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

Magical Pathway

Magical Pathway1 / 18

The Intelligence tree: Brains Over Brawn converts ALL Strength into Intelligence and every attack becomes Holy Smite at 100% Spell Power. Nothing outside this tree scales off Intelligence.

It opens with Brains Over Brawn. The whole pathway costs 75 Mastery Points including its APEX, Manipulation. Past the APEX comes the free APEX+ pick (Empowered Bulwark or Divine Grace) at character level 300, and past Cross Mastery the Pinnacle pick (Borrowed Time or Standing Prayer) at 100 points.

SkillTypeTierCost (MP)
Brains Over BrawnPassive11
Prayer of HealingActive25
Playing with FirePassive25
Holy WisdomPassive35
Swift CastPassive35
Bright MindPassive45
Life of the PartyPassive55
Free Hand CastingPassive63
Curiousity Killed the Cat.Passive75
Prayers Are HeardActive83
Angelic BulwarkPassive93
Vengeful BulwarkPassive105
Knowledge is PowerPassive1110
ManipulationActive1215
Empowered BulwarkPassive130
Divine GracePassive130

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

Brains Over Brawn2 / 18

All Strength (base, gear and mastery) is converted to Intelligence and multiplied by your Intelligence Bonus %. Strength drops to 0. Your normal attack becomes Holy Smite: every 2nd turn for 100% of Spell Power.

The Magical root and the most committing node in the game: it converts your Strength into Intelligence and leaves Strength at zero, then replaces your normal attack with Holy Smite. Nothing outside this tree scales off Intelligence, so everything you owned that fed Strength now feeds a stat only this pathway uses.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Brains Over Brawn sits in the Magical Pathway, at tier 1.
  • Cost: 1 Mastery Point, learned whole.
  • Requirements: none. It is a root, so it unlocks as soon as the tree is open to you.
Playing with Fire3 / 18

Increases Holy Smite's damage by another 50% of Spell Power, taking Holy Smite to 150%.

Finishes Holy Smite. Since Holy Smite is your normal attack now, this improves the thing you do every single turn — the highest-cadence node in the tree.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Playing with Fire sits in the Magical Pathway, at tier 2.
  • Cost: 5 Mastery Points, learned whole. It has 5 levels and one press buys all of them.
  • Requirements: needs Brains Over Brawn at Lv. 1.
Prayer of Healing4 / 18

Casts a heal that restores 200% of Spell Power on a 4 turn cooldown. In the Dungeon it heals the whole party (including you) for 50% instead. Not affected by Copycat.

A real heal on a short cooldown, which no other pathway has. In the Dungeon it heals the whole party, which is what makes a caster the party's safety net rather than just another damage dealer.

  • ACTIVE: it casts during a fight, under the casting rules, on its own cooldown.
  • Prayer of Healing sits in the Magical Pathway, at tier 2.
  • Cost: 5 Mastery Points, learned whole. It has 5 levels and one press buys all of them.
  • Requirements: needs Brains Over Brawn at Lv. 1.
Holy Wisdom5 / 18

Gains bonus Intelligence. +50 Intelligence.

Pure Intelligence, which after Brains Over Brawn is your damage stat. Straightforwardly good here and worthless anywhere else.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Holy Wisdom sits in the Magical Pathway, at tier 3.
  • Cost: 5 Mastery Points, learned whole. It has 5 levels and one press buys all of them.
  • Requirements: needs Prayer of Healing at Lv. 1.

Holy Wisdom is a flat grant: +50 Intelligence once learned, written into your Mastery column on the Character page.

Swift Cast6 / 18

Gains bonus Haste. +50 Haste.

Pure Haste. For a caster it is initiative, and it becomes real value under Curiousity Killed the Cat, which reads your Haste and pays you Intelligence and Stamina for it.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Swift Cast sits in the Magical Pathway, at tier 3.
  • Cost: 5 Mastery Points, learned whole. It has 5 levels and one press buys all of them.
  • Requirements: needs Playing with Fire at Lv. 1.

Swift Cast is a flat grant: +50 Haste once learned, written into your Mastery column on the Character page.

Bright Mind7 / 18

Gains bonus Intuition. +50 Intuition.

Pure Intuition. Like Haste above it, its second life is as fuel for Curiousity Killed the Cat.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Bright Mind sits in the Magical Pathway, at tier 4.
  • Cost: 5 Mastery Points, learned whole. It has 5 levels and one press buys all of them.
  • Requirements: needs Holy Wisdom at Lv. 3 and Swift Cast at Lv. 3.

Bright Mind is a flat grant: +50 Intuition once learned, written into your Mastery column on the Character page.

Life of the Party8 / 18

Every turn: heals you for 75% of Spell Power and burns the enemy for 75% of Spell Power as true damage (cannot be reduced or evaded; unaffected by Haste). In the Dungeon it heals the whole party and burns all enemies at the same rates. Copycat copies the burn, not the heal.

Fires every single turn, heals you and burns the enemy for true damage that nothing reduces or dodges. Cadence is what makes it the strongest node in the tree: a smaller number landing every turn beats a larger one on a cooldown.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Life of the Party sits in the Magical Pathway, at tier 5.
  • Cost: 5 Mastery Points, learned whole. It has 5 levels and one press buys all of them.
  • Requirements: needs Bright Mind at Lv. 3.
Free Hand Casting9 / 18

You can no longer equip a Main Hand or Off Hand (anything equipped is removed when learned). Holy Smite strikes every turn instead of every 2nd. Every stat’s Bonus % +50%.

Seals both weapon slots and pays for them with a large boost to every stat's Bonus %, plus Holy Smite on every turn instead of every other one. A caster gets little from a weapon, which is what makes the trade work.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Free Hand Casting sits in the Magical Pathway, at tier 6.
  • Cost: 3 Mastery Points, learned whole.
  • Requirements: needs Life of the Party at Lv. 5.
Curiousity Killed the Cat.10 / 18

Gain Intelligence and Stamina equal to 50% of your Base + Item Haste and Intuition combined.

Pays you Intelligence and Stamina for Haste and Intuition you already hold, which is what turns the small stat nodes above it from filler into a real contribution.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Curiousity Killed the Cat. sits in the Magical Pathway, at tier 7.
  • Cost: 5 Mastery Points, learned whole. It has 5 levels and one press buys all of them.
  • Requirements: needs Free Hand Casting at Lv. 1.
Prayers Are Heard11 / 18

Grants a shield that negates 1 instance of damage, on a 6 turn cooldown. In the Dungeon it shields the whole party (including you). Casting again stacks another shield on top.

A shield that eats one hit outright, whatever its size. That makes it the best answer in the game to a single enormous blow, and it stacks, so casting it again banks another. In the Dungeon it shields the whole party.

  • ACTIVE: it casts during a fight, under the casting rules, on its own cooldown.
  • Prayers Are Heard sits in the Magical Pathway, at tier 8.
  • Cost: 3 Mastery Points, learned whole.
  • Requirements: needs Curiousity Killed the Cat. at Lv. 5.
Angelic Bulwark12 / 18

A shield from Prayers Are Heard explodes when it breaks, reflecting 100% of the damage it negated PLUS 25% of your Spell Power back at the attacker.

Turns the shield from pure defence into a counter-punch: whatever it absorbed comes back at the attacker. The bigger the hit you blocked, the bigger the answer.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Angelic Bulwark sits in the Magical Pathway, at tier 9.
  • Cost: 3 Mastery Points, learned whole.
  • Requirements: needs Prayers Are Heard at Lv. 1.
Vengeful Bulwark13 / 18

Increases Angelic Bulwark's reflection by another 25% of the negated damage and 10% of your Spell Power, taking the reflection to 125% of the damage negated plus 35% of Spell Power.

Improves the shield explosion on both halves — the share of what it negated, and the share of your Spell Damage. The Spell Damage half is the one a caster can keep growing.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Vengeful Bulwark sits in the Magical Pathway, at tier 10.
  • Cost: 5 Mastery Points, learned whole. It has 5 levels and one press buys all of them.
  • Requirements: needs Angelic Bulwark at Lv. 1.
Knowledge is Power14 / 18

+100 Intelligence. Skill cooldowns tick down twice as fast. In Battle and the Endless Boss you ignore the shared 1-turn cast pacing. No single hit can take more than 40% of your max HP.

The pathway capstone, and it is really a cadence node: cooldowns tick twice as fast and the shared pacing between casts stops applying to you. A tree full of powerful cooldowns gets far more out of that than out of another stat grant.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Knowledge is Power sits in the Magical Pathway, at tier 11.
  • Cost: 10 Mastery Points, learned whole.
  • Requirements: needs every node above it in the Magical Pathway, each at full level

Knowledge is Power is a flat grant: +100 Intelligence once learned, written into your Mastery column on the Character page.

Knowledge is Power carries a flat per-hit cap: no single instance of damage may take more than 40% of your maximum HP. Only one node can grant this, since the three that do sit in pathways you cannot combine.

Manipulation15 / 18

Take your next 3 turns in a row before the enemy can act. 24 turn cooldown. In the Dungeon the whole party (including you) acts twice on their next turn instead.

The Magical APEX: several of your turns in a row before the enemy moves. Against anything that cannot survive a full combo it simply ends the fight; in the Dungeon it hands the whole party an extra action instead.

  • ACTIVE: it casts during a fight, under the casting rules, on its own cooldown.
  • Manipulation sits in the Magical Pathway, at tier 12.
  • Cost: 15 Mastery Points, learned whole.
  • Requirements: needs Knowledge is Power at Lv. 1.

Holding Manipulation opens the Combat Mastery tree.

Divine Grace16 / 18

Prayers Are Heard now blocks and reflects 2 instances of damage instead of one.

The APEX+ pick that doubles how many hits a shield eats. Against something that attacks often it is worth more than a bigger explosion, because the shield is the thing keeping you alive.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Divine Grace sits in the Magical Pathway, at tier 13.
  • Cost: FREE, no Mastery Points at all.
  • Requirements: needs Manipulation at Lv. 1.
  • Needs character level 300.
  • PICK ONE: learning it locks out Empowered Bulwark until you use RESET MP.

Holding Divine Grace opens Cross Mastery.

Empowered Bulwark17 / 18

Vengeful Bulwark reflects another 50% of the damage its shield negated and another 10% of your Spell Power, taking the reflection to 175% of the damage negated plus 45% of Spell Power.

The APEX+ pick that pushes the shield explosion higher still. It wants a build that is actually being hit hard enough for the reflected share to matter.

  • PASSIVE: it applies on its own, with nothing to cast.
  • Empowered Bulwark sits in the Magical Pathway, at tier 13.
  • Cost: FREE, no Mastery Points at all.
  • Requirements: needs Manipulation at Lv. 1.
  • Needs character level 300.
  • PICK ONE: learning it locks out Divine Grace until you use RESET MP.

Holding Empowered Bulwark opens Cross Mastery.

Empowered Bulwark or Divine Grace: Which To Take18 / 18

A PICK ONE: take Empowered Bulwark or Divine Grace and the others are locked out until you use RESET MP. needs Manipulation at Lv. 1.

  • Empowered Bulwark — The APEX+ pick that pushes the shield explosion higher still. It wants a build that is actually being hit hard enough for the reflected share to matter.
  • Divine Grace — The APEX+ pick that doubles how many hits a shield eats. Against something that attacks often it is worth more than a bigger explosion, because the shield is the thing keeping you alive.