Mastery sets
The ten ancient armor tiers from Bloodangel to Lightning: numbers, class, defense, requirement and the three set effects that are turned off on purpose.
Updated on August 10, 2026After level 400 the classic armor stops growing and the mastery line begins, imported from Season 20. There are ten tiers, each with ten sets (one per class, plus three support and tank variants), all ancient, all with their own set bonus. The item number runs from 100 to 199 across the five armor groups, and each tier takes a whole block of ten.
- 10tiers
- 100sets
- 4ancient pieces per set
- 1300total level on Lightning
The ladder of the ten tiers
- 1Bloodangel
The first step after 400. It uses the normal level, not the total.
- 2Darkangel
This is where the total level requirement starts.
- 3Holyangel
Last tier before the fourth class enters the math.
- 4Awakening Soul
First tier of the Mastery bonus family.
- 5Blue Eye
Requires the fourth class.
- 6Silver Heart
Requires the fourth class.
- 7Manticore
Requires the fourth class.
- 8Brilliant
Requires the fourth class.
- 9Apocalypse
Requires the fifth class.
- 10Lightning
The top of the armor line.
| Tier | Numbers | Defense of the Armor piece (Dark Knight) | Total level | Required generation |
|---|---|---|---|---|
| Bloodangel | 100 to 109 | 135 | 400 | third or above |
| Darkangel | 110 to 119 | 110 | 500 | third or above |
| Holyangel | 120 to 129 | 160 | 600 | third or above |
| Awakening Soul | 130 to 139 | 204 | 700 | third or above |
| Blue Eye | 140 to 149 | 249 | 800 | fourth or above |
| Silver Heart | 150 to 159 | 294 | 900 | fourth or above |
| Manticore | 160 to 169 | 339 | 1000 | fourth or above |
| Brilliant | 170 to 179 | 384 | 1100 | fourth or above |
| Apocalypse | 180 to 189 | 429 | 1200 | fifth |
| Lightning | 190 to 199 | 474 | 1300 | fifth |
Which set belongs to your class
The last digit of the number tells the class. The rule holds the same from Darkangel to Lightning, and the Bloodangel is the only exception: there digits 3, 4 and 5 sit in natural class order.
| Final digit | Class (110 to 199) | Class on Bloodangel | Set pieces |
|---|---|---|---|
| 0 | Dark Knight | Dark Knight | Helm, Armor, Pants, Boots |
| 1 | Dark Wizard | Dark Wizard | Helm, Armor, Pants, Gloves |
| 2 | Fairy Elf, attack line | Fairy Elf | Helm, Armor, Pants, Gloves |
| 3 | Summoner | Magic Gladiator | Helm, Armor, Pants, Gloves |
| 4 | Magic Gladiator | Dark Lord | Armor, Pants, Gloves, Boots (no helm) |
| 5 | Dark Lord | Summoner | Helm, Armor, Pants, Gloves |
| 6 | Rage Fighter | Rage Fighter | Helm, Armor, Pants, Boots |
| 7 | Fairy Elf, support line | Fairy Elf | Helm, Armor, Pants, Gloves |
| 8 | Magic Gladiator, energy line | Magic Gladiator | Armor, Pants, Gloves, Boots |
| 9 | Dark Knight, defense line | Dark Knight | Helm, Armor, Pants, Boots |
Defense piece by piece
Values from the Dark Knight series, which is the one with the highest defense. The other series follow the same +45 per tier ladder, starting from different bases.
| Tier | Helm | Armor | Pants | Gloves | Boots |
|---|---|---|---|---|---|
| Bloodangel | 111 | 135 | 124 | 98 | 107 |
| Darkangel | 88 | 110 | 100 | 83 | 85 |
| Holyangel | 138 | 160 | 150 | 133 | 135 |
| Awakening Soul | 183 | 204 | 195 | 178 | 182 |
| Blue Eye | 228 | 249 | 240 | 223 | 227 |
| Silver Heart | 273 | 294 | 285 | 268 | 272 |
| Manticore | 318 | 339 | 330 | 313 | 317 |
| Brilliant | 363 | 384 | 375 | 358 | 362 |
| Apocalypse | 408 | 429 | 420 | 403 | 407 |
| Lightning | 453 | 474 | 465 | 448 | 452 |
The defense of the Armor piece by series, across the seven top tiers, shows well where each class sits. The Dark Knight defense line (digit 9) is the highest in the game and the Elf support line (digit 7) is the lowest, because she trades defense for energy and for set bonuses of another kind.
| Series | Soul | Blue Eye | Silver Heart | Manticore | Brilliant | Apocalypse | Lightning |
|---|---|---|---|---|---|---|---|
| 9 Dark Knight defense | 222 | 267 | 312 | 357 | 402 | 447 | 492 |
| 0 Dark Knight | 204 | 249 | 294 | 339 | 384 | 429 | 474 |
| 4 Magic Gladiator | 203 | 248 | 293 | 338 | 383 | 428 | 473 |
| 8 Magic Gladiator energy | 200 | 245 | 290 | 335 | 380 | 425 | 470 |
| 6 Rage Fighter | 186 | 231 | 276 | 321 | 366 | 411 | 456 |
| 2 Fairy Elf attack | 184 | 229 | 274 | 319 | 364 | 409 | 454 |
| 5 Dark Lord | 181 | 226 | 271 | 316 | 361 | 406 | 451 |
| 3 Summoner | 177 | 222 | 267 | 312 | 357 | 402 | 447 |
| 1 Dark Wizard | 172 | 217 | 262 | 307 | 352 | 397 | 442 |
| 7 Fairy Elf support | 110 | 155 | 200 | 245 | 290 | 335 | 380 |
Stat requirement
From Darkangel to Lightning the stat requirement is identical across all tiers: what grows is the total level. The number the server stores is not the number the tooltip shows, because it goes through a formula that takes into account the item level and the ancient mark.
effectiveDropLevel = item dropLevel
+ 30 if ancient (or +25 if excellent)
+ 3 x item level (+0 to +15)
requirement = (multiplier x effectiveDropLevel x requirementValue / 100) + 20
multiplier = 3 for strength, agility, vitality and command
multiplier = 4 for energyA worked example: the Dark Knight Bloodangel Armor has a requirement value of 102 for strength and dropLevel 150. Ancient and at +15, it asks for around 706 strength. The same piece at +0 asks for a lot less, because the item level enters the math with a weight of 3.
| Series | Helm | Armor | Pants | Gloves | Boots |
|---|---|---|---|---|---|
| 0 Dark Knight | 85 / 25 / 0 | 102 / 30 / 0 | 92 / 26 / 0 | 77 / 22 / 0 | 80 / 23 / 0 |
| 1 Dark Wizard | 25 / 8 / 0 | 27 / 9 / 0 | 26 / 8 / 0 | 19 / 6 / 0 | 21 / 7 / 0 |
| 2 Fairy Elf attack | 20 / 44 / 0 | 23 / 51 / 0 | 21 / 47 / 0 | 18 / 40 / 0 | 19 / 41 / 0 |
| 3 Summoner | 20 / 6 / 0 | 22 / 8 / 0 | 21 / 7 / 0 | 15 / 3 / 0 | 19 / 3 / 0 |
| 4 Magic Gladiator | no helm | 84 / 34 / 0 | 80 / 33 / 0 | 67 / 28 / 0 | 73 / 29 / 0 |
| 5 Dark Lord | 35 / 9 / 0 | 38 / 10 / 0 | 36 / 9 / 0 | 29 / 8 / 0 | 31 / 8 / 0 |
| 6 Rage Fighter | 42 / 0 / 0 | 47 / 0 / 0 | 45 / 0 / 0 | no gloves | 39 / 0 / 0 |
| 7 Fairy Elf support | 7 / 16 / 87 | 8 / 16 / 90 | 8 / 16 / 88 | 7 / 15 / 87 | 8 / 15 / 87 |
| 8 Magic Gladiator energy | no helm | 21 / 19 / 92 | 19 / 18 / 90 | 18 / 16 / 89 | 18 / 16 / 87 |
| 9 Dark Knight defense | 0 / 12 / 62 | 0 / 13 / 63 | 0 / 12 / 62 | 0 / 11 / 61 | 0 / 11 / 62 |
The set bonus
Every mastery set has exactly four ancient pieces, so the ladder is short and the fourth piece is already the complete set. When the series of your tier have five items, the fifth piece exists as normal equipment and does not count toward the set.
- 12 pieces
Skill damage and the main stat of the class.
- 23 pieces
Double damage chance and the raw damage bonus (physical, magic or curse).
- 34 pieces
The heavy block: critical, excellent, ignore defense, all stats and final defense, all at once.
From Awakening Soul up, the family of effects called Mastery comes in, and it accounts for a good part of the total bonus. The numbers grow by tier, not by class: the Dark Wizard Apocalypse set repeats the same values as the Dark Knight one and only swaps physical attack for magic attack.
| Mastery effect | Pieces | Soul | Blue Eye | Silver Heart | Manticore | Brilliant | Apocalypse | Lightning |
|---|---|---|---|---|---|---|---|---|
| Skill damage | 2 | 19 | 30 | 34 | 38 | 44 | 50 | 57 |
| Main stat | 2 | 100 | 44 | 50 | 56 | 63 | 71 | 80 |
| Attack (physical or magic) | 3 | 92 | 103 | 114 | 127 | 142 | 158 | 176 |
| Critical damage | 4 | 83 | 98 | 116 | 138 | 164 | 194 | 230 |
| Excellent damage | 4 | 93 | 110 | 129 | 152 | 180 | 212 | 250 |
| All stats | 4 | 25 | 22 | 24 | 27 | 30 | 34 | 38 |
| Base defense | 4 | 93 | 110 | 130 | 153 | 181 | 214 | 253 |
| Maximum health | 4 | none | 261 | 312 | 372 | 443 | 529 | 631 |
| Incoming damage reduction | 4 | none | none | 62 | 73 | 85 | 100 | 117 |
| Enhanced skill damage | 4 | none | none | none | none | none | 46 | 51 |
The three special series break from that design. The Elf support line (digit 7) trades attack for energy, defense with shield and health. The Dark Knight defense line (digit 9) is pure tank: maximum health with two pieces already, defense with three and no raw damage. The Magic Gladiator energy line (digit 8) sits between the two.
Three effects are turned off on purpose
Some sets list effects the server does not apply. That is a recorded decision, not a bug, and it is worth knowing before building around a number that will not happen.
| Effect | Where it shows up | Why it is turned off |
|---|---|---|
| Bless | Elf support line (digit 7), on every tier | it depends on the master skill tree, which does not deliver the needed piece yet |
| Solid Protection | Dark Knight Conviction line (digit 9), on the tiers where it shows up | same master skill tree dependency, and it is three parts that have to work together |
| Triple Damage | all seven top tiers, on every attack set | the server has no triple damage mechanic. Mapping the effect onto the double damage chance would inflate the number silently |
Where you get them
For now, nowhere along the random path: no mastery piece drops from monsters. There were 470 armor pieces and 31 shields dropping, while the 100 weapons never dropped, and that senseless half was closed by a project decision. The way to earn mastery equipment is a mechanic of its own, still being designed, and until it exists the top gear does not enter the game by drop.
It is worth saying what was happening before, because it explains the decision. Four tiers already did not drop either way: Blue Eye, Silver Heart, Brilliant and Lightning have a dropLevel that matches no monster level on the server, so the top of the top was never in the draw. The middle tiers dropped for free halfway along. While the mechanic is not ready, the realistic endgame set is the well refined classic ancient.
- Blood Angel Knight ArmorRaro

Dark Knight
- Holyangel Elf ArmorRaro

Fairy Elf, attack line
- Soul Knight ArmorÉpico

Dark Knight
- Manticore Summoner ArmorÉpico

Summoner
- Lightning Knight ArmorLendário

Dark Knight