaderGuarding The Camp, Commission Equipment, Noone Hurt In CombatHeal Self, Hunting For Food, Sleep In Tavern
PerformerCook Food In Camp, Order Fancy Food And Drink, Socialize In CampGuarding The Camp, Long Rest In Camp, Maintain Equipment In Camp
RebelHit Something In Combat, Hunting For Food, Order Fancy Food And DrinkDonate To Town, Heal Others, Noone Hurt In Combat
StrategistGuarding The Camp, Commission Equipment, Noone Hurt In CombatCook Food In Camp, Order Fancy Food And Drink, Sleep In Tavern
SurvivorHunting For Food, Long Rest In Camp, Maintain Equipment In CampGetting Hit, Order Fancy Food And Drink, Sleep In Tavern
ThinkerCook Food In Camp, Commission Equipment, Equipment EnchantedHit Something In Combat, Order Fancy Food And Drink, Socialize In Camp
TricksterHunting For Food, Order Fancy Food And Drink, Socialize In CampGuarding The Camp, Heal Self, Noone Hurt In Combat

Relationships

Every adventurer has a relationship with the other members of the party. The initial party starts as Friends, while every new member starts as a Stranger.

The available Social Statuses are:

  • Rival
  • Stranger
  • Acquaintance
  • Casual
  • Friendly
  • Confidant
  • Close
  • Trusted
  • Cherished

I can increase Social Increments by:

  • Assigning someone to socialize during camping
  • Buying rounds of drinks
  • Renting a room in a tavern
  • Completing special events
  • Winning battles, with a bonus when everyone survives

Each class also provides an ally bonus when it stands directly next to another adventurer. The relationship status determines how strong that bonus is.

ClassAlly BonusRivalStrangerAcquaintanceCasualFriendlyConfidantCloseTrustedCherished
ArcherCritical Chance-5%0%3%5%9%12%15%18%21%
ClericHealing Received-5%0%5%9%14%18%23%27%30%
DruidEnergy Recovered0%0%3%6%9%12%15%18%23%
PaladinParry Bonus-5%0%3%6%9%12%15%18%23%
ThiefHit Percent-5%0%5%9%14%18%23%27%32%
WarlockMagic Resistance-5%0%3%6%9%12%15%18%23%
WarriorReduced Damage-5%0%3%6%9%12%15%18%21%
WizardDamage Bonus-5%0%5%9%14%18%