The Adventurers
LEDGER 05ARGUED

Builds & Debates

Anvil, Glass Choir, Event Choir, Thorn Garden — four routes with launch-week fights.

Four launch-window party archetypes with the arguments recorded as heard. Timings from day-two posts; quotes are paraphrased positions, not ours.

The Anvil

T0 general

Warden + Cleric chassis, Ranger carry, Paladin closer. Steady as bedrock, goes anywhere.

1. Open Warden + Cleric + Ranger2. End of chapter one: swap Ranger seat for Shadow (lockpick line)3. Chapter two: Druid for terrain4. Chapter three: Paladin replaces Warden5. Oath as finale insurance

The Glass Cannon Choir

T0 speedrun

Evoker Overload + Bard initiative, vaporize encounters in one round. Defense? Never heard of her.

1. Open Evoker + Bard + Ranger2. Overload line: 15% self-harm per fight for burst3. Bard song locks initiative4. Cleric Martyrdom as the floor5. Chapter three: Oathbreak closer

The Event Choir

T1 content

Bard + Shadow + Cleric: negotiate, pick, pray — the event table is the main course; combat avoided when possible.

1. Open Bard + Shadow2. Max Negotiator's Verse for event costs3. Shadow lockpicks reroute branches4. Cleric miracle flips the cult line5. Finale crushed by event-stacked legacy points

The Thorn Garden

T1 tactics

Druid Thornfield + Ranger traps + Warden choke: enemies queue up to die in the corridor.

1. Comes online chapter two2. Druid lays terrain3. Ranger traps the only lane4. Warden holds the choke5. "Renovate" the arena before boss fights

"Steady" is laziness, not tactics.

— the Anvil debate, against side, verbatim