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Adventurers

Adventurers are the heart of everything in ELHEXA. Almost every action—quests, battles, gathering, crafting, trading—relies on adventurers. Through Summoning, adventurers from all over the world gather in ELHEXA’s central city, ready to answer your call.

Adventurer Card

Each adventurer is represented by a card. The card shows their portrait, name, race, class, element, rarity, and stats—everything that defines who they are and what they can do.

SR Elf Mage
An SR-rarity Elf Mage wielding fire magic
SSR Human Archer
An SSR-rarity Human Archer with precise aim
UR Elf Rogue
A UR-rarity Elf Rogue striking from the shadows

Races

ELHEXA is home to multiple races, each with their own history and culture:

  • Humans — Rose to prominence after the Knight of the Silver Flame defeated the Barren. Versatile and adaptive.
  • Elves — Created by Isola, the Lord of Light. Masters of magic, ruling the Kingdom of Archmages.
  • Dwarves — Born from the continent itself. Expert inventors and craftsmen of the Kingdom of Mechanics.
  • Beastfolk — A diverse race with animal traits. Known for their physical prowess and deep connection to nature. Unlock after world progress.
  • Outlanders — Rare characters from other worlds, summoned through the rift. They bring unique abilities from beyond ELHEXA.

Classes

An adventurer’s class determines which skills they can learn, which institutions they can train at, and what kind of quests they excel in. Classes fall into two categories:

Battle Classes

Warrior
WarriorFront-line fighters with swords, shields, and heavy weapons.
STR
Mage
MageWield elemental magic to deal damage from a distance.
INT
Healer
HealerRestore allies’ health and remove harmful effects.
MND
Archer
ArcherPrecise ranged attackers with bows and crossbows.
DEX
Rogue
RogueAgile fighters who strike from the shadows with daggers and poisons.
AGI

Production Classes

Crafter
CrafterCraft equipment and mechanical devices
Chef
ChefPrepare meals and beverages
Miner
MinerGather ores, gems, and primal stones
Botanist
BotanistHarvest herbs, wood, and ingredients from nature

Battle classes fight in combat encounters; production classes handle gathering and crafting quests.

Elements

Adventurers may possess one or more elemental affinities, or none at all. Elements are determined at summoning and cannot be changed. The nine elements are:

Fire FireBurning damage
Water WaterFlowing force
Wind WindSwift strikes
Thunder ThunderLightning bolts
Earth EarthSolid defense
Ice IceFreezing cold
Light LightHoly radiance
Dark DarkShadow power
Nature NatureLife energy

Rarity

Every adventurer has a rarity tier assigned at summoning. Rarity ranges from N to UR:

  • NCommon
  • RRare
  • SRSuper Rare
  • SSRSuper Super Rare
  • URUltra Rare

Higher-rarity adventurers are guaranteed to start with higher-level skills. For example, a UR adventurer will come with a 5-star skill, while an N adventurer starts with only basic-level skills.

Rarity also applies a multiplier to ATK and HP growth on level-up:

RarityATK/HP Multiplier
N1.0×
R1.1×
SR1.2×
SSR1.3×
UR1.4×

Stats

Combat Stats

Two derived stats determine direct combat performance. They are calculated from base stats, class, level, and rarity. These are the stats that matter most in battle:

HP
HP (Health Points)
How much damage an adventurer can take before being defeated. Primarily scales with VIT, weighted by class.
ATK
ATK (Attack Power)
Determines the damage dealt by attacks and skills. Each class uses different base stats as its primary source of ATK.

Base Stats

Nine base stats shape an adventurer’s capabilities. They are randomized at summoning and improve each time the adventurer levels up. Stats range from low to AU (gold-tier) quality.

Battle Stats

  • STR (Strength) — Primary stat for Warriors. Contributes to physical ATK.
  • DEX (Dexterity) — Primary stat for Archers. Governs ranged ATK and precision.
  • AGI (Agility) — Primary stat for Rogues. Drives fast, evasive combat.
  • VIT (Vitality) — Affects HP for every class. Higher VIT weight for tanky classes like Warrior.
  • INT (Intelligence) — Primary stat for Mages. Powers magical ATK.
  • MND (Mind) — Primary stat for Healers. Drives healing and support ATK.

Production Stats

  • PER (Perception) — Affects gathering efficiency and rare-find chance in production quests.
  • CHR (Charisma) — Influences negotiation outcomes and trading in production activities.
  • LUK (Luck) — Affects bonus yields and special outcomes in production.

Talent Rating

Talent reflects the innate quality of an adventurer’s base stats. It is derived from the sum of all nine initial stats. Higher talent means the adventurer started with better stats and will grow faster with each level-up, since the level-up formula scales with the base value.

Talent window showing born stats
The Talent window — opened from the hero card — lists each born (initial) stat value and its quality star.

Each individual stat shows a quality star based on its initial value:

  • Gold star Gold Star — Initial value of 9 (highest)
  • Silver star Silver Star — Initial value of 8
  • Bronze star Bronze Star — Initial value of 7
Talent stars shown on stats
Stats with gold and silver stars indicating high initial values. Tap the (i) button on the hero card to open the Talent window.

Not every star matters equally. Each battle class scales primarily off one stat (Main) and partially off another (Secondary) for ATK and HP. When judging a card’s talent, prioritize stars on its class’s Main and Secondary stats.

ClassMainSecondaryHP WeightRole
WarriorWarriorSTRVITVIT × 40Tank / Melee DPS
MageMageINTMNDVIT × 12Glass Cannon
HealerHealerMNDVITVIT × 20Support
RogueRogueAGIDEXVIT × 22Bruiser / Melee
ArcherArcherDEXAGIVIT × 18Ranged DPS

Card Actions

Every adventurer card has four primary actions available from the card detail screen:

EXP Boost
EXP Boost
Feed Experience Books directly to an adventurer to instantly grant EXP and level them up. A quick way to strengthen a newly summoned adventurer without waiting for quest completions. Learn more in Growth →
Lock
Lock
Lock an adventurer to protect them from being accidentally transmuted, traded, or disposed of. A locked card cannot be removed until you unlock it. It’s good practice to lock any adventurer you plan to keep long-term.
Trade
Trade
List an adventurer on the Market for other players to purchase. Trading is a great way to earn Gold from adventurers you don’t need, or to find the exact card you’re looking for. Learn more in Market →
Transmute
Transmute
Convert unwanted adventurers into Experience Books and Skill Crystal Shards. The primary way to recycle cards and keep your roster lean while gaining value from every summon. Learn more in Growth →