The Adventurers Attributes, Classes & Abilities Guide
ByEditorial/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.
Attribute
Description
Agility
Modifies 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%.
Charisma
Affects 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%.
Luck
Modifies Critical Chance and Search Events. Critical Chance changes by 2% for every point above or below 10.
Resolve
Modifies 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.
Strength
Modifies damage with bash and slash weapons. Every point above 10 gives 5% damage, while every point below 10 gives -5%.
Vitality
Gives 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
Ability
Action Type
Description
Scout
Passive
Lets me see enemy combat resistances and additional event details.
Quick Feet
Passive
Increases movement in combat by 1.
Stun Immunity
Trigger
After being stunned, I cannot be stunned again for 10 rounds.
Gifted
Passive
Increases all experience gained by 20%.
Quick Breaths
Passive
Doubles all Energy recovered, including during combat.
Social Butterfly
Passive
Doubles social interactions for party relationships.
Sanctified Core
Passive
Increases all healing received by 25%.
Level 4
Ability
Action Type
Description
Restful Resilience
Passive
Increases Energy and Health rest bonuses by 20%.
Quickness
Passive
Increases Dodge bonuses by 10%.
Tough S.O.B
Passive
Gives 25% more maximum Health.
Hard To Touch
Passive
Makes me 20% harder to hit with ranged attacks.
Brush It Off
Passive
Halves all Morale losses.
Never Tired
Passive
I always start combat with at least 50% Energy.
Herbalist
Passive
Gives 1 additional item when harvesting.
Level 6
Ability
Action Type
Description
Hard To Kill
Passive
Doubles the time before bleeding out.
Mental Toughness
Passive
Increases Magic Resistance by 15%.
Pushing Through
Passive
Reduces enemy debuff duration by 1 round.
Born Leader
Passive
Reduces recruitment costs by 20% for tavern recruits and soldiers in the outpost.
Merchant
Passive
Reduces item buying prices by 10% and increases selling prices by 10%.
Enduring Aura
Passive
Increases incoming buff duration by 1 round.
Still In This
Trigger
Once per combat, a killing blow lets me survive instead.
Level 8
Ability
Action Type
Description
Berserker
Passive
When below 50% Health, damage increases by 20%.
Shield Mastery
Passive
Increases block bonuses by 10%.
Locked In
Passive
Increases Critical Hit Chance by 10%.
Armor Proficiency
Passive
Reduces the Energy penalty from armor by 25%.
Just One Arm
Passive
Using a one-handed weapon without a shield increases Dodge by 15%.
Two Hands Better Than One
Passive
Increases damage by 20% when using two-handed weapons.
Inspired Fighter
Passive
When Morale is above 75%, damage increases by 10%.
Level 10
Ability
Action Type
Description
Weapon Mastery – Bow
Passive
Gives 10% damage and accuracy with a Bow.
Weapon Mastery – Sword
Passive
Gives 10% damage and accuracy with a Sword.
Weapon Mastery – Axe
Passive
Gives 10% damage and accuracy with an Axe.
Weapon Mastery – Dagger
Passive
Gives 10% damage and accuracy with a Dagger.
Weapon Mastery – Mace
Passive
Gives 10% damage and accuracy with a Mace.
Weapon Mastery – Flail
Passive
Gives 10% damage and accuracy with a Flail.
Weapon Mastery – Staff
Passive
Gives 10% damage with a Quarterstaff or Staff.
Archer
Default Ability
Ability
Action Type
Description
Double Shot
Action
Fires 2 arrows at one target.
Level 2
Ability
Action Type
Description
Aimed Shot
Action
Guarantees a Critical Hit on a target.
Pin
Action
Temporarily stops an enemy from moving.
Eagle Focus
Bonus
Increases attack damage by 25%.
Level 4
Ability
Action Type
Description
Dodge
Bonus
Increases Dodge Chance by 25%.
Snap
Bonus
Removes a debilitating effect.
Massive Shot
Action
Fires a massive arrow that uses a lot of Energy.
Level 6
Ability
Action Type
Description
Mark
Bonus
Marks an enemy and increases damage against it by 20%.
Stun
Action
Stuns an enemy, preventing it from attacking or moving.
Long Shot
Action
Fires an arrow twice as far as normal.
Level 8
Ability
Action Type
Description
Poisoned Arrow
Action
Poisons the target and deals damage over time.
Sleep
Action
Prevents a target from attacking until it is attacked.
Burst Shot
Action
Fires a shot that also hits adjacent targets.
Level 10
Ability
Action Type
Description
Barbed Arrow
Action
Causes a Bleed effect on hit.
Blinding Shot
Action
Fires an arrow that blinds targets.
Better Alone
Area Influence
Having no allies nearby gives 30% damage resistance.
Cleric and Druid Abilities
Cleric
Default Ability
Ability
Action Type
Description
Mend Wounds
Bonus
Provides a small heal.
Level 2
Ability
Action Type
Description
Blessing Of Valor
Bonus
Increases physical damage attacks of allies within range by 20%.
Healing Light
Bonus
Touches an ally and restores Health.
Holy Light
Action
Deals radiant damage to an enemy and lowers its attack by 20%.
Level 4
Ability
Action Type
Description
Holy Protection
Bonus
Gives an ally temporary Health.
Prayer Of Restoration
Bonus
Heals all allies within range for a small amount.
Celestial Nova
Action
Releases radiant energy that damages surrounding enemies.
Level 6
Ability
Action Type
Description
Holy Sanctuary
Bonus
Halves incoming damage.
Divine Mending
Action
Fully restores an ally’s Health.
Divine Judgment
Action
Summons radiant light that deals heavy damage and can stun an enemy.
Level 8
Ability
Action Type
Description
Divine Energy
Bonus
Doubles other allies’ Energy Recovery.
Beacon Of Light
Bonus
Places a healing-over-time effect on an ally.
Radiant Wave
Action
Heals allies and damages enemies within range.
Level 10
Ability
Action Type
Description
Celestial Heal
Action
Restores all other allies to full Health. The affected allies cannot receive Celestial Help again until combat ends.
Sacrificial Surge
Action
Sacrifices all remaining Energy to heal all allies for the same amount.
Purge Unholy
Action
Deals massive radiant damage and can instantly kill enemies vulnerable to radiant damage.
Druid
Default Ability
Ability
Action Type
Description
Warm Embrace
Bonus
Places a small healing-over-time effect on an ally.
Level 2
Ability
Action Type
Description
Poisoned Thorns
Action
Deals Nature damage each turn and reduces healing received.
Summon Rat Spirit
Action
Summons a Rat Spirit that uses the Druid’s Energy until combat ends.
Rotting Vines
Action
Immobilizes an enemy and deals Nature damage each turn.
Level 4
Ability
Action Type
Description
Blooming Renewal
Bonus
Heals all allies over time and removes 1 debuff.
Summon Spider Spirit
Action
Summons a Spider Spirit that uses the Druid’s Energy until combat ends.
Wither
Action
Increases damage taken by 50% and deals low Nature damage each turn.
Level 6
Ability
Action Type
Description
Lifeweaver’s Touch
Bonus
Places a large heal on an ally and increases healing.
Summon Wolf Spirit
Action
Summons a Wolf Spirit that uses the Druid’s Energy until combat ends.
Corrupted Growth
Action
Reduces a target’s damage while dealing damage each turn.
Level 8
Ability
Action Type
Description
Roots Of Recovery
Bonus
Roots an ally in place while greatly restoring Health over time.
Summon Werewolf Spirit
Action
Summons a Werewolf Spirit that uses the Druid’s Energy until combat ends.
Blightstorm
Action
Deals damage each turn, increases damage taken, and reduces damage dealt by 50%.
Level 10
Ability
Action Type
Description
Emerald Harmony
Action
Provides a large healing-over-time effect to nearby allies and removes all debuffs.
Summon Yeti Spirit
Action
Summons a Yeti Spirit that uses the Druid’s Energy until combat ends.
Spirit Of The Grove
Action
Fully heals all other allies once per battle.
Paladin and Thief Abilities
Paladin
Default Ability
Ability
Action Type
Description
Divine Fury
Bonus
Increases the Paladin’s main attack by 50%.
Level 2
Ability
Action Type
Description
Righteous Command
Bonus
Lowers enemy attack by 50%.
Smite Evil
Action
Deals high radiant damage and reduces enemy attack by 20%.
Lay On Hands
Action
Converts Energy into Health for an ally.
Level 4
Ability
Action Type
Description
Inspiring Presence
Bonus
Increases all allies’ attack power by 20%.
Blinding Light
Action
Deals damage to all enemies within range.
Purifying Touch
Action
Heals an ally and removes a negative status effect.
Level 6
Ability
Action Type
Description
Judgment’s Burden
Bonus
Marks an enemy and increases damage against it by 30%.
Radiant Strike
Action
Deals radiant damage and has a chance to stun.
Radiant Renewal
Action
Places a healing-over-time effect on an ally.
Level 8
Ability
Action Type
Description
Holy Resolve
Bonus
Makes the Paladin immune to debuffs and increases healing by 50%.
Vengeance Burst
Action
Releases a wave of radiant energy.
Divine Sacrifice
Action
Channels half the Paladin’s Health into an ally.
Level 10
Ability
Action Type
Description
Oathkeeper’s Vow
Action
Grants immunity to negative status effects and increases healing received by 50%.
Sacred Blade
Action
Summons a blade of pure light that deals massive damage to one enemy.
Guardian’s Grace
Action
Gives an ally a protective shield with temporary Health.
Thief
Default Ability
Ability
Action Type
Description
Double Stab
Action
Performs two quick attacks.
Level 2
Ability
Action Type
Description
Poison Blade
Action
Adds Poison to the main attack for 5 turns.
Throw Sand
Bonus
Reduces an enemy’s Block, Dodge, and Parry Chances by 50%.
Gang Up
Bonus
Increases Critical Hit Chance for each ally around the target.
Level 4
Ability
Action Type
Description
Finish Them
Bonus
Automatically Crits targets below 30% Health.
Elusive
Bonus
Dodging an attack gives a 50% chance to Crit on the next attack.
Hamstring
Bonus
Stops an enemy from moving.
Level 6
Ability
Action Type
Description
Hit The Mark
Bonus
Guarantees a Critical Hit on the next attack.
Tricksy
Bonus
Increases Dodge Chance by 50%.
Burst Of Adrenaline
Bonus
Restores all Energy but removes 50% Health.
Level 8
Ability
Action Type
Description
With A Twist
Action
Causes a Bleed effect on an enemy.
Distract
Bonus
Forces an enemy to stop targeting you when another ally is nearby.
We Finish This
Action
Applies Poison and allows all party members to perform only Critical Hits.
Level 10
Ability
Action Type
Description
Triple Threat
Action
Performs three quick dagger attacks.
Just Kidding
Bonus
A killing blow leaves me with 5 Health instead.
In This Together
Passive
Gives 10% bonus damage for every ally touching the enemy.
Warlock, Warrior, and Wizard Abilities
Warlock
Default Ability
Ability
Action Type
Description
Soul Leech
Action
Drains life from a target each turn.
Level 2
Ability
Action Type
Description
Summon Imp
Action
Summons an Imp that uses the Warlock’s Energy until combat ends.
Summon Skeleton Warrior
Action
Summons a Skeleton Warrior that uses the Warlock’s Energy until combat ends.
Hex Of Weakness
Bonus
Reduces enemy damage and doubles damage taken.
Level 4
Ability
Action Type
Description
Summon Starved Demon
Action
Summons a Starved Demon that uses the Warlock’s Energy until combat ends.
Summon Skeleton Archer
Action
Summons a Skeleton Archer that uses the Warlock’s Energy until combat ends.
Dark Pact
Bonus
Sacrifices half Health to restore the same amount of Energy.
Level 6
Ability
Action Type
Description
Summon Wing Demon
Action
Summons a Wing Demon that uses the Warlock’s Energy until combat ends.
Summon Skeleton Mage
Action
Summons a Skeleton Mage that uses the Warlock’s Energy until combat ends.
Curse Of Decay
Action
Increases damage taken and deals Necrotic damage over time.
Level 8
Ability
Action Type
Description
Summon Warlock Demon
Action
Summons a Warlock Demon that uses the Warlock’s Energy until combat ends.
Summon Skeleton Hero
Action
Summons a Skeleton Hero that uses the Warlock’s Energy until combat ends.
Mark Of The Damned
Bonus
Marks a target to take triple damage.
Level 10
Ability
Action Type
Description
Summon Spiked Demon
Action
Summons a Spiked Demon that uses the Warlock’s Energy until combat ends.
Summon Skeleton Giant
Action
Summons a Skeleton Giant that uses the Warlock’s Energy until combat ends.
Unholy Nova
Action
Releases Necrotic energy that damages enemies in range while sacrificing Health.
Warrior
Default Ability
Ability
Action Type
Description
Wide Swing
Action
Attacks enemies in a wide arc.
Level 2
Ability
Action Type
Description
Come At Me
Bonus
Forces an enemy to target me.
Double Attack
Action
Performs two basic attacks on a target.
Wound
Action
Wounds a target and causes Bleeding.
Level 4
Ability
Action Type
Description
Protection
Bonus
Reduces damage taken and damage dealt by 30%.
Reckless
Bonus
Increases damage dealt and damage taken by 30%.
Leader
Bonus
Increases other party members’ damage by 20%.
Level 6
Ability
Action Type
Description
Save Them
Bonus
Gives adjacent allies 20% Dodge.
Slam
Action
Stuns the target.
Second Wind
Bonus
Restores 50% Energy and Health. Usable once.
Level 8
Ability
Action Type
Description
Shake It Off
Bonus
Removes all debilitating effects. Usable once.
Aim For The Knee
Action
Stops a target from moving.
Too Quick
Bonus
Reduces incoming damage based on remaining Energy.
Level 10
Ability
Action Type
Description
Frenzy
Action
Performs a massive swing using a lot of Energy.
Roar
Bonus
Reduces the damage of nearby enemies by 20%.
Unstoppable
Passive
Enemies cannot receive the Gang Up damage bonus.
Wizard
Default Ability
Ability
Action Type
Description
Frost Nova
Action
Fires an Ice Bolt with a chance to stun.
Level 2
Ability
Action Type
Description
Missiles
Action
Fires 3 separate magic projectiles at a target.
Fireball
Action
Conjures a Fireball that hits adjacent targets.
Arcane Shield
Bonus
Gives the caster temporary Health through a Magic Shield.
Level 4
Ability
Action Type
Description
Energy Drain
Action
Converts enemy Health into Energy.
Chain Lightning
Action
Shocks up to 4 adjacent enemies.
Ice Armor
Bonus
Reduces all damage by 25%.
Level 6
Ability
Action Type
Description
Ignite
Action
Sets a target on fire, dealing damage at the end of the turn.
Freeze Target
Action
Freezes a target.
Blind
Bonus
Reduces a target’s Block, Dodge, and Parry Chances by 50%.
Level 8
Ability
Action Type
Description
Lightning Bolt
Action
Conjures a Lightning Bolt.
Ice Storm
Action
Hits adjacent targets with a chance to stun.
Phase Shift
Bonus
Temporarily reduces all damage taken by the caster by 100%.
Level 10
Ability
Action Type
Description
Life Drain
Action
Converts enemy Health into healing Energy.
Time Warp
Action
Speeds up an ally’s next turn.
Mystic Barrier
Bonus
Gives 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.
Action
Description
Commission Equipment
Ordering equipment to be created at the blacksmith.
Cook Food In Camp
Being assigned to cook food in camp. Triggers once per rest.
Donate To Town
Triggers whenever gold is donated to a town.
Equipment Enchanted
Getting equipment enchanted at the enchanter’s store.
Getting Hit
Triggers whenever the adventurer takes damage in combat.
Guarding The Camp
Being assigned to guard the camp. Triggers once per rest.
Heal Others
Triggers whenever I directly heal another character, excluding healing over time.
Heal Self
Triggers whenever I directly heal myself, including potions.
Hit Something In Combat
Triggers whenever the adventurer hits something in combat.
Hunting For Food
Being assigned to hunt for food while camping.
Long Rest In Camp
Taking a long rest in the wilderness instead of a town.
Order Fancy Food And Drink
Ordering top-shelf food and drinks in the tavern.
Order Normal Food And Drink
Ordering normal food and drinks in the tavern.
Maintain Equipment In Camp
Maintaining equipment while camping. Triggers every hour while equipment still needs maintenance.
Noone Hurt In Combat
Triggers at the end of combat when nobody in the party took damage.
Sleep In Tavern
Triggers whenever sleeping inside a tavern.
Socialize In Camp
Being 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.
Personality
Likes
Dislikes
Adventurer
Hit Something In Combat, Hunting For Food, Long Rest In Camp
Commission Equipment, Noone Hurt In Combat, Sleep In Tavern
Caregiver
Donate To Town, Heal Others, Noone Hurt In Combat
Getting Hit, Hit Something In Combat, Sleep In Tavern
Connector
Donate To Town, Order Normal Food And Drink, Socialize In Camp
Guarding The Camp, Long Rest In Camp, Maintain Equipment In Camp
Diplomat
Donate To Town, Order Normal Food And Drink, Socialize In Camp
Guarding The Camp, Hit Something In Combat, Long Rest In Camp
Guardian
Guarding The Camp, Heal Others, Noone Hurt In Combat
Hunting For Food, Order Fancy Food And Drink, Sleep In Tavern
Hermit
Hunting For Food, Long Rest In Camp, Maintain Equipment In Camp
Donate To Town, Order Normal Food And Drink, Socialize In Camp
Idealist
Donate To Town, Heal Others, Noone Hurt In Combat
Getting Hit, Long Rest In Camp, Order Normal Food And Drink
Innovator
Cook Food In Camp, Equipment Enchanted, Order Fancy Food And Drink
Guarding The Camp, Heal Self, Maintain Equipment In Camp
Leader
Guarding The Camp, Commission Equipment, Noone Hurt In Combat
Heal Self, Hunting For Food, Sleep In Tavern
Performer
Cook Food In Camp, Order Fancy Food And Drink, Socialize In Camp
Guarding The Camp, Long Rest In Camp, Maintain Equipment In Camp
Rebel
Hit Something In Combat, Hunting For Food, Order Fancy Food And Drink
Donate To Town, Heal Others, Noone Hurt In Combat
Strategist
Guarding The Camp, Commission Equipment, Noone Hurt In Combat
Cook Food In Camp, Order Fancy Food And Drink, Sleep In Tavern
Survivor
Hunting For Food, Long Rest In Camp, Maintain Equipment In Camp
Getting Hit, Order Fancy Food And Drink, Sleep In Tavern
Thinker
Cook Food In Camp, Commission Equipment, Equipment Enchanted
Hit Something In Combat, Order Fancy Food And Drink, Socialize In Camp
Trickster
Hunting For Food, Order Fancy Food And Drink, Socialize In Camp
Guarding 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.