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

Dungeon

How to Play1 / 10

Up to three players, one descent, turn-based. This is the only fight not resolved in a single call: everyone picks an action on their own turn. Playing alone? The leader can fill empty slots with an Echo: a snapshot of any player who has cleared the stage, fighting automatically at 75% strength with their own skill order. Echoes act instantly, never drink potions, and earn nothing; every reward stays with the real players.

  • Raise or join a party on the Dungeon page. The leader arranges everyone into Front, Middle and Back.
  • Position decides who gets attacked. The leader picks the spread at the gate: Standard 60/30/10, Even Spread 34/33/33, Twin Front 45/45/10, Iron Front 80/10/10. The numbers are shares among whoever is still standing, so the last survivor is hit every time.
  • Pick the potion you are bringing before you enter. It is frozen for the run.
  • The party moves by ROLLING A DIE: clear a room, roll, and go where it leads. Which roll goes where is hidden.
  • Chest rooms roll too: even opens the chest, odd wakes MIMICS you must fight first (three of them 70% of the time, two otherwise).
  • The deeper the stage, the harder the rooms: Alphas join ordinary packs from stage 3, Bosses join the throne from stage 5, and on Stage M every ordinary room fields three Alphas. Chest Mimics always fight at the stage’s own regular-monster level.

Eleven rooms: six fights, four chests, and the throne. Every route ends at the throne, in three rooms or six. Rooms spawn by stage: a fixed count of Alphas (and Bosses from stage 5) plus a random handful of regulars. Ten seconds per turn; if it runs out you do a normal attack.

StageOrdinary roomThrone
1-23-5 regulars2-4 regulars + 1 Alpha
3-42-4 regulars + 1 Alpha1-3 regulars + 2 Alphas
5-61-3 regulars + 2 Alphas0-1 regulars + 2 Alphas + 2 Bosses
M and M+0-2 regulars + 3 Alphas2 Alphas + 3 Bosses

Alphas and Bosses are drawn independently, so duplicates are normal (the same Boss twice on Stage M’s throne is not a bug).

Two attempts per day, plus one per active Premium Pack and two more with the Dungeon Dweller pack. M+ runs never spend one. Leaving the lobby spends the attempt even if the run crashes, so finish what you start.

Turn Order, Dying and the Clock2 / 10
RuleHow it works
Turn orderHighest Speed acts first; ties go to players
CooldownsCounted in your own turns, and carried between rooms
HP RegenEvery 2nd turn you take — turn 2, 4, 6, and so on
DyingRevived at 50% for the next room, if anyone survived
Full wipeThe run ends
Time limit15 minutes per run on stages 1-6, 30 on Stage M and M+. The clock sits beside Abandon; the run fails when it expires. On M+ each death cuts 30 seconds off.
AbandoningIn a party of two or three, Abandon opens a 30-second vote — it takes two agrees (the caller counts as one) to end the run
Unlocking Stages3 / 10

Stages open one at a time. Stage 1 is open from the start; every stage after needs the one below CLEARED (reaching the throne, not just attempting).

  • A locked stage can be selected in the lobby to read what is in it, but Raise stays disabled.
  • Joining is gated the same way: you cannot be carried into a stage you have not unlocked.
  • Clearing a stage is permanent. Nothing takes it back.

The Achievements Hall’s Dungeon section shows which stages you have cleared, so it doubles as your map of what is locked.

The M+ Ladder4 / 10

Past Stage M are fifty difficulties: M+1 through M+50. Clear Stage M and all open at once; pick any difficulty at the gate. Each step adds +100 to all three monster levels, and every monster (Mimics included) gets +10% HP and +10% damage, or +15% on every 5th step (M+5, M+10, …).

  • Needs Stage M cleared LIVE since the ladder arrived; an old clear of the retired party-scaled version does not count. After that, M+1 to M+50 are all open.
  • Parties start at M+1; the leader sets the difficulty in the staging room, visible to all. Stage M cleared is the only requirement for every member.
  • M+50 is the top. The ladder ends there.
  • M+ runs are free — they never spend a daily attempt.
  • No Echoes. Only real players can fill the slots.
  • Each party-member death pulls the run’s deadline 30 seconds closer.

M+ pays NOTHING: no kill tokens, chest loot, clear EXP or first-clear. The reward is the Dungeon leaderboard: highest difficulty cleared, ties broken by fastest clear.

The Party Rally5 / 10

A leader waiting in an M+ staging room with a free slot can RALLY: one short call, sent to Global Chat as its own kind of message, with a Join link on it. Anyone who could actually join that party also gets a banner for 15 seconds.

  • Only the leader can send one, only from a party that is still forming, only past Stage M, and only while a slot is open.
  • One rally per party every 120 seconds, and the message is capped at 140 characters.
  • The banner is only shown to players who could join: not in a party already, deep enough to enter M+, and not the leader.
  • The chat line is a chat line and stays. Only the banner can be switched off.

Settings has a Notifications switch for rally invites. It travels with your character rather than with the browser, so turning it off once is enough on every device.

Quick Clear6 / 10

Once you have cleared a stage (solo, party or Echoes), Quick Clear appears beside Raise a Party. It rolls a REAL descent (same dice, room spawns and chest guardians), wins every fight for you, and pays what a live run pays: kill loot, chest hauls and the clear bonus.

  • It spends a daily attempt, exactly like a live run.
  • Stages 1-6 and Stage M (Stage M only after a live re-clear since the M+ rework). M+ must always be fought for real.
  • The result draws the route it travelled on the map, with the haul beside it.

Quick Clear is for farming a stage you already cleared. It never unlocks anything. A Quick Clear of Stage M does not open the M+ band; only a live re-clear does.

Getting Ready7 / 10

Everyone except the leader must press Ready before the run starts. The button pulses until pressed; the leader’s Enter button stays disabled (showing how many it waits on) until everyone is ready.

Joining a party leaves you NOT ready, so a leader cannot start the run before you have picked a potion.

Leaving the staging room leaves the party (the leader leaving disbands it). You are asked to confirm. An empty lobby closes after five minutes.

In the run, only the leader moves the party: the Battle / Open / Roll Dice button and clicking a room on the map. Your own turn is yours.

The Dungeon Bank8 / 10

A 10,000-slot overflow store on the Dungeon page, shared between gear and tokens. Anything a run pays you that will not fit in your normal bags lands here instead of being lost.

RuleHow it works
Capacity10,000 slots, gear and tokens together
What goes inOnly what will not fit in your normal bags
During a runThe cap is soft — a descent may push you past 10,000
Starting a runBlocked while the bank is full or over
Getting it outClick anything to withdraw it, or Transfer All to empty the bank in one press

Banked gear cannot be equipped until withdrawn. A token stack withdraws as much as your Misc. bag can hold, so a partial withdrawal is normal.

The soft cap is why the bank can read 10,009 / 10,000: loot is never refused mid-run, so the limit is enforced when you start the NEXT run. Transfer All is all-or-nothing: if your bags are short it tells you by how many slots.

First-Clear Rewards9 / 10

The first clear of each stage pays a one-off milestone, claimed at the Achievements Hall under Dungeon. Re-clearing pays nothing.

StageAchievement tokensTitleTitle effect
1500
21,000Dungeon For Dummies+10 Stamina
31,500Accidental Explorer+20 Stamina
42,000Labyrinth Seeker+50 Stamina
52,500Shadows of the Labyrinth+100 Stamina
63,000Labyrinth Master+250 Stamina
M5,000Mythic Labyrinth Conqueror+500 Stamina

Titles land when you CLAIM the achievement, not when you clear the stage. Wear one from the Character Loadout’s Title tiles — Effect applies the stats, Display just shows the name.

Stage 1 pays tokens only; stages 2 and up add a title. Stage M pays 5,000 tokens and the biggest dungeon title, +500 Stamina with a dark shadow glow. M+ has no first-clear.

Rewards10 / 10

One loot roll per kill, plus chests. Every party member gets the FULL amount, nothing is split. M+ is not in the tables because it pays nothing.

StageMonster / Alpha / Boss levelTokens per monsterAlpha accessory tokensAlpha accessories
155 / 53 / 50352
2110 / 105 / 1005104
3220 / 210 / 2007156
4440 / 420 / 4009208
5660 / 630 / 600112510
6880 / 840 / 800133012
M1,100 / 1,050 / 1,000153515

Levels are flat: every regular monster in a stage is the first number, every Alpha the second, every Boss the third. Weapons and armor do not drop in the dungeon. Accessories come from Alphas; a Boss kill pays double an Alpha’s accessory tokens with the same accessory count.

StageChest achievement tokensChest goldChest random tokensClear bonus
15001,000,00072,000,000 EXP
21,0002,000,00074,000,000 EXP
31,5003,000,00076,000,000 EXP
42,0004,000,00078,000,000 EXP
52,5005,000,000710,000,000 EXP
63,0006,000,000712,000,000 EXP
M4,0008,000,000715,000,000 EXP

Chests are on doors and the throne only. The clear bonus pays once, on taking the throne; a wipe never sees it.

A full bag sends overflow to the Dungeon Bank. Clear space before a deep run anyway: a full bank blocks your NEXT descent.