What Breakthrough and Paths solve
Mongil's endgame progression has two systems that look related from the outside but exist for very different reasons:
- BreakthroughRaises a character’s level cap once they hit it
- PathsDaily-run mode for character materials and Gold
- ResourcePaths require Keys to claim rewards
- LockBoth unlock from the Main Quest, not from Adventure Level alone
You generally do not pick one or the other — Paths feeds the materials that Breakthrough consumes. Treat them as the input and the output of the same upgrade pipeline.
Breakthrough — raising the level cap
When a character reaches their current Max Level, normal level- up XP stops applying. Breakthrough is the system that lifts that ceiling so the character can keep levelling — the help text states it directly: “When a character reaches the Max Level, their level cap can be raised when they have a Breakthrough.”

Each Breakthrough threshold has its own material requirements, which is why repeatable Path runs are the canonical way to keep the pipeline supplied. There is no benefit to hoarding XP past the cap — the level bar will not advance until Breakthrough is performed.
Paths — daily material runs
The Paths feature is a daily-style content surface dedicated to farming character enhancement materials and Gold. Each Path presents a different objective; you complete it and spend Keys to claim the rewards at the end.


Keys regenerate on a daily cadence and bank up to a cap, so missing a day is a small loss but missing several burns banked potential. Treat Keys like stamina in any other gacha: spend before the cap rather than after.
Priority order between the two systems
- Push the Main Quest until the Path that drops your carry's material is unlocked. Other Paths still feed Gold and shared materials, but the carry-specific drop is the bottleneck.
- Spend daily Keys on that Path first. Only divert Keys elsewhere once the day's carry materials are claimed.
- Run Breakthrough whenever the character hits Max Level — do not let the XP bar idle. Idle XP is wasted Path runs.
- Once your carry is keeping pace with their Breakthrough cap, cycle the surplus Keys onto the next character in your rotation. Stagger plus Counter Gauge teams need three characters at the level floor of the content, not one superstar.
How this guide was researched
Every recommendation in this guide is written and re-tested in-game by the team. We play through the relevant content ourselves on a live account, confirm each mechanic and number against the most recent patch, and rewrite the guide whenever the game changes.
Last tested against Patch 1.0 on .
