Levels and Equipment in High Five: No Grade to S84

Solid progression is about more than buying the shiniest item. In High Five, Expertise, class masteries, set bonuses and a sustainable party all matter. The right grade avoids penalties; the improvements you need depend on whether your problem is damage, survival or MP.

Maximum level
85
Early grades
D 20 · C 40 · B 52 · A 61
High grades
S 76 · S80 80 · S84 84
Syndicate EXP/SP
×3 base; Premium extra ×2; party extra ×1.5

Expertise: the grade that matches your level

  • Levels 1–19: No Grade. 20–39: D. 40–51: C. 52–60: B. 61–75: A.
  • 76–79: S. 80–83: S80. 84–85: S84. S80 and S84 are Expertise categories; they do not change the shot grade by themselves, which remains S for that equipment.
  • Syndicate retains the Expertise penalty. An item above your grade can penalize you even if you can equip it.
  • Example: at level 76 you have S Expertise. Being able to afford an S84 piece does not make you level 84 or avoid its penalty.

Your first investment depends on your role

  • Damage dealer: a weapon suited to your mastery and its shots often improve kill speed. Avoid spending the entire budget on enchant while still lacking a working set.
  • Healer or support: check Casting Spd., MP and set bonuses. Surviving and casting on time can contribute more than unnecessarily increasing M. Atk.
  • Tank: combine armor compatible with your passives, a shield where appropriate, and jewelry for M. Def. Strong physical armor does not replace magical and control resistances.
  • Do not mix pieces solely for their P. Def.: review the set bonuses and required pieces. Match equipment to the masteries your character actually has.

A practical progression plan

  • Before 40: transfer at 20, learn to maintain buffs and shots, and choose enemies you can kill without constant breaks. In Syndicate, Kat the Cat offers free permanent Shadow equipment in No Grade, D and C.
  • 40–75: complete the second transfer, review gear at 52 and 61, and build a party that covers healing, buffs and damage. Kamaloka and Pailaka have specific level ranges; check their guides before exceeding the entry level.
  • 76–79: complete the third profession, equip S and start developing skill enchant and attributes when you have the resources. Not every high-level zone is intended for a solo character.
  • 80–85: review S80/S84 according to level, then prepare equipment and resistances for your target content. Hellbound, Gracia, the Seeds and raids have their own conditions; an 80+ label does not make everything solo content.
  • Choose a zone by enemies, resistances and combat pace, not level alone. A slightly lower zone where you fight continuously may perform better than a high zone with frequent deaths.

What Syndicate's rates change

Monster EXP and SP start at ×3. Premium applies an additional ×2, and parties with at least two members have an additional ×1.5 multiplier on top of their normal group bonuses. Group rewards are shared among eligible members: this does not mean each person receives all of the enemy's EXP.

Quest EXP/SP rewards are configured at ×1; do not automatically multiply a quest reward by the monster rate. Vitality and other effects may alter the final reward of a kill.

Where to go next

Start with a class and equipment of the right grade, then choose the upgrades you need. This route collects the practical guides so you can plan the right system.

Frequently asked questions

At what level can I use S, S80 and S84?

S Expertise arrives at 76, S80 at 80 and S84 at 84. The grade penalty remains enabled in Syndicate.

Where can I get starter equipment in Syndicate?

Kat the Cat offers free permanent Shadow equipment in No Grade, D and C. Look for Free Shadow Equipment; this is distinct from the original temporary Shadow weapon system.

Is quest EXP also ×3?

No. Syndicate configures quest EXP/SP at ×1; the base ×3 applies to monster EXP/SP.