Hex Grid Tactical Rules & Damage Engine
Official 1.0 rules: 6-neighbor hex geometry, Resolve-based Energy pools, Pierce vs Slash/Bash scaling, Unstable Platforms (-33%), Cave & Night Fog of War, and Permadeath Bleed-out timers.

Flanking Vectors & Chokepoint Defense
Unlike 4-tile square grids, every unit in The Adventurers is surrounded by 6 adjacent hexes. This makes flanking significantly more aggressive. Stacking multiple allies around an enemy triggers the Gang Up bonus (higher critical strike chance), while the Thief class specializes in converting gang-up surrounds into lethal executions.
Max Pool (Resolve) & Round Recovery (Vitality)
Energy is the universal currency for actions, spells, and summons. Energy does NOT scale from Agility.
⚔ Weapon Families & Damage Type Formulas
1.0.0.0 VERIFIED ENGINEMud, Snow, and Sand Terrain Hazard
Introduced in patch 9.7.3, units standing on mud, deep snow, or sand tiles suffer from the Unstable Platform debuff:
Line-of-Sight Visibility Rules
Fog of war in The Adventurers is strictly a combat map mechanic:
Permadeath Mechanics & Survival Passives
When an adventurer reaches 0 HP, they do not instantly vanish—they enter Bleed-Out state. If combat ends or they are healed with Mend Wounds before the clock expires, they survive.