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.
Quick Navigation
- Mana Models
- Primary & Gear Stats (LIST/GIST)
- Secondary Stats & Caps
- Damage Types & Squaring
- Chronomancer Nukes
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 |
| 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].
- Hit Chance: Base
[cite: 1]. - Haste: Hard capped at
[cite: 1]. - Evasion / Dodge: Max dodge cap sits at
[cite: 1]. - Damage Resistance (All In): Individual cap is
( multiplier)[cite: 1]. - Combined Caps: Min combined limit for
is , evaluated at uncapped states first[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:
- 1 Stack:
[cite: 1] | 2 Stacks: [cite: 1] | 3 Stacks: [cite: 1] | 4 Stacks: [cite: 1]
SSoT Infinite Scaling Formula
Expressed via first-order recurrence relations[cite: 1]:
To achieve infinite scaling, your combined multiplier (