The Adventurers: All Classes and Abilities
Use this guide to look up what each attribute changes, which abilities are available to every adventurer, and the complete ability set for each class in The Adventurers. The class roster is Archer, Cleric, Druid, Paladin, Thief, Warlock, Warrior, and Wizard.
The quickest way to read the tables is to start with the ability type. The listings use Action, Bonus, Passive, and Trigger, while Better Alone is the one class ability marked as Area Influence.
All Classes
There are eight classes in the ability list:
| Class | Number of class abilities |
|---|---|
| Archer | 16 |
| Cleric | 16 |
| Druid | 16 |
| Paladin | 16 |
| Thief | 16 |
| Warlock | 16 |
| Warrior | 16 |
| Wizard | 16 |
General Abilities sit outside those class lists. They cover shared bonuses such as movement, experience, recovery, survivability, recruitment, trading, equipment styles, and weapon mastery.

Attributes
The table reports only the values stated in the game text. Where a rate is omitted or ambiguous, the entry says so instead of filling in a number.
| Attribute | What it affects | Listed values and notes |
|---|---|---|
| Agility | Block, parry, and damage with pierce weapons | Each point above 10 gives +3% block, +3% parry, and +5% pierce damage. Each point below 10 gives -3% block, -2% parry, and -5% pierce damage. |
| Charisma | Speech events and shop prices, using the party member with the highest value | Each point above 10 lowers store prices by 2%. Each point below 10 raises them by 2%. |
| Luck | Critical Chance and Search Events | Critical Chance changes by 2% per point away from 10. The below-10 rate is listed as 2% without a minus sign. |
| Resolve | Energy and Magic Damage | Every point supplies 10 Energy. Each point above 10 gives +6% Magic Damage, while each point below 10 gives -6%. |
| Strength | Damage with bash and slash weapons | Each point above 10 gives +5% damage. Each point below 10 gives -5%. |
| Vitality | Health and Energy Recovery | Every point supplies 10 Health. Points above 10 also raise the Energy recovered each round. |
General Abilities
These 35 abilities are not tied to one of the eight class lists.
| Ability | Type | Effect |
|---|---|---|
| Scout | Passive | Reveals enemy combat resistances and extra details during events. |
| Quick Feet | Passive | Adds 1 to combat movement. |
| Stun Immunity | Trigger | After being stunned, the adventurer cannot be stunned again for 10 rounds. |
| Gifted | Passive | Raises all experience gains by 20%. |
| Quick Breaths | Passive | Doubles Energy recovery, including recovery during combat. |
| Social Butterfly | Passive | Doubles social interaction gains for party relationships. |
| Sanctified Core | Passive | Raises all incoming healing by 25%. |
| Restful Resilience | Passive | Improves the Health and Energy bonuses from resting by 20%. |
| Quickness | Passive | Adds 10% to dodge bonuses. |
| Tough S.O.B | Passive | Increases maximum Health by 25%. |
| Hard To Touch | Passive | Makes ranged attacks 20% less likely to hit. |
| Brush It Off | Passive | Cuts every morale loss in half. |
| Never Tired | Passive | Starts each combat with no less than 50% Energy. |
| Herbalist | Passive | Grants one extra item whenever the adventurer harvests. |
| Hard To Kill | Passive | Doubles the adventurer’s bleed-out time. |
| Mental Toughness | Passive | Adds 15% Magic Resistance. |
| Pushing Through | Passive | Shortens enemy-applied debuffs by 1 round. |
| Born Leader | Passive | Cuts recruitment prices by 20% for tavern recruits and outpost soldiers. |
| Merchant | Passive | Lowers purchase prices by 10% and raises sale prices by 10%. |
| Enduring Aura | Passive | Extends incoming buffs by 1 round. |
| Still In This | Trigger | Once per combat, a killing blow leaves the adventurer alive. |
| Berserker | Passive | Adds 20% damage while Health is below 50%. |
| Shield Mastery | Passive | Improves block bonuses by 10%. |
| Locked In | Passive | Adds 10% Critical Chance. |
| Armor Proficiency | Passive | Cuts armor’s Energy penalty by 25%. |
| Just One Arm | Passive | Adds 15% dodge when using a one-handed weapon without a shield. |
| Two Hands Better Than One | Passive | Adds 20% damage with two-handed weapons. |
| Inspired Fighter | Passive | Adds 10% damage while morale is above 75%. |
| Weapon Mastery - Bow | Passive | Adds 10% damage and accuracy with a Bow. |
| Weapon Mastery - Sword | Passive | Adds 10% damage and accuracy with a Sword. |
| Weapon Mastery - Axe | Passive | Adds 10% damage and accuracy with an Axe. |
| Weapon Mastery - Dagger | Passive | Adds 10% damage and accuracy with a Dagger. |
| Weapon Mastery - Mace | Passive | Adds 10% damage and accuracy with a Mace. |
| Weapon Mastery - Flail | Passive | Adds 10% damage and accuracy with a Flail. |
| Weapon Mastery - Staff | Passive | Adds 10% damage with a Quarterstaff or Staff. |
Archer Abilities
The Archer ability list includes direct shots, control effects, and self-buffs.

| Ability | Type | Effect |
|---|---|---|
| Double Shot | Action | Sends two arrows into one target. |
| Aimed Shot | Action | Guarantees a critical hit against the chosen target. |
| Pin | Action | Stops an enemy from moving for a limited time. |
| Eagle Focus | Bonus | Raises attack damage by 25%. |
| Dodge | Bonus | Adds 25% Dodge Chance. |
| Snap | Bonus | Clears one debilitating effect. |
| Massive Shot | Action | Makes a powerful arrow attack that consumes a large amount of Energy. |
| Mark | Bonus | Marks an enemy so it takes 20% more damage. |
| Stun | Action | Prevents the enemy from attacking or moving. |
| Long Shot | Action | Fires an arrow at twice the normal range. |
| Poisoned Arrow | Action | Poisons on hit and deals damage over time. |
| Sleep | Action | Stops the target from attacking until something attacks it. |
| Burst Shot | Action | Strikes the target and adjacent targets with one shot. |
| Barbed Arrow | Action | Applies bleeding when the arrow hits. |
| Blinding Shot | Action | Blinds targets hit by the arrow. |
| Better Alone | Area Influence | With no allies nearby, grants 30% resistance to attack damage. |
Cleric Abilities
The Cleric ability list covers healing, radiant damage, protection, and ally support.

| Ability | Type | Effect |
|---|---|---|
| Mend Wounds | Bonus | Restores a small amount of Health. |
| Blessing Of Valor | Bonus | Gives allies in range 20% more physical attack damage. |
| Healing Light | Bonus | Restores Health to an ally the Cleric can touch. |
| Holy Light | Action | Deals radiant damage and cuts the enemy’s attack by 20%. |
| Holy Protection | Bonus | Gives an ally temporary Health. |
| Prayer Of Restoration | Bonus | Provides a small heal to every ally in range. |
| Celestial Nova | Action | Damages all nearby enemies with a burst of radiant energy. |
| Holy Sanctuary | Bonus | Reduces incoming damage by 50%. |
| Divine Mending | Action | Restores an ally to full Health. |
| Divine Judgment | Action | Calls down heavy radiant damage with a chance to stun the enemy. |
| Divine Energy | Bonus | Doubles Energy recovery for every other ally. |
| Beacon Of Light | Bonus | Places a healing-over-time effect on one ally. |
| Radiant Wave | Action | Heals allies and damages enemies inside its range. |
| Celestial Heal | Action | Fully heals every other ally. Anyone affected cannot receive celestial help again during that combat. |
| Sacrificial Surge | Action | Spends all remaining Energy to heal every ally by an equal amount. |
| Purge Unholy | Action | Inflicts massive radiant damage. A target vulnerable to radiant damage may die instantly. |
Druid Abilities
The Druid ability list combines healing over time, nature damage, debuffs, and spirit summons.

| Ability | Type | Effect |
|---|---|---|
| Warm Embrace | Bonus | Gives one ally a small healing-over-time effect. |
| Poisoned Thorns | Action | Deals nature damage each turn and reduces the target’s incoming healing. |
| Summon Rat Spirit | Action | Calls a rat spirit that draws on the Druid’s Energy until combat ends. |
| Rotting Vines | Action | Immobilizes an enemy and deals nature damage each turn. |
| Blooming Renewal | Bonus | Channels moderate healing over time on all allies and removes one debuff. |
| Summon Spider Spirit | Action | Calls a spider spirit that uses the Druid’s Energy for the rest of combat. |
| Wither | Action | Deals low nature damage each turn and makes the target take 50% more damage. |
| Lifeweaver’s Touch | Bonus | Gives one ally a large heal and improves their healing. |
| Summon Wolf Spirit | Action | Calls a wolf spirit that consumes the Druid’s Energy until combat finishes. |
| Corrupted Growth | Action | Deals damage each turn while reducing the target’s damage output. |
| Roots Of Recovery | Bonus | Roots an ally in place and restores a large amount of Health over time. |
| Summon Werewolf Spirit | Action | Calls a werewolf spirit that uses the Druid’s Energy through the end of combat. |
| Blightstorm | Action | Applies damage over time, raises damage taken by 50%, and lowers damage dealt by 50%. |
| Emerald Harmony | Action | Channels strong healing over time on other nearby allies and removes all their debuffs. |
| Summon Yeti Spirit | Action | Calls a yeti spirit that draws on the Druid’s Energy until combat ends. |
| Spirit Of The Grove | Action | Fully heals every other ally once per battle. |
Paladin Abilities
The Paladin ability list covers radiant attacks, healing, shields, buffs, and enemy weakening.

| Ability | Type | Effect |
|---|---|---|
| Divine Fury | Bonus | Raises the Paladin’s main attack by 50%. |
| Righteous Command | Bonus | Cuts an enemy’s attack by 50%. |
| Smite Evil | Action | Delivers a high-damage radiant strike and reduces the enemy’s attack power by 20%. |
| Lay On Hands | Action | Converts Energy into Health for an ally the Paladin can touch. |
| Inspiring Presence | Bonus | Increases every ally’s attack power by 20%. |
| Blinding Light | Action | Deals holy-light damage to all enemies in range. |
| Purifying Touch | Action | Heals one ally and clears a negative status effect. |
| Judgment’s Burden | Bonus | Marks an enemy to take 30% more damage. |
| Radiant Strike | Action | Deals radiant damage and has a chance to stun. |
| Radiant Renewal | Action | Gives an ally a healing-over-time effect. |
| Holy Resolve | Bonus | Blocks debuffs and raises healing by 50%. |
| Vengeance Burst | Action | Releases a wave of radiant energy. |
| Divine Sacrifice | Action | Channels half of the Paladin’s Health into an ally. |
| Oathkeeper’s Vow | Action | Grants immunity to all negative status effects and raises healing received by 50%. |
| Sacred Blade | Action | Conjures a blade of light for a massive single-target hit. |
| Guardian’s Grace | Action | Shields an ally with temporary Health. |
Thief Abilities
The Thief ability list centers on critical hits, poison, bleeding, mobility control, and avoiding danger.

| Ability | Type | Effect |
|---|---|---|
| Double Stab | Action | Makes two fast attacks. |
| Poison Blade | Action | Adds poison to the main attack for 5 turns. |
| Throw Sand | Bonus | Cuts the enemy’s block, dodge, and parry chances by 50%. |
| Gang Up | Bonus | Each ally next to the target raises Critical Chance. |
| Finish Them | Bonus | Automatically scores critical hits against targets at 30% Health. |
| Elusive | Bonus | After dodging, gives the next attack a 50% chance to be critical. |
| Hamstring | Bonus | Prevents an enemy from moving. |
| Hit The Mark | Bonus | Guarantees that the next attack will be a critical hit. |
| Tricksy | Bonus | Raises Dodge Chance by 50%. |
| Burst Of Adrenaline | Bonus | Refills all Energy at the cost of 50% Health. |
| With A Twist | Action | Twists the blade in the target and causes bleeding. |
| Distract | Bonus | Makes an enemy stop targeting the Thief when someone else is close by. |
| We Finish This | Action | Applies poison that makes every party member’s attacks critical. |
| Triple Threat | Action | Hits one enemy with three quick dagger attacks. |
| Just Kidding | Bonus | A killing blow leaves the Thief at 5 Health. |
| In This Together | Passive | Adds 10% damage for each ally touching the enemy. |
Warlock Abilities
The Warlock ability list includes life drain, curses, necrotic damage, and ten different summons.

| Ability | Type | Effect |
|---|---|---|
| Soul Leech | Action | Drains Health from one target each turn. |
| Summon Imp | Action | Calls an imp that consumes the Warlock’s Energy until combat ends. |
| Summon Skeleton Warrior | Action | Calls a skeleton warrior that uses the Warlock’s Energy through the end of combat. |
| Hex Of Weakness | Bonus | Reduces the enemy’s damage and doubles the damage it takes. |
| Summon Starved Demon | Action | Calls a starved demon that draws on the Warlock’s Energy until combat finishes. |
| Summon Skeleton Archer | Action | Calls a skeleton archer that uses the Warlock’s Energy for the rest of combat. |
| Dark Pact | Bonus | Trades half of the Warlock’s Health for the same amount of Energy. |
| Summon Wing Demon | Action | Calls a wing demon that consumes the Warlock’s Energy until combat ends. |
| Summon Skeleton Mage | Action | Calls a skeleton mage that uses the Warlock’s Energy through the end of combat. |
| Curse Of Decay | Action | Raises the damage a target takes and deals necrotic damage over time. |
| Summon Warlock Demon | Action | Calls a warlock demon that draws on the Warlock’s Energy until combat finishes. |
| Summon Skeleton Hero | Action | Calls a skeleton hero that uses the Warlock’s Energy for the rest of combat. |
| Mark Of The Damned | Bonus | Marks a target so it takes triple damage. |
| Summon Spiked Demon | Action | Calls a spiked demon that consumes the Warlock’s Energy until combat ends. |
| Summon Skeleton Giant | Action | Calls a skeleton giant that uses the Warlock’s Energy through the end of combat. |
| Unholy Nova | Action | Sacrifices Health to damage every enemy in range with necrotic energy. |
Warrior Abilities
The Warrior ability list covers close-range attacks, durability, enemy control, and party protection.

| Ability | Type | Effect |
|---|---|---|
| Wide Swing | Action | Attacks in a broad arc in front of the Warrior. |
| Come At Me | Bonus | Forces an enemy to target the Warrior. |
| Double Attack | Action | Makes two basic attacks against one target. |
| Wound | Action | Injures the target and applies bleeding. |
| Protection | Bonus | Reduces damage taken by 30% and damage dealt by 30%. |
| Reckless | Bonus | Raises damage dealt by 30%, while also raising damage taken by 30%. |
| Leader | Bonus | Adds 20% damage for the other party members. |
| Save Them | Bonus | Gives adjacent allies 20% more Dodge Chance. |
| Slam | Action | Stuns the target. |
| Second Wind | Bonus | Restores 50% of Health and Energy, and can be used once. |
| Shake It Off | Bonus | Clears every debilitating effect, and can be used once. |
| Aim For The Knee | Action | Stops the target from moving. |
| Too Quick | Bonus | Reduces incoming damage according to the Warrior’s remaining Energy. |
| Frenzy | Action | Makes a massive swing that consumes a large amount of Energy. |
| Roar | Bonus | Reduces the damage of surrounding enemies by 20%. |
| Unstoppable | Passive | Prevents enemies from receiving a gang-up damage bonus. |
Wizard Abilities
The Wizard ability list includes elemental attacks, shields, drains, and turn control.

| Ability | Type | Effect |
|---|---|---|
| Frost Nova | Action | Fires an ice bolt that may stun. |
| Missiles | Action | Launches three separate magic projectiles at one target. |
| Fireball | Action | Hits the target and every adjacent target with a fireball. |
| Arcane Shield | Bonus | Gives the Wizard temporary Health through a magical shield. |
| Energy Drain | Action | Converts an enemy’s Health into Energy. |
| Chain Lightning | Action | Shocks connected adjacent enemies, up to a maximum of four. |
| Ice Armor | Bonus | Reduces all incoming damage by 25%. |
| Ignite | Action | Sets a target alight so it takes damage at the end of its turn. |
| Freeze Target | Action | Freezes one target. |
| Blind | Bonus | Surrounds the target in darkness and cuts block, dodge, and parry chances by 50%. |
| Lightning Bolt | Action | Conjures a bolt of lightning. |
| Ice Storm | Action | Hits adjacent targets with an ice storm that may stun them. |
| Phase Shift | Bonus | Temporarily reduces all damage taken by the Wizard by 100%. |
| Life Drain | Action | Converts an enemy’s Health into healing Energy. |
| Time Warp | Action | Speeds up an ally’s next turn. |
| Mystic Barrier | Bonus | Gives other allies in range temporary Health through a magical shield. |
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