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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, 2026

After 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

  1. 1
    Bloodangel

    The first step after 400. It uses the normal level, not the total.

    100 to 109 · level 400
  2. 2
    Darkangel

    This is where the total level requirement starts.

    110 to 119 · total level 500
  3. 3
    Holyangel

    Last tier before the fourth class enters the math.

    120 to 129 · total level 600
  4. 4
    Awakening Soul

    First tier of the Mastery bonus family.

    130 to 139 · total level 700
  5. 5
    Blue Eye

    Requires the fourth class.

    140 to 149 · total level 800
  6. 6
    Silver Heart

    Requires the fourth class.

    150 to 159 · total level 900
  7. 7
    Manticore

    Requires the fourth class.

    160 to 169 · total level 1000
  8. 8
    Brilliant

    Requires the fourth class.

    170 to 179 · total level 1100
  9. 9
    Apocalypse

    Requires the fifth class.

    180 to 189 · total level 1200
  10. 10
    Lightning

    The top of the armor line.

    190 to 199 · total level 1300
TierNumbersDefense of the Armor piece (Dark Knight)Total levelRequired generation
Bloodangel100 to 109135400third or above
Darkangel110 to 119110500third or above
Holyangel120 to 129160600third or above
Awakening Soul130 to 139204700third or above
Blue Eye140 to 149249800fourth or above
Silver Heart150 to 159294900fourth or above
Manticore160 to 1693391000fourth or above
Brilliant170 to 1793841100fourth or above
Apocalypse180 to 1894291200fifth
Lightning190 to 1994741300fifth
From Awakening Soul on, defense goes up exactly +45 per tier in every slot.

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 digitClass (110 to 199)Class on BloodangelSet pieces
0Dark KnightDark KnightHelm, Armor, Pants, Boots
1Dark WizardDark WizardHelm, Armor, Pants, Gloves
2Fairy Elf, attack lineFairy ElfHelm, Armor, Pants, Gloves
3SummonerMagic GladiatorHelm, Armor, Pants, Gloves
4Magic GladiatorDark LordArmor, Pants, Gloves, Boots (no helm)
5Dark LordSummonerHelm, Armor, Pants, Gloves
6Rage FighterRage FighterHelm, Armor, Pants, Boots
7Fairy Elf, support lineFairy ElfHelm, Armor, Pants, Gloves
8Magic Gladiator, energy lineMagic GladiatorArmor, Pants, Gloves, Boots
9Dark Knight, defense lineDark KnightHelm, 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.

TierHelmArmorPantsGlovesBoots
Bloodangel11113512498107
Darkangel881101008385
Holyangel138160150133135
Awakening Soul183204195178182
Blue Eye228249240223227
Silver Heart273294285268272
Manticore318339330313317
Brilliant363384375358362
Apocalypse408429420403407
Lightning453474465448452

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.

SeriesSoulBlue EyeSilver HeartManticoreBrilliantApocalypseLightning
9 Dark Knight defense222267312357402447492
0 Dark Knight204249294339384429474
4 Magic Gladiator203248293338383428473
8 Magic Gladiator energy200245290335380425470
6 Rage Fighter186231276321366411456
2 Fairy Elf attack184229274319364409454
5 Dark Lord181226271316361406451
3 Summoner177222267312357402447
1 Dark Wizard172217262307352397442
7 Fairy Elf support110155200245290335380

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 energy
Formula used by the server and by the client. A mastery piece is always ancient, so it always adds the 30.

A 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.

SeriesHelmArmorPantsGlovesBoots
0 Dark Knight85 / 25 / 0102 / 30 / 092 / 26 / 077 / 22 / 080 / 23 / 0
1 Dark Wizard25 / 8 / 027 / 9 / 026 / 8 / 019 / 6 / 021 / 7 / 0
2 Fairy Elf attack20 / 44 / 023 / 51 / 021 / 47 / 018 / 40 / 019 / 41 / 0
3 Summoner20 / 6 / 022 / 8 / 021 / 7 / 015 / 3 / 019 / 3 / 0
4 Magic Gladiatorno helm84 / 34 / 080 / 33 / 067 / 28 / 073 / 29 / 0
5 Dark Lord35 / 9 / 038 / 10 / 036 / 9 / 029 / 8 / 031 / 8 / 0
6 Rage Fighter42 / 0 / 047 / 0 / 045 / 0 / 0no gloves39 / 0 / 0
7 Fairy Elf support7 / 16 / 878 / 16 / 908 / 16 / 887 / 15 / 878 / 15 / 87
8 Magic Gladiator energyno helm21 / 19 / 9219 / 18 / 9018 / 16 / 8918 / 16 / 87
9 Dark Knight defense0 / 12 / 620 / 13 / 630 / 12 / 620 / 11 / 610 / 11 / 62
Requirement values in strength / agility / energy. They go into the formula above, they are not the tooltip number.

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.

  1. 12 pieces

    Skill damage and the main stat of the class.

  2. 23 pieces

    Double damage chance and the raw damage bonus (physical, magic or curse).

  3. 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 effectPiecesSoulBlue EyeSilver HeartManticoreBrilliantApocalypseLightning
Skill damage219303438445057
Main stat2100445056637180
Attack (physical or magic)392103114127142158176
Critical damage48398116138164194230
Excellent damage493110129152180212250
All stats425222427303438
Base defense493110130153181214253
Maximum health4none261312372443529631
Incoming damage reduction4nonenone627385100117
Enhanced skill damage4nonenonenonenonenone4651
Values from the Dark Knight series. On the Soul tiers the first three rows still use the classic codes.

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.

EffectWhere it shows upWhy it is turned off
BlessElf support line (digit 7), on every tierit depends on the master skill tree, which does not deliver the needed piece yet
Solid ProtectionDark Knight Conviction line (digit 9), on the tiers where it shows upsame master skill tree dependency, and it is three parts that have to work together
Triple Damageall seven top tiers, on every attack setthe 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 Armor
    Blood Angel Knight ArmorRaro
    • Tier 1
    • Defense 135
    • Level 400

    Dark Knight

  • Holyangel Elf Armor
    Holyangel Elf ArmorRaro
    • Tier 3
    • Total level 600

    Fairy Elf, attack line

  • Soul Knight Armor
    Soul Knight ArmorÉpico
    • Tier 4
    • Defense 204
    • Total level 700

    Dark Knight

  • Manticore Summoner Armor
    Manticore Summoner ArmorÉpico
    • Tier 7
    • Defense 312
    • Total level 1000

    Summoner

  • Lightning Knight Armor
    Lightning Knight ArmorLendário
    • Tier 10
    • Defense 474
    • Total level 1300

    Dark Knight