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:
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
| Card | Skill |
|---|---|
Templar
| Card | Skill |
|---|---|
Assassin
| Card | Skill |
|---|---|
Ranger
| Card | Skill |
|---|---|
Sorcerer
| Card | Skill |
|---|---|
Elementalist
| Card | Skill |
|---|---|
Cleric
| Card | Skill |
|---|---|
Chanter
| Card | Skill |
|---|---|
| Survival Willpower | |
What each grade gives
| Grade | Item level | Lord stat | Skill effects | Max level |
|---|---|---|---|---|
| Common | 20 | 8 | 1 | +2 |
| Rare | 40 | 12 | 2 | +3 |
| Epic | 60 | 16 | 3 | +4 |
| Unique | 80 | 20 | 4 | +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.

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.
| Grade | Effects when it drops | At its max level | Skill levels at max |
|---|---|---|---|
| Common | 1 | 3 | 3 |
| Rare | 2 | 4 | 5 |
| Epic | 3 | 4 | 7 |
| Unique | 4 | 4 | 9 |
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.


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:
| Set | 2 cards | 4 cards |
|---|---|---|
| Primal Vigor | +60 PvE Attack at 70% HP or more | +150 PvE Attack at 70% HP or more |
| Magic Armor | 1,500 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%:
| Card | Vigor | Magic |
|---|---|---|
| Time [Siel]: Combat Speed, Double Resist | Space [Israphel]: Move Speed, Block | |
| Life [Yustiel]: HP, Regeneration | Destiny [Marchutan]: MP, Endurance | |
| Freedom [Vaizel]: Accuracy, Evasion | Death [Triniel]: Critical Hit, Regeneration Penetration | |
| Justice [Nezekan]: Defense, Perfect Chance | Destruction [Zikel]: Attack, Perfect Resist | |
| Illusion [Kaisinel]: shorter Cooldown, Endurance Penetration | Wisdom [Lumiel]: lower MP Cost, Double Chance |

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
- 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.
- 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.
- 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:
| Level | Common | Rare | Epic | Unique |
|---|---|---|---|---|
| +1 | 300 | 600 | 1,200 | 3,000 |
| +2 | 900 | 1,800 | 3,600 | 9,000 |
| +3 | 4,200 | 8,400 | 21,000 | |
| +4 | 18,000 | 45,000 | ||
| +5 | 93,000 |
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:
| Level | Spare cards | Kina |
|---|---|---|
| +1 | 2 | 10,000 |
| +2 | 5 | 25,000 |
| +3 | 11 | 55,000 |
| +4 | 23 | 115,000 |
| +5 | 47 | 235,000 |
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 Arcana | Exp |
|---|---|
| Lesser | 200 |
| Intermediate | 600 |
| Superior | 1,500 |
| Ultimate | 3,000 |
| Exalted | 5,000 |
The first three come from the Season Shop and from Transcendence achievements:
| Source | Lesser | Intermediate | Superior |
|---|---|---|---|
| Season Shop, a season | 20 | 10 | 5 |
| Season Shop, Oath Coins each | 1,500 | 4,500 | 11,300 |
| Transcendence achievements, once | 24 | 10 | 2 |
The achievements are three per stage of each dungeon: clear it, clear it within 7 minutes, and clear it without losing a party member.

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 cards a Transcendence claim gives, on average, with all three bosses killed:
| Stage | Common | Rare | Epic | Unique |
|---|---|---|---|---|
| 1 | 2 | 0.2 | 0 | 0 |
| 2 | 3 | 1 | 0.2 | 0 |
| 3 | 2 | 1.5 | 0.75 | 0.2 |
| 4 | 0.38 | 1.5 | 1.5 | 1 |
What those cards are worth:
| Stage | Exp if fed | Crystal if extracted | Claims a crystal |
|---|---|---|---|
| 1 | 480 | 4.8% | 21 |
| 2 | 1,160 | 11.6% | 9 |
| 3 | 2,000 | 20% | 5 |
| 4 | 3,876 | 38.8% | 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 chosen | Crystals | Kina | Claims at stage 3 |
|---|---|---|---|
| 0 | 5 | 2,000,000 | 25 |
| 1 | 15 | 5,000,000 | 75 |
| 2 | 25 | 8,000,000 | 125 |
The cards of one grade you would extract for those crystals:
| Skills chosen | Commons | Rares | Epics | Uniques |
|---|---|---|---|---|
| 0 | 250 | 125 | 63 | 25 |
| 1 | 750 | 375 | 188 | 75 |
| 2 | 1,250 | 625 | 313 | 125 |
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:
| Stage | Gear score | Chalice | Other cards |
|---|---|---|---|
| 1 | 1,600 | Common | Rare |
| 2 | 1,900 | Rare | Epic |
| 3 | 2,200 | Epic | Unique |
| 4 | 2,500 | Unique | Unique |
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.

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.

Map art, icons and quest data from Aion 2, © NCSOFT Corporation. Raid Relay is a fan project, not affiliated with or endorsed by NCSOFT. Guide text and analysis © 2026 Raid Relay. Please link to this page rather than copy it.

