All 8 Classes 1-10 Talent Trees & Progression Guide
Character progression in The Adventurers awards talent points at levels 2, 4, 6, 8, and 10. Every class features distinct branching choices between active offensive verbs, utility buffs, defensive bonus actions, and capstone passives. Below is the complete verified 1.0.0.0 progression breakdown for all 8 archetypes.
âš” Warrior Progression
Frontline Chokepoint Tank & Two-Handed Cleaver
Warriors anchor every dungeon crawl. With Unstoppable at level 10, they become immune to flanking gang-up multipliers, making them the ultimate solo hex chokepoint holders in narrow ruins.
- â–¸Wide Swing (Lv 1) + Reckless (Lv 4) = 130% AoE Cleave across 3 frontline hexes
- â–¸Come At Me (Lv 2) + Protection (Lv 4) = Safe high-threat aggro pull with -30% damage taken
- â–¸Slam (Lv 6) + Aim For The Knee (Lv 8) = Complete turn denial and movement lock
Attacks enemies in a wide 3-hex arc directly in front of the warrior.
Forces an enemy within range to target only the warrior on their next turn.
Performs two basic physical strikes against a single target.
Strikes for physical damage and inflicts a 3-turn bleeding damage-over-time status.
Reduces all incoming damage by 30%, but lowers damage dealt by 30%.
Increases damage dealt by 30%, but increases all damage taken by 30%.
Aura: Grants other party members within 3 hexes +20% damage.
Bludgeons target, inflicting Stun and completely interrupting their next action.
Once per battle: Instantly recovers 50% max Energy and 50% max HP.
Grants adjacent allies a +20% Dodge chance buffer.
Pins target to their current hex, reducing movement range to 0.
Scales incoming damage reduction based on remaining Energy percentage.
Once per battle: Cleanses all debilitating stuns, bleeds, and debuffs.
Enemies cannot receive the Gang Up flanking damage multiplier against you.
Consumes massive Energy to unleash an all-out devastating sequence of blows.
War cry that intimidates nearby foes, reducing their damage dealt by 20%.
âš” Archer Progression
Long-Range Pierce Sniper & Critical Executioner
In 1.0, Agility block and parry were heavily nerfed (-25% and -33%), making Archers pure glass cannons. They must leverage elevation, high range, and the Better Alone passive to rain critical fire from safety.
- â–¸Eagle Focus (Lv 2) + Aimed Shot (Lv 2) = Guaranteed 125% Critical Headshot kill
- â–¸Pin (Lv 2) + Rain Of Arrows (Lv 8) = Trapping entire enemy packs inside ground hazard zones
- â–¸Better Alone (Lv 10) + Long Shot (Lv 8) = Massive solo damage bonus firing from extreme range
Fires two rapid arrows at a single target.
Carefully line up a shot to guarantee a Critical Hit.
Fires into enemy leg, pinning them to the hex for 1 turn.
Sharpens senses, boosting all attack damage by +25% for 2 turns.
Consumes heavy Energy to launch a devastating armor-piercing projectile.
Increases personal Dodge chance by 25%.
Instantly cleanses a negative status effect.
Designates an enemy, increasing all party damage dealt to them by 20%.
Fires split arrows hitting two separate targets in line of sight.
Leaps backward 2 hexes without triggering enemy opportunity attacks.
Blankets a 7-hex radius with falling arrows, hitting all enemies in the area.
Fires at extended range; damage increases the further the target is.
Execution strike that deals triple damage if target is below 25% HP.
Grants +25% damage and +20% Dodge when no allies are within 3 hexes.
Unleashes an overwhelming barrage of arrows consuming all remaining Energy.
Killing an enemy with an arrow instantly refunds 50% Energy and AP.
âš” Wizard Progression
Arcane Controller & Large-Scale AoE Evoker
Remember: There is NO Intelligence stat in The Adventurers. Wizard magic damage scales strictly from Resolve (+6% per point above 10, boosted by +25% in 1.0 balance). High Vitality is required to recover Energy per round.
- â–¸Frost Nova (Lv 2) + Fireball (Lv 4) = Freezing pack in place then incinerating for massive burst
- â–¸Mana Shield (Lv 4) + Ice Storm (Lv 8) = Channeling heavy blizzard without fear of being interrupted
- â–¸Chain Lightning (Lv 8) + Arcane Echo (Lv 10) = Devastating multi-target electrocution loops
Fires a concentrated beam of magic energy scaling strictly with Resolve.
Explodes a ring of frost around the caster, chilling and rooting adjacent foes.
Channels energy, increasing spell critical strike chance by +30% for 1 turn.
Hurls a massive explosive orb dealing heavy magic damage in a 7-hex radius.
Converts 50% of incoming damage directly into Energy loss instead of HP loss.
Instantly teleports to any unoccupied visible hex within 4 tiles.
Casts an energy drain that cuts enemy Movement and AP by half for 2 turns.
Strikes a primary target and arcs across up to 4 nearby enemies.
Summons a blizzard across a massive area that inflicts Frostbite and reduces hit chance.
Casting a high-tier spell has a 35% chance to duplicate cast without Energy cost.
Rains cataclysmic fire across half the battlefield, leaving burning hexes.
âš” Cleric Progression
Premier Radiant Healer & Anti-Undead Anchor
The premier healer of Shion. Clerics do not just heal—their Purge Unholy and Celestial Ward abilities trivialize vampire and undead crypt expeditions while keeping company wounds low to prevent camp morale collapse.
- â–¸Bless (Lv 2) + Mend Wounds (Lv 1) = Boosting ally hit chances while topping off frontline health
- â–¸Purge Unholy (Lv 6) + Radiant Strike (Lv 4) = Massive burst multipliers againstskeletons and ghouls
- â–¸Celestial Heal (Lv 8) + Divine Mending (Lv 4) = Full company recovery in a single round
Restores a moderate amount of Health to an adjacent ally scaling on Resolve.
Blesses an ally with +15% Hit Chance and +10% Damage for 3 turns.
Strikes with mace infused with radiant light, dealing Resolve-scaling magic damage.
Ranged heal that cleanses bleeding status and restores high HP.
Surrounds target in holy light, reducing next incoming magic attack by 50%.
Unleashes radiant blast dealing 250% damage to Undead and Demons.
Target ally cannot be targeted by single-target attacks for 1 round.
Radiates divine energy healing all allies within 3 hexes simultaneously.
Every time the Cleric heals an ally, both gain +15% Movement for 1 turn.
Once per battle: Revives a fallen ally from death door with 50% HP.
Calls down radiant pillars that scorch all evil entities on the battlefield.
âš” Paladin Progression
Frontline Hybrid Tank & Aura Commander
Paladins split their stats between Strength and Resolve. They wield heavy shields while projecting defensive auras that elevate everyone around them, making them ideal partners for squishy rogues.
- â–¸Lay On Hands (Lv 2) + Divine Fury (Lv 4) = Healing self while dealing bonus holy retaliation
- â–¸Smite Evil (Lv 2) + Radiant Strike (Lv 6) = High-damage anti-demon frontline crushing
- â–¸Aura Of Courage (Lv 8) + Shield Wall (Lv 4) = Absolute frontline immunity to fear and morale drop
Melee weapon attack imbued with radiant holy damage.
Devastating strike dealing bonus holy damage scaling on Resolve.
Instant emergency heal restoring HP without consuming main attack AP.
Temporarily adds radiant damage to all basic weapon attacks for 2 turns.
Raises shield, granting +35% Block and projectile deflection to adjacent hexes.
Allies within 2 hexes regenerate 5 HP per turn and gain +10% magic resist.
Takes 50% of the damage intended for an adjacent ally onto yourself.
Allies within 3 hexes cannot be Frightened and suffer no morale penalty from getting hit.
Slams shield into the ground, sending holy shockwaves that knock enemies back.
Transforms for 3 turns: +50% Damage, +30% Armor DR, and all attacks heal the lowest-HP ally.
âš” Thief Progression
Flanking Assassin & Critical Executioner
Thieves dominate hex positioning. With Double Stab and Finish Them, they exploit 6-neighbor flanking bonuses to delete priority targets, but die quickly if caught in open frontline trades.
- â–¸Throw Sand (Lv 2) + Double Stab (Lv 1) = Blinding target so they cannot dodge your backstab
- â–¸Shadow Step (Lv 4) + Finish Them (Lv 6) = Teleporting directly into rear hex for lethal execution
- â–¸Triple Threat (Lv 10) + Poison Blade (Lv 2) = Applying lethal triple poison stacks in one turn
Strikes twice with dual daggers. Deals +50% damage when attacking from a flank hex.
Throws sand into enemy eyes, inflicting Blind (-40% Hit Chance) for 1 turn.
Coats daggers in venom, causing attacks to inflict stacking poison DoTs.
Vanishes and reappears on any unoccupied hex adjacent to an enemy.
Drops smoke on self, granting 100% Dodge for 1 turn and breaking aggro.
Lethal execution strike that deals triple damage if target is below 35% HP.
Increases flanking damage bonus from +20% to +45% on all attacks.
Instantly refunds 2 AP and 30 Energy when landing a critical strike.
Slashes leg tendons, crippling enemy movement to 1 hex for 2 turns.
Unleashes a blinding three-strike dagger flurry with bonus critical multiplier.
Starting combat in stealth; first attack from stealth is an automatic guaranteed crit.
âš” Druid Progression
Nature HoT Sustainer & Spirit Summoner (No Shapeshifting)
Important 1.0 Note: Druids in The Adventurers do NOT shapeshift. They are dedicated nature sustainers who excel at healing-over-time (Warm Embrace) and summoning spectral wolves and grove spirits to clog hex lines.
- â–¸Rotting Vines (Lv 4) + Summon Wolf Spirit (Lv 2) = Rooting enemies while wolves shred them
- â–¸Warm Embrace (Lv 1) + Nature Grace (Lv 6) = Stacking party-wide regeneration buffs
- â–¸Spirit Of The Grove (Lv 10) + Entangling Roots (Lv 8) = Battlefield lockdown with healing auras
Applies a powerful Heal-over-Time (HoT) that restores HP at start of each round.
Summons a spectral wolf that occupies a hex, attacks foes, and draws aggro.
Pulls an enemy 2 hexes closer and inflicts bleed damage.
Vines erupt from ground, rooting enemies in place and reducing their Armor DR.
Toughens ally skin, granting +25% physical damage resistance for 3 turns.
Allies affected by your HoTs gain +15% Dodge and +10% Movement speed.
Instant burst heal that also removes poison and disease debuffs.
Massive AoE root trapping all enemies in a 7-hex radius.
Calls a storm bolt that deals heavy nature damage; damage doubles in rain/water.
Summons an ancient grove treant spirit that casts auras of healing and regeneration.
âš” Warlock Progression
Unholy Summoner & Dark Magic Specialist
Warlocks possess innate magic resistance and command the undead. Their demons and skeleton thralls drain Resolve but create expendable bodies that turn the tide of numbers in difficult encounters.
- â–¸Soul Leech (Lv 1) + Hex Of Weakness (Lv 2) = Draining enemy life while cutting their attack power
- â–¸Summon Skeleton (Lv 2) + Dark Sacrifice (Lv 4) = Spawning thralls and detonating them for unholy AoE
- â–¸Unholy Nova (Lv 8) + Drain Soul (Lv 10) = Massive health siphon across entire enemy battle lines
Drains life force from an enemy, healing the Warlock for 60% of damage dealt.
Curses an enemy, reducing their physical damage dealt by 25% for 3 turns.
Raises a skeleton warrior that engages in melee and distracts enemy units.
Destroys an active summoned minion to instantly restore full Energy to the Warlock.
Inflicts dark rot that deals damage whenever the affected target takes an action.
Summons a powerful winged fiend that drains Resolve each round but deals high fire/unholy damage.
Horrifies an enemy, causing them to spend their turn fleeing away from the Warlock.
Releases a dark shockwave that damages all foes and heals all undead minions.
Lowers all enemy elemental and magic resistances by 30%.
Raises 3 skeleton warriors simultaneously to overwhelm enemy positions.
Channels fatal necrotic energy; if the target dies, the Warlock permanently gains bonus Resolve for the battle.
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