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

Arena

How Duels Work1 / 3

The Arena is PvP. Pick a fight and you are matched against another player’s character. Their saved skill priority fights for them, so nobody needs to be online.

RuleHow it works
Attempts5 per day, resetting at 00:00 UTC
Extra attemptsUp to 5 more a day, bought with Gold at 100k / 200k / 300k / 500k / 1M
MatchmakingRandom, but at least 80% of duels come from your own rank bracket — top 10, 11-25, 26-50, 51-100, 101-200, 201-300, 301-500, or 501+
LengthUp to 99 rounds
A drawDecided on the damage percentage each side dealt; exactly level means the attacker loses
Closed23:00–00:00 UTC, while the day’s ladder settles

No pets, potions or food: just your stat sheet and skill order. Set the order in the Arena’s Skill Order panel; it fights for you while you are away. Unset, your Battle-map order is used.

Defending costs nothing: no attempts or tokens spent, only your rating moves.

Rating and Rewards2 / 3

Everyone starts at 1,000 rating. Duels use ELO: what you gain, your opponent loses, so beating someone far above you is worth much more. Rating never falls below zero.

ResultAchievement Tokens
You win100
You lose25

Paid to the attacker only — the player who started the duel.

Where you finish the day pays again. Claim it in the Arena itself after 00:00 UTC.

Final rankDaily reward
1500 tokens
2 – 3400 tokens
4 – 5300 tokens
6 – 100200 tokens
101 and below100 tokens
Why Arena Stats Are Different3 / 3

Arena stats are not your Battle-map stats. Four things happen on the way in:

  • STAT NORMALIZATION: everyone fights on the same fixed budget of primary points, split across the six allocatable primaries in YOUR proportions. Distribution matters, magnitude does not.
  • BONUS % SQUASH: the multiplier from artifacts, pets, the G-Host and titles is kept but sharply shrunk. Only the part above the 100% baseline is cut.
  • PATHWAY SCALING: outgoing damage and healing are scaled per pathway, so the four kits counter each other.
  • CONVERSION SQUASH: mastery nodes that turn a primary into Physical Attack (Jagged Spikes, Haste Isn’t Wasted, Malicious Intent, Travel Light) are cut by a fixed divisor. Their rates were built for Battle-map numbers, not a normalized budget.

Distribution survives normalization and magnitude does not, so the strongest Arena move is COUNTER-PICKING the pathway you keep meeting. Your PvE sheet is your PvP sheet, re-proportioned. The budget, squashes and pathway rows are tuned live, so read these as the shape of the rule, not fixed figures. A conversion node is still worth taking, just not worth building around alone.

One defensive response per incoming action, unlike monster fights: a multi-hit skill draws at most one reflect, one Revenge charge, one counter. A shield stack swallows a WHOLE multi-hit action as one instance and reflects once off the total absorbed. Fake Out still rolls on every hit.