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.

Character

Introduction to Character Stats

Primary Stats1 / 10

You have seven primary stats. Attribute points, gear, mastery and artifacts all add to these, and combat stats are derived from them. A few mastery nodes, premium titles and enchant lines land on a combat stat directly (named where they come up), but you can never SPEND on a combat stat.

PrimaryStartWhat it feeds
Stamina20HP, HP Regen
Strength15Physical Attack
Intelligence15Spell Damage
Defense20Damage Reduction
Haste10Speed (who acts first each round)
Intuition5Critical Hit Chance, Evasion
Malice5Defense Ignore

One primary can feed several combat stats: Stamina and Intuition each drive two. Intelligence is the one primary attribute points cannot go into. The Magical pathway’s Brains Over Brawn converts your whole Strength pool into it, so casters spend on Strength. Gear, mastery, artifacts and Bonus % still raise it.

Combat Stats2 / 10

Ten combat stats are derived from those seven. They are recalculated on every read, so a spent point shows up instantly. Flat stats convert directly; percent stats convert into a RATING first (next section).

Combat StatFromPer point
HPStamina120
HP RegenStamina25 (40 with the Defense capstone), every 2nd turn
Physical AttackStrength10
Spell DamageIntelligence17
SpeedHaste10
Damage ReductionDefense0.65 rating
Critical Hit ChanceIntuition0.70 rating
EvasionIntuition0.1 rating
Defense IgnoreMalice0.1 rating
Critical Damagefixed at 150%

Spell Damage only matters in the Magical pathway, where Brains Over Brawn converts ALL Strength into Intelligence. Outside it, Intelligence does nothing. Physical Attack and Spell Damage floor at each other: whichever your build feeds, the other is never lower, so a skill using the "wrong" damage type still scales. Critical Damage is fixed at 150% (a crit deals 1.5× normal damage); no primary raises it. Physical Mastery, Master of Eluding and the Combat tree’s Critical Damage+ each add +25%. These add past the 200% hard cap: Deeper Cuts, its trades Reckless Edge and Heavy Hand, AL Mastery’s Critical Hit Damage Overflow (+5), Intuition Instinct (+25), Exotic enchant lines, and the Aura Farmer and Shadow Authority titles. Speed only decides who acts first each round: highest first, ties go to you.

The Conversion Formula3 / 10

Two steps. First your primary total, then the combat stat it produces.

  • Primary Total = (Base + Gear + Mastery) × Artifact %
  • Flat stat = Primary Total × ratio
  • Percent stat = base % + 100 × rating ÷ (rating + 2000), then hard-capped

Artifacts multiply, not add, so they are worth most on a stat you have already built up.

Percent stats climb fast at first, then level off. The first 2,000 rating is worth as much as everything after it combined.

The Bonus % Multiplier4 / 10

Bonus % is the last column of the Stat Management table and the × in the formula above. It MULTIPLIES Base + Gear + Mastery, so it is worth most on a primary you have built up. Everyone starts at 100%.

Seven systems feed it. Some hit one primary, some hit all:

SourceWhat it adds
Artifacts wornEach one’s own rolled percentage, onto the primary it boosts — up to 30% from a single Exotic
Artifact set bonusesUp to +20% for five different types, plus 4-30% more set by your WEAKEST equipped artifact — both on every primary
Exotic artifacts offered to the G-HostEach placed artifact keeps paying its own roll while it stands there, up to ten of them
The Blessing+10% to each of three random primaries per level — +30% a level, and the levels have no ceiling
The pet Trainer Bonus2-40% on every primary, set by your weakest pet’s rarity
Exotic pet levelsOnto that pet’s own stats, every level — rolled below level 100, then a flat 2-3% for ever after
Enchanted Exotic artifactsEach rolled stat line — up to +60% on one primary, or +36% on all of them, three lines per artifact — paying whether the artifact is worn OR placed at the G-Host

Three more sources are exclusive rather than cumulative: the Anal-ly, Lavish and Shadow Authority titles add +10%, +20% and +66% to every primary, but only one effect title is ever worn. In the Magical pathway, Free Hand Casting adds +50%.

The uncapped sources end up largest: the Blessing has no ceiling and Exotic pet levels run to 999. Worn artifacts and set bonuses are limited by five slots.

SLOT PROFICIENCY IS NOT PART OF THIS. It multiplies the GEAR in one slot (the Gear column). It never touches Bonus %.

Diminishing Returns5 / 10

Percent stats diminish twice. The rating curve levels off, and past each stat’s KNEE extra rating counts for less: half for most stats, 40% for Damage Reduction. Above both is a hard cap. Past a threshold just above the cap, the primary OVERFLOWS into another stat, so points are not wasted.

StatBase %Knee (rating)Past the kneeHard cap (base)
Damage Reduction0%1,636 (= 45%)40%80%
Critical Hit Chance5%1,50050%80%
Evasion2%75050%33.33%
Defense Ignore5%40050%33.33%

(!) beside a stat on the Character page means its rating is past the knee; (X) means it hit the hard cap. HP, HP Regen, Physical Attack, Spell Damage and Speed have no caps. Three caps can be raised: Master of Eluding lifts Evasion to 45% and Defense Ignore to 66.6%; the Elusive Pinnacle’s Phantom Form takes Evasion to 77.7%. Enchant lines and a couple of premium titles add points on top of any cap.

Once a stat shows (!), almost any other primary is a better place for the next point. Past (X) the excess converts at half value: not wasted, just discounted.

Attribute points have their own ceiling: a primary’s BASE (starting value plus every point allocated) caps at 9,999, and Manage AP stops there. Mastery, Bonus % and overflow keep working past it. AL Mastery’s Overflow nodes raise one stat’s cap to 19,999. Lose the node (unlearn or RESET MP) and that base drops back to 9,999; every point above it returns as unused Attribute Points, up to 10,000 per stat.

Overflow Conversion6 / 10

Three primaries stop paying once they are enormous, and past that point the excess CONVERTS into another stat instead of being wasted. It is automatic — there is nothing to press — and it reads your primary TOTAL, so Items, Mastery and your Bonus % all count towards the threshold.

Overflowing statPast (total)With Master of EludingConverts intoRate
Defense27,00027,000Stamina0.50 per point
Intuition15,00023,000Haste0.50 per point
Malice12,00060,500Strength0.50 per point

Phantom Form raises the Intuition threshold to 118,000, and AL Mastery's Overflow Mastery improves the rate. What arrives is added to the target's TOTAL directly — it is not multiplied by that stat's Bonus % a second time.

The three that overflow and the three they pay into are different stats on purpose, so nothing can convert in a circle. The Arena is the one place it does not apply: duel stats are normalised to a fixed budget, so an absolute threshold would mean nothing there.

Stats That Feed Other Stats7 / 10

Some mastery nodes do not grant a fixed amount — they READ one stat and pay another, and they are recomputed every time your stats are read. Spend an attribute point in the stat being read and what they pay goes up with it, which is why the Character page can move without you touching the stat that moved.

NodeReadsPaysAt full level
Titan's Resiliencetotal StrengthDefense and Intuition15%
Survivor's Guiltbase and item MaliceStrength and Stamina100% — and it DRAINS what it reads
Immovable Fortressbase and item HasteStamina100% — and it DRAINS what it reads
Master of Eludingbase and item DefenseHaste50%

A draining node empties the stat it reads: that stat becomes zero, and what it was worth turns up somewhere else. Take one only when you have no use for the stat being drained.

Flat Stat Grants8 / 10

The simplest kind of mastery node: learn it and a fixed amount of one primary is written into the Mastery column on your Character page. It stays there until you unlearn the node, and nothing else changes it.

Flat grantStatOnce learned
WindsweptHaste+50
Crushing PowerStrength+50
Battle IntuitionIntuition+50
Unending MaliceMalice+50
Rapid RegenerationStamina+25
Physical MasteryStrength+200
Defense is the Best OffenseDefense+200
Holy WisdomIntelligence+50
Swift CastHaste+50
Bright MindIntuition+50
Knowledge is PowerIntelligence+100
Haste+Haste+50
Intuition+Intuition+50
Malice+Malice+50
Stamina+Stamina+75
Strength+Strength+75
Defense+Defense+75
Haste++Haste+125
Intuition++Intuition+125
Haste++Haste+125
Malice++Malice+125
Strength++Strength+125
Defense++Defense+125
Stamina++Stamina+125
Master of EludingIntuition+200
Stamina MasteryStamina+500
Strength MasteryStrength+500
Haste MasteryHaste+500

A flat grant is written into the Mastery column on your Character page and stays there until you unlearn the node.

Final Damage9 / 10

Final Damage is the last thing that happens to a hit. It multiplies your Physical Attack and your Spell Damage together, at the very end, so every engine in the game inherits it without knowing about it — Battle Stages, the Dungeon, the Arena and the Endless Boss alike. It starts at 100% and everything below adds points to that.

  • Artifact ENCHANTMENTS are the main source, and the only one that scales without limit.
  • AL Mastery's Final Damage Mastery adds +5%.
  • The Shadow Authority title adds +6%.
  • Strength Instinct adds +25%.

It multiplies DAMAGE and nothing else. Healing does not scale with it: a heal built on Spell Damage rises because Spell Damage rose, and a heal built on your maximum HP does not rise at all. In the Arena and the Endless Boss the enchant share is divided down like every other enchant line.

Improving Survivability10 / 10

Survivability is HP, HP Regen and Damage Reduction, plus Evasion as a gamble. HP and Regen come from Stamina, Damage Reduction from Defense, Evasion from Intuition. The levers, roughly in order of early impact:

  • Attribute points into Stamina and Defense. HP never diminishes (120 per Stamina). Damage Reduction slows past its knee and caps at 80%, so once Defense shows (!), put the next point in Stamina.
  • Bring a potion and a meal. A percentage heal and a Stamina-rolling dish (Lobster Salad or Lobster Roll) are the cheapest extra turns you will ever buy.
  • The Defense mastery pathway is the survival tree — shields, reflects, and a capstone that re-rates HP Regen from 25 to 40 per Stamina.
  • Gear: Chest, Pants and Off Hand all carry Stamina and Defense. Upgrading what you already wear beats crafting spares.
  • Pets: Sir Oink-a-lot blocks a share of every hit, Mono-key heals you each turn, and the Dogfather takes a killing blow in your place.
  • Artifacts and the Blessing multiply the Stamina and Defense you have already built — the Golden Pot and Golden Shield are the two to wear.

Both sides regen every 2nd turn. You must out-damage the monster’s regen to win, so do not spend EVERYTHING on survival.