The Adventurers Hub
SYSTEM:1.0.0.0 VERIFIED
TACTICAL MANUAL // BATTLE RULES

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.

Hexagonal grid battlefield with units positioned
FIG 1.0: Hexagonal Turn-Based Grid Engagement6-Tile Adjacency Vector
1. Hexagonal Geometry & 6-Neighbor Flanking

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.

Choke Control: 2 hex gaps can be fully anchored by 1 Warrior with Wide Swing.
Opportunity Attacks: Careless movement around enemies within 1 hex range provokes instant retaliation.
2. Energy Economy: Resolve vs Vitality

Max Pool (Resolve) & Round Recovery (Vitality)

Energy is the universal currency for actions, spells, and summons. Energy does NOT scale from Agility.

Max Energy Pool:10 × Resolve
Base Energy Recovery:+5 / Round
Vitality Recovery Bonus:+1 / Round per VIT > 10
Quick Breaths Talent:2× All Energy Recovery

Weapon Families & Damage Type Formulas

1.0.0.0 VERIFIED ENGINE
SLASH & BASH
Swords, Axes, Maces, Flails
Governing Stat:Strength (STR)
Scaling Rate:±5% per point from 10
Primary weapon class for Warrior and Paladin frontliners.
PIERCE
Bows, Daggers, Throwing Blades
Governing Stat:Agility (AGI)
Scaling Rate:±5% per point from 10
Governs Archer ranged strikes and Thief daggers.
ARCANE & RADIANT MAGIC
Staves, Holy Light, Curses, Summons
Governing Stat:Resolve (RES)
1.0 Scaling Rate:+7.5% per RES > 10 (+25% 1.0 buff)
Also dictates Druid and Warlock summon stats.
Halberds (Update 9.7.7): Halberds have a default attack range of 2 hexes, allowing second-rank melee reach behind the frontline wall.
3. Unstable Platforms (-33% Debuff)

Mud, 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:

Hit Chance Penalty:-33%
Damage Output Penalty:-33%
Flying Units Exception (9.7.7): 20+ flying monsters (bats, harpies, winged demons) completely ignore terrain penalties.
👁 4. Combat Fog of War (Caves & Night)

Line-of-Sight Visibility Rules

Fog of war in The Adventurers is strictly a combat map mechanic:

Cave Interiors: Extreme darkness limits visibility strictly to adjacent hexes around your adventurers.
Outdoor Night Battles: Provides +250% view distance compared to caves, but enemies outside direct sight can ambush from the darkness.
Scout General Passive: Essential in fog maps to reveal hidden enemy resistances before spending heavy energy.
💀 5. Permadeath, Bleed-Out Clocks & Brutal AI

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.

Hard To Kill
Doubles total bleed-out turns before death occurs.
Still In This
Fatal blow fails once per combat encounter.
Just Kidding (Thief)
Fatal strike leaves character at 5 HP instead.
Enemy AI Types (9.3.0+): Brutal and Feral enemy archetypes will deliberately bypass frontline tanks to focus down squishy casters and bleed-out targets. Keep Clerics guarded!