In AQW there are 8 different class models that determine the amount by which each of the six primary stats increase as you level up, as well as their initial values. Before we go any further let's have a quick recap on what exactly the primary stats are:
The six primary stats as shown in the character stat panel are: Strength,Intellect,Endurance,Dexterity,Wisdom and Luck. The values preceding the '+'sign are your base primary stat values, which are pre-determined by your class model, and scale linearly with your character level. The amounts after the '+'sign are the total primary stat points derived from your enhancements of choice.(There is technically a 7th base stat, your base HP, we will come back to this and talk about it's functionalities later on).
Each of these primary stats correspond to a secondary stat, for example: for a melee class, STR increases both your attack power and your critical hit chance, however, for a caster class STR only offers Attack power. As a final note, primary stats can only interact multiplicatively within themselves, for example: if you had an END of 200, and you used a skill that applies a 20% END buff, and then later used an END potion that gave you a 50% END buff, then your final END would be; 200*1.20*1.50 = 360.
There are 3 main class archetypes in AQW; Melee, Caster and Hybrid. Within each of these archetypes are sub-types which hone in on each class' specific intended roles, via the difference in how each primary stat scales, as well as how much of a given secondary stat is awarded by their associated primary stat. All but one of these sub-types correspond to an enhancement, which is what determines the 'recommended enhancement' section in each class description (at least for the earlier classes, before it was known how overly beneficial the luck enhancement was). We will analyse the stat conversions themselves in the 'Secondary Stats' section, for now we will just familiarize ourselves with the different class models, and what each specific stat provides. The 8 Class models are as follows:
Melee classes gain the following secondary stats from each primary stat:
STR: Attack Power and Crit chance
END: HP
INT: Spell Power
DEX: Haste, Hit Chance, and Evasion
WIS: Evasion
LCK: Attack Power, Crit chance, Hit chance, Haste,Evasion and Crit mod.
Tank-Melee (Fighter Enhancement): These classes are characterized by having the highest base END in the game, and since END offers a fixed amount of 5 HP per unit, they are also the classes with the highest total health in the game. However, when it comes down to the amount of Haste awarded per unit of DEX, it's the lowest of all the melee classes.
Dodge-Melee (Thief Enhancement): These classes have the highest base DEX value in the game, as well as having very high Haste , and Dodge awarded per point of DEX.
Power-Melee (Armsman Enhancement - was only available during PTR): These classes have the highest STR value in the game, as well as the highest Crit Chance awarded per point of STR, lending to insanely high crit rate amounts. Also has the same amounts of Haste, and Dodge awarded per point of DEX as dodge melee, however has lower base values in DEX.
A list of all the melee classes, as well as their sub-types can be seen here.
Caster Classes gain the following secondary stats from each primary stat:
STR: Attack Power
END: HP
INT: Spell Power and Haste
DEX: Evasion
WIS: Hit Chance, Crit Chance and Evasion
LCK: Spell Power, Crit chance, Hit chance, Haste, Evasion and Crit mod.
Offensive-Caster (Wizard Enhancement): The class with the highest base INT in the game, resulting in high damage,damage mitigation (INT Shield) and Haste overall. They also get the most Crit Chance awarded per point of WIS.
Defensive-Caster (Healer Enhancement): These casters have the highest base END of all the casters, as well as having decent INT. These casters however, suffer from low Dodge due to an intrinsically low WIS total. Having said that, these classes also get the highest amount of Haste awarded per point of WIS, presumably to try and counteract this.
Power-Caster (SpellBreaker Enhancement): These classes have the highest base WIS total in the game, yielding high crit rates, but unfortunately not to the extreme that Power-Melee classes do, due to being awarded the same amount of Crit Chance per unit WIS as Defensive-Caster.
A list of all the caster classes, as well as their sub-types can be seen here.
Hybrid classes gain the following secondary stats from each primary stat:
STR: Attack Power and Crit Chance
END: HP
INT: Spell Power and Haste
DEX: Haste, Hit Chance, and Evasion
WIS: Only Evasion for Hybrid, Hit chance, Crit Chance and Evasion for Luck Hybrid
LCK: Attack Power,Spell Power, Crit chance, Hit chance, Haste, Evasion and Crit mod.
Hybrid (Hybrid Enhancement): With these class types their STR and INT scale together,their END and DEX also scale together. They get the same amount of Dodge per unit DEX as dodge classes, however have a lower base DEX total.
Luck-Hybrid (Lucky Enhancement): Has the highest base LCK stat in the game, however gets the least amount of Crit Mod per unit LCK. Also is the only class in the game that gets all the benefits from both WIS and DEX.
A list of all the hybrid classes, as well as their sub-types can be seen here.
The amounts by which each of your individual base primary stats increase as you level up, correspond to a ratio of your total combined stats. That is to say, the combined total of your base primary stats increases linearly as you level, and then each of these stats is simply a fixed percentage of this total. For example: At level 100, your combined total for your primary stats is 763, for a tank-melee, its END is 30% of this combined total at any level; 763*0.3 = 228.9, rounded gives a final value of 229 END.
Below you will see a table containing the base primary stats for each class model as you level up, as well as the percentage of the total stat pool that each specific stat represents. Of course in game you would only see the rounded values of these stats, so keep that in mind when cross-checking these values with one another. Columns highlighted in green indicate the highest individual stat: stat total ratio in the game and hence, where each class excels. Conversely, cells highlighted in red indicate the opposite.