Last updated: September 7, 2026
On this page: Story · Stats & Class Line · The Command Stat · All Skills · Skills From Scrolls · Party Buffs · Master Tree · Horse & Raven · Scepter Ladder · Early Sets · Set Ladder · Ancient Sets · Capes · Wings · How to Play · FAQ · 4th Skill Tree
MU Online Dark Lord – Skills, Stats, Command & Guide
The Dark Lord is the only class in MU Online with a fifth stat. Where everyone else splits points across Strength, Agility, Stamina and Energy, he also has Command — and Command is not a bonus, it is a gate. His strongest skill needs 620 Command before it will fire at all. He is also the only class that rides a horse, commands a raven, and buffs an entire party.
How the Dark Lord Looks at Every Evolution
The base character model at each class change, rendered from the game client’s own player files — no armour equipped, so you can see exactly what the evolution itself changes.

Base

3rd class

4th class
Story
The Dark Lord is the commander MU never had. Where the Blade Knight fights and the Soul Master casts, the Dark Lord orders — he arrives on horseback with a raven on his shoulder and a scepter rather than a sword, and his real weapon is the party standing behind him.
Mechanically the fiction is exact. His signature abilities are not learned from trainers; they arrive on scrolls, the way a commander receives written orders. His buffs affect everyone around him. And the stat that governs all of it — Command — exists on no other character sheet in the game.
Stats & Class Line
Like the Magic Gladiator, the Dark Lord is an account-unlock class and gains 7 stat points per level instead of 5. Unlike the Magic Gladiator, he does wear a helmet — his sets are the full five pieces.
| Property | Dark Lord |
|---|---|
| Points per level | 7 (most 1st-gen classes: 5) |
| Unique stat | Command — no other class has it |
| Unlock requirement | Account-unlock class — officially a level 250 character on the account. Most private servers lower or remove this, so check your server. |
| Helmet slot | Yes — 27 helmets available, 23 of them Dark Lord only |
| Weapon types | Scepters (25 exclusive), swords, axes, shields — never bows or staffs |
| Back slot | Capes, not wings |
| Pets | Dark Horse and Dark Raven — both exclusive |
| Class change | Skips the 2nd class quest, straight to 3rd class |
The server files track four evolution tiers, and Common.ini sets the level gate for each class quest — 400 for 3rd, 800 for 4th, 1,200 for 5th:
| Tier | Gear unlocked at |
|---|---|
| 1st — Dark Lord | Everything up to level 380 |
| 3rd — Lord Emperor | Level 400 – 800: Cape of Emperor, Bloodangel through Holyangel Lord sets |
| 4th | Level 800 – 1,500: Control Wings, Awakening Soul through Lightning Lord sets |
| 5th | Level 1,200+: Cloak of Yeongdo, Temple Guard and Imperial Lord sets |
The Command Stat – What It Actually Gates
Command does three jobs: it powers the Dark Raven, it scales his party buffs, and it acts as a hard requirement on his best skills. That third job is the one that catches people out. These are the real ReqCommand values from SkillList.xml:
| Skill | Command required | Level | What it does |
|---|---|---|---|
| Spirit Blast | 620 | 160 | His highest-damage skill (350). Also needs 800 Strength — a double gate. |
| Divine Force | 500 | 10 | Party buff. Available at level 10 — but not at 10 Command. |
| Divine Aura | 500 | 10 | The other party buff, same gate. |
| Crown Force | 400 | 10 | 60-second self buff on a 3-second cooldown. |
| Summon | 400 | 98 | Pulls a party member to you. |
| Electric Spike | 340 | 92 | 250 damage at range 10 — the longest reach he has. |
| Dignity | 300 | 82 | Defensive buff on a 10-second cooldown. |
| Battle Glory | 200 | 66 | Party attack buff. |
| Fire Scream | 70 | 102 | 180 damage. The only cheap one. |
All Dark Lord Skills – Level, Cost, Range & Role
Pulled directly from the server skill table (Season 21 files), in unlock order: every skill the Dark Lord line can learn from creation to 5th class, and what it is for. Lv is the character level, Req the stat gate, AG the ability-gauge cost, Range in tiles, CD cooldown (buff duration in brackets). Shared utility (Stun, Swell Mana, Invisibility, the Crywolf spells) and master-tree skills are not repeated here.
| Skill | Class | Lv | Req | Dmg | Mana | AG | Range | CD | Learned from | What it means in play |
|---|---|---|---|---|---|---|---|---|---|---|
| Cyclone | Dark Lord | — | — | — | 9 | — | 2 | — | Weapon skill | Buff / utility, range 2. |
| Defense | Dark Lord | — | — | — | 30 | — | self | — | Scroll of Defense | Self buff. |
| Earth-Shake | Dark Lord | — | — | 150 | 0 | 50 | 10 | 10 s | Start | Long reach (10) — 150 base damage for 0 mana. |
| Falling Slash | Dark Lord | — | — | — | 9 | — | 3 | — | Weapon skill | Buff / utility, range 3. |
| Fire Blast | Dark Lord | — | — | 150 | 30 | 10 | 6 | — | Start | 150 base damage for 30 mana. |
| Force Wave | Dark Lord | — | — | 70 | 10 | — | 4 | — | Weapon skill | 70 base damage for 10 mana. |
| Lunge | Dark Lord | — | — | — | 9 | — | 2 | — | Weapon skill | Buff / utility, range 2. |
| Uppercut | Dark Lord | — | — | — | 8 | — | 2 | — | Weapon skill | Buff / utility, range 2. |
| Force | Dark Lord | — | ENE 15 | 10 | 10 | — | 4 | — | Skill orb / scroll / quest | 10 base damage for 10 mana. |
| Crown Force | Dark Lord | 10 | ENE 300, CMD 400 | — | 80 | 20 | self | 3 s (1 min) | Scroll of Crown Force | Self buff. |
| Blessing of Experience | Dark Lord | 50 | — | — | 5 | — | 8 | — | Skill orb / scroll / quest | Party experience buff. |
| Battle Glory | Dark Lord | 66 | STR 200, CMD 200 | — | 40 | 30 | self | — | Scroll of Battle Glory | 200 Command. Usually your first castable party buff. |
| Fire Burst | Dark Lord | 74 | ENE 79 | 150 | 8 | — | 6 | — | Scroll of FireBurst | From a scroll. 150 damage, 8 mana. |
| Dignity | Dark Lord | 82 | ENE 102, CMD 300 | — | 50 | 50 | self | 10 s | Skill orb / scroll / quest | 300 Command. |
| Electric Spike | Dark Lord | 92 | ENE 126, CMD 340 | 250 | 10 | 12 | 10 | 0.5 s | Skill orb / scroll / quest | 340 Command. Range 10. |
| Summon | Dark Lord | 98 | ENE 153, CMD 400 | — | 70 | 30 | self | 30 s | Scroll of Summon | 400 Command. Pulls party members. |
| Chaotic Diseier | Dark Lord | 100 | ENE 84 | 220 | 12 | 4 | 6 | — | Scroll of Chaotic Diseier | 220 damage, no Command gate. The efficiency king. |
| Fire Scream | Dark Lord | 102 | ENE 150, CMD 70 | 180 | 10 | 3 | 6 | — | Scroll of Fire Scream | Only 70 Command — the cheapest gate he has. |
| Plasma Storm | Dark Lord | 110 | — | 60 | 50 | 20 | 6 | 1.5 s | Skill orb / scroll / quest | AoE filler. |
| Archangel's will | Dark Lord | — | — | — | 100 | 150 | self | 90 s (30 min) | Item skill | 30-minute self buff on a 90-second recast — cast before you leave town. |
| Divine Aura | Lord Emperor | 10 | CMD 500 | — | 100 | — | self | 1200 s (3 s) | 3rd class skill | Self buff. |
| Divine Force | Lord Emperor | 10 | CMD 500 | — | 100 | — | self | 1200 s (3 s) | 3rd class skill | Self buff. |
| Wind Soul | Lord Emperor | 160 | STR 717 | 130 | 35 | 17 | 6 | — | Scroll of Wind Soul | 130 base damage for 35 mana. |
| Spirit Blast | Lord Emperor | 160 | STR 800, CMD 620 | 350 | 35 | 16 | 6 | — | Scroll of Spirit Blast | 350 base damage for 35 mana. |
| Wind Soul of Saturation | 5th class | 160 | STR 717 | 130 | 38 | 19 | 6 | — | 5th class change | 5th-class upgrade of Wind Soul. |
| Spirit Blast of Anger | 5th class | 160 | STR 800, CMD 620 | 350 | 35 | 16 | 6 | — | 5th class change | 350 base damage for 35 mana. |
Skills From Scrolls – A Mechanic Only He Has
The Dark Lord does not learn his signature abilities from a trainer. They drop as scrolls that you consume, and they are flagged in the item files as Dark Lord only. No other class in MU Online acquires skills this way.
| Scroll | Teaches | Item level req. |
|---|---|---|
| Scroll of Fire Burst | Fire Burst | – |
| Scroll of Summon | Summon | – |
| Scroll of Lord Dignity | Dignity | – |
| Scroll of Electric Spark | Electric Spike | – |
| Scroll of Fire Scream | Fire Scream | – |
| Scroll of Chaotic Diseier | Chaotic Diseier | 220 |
| Scroll of Wind Soul | Wind Soul | 400 (3rd class) |
Party Buffs – Why Parties Want One
The Dark Lord is the only class whose buffs are the reason to invite him. Both of the big ones run on a 20-minute cooldown with a 50-minute duration — so they are always up once you have cast them, but a wipe is expensive.
| Buff | Level | Command | Mana | Cooldown | Duration |
|---|---|---|---|---|---|
| Divine Force | 10 | 500 | 100 | 1,200,000 ms (20 min) | 3,000 s (50 min) |
| Divine Aura | 10 | 500 | 100 | 1,200,000 ms (20 min) | 3,000 s (50 min) |
| Battle Glory | 66 | 200 | 40 | – | – |
| Crown Force | 10 | 400 | 80 | 3,000 ms | 60,000 ms (60 s) |
| Dignity | 82 | 300 | 50 | 10,000 ms | – |
| Summon | 98 | 400 | 70 | 30,000 ms | – |
Both Divine buffs also get a 20-point Strengthener in the master tree, and Battle Glory Strengthener and Lord Dignity Strengthener cap at 10.
Dark Lord Master Skill Tree
67 nodes. Most cap at 20; a handful cap at 10. Several exist nowhere else in the game:
Dark Lord exclusives
| Node | Max | Why it matters |
|---|---|---|
| Adds Command Stat | 20 | The only way to buy Command with master points. Helps clear the 620 gate. |
| Command Attack Increase | 10 | Turns Command into damage. Unique to this tree. |
| Horse Strengthener | 20 | Buffs the Dark Horse itself. |
| Emperor Cape Attack PowUp | 20 | Cape as an offensive item, not just defense. |
| Emperor Cape Defense PowUp | 20 | The defensive half. |
| Spirit Blast Strengthener | 20 | His hardest-hitting skill. |
| Spirit Critical DMG Probability Increase | 20 | Raven crit chance. |
| Spirit Excellent DMG Probability Increase | 20 | Raven excellent chance. |
| Spirit Noble | 20 | Raven scaling. |
| Scepter Strengthener / Mastery | 20 / 20 | His weapon line. |
| Shield Strengthener / Mastery | 20 / 20 | He is a shield class by default. |
Skill strengtheners
Fire Burst, Fire Scream (plus a 20-point Mastery), Chaotic Diseier, Electric Spark, Earth-Shake, Divine Force, Divine Aura, Crown Force (10) , Lord Dignity (10) and Battle Glory (10).
Survivability and offense
The usual shared block: three Durability Reduction stages, Defense Increase, Defense Success Rate, Steel Armor, Shield Block, Protection Shield, Vengeance, Maximum Life, Max HP Boost, SD nodes, Absorb Life, critical / excellent / double damage rates, ignore-defense chance, Mana Reduction and the four ordinary stat nodes.
Dark Lord 4th Master Skill Tree (Season 20+)
The Season 20 4th skill tree replaced the old passive master tree with skill-specific branches. The Dark Lord gets 4 branches holding 4 Enhancement Skills — Chaotic Diseier Strengthener, Wind Soul, Fire Burst Strengthener, Spirit Blast Strengthener — each built around an Enhancement Skill (a boosted version of the base skill) with link nodes that modify it, a debuff proc (a magic circle that spawns on hit) and passives that upgrade the debuff. Group 5 holds the shared finishing skills Poison Storm, Frozen Slayer, Bloodying Hit. Points come from master levels; every node lists its cap and what it needs unlocked first. Text is the client tooltip with the per-point value shown as N.
Branch 1 – Chaotic Diseier Strengthener
| Node | Type | Max | Needs | Effect |
|---|---|---|---|---|
| Chaotic Diseier Enhancement Skill | Enhancement skill | 20 | Chaotic Diseier Strengthener 10 pts | Increases the DMG of Chaotic Diseier by N. |
| DMG Count +1 | Link node | 15 | 15 pts in branch | Connected skill attacks add 1 skill DMG. |
| Increase Additional DMG Rate | Link node | 20 | — | Connected skill attacks increase the Additional DMG Rate by N%. |
| Increase Attack Speed | Link node | 10 | — | Increases the attack speed of the connected skill by N. |
| Increase Range | Link node | 10 | 10 pts in branch | Increases the attack range of the connected skill by N tile(s). |
| Increase Skill DMG | Link node | 20 | — | Connected skill attacks increase the skill DMG by N. |
| Weapon DMG Increase | Link node | 20 | — | Increases the (Max/Min) DMG of the equipped weapon by N%. |
| Increase chance to create Bleeding Magic Circle | Debuff proc | 20 | — | When attacking with skill, N% chance to create a Bleeding magic field. (Magic field lasts 10 seconds/Cooldown 20 seconds) Inflicts Bleed(additional damage) effects to up to 7 targets. |
| Increase chance to create Chilling Magic Circle | Debuff proc | 20 | — | When attacking with skill, N% chance to create a Freezing magic field. (Magic field lasts 10 seconds/Cooldown 20 seconds) Inflicts Freeze effect(slow and DEF reduction) to up to 7 targets. |
| Bleeding Damage Enhancement | Passive | 30 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the bleeding DMG of Bleeding debuff by N. |
| Increase Hemorrhage debuff target count | Passive | 20 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the number of targets affected by debuff within the Bleeding magic field by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the success chance of inflicting the Bleeding debuff by N. |
| Increase Hemorrhage debuff range | Passive | 20 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the AOE of the Bleeding magic field by N. |
| Increase chance to enhance to Hemorrhage Magic Circle | Passive | 10 | Increase chance to create Bleeding Magic Circle 10 pts | Bleeding targets are applied with a Severe Bleeding Debuff success chance every second which inflicts Severe Bleeding effects. Bleeding damage x2 when affected by Severe Bleeding. |
| Hemorrhage Damage Increase | Passive | 30 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the bleeding DMG of Hemorrhage debuff by N. |
| Increase Hemorrhage debuff target count | Passive | 20 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the number of targets affected by the Severe the Bleeding magic field by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the success chance of inflicting the Severe Bleeding debuff by N. |
| Increase Bleeding Magic Circle Duration | Passive | 10 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the duration of Bleeding debuff by N second(s). |
| Chilling Effect Enhancement | Passive | 30 | Increase chance to create Chilling Magic Circle 10 pts | Increases the DEF reduction effect of Chilling debuff by N. |
| Increase Freezing debuff target count | Passive | 20 | Increase chance to create Chilling Magic Circle 10 pts | Increases the number of targets affected by debuff within the Freezing magic field by N |
| Increase Freezing Debuff Success Rate | Passive | 30 | Increase chance to create Chilling Magic Circle 10 pts | Increases the success chance of inflicting the Freeze debuff by N. |
| Increase Freezing debuff range | Passive | 20 | Increase chance to create Chilling Magic Circle 10 pts | Increases the AOE of the Freezing magic field by N. |
| Increase chance to enhance to Freezing Magic Circle | Passive | 10 | Increase chance to create Chilling Magic Circle 10 pts | Frozen targets are applied with a Frostbite Debuff success chance every second which inflicts Frostbite effects. Attack Speed is slowed when affected by Frostbite. |
| Freezing Damage Increase | Passive | 30 | Increase chance to enhance to Freezing Magic Circle 10 pts | Increases the attack speed reduction effect of Frostbite debuff by N%. |
| Increase Freezing debuff target count | Passive | 20 | Increase chance to enhance to Freezing Magic Circle 10 pts | Increases the number of targets affected by debuff within the Frostbite magic field by N. |
| Increase Freezing Debuff Success Rate | Passive | 30 | Increase chance to enhance to Freezing Magic Circle 10 pts | Increases the success chance of inflicting the Frostbite debuff by N. |
| Increase Chilling Magic Circle Duration | Passive | 10 | Increase chance to enhance to Freezing Magic Circle 10 pts | Increases the duration of Chilling debuff by N second(s). |
| Additional chance to enhance to Hemorrhage Magic Circle | Passive | 20 | Increase chance to create Bleeding Magic Circle 10 pts | Chance to create Bleeding magic field increased by additional N%. |
| Additional Hemorrhage Effect Enhancement | Passive | 30 | Hemorrhage Damage Increase 10 pts | Additionally increases the bleeding DMG of Hemorrhage debuff by N. |
| Increased Hemorrhage / Hemorrhage Debuff target count | Passive | 20 | Increase Hemorrhage debuff target count 10 pts, Increase Hemorrhage debuff target count 10 pts | Increases the number of targets affected by debuff within the Bleeding/Severe Bleeding magic field by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase Hemorrhage Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Bleeding debuff by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase Hemorrhage Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Severe Bleeding debuff by N. |
| Additional chance to enhance to Freezing Magic Circle | Passive | 20 | Increase chance to create Chilling Magic Circle 10 pts | Chance to create Freezing magic field increased by additional N%. |
| Additional Freezing Effect Enhancement | Passive | 30 | Freezing Damage Increase 10 pts | Additionally increases the attack speed reduction effect of Frostbite debuff by N%. |
| Increased Freezing / Freezing Debuff target count | Passive | 20 | Increase Freezing debuff target count 10 pts, Increase Freezing debuff target count 10 pts | Increases the number of targets affected by debuff within the Freezing/Frostbite magic field by N. |
| Increase Freezing Debuff Success Rate | Passive | 30 | Increase Freezing Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Freeze debuff by N. |
| Increase Freezing Debuff Success Rate | Passive | 30 | Increase Freezing Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Frostbite debuff by N. |
Branch 2 – Wind Soul
| Node | Type | Max | Needs | Effect |
|---|---|---|---|---|
| Wind Soul Enhancement Skill | Enhancement skill | 20 | Wind Soul (learned) | Increases the DMG of Wind Soul by N. |
| DMG Count +1 | Link node | 15 | 15 pts in branch | Connected skill attacks add 1 skill DMG. |
| Increase Additional DMG Rate | Link node | 20 | — | Connected skill attacks increase the Additional DMG Rate by N%. |
| Increase Attack Speed | Link node | 10 | — | Increases the attack speed of the connected skill by N. |
| Increase Range | Link node | 10 | 10 pts in branch | Increases the attack range of the connected skill by N tile(s). |
| Increase Skill DMG | Link node | 20 | — | Connected skill attacks increase the skill DMG by N. |
| Weapon DMG Increase | Link node | 20 | — | Increases the (Max/Min) DMG of the equipped weapon by N%. |
| Increase chance to create Chilling Magic Circle | Debuff proc | 20 | — | When attacking with skill, N% chance to create a Freezing magic field. (Magic field lasts 10 seconds/Cooldown 20 seconds) Inflicts Freeze effect(slow and DEF reduction) to up to 7 targets. |
| Increase chance to create Bleeding Magic Circle | Debuff proc | 20 | — | When attacking with skill, N% chance to create a Bleeding magic field. (Magic field lasts 10 seconds/Cooldown 20 seconds) Inflicts Bleed(additional damage) effects to up to 7 targets. |
| Chilling Effect Enhancement | Passive | 30 | Increase chance to create Chilling Magic Circle 10 pts | Increases the DEF reduction effect of Chilling debuff by N. |
| Increase Freezing debuff target count | Passive | 20 | Increase chance to create Chilling Magic Circle 10 pts | Increases the number of targets affected by debuff within the Freezing magic field by N |
| Increase Freezing Debuff Success Rate | Passive | 30 | Increase chance to create Chilling Magic Circle 10 pts | Increases the success chance of inflicting the Freeze debuff by N. |
| Increase Freezing debuff range | Passive | 20 | Increase chance to create Chilling Magic Circle 10 pts | Increases the AOE of the Freezing magic field by N. |
| Increase chance to enhance to Freezing Magic Circle | Passive | 10 | Increase chance to create Chilling Magic Circle 10 pts | Frozen targets are applied with a Frostbite Debuff success chance every second which inflicts Frostbite effects. Attack Speed is slowed when affected by Frostbite. |
| Freezing Damage Increase | Passive | 30 | Increase chance to enhance to Freezing Magic Circle 10 pts | Increases the attack speed reduction effect of Frostbite debuff by N%. |
| Increase Freezing debuff target count | Passive | 20 | Increase chance to enhance to Freezing Magic Circle 10 pts | Increases the number of targets affected by debuff within the Frostbite magic field by N. |
| Increase Freezing Debuff Success Rate | Passive | 30 | Increase chance to enhance to Freezing Magic Circle 10 pts | Increases the success chance of inflicting the Frostbite debuff by N. |
| Increase Chilling Magic Circle Duration | Passive | 10 | Increase chance to enhance to Freezing Magic Circle 10 pts | Increases the duration of Chilling debuff by N second(s). |
| Bleeding Damage Enhancement | Passive | 30 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the bleeding DMG of Bleeding debuff by N. |
| Increase Hemorrhage debuff target count | Passive | 20 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the number of targets affected by debuff within the Bleeding magic field by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the success chance of inflicting the Bleeding debuff by N. |
| Increase Hemorrhage debuff range | Passive | 20 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the AOE of the Bleeding magic field by N. |
| Increase chance to enhance to Hemorrhage Magic Circle | Passive | 10 | Increase chance to create Bleeding Magic Circle 10 pts | Bleeding targets are applied with a Severe Bleeding Debuff success chance every second which inflicts Severe Bleeding effects. Bleeding damage x2 when affected by Severe Bleeding. |
| Hemorrhage Damage Increase | Passive | 30 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the bleeding DMG of Hemorrhage debuff by N. |
| Increase Hemorrhage debuff target count | Passive | 20 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the number of targets affected by the Severe the Bleeding magic field by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the success chance of inflicting the Severe Bleeding debuff by N. |
| Increase Bleeding Magic Circle Duration | Passive | 10 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the duration of Bleeding debuff by N second(s). |
| Additional chance to enhance to Freezing Magic Circle | Passive | 20 | Increase chance to create Chilling Magic Circle 10 pts | Chance to create Freezing magic field increased by additional N%. |
| Additional Freezing Effect Enhancement | Passive | 30 | Freezing Damage Increase 10 pts | Additionally increases the attack speed reduction effect of Frostbite debuff by N%. |
| Increased Freezing / Freezing Debuff target count | Passive | 20 | Increase Freezing debuff target count 10 pts, Increase Freezing debuff target count 10 pts | Increases the number of targets affected by debuff within the Freezing/Frostbite magic field by N. |
| Increase Freezing Debuff Success Rate | Passive | 30 | Increase Freezing Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Freeze debuff by N. |
| Increase Freezing Debuff Success Rate | Passive | 30 | Increase Freezing Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Frostbite debuff by N. |
| Additional chance to enhance to Hemorrhage Magic Circle | Passive | 20 | Increase chance to create Bleeding Magic Circle 10 pts | Chance to create Bleeding magic field increased by additional N%. |
| Additional Hemorrhage Effect Enhancement | Passive | 30 | Hemorrhage Damage Increase 10 pts | Additionally increases the bleeding DMG of Hemorrhage debuff by N. |
| Increased Hemorrhage / Hemorrhage Debuff target count | Passive | 20 | Increase Hemorrhage debuff target count 10 pts, Increase Hemorrhage debuff target count 10 pts | Increases the number of targets affected by debuff within the Bleeding/Severe Bleeding magic field by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase Hemorrhage Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Bleeding debuff by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase Hemorrhage Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Severe Bleeding debuff by N. |
Branch 3 – Fire Burst Strengthener
| Node | Type | Max | Needs | Effect |
|---|---|---|---|---|
| Fire Burst Enhancement Skill | Enhancement skill | 20 | Fire Burst Strengthener 10 pts | Increases the DMG of FireBurst by N. |
| DMG Count +2 | Link node | 15 | 15 pts in branch | Connected skill attacks add 2 skill DMG. |
| Increase Additional DMG Rate | Link node | 20 | — | Connected skill attacks increase the Additional DMG Rate by N%. |
| Increase Skill Range | Link node | 10 | 10 pts in branch | The attack range of the connected skill increases by N tile(s). |
| Increase Range | Link node | 10 | 10 pts in branch | Increases the attack range of the connected skill by N tile(s). |
| Increase Skill DMG | Link node | 20 | — | Connected skill attacks increase the skill DMG by N. |
| Weapon DMG Increase | Link node | 20 | — | Increases the (Max/Min) DMG of the equipped weapon by N%. |
| Increase chance to create Poison Magic Circles | Debuff proc | 20 | — | When attacking with skill, N% chance to create a Poisoning magic field. (Magic field lasts 10 seconds/Cooldown 20 seconds) Inflicts Poison effect(DOT) to up to 7 targets. |
| Increase chance to create Bleeding Magic Circle | Debuff proc | 20 | — | When attacking with skill, N% chance to create a Bleeding magic field. (Magic field lasts 10 seconds/Cooldown 20 seconds) Inflicts Bleed(additional damage) effects to up to 7 targets. |
| Poison Damage Enhancement | Passive | 30 | Increase chance to create Poison Magic Circles 10 pts | Increases the poison DoT DMG of Poisoning by N. |
| Increase Poison debuff target count | Passive | 20 | Increase chance to create Poison Magic Circles 10 pts | Increases the number of targets affected by debuff within the Poisoning magic field by N. |
| Increase Poison Debuff Success Rate | Passive | 30 | Increase chance to create Poison Magic Circles 10 pts | Increases the success chance of inflicting the Poisoning debuff by N. |
| Increase Poison debuff range | Passive | 20 | Increase chance to create Poison Magic Circles 10 pts | Increases the AOE of the Poisoning magic field by N. |
| Increase chance to enhance to Addiction Magic Circle | Passive | 10 | Increase chance to create Poison Magic Circles 10 pts | Poisoned targets are applied with a Toxic Debuff success chance every second which inflicts Toxic effects. Poison damage x2 when affected by Toxic. |
| Addiction Damage Increase | Passive | 30 | Increase chance to enhance to Addiction Magic Circle 10 pts | Increases the poison DoT DMG of Deadly Poison by N. |
| Increase Poison debuff target count | Passive | 20 | Increase chance to enhance to Addiction Magic Circle 10 pts | Increases the number of targets affected by debuff within the Toxic magic field by N. |
| Increase Poison Debuff Success Rate | Passive | 30 | Increase chance to enhance to Addiction Magic Circle 10 pts | Increases the success chance of inflicting the Toxic debuff by N. |
| Increase Poison Magic Circle Duration | Passive | 10 | Increase chance to enhance to Addiction Magic Circle 10 pts | Increases the duration of Poisoning by N second(s). |
| Bleeding Damage Enhancement | Passive | 30 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the bleeding DMG of Bleeding debuff by N. |
| Increase Hemorrhage debuff target count | Passive | 20 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the number of targets affected by debuff within the Bleeding magic field by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the success chance of inflicting the Bleeding debuff by N. |
| Increase Hemorrhage debuff range | Passive | 20 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the AOE of the Bleeding magic field by N. |
| Increase chance to enhance to Hemorrhage Magic Circle | Passive | 10 | Increase chance to create Bleeding Magic Circle 10 pts | Bleeding targets are applied with a Severe Bleeding Debuff success chance every second which inflicts Severe Bleeding effects. Bleeding damage x2 when affected by Severe Bleeding. |
| Hemorrhage Damage Increase | Passive | 30 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the bleeding DMG of Hemorrhage debuff by N. |
| Increase Hemorrhage debuff target count | Passive | 20 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the number of targets affected by the Severe the Bleeding magic field by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the success chance of inflicting the Severe Bleeding debuff by N. |
| Increase Bleeding Magic Circle Duration | Passive | 10 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the duration of Bleeding debuff by N second(s). |
| Additional chance to enhance to Poison Magic Circles | Passive | 20 | Increase chance to create Poison Magic Circles 10 pts | Chance to create Poisoning magic field increased by additional N%. |
| Additional Addiction Damage Enhancement | Passive | 30 | Addiction Damage Increase 10 pts | Additionally increases the poison DoT DMG of Deadly Poison debuff by N. |
| Increased Poison / Poison Debuff target count | Passive | 20 | Increase Poison debuff target count 10 pts, Increase Poison debuff target count 10 pts | Increases the number of targets affected by debuff within the Poisoning/Toxic magic field by N. |
| Increase Poison Debuff Success Rate | Passive | 30 | Increase Poison Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Poisoning debuff by N. |
| Increase Poison Debuff Success Rate | Passive | 30 | Increase Poison Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Toxic debuff by N. |
| Additional chance to enhance to Hemorrhage Magic Circle | Passive | 20 | Increase chance to create Bleeding Magic Circle 10 pts | Chance to create Bleeding magic field increased by additional N%. |
| Additional Hemorrhage Effect Enhancement | Passive | 30 | Hemorrhage Damage Increase 10 pts | Additionally increases the bleeding DMG of Hemorrhage debuff by N. |
| Increased Hemorrhage / Hemorrhage Debuff target count | Passive | 20 | Increase Hemorrhage debuff target count 10 pts, Increase Hemorrhage debuff target count 10 pts | Increases the number of targets affected by debuff within the Bleeding/Severe Bleeding magic field by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase Hemorrhage Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Bleeding debuff by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase Hemorrhage Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Severe Bleeding debuff by N. |
Branch 4 – Spirit Blast Strengthener
| Node | Type | Max | Needs | Effect |
|---|---|---|---|---|
| Spirit Blast Enhancement Skill | Enhancement skill | 20 | Spirit Blast Strengthener 10 pts | Increases the DMG of Spirit Blast by N. |
| DMG Count +1 | Link node | 15 | 15 pts in branch | Connected skill attacks add 1 skill DMG. |
| Increase Additional DMG Rate | Link node | 20 | — | Connected skill attacks increase the Additional DMG Rate by N%. |
| Increase Target | Link node | 10 | 10 pts in branch | Connected skill attacks increase the number of targets receiving the DMG by N. |
| Increase Range | Link node | 10 | 10 pts in branch | Increases the attack range of the connected skill by N tile(s). |
| Increase Skill DMG | Link node | 20 | — | Connected skill attacks increase the skill DMG by N. |
| Weapon DMG Increase | Link node | 20 | — | Increases the (Max/Min) DMG of the equipped weapon by N%. |
| Increase chance to create Chilling Magic Circle | Debuff proc | 20 | — | When attacking with skill, N% chance to create a Freezing magic field. (Magic field lasts 10 seconds/Cooldown 20 seconds) Inflicts Freeze effect(slow and DEF reduction) to up to 7 targets. |
| Increase chance to create Bleeding Magic Circle | Debuff proc | 20 | — | When attacking with skill, N% chance to create a Bleeding magic field. (Magic field lasts 10 seconds/Cooldown 20 seconds) Inflicts Bleed(additional damage) effects to up to 7 targets. |
| Chilling Effect Enhancement | Passive | 30 | Increase chance to create Chilling Magic Circle 10 pts | Increases the DEF reduction effect of Chilling debuff by N. |
| Increase Freezing debuff target count | Passive | 20 | Increase chance to create Chilling Magic Circle 10 pts | Increases the number of targets affected by debuff within the Freezing magic field by N |
| Increase Freezing Debuff Success Rate | Passive | 30 | Increase chance to create Chilling Magic Circle 10 pts | Increases the success chance of inflicting the Freeze debuff by N. |
| Increase Freezing debuff range | Passive | 20 | Increase chance to create Chilling Magic Circle 10 pts | Increases the AOE of the Freezing magic field by N. |
| Increase chance to enhance to Freezing Magic Circle | Passive | 10 | Increase chance to create Chilling Magic Circle 10 pts | Frozen targets are applied with a Frostbite Debuff success chance every second which inflicts Frostbite effects. Attack Speed is slowed when affected by Frostbite. |
| Freezing Damage Increase | Passive | 30 | Increase chance to enhance to Freezing Magic Circle 10 pts | Increases the attack speed reduction effect of Frostbite debuff by N%. |
| Increase Freezing debuff target count | Passive | 20 | Increase chance to enhance to Freezing Magic Circle 10 pts | Increases the number of targets affected by debuff within the Frostbite magic field by N. |
| Increase Freezing Debuff Success Rate | Passive | 30 | Increase chance to enhance to Freezing Magic Circle 10 pts | Increases the success chance of inflicting the Frostbite debuff by N. |
| Increase Chilling Magic Circle Duration | Passive | 10 | Increase chance to enhance to Freezing Magic Circle 10 pts | Increases the duration of Chilling debuff by N second(s). |
| Bleeding Damage Enhancement | Passive | 30 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the bleeding DMG of Bleeding debuff by N. |
| Increase Hemorrhage debuff target count | Passive | 20 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the number of targets affected by debuff within the Bleeding magic field by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the success chance of inflicting the Bleeding debuff by N. |
| Increase Hemorrhage debuff range | Passive | 20 | Increase chance to create Bleeding Magic Circle 10 pts | Increases the AOE of the Bleeding magic field by N. |
| Increase chance to enhance to Hemorrhage Magic Circle | Passive | 10 | Increase chance to create Bleeding Magic Circle 10 pts | Bleeding targets are applied with a Severe Bleeding Debuff success chance every second which inflicts Severe Bleeding effects. Bleeding damage x2 when affected by Severe Bleeding. |
| Hemorrhage Damage Increase | Passive | 30 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the bleeding DMG of Hemorrhage debuff by N. |
| Increase Hemorrhage debuff target count | Passive | 20 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the number of targets affected by the Severe the Bleeding magic field by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the success chance of inflicting the Severe Bleeding debuff by N. |
| Increase Bleeding Magic Circle Duration | Passive | 10 | Increase chance to enhance to Hemorrhage Magic Circle 10 pts | Increases the duration of Bleeding debuff by N second(s). |
| Additional chance to enhance to Freezing Magic Circle | Passive | 20 | Increase chance to create Chilling Magic Circle 10 pts | Chance to create Freezing magic field increased by additional N%. |
| Additional Freezing Effect Enhancement | Passive | 30 | Freezing Damage Increase 10 pts | Additionally increases the attack speed reduction effect of Frostbite debuff by N%. |
| Increased Freezing / Freezing Debuff target count | Passive | 20 | Increase Freezing debuff target count 10 pts, Increase Freezing debuff target count 10 pts | Increases the number of targets affected by debuff within the Freezing/Frostbite magic field by N. |
| Increase Freezing Debuff Success Rate | Passive | 30 | Increase Freezing Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Freeze debuff by N. |
| Increase Freezing Debuff Success Rate | Passive | 30 | Increase Freezing Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Frostbite debuff by N. |
| Additional chance to enhance to Hemorrhage Magic Circle | Passive | 20 | Increase chance to create Bleeding Magic Circle 10 pts | Chance to create Bleeding magic field increased by additional N%. |
| Additional Hemorrhage Effect Enhancement | Passive | 30 | Hemorrhage Damage Increase 10 pts | Additionally increases the bleeding DMG of Hemorrhage debuff by N. |
| Increased Hemorrhage / Hemorrhage Debuff target count | Passive | 20 | Increase Hemorrhage debuff target count 10 pts, Increase Hemorrhage debuff target count 10 pts | Increases the number of targets affected by debuff within the Bleeding/Severe Bleeding magic field by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase Hemorrhage Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Bleeding debuff by N. |
| Increase Hemorrhage Debuff Success Rate | Passive | 30 | Increase Hemorrhage Debuff Success Rate 10 pts | Additionally increases the success chance of inflicting the Severe Bleeding debuff by N. |
Group 5 – finishing skills
| Node | Type | Max | Needs | Effect |
|---|---|---|---|---|
| Poison Storm | Enhancement skill | 10 | 10 pts in branch | When Poison Storm skill is cast on targets affected by Toxic, a Toxic explosion damage is applied. Upgrading additional options will apply them to the skill. |
| Frozen Slayer | Enhancement skill | 10 | 10 pts in branch | When Frozen Slayer skill is cast on targets affected by Frostbite, a Frostbite explosion damage is applied. Upgrading additional options will apply them to the skill. |
| Bloodying Hit | Enhancement skill | 10 | 10 pts in branch | When Bleeding Hit skill is cast on targets affected by Severe Bleeding, a Severe Bleeding explosion damage is applied. Upgrading additional options will apply them to the skill. |
| Poison Storm Blast Infection Effect | Passive | 20 | 10 pts in branch | Increases the AOE of the explosion in Poison Storm by N. |
| Poison Storm Damage Enhancement | Passive | 20 | — | Increases the explosion DMG of Poison Storm by N. |
| Poison Storm Blast Infection Effect | Passive | 10 | 10 pts in branch | Debuff spreads to N targets surrounding the target damaged by Poison Storm. Debuff stage on affected targets are increased by 1. (Normal > Poison > Toxic) |
| Poison Storm Damage Enhancement | Passive | 20 | — | Additionally increases the explosion damage of Poison Storm by N. |
| Frozen Slayer Explosion Infection Effect | Passive | 20 | 10 pts in branch | Increases the AOE of the explosion in Frozen Slayer by N. |
| Frozen Slayer Damage Enhancement | Passive | 20 | — | Increases the explosion DMG of Frozen Slayer by N. |
| Frozen Slayer Explosion Infection Effect | Passive | 10 | 10 pts in branch | Debuff spreads to N targets surrounding the target damaged by Frozen Slayer. Debuff stage on affected targets are increased by 1. (Normal > Frozen > Frostbite) |
| Frozen Slayer Damage Enhancement | Passive | 20 | — | Additionally increases the explosion damage of Frozen Slayer by N. |
| Bloodying Hit Explosion Infection Effect | Passive | 20 | 10 pts in branch | Increases the AOE of the explosion in Bleeding Hit by N. |
| Bloodying Hit Damage Enhancement | Passive | 20 | — | Increases the explosion DMG of Bloodying Hit by N. |
| Bloodying Hit Explosion Infection Effect | Passive | 10 | 10 pts in branch | Debuff spreads to N targets surrounding the target damaged by Bleeding Hit. Debuff stage on affected targets are increased by 1. (Normal > Bleeding > Severe Bleeding) |
| Bloodying Hit Damage Enhancement | Passive | 20 | — | Additionally increases the explosion damage of Bleeding Hit by N. |
The Dark Horse and the Dark Raven
Two pets nobody else can use: the Dark Horse, an armoured mount summoned with the Dark Horse Horn at level 218, and the Dark Raven (called Dark Spirit in the files), summoned from a whistle. Both scale off Command, and four master tree nodes exist purely to strengthen them.

The summoning item
| Pet | Level | Summoned by | Master tree support |
|---|---|---|---|
| Dark Horse | 218 | Dark Horse Horn | Horse Strengthener (20 pts) |
| Dark Raven (Dark Spirit) | – | Dark Spirit whistle | Spirit Noble (20), Spirit Critical DMG Probability (20), Spirit Excellent DMG Probability (20) |
Data\Skill\DarkHorse.bmd — an armoured blue-and-gold mount — but its skeleton is a flat bone list that the game assembles at runtime, so it cannot be rendered as a static image outside the client. The recoloured horses you may have seen elsewhere are event mounts, not Dark Lord pets. The Dark Raven likewise has no standalone model we can render. We would rather show one verified item than three wrong pictures.The Scepter Ladder
Scepters are the Dark Lord’s exclusive weapon — 25 of the game’s 73 maces and scepters are his alone. The mastery ladder runs from Bloodangel at 400 to Imperial at 1,600.
| Scepter | Level | Damage | Strength req. | Grade |
|---|---|---|---|---|
| Bloodangel Scepter | 400 | 188–200 | 706 | Mastery 1 |
| Darkangel Scepter | 600 | 223–233 | 740 | Mastery 2 |
| Holyangel Scepter | 800 | 318–330 | 744 | Mastery 3 |
| Soul Scepter | 900 | 403–416 | 753 | Mastery 4 |
| Blue Eye Scepter | 1,000 | 490–504 | 759 | Mastery 5 |
| Silver Heart Scepter | 1,100 | 577–593 | 774 | Mastery 6 |
| Manticore Scepter | 1,200 | 664–682 | 774 | Mastery 7 |
| Brilliant Scepter | 1,300 | 751–771 | 774 | Mastery 8 |
| Apocalypse Scepter | 1,400 | 838–860 | 774 | Mastery 9 |
| Lightning Scepter | 1,500 | 924–948 | 774 | Mastery 10 |
| Temple Guard Scepter | 1,500 | 977–1,001 | 769 | Legendary 1 |
| Imperial Scepter | 1,600 | 1,028–1,052 | 769 | Legendary 2 |

Lv 400 · 188–200

Lv 600 · 223–233

Lv 800 · 318–330

Lv 900 · 403–416

Lv 1,000 · 490–504

Lv 1,100 · 577–593

Lv 1,200 · 664–682

Lv 1,300 · 751–771

Lv 1,400 · 838–860

Lv 1,500 · 924–948

Lv 1,500 · 977–1,001

331–341
Before mastery
| Scepter | Level | Damage | Strength req. |
|---|---|---|---|
| Battle Scepter | – | 41–52 | 171 |
| Master Scepter | – | 57–68 | 231 |
| Great Scepter | – | 74–85 | 293 |
| Lord Scepter | – | 91–102 | 357 |
| Shining Scepter | – | 99–111 | 405 |
| Great Lord Scepter | – | 108–120 | 422 |
| Striker Scepter | – | 112–124 | 427 |
| Absolute Scepter | 380 | 114–132 | 598 |
| Soleil Scepter | 380 | 130–153 | 392 |
| Thunderbolt | 400 | 127–154 | 606 |
| Divine Scepter of Archangel | – | 200–223 | 355 |

41–52

91–102

108–120

Lv 380 · 114–132

Lv 380 · 130–153

Lv 400 · 127–154

200–223
Early Sets – What to Wear Before 400
The Dark Lord’s own armour below the mastery tiers, worn on the character. These are five-piece sets — helmet included — so the totals below cover all five slots.

91 def

124 def

146 def

186 def

Lv 150 · 144 def

166 def

Lv 380 · 220 def

Lv 380 · 246 def

Lv 400 · 265 def
Dark Lord Set Ladder – Every Tier Worn
All twelve mastery tiers, each composited onto the character from the client’s own model files — ten mastery grades then the two Legendary sets.

Lv 400 · 236 def

Lv 600 · 361 def

Lv 800 · 611 def

Lv 900 · 833 def

Lv 1,000 · 1058 def

Lv 1,100 · 1283 def

Lv 1,200 · 1508 def

Lv 1,300 · 1733 def

Lv 1,400 · 1958 def

Lv 1,500 · 2183 def

Lv 1,500 · 2526 def

Lv 1,600 · 2642 def
The same ladder as numbers, all five slots:
| Grade | Set | Level | Helm | Armor | Pants | Gloves | Boots | Total |
|---|---|---|---|---|---|---|---|---|
| Mastery 1 | Bloodangel Lord | 400 | 44 | 61 | 49 | 39 | 43 | 236 |
| Mastery 2 | Darkangel Lord | 600 | 69 | 86 | 74 | 64 | 68 | 361 |
| Mastery 3 | Holyangel Lord | 800 | 119 | 136 | 124 | 114 | 118 | 611 |
| Mastery 4 | Awakening Soul Lord | 900 | 162 | 181 | 169 | 159 | 162 | 833 |
| Mastery 5 | Blue Eye Lord | 1,000 | 207 | 226 | 214 | 204 | 207 | 1058 |
| Mastery 6 | Silverheart Lord | 1,100 | 252 | 271 | 259 | 249 | 252 | 1283 |
| Mastery 7 | Manticore Lord | 1,200 | 297 | 316 | 304 | 294 | 297 | 1508 |
| Mastery 8 | Brilliant Lord | 1,300 | 342 | 361 | 349 | 339 | 342 | 1733 |
| Mastery 9 | Apocalypse Lord | 1,400 | 387 | 406 | 394 | 384 | 387 | 1958 |
| Mastery 10 | Lightning Lord | 1,500 | 432 | 451 | 439 | 429 | 432 | 2183 |
| Legendary 1 | Temple Guard Lord | 1,500 | 500 | 521 | 508 | 497 | 500 | 2526 |
| Legendary 2 | Imperial Lord | 1,600 | 525 | 546 | 533 | 522 | 516 | 2642 |
Capes – He Does Not Wear Wings
The Dark Lord’s back slot takes a cape. The master tree treats it as a weapon as much as armour, with Emperor Cape Attack PowUp and Emperor Cape Defense PowUp at 20 points each.

Lv 150

Lv 400 · 3rd class

Lv 800 · 4th class

Lv 1,200 · 5th class
A Small Cape of Lord is also available from level 1 as a starter item, and there is a Talisman of Cape of Emperor that other classes can hold but not equip.
Dark Lord Ancient Sets
Every ancient set the Dark Lord can wear, read from the server’s set files. Ancient items look exactly like their base set (an ancient Dragon Helm is still a Dragon Helm), so each card shows the base armour worn. Options unlock one at a time as you equip more pieces of the same set; the full-set bonus needs every piece, including any weapon, shield, ring or pendant that belongs to it.
4 pieces · item level 8
- 2 pieces – Increase Max. Life +50
- 3 pieces – Increase Agility +50
- 4 pieces – Increase defense when using shield weapons +25
- Increase Damage
7 pieces · item level 10
- 2 pieces – Increase Strength +10
- 3 pieces – Increase Skill Damage +10
- 4 pieces – Increase Maximum AG +20
- 5 pieces – Increase AG Value +5
- 6 pieces – Increases Defense +20
- 7 pieces – Increase Agility +10
- Increases Critical Damage Chance
- Increase Excellent Damage Chance
- Increase Strength
3 pieces · item level 16
- 2 pieces – Increases Stamina +20
- 3 pieces – Increase Skill Damage +30
- Double Damage Chance
- Increase Agility
3 pieces · item level 18
- 2 pieces – Increase Energy +15
- 3 pieces – Increase Agility +15
- Increase Skill Damage
- Increase Max. Mana
5 pieces · item level 28
- 2 pieces – Increase Skill Damage +15
- 3 pieces – Increase Attack Rate +50
- 4 pieces – Increase Wizardry Damage +5
- 5 pieces – Increase Max. Life +50
- Increase Maximum AG
- Increases Critical Damage Chance
- Increase Excellent Damage Chance
5 pieces · item level 28
- 2 pieces – Increase Max. Damage +10
- 3 pieces – Increase Max. Damage +20
- 4 pieces – Increase Max. Damage +30
- 5 pieces – Increase Max. Damage +40
- Increase Skill Damage
- Increase Strength
5 pieces · item level 28
- 2 pieces – Increase Max. Life +30
- 3 pieces – Increase Skill Damage +25
- 4 pieces – Increases Defense +20
- 5 pieces – Double Damage Chance +10
- Increases Critical Damage Chance
- Increase Excellent Damage Chance
- Increase Critical Damage
- Increase Excellent Damage
4 pieces · item level 70
- 2 pieces – Increase Damage +20
- 3 pieces – Increase Skill Damage +20
- 4 pieces – Increase Energy +30
- Increases Critical Damage Chance
- Increase Excellent Damage Chance
- Ignore Enemy's Defense
- Increase Command
4 pieces · item level 78
- 2 pieces – Double Damage Chance +10
- 3 pieces – Increases Defense +40
- 4 pieces – Increase Skill Damage +20
- Increases Critical Damage Chance
- Increase Excellent Damage Chance
- Increase Critical Damage
- Increase Excellent Damage
5 pieces · item level 78
- 2 pieces – Increase Max. Life +50
- 3 pieces – Increases Defense +40
- 4 pieces – Double Damage Chance +15
- 5 pieces – Increases Critical Damage Chance +15
- Increase Excellent Damage Chance
- Increase Critical Damage
- Increase Excellent Damage
- Ignore Enemy's Defense
2 pieces · item level 83
- 2 pieces – Increase Max. Life +200
- Increases Critical Damage Chance
- Increase Excellent Damage Chance
5 pieces · item level 105
- 2 pieces – Increase defense when using shield weapons +2
- 3 pieces – Increases Defense +20
- 4 pieces – Increase Strength +30
- 5 pieces – Increase Max. Life +70
- Increase Skill Damage
- Increase Critical Damage
- Increases Critical Damage Chance
- Increase Energy
Ancient items also carry a hidden stat bonus by tier (Tier I +5, Tier II +10 to the set’s stat) and can only be obtained from the Illusion Temple, Blood Castle, Chaos Castle and boss drops.
Dark Lord Capes & Cloaks
The Dark Lord wears capes rather than wings. The line runs from the Cape of Lord a young Lord earns to the level-1,200 Cloak of Yeongdo:

Lv 150 · the classic Lord cape

Lv 150 · 10 def

Lv 290 · 27 def

Lv 400 · 3rd · 45 def

Lv 800 · 4th · 155 def

Lv 1,200 · 5th · 175 def
A Small Cape of Lord covers level 1, and he can also use Wings of Conqueror, Wings of Angel and Devil and the level-750 Wings of Power. See the full wings guide for stats and crafting.
How to Play the Dark Lord
There is really one correct build and two ways to flavour it. All three start from the same place: Command is not optional.
1. Command first — the build that actually works
Push Command to 400 as your first goal: that unlocks Crown Force and Summon, and gets you within reach of the 500 needed for Divine Force and Divine Aura. Then push to 620 for Spirit Blast. Strength gets whatever your scepter requires and no more. This is why the Soleil Scepter matters — 392 Strength instead of 598 frees over 200 points for Command.
2. Party commander
Same stat priority, but you build around uptime: Divine Force and Divine Aura Strengtheners, Battle Glory Strengthener, Blessing of Experience, and Summon to reposition the party. In a fixed group this Dark Lord is worth more than any damage dealer, because the buffs run 50 minutes and cover everyone.
3. Raven and horse
Command again, but spending master points on Spirit Noble, the two Spirit probability nodes and Horse Strengthener — 80 points that turn the pets into a real share of your damage. Requires the pets to actually be levelled and kept alive.
| Build | Stat priority | Key master nodes | Best for |
|---|---|---|---|
| Command first | Command → Strength → Stamina | Adds Command Stat, Command Attack Increase, Spirit Blast Strengthener | Solo and general play |
| Party commander | Command → Stamina → Strength | Divine Force / Divine Aura / Battle Glory Strengtheners | Fixed parties, events |
| Raven & horse | Command → Strength | Spirit Noble, Spirit crit / excellent, Horse Strengthener | Players who want the pets to matter |
FAQ
What is the Command stat in MU Online?
Command is a fifth stat that only the Dark Lord has. It does three things: it gates his skills, it scales his party buffs, and it powers the Dark Raven pet. Nine of his skills carry a hard Command requirement, from Fire Scream at 70 up to Spirit Blast at 620.
How much Command does a Dark Lord need?
400 as the first milestone (Crown Force and Summon), 500 for Divine Force and Divine Aura, and 620 for Spirit Blast, his highest-damage skill. Anything below 200 leaves most of his kit unusable.
Why can't I use Divine Force at level 10?
Because it needs 500 Command, not level 10. The skill appears in your list at level 10, which misleads a lot of new Dark Lords. Level is not the gate here — Command is.
Does the Dark Lord wear wings?
No, he wears capes. Small Cape of Lord from level 1, Cape of Lord at 150, Cape of Emperor at 400, Control Wings at 800 and Cloak of Yeongdo at 1,200. The master tree has two dedicated 20-point nodes for the Emperor cape.
What weapon does the Dark Lord use?
Scepters — 25 of the game's 73 maces and scepters are Dark Lord exclusive. He can also use some swords, axes and shields, but never bows or staffs. The master tree has Scepter Strengthener and Scepter Mastery at 20 points each.
How do Dark Lord pets work?
The Dark Horse is summoned with the Dark Horse Horn at level 218 and acts as a mount; the Dark Raven (called Dark Spirit in the files) is summoned from a whistle and attacks on its own. Both scale off Command, and four master tree nodes worth 80 points exist purely to strengthen them.
Why does the Dark Lord learn skills from scrolls?
It is a mechanic unique to him. Fire Burst, Summon, Dignity, Electric Spike, Fire Scream, Chaotic Diseier and Wind Soul all arrive as consumable scrolls flagged Dark Lord only, rather than being trained. Owning the scroll still does not let you cast the skill if your Command is too low.
What is the best Dark Lord skill for grinding?
Chaotic Diseier at level 100. It does 220 damage for 12 mana and 4 AG, and it is one of the few strong skills with no Command requirement at all. Open with Earth-Shake, which hits for 150 at range 10 for zero mana but has a 10-second lockout.
Is the first mastery set actually an upgrade?
Not in raw defense. The Ambition set at level 400 gives 265 total defense across five pieces; Bloodangel Lord gives 236. Bloodangel is worth taking for the mastery option slots and the upgrade path, but a pure PvE Dark Lord can stay in Ambition until Darkangel.
What is the best Dark Lord set?
Imperial Lord at level 1,600 — 2,642 defense across five pieces. Every mastery step from Awakening Soul upward adds exactly 225 defense, so the ladder is linear; the exception is Lightning to Temple Guard, which jumps 343 and is the biggest single upgrade he can make.
Does the Dark Lord get 7 stat points per level?
Yes, like the Magic Gladiator. He is an account-unlock class and gains 7 points per level where most first-generation classes gain 5. He needs them — Command is effectively a fifth stat to fund.
Continue Reading
| Guide | Why it helps |
|---|---|
| Magic Gladiator guide | The other account-unlock class with 7 points per level. |
| Dark Knight guide | The pure physical comparison. |
| Summoner guide | Another Command-adjacent support class. |
| Elf guide | The other party-support class. |
| All MU Online guides | Every class, season and system guide. |