Always doesn't have anything to do with timedelta. Always means for each tick (a pass through the events) the event is run - which means it will run as many times per second as the frames per second, which can vary, which is why timedelta's so useful.
If you have an event always - set sprite x to sprite.x+1, then the sprite's speed will vary depending on the fps. Timedelta makes it so it's how many pixels per second, not pixels per frame - like this: always - set sprite x to sprite.x+(100*timedelta) will move the sprite 100 pixels per second.