Always Leveling · Chapter I

Field Guide

The whole manual, open to read before you start — every stat, curve, drop rate and rule the game runs on. Nothing here is hidden from new players.

Battle System

AL Mastery

What AL Mastery Is1 / 21

The third tree, on the Combat tab beside the Combat tree (one column at a time, via its Select rows). It opens on the same condition — any battle APEX held — and is where surplus points go once the other two trees are finished. Nothing in it is cheap.

Two things only it changes: the ATTRIBUTE-POINT cap on a stat (9,999 → 19,999 per Overflow node held; Items, Mastery and Bonus % always count past it) and Defense Ignore EFFICIENCY (a Defense Ignore hit ignores 52% of the target’s Damage Reduction instead of 50%). The hard-cap raises follow Master of Eluding’s rule: the curve is unchanged, the rating still has to climb there. The +5% Final Damage adds to the same total as artifact enchantments.

SkillTypeTierCost (MP)
Stamina MasteryPassive1100
Strength MasteryPassive1100
Haste MasteryPassive1100
Defense OverflowPassive2200
Malice OverflowPassive2200
Intuition OverflowPassive2200
Damage Reduction Overflow IPassive3100
Defense Ignore Chance OverflowPassive3100
Critical Hit Chance OverflowPassive3100
Damage Reduction Overflow IIPassive4200
Defense Ignore Efficiency OverflowPassive4200
Critical Hit Damage OverflowPassive4200
Final Damage MasteryPassive5300
Stamina OverflowPassive6200
Strength OverflowPassive6200
Haste OverflowPassive6200
Overflow MasteryPassive7500

Every node has its own section below, with its effect, what it costs, what it needs and what it locks out.

Haste Mastery2 / 21

Gain 500 Haste.

One of three roots, and the gate to the Intuition side of AL Mastery.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Haste Mastery sits in AL Mastery, at tier 1.
  • Cost: 100 Mastery Points, learned whole.
  • Requirements: none. It is a root, so it unlocks as soon as the tree is open to you.
  • PICK ONE: learning it locks out Stamina Mastery and Strength Mastery until you use RESET MP.

Haste Mastery is a flat grant: +500 Haste once learned, written into your Mastery column on the Character page.

Stamina Mastery3 / 21

Gain 500 Stamina.

One of three roots, and the gate to the Defense side of AL Mastery. AL Mastery is where surplus Mastery Points go once both other trees are finished — nothing here is cheap.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Stamina Mastery sits in AL Mastery, at tier 1.
  • Cost: 100 Mastery Points, learned whole.
  • Requirements: none. It is a root, so it unlocks as soon as the tree is open to you.
  • PICK ONE: learning it locks out Strength Mastery and Haste Mastery until you use RESET MP.

Stamina Mastery is a flat grant: +500 Stamina once learned, written into your Mastery column on the Character page.

Strength Mastery4 / 21

Gain 500 Strength.

One of three roots, and the gate to the Malice side of AL Mastery.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Strength Mastery sits in AL Mastery, at tier 1.
  • Cost: 100 Mastery Points, learned whole.
  • Requirements: none. It is a root, so it unlocks as soon as the tree is open to you.
  • PICK ONE: learning it locks out Stamina Mastery and Haste Mastery until you use RESET MP.

Strength Mastery is a flat grant: +500 Strength once learned, written into your Mastery column on the Character page.

Defense Overflow5 / 21

Raises the Defense base cap (max attribute points in Defense) from 9,999 to 19,999.

Raises how many attribute points Defense will accept. It only matters once you are actually at the ordinary ceiling, and holding it is half of what wakes Defense's Instinct.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Defense Overflow sits in AL Mastery, at tier 2.
  • Cost: 200 Mastery Points, learned whole.
  • Requirements: needs Stamina Mastery at Lv. 1.
Intuition Overflow6 / 21

Raises the Intuition base cap (max attribute points in Intuition) from 9,999 to 19,999.

Raises the attribute-point ceiling on Intuition, and is half of what wakes Intuition's Instinct.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Intuition Overflow sits in AL Mastery, at tier 2.
  • Cost: 200 Mastery Points, learned whole.
  • Requirements: needs Haste Mastery at Lv. 1.
Malice Overflow7 / 21

Raises the Malice base cap (max attribute points in Malice) from 9,999 to 19,999.

Raises the attribute-point ceiling on Malice, and is half of what wakes Malice's Instinct.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Malice Overflow sits in AL Mastery, at tier 2.
  • Cost: 200 Mastery Points, learned whole.
  • Requirements: needs Strength Mastery at Lv. 1.
Critical Hit Chance Overflow8 / 21

Raises the Critical Hit Chance hard cap by 2% (80% → 82%).

Raises the Critical Hit Chance ceiling, for a build that has already pinned it with Intuition.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Critical Hit Chance Overflow sits in AL Mastery, at tier 3.
  • Cost: 100 Mastery Points, learned whole.
  • Requirements: needs Intuition Overflow at Lv. 1.
Damage Reduction Overflow I9 / 21

Raises the Damage Reduction hard cap by 2% (80% → 82%). You still need the rating to reach it.

Raises the Damage Reduction ceiling itself. You still have to earn the rating to reach it, so this is a node for a tank who has already pinned the cap and has nowhere else to put Defense.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Damage Reduction Overflow I sits in AL Mastery, at tier 3.
  • Cost: 100 Mastery Points, learned whole.
  • Requirements: needs Defense Overflow at Lv. 1.
Defense Ignore Chance Overflow10 / 21

Raises the Defense Ignore hard cap by 5% (33.33% → 38.33%; 71.6% with Master of Eluding).

Raises the Defense Ignore ceiling. Worth most alongside Master of Eluding, which raises the same cap from the other direction.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Defense Ignore Chance Overflow sits in AL Mastery, at tier 3.
  • Cost: 100 Mastery Points, learned whole.
  • Requirements: needs Malice Overflow at Lv. 1.
Critical Hit Damage Overflow11 / 21

+5% Critical Damage, on top of the hard cap.

Raises Critical Damage past its ceiling, the same trick Deeper Cuts plays in the Combat tree. They stack.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Critical Hit Damage Overflow sits in AL Mastery, at tier 4.
  • Cost: 200 Mastery Points, learned whole.
  • Requirements: needs Critical Hit Chance Overflow at Lv. 1.
Damage Reduction Overflow II12 / 21

Raises the Damage Reduction hard cap by a further 2% (84% with Overflow I).

A second raise of the Damage Reduction ceiling, on top of the first.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Damage Reduction Overflow II sits in AL Mastery, at tier 4.
  • Cost: 200 Mastery Points, learned whole.
  • Requirements: needs Damage Reduction Overflow I at Lv. 1.
Defense Ignore Efficiency Overflow13 / 21

A Defense Ignore hit ignores 52% of the target’s Damage Reduction instead of 50%.

Changes what a Defense Ignore roll is worth rather than how often it lands — each successful roll gets more of your damage past the target's mitigation.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Defense Ignore Efficiency Overflow sits in AL Mastery, at tier 4.
  • Cost: 200 Mastery Points, learned whole.
  • Requirements: needs Defense Ignore Chance Overflow at Lv. 1.
Final Damage Mastery14 / 21

+5% Final Damage (100% → 105%). Stacks with artifact enchantments.

Final Damage multiplies both damage currencies at the very end of the calculation, so this reaches every hit you make in every mode. It stacks with artifact enchantments, which are the other source of it.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Final Damage Mastery sits in AL Mastery, at tier 5.
  • Cost: 300 Mastery Points, learned whole.
  • Requirements: needs any one of Damage Reduction Overflow II at Lv. 1, Defense Ignore Efficiency Overflow at Lv. 1 or Critical Hit Damage Overflow at Lv. 1.
Haste Overflow15 / 21

Raises the Haste base cap (max attribute points in Haste) from 9,999 to 19,999.

Raises the attribute-point ceiling on Haste, and is half of what wakes Haste's Instinct. One of three on its row.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Haste Overflow sits in AL Mastery, at tier 6.
  • Cost: 200 Mastery Points, learned whole.
  • Requirements: needs Final Damage Mastery at Lv. 1.
  • PICK ONE: learning it locks out Stamina Overflow and Strength Overflow until you use RESET MP.
Stamina Overflow16 / 21

Raises the Stamina base cap (max attribute points in Stamina) from 9,999 to 19,999.

Raises the attribute-point ceiling on Stamina, and is half of what wakes Stamina's Instinct. One of three on its row.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Stamina Overflow sits in AL Mastery, at tier 6.
  • Cost: 200 Mastery Points, learned whole.
  • Requirements: needs Final Damage Mastery at Lv. 1.
  • PICK ONE: learning it locks out Strength Overflow and Haste Overflow until you use RESET MP.
Strength Overflow17 / 21

Raises the Strength base cap (max attribute points in Strength) from 9,999 to 19,999.

Raises the attribute-point ceiling on Strength, and is half of what wakes Strength's Instinct. One of three on its row.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Strength Overflow sits in AL Mastery, at tier 6.
  • Cost: 200 Mastery Points, learned whole.
  • Requirements: needs Final Damage Mastery at Lv. 1.
  • PICK ONE: learning it locks out Stamina Overflow and Haste Overflow until you use RESET MP.
Overflow Mastery18 / 21

Stat overflow converts at 0.6 per point instead of 0.5 (Defense → Stamina, Intuition → Haste, Malice → Strength).

The deepest node in AL Mastery, and it improves the exchange rate at which an overflowing stat pays into another. It only does anything for a character already past an overflow threshold.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Overflow Mastery sits in AL Mastery, at tier 7.
  • Cost: 500 Mastery Points, learned whole.
  • Requirements: needs any one of Stamina Overflow at Lv. 1, Strength Overflow at Lv. 1 or Haste Overflow at Lv. 1.
Which Mastery To Take19 / 21

A PICK ONE: take Stamina Mastery, Strength Mastery or Haste Mastery and the others are locked out until you use RESET MP.

  • Stamina Mastery — One of three roots, and the gate to the Defense side of AL Mastery. AL Mastery is where surplus Mastery Points go once both other trees are finished — nothing here is cheap.
  • Strength Mastery — One of three roots, and the gate to the Malice side of AL Mastery.
  • Haste Mastery — One of three roots, and the gate to the Intuition side of AL Mastery.
Which Overflow To Take20 / 21

A PICK ONE: take Stamina Overflow, Strength Overflow or Haste Overflow and the others are locked out until you use RESET MP. needs Final Damage Mastery at Lv. 1.

  • Stamina Overflow — Raises the attribute-point ceiling on Stamina, and is half of what wakes Stamina's Instinct. One of three on its row.
  • Strength Overflow — Raises the attribute-point ceiling on Strength, and is half of what wakes Strength's Instinct. One of three on its row.
  • Haste Overflow — Raises the attribute-point ceiling on Haste, and is half of what wakes Haste's Instinct. One of three on its row.
Instinct21 / 21

A stat whose BASE (starting value plus every attribute point in it) sits at its raised 19,999 cap wakes an INSTINCT: a bonus on one combat stat. You need that stat’s AL Mastery Overflow node (it lifts the cap from 9,999). Only base counts; Items, Mastery and Bonus % do not. It is live: drop the base below 19,999 or lose the node and it goes out.

  • Defense — Damage Reduction +5%, past the cap (95% ceiling).
  • Malice — Defense Ignore Efficiency +25%.
  • Intuition — Critical Damage +25%, past the cap.
  • Stamina — Final HP +30% and Final HP Regen +30%.
  • Strength — Final Damage +25%.
  • Haste — Speed 30 per Haste instead of 10.

At most two at once: AL Mastery’s two base-cap rows are each pick-one, so you can hold one of Defense/Malice/Intuition Instinct and one of Stamina/Strength/Haste Instinct. The +25 figures are percentage points, not multipliers. Malice Instinct takes Defense Ignore Efficiency from 50% to 75% (77% with the Efficiency node). Haste Instinct triples Speed (30 per Haste instead of 10), and Velocity Strike’s rider with it. Defense Instinct adds +5 Damage Reduction past the 80% cap, under a hard 95% ceiling. Instinct works in every mode. One catch: Strength’s +25 Final Damage sits on the enchant total, so the Arena and Endless Boss divide it like every enchant line. An active Instinct glows light blue on the Character page.