Introduction

The Sun King and Master pieces can be combined, but not every piece of the newer set is an improvement over the old set. In this article we explain the difference and share some considerations for combining pieces of the different sets.

Introduction

Sun King and Master pieces can be combined, because they are all part of the Royal Academy of Warfare, which means that if you combine pieces of the different sets, you still get the set boosts.

If you have enough Ingot, Materials and Steel you should of course forge all Master pieces and enhance them to +5, but many players will not have enough, end up with a mix, in which case it can make a large difference which pieces you forge.

Below we will first look at the Stats of each pieces, so that you can already see the key differences. Afterwards we make an analysis that should help you determine which pieces to forge.

Stats

Find below for each of the 6 pieces a comparison of the stats. It shows Sun King unenhanced (SK0), Sun King +5 (SK5), Master unenhanced (M0), Master +5 (M5). For our analysis below it is important to look at the columns SK5 and M0.

To emphasize the difference we have shown the higher values in the columns SK5 and M0 in bold.

Armor
Boost SK0 SK5 M0 M5
Cavalry Health 65% 91% 95% 141%
Distance Health 65% 91% 100% 148.5%
Troop Health 65% 81.25% 85% 126%
Troop Defense 60% 75% 0% 0%
Infantry Health 65% 91% 100% 148.5%
Artillery Defense 0% 0% 95% 141%
Boots
Boost SK0 SK5 M0 M5
Artillery Health 130% 182% 190% 282%
Artillery Defense 65% 91% 0% 0%
Distance Attack 65% 91% 90% 133.5%
Distance Defense 55% 77% 80% 119%
Troop Health 55% 68.75% 67.5% 100%
Troop Defense 0% 0% 80% 119%
Headgear
Boost SK0 SK5 M0 M5
Cavalry Health 65% 91% 95% 141%
Cavalry Defense 65% 91% 95% 141%
Troop Health 30% 37.5% 42.5% 63%
Troop Attack 50% 62.5% 60% 89%
Infantry Defense 65% 91% 100% 148.5%
Weapon
Boost SK0 SK5 M0 M5
Cavalry Attack 65% 91% 90% 133.5%
Distance Attack 65% 91% 100% 148.5%
Troop Defense 60% 75% 60% 89%
Infantry Attack 130% 182% 190% 282%
Infantry Defense 65% 91% 90% 133.5%
Necklace
Boost SK0 SK5 M0 M5
Distance Health 65% 91% 90% 133.5%
Distance Defense 75% 105% 110% 163.5%
Troop Attack 50% 62.5% 47.5% 70.5%
Troop Defense 30% 37.5% 55% 81.5%
Infantry Health 65% 91% 90% 133.5%
Ring
Boost SK0 SK5 M0 M5
Cavalry Attack 65% 91% 100% 148.5%
Cavalry Defense 65% 91% 95% 141%
Artillery Attack 130% 182% 190% 282%
Troop Attack 50% 62.5% 87.5% 130%
Artillery Defense 65% 91% 95% 141%

Analysis

Based on the above differences for the SK5 to M0 upgrade and weight I assigned to the various boosts (e.g. I don't assign any value to Artillery boosts) I have calculated a value for upgrading each of the pieces, see table below.

SK5 - M0 Value Assignment
Piece Upgrade Points
Armor -104
Boots 153
Headgeat 38.5
Weapon -15
Necklace -13
Ring 88

This means the order in which you should forge Master pieces is Boots, Ring, Headgear, Necklace, Weapon and Armor.

The very important point is to keep an eye on Boots and Armor. For Boots Artillery Defense is replaced by Troop Defense, which is very good, and for Armor the opposite, Troop Defense is replaced by Artillery Defense, which is clearly very bad.

Ring is a good second. It scores high mostly because of the Troop Attack, which I value a lot.

Headgear still has a positive balance, but for the others you might want to wait with an upgrade until you can enhance the Master piece. Especially for Armor, for which the Master needs to be enhanced to +3 before it can be considered an improvement over SK5.

Conclusion

Not sure why they setup the game like this, but pay attention to the boosts when upgrading, as explained, it can make a significant difference.

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