Mini Legion · Guild ReferenceStar Chart · Data Edition

Star Chart
Data Guide

Every one of the 48 Star Chart nodes: what it does, what it costs from level 0 to 50, what unlocks it, and which nodes to raise first for each role. All numbers come from the game's own data tables and a few live measurements. Nothing here is a guess unless it says ESTIMATE.

CoversAll 48 nodes, 4 axes, 3 tiers, levels 0–50
Data sourceClient data tables, game version 1.0.43, cross-checked against a live Lv80 account in October 2026
AnswersIs damage reduction PvE or PvP? Is a Crit node worth it? What should a damage dealer raise first?
UpdatedOctober 24, 2026

How to read this: pages 03–05 are the rules and prices. Pages 06–10 are the full node map, one axis per page. Pages 11, 12 and 14 answer the three common questions. Pages 14–18 are priority orders by role. Pages 19–20 are totals and sources. Labels: DATA read straight from the game's tables · MEASURED tested live · ESTIMATE our damage model.

PAGE 02Contents
Written for guildmates who spread their points too wide or have been sleeping on the Star Chart.
03How the Star Chart works: tiers, materials, sharing, reset
04What every level costs: the five price bands and running totals
05What every stat actually does: in the game's own words
06The board at a glance: four axes, and where All DMG lives
07–10Axis 1 to Axis 4: all 48 nodes with values, costs and unlock paths
11Is damage reduction PvE or PvP?
12Crit, Hit and other rating nodes: what a level is really worth
13Value per Star Soul: every damage stat side by side
14Priority: AP damage dealers: Rogue, Hunter, Demon Hunter, Warrior, Paladin
15Priority: SP damage dealers: Mage, Priest, Shaman, Druid
16Priority: tanks, healers, PvP
17Building one chart for every character: the chart is shared
18Fixing a chart spread too wide: reset rules and a checklist
19Whole-chart totals: everything maxed, and what a budget buys
20Sources, method and what is not known
How this was builtThe node list, costs and stat values were read from the game's data tables (XingTuData, XingTuJiaChengData, ItemAttData). The level prices were then checked against the live Star Chart screen: the prices match. Rating-to-% was read off a live Lv80 stat screen, and one real upgrade was made to measure its effect on Combat Power. Only the damage estimates on pages 13–15 and 18–19 use a model, and they are labeled.
PAGE 03How the Star Chart works
In-game help text: "Upgrade sequentially consuming materials. Higher levels grant more stats." The rest is from the data tables.

The rules DATA

Materials

MaterialUsed byWhere it comes from (examples)
Star Soul (red flame)Every node, every levelEvents, exchanges, battle passes, sign-ins
Star Origin (blue flame)Divine nodes only (All DMG Increase / All DMG Red.)Events, exchanges, draw prizes
The one rule to rememberBecause the chart is shared and levels get more expensive, the first 10 levels of a good node are the cheapest power in the system. Ten levels of a node cost the same as two levels at 40–50.
PAGE 04What every level costs
From XingTuJiaChengData, the per-level cost of all 2,448 level rows. Every node in a tier uses the same price list.

Star Soul per level DATA

LevelsJadeMasterDivineDivine Star Origin
0 → 103260505
10 → 206412010010
20 → 309618015015
30 → 4012824020020
40 → 5016030025025

Running total from level 0 DATA

To levelJadeMasterDivine (Star Soul)Divine (Star Origin)
1032060050050
209601,8001,500150
301,9203,6003,000300
403,2006,0005,000500
50 (max)4,8009,0007,500750
Read it this wayThe first 10 levels give 20% of a node's power for 6.7% of its full price. The last 10 levels give the same 20% for 33% of the price.

Checked live: an SP-bonus Master node at 16/50 showed 120 Star Soul for the next level, and an AP-bonus node at 1/50 showed 60. Both match this table.

PAGE 05What every stat actually does
From the game's own attribute help (RuleData "shuxing") and stat list (ItemAttData). Quoted, not paraphrased, where it matters.
Stat on the chartThe game's own description DATAHelps (our reading)
All DMG Increase"All DMG Bonus"Every class, PvE and PvP
All DMG Red."All DMG Taken Decrease"Every class, PvE and PvP
AP bonus / SP bonus"AP +" / "SP +" (percent)AP classes / SP classes
AP / SP"Improve DMG of attack and phys skills" / "…magic skills"AP classes / SP classes
AGI"Increases AP for Rogues and Hunters"Rogue, Hunter, Demon Hunter
STR"Increases AP for Warriors and Paladins"Warrior, Paladin
INT"Increases SP for Mages and Priests"Mage, Priest, Shaman
Crit"Chance to deal 150% DMG"All damage dealers
Hit"Increases chance to land attacks/spells, reducing enemy dodge chance"Anyone who misses
PC (Precise)"Reduces chance for attacks/spells to be parried"Anyone whose hits get parried
Resilience"Reduces chance to be crit"Survival, PvE and PvP
Dodge"Completely avoids incoming attacks/spells"Survival
Parry"Successful parry reduces DMG taken by 45%. Parried attacks cannot crit."Survival
Armor"Percentage DDC to phys DMG and spell DMG (max 50%)"Survival
HP"Death occurs at zero."Survival
Tooltip typos in the gameInside the Star Chart, the STR node says "+1 AP for Warriors each STA" and the INT node says "+1 AP for Mages/Priests". The main attribute help is the correct one: STR gives AP to Warriors and Paladins, and INT gives SP to Mages and Priests.
PAGE 06The board at a glance
From XingTuData (axis, position, prerequisites). Each axis starts at the center and ends in two Divine nodes.
AxisStarts withMiddle of the axisEnds with (2 Divine nodes)Best for
1AP bonusAP, INT, HP, Armor, Crit, Hit, PC, STR, AGIAll DMG Increase ×2AP classes; everyone for the Divines
2SP bonusSP, HP, STR, AGI, INT, Armor, Crit, Hit, PCAll DMG Increase ×2SP classes; everyone for the Divines
3AP bonusAP, INT, HP, Armor, Resilience, Dodge, Parry, STR, AGIAll DMG Red. ×2AP classes, tanks, PvP
4SP bonusSP, HP, STR, AGI, INT, Armor, Crit, Hit, PCAll DMG Red. ×2SP classes, tanks, PvP

What the whole board can give DATA

Key pointThe four All DMG Increase nodes help every character you own, whatever the class. They are reachable for a few hundred to two thousand Star Soul of path cost (page 07 onward).
PAGE 07Axis 1: AP and All DMG Increase
All 12 nodes, from XingTuData rows 3–14 and XingTuJiaChengData. "Path cost" is the Star Soul needed to unlock the node from an empty chart.
NodeTierDoesPer levelAt 50Star Soul to 50Star OriginUnlocks afterPath cost
AP bonusMasterAP +% of your base AP+0.4%20%9,000—Starting node0
APJadeFlat Attack Power+1608,0004,800—AP bonus 160
INTJadeSP for Mage / Priest / Shaman+301,5004,800—AP bonus 160
HPJadeMax HP+1005,0004,800—AP bonus 1 > INT 5220
ArmorJadeLess damage taken (formula, max 50%)+1005,0004,800—AP bonus 1 > AP 5220
CritMasterCrit chance (rating)+402,0009,000—AP bonus 1 > INT 5 > HP 5380
HitJadeFewer misses / enemy dodges (rating)+402,0004,800—AP bonus 1 > AP 5 > Armor 5380
All DMG IncreaseDivineAll damage you deal +%+0.4%20%7,500750AP bonus 1 > AP 5 > Armor 5 > Hit 5540
PCJadePrecise: fewer of your hits parried (rating)+402,0004,800—AP bonus 1 > AP 5 > Armor 10540
STRMasterAP for Warrior / Paladin+301,5009,000—AP bonus 1 > AP 5 > Armor 10 > PC 10860
AGIMasterAP for Rogue / Hunter / DH+301,5009,000—AP bonus 1 > AP 5 > Armor 10 > PC 10860
All DMG IncreaseDivineAll damage you deal +%+0.4%20%7,500750AP bonus 1 > AP 5 > Armor 10 > PC 10 > STR 101,460

The second All DMG Increase opens from either STR 10 or AGI 10. The cheapest route is shown.

PAGE 08Axis 2: SP and All DMG Increase
All 12 nodes, from XingTuData rows 15–26. This axis's two All DMG Increase nodes have the longest paths on the board (tied with Axis 4).
NodeTierDoesPer levelAt 50Star Soul to 50Star OriginUnlocks afterPath cost
SP bonusMasterSP +% of your base SP+0.4%20%9,000—Starting node0
SPJadeFlat Spell Power+1608,0004,800—SP bonus 160
HPJadeMax HP+1005,0004,800—SP bonus 5300
STRJadeAP for Warrior / Paladin+301,5004,800—SP bonus 5 > HP 5460
AGIJadeAP for Rogue / Hunter / DH+301,5004,800—SP bonus 5 > HP 5460
INTJadeSP for Mage / Priest / Shaman+301,5004,800—SP bonus 5 > HP 5460
ArmorJadeLess damage taken (formula, max 50%)+1005,0004,800—SP bonus 5 > HP 10620
CritMasterCrit chance (rating)+402,0009,000—SP bonus 5 > HP 10 > Armor 10940
HitMasterFewer misses / enemy dodges (rating)+402,0009,000—SP bonus 5 > HP 10 > Armor 10940
PCMasterPrecise: fewer of your hits parried (rating)+402,0009,000—SP bonus 5 > HP 10 > Armor 10 > Crit 101,540
All DMG IncreaseDivineAll damage you deal +%+0.4%20%7,500750SP bonus 5 > HP 10 > Armor 10 > Hit 101,540
All DMG IncreaseDivineAll damage you deal +%+0.4%20%7,500750SP bonus 5 > HP 10 > Armor 10 > Hit 10 > All DMG Increase 102,040

The second Divine node opens from either PC 10 or the first All DMG Increase at 10. Going through the first Divine costs 50 Star Origin on the way, but those levels are useful.

PAGE 09Axis 3: AP and All DMG Red.
All 12 nodes, from XingTuData rows 27–38. The defensive AP axis: Resilience, Dodge and Parry live here.
NodeTierDoesPer levelAt 50Star Soul to 50Star OriginUnlocks afterPath cost
AP bonusMasterAP +% of your base AP+0.4%20%9,000—Starting node0
APJadeFlat Attack Power+1608,0004,800—AP bonus 160
INTJadeSP for Mage / Priest / Shaman+301,5004,800—AP bonus 160
HPJadeMax HP+1005,0004,800—AP bonus 1 > INT 5220
ArmorJadeLess damage taken (formula, max 50%)+1005,0004,800—AP bonus 1 > AP 5220
ResilienceMasterLess chance to be crit (rating)+402,0009,000—AP bonus 1 > INT 5 > HP 5380
DodgeJadeChance to avoid a hit (rating)+402,0004,800—AP bonus 1 > AP 5 > Armor 5380
All DMG Red.DivineAll damage you take -% (PvE and PvP)+0.4%20%7,500750AP bonus 1 > AP 5 > Armor 5 > Dodge 5540
ParryJadeChance to parry: -45% damage (rating)+402,0004,800—AP bonus 1 > AP 5 > Armor 10540
STRMasterAP for Warrior / Paladin+301,5009,000—AP bonus 1 > AP 5 > Armor 10 > Parry 10860
AGIMasterAP for Rogue / Hunter / DH+301,5009,000—AP bonus 1 > AP 5 > Armor 10 > Parry 10860
All DMG Red.DivineAll damage you take -% (PvE and PvP)+0.4%20%7,500750AP bonus 1 > AP 5 > Armor 10 > Parry 10 > STR 101,460
PAGE 10Axis 4: SP and All DMG Red.
All 12 nodes, from XingTuData rows 39–50. Same shape as Axis 2, ending in damage reduction.
NodeTierDoesPer levelAt 50Star Soul to 50Star OriginUnlocks afterPath cost
SP bonusMasterSP +% of your base SP+0.4%20%9,000—Starting node0
SPJadeFlat Spell Power+1608,0004,800—SP bonus 160
HPJadeMax HP+1005,0004,800—SP bonus 5300
STRJadeAP for Warrior / Paladin+301,5004,800—SP bonus 5 > HP 5460
AGIJadeAP for Rogue / Hunter / DH+301,5004,800—SP bonus 5 > HP 5460
INTJadeSP for Mage / Priest / Shaman+301,5004,800—SP bonus 5 > HP 5460
ArmorJadeLess damage taken (formula, max 50%)+1005,0004,800—SP bonus 5 > HP 10620
CritMasterCrit chance (rating)+402,0009,000—SP bonus 5 > HP 10 > Armor 10940
HitMasterFewer misses / enemy dodges (rating)+402,0009,000—SP bonus 5 > HP 10 > Armor 10940
PCMasterPrecise: fewer of your hits parried (rating)+402,0009,000—SP bonus 5 > HP 10 > Armor 10 > Crit 101,540
All DMG Red.DivineAll damage you take -% (PvE and PvP)+0.4%20%7,500750SP bonus 5 > HP 10 > Armor 10 > Hit 101,540
All DMG Red.DivineAll damage you take -% (PvE and PvP)+0.4%20%7,500750SP bonus 5 > HP 10 > Armor 10 > Hit 10 > All DMG Red. 102,040
PAGE 11Is damage reduction PvE or PvP?
Guild question: "Do the damage reduction nodes work in PvP? I thought they only affect PvE and survivability in raids."

Short answer: both DATA

The Star Chart's All DMG Red. is the general stat jianShangRate, which the game describes as "All DMG Taken Decrease". It isn't limited to monsters or to players, so it reduces damage from both.

The game has separate PvP-only stats: "PvP DMG Red." (playerHarmDeRate, "Percentage Reduces DMG Taken in PvP") and "PvP DMG Amp". Neither is on the Star Chart.

So who is right?

SituationValue of All DMG Red.
Damage dealer, PvE, not dyingLow. It adds no damage, and a damage dealer who already survives the content gets nothing extra from it.
Raids / hard bosses where you dieMedium to high. Surviving a mechanic is worth more than a few % damage.
TanksHigh. It stacks with Armor, Parry and Dodge.
PvPHigh. Fights are short and burst-heavy, so damage taken matters most.

Resilience is not PvP-only either DATA

Resilience lowers the chance to be crit. Monsters crit too: 1,744 of the 2,557 monster entries in the data have a crit chance, including the Outland Boss Training Dummy (35%). So Resilience works in PvE as well.

Answer for the guildDamage reduction nodes work everywhere. They're poor value for a damage dealer who isn't dying in PvE, good for tanks and hard raids, and best in PvP.
PAGE 12Crit, Hit and other rating nodes
Guild question: "Is it worth raising the Crit node to 50/50 if I already have a big crit number?"

How rating turns into % at level 80 MEASURED

The game converts rating to % with a formula that isn't in the data tables. Read off a live Lv80 stat screen:

StatRatingShown asRating per 1%
Crit670.15%~447
Hit820.18%~456
Haste2130.47%~453
PC (Precise)1840.41%~449
Parry2370.53%~447
Dodge · Resilience62 · 610.14% · 0.14%~443 · ~436
Versatility1760.26%~677

What a full Crit node gives ESTIMATE

Crit node at 50/50  = +2,000 rating
at Lv80             ≈ +4.4% crit chance   (2,000 ÷ ~450)
a crit = 150% DMG   ≈ +2.1% average damage (with ~15% crit already)
price               = 9,000 Star Soul

Comparing "2,000 on top of 50,000" isn't the right way to judge it. The node adds a fixed ~4.4% crit chance whatever your total rating, as long as you aren't at 100% crit.

Verdict (estimate)No, don't raise Crit. Maxing it costs 9,000 Star Soul for about +2% damage. For about half that (4,800), a flat AP node gives about +16% (a flat SP node about +12%). No plan in this guide needs Crit. Raise Hit and PC only where pages 07–10 list them as a path.

Shamans and Demon Hunters aren't named in the game's attribute help; this guide assumes they follow Mages (INT → SP) and Rogues/Hunters (AGI → AP). Hit and PC are worth more if you're actually missing or being parried (high-level bosses). The data doesn't show the caps. The rating figures come from small values (61–237), so a level-80 conversion is assumed to stay linear at larger totals; that hasn't been tested.

PAGE 13Value per Star Soul, every damage stat
Guild question: "Is it All-Damage first, then AP%, then flat AP or Agility?" This page compares them on one scale.

The model ESTIMATE

damage ≈ (base stat × (1 + stat bonus %)) × (1 + All DMG %) × (1 + 0.5 × crit)
typical Lv80: sheet stat ≈ base × 1.34 · existing All DMG ≈ 25% · crit ≈ 15%

Where 1.34 comes from: one +0.4% SP level on a ~140K-SP character added exactly +205 Combat Power (measured). The game counts 0.5 Combat Power per SP point, so 205 ÷ 0.5 ÷ 0.004 ≈ 100K base SP, and ~140K ÷ ~100K ≈ 1.34.

Estimated damage per 100 Star Soul, levels 0–10

NodeAP class (67K AP)STR melee (64K AP)SP caster (86K SP)
Flat AP / SP (Jade, +160)+1.00%+1.05%+0.78%
All DMG Increase (Divine, +0.4%)+0.64%+0.64%+0.64%
AP / SP bonus (Master, +0.4%)+0.50%+0.50%+0.50%
Main attribute (Jade, +30 AGI / STR / INT)+0.19%+0.20%+0.15%
Main attribute (Master)+0.10%+0.10%—
Crit (Master, +40)+0.07%+0.07%+0.07%

Higher levels cost 2×, 3×, 4× and 5× as much, so divide these values by 2–5 for levels 10–50. That's why the right move is usually "next 10 levels of the best node you haven't pushed yet", not "max one node."

The order, in one lineFlat AP/SP (Jade) → All DMG Increase → AP/SP bonus → your main attribute → Crit / Hit / PC only as paths. All DMG Increase sits second for one character but first for the account, because it helps every class.
PAGE 14Priority: AP damage dealers
Rogue, Hunter, Demon Hunter, Warrior, Paladin. Step costs are exact table sums; the damage column is the page-13 model.
#Do thisStar SoulStar OriginRunning totalEst. damage vs empty chart ESTIMATE
1Axis 1: AP bonus to 1 (opens the board)60—60 / 0+0%
2Axis 1: AP (Jade) to 10320—380 / 0+4%
3Axis 1 path: Armor to 5, Hit to 5320—700 / 0+4%
4Axis 1: All DMG Increase to 10500501,200 / 50+7%
5Axis 1: AP bonus 1 -> 10540—1,740 / 50+10%
6Axis 3: AP bonus to 10 and AP (Jade) to 10920—2,660 / 50+16%
7Both AP (Jade) 10 -> 201,280—3,940 / 50+23%
8Axis 1: All DMG Increase 10 -> 201,0001004,940 / 150+26%
9Axis 1 path: Armor 5 -> 10, PC to 10, AGI to 101,080—6,020 / 150+27%
10Axis 1: second All DMG Increase to 201,5001507,520 / 300+35%
11Both AP bonus 10 -> 202,400—9,920 / 300+41%
12Both AP (Jade) 20 -> 301,920—11,840 / 300+49%
13Axis 2 path: SP bonus 5, HP 10, Armor 10, Hit 101,540—13,380 / 300+49%
14Axis 2: both All DMG Increase to 203,00030016,380 / 600+66%
15All four All DMG Increase 20 -> 306,00060022,380 / 1,200+82%
16Both AP (Jade) 30 -> 505,760—28,140 / 1,200+100%
17Both AP bonus 20 -> 408,400—36,540 / 1,200+117%
18All four All DMG Increase 30 -> 5018,0001,80054,540 / 3,000+157%
19Both AP bonus 40 -> 506,000—60,540 / 3,000+166%

Rogue / Hunter / DH: after step 14, raise the AGI (Jade) nodes on Axes 2 and 4 to 10. They're cheap and beat steps 17–19 per Star Soul.

Warriors and Paladins: use STR instead of AGI in step 9 (either one opens the second All DMG Increase). The damage column is relative to an empty chart for a 67K-AP character, rounded. Read it as an order, not a promise.

PAGE 15Priority: SP damage dealers
Mage, Priest, Shaman, Druid. Same method as page 14, mirrored onto the SP axes (2 and 4).
#Do thisStar SoulStar OriginRunning totalEst. damage vs empty chart ESTIMATE
1Axis 2: SP bonus to 160—60 / 0+0%
2Axis 2: SP (Jade) to 10320—380 / 0+3%
3Axis 2: SP bonus 1 -> 10540—920 / 0+6%
4Axis 4: SP bonus to 10 and SP (Jade) to 10920—1,840 / 0+11%
5Axis 1 path: AP bonus 1, AP 5, Armor 5, Hit 5540—2,380 / 0+11%
6Axis 1: All DMG Increase to 10500502,880 / 50+14%
7Both SP (Jade) 10 -> 201,280—4,160 / 50+20%
8Axis 2 path: HP 10, Armor 10, Hit 101,240—5,400 / 50+20%
9Axis 2: All DMG Increase to 10 (both)1,0001006,400 / 150+27%
10Three All DMG Increase 10 -> 203,0003009,400 / 450+38%
11Both SP bonus 10 -> 202,400—11,800 / 450+45%
12Both SP (Jade) 20 -> 301,920—13,720 / 450+51%
13Axis 1 path: Armor 10, PC 10, AGI or STR 101,080—14,800 / 450+51%
14Axis 1: fourth All DMG Increase to 201,50015016,300 / 600+59%
15All four All DMG Increase 20 -> 306,00060022,300 / 1,200+76%
16Both SP (Jade) 30 -> 505,760—28,060 / 1,200+89%
17Both SP bonus 20 -> 408,400—36,460 / 1,200+106%
18All four All DMG Increase 30 -> 5018,0001,80054,460 / 3,000+144%
19Both SP bonus 40 -> 506,000—60,460 / 3,000+154%
DruidsEvery Druid damage skill in the data, Cat form included, is written as a % of SP plus a flat amount, so follow this page. Druids also count STR toward Combat Power; the STR nodes on Axes 2 and 4 are a fine late add for them.
PAGE 16Priority: tanks, healers and PvP
The defensive half of the board, Axes 3 and 4. Costs are exact; the order is a recommendation.

Tanks

  1. All DMG Red.: first Divine on Axis 3 (path AP bonus 1 → AP 5 → Armor 5 → Dodge 5, then the node to 20). 2,040 Star Soul + 150 Star Origin for 8% less damage taken.
  2. Armor and HP on the paths you already walk (Jade, cheap).
  3. Parry and Dodge (Axis 3, Jade).
  4. The other three All DMG Red. nodes, then push all four together, 10 levels at a time.
  5. Then the damage plan for your class (pages 14–15), because tanks need threat too.

Healers

A healer's power stat is SP. Follow the SP plan (page 15), and add Axis 4's All DMG Red. once you're dying in raids.

PvP

  1. Your class's damage core (flat stat + bonus %, first 10–20 levels).
  2. All DMG Red.: all four nodes, at least to 20 each.
  3. Resilience (Axis 3) to cut enemy crits.
  4. All DMG Increase.
RememberThe Star Chart has no PvP-only stats. Everything on it works in both PvE and PvP.
PAGE 17One chart for every character
The Star Chart screen shows "Server-shared: Shared across server Roles." One chart serves your whole roster.

What helps whom

NodeAP charactersSP charactersTanks
All DMG IncreaseYesYesYes (threat)
All DMG Red., HP, ArmorSurvivalSurvivalYes
AP, AP bonus, AGI / STRYesNoAP tanks
SP, SP bonus, INTNoYesDruid tanks
Crit, Hit, PCSmallSmallSmall

A mixed roster

  1. All DMG Increase first, all four nodes to 10, then 20. It helps everyone.
  2. Then the flat stat + bonus % of whichever side (AP or SP) your main uses.
  3. Then the other side's flat stat to 10–20 (Jade, cheap).
  4. Then All DMG Red. if you raid or PvP.
Don't split evenlyRaising both AP and SP to the same levels feels fair but costs double. Push your main's side and All DMG Increase. The other side gets the cheap first 10 levels only.
PAGE 18Fixing a chart spread too wide
Guild comment: "I spread my points too wide." The reset rules make this cheap to fix.

Reset DATA

Signs your chart is spread too wide

Fix in one sitting

Example ESTIMATEAbout 10,000 Star Soul plus 300 Star Origin following page 14 reaches step 11: both AP (Jade) nodes at 20, both AP bonus nodes at 20, and two All DMG Increase nodes at 20. That's an estimated +41% damage versus an empty chart. Spread evenly over 12 nodes, the same Star Soul gives far less.
PAGE 19Whole-chart totals
Sum of every level row in XingTuJiaChengData. Useful for planning which event materials to buy.
Max everythingNodesStar Soul eachStar Soul totalStar Origin
Jade244,800115,200—
Master169,000144,000—
Divine87,50060,0006,000
Whole chart48319,2006,000

What a budget buys (AP plan, page 14) ESTIMATE

Star SoulStar OriginReachesEst. damage
1,20050AP to 10 + first All DMG Increase to 10+6.8%
3,94050Both AP bonus at 10, both AP (Jade) at 20+22.6%
7,520300Two All DMG Increase at 20+34.6%
16,380600All four All DMG Increase at 20+65.5%
28,1401,200Both AP (Jade) maxed, all four All DMG at 30~+100%
60,5403,000AP, AP bonus and all four All DMG Increase maxed~+166%

The damage column is a rough model: read it as an order, not a promise. Star Origin is needed only by the 8 Divine nodes. If you're short on Star Origin, push flat stat and bonus % further while you wait.

PAGE 20Sources, method and what is not known
What every number in this guide rests on, so anyone can check it.

Data tables (game version 1.0.43) DATA

Live measurements (Lv80, October 2026) MEASURED

Not known

Check it yourselfOpen any node: the next-level cost should match page 04 for its tier and level. If it doesn't, the game has changed, and pages 04 and 07–10 need an update.