Twilly

Stats Distribution

In Adventure Quest, your character will receive 5 stats points every time you level, up to a maximum of 550 stats points when you reach the 110 level cap. In order to raise a stats, you would have to fight a trainer and pay an amount of gold. Minor stats calculator to be added here shortly...


Formula | General | Warrior | Mage | Hybrid | Others

 

Uses of Stats Points

Strength
  Bonus to-hit (Melee) Str/16
  Random Damage (Melee) Str/8
  Random Damage (Ranged) Str/16

Dexterity
  Bonus to-hit (All) Dex/16
  Random Damage (Ranged) Dex/16
  Blocking Bonus (All) Dex/10
  % Chance to Disarm Traps Dex

Intelligence
  Bonus to-hit (Magic) Int/16
  Random Damage (Magic) Int/8
  % Mana Increase Int

Endurance
  % Life Increase End

Charisma
  Control Pets --
  Pixie Healing Cha

Luck
  Bonus to-hit (All) Luk/20
  Blocking Bonus (All) Luk/20
  Treasure Chest Bonus L = Character Level + Luck/5
 
L Size
Exp
Gold
30 to 49 Treasure Chest
0
275
50 to 64 Big Treasure Chest
50
425
65 to 84 Huge Treasure Chest
100
650
85+ Treasure Hoard
200
800
  % Chance of First Strike (Your Luck - Enemy Luck) + 50


Formula | General | Warrior | Mage | Hybrid | Others

 

General Guidelines

Offensive Stats (Strength/Intelligence)

Strength is a warrior's bread and butter, giving both damage and bonus to-hit for melee attacks. I'll explain my reasoning with an example... Two characters (one 150 Str, the other 80 Str) are both using an Ice Katana:

Character A (80 Str)
- Strength bonus damage: +10
- Ice Katana Damage (with str bonus): 5-31, average 18.0

Character B (150 Str)
- Strength bonus damage: +19
- Ice Katana Damage (with str bonus): 5-40, average 22.5

The difference is that Character B is doing 25% more damage than Character A, giving him faster kills and better protection since the monsters will now have lesser turns to attack the character with. That is just considering a single hitting armour. If you are using a multi-hit armour, very often the weapon damage of each hit will be reduced by the armor damage modifier but you will still receive the full stats bonus for each hit the armour makes, making the damage even more considerable.

Extra damage is also very valuable when you are fighting against monsters which regenerates. For instance, let's say give a hypothetical situation with a monster with 1000 life and 48 life regeneration per turn:

Character A (eg. 70 damage per turn)
- Effective damage per turn: 70-48 = 22
- Number of turns needed to kill: 1000/22 = 45.5 turns

Character B (eg. 80 damage per turn)
- Effective damage per turn: 80-48 = 32
- Number of turns needed to kill: 1000/32 = 31.3 turns

As you can see that little 14% extra damage already resulted in killing the monster in 2/3 the number of turns. Thus, an effective warrior should be expected to have the maximum 150 strength.

For mages and hybrids, the same argument holds and it would always be good for any character to have at least one of the two offensive stats maxed out in order to optimize the killing speed. After all, faster kills means more gains and less opportunities for the monster to hit you back.


Endurance

Having enough life to last through the battle is important to all characters regardless of whether they are warrior, mage or hybrid. The formula for life (similarly for mana) is as followed:

Life Total = (100 + Clvl*5) * (1 + End/100)

50-60 End would give you around 900+ life by the time you reach level 100 and will generally be sufficient to take you through 90% of the game, especially if you are mainly doing single battles and is able to heal between fights. You may not be able to last against higher-level hard-hitting monsters early on but you will have no problems with the average monster you face and as you advance in levels, the problem also diminishes and the only problem areas you might face is when you're doing long hard challenges such as the pit.

80 End would give you much more buffer and you would have sufficient life to tackle almost all monsters that you can encounter at your level. By level 100, the only problem you might encounter is when you versus a Megogg pack where the extra life would really count. With this amount of End, you would also (barely) have enough to play through areas like the Pits and Cemetery with a strong offensive armour life WWF and still last long enough for Guardian Angel to pull off a full heal.

100 End should solve the issue of a Megogg pack already (assuming you have Golden set by then) and provide a solid buffer against monsters. Together with a full defensive set, you should be able to tackle any monster combination with little problems. Beyond this would be gravy and give further buffer against freak cases where the monsters decide to score successive high hits on you. A maxed out End would give you much leeway with regards to choice of offensive gear and allow you to last even against monsters much higher in level than yourself.

In general, I would suggest putting in around 40-50 End early on before working on offensive stats. This will give you a good buffer against the monsters and you can then judge for yourself if there is a need to start raising End again. If you're doing fine with your current level of End, then you can safely work on your offensive stats and go for faster kills.


Charisma

Prior to the upgrade, Charisma is used to stop your pet from attacking in battle but since the implementation of the Pets menu, this is now irrelevant. However, in future updates when Charisma is used to determine the pet's attack frequency and possibly damage, it could be useful once more.

Early on, pets and guests can add a significant amount of damage on your side because your character is still weak and has limited weapons and stats. As your character advances in level, the amount of damage your character can deal gradually outweighs the damage of your pets. If you are looking for a time efficient way to kill monsters, it is very often better to just leave your pets and guests at home and fight the battle alone.

However, this does not mean that pets are useless. Lizard Wizard, for instance, takes your Int bonus for each of its three hits and when it does attack, it can hit for as much as 6-75 damage in a round, which is hardly insignificant. When you are fighting against monsters which regenerates a lot (such as Droags), it is also good to have extra companions around to do damage as you will want to kill those monsters in as little turns as possible.

Then there are pets with good support specials or abilities. The healing specials of vampragons (especially Baby Vampragon) may seem insignificant but in a long drawn battle, it could make a difference. Other pets like Poelala does not attack but adds to your damage and can be very useful to skyrocket the damages of your multi-hitting specials or spells.

Besides the (now-defunct) use for pet control, Charisma is also used in determining the maximum amount of healing from Pixie. Pixie heals based on the minimum from the following three conditions:

1. 10% of damage taken so far
2. Charisma + 10
3. 75

Pixie heals on average 50% of the time and can be critical in letting you last through difficult battles such as when you are fighting higher level monsters that do not have insane damage (like Megogg). With a Charisma around 30-40, you can be healing as much as 40-50 life every other round, which can add up a lot on the long run. It's also a more efficient way to restore like than spells like Heal Wounds or Heal Scratches.

Despite all that, the highest useful value of Charisma so far is still only 65 since that is where the healing cap of Pixie is reached (75 points healed). Any higher would have no effect and the highest Charisma needed for pet control (back then) is only 50.

When building your character, decide early whether or not you want the extra Charisma. If yes, aim for 40-50 up to 65 for effective usage of Pixie or simply leave Charisma at 0 and spend the points more usefully elsewhere.


Luck

Luck increases your bonus to-hit and blocking with every 20 points invested. However, Dex also increases the same thing with less points needed for each increase. Thus, as a general principle, it is not too useful to raise Luck if your Dexterity is not yet maxed out.

However, luck also has two additional benefits. It allows you better chance to strike first in combat, which is not too useful most of the time since you still can't strike first against Goggs and Megoggs. Secondly, it increases the size of the treasure chest you get at the end of the travel quest. However, this advantage is only relevant before level 85... after L85, you will be getting treasure hoards all the time anyway. So unless you are already planning to have Luck eventually, it is quite pointless to invest in luck just to get some short term gains out of the travel quests.

A last point for luck is that it is currently being used for both Dragon Slayer and Vampire Slayer quests. However, the bonus is only Luck/5 and it is quite possible to get through the quests with 0 Luck anyway.


Formula | General | Warrior | Mage | Hybrid | Others

 

Warrior

The most important stats to a warrior is Strength as it is the main source of damage and bonus to-hit. Two other important stats for a warrior are Dexterity and Endurance as they provide extra to-hit, blocking and life for the character. With a maximum possible stats of 550, it is quite common to see warriors focusing on and even maxing out all three stats at the expense of the other three.


Possible Templates

Maximum Offence

Strength
150
Dexterity
150
Intelligence
0
Endurance
100
Charisma
0
Luck
150
This build gives you very strong offensive and defensive stats. With maxed out Str, Dex and Luck, you have maximum possible bonuses in damage, to-hit, blocking and chance of first strike. The only downside to this build is the 100 End, which may pose slight problems in some rather rare situations.

For this build, start out with around 20-30 each in Str, Dex and End for maximum stats gains for your gold. Thereafter, pump Str and End concurrently until End is around 50-60 before going full steam with Strength. This will provide you with a character sturdy enough to handle monster, yet being able to dish out huge amounts of damage due to high Str. When Strength is maxed out, start working on Dex and End, leaving the less significant Luck to last.

   
Offensive Tank

Strength
150
Dexterity
150
Intelligence
0
Endurance
150
Charisma
0
Luck
100
This build is similar to the previous build but has maxed out End instead of Luck. It still has maximum possible damage but lost out slightly in terms of to-hit and blocking. However, what it gains is a much bigger life buffer, which basically ensures survivability.

For this build, start out with around 20-30 each in Str, Dex and End for maximum stats gains for your gold. Thereafter, pump Str and End concurrently until End is around 50-60 before going full steam with Strength. This will provide you with a character sturdy enough to handle monster, yet being able to dish out huge amounts of damage due to high Str. When Strength is maxed out, start working on Dex and End, leaving the less significant Luck to last.

   
Intelligence

Strength
150
Dexterity
150
Intelligence
50
Endurance
150
Charisma
0
Luck
50
A further mutation of the build above, this drops 50 more points of Luck in favour of extra Intelligence. The reasoning is that the luck has very low gains per point and an extra 50 Intelligence is as much as 300 more mana at level 100 (which is basically an extra Heal Wounds). The bigger mana pool will also be able to support a longer duration of Pixie or Skull.

Still with maximum damage but less focus on luck, the build is sticking to the warrior conventions but taps some extra Intelligence for better healing powers and thus even longer survivability.

For this build, start out with around 20-30 each in Str, Dex, Int and End for maximum stats gains for your gold. Thereafter, pump Str and End concurrently until End is around 50-60 before going full steam with Strength. This will provide you with a character sturdy enough to handle monster, yet being able to dish out huge amounts of damage due to high Str. When Strength is maxed out, start working on Dex and End, leaving the the rest of the points to Int and Luck.

   
Pets and Charisma

For each of the builds above, Charisma can easily be incorporated into the build if you are interested in using pets or the Pixie. For most cases, luck is the least useful of the stats (since dex does the main things that luck does) and so the extra points you need for Charisma can come from there.


Formula | General | Warrior | Mage | Hybrid | Others

 

Mage

The focus of a mage is Intelligence as it not only provides damage and bonus to-hit, but also increases the mana pool. The stats bonuses of a mage is especially important as there are several spells and abilities that has multiple hits and will thus apply the bonuses multiple times. Like the warrior, the other two important stats for a mage are Dexterity and Endurance.

However, while Intelligence is still useful for a warrior to increase mana pool for extra healing, a mage has no use for Strength and can thus throw the remains of the points into Charisma (for pets and pixie) or Luck (for better blocking and to-hit).


Possible Templates

Maximum Offence

Strength
0
Dexterity
150
Intelligence
150
Endurance
100
Charisma
0
Luck
150
This build gives you very strong offensive and defensive stats. With maxed out Int, Dex and Luck, you have maximum possible bonuses in damage, to-hit, blocking and chance of first strike. The only downside to this build is the 100 End, which may pose slight problems in some rather rare situations.

For this build, start out with around 20-30 each in Int, Dex and End for maximum stats gains for your gold. Thereafter, pump Int and End concurrently until End is around 50-60 before going full steam with Int. High mana, high damage and high to-hit will make your life a lot easier even with the weaker spells. When Int is maxed out, start working on Dex and End, leaving the less significant Luck to last.

   
Offensive Tank

Strength
0
Dexterity
150
Intelligence
150
Endurance
150
Charisma
0
Luck
100
This build is similar to the previous build but has maxed out End instead of Luck. It still has maximum possible damage but lost out slightly in terms of to-hit and blocking. However, what it gains is a much bigger life buffer, which basically ensures survivability. With a potential 4-5 Heal Wounds available, this makes for some very sturdy character.

For this build, start out with around 20-30 each in Int, Dex and End for maximum stats gains for your gold. Thereafter, pump Int and End concurrently until End is around 50-60 before going full steam with Int. High mana, high damage and high to-hit will make your life a lot easier even with the weaker spells. When Int is maxed out, start working on Dex and End, leaving the less significant Luck to last.

   
Pets and Charisma

For each of the builds above, Charisma can easily be incorporated into the build if you are interested in using pets or the Pixie. For most cases, luck is the least useful of the stats (since dex does the main things that luck does) and so the extra points you need for Charisma can come from there.


Formula | General | Warrior | Mage | Hybrid | Others

 

Hybrid

Hybrids are much trickier to handle as they have two main stats to handle (Strength and Intelligence). In addition, they still need to have points to put into Dexterity and Endurance. Basically, it is a semi-difficult task to choose which is the best route to take. However, IMO it is still important for a hybrid to at least have either Str or Int maxed out for optimal damage potential.


Possible Templates

Maximum Offence

Strength
150
Dexterity
150
Intelligence
150
Endurance
100
Charisma
0
Luck
0

In the past, maxing out Str, Dex and Int together seems a rather difficulty decision as the max stats is capped at 500, leaving only a mere 50 points for End. However, with the new 550 stats cap, this is now fully viable.

The character will have maximum damage for both melee and magic attacks and good to-hit with both. The 100 End is also sufficient for most parts of the game and overall, this puts the character in a position where he can flexibly play in any area regardless of whether it is more suited for mages or warriors.

High Int will also fuel 4-5 Heal Wounds while the character dish out melee damage!

   
Offensive Tank

Strength
150
Dexterity
100
Intelligence
150
Endurance
150
Charisma
0
Luck
0

The reverse of the build above, this one focuses on Endurance instead, seeking to have a high life total (which is good for Heal Wounds too). The loss of 50 Dexterity is not all that great as the character now has good life and better healing to make up for the loss of blocking.

Still a very strong and steady character and can possibly last longer than the previous template but will kill slightly slower due to lower bonus to-hit.

   
Warrior-Biased

Strength
150
Dexterity
150
Intelligence
100
Endurance
150
Charisma
0
Luck
0

This build focuses more on the warrior side of the hybrid, maxing out Str, Dex and Endurance like a warrior would. The rest of the points is then placed into Intelligence.

The advantage is that the character will be able to harness strong spells like Purity Portal to handle certain situations where the monster is very strong against melee. As spells also tends to do more damage, this allows the character an edge when he needs some heavy damage in a single turn (like vs Megoggs).

   
Mage-Biased

Strength
100
Dexterity
150
Intelligence
150
Endurance
150
Charisma
0
Luck
0

Built like a mage, the character maxes out Int, Dex and Endurance. This gives a strong mage character with max magic offence.

To compensate for the weaker magic weapons in times where you are fighting consecutive battles, the character also has 100 Str as support to wield powerful melee weapons like Golden Axe and Bludrut Blade.

Strength would generally not be the main focus of the character though.

   
Pets and Charisma

Unlike warriors and mages where the most obvious stats to swap out is luck, hybrids have a much tougher choice. Generally, the idea would usually be to take the points off one of the offensive stats and be more mage- or warrior-biased. Not an easy choice certainly and there's little to say except that its personal preference.


Formula | General | Warrior | Mage | Hybrid | Others

 

Others

The above three categories would cover any builds that have intention to max out one of the two offensive stats, which provides the best gains per stats points. It is certainly possible to build good characters without maxing out though but the compromise is usually a slower killing speed with no significant improvement in anywhere else. This is especially so after the stats cap has been raised to 550 which opens up a whole new bunch of effective stats combination.

The most important of all is that the character is yours to build and it's always fun to build and see characters with an interesting combination of stats distribution or self-imposed gear restriction. The main thing is that you have fun with the characters and AQ. Battle On!