Free guide · Aion 2 Global · Elyos and Asmodian

Aion 2 Arcana Guide: Card Skills, Sets, Enhancing and Transmute

By nZ4Y9Fw · From the Global client, launcher version 30, and our own play · Updated

Arcana are five cards, worn from level 45, that each raise a few of your class's skills, add an Empyrean Lord stat and count toward your gear score. Global has two sets, Vigor and Magic, and every card drops in Transcendence, from 1,600 gear score. This guide lists which card carries each skill for all eight classes, what each grade gives, and what enhancing, extracting and Transmuting cost in cards and Kina.

Which card carries your skill: Arcana skills by class

Each card raises only its own skills, from 22 of your class's:

  • Parchment: 6 Active skills. Drops in Shattered Arkanis.
  • Compass: the other 6 Active skills. Drops in Deus Research Base.
  • Bell: 5 Passive skills. Drops in Deus Research Base.
  • Mirror: the other 5 Passive skills. Drops in Shattered Arkanis.
  • Chalice: any of the 22. Drops in both.

Every skill in a card's pool is equally likely (we checked the game files), and a card never carries the same one twice, so a card with four effects holds 4 of its pool: a skill you want is on 4 in 6 Parchments or Compasses, 4 in 5 Bells or Mirrors, but only 4 in 22 Chalices. That is why the Chalice is the card to Transmute with a skill you choose. Vigor and Magic cards carry the same skills.

Gladiator
CardSkill
ParchmentKeen Strike
Leaping Slam
Overhead Slam
Ankle Slice
Aerial Snare
Ruinous Blow
CompassRending Blow
Mocking Blade
Rush Strike
Crushing Wave
Sword Aura Rampage
Defiance
BellSurvival Stance
Blood Absorption
Attack Preparation
Destructive Impulse
Survival Willpower
MirrorProtection Armor
Identify Weakness
Impact Hit
Experienced Counterstrike
Murderous Burst
Templar
CardSkill
ParchmentVicious Strike
Poach
Annihilate
Judgment
Debilitating Smash
Punishment
CompassPummel
Shield Smite
Shield Rush
Warding Strike
Flash Rampage
Defiance
BellEnhance Health
Punishing Benediction
Guarding Seal
Insulting Roar
Fury
MirrorWarding Shield
Ironclad Defense
Impact Hit
Survival Willpower
Block Pain
Assassin
CardSkill
ParchmentQuick Slice
Shadowstrike
Heart Gore
Whirlwind Slice
Shadow Fall
Insignia Explosion
CompassAmbush
Savage Roar
Infiltrate
Flash Slice
Storm Rampage
Defiance
BellHeightened Sixth Sense
Apply Poison
Assault Stance
Ambush Stance
Revitalization Contract
MirrorExploit Weakness
Rear Smite
Impact Hit
Defense Break
Determination
Ranger
CardSkill
ParchmentSnipe
Snare Shot
Drill Dart
Burst Arrow
Explosion Trap
Tempest Shot
CompassDeadshot
Marking Shot
Suppressing Arrow
Gale Arrow
Arrow Scattershot
Defiance
BellVigilant Eye
Wind Vigor
Hunter's Resolve
Rooting Eye
Revitalization Contract
MirrorConcentrated Fire
Focused Eye
Unyielding Resolve
Melee Fire
Hunter's Soul
Sorcerer
CardSkill
ParchmentFlame Arrow
Firestorm
Blaze
Frost Burst
Wish of Concentration
Hellfire
CompassIce Chain
Bittercold Wind
Frost
Winter's Shackles
Flame Scattershot
Defiance
BellFire Mark
Cold Snap
Robe of Cold
Grace of Resistance
Revitalization Contract
MirrorRobe of Earth
Robe of Flame
Absorb Essence
Grace of Enhancement
Vitality Evaporation
Elementalist
CardSkill
ParchmentCold Shock
Summon: Fire Spirit
Jointstrike: Curse
Summon: Earth Spirit
Dimensional Control
Elemental Fusion
CompassCombustion
Summon: Water Spirit
Soul's Cry
Summon: Wind Spirit
Rapid Scattershot
Defiance
BellSpirit Strike
Spirit's Descent
Spirit Revitalization
Spirit Communion
Element Unification
MirrorSpirit Protection
Corrode
Mental Focus
Consecutive Countercurrent
Revitalization Contract
Cleric
CardSkill
ParchmentEarth's Retribution
Debilitating Mark
Chain of Torment
Condemnation
Radiant Recovery
Bolt
CompassJudgment Thunder
Divine Aura
Light of Regeneration
Healing Light
Lightning Strike Scattershot
Defiance
BellWarm Benediction
Empyrean Lord's Grace
Immortal Veil
Prayer of Concentration
Survival Willpower
MirrorEmpyrean Lords' Benediction
Healing Enhancement
Heal Block
Radiant Benediction
Earth's Grace
Chanter
CardSkill
ParchmentOnslaught
Rushing Smash
Wave Blow
Heat Wave Blow
Dark Crush
Spinning Strike
CompassIncandescent Blow
Impactful Crush
Tremor Crush
Recuperation
Gust Rampage
Defiance
BellBlessing of Life
Protection Circle
Attack Preparation
Raging Spell
Survival Willpower
MirrorCrossguard
Inspiring Spell
Impact Hit
Earth's Promise
Wind's Promise

What each grade gives

GradeItem levelLord statSkill effectsMax level
Common2081+2
Rare40122+3
Epic60163+4
Unique80204+5

Each level adds 1 item level, which is your gear score, and 1 Lord stat. A Unique at +5 gives 85 gear score and 25 Lord stat points.

A fresh Rare Chalice of Vigor: item level 40, Time 12 and rising 3 by its +3 maximum, with two skill effects at Lv. +1, Mocking Blade and Overhead Slam

How skill effects grow

A card drops with its skill effects at Lv. +1 each, one effect per grade step. Each enhancement level adds a new effect until the card has four; after that, each level raises one of the four at random, up to Lv. +4. Some guides say enhancing only raises the effects a card already has; we checked the game files, the game's enhance preview and an enhanced card, below.

GradeEffects when it dropsAt its max levelSkill levels at max
Common133
Rare245
Epic347
Unique449

So an Epic's first level adds its fourth effect, and its skill levels start rising at +2. A Unique already has four, so every level raises one of them at random: this +3 Chalice put all three levels into one skill.

A +3 Unique Chalice of Vigor: item level 80 plus 3, Time 23, Wish of Concentration at Lv. +4 and three effects at Lv. +1, all three levels in one skill
Enhancing an Epic Bell of Vigor from +0 to +2: one new effect will be added and Justice rises by 2; 20 cards registered, Enhance 100,000 Kina

Vigor or Magic: sets and Lord stats

Every card is Vigor or Magic, half the drops each. Two or four cards of one set give its bonus:

Set2 cards4 cards
Primal Vigor+60 PvE Attack at 70% HP or more+150 PvE Attack at 70% HP or more
Magic Armor1,500 MP back at 20% MP or less, every 30 seconds at most+1,000 PvE Defense at 50% MP or more

The set also decides each card's Empyrean Lord stat. Each point raises both of its stats by 0.1%:

CardVigorMagic
ChaliceTime [Siel]: Combat Speed, Double ResistSpace [Israphel]: Move Speed, Block
ParchmentLife [Yustiel]: HP, RegenerationDestiny [Marchutan]: MP, Endurance
CompassFreedom [Vaizel]: Accuracy, EvasionDeath [Triniel]: Critical Hit, Regeneration Penetration
BellJustice [Nezekan]: Defense, Perfect ChanceDestruction [Zikel]: Attack, Perfect Resist
MirrorIllusion [Kaisinel]: shorter Cooldown, Endurance PenetrationWisdom [Lumiel]: lower MP Cost, Double Chance
The Time stat in the stat window: 53 points give 5.3% Combat Speed and 5.3% Double Resist

Pick by your MP. If your class runs dry on MP, run Magic: two cards give 1,500 MP back when you're low, the Mirror's Wisdom cuts your MP cost and the Parchment's Destiny raises your MP. Otherwise run Vigor, whose four cards add 150 PvE Attack while your HP is 70% or more. You have five slots, so the fifth card can be either set: wear whichever carries your skill. Two cards of each set give both two-card bonuses instead.

Vigor isn't a physical set and Magic isn't a magic-damage set: every class can wear either.

Global has these two sets and five cards. Guides with Scales, Keys, Hourglasses or seven sets describe the Korean game.

How to enhance Arcana: exp and Kina costs

  1. Open Arcana, pick the card and register materials: spare cards or Training Arcana. Each spare card fed costs 5,000 Kina, plus 1 Kina for each exp you put into it; each Training Arcana costs 2,000.
  2. A card fed gives its exp and all the exp put into it, so the exp you put into a card moves on when it feeds the next; its Kina fees don't come back. Exp past the top level comes back as Training Arcana.
  3. Take every card you wear to four effects: a Rare to +2, an Epic to +1. A new effect is the cheapest skill level you can buy: 300 to 1,200 exp, against 48,000 for a Unique's last level.

Total exp from +0 to each level:

LevelCommonRareEpicUnique
+13006001,2003,000
+29001,8003,6009,000
+34,2008,40021,000
+418,00045,000
+593,000

A spare card gives 200, 400, 800 or 2,000 exp from Common to Unique, so every grade needs the same count of its own spares:

LevelSpare cardsKina
+1210,000
+2525,000
+31155,000
+423115,000
+547235,000

Commons are the dearest feed for a better card: a Unique to +5 takes 465 Commons and 2,325,000 Kina, or 19 Exalted Training Arcana and 38,000 Kina.

Training Arcana

Training Arcana are materials, not cards you wear: each gives its exp for 2,000 Kina.

Training ArcanaExp
Lesser200
Intermediate600
Superior1,500
Ultimate3,000
Exalted5,000

The first three come from the Season Shop and from Transcendence achievements:

SourceLesserIntermediateSuperior
Season Shop, a season20105
Season Shop, Oath Coins each1,5004,50011,300
Transcendence achievements, once24102

The achievements are three per stage of each dungeon: clear it, clear it within 7 minutes, and clear it without losing a party member.

The Season Shop's Intermediate and Superior Training Arcana: 4,500 and 11,300 Oath Coins, 10 and 5 per server

Keep, feed or extract: Mysterious Crystals per card

  • Keep the best card in each slot that carries your skills.
  • Feed spare Epics and Uniques, the cards you replace and Training Arcana to the cards you wear.
  • Extract Commons. Extracting is free, and a card fills the Mysterious Crystal gauge by the exp it would feed: at +0, 2% for a Common, 4% a Rare, 8% an Epic and 20% a Unique. A full gauge is one crystal.
The extraction gauge after one Common Chalice: 2% of a Mysterious Crystal

The cards a Transcendence claim gives, on average, with all three bosses killed:

StageCommonRareEpicUnique
120.200
2310.20
321.50.750.2
40.381.51.51

What those cards are worth:

StageExp if fedCrystal if extractedClaims a crystal
14804.8%21
21,16011.6%9
32,00020%5
43,87638.8%2.6

These count every card; the ones you keep come out of them. Fed instead, a claim's cards cost about 5,000 Kina each.

Transmute a Unique card: crystal and Kina costs

Transmute makes a Unique card of the slot and set you pick. You can choose up to two of its four skill effects; the rest roll from the card's skills. We checked the game files: each skill you choose adds 10 crystals and 3,000,000 Kina.

Skills chosenCrystalsKinaClaims at stage 3
052,000,00025
1155,000,00075
2258,000,000125

The cards of one grade you would extract for those crystals:

Skills chosenCommonsRaresEpicsUniques
02501256325
175037518875
21,250625313125

Transmute the Chalice first. It can carry any of your 22 skills, and a Unique Chalice drops only at stage 4, in one claim of four. A plain one, for 5 crystals, is worth 80 gear score, so it adds 80 to an empty slot and 20 over an Epic; the gear score guide crafts it at 1,900. Pick its set by your MP, as above.

Then the Active card your set is missing. After the Chalice, Transmute the Parchment or the Compass, whichever carries your main Active skills, in the set you're short of. They are the only other cards with Active skills; the Bell and Mirror carry Passives.

After a Transmute, the next one waits for a cooldown. The game says Transmute resets or changes at the start of each new season; season 1 ends on 16 December 2026.

Where to get Arcana cards and Mysterious Crystals

Arcana drops by stage

You can wear Arcana from level 45, and cards drop only in Transcendence: the Chalice, Compass and Bell in Deus Research Base, the Chalice, Parchment and Mirror in Shattered Arkanis. The highest grade each stage drops:

StageGear scoreChaliceOther cards
11,600CommonRare
21,900RareEpic
32,200EpicUnique
42,500UniqueUnique

The Transcendence guide has the drop rates and the bosses.

Mysterious Crystals

Mysterious Crystals come from extracting cards, and 5 a season per server from the Season Shop's Growth tab, at 25,000 Oath Coins each. Buy those first: crystals are the scarce part, and exp comes with every spare card.

The Season Shop's Mysterious Crystal: 25,000 Oath Coins, 5 per server this season

Sources: Global client data (launcher version 26 tables, unchanged in version 30): the cards, their grades, Lord stats and enhancement (Item, ArcanaEnchant, ArcanaEnchantEffectMainStat), the skills each card can carry (ArcanaStatFilter and the Skill table), how skill effects grow (ItemEquipSubstatSkill and the game's enhancement text), the sets (ItemSet, ItemSetEffect), what each Lord stat raises (PcStatSecond), extraction and Transmute (GlobalSetting, ArcanaCreate), the Season Shop (GameShopGoods) and the Transcendence achievements (AchievementReward). The cards a claim are worked out from the client's drop rates, each boss rolling on its own, with all three killed; a card's extraction points are its feed exp, which our checks match for Common, Rare and Epic cards. Checked in game on our own and our guild's characters: the extraction gauge and its cost, the 5,000 Kina per card fed, a new card's effects, an enhanced card's new effect and random upgrades, the Season Shop, that a card never carries a skill twice, and 0.1% a Lord stat point; every screenshot here is ours or a guildmate's. Our calls: four effects before more levels, Commons to extraction, the Season Shop's crystals first, the Chalice first and its set by your MP, then the Active card your set is missing.

Every Arcana card drops in Transcendence. Short on runs?

Our pilots clear the Transcendence stage you pick on your character and open every cube while you're away.

See Transcendence clears

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