This is the largest catalogue on the site: 39 services. Half of that number is not variety, it is the league split — every service is listed twice, once for the Challenge League and once for Standard — and picking the wrong one is the single most common way to end up with an order that cannot be delivered on the character you meant.
Challenge League or Standard: pick this first
The two halves of the page carry the same shelves and the same services. The difference is which economy and which character the work happens on. Whichever shelf you land on from the catalogue above, the league is in the shelf name, and it is worth checking before checkout rather than after.
Leveling
The deepest catalogue on the site — 39 services across the Challenge and Standard shelves — shaped as milestones rather than as hours:
- All acts — to level 60 or to level 70, as separate orders, plus a version that hands the character over on a finished build.
- Acts 1 – 3 with 8 ascendancy points, and act 4 plus interlude with 8 ascendancy points — the campaign split into the two pieces people actually buy.
- Level 1 – 90 with Sekhema trials 1 – 8 — the long one, campaign and trials in a single order.
- Level boost 60 – 85 — a span picker rather than a fixed jump, so you pay for the distance you have left.
- Full campaign in party — an hourly service where you are in the group, playing, rather than handing the account over.
Builds and crafting
Four ways to end up with a character that works. A custom build takes your class and your budget and works within them. A top meta build is the finished endgame version. A starter kit is the cheap way in on a class you have not played. Item crafting is sold on its own for players who have the build and are missing one piece of it.
Trials, bosses and driving
Trials 1+2+3+4 are sold as a single order for the full eight ascendancy points, on either league. The bosses and driving shelf covers any act boss kill of your choosing, interludes 1 – 3, an hourly driver service for jobs that do not reduce to one deliverable, quest, bug and blocker assistance for a character that is stuck, and a coaching session with an experienced player where nobody touches your login.
How an order runs
- Choose the league first, then the service.
- Pay. We hold the money until you release it.
- Pickup is usually inside about fifteen minutes; orders close between 1 and 48h depending on which one you bought.
- For orders that need your account, credentials move through a private channel and the session ends when the work does. Party, hourly and coaching orders never ask.
- You check the character and confirm. The payment is released then.
Everything is hand-played on region-matched connections — EU, NA, Asia, OCE. If we cannot deliver what was promised, the held payment is never collected.