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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

  1. A Nebula armor of your main trait and its Signet of Star.
  2. Your class's Time Dimensions Rune Crown: the Temporal Gemstones from Old Glast Heim on Hell are its bottleneck.
  3. A Deep rune armor if your build wants it (about 43 million zeny of fusion fees).
  4. 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.