Collections
A suit of armor can serve twice: first on your shoulders, then in the collection. There it vanishes for good and leaves the character a permanent bonus - and the more sets you gather, the more it shows.
How collections work
Collections turn armor into permanent character bonuses. Every collection is one armor set: its helm, armor, pants, gloves and boots. There are 31 sets across three tiers, 150 pieces in all. Magic Gladiator sets have no helm and Rage Fighter sets have no gloves, so those sets count four pieces. Weapons, shields and wings are not collected.
Gather the sets in whatever order you like, several at once if you wish, sets of other classes included. One set does not unlock another, and handing a piece in asks for no character level and no resets.
A piece that is handed in leaves your inventory for good. This is neither storage nor a fitting room: the collection window gives nothing back. Do not hand in gear you mean to wear or sell.
Each piece of a set is one slot, and a slot takes one matching item. A filled slot will not take a second copy. Finding an item, wearing it or storing it is not enough - it does not register by itself.
Submitting a piece

- Open Collections: pick Collections in the main menu F1. No NPC, no ticket and no Zen fee are needed.
- Select a set: the list on the left is split into Tier 1, Tier 2 and Tier 3 and scrolls with the mouse wheel.
- Select a piece: hover over the icon of a piece to see exactly what it asks for. Its row shows what handing it in pays; click the row to pick the piece.
- Press Register: the inventory selection opens. Whatever you are wearing has to come off into the backpack first.
- Choose the item: click the very instance you mean in your inventory and look it over in the confirmation window.
- Confirm Add Item: the server checks the item's properties, destroys the matching item and saves your progress. Close backs out before anything is handed in.
All shows every piece, Missing only the pieces still to hand in, and Owned the pieces already handed in. Owned does not mean the items lying in your backpack.
Piece requirements
The collection is picky: every piece asks for one exact quality and no other. A matching name is not enough, and a costlier or more highly upgraded item is not necessarily accepted: a piece that asks for +6 turns away both +5 and +7. The exact numbers of every piece are in its tooltip in the collection window.


| Property | Matching rule |
|---|---|
| Item | The exact piece of that set, for example Pad Helm. A piece of another set cannot replace it. |
| Upgrade level | Exact, anything from +0 to +11. A higher level is not a substitute. |
| Luck | Either required, or not checked. A piece never asks for an item without Luck. |
| Jewel of Life option | Either an exact level (+4, +8, +12 or +16 defense), or not checked. A higher option is as wrong as a lower one. |
| Excellent options | One, two or three named options, for example Damage decrease + Max Mana. Every named option must be on the item, at any grade. Other Excellent options on the item are allowed. |
| Skill, Harmony | Not checked. |
| Quantity | 1 item per piece. |
No two pieces of one set ask for the same combination of Excellent options. The reward of a piece is fixed: spare options, Ancient status or a more valuable instance do not make the bonus any bigger.
Bonuses
Every collection bonus is permanent, and they all add up. They come in two kinds: a bonus for every piece and a bonus for every completed set. Each set pays only for itself - there is no extra reward for the number of sets completed.
Per piece: a piece pays its bonus the moment it is handed in, with no need to finish the set. Every set carries bonuses of its own, drawn at random yet balanced by points: each bonus has a price, and every set of a tier spends exactly the same number of points on its pieces. A four-piece set spends as much as a five-piece one - each of its pieces simply weighs more. The armor takes the biggest share (3 parts, every other piece 2), and every piece gives two or three different bonuses, each worth at least a fifth of that piece.
| Bonus | Per point |
|---|---|
| Strength, Agility, Vitality, Energy | +1 |
| HP, Mana, SD | +5 |
| Stamina | +3 |
| Defense | +1 |
| Damage, Wizardry damage | +1 per 2 points |
| Tier | Points per set |
|---|---|
| Tier 1 | 125 |
| Tier 2 | 250 |
| Tier 3 | 440 |
Full set: when the last piece is handed in, the set pays a bonus of its own on top of its pieces, once. Every set has two kinds of this bonus, and no two sets of a tier share the same pair. The collection window shows it under the pieces, greyed out until the set is complete.
Tier 1: 125 points per set
| Set | Helm | Armor | Pants | Gloves | Boots | Full set |
|---|---|---|---|---|---|---|
| Pad Set | Wizardry damage +6; Defense +11 | Vitality +14; HP +100 | Mana +45; SD +30; Defense +8 | Vitality +7; Energy +8; Mana +40 | Mana +35; Wizardry damage +4; Defense +7 | Critical damage resistance +1%; Excellent damage resistance +1% |
| Leather Set | Strength +6; Energy +8; SD +45 | Strength +12; Vitality +11; Stamina +33 | SD +35; Damage +4; Wizardry damage +4 | Stamina +45; Defense +8 | Energy +11; Stamina +33 | Experience +1%; Max SD +1% |
| Vine Set | Vitality +13; Defense +10 | Wizardry damage +8; Defense +18 | Agility +12; Mana +55 | Vitality +8; Wizardry damage +4; Defense +7 | Strength +10; Mana +60 | Defense +1%; Max SD +1% |
| Bronze Set | Agility +8; SD +40; Stamina +21 | Energy +16; Wizardry damage +9 | Strength +9; Wizardry damage +7 | Vitality +7; Energy +10; Defense +6 | Strength +11; Mana +55 | Max HP +1%; Experience +1% |
| Silk Set | SD +65; Damage +5 | Strength +9; Energy +11; Damage +7 | Energy +15; Stamina +24 | Stamina +27; Damage +3; Wizardry damage +4 | Agility +12; Mana +50 | Max HP +1%; Damage reduction +1% |
| Bone Set | Agility +11; Wizardry damage +6 | Energy +11; SD +55; Stamina +36 | HP +45; Wizardry damage +4; Defense +6 | Agility +12; Defense +11 | Vitality +7; Energy +6; Mana +45 | Damage reduction +1%; Excellent damage resistance +1% |
Tier 2: 250 points per set
| Set | Helm | Armor | Pants | Gloves | Boots | Full set |
|---|---|---|---|---|---|---|
| Scale Set | Agility +16; Energy +17; Mana +65 | Agility +21; Vitality +25; Stamina +66 | HP +75; Mana +65; Wizardry damage +9 | Strength +13; Vitality +16; Energy +16 | Energy +23; Stamina +66 | Experience +2%; Max SD +2% |
| Violent Wind Set | Mana +115; Defense +23 | Energy +22; Damage +13; Defense +20 | HP +100; Wizardry damage +13 | Strength +14; SD +70; Defense +17 | Vitality +29; Mana +80 | Damage reduction +1%; Experience +2% |
| Wind Set | Energy +18; HP +60; Wizardry damage +8 | Agility +27; Defense +41 | Agility +13; Vitality +17; Wizardry damage +8 | Vitality +22; Energy +23 | Mana +145; SD +80 | Max HP +2%; Excellent damage resistance +2% |
| Sphinx Set | Agility +23; Stamina +69 | SD +190; Damage +15 | Strength +23; Defense +23 | Strength +15; Mana +75; Stamina +45 | Agility +20; Vitality +25 | Defense +2%; Excellent damage resistance +2% |
| Brass Set | Agility +16; HP +150 | Vitality +24; Stamina +132 | SD +140; Damage +9 | Vitality +18; Energy +13; Mana +70 | HP +85; Stamina +36; Wizardry damage +8 | Defense +2%; Damage reduction +1% |
| Spirit Set | Energy +26; SD +100 | Mana +170; SD +170 | Vitality +30; Wizardry damage +8 | Strength +15; Agility +15; Mana +75 | Agility +27; SD +90 | Max HP +2%; Critical damage resistance +2% |
| Light Plate Set | Strength +17; Damage +6; Defense +17 | Agility +24; Stamina +60; Wizardry damage +12 | Strength +26; Energy +20 | Strength +12; Vitality +15; Damage +9 | Stamina +81; Defense +18 | Max SD +2%; Critical damage resistance +2% |
Tier 3: 440 points per set
| Set | Helm | Armor | Pants | Gloves | Boots | Full set |
|---|---|---|---|---|---|---|
| Plate Set | Strength +30; Vitality +25; HP +125 | Agility +43; Vitality +43; HP +170 | Vitality +40; HP +200 | Energy +24; HP +120; Wizardry damage +16 | Vitality +52; Damage +14 | Experience +3%; Max SD +3% |
| Legendary Set | Agility +35; Mana +115; Defense +22 | Strength +72; Damage +24 | Strength +22; Mana +145; Stamina +87 | SD +175; Stamina +135 | Strength +22; Energy +29; Stamina +87 | Damage reduction +2%; Experience +3% |
| Red Wing Set | Vitality +22; HP +145; Stamina +87 | SD +300; Defense +60 | Mana +260; Damage +14 | Energy +28; HP +260 | Strength +23; Stamina +66; Defense +35 | Critical damage resistance +3%; Excellent damage resistance +3% |
| Guardian Set | Mana +160; Damage +24 | Strength +42; SD +390 | Strength +30; HP +125; SD +125 | Energy +40; Wizardry damage +20 | Energy +40; Defense +40 | Defense +3%; Max SD +3% |
| Dragon Set | Strength +20; Agility +30; Stamina +90 | Vitality +44; HP +190; Damage +19 | Strength +27; Energy +27; SD +130 | Agility +30; Energy +20; HP +150 | Energy +33; Damage +10; Defense +27 | Defense +3%; Experience +3% |
| Sacred Set | HP +245; Mana +245 | Strength +58; Agility +44; SD +220 | Energy +56; Wizardry damage +21 | — | Strength +31; Stamina +111; Wizardry damage +15 | Defense +3%; Damage reduction +2% |
| Adamantine Set | Damage +11; Wizardry damage +14; Defense +30 | Agility +60; Energy +60 | Energy +27; Stamina +63; Defense +32 | Mana +165; Damage +13; Defense +21 | Strength +40; HP +200 | Damage reduction +2%; Excellent damage resistance +3% |
| Ancient Set | Strength +21; Vitality +27; Wizardry damage +16 | Energy +44; Wizardry damage +19; Defense +38 | Agility +28; Damage +13; Wizardry damage +13 | Vitality +33; HP +135; Damage +10 | Strength +32; HP +135; Stamina +63 | Experience +3%; Critical damage resistance +3% |
| Storm Hard Set | Agility +43; Defense +55 | Vitality +73; Stamina +219 | HP +155; Damage +15; Defense +37 | — | Stamina +114; Damage +15; Wizardry damage +15 | Max HP +3%; Excellent damage resistance +3% |
| Storm Crow Set | — | Strength +87; Vitality +59 | Energy +40; Wizardry damage +29 | HP +250; Wizardry damage +24 | Energy +31; HP +180; Defense +31 | Max HP +3%; Experience +3% |
| Grand Soul Set | SD +200; Defense +40 | Strength +38; Vitality +44; Damage +19 | Agility +28; Energy +28; Wizardry damage +12 | HP +140; Wizardry damage +26 | Energy +33; Wizardry damage +13; Defense +21 | Damage reduction +2%; Critical damage resistance +3% |
| Black Dragon Set | Strength +30; Mana +150; Wizardry damage +10 | HP +170; Mana +215; Stamina +129 | SD +120; Damage +14; Wizardry damage +14 | HP +260; Wizardry damage +14 | HP +160; Wizardry damage +12; Defense +24 | Max SD +3%; Critical damage resistance +3% |
| Divine Set | Vitality +28; Mana +260 | Strength +60; Damage +30 | Vitality +32; HP +120; Defense +24 | Strength +24; Vitality +24; Stamina +96 | Agility +24; Stamina +96; Damage +12 | Defense +3%; Max HP +3% |
| Dark Steel Set | HP +100; Wizardry damage +15; Defense +30 | Agility +42; Damage +39 | Agility +52; Mana +140 | SD +145; Stamina +87; Defense +22 | Agility +26; Energy +27; Stamina +81 | Max HP +3%; Max SD +3% |
| Dark Phoenix Set | Vitality +52; Mana +140 | Agility +67; Mana +265 | Strength +35; HP +225 | Vitality +28; Energy +52 | HP +130; Wizardry damage +13; Defense +28 | Max HP +3%; Critical damage resistance +3% |
| Red Spirit Set | Strength +26; Agility +27; Stamina +81 | Vitality +36; Stamina +144; Damage +18 | HP +150; Mana +100; Defense +30 | SD +100; Stamina +90; Wizardry damage +15 | Vitality +35; Mana +225 | Damage reduction +2%; Max SD +3% |
| Thunder Hawk Set | — | Agility +59; Energy +87 | Strength +31; Wizardry damage +19; Defense +29 | Strength +40; Stamina +90; Damage +14 | Energy +49; Stamina +147 | Defense +3%; Critical damage resistance +3% |
| Hurricane Set | — | Energy +52; HP +265; Mana +205 | Vitality +34; Defense +64 | Vitality +49; HP +245 | Agility +49; Energy +49 | Experience +3%; Excellent damage resistance +3% |
All 31 sets complete add up to Strength +1,033; Agility +944; Vitality +1,068; Energy +1,150; HP +5,365; Mana +4,035; SD +3,015; Stamina +2,937; Damage +399; Wizardry damage +487; Defense +991; Defense +20%; Max HP +21%; Max SD +21%; Damage reduction +14%; Experience +24%; Critical damage resistance +23%; Excellent damage resistance +18%.
Percentage bonuses of one kind are summed first and applied after, so five times +1% is +5%, not compound interest. Everything you have gathered is in the tooltip of the Collection Bonus effect in game, and on your character page on this site under Bonuses.
Saved progress
Progress and bonuses belong to one character, not to the whole account. Another character on the same account collects separately. An ordinary reset, death or relog does not wipe the pieces handed in; after login the saved bonuses are applied again.
There is no need to wear what you handed in: it has already been consumed. Changing gear or guild does not take your personal progress away. Deleting the character deletes their collections with them.
Collection rankings
On the website, open Rankings and pick Collections under the character or the guild rankings. Collected items counts the pieces handed in; Completed sets counts the sets with every piece in. The two measure different things.
- Characters: the more pieces handed in, the higher the place. Ties go by character name; resets and Gear Score decide nothing here.
- Details: the ranking dialog breaks the pieces down by set, each set marked with its tier.
- Guilds: the score is the sum of the pieces of current members. The same piece handed in by two characters brings the guild two points. Ties go by the number of guild members, then by guild name.
- Changing guilds: personal collections stay with the character, and their contribution belongs to the guild they are in. The ranking grants no shared guild stat bonus.
Only the current sets and pieces count. Records left over from the old item-category collections add nothing to the score. Items are handed in in the game; the website only displays the rankings.
If a piece is rejected
- Properties: check once more the exact item, the upgrade level, Luck, the Jewel of Life option and the named Excellent options.
- Slot: make sure the piece is not handed in already and that the right set and piece are selected.
- Inventory: the item has to lie in the backpack - not equipped, not stored in the warehouse.
- Open windows: close trading, NPC shops, the warehouse and the Chaos Machine.
- Loading: right after login, wait for the progress to load. If the server reports that actions are too frequent, pause for a moment.
If the check fails, the item is neither registered nor consumed. A successful hand-in marks the piece as collected, raises the counter and applies the bonus by itself, with no separate step to claim a reward.
Updated: 08.10.2026

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