Character Classes

There are 61 classes in Adventure Company.

Let's get a move on! (Class Hierarchy will be here soon)
Yeah, yeah, I'll add the picture here later. Put your pants and your muzzle back on you impatient swine.

Trainee
The first and lowest tier of the classes is the Trainee, which has no real uses but its dashing abilities, potentially useful in collection missions.The Trainee promotes to:
 * Farmer (1 star required)
 * Fighter (2 stars)
 * Archer (2 stars)

Tier 2
The Farmer, first listed in the second tier, is the low-tier version of the healer, as it can grow apple trees that heal other heroes, and they can also eat apples to heal themselves. The Farmer promotes to: The Fighter, second listed in the second tier, is a versatile hero that can utilize almost all melee weapons. The Fighter promotes to: The Archer, third listed in the second tier, is the first available ranged unit with frustratingly low health, meaning that they tend to die pretty quickly. The Archer promotes to:
 * Lumberjack (unlocked in {mission}, 3 stars required)
 * Apprentice (unlocked in {mission}, 3 stars required)
 * Swordsman (3 stars required)
 * Spearman (unlocked in {mission}, 3 stars required)
 * Ranger (unlocked in {mission}, 3 stars required)
 * Pickpocket (unlocked in Saving Gobbos, 3 stars required)
 * Crossbowman (3 stars required)

Tier 3
The Lumberjack, successor of the Farmer, in the third tier, is a basic melee unit with low speed but high attack, which is useful against high-hitpoint enemies like bosses. The Lumberjack promotes to: The Apprentice, also successor of the Farmer, in the third tier, is a ranged unit that deals magic attacks and provides players with a mana boost. The Apprentice promotes to: The Swordsman, successor of the fighter, in the third tier, is a melee unit that, as the name suggest, uses swords to perform a variety of attacks. The Swordsman promotes to: The Spearman, other successor of the fighter, in the third tier, is a well rounded melee unit that wields spears to perform attacks that are useful to break opponents' combos. The Spearman promotes to: The Ranger, first successor of the archer, in the third tier, is a quick but low-health ranged unit that uses projectile weapons other than crossbows to punish slow units that cannot close out quickly. The Ranger promotes to: The Pickpocket, second successor of the archer, in the third tier, is close to useless aside from its' maximum speed which can be harnessed in daily collections. The Pickpocket promotes to: The Crossbowman, third successor of the archer, in the third tier, is an archer with high attack but low speed that uses crossbows to support heavy units like Knights and Berserkers. the crossboman is damage dealer ranged supportive and has more health then any other ranged unit before it. The Crossbowman promotes to:
 * Brawler (unlocked in {mission}, 3 stars required)
 * Berserker (3 stars required)
 * Charmer (unlocked in Lost Treefolk, 3 stars required)
 * Healer (3 stars required)
 * Wizard (unlocked in Lost Woods, 3 stars required)
 * Knight (3 stars required)
 * Captain (unlocked in Cooperation, 3 stars required)
 * Fencer (unlocked in Scorpion Den, 3 stars required)
 * Phalanx (3 stars required)
 * Defender (unlocked in Colossus, 3 stars required)
 * Marksman
 * Trapper
 * Thief
 * Rogue
 * Sharpshooter

The Black Knight, first successor of the Knight , in the fifth tier, is a heavily armored melee fighter capable of wielding many melee weapons and is useful for holding ground and attacking quick enemies who attempt to break a line, and can also pair very well with healer-type units. The Black Knight promotes to: The Red Knight, second successor of the Knight , in the fifth tier, is an armored melee fighter capable of wielding many melee weapons and is useful for charging at low-attack-speed units that are trying to lure your men out of formation, and pairs very well with Javelineers and bomb-wielding units. The Red Knight promotes to: The Knight Leader, third successor of the Knight , in the fifth tier, is a morale boosting armored melee fighter that keeps undisciplined enemies in check with its strength-in-numbers abilities. The Knight Leader clearly combines with other knights, but also with long-ranged allies in support. The Knight Leader promotes to: The Champion, successor of the Captain , in the fifth tier, is a tough fighter that excels in turning the tide with its presence. Its fighting ability as well as its mana abilities are very, very strong and can fight in packs with other troops or by itself. The Champion promotes to: The General, other successor of the Captain , in the fifth tier, is pretty much the Captain but boosted in every aspect. The General promotes to: The Dragoon, successor of the Phalanx , in the fifth tier, is a fast hit-and-run type spear wielding unit that counters slow, heavy hitting enemies well. Dragoons are the only unit to use the third dimension with its jumping ability that gives you a bird's eye view on the map. The Dragoon is a terminating class.
 * Death Knight
 * Flame Knight
 * Angel Knight
 * Hero
 * Commander

The Javelineer, successor of the Phalanx , in the fifth tier and personally my (notevensalty's) favorite class. Javelineers throw their spears, which puncture through an unlimited amount of units until terminating flight a certain distance away from launch point. Javelineers, when armed with energy spears, are heavy counters to 'you can't see me' ghosts and groups of enemies that you've collectively kited. The Javelineer is a terminating class.

The Titan, successor of the Defender , in the fifth tier, is a high-DEF and EDF armored melee unit with strong counter-the-masses abilities, making the Titan useful for plunging into crowds of enemies and slaughtering them all, as well as tanking damage. Pair them up with charmer or healer-type units for a fun time. The Titan is a terminating class.

The Paladin, other successor of the Defender , in the fifth tier, is a heavily armored melee unit that can go toe-to-toe with physically big enemies, as well as opposing armored enemies. The Paladin pairs nicely with Knights or supporting magic-wielding units. The Paladin is a terminating class.

The Enchanter, successor of the Charmer , in the fifth tier, is, as the name suggests, an enchanting mage that can convert (temporarily) enemy units to fight for you. Enchanters can also heal to an extent, making them acting-healers and not unlike Priests and Monks in the Age of Empires series. The Enchanter is a terminating class.

The Druid (I got you), successor of the Healer, in the fifth tier, looks like a reindeer, and I can't give you much info on it as those antlers are sort of putting me off promoting to Druid (The Druid has Really good base speed, decent health, low DEF, kinda low EDF, low ATK. More of a offensive healer class without weapon stats changes.

Abilities,
 * Snap dragon: Which spawns a plant the attacks enemies for however damage, uses 7mp
 * Healing Sycamore: A big circle that heals 1 health per second for 12 second, uses 12mp
 * Nature Wrath: An healing mose That heals Everyone including allied plants, uses 8mp
 * Passive: All plants spawned by this class last 10 seconds longer

The Priest, alternative successor of the Healer , in the fifth tier, does not have antlers and heals much more efficiently than Healers, but sacrificing attack. Priests may be slow, but they can slide out of dicey situations with their abilities. The Priest promotes to: The Dark Wizard, first successor of the Wizard , in the fifth tier, utilizes evil magic to raise undead allies and poison enemies because why not. Dark Wizards have relatively high attack but low DEF so keep them protected behind stronger allied units. The Dark Wizard promotes to: The Archmage, second successor of the Wizard , in the fifth tier, is a well-rounded mage excels at fighting low-EDF or slow units 1v1. Use them like Javelineers to skirmish enemy packs and draw out dangerous enemies that could severely damage allied groups. The Archmage promotes to: The Pyromancer, third successor of the Wizard , in the fifth tier, is a fire-wielding mage that can burn hordes of enemies, but has very low DEF and not the best EDF so keep these guys firing from behind the line. When necessary, Pyromances can also skirmish from ahead of the line, but not for long. Skirmishing with a Pyromance is highly unadvisable against quick units like assassins. The Pyromancer is a terminating class.
 * Saint
 * Necromancer
 * Sorcerer
 * Elementalist
 * Wise One

The Monk, first successor of the Brawler , in the fifth tier, is a surprisingly fast knuckle-wielding melee fighter that stuns enemies for stronger units to finish off. Group them with stronger melee fighters for easy wins in 'Fast Kill' maps. The Monk promotes to: The Sensei, second successor of the Brawler , in the fifth tier, has an insanely high attack rating, allowing it to fight individually when it needs to split off from the pack. The Sensei's abilities are also very strong in individual combat, as well as protective fighting. The Sensei promotes to: The Goliath, successor of the Berserker , in the fifth tier, as a larger-than-average tank unit with high defense and attack but low energy defense and speed. Goliaths bring strength to your fighter pack; use them to out-muscle enemy melee fighters and punish enemies that stray from support. The Goliath is a Supporting class.
 * Master Monk
 * Fu Master

The Sniper, successor of the Marksman , in the fifth tier, is trash. If you accidentally promoted to sniper, remember that you can still freely demote him back to Marksman, because Snipers are honestly so bad that you can only hide in the corner 360 no-scoping enemies and hoping your allies don't die from your useless attacks. The Sniper is a terminating class.

The Saint, successor of the Priest being (in my opinion) the most effective healer in the game, being able to bring your allies from the dead at three health with the cost being half of your mp, and can fend for themselves too without you having to worry about them having alot of HP, they have low ATK and DEF but high EDF and some speed (without weapon stat change) Is a healing class

Abilities The Wildling, the successor of the trapper (which is ranged class), has decent HP, TRASH DEF, not good EDF, and really good SPD. A good flank that can easily take enemies without them noticing. (best for defending missions) and not much to say because I don't really like the way it works, Is an Flank class
 * Heal: Restores 10 health the fighter and allies, uses 12mp
 * Judgement day: Stuns nearby enemies while raining down fire for 10 seconds, uses 22mp
 * Resurrection: Revives all dead allies at 3 health, uses 25mp
 * Divine Presence (Passive): Nearby allies get 50% percent more health when getting healed (by anyone)

Abilities
 * Snap Dragon: Spawns a plant that does (however damage that depends on enemy defense), uses 7mp
 * Camouflage: Turn invisible for 8 seconds, uses 8mp
 * Venomous Claws: Your attack poison enemies that you hit, last 10 seconds, uses 8mp
 * Wild Claws (Passive): Attacks have a 35% chance to do 2x damage

The Hunter ,

The Assassin ,

The Ninja, sueccessor of the Rogue ,