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

Farming Stages

Monsters1 / 6

Each monster is its own ladder. Fights resolve on the server in one go, then replay for you. The animation is a recording; nothing you do during it changes the result.

A win pays EXP and gold, may drop an item, and pushes that monster up one level for you. Losing costs nothing but time.

Fights are turn-based: each side acts once per turn, higher Speed first (ties go to you). Both sides regen HP every 2nd of their own turns. An unresolved fight is a loss after 99 turns, so you must out-damage the monster’s regen. No skill fires before your 3rd turn, and after any skill the next one waits a turn. Set skill priority in the fight card’s loadout.

Monster Stats and Scaling2 / 6

Monsters use the same seven primaries and combat formulas as you, with weaker ratios.

StatYouMonster
HP per Stamina12090
HP Regen per Stamina255
Physical Attack per Strength107
Damage Reduction rating per Defense0.650.45
Crit rating per Intuition0.700.25
Evasion rating per Intuition0.10.03
Defense Ignore rating per Malice0.10.03
Speed per Haste100.8
Critical Damagefixed 150% (+25% capstone)fixed 150%

At equal Haste you act first: your Speed ratio is higher, and ties go to you.

Monsters level by GAINING STAT POINTS, not multiplying. Each starts with 60 points across six stats. Each level-up adds its growth number (B) plus 2 points per level (2.5 past 20, 3 past 50, 4 past 100, 5 past 200), split in the same proportions as its base spread. Rewards scale with level: a level L kill pays base EXP × L^1.20 and base gold × L^0.80. A level 40 kill pays about 84× the EXP of a level 1 kill but only about 19× the gold.

Deeper stages are a steady climb, not a wall. Gold grows slower than EXP: deep stages are for levels, not gold.

Battle Modifiers3 / 6

EVERY manual Fight carries THREE monster buffs, one from each of three pools, rolled at random FOR EACH FIGHT. Two fights on the same stage can differ, and there is no schedule.

PoolWhat it can roll
Effect 1 — OffensiveFinal Damage +20% · hits twice (the second at 50% of the first) · critical damage +30% · Defense Ignore fixed at 75% · every attack crits
Effect 2 — DefensiveFinal Damage Reduction +25% · Evasion fixed at 66.6% · regenerates every turn at 75% · no hit takes more than 33.3% of its max HP · Damage Reduction fixed at 92% (Lv. 100+ stages only)
Effect 3 — Utility25% chance of two turns in a row · always goes first · cannot be evaded by Evasion · survives one death blow at 1 HP, immune for that turn · its hits have a 10% chance to stun you out of your next turn

Deeper stages roll MORE rows from each pool, and rows from one pool stack.

From stage 1000, every fifth stage (1000, 1005, 1010 …) adds a SHOWDOWN effect, rolled the same way. No showdowns below 1000 or on stages that are not multiples of five.

Both ladders scale with depth. Each of the three slots rolls one from the first stage, two from stage 2,000, three from stage 4,000, four from stage 6,000 and five from stage 8,000 (15 buffs at the top — every row of every pool). Showdowns roll one from stage 1,000, two from stage 3,000, three from stage 5,000, four from stage 7,000 and five from stage 9,000, always on multiples of five.

ShowdownWhat it does
BulkyThe monster gains 30% more Stamina and Strength
SpeedyThe monster gains 20% Haste, and every hit it lands adds true damage equal to 5% of its Speed
AmbushedYou start at 50% HP, but cannot die on turn 1 (left at 1 HP)
DisheartenYour Final Damage stat loses 30 points (200% becomes 170%)
CrippledYour final Strength, Stamina and Haste are cut by 20%

The plates beside the Notice Board show what each slot can roll (one per effect slot, then Showdown, then Monster Stats Overflow). After a fight, the action card shows what THAT fight rolled. Modifiers apply to every simulated fight: manual Fights and Shadow attempts (the Shadow rolls its own each time). Mercenary farming never simulates a battle, so it is unaffected.

Alpha and Boss Monsters4 / 6

Monsters come in three tiers. An ORDINARY monster is the common case; an ALPHA is tougher and pays more; a BOSS is tougher again. The tier is a property of the monster itself, not of the stage you meet it on.

TierOne Mercenary banks a kill everyKills per hour
Ordinary12 seconds300
Alpha15 seconds240
Boss30 seconds120

That rate is the whole difference for idle farming: a Boss pays more per kill but you bank far fewer of them.

  • On the Battle map, a monster’s tier is shown on its own marker and on the action card.
  • In the Dungeon, Alphas join ordinary packs from stage 3 and Bosses join the throne room from stage 5.
  • Perfect Execution, the Physical Pinnacle node, is deliberately weakest against the hardest tiers: 2% against an ordinary monster, 1% against an Alpha and 0.5% against a Boss.
Monster Overflow5 / 6

Monsters overflow exactly as you do, and from stage 1,000 up they start doing it: a monster whose scaled primary passes a threshold converts the excess into another stat instead of wasting it. Below that stage nothing overflows at all.

Its overflowing statPastBecomes
Defense39,000Stamina
Intuition98,100Haste
Malice95,800Strength

The rate rises with the stage: 0.66 per point from stage 1,000, 0.99 per point from stage 3,000, 1.32 per point from stage 5,000, 1.65 per point from stage 7,000, 1.88 per point from stage 9,000. Deep monsters also carry raised Evasion and Defense Ignore caps, at 50% instead of the ordinary ceiling.

The Battle card’s VIEW STATS popover shows the monster’s real figures with overflow already folded in, so what it prints is what you are actually fighting. An overflow plate appears in the corner row when it applies.

Pushing Stages6 / 6

Two different things happen on that page:

  • Fight — a real battle against the next level up, resolved on your stats. Winning advances the stage permanently.
  • Mercenary farming — banks defeats on a clock at the highest level you have already cleared, forever, without ever advancing it.

Fight pushes; a Mercenary banks a level you already cleared. You cannot fight a monster by hand while a Mercenary farms it.

A Mercenary does not fight. It banks one defeat every 12 seconds (15 on an Alpha, 30 on a Boss), and every one pays. No roll, no loss, and your stats do not change the rate. Two Mercenaries on one stage bank twice as fast. A TRAINED Mercenary counts for more: Lv. 2 banks 3 defeats per interval, Lv. 3 banks 7, Lv. 4 banks 16 (see Crew Training under the Resource System).

TargetOne defeat everyPer hour, one Mercenary
Normal monster12 seconds300
Alpha monster15 seconds240
Boss monster30 seconds120

A stage must be cleared by hand once before a Mercenary can farm it. Pushing with Fight is what raises what your Mercenaries earn.

Auto Progression: tick Enable Auto Progression beside Fight and every win rolls into the next stage after a 3-second countdown. Your selected potion and Food Buff are spent on every auto fight (it warns you first). It stops on a loss or when a selected consumable runs out, and tells you why.