AQW Stats & Mechanics Wiki

Welcome to the AQW Mechanics Codex

This wiki breaks down the underlying game logic, backend formulas, packet behaviors, and stat math of AdventureQuest Worlds[cite: 1]. Designed for min-maxxers and veterans.


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1. Mana Regeneration Models

Every class restores mana using specific backend rules[cite: 1]. Passive baseline regeneration gives 3 MP every 9 seconds in combat[cite: 1].

Class Model Mana Restoration Triggers
Warrior Auto-attack positive hits (6 MP normal / 9 MP crit)[cite: 1]. +3 MP when struck for positive damage[cite: 1].
Mage Positive skill hits generate MP=40×damageHPmax (Crits apply 1.5× multiplier)[cite: 1].
Rogue Auto-attacks give 3 MP on hit / 5 MP on crit[cite: 1]. Dodges grant 9 MP and heal 2% Max HP[cite: 1].
DeathKnight 2 MP on ALL positive damage dealt to enemies, including DoT ticks[cite: 1].
Ninja Initiating combat gives 82 MP[cite: 1]. Auto-attacks give 1-2 MP[cite: 1]. Shadowburn gives 20 MP without Shadowblade[cite: 1].
Temporal Rift Auto-attacks under Temporal Rift give 3 MP on hit / 9 MP on crit[cite: 1].

2. Primary & Gear Stats (LIST & GIST)

Primary stats are derived from your Equipment and Player Level[cite: 1]. The game calculates a total base pool called the LIST (Level-Interstat-Total) and distributes it based on your Class Model[cite: 1].

Class Model Ratios (LIST)

Determines your base stats ignoring equipment. Luck Hybrid provides the highest overall stat spread (3.8 total ratio vs 2.7 on others)[cite: 1].

Gear Stat Pools (GIST)

Gear pools use enhancement levels and rarity ratios: Weapon (0.33), Helm (0.25), Class (0.25), Cape (0.2)[cite: 1].

Class Model STR INT DEX END WIS LUK
Tank Melee 0.27 0.05 0.22 0.30 0.10 0.06
Dodge Melee 0.20 0.05 0.33 0.22 0.10 0.10
Power Melee 0.30 0.02 0.30 0.18 0.06 0.14
Offensive Caster 0.06 0.33 0.11 0.20 0.15 0.15
Luck Hybrid 0.22 0.08 0.21 0.18 0.08 0.23

3. Secondary Stats & Caps

Secondary stats directly govern combat performance[cite: 1]. Note that incoming debuffs (like All In) display in reverse on the in-game UI (e.g., 80% All In means 0.2 or 20% real damage taken)[cite: 1].


4. Damage Types & DoT Squaring

When a skill is used, base damage is multiplied by secondary modifiers depending on its damage type[cite: 1].

The "Squaring" Mechanics (DoTs)

DoTs evaluate statically at application and dynamically right before each tick[cite: 1]. Because All Out is used both statically and dynamically, boosting All Out before applying a DoT multiplies the stat twice (squaring), creating exponential damage scaling[cite: 1].


5. Chronomancer Nuke Scaling

Chrono skills record damage over a 10-second window into True Damage[cite: 1]. Rift stacks scale as follows:

SSoT Infinite Scaling Formula

Expressed via first-order recurrence relations[cite: 1]:

Dk+1=αDk+B

To achieve infinite scaling, your combined multiplier (α) must exceed 1.0, requiring your All Out stat to exceed 234% (3.34) through enhancements and potions[cite: 1].