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Introduction

Unlike other games, where builds are chosen at the start of the game and a lot of equipment is build-locked, in AdventureQuest the process of choosing a build is determined by your choice of stats and equipment, with named builds simply being the more common stat distribution and equipment choices.

Before choosing your stats, we need to therefore make a couple of choices.

Note
For the more experienced players, a Player Builds section with more detailed stat progression and sample inventories is available.

Main Class

There are 3 categories that characters fall into:

  • Warrior - These use Melee weapons like swords and axes, and their trademark is efficiency, doing consistent damage over a long duration.
  • Ranger - These use Ranged weapons like bows and pole-arms, and offer additional versatility in terms of equipment choice.
  • Mage - These use Magic weapons like staves and wands, and offer the strongest attacks in exchange for a quick burn-out (in the form of Mana depletion).

It's important to note, that while what described above is the intended result, the actual result is that Warriors and Rangers are more proficient in Wars, while Mages are more proficient in general quests.

Sub-Type

Each main class can diverge into one of two sub-types:

  • Pure - These rely on their attacks and abilities for damage, and use pets / guests only as some additional utility.
  • Beastmaster - These builds rely more on their pets and guests for additional damage and status effects.

Lean

A lean, is affects how much damage is dealt, and how much damage is taken, relative to a base point. While a variety of leans are available, it's recommended to choose between two leans:

  • Fully-Offensive - As the name suggests, you take x1.25 damage, but deal x1.25 damage as well. A Fully-Offensive lean is generally recommended for Pure builds, because pets and guests are not affected by your lean, and therefore deal relatively less damage.
  • Fully-Defensive - Again, as the name suggests, you take x0.8 damage, but deal x0.8 damage as well. This time, the Beastmaster lean is generally recommended since pets and guests don't get penalized by the lean.

Weapon Choice

Some builds further diverge with weapon choice.

  • 0-proc - Weapons with 0-proc mean they don't have a special. They only perform the armor's built-in attack. These types of weapons are recommended with Fully-Offensive armors, as specials are not affected by the armor lean, and will therefore deal reduced overall damage.
  • 100-proc - Weapons with 100-proc mean they have a "fake" special. The idea is simple. If you're using a bow, it'll be pretty silly to smack your opponent with it, and therefore the weapon has a built-in attack. These types of weapons are recommended for Fully-Defensive builds as they're not affected by armor lean and you'll therefore deal x1 damage while only taking x0.8. Some of these weapons have a "True Special", often as a 20-proc, that acts like a regular weapon special.
  • Tomes - Mages get some more versatility in their build choices, and can use Tomes as their weapons. Since guests often require a spell to summon them, the Beastmaster Mage is restricted with the amount of offensive spells they can use. Tomes allow you to use your Weapons to cast spells freeing your spell slots for summons.

Stats

After making all these choices, we need to figure out how to distribute our stats. While the following recommendations are by no means restricting, and allow for some alteration, it's a good idea to use them as a base point.

The maximum available points at level 150 are 750, and they can be distributed among the various stats in multiples of 5, with no more than 250 points allocated to one stat.

STR - Shorthand for Strength, this increases the damage and accuracy you deal with Melee weapons, and Melee users should max this as soon as possible.

DEX - Shorthand for Dexterity, this increases the damage of Ranged weapons, as well as being solely responsible for their accuracy, as well as increase the accuracy for all attack types including pets and guests. For Rangers, this is your core stat, and should be maxed as soon as possible. For other builds, you generally want to have it at least at 150 by the time you get to level 150.

INT - Shorthand for Intelligence, this increases the damage and accuracy of Magic weapons and spells, and Magic users should max this as soon as possible.

END - Shorthand for Endurance, this increases the amount of health the player has. While going as high as 50 Endurance is not necessarily a bad choice, it's generally accepted that by no means should you go higher, and most people use 0 Endurance.

CHA - Shorthand for Charisma, this increases the damage and accuracy of your pets and guests, and should be maxed either after, or alongside DEX for Beastmaster characters.

LUK - Shorthand for Luck, this increases your damage in the form of "LUKy Strikes", meaning 10% of your attacks deal additional damage based on the amount of LUK you have, as well as a minor increase to your accuracy, the only stat responsible for who goes first in battle, and most status rolls are slightly affected by LUK. Pure builds generally use this as their 3rd stat to max.

Sample Builds

For the people who don't really want to figure out what choices to make, and what stats to use, below are a couple of sample builds that are accepted as good.

Pure Fully-Offensive Warrior/Ranger

Variations STR DEX INT END CHA LUK
Guardian 250 250 0 0 0 250
Adventurer A 250 250 0 0 0 175
Adventurer B 250 175 0 0 0 250

Progression by level for all variations:

Level STR DEX INT END CHA LUK
10 50 0 0 0 0 0
20 100 0 0 0 0 0
30 150 0 0 0 0 0
40 200 0 0 0 0 0
50 200 0 0 0 0 50
100 250 175 0 0 0 75

After level 100, get DEX to your desired amount, and train LUK last.

Pure Fully-Offensive Mage

Variations STR DEX INT END CHA LUK
Guardian 0 250 250 0 0 250
Adventurer A 0 250 250 0 0 175
Adventurer B 0 175 250 0 0 250

Progression by level for all variations:

Level STR DEX INT END CHA LUK
10 0 0 50 0 0 0
20 0 0 100 0 0 0
30 0 0 150 0 0 0
40 0 0 200 0 0 0
50 0 0 200 0 0 50
100 0 175 250 0 0 75

After level 100, get DEX to your desired amount, and train LUK last.

Beastmaster Fully-Defensive Ranger

Variations STR DEX INT END CHA LUK
Guardian A 200 200 0 0 250 100
Guardian B 0 250 0 0 250 250
Guardian C 120 200 80 0 250 100
Adventurer 175 250 250 0 0 0
Guardian A

This build is a "general purpose" build, using 100-proc weapons with no true special and fully-defensive armors.

Guardian B

Also called a Status Ranger, this build intends to give up some damage in order to maximize the chances of inflicting statuses with your pets and guests.

Pets / Guests with "Burn/Poison/Bleed" effects are the source of damage of this build, and since True Specials aren't affected by stats, it's recommended to pick up 100-proc weapons with a True Special.

Guardian C

Guests are maintained by either your SP or MP. Since Summon guests require MP, some Rangers prefer to have some INT to increase their mana pool and allow them to use these sort of guests as well.

Adventurer

Adventurers have less versatility in build choices and are recommended to use the "general purpose" type of build.

Stat progression by level

Since the various variations have very different stat distributions, the general idea is to get DEX to your desired amount first, with CHA second, STR (if any) third, and LUK last.

Beastmaster Fully-Defensive Mage

Variations STR DEX INT END CHA LUK
Guardian A 0 200 250 0 250 50
Guardian B 0 250 250 0 250 0
Adventurer 0 175 250 0 250 0

Guardian A

This build is a "general purpose" build, using either 100-proc weapons with no true special or Tomes and fully-defensive armors.

Guardian B

A variation of Guardian A, giving up LUK, and by that reducing the chances of going first, for more accuracy.

Adventurer

The Adventurer version of the "general purpose" build.

Stat progression by level

Max INT first, then, get your desired amount in LUK, and lastly train your DEX either alongside, or before CHA.

Hybrid

Hybrids allow you to leverage the power of Melee weapons and Magic spells at the same time, sacrificing always having a useless stat for versatility.

Variations

STR DEX INT END CHA LUK
Guardian A 250 250 250 0 0 0
Guardian B 250 0 250 0 0 250
Guardian C 250 150 250 0 0 100
Adventurer 250 175 250 0 0 0

Guardian A

This is also called a "Traditional Hybrid", as it was the standard Hybrid build before Werepyre was updated. This build is able to use all of the strongest tools in the arsenal - the strongest MP spells, the strongest SP armour nukes, and the strongest weapons, since Melee weapons do more damage than Magic weapons. Due to not having LUK, it isn't quite as good as a Pure Mage or a Pure Warrior would be at doing one of those types of damage, but its versatility allows it to switch between any of the three.

Guardian B

Also called a "Werepyre Hybrid", this is the default Hybrid build since Werepyre subrace was updated. Werepyre armours use STR and INT to for accuracy, not DEX. This allows you to skip any DEX investment, and max LUK instead, for high damage. The main draw of this build is that Werepyre's level 10 skill, Beast Form, does higher damage than either Werewolf or Vampire's level 10 skills, making Werepyre the best subrace for nuking. The main drawback of this build is that its lack of DEX prevents it from being accurate in non-Werepyre armours, such as Wizard Robes or Bloodmage for spellcasting, or Bloodzerker or other SP nuke armours.

Guardian C

This modification to the Werepyre Hybrid build attempts to balance having enough DEX to be accurate outside of Werepyre, with having enough LUK to increase damage and initiative. The balance you strike between DEX and LUK is up to you, depending on how much time you want to spend in Werepyre armours vs outside of them. The more ways you have to increase DEX in combat (for example Moonwalker's Grace), the less you need to invest stat points into DEX, and the more LUK you can run.

Adventurer

Adventurers do not get significant value out of Werepyre subrace because they can't access the lvl 10 Beast Form skill that defines the Werepyre build. This is therefore a stripped-down version of Guardian A.

NOTE
Werepyre Hybrids use Magic weapons, not Melee weapons, because Werepyre armours makes the damage output of both weapon types equal, plus Magic weapons receive a higher boost from many miscs, and using only Magic damage means that you can boost all of your damage output using only Poelala, and not needing Dunamis at all.

Non-Werepyre (ie. Traditional) Hybrids use Melee weapons because they have higher damage, which means that they benefit from both Poelala (for spell and armour skill damage), and Dunamis (for weapon-based damage).

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