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.
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.
| Skill | Type | Tier | Cost (MP) |
|---|---|---|---|
| Stamina Mastery | Passive | 1 | 100 |
| Strength Mastery | Passive | 1 | 100 |
| Haste Mastery | Passive | 1 | 100 |
| Defense Overflow | Passive | 2 | 200 |
| Malice Overflow | Passive | 2 | 200 |
| Intuition Overflow | Passive | 2 | 200 |
| Damage Reduction Overflow I | Passive | 3 | 100 |
| Defense Ignore Chance Overflow | Passive | 3 | 100 |
| Critical Hit Chance Overflow | Passive | 3 | 100 |
| Damage Reduction Overflow II | Passive | 4 | 200 |
| Defense Ignore Efficiency Overflow | Passive | 4 | 200 |
| Critical Hit Damage Overflow | Passive | 4 | 200 |
| Final Damage Mastery | Passive | 5 | 300 |
| Stamina Overflow | Passive | 6 | 200 |
| Strength Overflow | Passive | 6 | 200 |
| Haste Overflow | Passive | 6 | 200 |
| Overflow Mastery | Passive | 7 | 500 |
Every node has its own section below, with its effect, what it costs, what it needs and what it locks out.
Gain 500 Haste.
One of three roots, and the gate to the Intuition side of AL Mastery.
Haste Mastery is a flat grant: +500 Haste once learned, written into your Mastery column on the Character page.
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.
Stamina Mastery is a flat grant: +500 Stamina once learned, written into your Mastery column on the Character page.
Gain 500 Strength.
One of three roots, and the gate to the Malice side of AL Mastery.
Strength Mastery is a flat grant: +500 Strength once learned, written into your Mastery column on the Character page.
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.
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.
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.
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.
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.
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.
+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.
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.
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.
+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.
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.
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.
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.
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.
A PICK ONE: take Stamina Mastery, Strength Mastery or Haste Mastery and the others are locked out until you use RESET MP.
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.
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.
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.