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Vakron's Sky Island — the big jump

From 1800 to 2200 gear score. The strongest accelerator in the game — and where your odyle energy is worth the most.

Values from the TW version, not yet verified against the EU version5 min

This is where it pays off not to have burned your odyle energy while levelling.

Vakron’s Sky Island is the strongest accelerator in the game. The stretch from 1800 to 2200 gear score, which without Vakron takes weeks, becomes a question of runs.

When to start

From roughly 1800 gear score.

Open your own group

Expedition creation window with minimum requirement
You set the minimum requirement yourself. 1800 is the number that still gets you stronger players.

What you do there

Two steps, in this order:

1. Open the chest at the end. That is the actual value of Vakron — and what you have been saving odyle energy for. Roughly 40 energy per cube, and what is inside here is worth several times what an ordinary dungeon chest holds.

2. Then enhance.

WhatTarget
Weapon and guard+10
Remaining pieces+10

Damage pieces first, defensive ones after.

How long

Until one of two things happens:

  • You are at roughly 2200 gear score
  • You cannot stand the sight of it any more

Both are legitimate stopping conditions. Vakron is repetitive; that comes with it.

Why the energy discipline pays off now

Conquest version of Vakron's Sky Island
The Conquest version — where a chest is worth the most.

Remember the maths from the odyle energy page? Here is the payoff.

Three chests a day, from a shared pool. Anyone who spent their energy on dungeon chests while levelling opens fewer here — and farms longer for the same result.

That is the difference between a few evenings and a few weeks.

Ordeal — the same island, only harder

Expedition window on the Ordeal tab showing entry requirements for Vakron Sky Island
The fourth tab next to Exploration and Conquest. The red number is the entry threshold the character in the shot has not reached yet.

Since the patch of 15 July 2026 the expedition window has a fourth tab: Ordeal. Behind it is not a new place but the same one — with adjustable difficulty.

You set four attributes, each in four stages: time limit, resurrections, boss buff and reinforced Vakron mechanics. Their sum is the overall difficulty, minimum 4, maximum 16.

EntryLv. 50, requirement 4,800, 2–5 players
Rewardonce per week per difficulty cleared
ResetWednesdays
Currencyits own token, spent in the expedition shop

What it comes down to

The tab carries a counter: Final Boss Kill Count 7/7. Seven boss kills a week — and everything suggests that exploration, conquest and ordeal share that budget.

If that holds, the real question is not which difficulty you can clear but what you spend your seven kills on: farming the girdle you are certain to get, or ordeal tokens for the shop. The same kind of decision as with odyle energy, one stage later.

It is not confirmed yet. Once the EU client is open, the answer goes here.

Afterwards

From 2200 the focus shifts to arcana cards and the endgame dungeons. Vakron has served its purpose by then.

In short

  • From roughly 1800 GS, own group with a 1800+ requirement
  • Cube for missing pieces, then everything to +10
  • Damage pieces before defensive ones
  • Farm until ~2200 GS
  • Ordeal is the same island with adjustable difficulty, one reward per difficulty per week