Your path: level 240 and up
The top. These lines are long: several are 20 to 100 hours of work, and at the level cap the time goes into finishing them. Check Not available yet before you hunt for an item: a few end-game lines (Time Gap weapons, Glacier armor) have no source on Sol yet.
Gear to wear
| Slot | Wear | Where from |
|---|---|---|
| Armor and Star Seal (240+) | Faint Star piece, then a Nebula armor; the Signet of Star, then a typed Signet | Constellation Tower; Vending Machine in the hub or in Alberta (Nebula) |
| Weapon (240+) | Solid, Wicked or Precision weapon and its enchants | Clock Tower Unknown Basement (Solid, Wicked, Precision) |
| Armor (250+) | A Deep rune armor of two energy kinds | Biosphere Depth 1; Ellie and Chirp in the hub (Deep rune armors) |
| Headgear and weapon (250+) | Time Dimensions Rune Crown of your class; a Dimensions weapon | Biosphere Abyss Depth; the Chess Garden NPCs (Time Dimensions crowns) |
| Garment and accessory (250+) | Mystical Beast manteau, then Circulation of Life; Signet of Circulation | Garden vending machines in the hub (Circulation of Life) |
| Everything | Refine, grade and enchant, including the upgrade buttons of newer lines | the hub's Refine and Grade row and its enchanters (Enchant upgrades) |
Where to level and farm
The Constellation Tower (240+, about an hour's climb; Naght Sieger at floor 25 or Betelgeuse at 50). The Clock Tower Unknown Basement. The Biosphere Depths (250+), the level 260 and 275 fields (250+) and the level 255-275 Hunting Board missions. The Garden of Time fields (Field Guide from 242). The Nightmare and Hell clears of the level 220+ instances for the Garden's materials. Field MVPs of level 200+.
What to buy first
- A Nebula armor of your main trait and its Signet of Star.
- Your class's Time Dimensions Rune Crown: the Temporal Gemstones from Old Glast Heim on Hell are its bottleneck.
- A Deep rune armor if your build wants it (about 43 million zeny of fusion fees).
- The Circulation of Life garment; the Meteorite Powder you saved pays its upgrade.
| Line | Level | Daily player | Two evenings a week | Daily, on Hell |
|---|---|---|---|---|
| King Schmidt suit, manteau and one insignia | 250 | needs Nightmare or Hell clears | needs Nightmare or Hell clears | 1.4 h / 0.57 wk |
| Dim Glacier weapon enchants, every slot to the top | 240 | 20.3 h / 2.0 wk | 20.3 h / 3.4 wk | 20.3 h / 1.6 wk |
| Solid / Wicked / Precision weapon enchants (one pass) | 240 | 27.2 h / 2.7 wk | 26.7 h / 4.5 wk | 27.8 h / 2.2 wk |
| Nebula armor and a typed Star Seal | 240 | 43.2 h / 11.5 wk | 43.2 h / 28.8 wk | 28.6 h / 7.6 wk |
| Nebula armor and Star Seal enchants (one pass each) | 240 | chests only (not counted) | chests only (not counted) | chests only (not counted) |
| Circulation of Life garment (Spring) from its Mystical Beast manteau | 250 | 49.2 h / 11.5 wk | 49.2 h / 28.8 wk | 28.6 h / 7.6 wk |
| Circulation of Life garment enchants (one pass) | 250 | 14.5 h / 1.4 wk | 14.5 h / 2.4 wk | 14.5 h / 1.2 wk |
| Deep rune armor (Fiery Earth) | 250 | 21.0 h / 2.1 wk | 21.0 h / 3.5 wk | 21.0 h / 1.7 wk |
| Deep rune armor enchants (one pass) | 250 | 57.0 h / 5.7 wk | 57.0 h / 9.5 wk | 57.0 h / 4.6 wk |
| Time Dimensions Rune Crown | 250 | needs Nightmare or Hell clears | needs Nightmare or Hell clears | 8.0 h / 3.8 wk |
| Crown slot 1: a chosen gem, then random upgrades to level 5 | 250 | 59.7 h / 6.0 wk | 59.7 h / 9.9 wk | 59.7 h / 4.8 wk |
| Dimensions weapon (a chosen one) | 250 | 1.3 h / 0.13 wk | 1.3 h / 0.21 wk | 1.3 h / 0.10 wk |
| Dimensions weapon enchants (one pass) | 250 | 12.5 h / 1.2 wk | 12.5 h / 2.1 wk | 12.5 h / 1.0 wk |
| All priced lines above | 306 h | 306 h | 281 h |
Hours are expected values for one player working on that line alone: farm hours / calendar weeks. The weeks include the daily and weekly limits (one clear of an instance a day, hunting missions, field MVPs, login days). "Daily player" plays 5 days a week, 2 hours a day, clears on Hard; "two evenings" plays 2 days of 3 hours; "daily on Hell" plays 5 days of 2.5 hours on Hell. A group shortens the clears. Lines marked as needing Nightmare or Hell clears are left out of the sum for a Hard player; the lines overlap, because the same clears feed several of them.
Next
Back to the Progression guide or the class guides.