Progression guide
What to wear and what to do at each level, with where it comes from on Sol. "Official" means the route works as on official kRO servers; the linked pages give the details. Your EXP rate decides how long you spend in each band (Rates).
Every day, whatever your level: - Two instance clears from the Instance Manager: your first two clears each day give a Kachua key each, and the fifth clear of the week gives five more (Clear rewards). Any instance that pays coins counts. - Three Hunting Board missions (plus the weekly one) (Hunting). - Log in for the login calendar: one reward a day, 20 a month (keys, Bubble Gum, Bloody Branches, refine helpers, coins). - Keep your Instance Coins, Kachua keys and Hunting Coins; spend the coins on the next step below.
Level 1-99: leveling
| Slot | Wear | Where from |
|---|---|---|
| Weapon | Paradise weapon (10), then a Paradise class weapon (45); Eden Group weapons I / II / III (26 / 40 / 60) | Paradise Team Member; Eden courses (Paradise and Eden) |
| Armor, garment, shoes | Paradise set (10); Eden Group Uniform, Manteau, Boots (7 to 60) | same |
| Headgear | Paradise Cap or Hat; Eden Group Hat with its stat card | same |
| Accessories | Paradise Ring or Magic Ring, Gloves or Necklace | Paradise Team Member |
| Shadow gear | Paradise Shadow set (10, all six pieces) | Paradise Team Member |
Boosters also get a +7 Metal weapon at 10 and the High Adventurer starter set and a shadow set in pack 1 (Booster).
Where to go. Hunting missions on the fields of your level (band 1-110). Instances that take low levels: Orc's Memory (30-80), Poring Village (30-60), Weekend Dungeon (60+, weekends), Nidhoggur's Nest (70+), Sealed Catacomb (75+), Half Moon In The Daylight (80+), Culvert and Geffen Magic Tournament (90+); Endless Tower, Octopus Cave and Mistwood Maze have no level limit. The Eden boards give extra EXP up to 140. Sunken Tower (40+) is an EXP instance for every level band from 40 on: 30 minutes of floors, EXP for every monster to the whole party and a bonus every fifth floor; the party must share the leader's 20-level tier. Its Meteorite Powder buys higher tower difficulties (more monsters, more EXP) (Instances). Endless Tower is long but pays the most coins of any instance and extra Kachua keys on every clear (Powerful Soul Essences from Hard up); come back to it on Nightmare and Hell later.
Save. Instance Coins (Noblesse, Imperial, Grace and Illusion pieces later), Kachua keys (shadow sets later). Hunting Coins buy Bubble Gum and buff potions.
Next. 3rd job at base 99 / job 50 (Job Master).
Level 100-129: first real sets
| Slot | Wear | Where from |
|---|---|---|
| Weapon | Paradise third-class weapon (100) | Paradise Team Member |
| Armor, garment, shoes | Advanced Paradise set (100), then Noblesse, Imperial or Grace pieces | Paradise Team Member; Set Officer in the hub, tokens from the Coin Exchanger (Noblesse, Imperial, Grace) |
| Headgear | Advanced Paradise Cap or Hat | Paradise Team Member |
| Accessories | Advanced Paradise accessories; Noblesse, Imperial or Grace accessories | same |
| Shadow gear | Advanced Paradise Shadow set and class shadow weapon (100); then your class shadow set or 3rd-job skill set (15-16 coupons) | Paradise Team Member; Kachua (Kachua and shadow gear) |
Boosters: pack 100 gives a Booster weapon, a Booster armor set and the upgrade packages (Booster).
Where to go. Bangungot Hospital 2F and Infinite Space (100+), Ghost Palace and Nightmarish Jitterbug (120+), Assault on the Airship (125+). The Illusion dungeons from about 120. Hunting band 111-150 from 111.
Save. Gray Shards from Ghost Palace (100 buy a Thanos weapon in the hub). Instance Coins for the Awakened Eden Group set and other gear at the Instance Coin Shop.
Next. A Thanos weapon and Illusion gear.
Level 130-169: Illusion, Thanos, Temporal Boots
| Slot | Wear | Where from |
|---|---|---|
| Weapon | Thanos weapon (later its AD version); Illusion dungeon weapons; OS weapons | Thanos Exchange in the hub, 100 Gray Shards (Thanos); Illusion dungeons (Illusion); OS weapons at the Exchange Clerk for 1 Damaged Weapon + 50 Unknown Parts (Illusion OS and Automatic) |
| Armor, garment, shoes | Illusion Armor, Engine Wing, Leg (50 Cor Core = 10 Instance Coins), then their Automatic versions; Illusion dungeon gear; Temporal Boots | Elyumina and the Automatic Exchange; Illusion modules for them from Elyumina's chests, applied at RS26 in Cor (Illusion OS and Automatic); Old Glast Heim (Temporal Boots) |
| Headgear | Illusion headgear (for example Illusion Morpheus's Hood, 30 Instance Coins at the Illusion Exchange) | Illusion dungeons; hub |
| Accessories | Illusion Booster and Battle Chip, then Automatic; Illusion Morpheus's Ring and Bracelet | Automatic Exchange; Illusion Exchange |
| Shadow gear | Class or skill set; start collecting mix-set base pieces | Kachua; field MVPs 100-149 drop Material Shadow Cube II |
Where to go. Old Glast Heim (130+: Temporal Crystals for boots), Buwaya Cave, Devil's Tower, Charleston in Distress (130+), Central Laboratory (135+), Bakonawa Lake, Horror Toy Factory, Faceworm's Nest (140+), Fenrir and Sarah, Sky Fortress Invasion (145+), Last room, Farm Lost in Time, Security Area 1 (150+), Isle of Bios, Morse's Cave (160+). Instances with no level limit that pay well: Temple of the Demon God (10 coins), Wolfchev's Laboratory (7), Regenschirm, Hey! Sweety and Werner Laboratory central room 2 (5 each). Field MVPs for keys.
Save. Varmeal Tickets or Instance Coins for Automatic gear (300 tickets = 60 coins per armor piece; every step and ticket source: Automatic gear). From 150, run the level 150+ instances on Hell to start collecting Hell Coins.
Next. The Temporal line and Hero weapons at 170.
Level 170-199: Temporal line, Hero weapons, mix sets
| Slot | Wear | Where from |
|---|---|---|
| Weapon | Ancient Hero weapon, then Patent, then Hero-LT; Automatic gear continues | EDDA Bio Laboratory clear rewards (170+), Bio Lab nightmare floor; reforms at the hub's Regenschirm Lab (Ancient Hero) |
| Armor | Temporal armor, King Schmidt's Suit, a Soutane from 180, or a Dragon plate from 190 | Old Glast Heim Hell clears; Nightmare / Hell materials and the hub's King Schmidt Enchanter (Temporal manteaus); the Odin Relic in Odin's Past and Susan Grey's enchants (Odin's Past); Abyss Lake 4F (Dragon plates) |
| Garment | Temporal manteau, King Schmidt's Manteau, or Clergy's Manteau (the Clergy set with a Soutane and Clergy's Boots) | Old Glast Heim Nightmare / Hell; King Schmidt Enchanter; Valkyrie Ingrid and the Odin Relic (Odin's Past) |
| Shoes | Enchanted Temporal Boots; Hero's Boots-LT; Clergy's Boots | Old Glast Heim; EDDA Bio Laboratory; Valkyrie Reginleif and the Odin Relic (Odin's Past) |
| Headgear | Temporal circlet, or your class's Old headgear / class hat (Black Ribbon, Oni Horns, ...) | Old Glast Heim Hard+ and the hub's Circlet Enchanter (Temporal circlets); the Tomb of the Fallen (Bio Lab 5) and the hub's Class Hat Exchange (Bio Lab 5 headgears) |
| Accessories | Automatic Booster and Battle Chip; King Schmidt insignias | Automatic Exchange; King Schmidt Enchanter |
| Shadow gear | Mix sets: Maximum Mammoth, Full Penetration, Full Tempest and the others, piece of your choice | Kachua thump boxes; field MVPs 150-199 drop Random Shadow Thump Boxes |
The Gray Wolf set (Episode 18): 350 Amethyst Fragments per piece at the hub's Gray Wolf Trader, no story needed (officially only Emmet in the Grey Wolf village sells it, after the Episode 18 story). The hub's Gray Wolf Trader does its first enchants, and its second enchants with Special Amethyst Fragments (50 Amethyst Fragments each, or from Episode 18 Nightmare and Hell clears). Fragments come from the Episode 18 instances in the Instance Manager. The same counter sells the Helm of Faith (random box 500, chosen helm 1,250 fragments), a common headgear from 200 (Gray Wolf, Helm of Faith, Young Leaf). Lower headgear: a Young Leaf of World Tree (Old Glast Heim Nightmare and Hell) or a Poring balloon (50 Hunting Coins).
Where to go. Old Glast Heim on Nightmare and Hell, EDDA Bio Laboratory, Sanctuary Purification and Villa of Deception (170+), the Tomb of the Fallen (Bio Lab 5, 170+, for the Old headgear), Water Garden Hard and Security Area 2 (180+), Odin's Past (180+: the Odin Relic, Folklorist Cinnamon's two daily hunts, the two Valkyries), Abyss Lake 4F (190+). Hunting band 151-190 then 191-230.
Save. Hell Coins (the hub's Coin Exchanger, Hell Coin shop: combination recipes 40, single pieces such as Victory Wing Ears 60; Hell Coin gear), Kachua coupons for mix sets, zeny for the 1,000,000 z enchant items and the circlet resets (500,000 z), Temporal Fragments, Gemstones and Spells for circlet enchants, Enchantment Tickets for the Hero's Badge and Boots-LT.
Next. 4th job at base 200 / job 70.
Level 200-229: 4th job, Glacier, Thanatos, Poenitentia
| Slot | Wear | Where from |
|---|---|---|
| All slots | Your best pieces from 170-199, refined and enchanted; Gray Wolf set and Helm of Faith | as above |
| Weapon, accessories, armor (210+) | Glacier weapon (150,000 z), Snow Flower set (100 Snow Flower Petals a piece); later a Dim Glacier weapon | Maram in Ice Castle or in the hub; Petals drop on the Episode 19 fields and come from their Hunting Board missions and from Airship Destruction and Simulation Battle; Dim Glacier Weapon Boxes drop in the Abandoned Pit (232+), and spare Dim Glacier weapons can be dismantled at the Glacier Extractor for enchant materials (Snow Flower, Glacier) |
| Accessories (170+), boots (210+), weapon and crown (215+) | Brilliant Light or Sinful rings and necklaces (50 fragments), Boots and Crown of Good and Evil (125 + 125), Brilliant Light or Sinful weapon (300) | the Thanatos Relic Keeper in the hub or on the tower's first floor; Fragments of Good Will and Pieces of Sin drop on Thanatos Tower floors 9-12 (monsters 200-205, the warper goes there) (Thanatos Tower gear) |
| Boots (230+, from 215) | Unknown Boots of your stat [1] (refine bonuses; the Hero's Triumphant Song and Eroded Necklace sets), enchanted with Ymir Beads | Airship Crash (215+): each member rolls each boot on every clear (8 % on Normal, up to 14.4 % on Hell), or 185 Ymir Fragments a boot at Rusbald (kill quests, the rescue reward and the boss give fragments) (Airship Crash) |
| Weapon (220+) | Poenitentia weapon (700 Mineas, or a 5 % chance per weapon on every Tomb of Remorse clear), enchanted with Sakray's Wrath or Regret | the Marquis of Remorse in the hub or in the Dimensional Gap; Mineas from every Tomb of Remorse clear (220+, 20 to 36 a run) and its monsters; the enchant at the Marquis of Remorse in the hub (Poenitentia weapons) |
| Shadow gear | Complete mix sets; the 4th-job skill sets (one selection box per class, 15 coupons); Master pieces | Kachua; field MVPs 200+ drop Random Shadow Thump Boxes (5%) and keys (10%); the Master Shadow Smith turns a +9 class shadow piece and 10 Hell Coins into the Master piece of that class (Kachua and shadow gear) |
Where to go. Villa of Deception Advanced (200+, the best coin and Hell Coin payer). Thanatos Tower floors
9-12 (200-205) for the Thanatos fragments. From 220 the Tomb of Remorse (Mineas and Poenitentia weapons, 15 to 27
Instance Coins a clear). Endless Tower on Hell (4 extra keys, 3 Powerful Soul Essences and a 1% chance of a Sealed
Boss Card Album per clear). Field MVPs of level 200+. Hunting band 191-230 maps (ba_pw03, sp_rudus4, nif_dun01,
amicitia1, Abyss Lake 4F, Thanatos Tower floors 9-12 and, from 210, the Episode 19 fields around Ice Castle: the
Frozen Tail and Frozen Scale fields and the Snake God's Warmth; each of their missions also pays 10 Snow Flower
Petals; the hub's Field Guide takes you to Ice Castle from 188).
Save. Mineas, Petals, fragments, Hell Coins (10 for each Master piece), zeny for the large crafting fees ahead.
Next. From 230 the Biosphere and from 240 the Constellation Tower.
Level 230-249: Varmundt, Clock Tower, Constellation Tower
At 230 you receive Advanced Looting, up to +50% drops if you leveled slowly.
| Slot | Wear | Where from |
|---|---|---|
| Armor, garment, shoes (230+) | Varmundt rune gear of an element (Glade, Fire, Ice, Death): the base piece + 30 / 20 / 15 runes + zeny; later the rune upgrade to the Rune Armor, Manteau and Boots of that element | the four Varmundt's Biosphere fields (monsters 252-255; the Field Guide takes you there from 230): fragments, runes, essences and the base pieces drop there (the Soul, Temple and Venom fields drop the Varmundt Rune Ring for the Soul, Venom and Temple rune rings); Omega and Beta in the hub or in Varmundt's mansion (Varmundt rune gear) |
| Weapon (220+) | Solid, Wicked or Precision weapon | the base weapon (Amicitia, Niflheim, Rudus drops) + Lead and Clock Gear from the Clock Tower Unknown Basement (240+) (Solid, Wicked, Precision) |
| Armor and Star Seal (240+) | Faint Star piece, then a Nebula armor; the Signet of Star, then a typed Signet; their enchants and upgrades | the Vending Machine in the hub (its shops also in Alberta); Meteorite Fragments, Powder and the bosses' Souls from the Constellation Tower (240+) (Nebula and Star Seals, Enchant upgrades) |
| Garden materials | beast parts, fruits, Circulation of Life and season Energy for the garments ahead | Forgotten Memories (for_dun01/02, Field Guide from 242) and the Nightmare and Hell clears of the Constellation Tower, the Tomb of Remorse and Airship Destruction (Circulation of Life) |
Where to go. From 230 the four Varmundt's Biosphere fields (bl_ice, bl_lava, bl_grass, bl_death,
monsters 252-255 that take a tenth of normal damage; runes and the Varmundt base pieces). From 240 the
Constellation Tower (an hour's climb; Naght Sieger at floor 25 or Betelgeuse at 50: Meteorite Fragments and Souls
for the Nebula armors, 10 or 20 Instance Coins) and the Clock Tower Unknown Basement clock_01, whose mission also
pays 10 Lead a day and 3 Clock Gears a week. Hunting band 231-275: amicitia2, nif_dun02, the Abandoned Pit of
Issgard (232-253, Snow Flower Petals and Dim Glacier Weapon Boxes), for_dun01 and for_dun02 (the hub's Field
Guide takes you there from 242, no Garden of Time quests needed, and every monster there drops the Garden's
materials now and then).
Save. Meteorite Powder for the brazier and Betelgeuse's altar, Lead and Clock Gear, runes and essences.
Next. From 250 the Garden of Time gear and the Biosphere's Depths.
Level 250-275: Garden of Time, Biosphere Depths, the top
| Slot | Wear | Where from |
|---|---|---|
| Garment and accessory (250+) | Mystical Beast manteau, then its Circulation of Life garment; Signet of Circulation | the Garden vending machines in the hub (no garden quest); materials as above (Circulation of Life) |
| Upper headgear and weapon (250+) | Time Dimensions Rune Crown of your class (50 + 50 magic jewels + 75 Temporal Gemstones); a Dimensions weapon from a Dimensions Weapon Box | the Biosphere Abyss Depth (bl_depth2, monsters 265; the Field Guide takes you to its entrance from 250): gem shards, magic jewels, rune ore, the Abyss and Time-Dimension Runes and the weapon box drop there; Temporal Gemstones from Old Glast Heim on Nightmare and Hell; the Specimen Refiner in the hub (Time Dimensions crowns) |
| Armor (250+) | a Deep rune armor of two energy kinds (1,000,000 z + 45 + 45 Deep Runes + 30 + 30 Deep Essences), engraved later; or an Engraved classic piece (Orlean's, Naga's, Waterdrop Brooch...) for builds that use it | Biosphere Depth 1 (bl_depth1, monsters 262-265; the Field Guide takes you in from 250): every kill drops a Deep Energy; Ellie and Chirp in the hub fuse it and make the armor (Deep rune armors) |
| Everything | Refine, grade and enchant what you have, including the upgrade buttons of the newer lines | the hub's Refine and Grade row and its enchanters (Enchant upgrades) |
Where to go. Biosphere Depth 1 (bl_depth1, level 262-265 boss-type monsters, Deep Energies and the Soul,
Temple and Venom runes) and the Biosphere Abyss Depth (bl_depth2, level 265 boss-type monsters, gem shards and
Dimensions Weapon Boxes); their hunting missions start at 252 and 255. The Constellation Tower on Hell for typed
Meteorite Powder and the treasure chests, and the Nightmare and Hell clears of the level 220+ instances for the
Garden's materials. Field MVPs of level 200+.
Save. Zeny: the Deep armor and the Rune Crown cost tens of millions in fusion fees and chosen enchants. At the level cap the time goes into finishing these lines; the level 260 fields and the Time Gap weapons are not on Sol yet (Not available yet).
What is not available yet. A few end-game lines (Time Gap weapons, Glacier armor, Thanos helmets and others) still have no source on Sol because their official content is missing. Check Not available yet before you hunt for an item.
Automatic gear: the full chain
Automatic gear (armor, engine wing, leg, booster, battle chip) is the long-term version of the Illusion gear from about 150 on. Everything below sits in the hub's Episode 17.2 group (and Elyumina in Episode 17.1); no quest or story is needed. Details: Illusion OS and Automatic.
1. The Illusion piece. 50 Cor Core at Elyumina (Exchange): Illusion Armor, Engine Wing, Leg (types A and B), Booster or Battle Chip (R and L).
2. Refine it to +9 (armor, engine wing and leg; the booster and battle chip need no refine). Unequip it before the next step.
3. The Automatic piece. At the Automatic Exchange: the matching Illusion piece + 300 Varmeal Tickets (armor, engine wing, leg) or 500 (booster, battle chip).
4. Modules. Automatic gear takes up to three modules. Lisa puts them on for free (wear the piece and pick the module). Modules come from: - Yecheon: pick the piece first (Engine Wing, Armor, Leg, Accessory R or L), then you get one random module that fits that piece (Normal, Rare, Unique or Legendary grade, all equally likely) for 50 Varmeal Tickets. He also sells the Physical and Magical Improvement Devices for 45 tickets or 1,500,000 z. - Spiera (an option of the Automatic Exchange): any Epic module you choose (Dragonic Breath, Wave Break and 49 more) for 50 Magical Soapstone. - Module boxes: an Automatic Module Box opens into one random Normal-to-Legendary module (mostly Normal, about a quarter Rare, Unique and Legendary seldom); an Epic Module Box opens into 1-5 Magical Soapstone (about 95 %) or an Epic module (about 5 %).
Varmeal Tickets, per member per clear (Normal / Hard / Nightmare / Hell; Clear rewards):
| Instance (level) | Varmeal Tickets | Also |
|---|---|---|
| Farm Lost in Time (150+) | 20 / 20 / 30 / 30 | Automatic Module Box 50 / 60 / 70 / 80 % |
| Water Garden (no limit) | 15 / 15 / 23 / 23 | Automatic Module Box 50 / 60 / 70 / 80 % |
| Water Garden Hard (180+) | 35 / 35 / 53 / 53 | Automatic Module Box 50 / 60 / 70 / 80 % |
| Security Area 1 (150+) | 20 / 20 / 30 / 30 | one Automatic Module Box and 1-5 Magical Soapstone every clear |
| Security Area 2 (180+) | 30 / 30 / 45 / 45 | one module box every clear (Automatic 80 %, Epic 20 %) and 5-10 Magical Soapstone |
On top, the instances' own NPCs pay as on official servers: Silk in Farm Lost in Time 2 to 6 tickets for the Pitaya tails you bring (20 more the first time), Sigma in the Security Areas 6 tickets a run (20 more the first time), and in Security Area 2 also 1-5 Magical Soapstone or, now and then, an Epic Module Box. The hub's Coin Exchanger sells 5 Varmeal Tickets for 1 Instance Coin.
Magical Soapstone comes from the Security Area 1 and 2 clears (above), Sigma's payout in Security Area 2 and the Epic Module Boxes. 50 buy one Epic module.
Cor Core (for the Illusion piece): the hub's Coin Exchanger sells 5 for 1 Instance Coin (so an Illusion piece is 10 coins); the bosses of 2nd OS Search (Miguel) and Cor Memorial (EL1-A17T) drop it often; the OS and Rudus monsters of Episode 17.1 (Plaga, Dolor, Venenum, Twin Caput, the Hunters Bellare and Sanare) and the Heart Hunter Skirmishers drop it now and then.
Rough cost of one Automatic armor: 10 Instance Coins of Cor Core, the refine to +9, and 300 tickets: nine Water Garden Hard clears on Normal (six on Nightmare), or 60 Instance Coins at the Coin Exchanger.
Edda weapons
The 39 Edda Bio Laboratory weapons (Volar, Vernan, Argen Blanco, Golden Wrench, Crimson Rose Stick, Combo Fist, Sharp Star Bow, Antique Cello and the others, level 170, one line per 3rd job) come from EDDA Bio Laboratory clears (Clear rewards):
- Edda Weapon Selection Box (10 / 20 / 30 / 40 % per member, Normal to Hell): double-click it and choose your weapon from the list (each name shows the class it suits, e.g. "Volar (Rune Knight)"); you are asked once more, then the weapon is yours at +0. Closing the menu keeps the box; the box can be traded.
- Experimental Weapon Box (10 / 15 / 25 / 35 %): one of the 39 at random.
- Antiquity Somatology Dungeon (Unknown Swordsman) (Hell 3 %): one at +9 to +11.
Enchanting: the hub's Edda Weapon Enchanter (Bio Lab row) opens the Enchant window. It never breaks the weapon and keeps its refine, cards, grade and random options. Costs are Somatology Research Documents and Experimental Fragments (from the same clears), no zeny:
| Step | Cost per try | Chance | Result |
|---|---|---|---|
| 4th slot (first) | 10 Fragments + 10 Documents | 65% | one of 15 at equal chances: Expert Archer 1-3, Fighting Spirit 4-6, Sharp 1-3, Spell 1-3, Fatal 1-3 |
| 3rd slot (after the 4th) | 25 Fragments + 25 Documents | 30% | one of the 13 Memory cards at equal chances (Seyren, Howard, Eremes, Catherine, Margaretha, Cecil, Randel, Flamel, Gertie, Celia, Chen, Trentini, Alphoccio) |
| 3rd slot, chosen Memory | 250 Documents | 100% | the Memory you pick |
| Reset (empties both) | 5 Fragments + 5 Documents | 100% |
A failed try uses the materials and leaves the weapon as it was. The Repent Slasher has three card slots, so only its 4th slot can be enchanted (its own entry in the enchanter's menu).
Bio Lab 5 Old headgears
The Old headgears (Old Rune Circlet, Old Casket of Protection, Old Circlet Of Bones and ten more, one per 3rd-job
line) are level 170 upper headgears made in the Tomb of the Fallen (lhz_dun_n, Bio Lab 5), all with official NPCs,
no quest. In short:
- Kill the 13 regular monsters there: each drops its class's costume hat (5 %), its class Soul (5 %), and on Sol Energy Fragments (5 %, about one per 15 kills with the Fallen Energy Particles).
- Sorrowful Soul's Mind (136,269) makes the hat: costume hat + 1 Soul + 20 Energy Fragments at 20 %, or 5 Souls + 100 Energy Fragments at 100 %. About 1,500 kills a hat.
- Wandering Mind (134,265) enchants it with Cursed Fragments, which the same monsters drop about once a kill.
- Or trade it at the hub's Class Hat Exchange (Bio Lab row) with 50 Instance Coins for your class hat (Black Ribbon, Oni Horns, Sea Captain Hat, ...).
Every step, the hat-by-class table and the enchant costs: Bio Lab 5 Old headgears and class hats.
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