Search items, bosses, routes, codes, and systems.
Overview
New Player Progression Path
- The New Player Progression Path page is a system guide for Sailor Piece.
- This page is meant to be a practical roadmap, not a rigid one-build-only rulebook.
Quick Jumps
Jump to a phase or route board
Open Build Progression Planner Mark what you own and see the next upgrades worth chasing before you follow the full route.
Phase 1 - Getting started
Starter loop, early Haki, Artifacts, Dark Blade, and Gryphon.
Phase 2 - Entering midgame
System unlocks, Sailor Island stats, Boss Keys, and Soul Reaper prep.
Phase 3 - Preparation for lategame
Stable baseline, stronger passives and powers, plus late-route prep.
Phase 4 - The strain of lategame
Account cleanup, better runes and artifacts, then Atomic or Ice Queen branches.
Phase 5 - The entrance to new world
Sea 2 bridge, Conqueror Haki, Boss Rush prep, and final pre-handoff systems.
Phase 6 - Path to the strongest
Meta cap goals, maxed systems, final accessories, relics, and min-maxing.
Common weapon progression lanes
Starter-to-end sword route ladder.
Common melee progression lanes
Starter-to-end melee route ladder.
Race-based late-game branches worth keeping
Races worth holding for later route locks.
Clan-based late-game branches worth keeping
Clans worth keeping for later route locks.
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How to use this progression page
- Treat the level bands like checkpoints, not hard walls. If your account already has better drops, you can skip forward. If your build is behind, stay in the earlier phase longer.
- This route assumes a fully solo, fully F2P account with no boosting, so it prioritizes practical upgrades and systems that keep the whole account moving forward.
- Later branches depend on what races, clans, titles, and boss drops your storage can support, so the endgame route section is meant to help you branch cleanly instead of forcing one exact final build.
- If a phase mentions a system or route name that came from the original community layout, use the related pages below for the closest current wiki guide or page alternative.
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Sea 2 progression notes
- The level cap is now 25k / 25,000, so the endgame route should leave room past the older Sea 2 cap.
- Raids now start on Blue Planet and use
Raid Keys
from Sea 2 NPCs regardless of weapon or combat type, with captured examples from 0.0858375% on Delinquent and Strong Fighter up to 0.158% on Ghoul Members; the Raid Shop spends Raid Coins on rerolls, keys, chests, crates, Dual Outfit, and Celestial Aura. With 2x drops active, clears give 50 to 150 Raid Coins by difficulty plus rerolls and
Bloodline Stones
. Minotaur Raid can also directly drop Celestial Aura, Dual Wielder, and Dual Outfit, scaling at normalized 100% Luck from Easy 0.149%, 0.265%, 0.649% up to Extreme 0.425%, 0.949%, 2.649%. - Blue Planet currently covers Quest 24 for levels 16000 to 18000 plus the Empyrean Trainer Spirit Warrior (Goku) questline: 3 Spirit Stones from Blue Planet NPCs, Empyrean bloodline, 15 World Bosses using a Melee, wave 75+ in Crystal Defense 4 times, 10 Sea Beasts, and 50 Goku/Spirit Warrior boss kills.
- The in-game Index system and Index milestones are new permanent-progression layers, with Slayer Island now captured as the Sea 2 Index NPC location .
- The new Mastery System is accessed from Starter Island Sea 2 or the inventory button, with a 500 MP cap and screenshot-confirmed scaling requirements. Only the equipped Melee and Sword count toward Mastery; normal NPCs give 1 XP, normal bosses give 3, world bosses and Sea Beasts give 75, and raid bosses give 100 per kill. Mastery bonuses must be claimed from the Mastery menu before they work on that equipped Sword or Melee.
- Isolation Island is the Ghoul Update locked island route. Start the Blood Flower Quest from the right-side tall mountain on Starter Island Sea 2, then find 6 Blood Flowers hidden across the world. Once unlocked, farm the level 18500 Ghoul Members NPCs for 0.0955%
Reaper Keys
, then use those keys for the Black Reaper route and Ghoul Outfit plus Ghoul Aura farming from Black Reaper Boss. - Slayer Island currently covers Quest 25 for levels 18000 to 99999, Sun God as a 15-minute world boss with 1,500,000,026,624 HP, normalized drops, a 0.485% Sun God Sword drop, the Buy Sun God NPC behind the boss on top of a hill, and Soul Harvester requiring Wraith race equipped.
- Frost Empress (Rukia), King of Heroes V2 (Gilgamesh V2), Light V2, Sun God (Yoriichi), Dual Wielder (Kirito), Spirit Warrior (Goku), Black Reaper, Archangel/Reaper secret race evolutions, Ghoul, Empyrean, Demonic, and Doombringer bloodlines , Kuchiki, Senzu, and Devil clans, the Sacred Dominion artifact set, Crystal Damage Relic, and Crystal Luck Relic are all current-update branches to place into late-game routing.
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Guide credit
- This progression page is a reworded wiki version of community routing help shared by madakour1 and kailer_rais2008, now refreshed around the newer six-stage layout from the same contributors.
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Phase 1 - Getting started
- Join the group and claim the starter reward early so your first money and gem curve feels much healthier.
- Do the Demonite quest as soon as you can, then go to Snow Island and start the Haki side quest so your normal Combat leveling also keeps that quest moving.
- Progress normally with Combat until the Haki questline is done, then use the currencies you built to buy Dark Blade as your first major safe upgrade.
- Rebuild currency after Dark Blade and grab both Armament Haki and Observation Haki before you push much farther.
- Use your rerolls for practical baseline upgrades instead of perfection. An Epic Race, Epic Trait, and even an Uncommon-or-better Clan are enough to keep the phase moving cleanly.
- Unlock Artifacts around level 2,500, aim for Gryphon after Dark Blade, and start leaning on Gryphon farming once it is online.
- Once Gryphon is online, focus on leveling speed and simple AFK mob groups like Hollows or
Slimes
while redeeming any Codes you can use along the way.
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Phase 2 - Entering midgame
- Unlock the major systems as your levels rise: Skill Tree around level 7,500, Spec Passives around level 10,000, and Powers around level 11,500.
- Check the Stats system on Sailor Island regularly too, because those rerolls and stat grades matter much more once the account stops being purely level-driven.
- Legendary Race and Trait should start becoming your normal baseline here, and a Rare or Epic Clan is a strong upgrade if you can land one.
- If your damage is high enough, try to pick up Quake and use the faster Shinjuku-style farming route. If not, keep using Gryphon to AFK efficient mob packs until your account catches up.
- Farm
Boss Keys
steadily and start spamming Knight through the Bosses Guide until you can afford Soul Reaper, since that is one of the cleanest midgame upgrades for pushing forward. - After Soul Reaper, Shadow becomes the next major stretch target if your account is ready for a longer grind. While climbing, keep practical accessories like Shadow Cloak or E7 Saber Armor in mind.
- Begin the Rune grind during this stage and keep Ascension requirements visible, because both systems start deciding how smooth the next phase feels.
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Phase 3 - Preparation for lategame
- Before you push the bigger late-game ability grinds, try to reach a stable setup: Legendary-or-better Race and Trait, Rare-or-better Clan, Haki around level 60, and most of the core damage nodes in Skill Tree.
- A decent damage-focused Spec Passive, a Rare-or-better Power, and at least A+ stat grades make the next ability routes much less painful.
- Good bridge pieces here include a damage title like Soul Reaper or Eminence in Shadow, an E2 Shadow Cloak or E7 Saber Armor, and useful runes such as Destruction Rune or Wrath Rune.
- Either Soul Reaper or Shadow should already be on the account by this point, along with Ascension 3 or higher and a respectable Celestial Rupture artifact setup.
- Once those pieces are in place, start preparing for one of the big late-game ability routes such as Strongest of Today, Strongest in History, or King of Heroes.
- All three of those routes scale much harder once you can also push their masteries, so the goal here is to arrive ready rather than force the grind too early.
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Phase 4 - The strain of lategame
- After you secure one of the big late-game abilities, go back to upgrading the rest of the account instead of tunnel-visioning only the weapon or melee route.
- A strong target package here is a Secret Trait, a good Mythical Race, a Legendary Clan, a Legendary-or-better damage Spec Passive, and a Legendary-or-better Power.
- SS+ stat grades, E5 or better accessories, and stronger rune combinations like Havoc Rune plus Fortune Rune help turn this stage from barely clearable into comfortable farming.
- You should also be pushing toward a full stronger artifact setup such as Sacred Dominion once Sea 2 NPC farming is comfortable, with high-end Celestial Rupture or Abyssal Crown pieces still useful as fallbacks, along with Ascension 4 or higher.
- Once that baseline is in place, the next big branch goals become Blessed Maiden (Cartethyia), Atomic, or Ice Queen depending on what your account already supports.
- Ice Queen is the biggest broad power spike of those three for many accounts, so it is worth treating as a priority pickup before the Sea 2 handoff if your route allows it.
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Phase 5 - The entrance to new world
- Once you reach Ascension 5, enter Sea 2 and do the Conqueror Haki quest as soon as possible, because that unlock becomes part of the expected baseline from here forward.
- Before you fully move into Sea 2, finish the main prep list: secure Conqueror Haki, obtain Ice Queen, and max the important Boss Rush upgrades you can already afford.
- Push your stats as high as your rerolls allow, ideally into SSS territory, and min-max the systems you already unlocked like Spec Passives, Powers, Artifacts, and Skill Tree.
- Primordial Rune and Radiant Rune become major targets here, since they are part of many real endgame damage and farming setups.
- Try to enter Sea 2 with a real E10 accessory plan instead of a temporary filler piece. Great Mage is now legacy-gated because its boss route was removed, so only plan around it if you already have Ancient Mage and can trade for the old materials.
- This is the point where the account should stop feeling like a bridge build and start behaving like a real late-game setup.
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Phase 6 - Path to the strongest
- Use current tier lists as a reality check for the top metas, but treat them as direction rather than a reason to throw away a nearly finished route that is still carrying your account.
- True endgame goals here are the best available Trait, Race, Clan, and Bloodline combinations, plus ownership of most top meta weapons or melee routes with their blessings maxed.
- Full Z stats, maxed Haki, maxed rune investment, claimed active level 500 Mastery on the main equipped Sword or Melee, and permanent-system completion across Boss Rush, Infinite Tower, Crystal Defense, and Skill Tree all become normal account goals here.
- Aim for fully upgraded E10 accessories, top titles, min-maxed Artifacts, Powers, and Spec Passives, plus the major chase runes like Primordial Rune and Radiant Rune.
- The account cap also expands into legendary auras, cosmetics, Relics, and deeper utility systems like Guild upgrades once the main combat shell is already solved.
- At that point you are no longer just progressing through the game. You are optimizing at the very top.
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Common weapon progression lanes
| Stage | Usual route | Why players use it |
|---|---|---|
| Starter | Katana | Cheap, immediate, and enough to get the account moving while you save resources. |
| Safe early upgrade | Dark Blade | One of the cleanest early power spikes for new accounts that do not want to gamble on fruit luck. |
| Mid-game bridge | Gryphon or Saber | Both help bridge the gap between early leveling weapons and the heavier boss-material routes. |
| Late bridge options | Solo Hunter, Aizen, Soul Reaper, or Shadow | This is where your account starts to branch based on materials, titles, and whether you want a cleaner sword climb or a broader late-game setup. |
| Sea 1 endgame branch | Soul Reaper B10, Rimuru B10, Shadow Monarch, True Aizen, Atomic, or Yamato | The best next pick depends on your race, clan, title storage, and which boss routes you can farm consistently. |
| Sea 2 weapon branch | Frost Empress (Rukia), Dual Wielder (Kirito), Sun God (Yoriichi), Dragon Goddess (Castorice), or Anti Magic (Asta) | These are the newer Sea 2 weapon routes that branch into Frost Island, Minotaur Raid, Slayer Island, sea-beast farming, or Crystal Defense once your account is ready for the newer system loops. |
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Common melee progression lanes
| Stage | Usual route | Why players use it |
|---|---|---|
| Starter | Combat | Simple starting spec while you gather the first real route materials. |
| First real upgrade | Cursed Vessel | A common early spec bridge with a straightforward material route. |
| First branch | Curse King or Limitless Sorcerer | This is where the build begins splitting into stronger boss-driven progression paths. |
| Late bridge options | Qin Shi, Vampire King, Strongest of Today, Strongest in History, or Demon King | These routes become realistic once the account can farm harder bosses and support stronger materials, titles, and passives. |
| Sea 1 endgame branch | King of Heroes, Strongest Shinobi (Madara), Blessed Maiden (Cartethyia), Demon King, Moon Slayer (Kokushibo), or other race and clan-gated finishers | The best final route depends on what your account rolled and which branch mats you can sustain. |
| Sea 2 melee branch | King of Heroes V2 (Gilgamesh V2), The World (Dio), Cosmic Being (Garou), Spirit Warrior (Goku), or Black Reaper | These are the newer Sea 2 style routes and become realistic once your account can handle Sea 2 materials, bosses, and the extra title, bloodline, quest, Frost Island, Hero Kingdom, or Isolation Island gates tied to them. |
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Race-based late-game branches worth keeping
| Race | Route it supports |
|---|---|
| Servant | King of Heroes route |
| Slime | Rimuru and Slime route branches |
| Galevorn | Blessed Maiden route |
| Swordblessed | Yamato route |
| Warlord | Strongest Shinobi route |
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Clan-based late-game branches worth keeping
| Clan | Route it supports |
|---|---|
| Voldigoat | Demon King endgame routes |
| Monarch | Shadow Monarch route |
| Espada | True Aizen or True Manipulator route |
| Alter | Corrupted Excalibur branch |
| Eminence | Atomic route |
| Upper | Moon Slayer route |
| Kuchiki | Frost Empress F move mastery |
| King | King of Heroes V2-era melee builds |
| Frostbane | Ice Queen route |
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Big picture rule
- Do not treat one exact level as the moment you must swap routes. In Sailor Piece, progression is more about what your account can actually clear and afford than the number beside your name.
- Good accounts snowball by stacking systems together: ascensions, Haki, artifacts, accessories, runes, Mastery, spec passives, titles, races, clans, and boss upgrades all matter at the same time.
- If a route is technically available but drags your account backward, use the bridge option first and come back stronger.
Backup
Progress Backup
Export or import the pasteable progress key used by the progression page, route checklists, permanent trackers, endgame checklist, and Build Planner.
Tracker
Endgame account checklist
Use this wider board for the final account goals that sit around the permanent systems, like late-game route completions, titles, powers, spec passives, enchants, auras, cosmetics, and artifact cleanup.
Related Pages
Crystal Defense
Crystal Defense currency, shop, upgrades, and the permanent account grind this route treats as a late-game system.
Isolation Island
Ghoul Update locked Sea 2 island route, including the Blood Flower Quest start, six pictured Blood Flower checks, Reaper Key farming, and Black Reaper route.
What is the safest early-game progression in Sailor Piece?
The safer route is to build around Combat or Katana into a stable early weapon like Dark Blade, unlock early Haki, keep ascensions moving, and only branch harder once your account can actually support the next boss or material route.
Should new players spin fruits right away?
Usually no. Early fruit gambling can work if you high-roll, but safer progression usually comes from a stable early weapon or spec route that lets you keep money, gems, and rerolls for guaranteed upgrades.
When should I start caring about late-game systems like runes, artifacts, and spec passives?
Artifacts matter surprisingly early once Snow Island opens up, Rune Dungeon becomes worth running in the mid-to-late game, and Spec Passives should become a real priority once your account reaches the published Judgement Island gate and can keep up with the shard grind.