Aion 2 Stats Explained: Caps, Attributes and Deity Stats
Every Aion 2 stat in plain words: the six attributes, the ten deity stats, the hard caps on Critical Hit, Evasion and cooldown, and which lines to chase first.
On this page
The Aion 2 stat window has more than a hundred lines, and most players read only Combat Power. This guide explains what the stats actually do, which ones have a ceiling, how the six attributes and the ten deity stats convert into combat stats, and what that means for the next line you roll or the next card you slot.
Every number and stat description below comes from the EU client data. Where we give an opinion, we mark it as advice.
In 30 seconds
- Ratings, not percentages. Critical Hit, Accuracy, Evasion and Block are ratings that work against the target's opposing stat. The result has a ceiling: 50% Critical Hit rate and 30% Evasion rate.
- Attributes multiply. Each point of Might adds 0.1% Attack, each point of Precision 0.1% Accuracy and 0.1% Critical Hit, and so on. 100 points = +10%.
- Deity stats do two things each. Destruction, for example, adds Attack and Perfect Resist. Arcana cards, bracelets and Pantheon artwork give them.
- Some stats only work against one kind of target: PvE, bosses or players. Read the prefix.
- Other caps: cooldown reduction and MP cost reduction stop at 60%, and Move Speed at 150%.
The stat window in three layers
- Attributes: Might, Dexterity, Intelligence, Constitution, Precision and Willpower. They don't deal damage themselves; they raise other stats by a percentage.
- Deity stats (the circle in the stat window): ten stats named after the Empyrean Lords. Each one raises two other stats.
- Combat stats: Attack, Defense, Critical Hit, Accuracy, Evasion, Block, the damage boosts and tolerances, and the special mechanics (Perfect, Double, Endurance, Regeneration).
The six attributes
Each point of an attribute adds 0.1% to the stat it feeds. That's linear: 50 points give 5%, 200 points 20%.
| Attribute | Each point adds |
|---|---|
| Might | +0.1% Attack |
| Precision | +0.1% Accuracy and +0.1% Critical Hit |
| Dexterity | +0.1% Evasion, +0.1% Block and +0.1% Critical Hit Resist |
| Constitution | +0.1% HP |
| Intelligence | +0.1% Status Effect Chance |
| Willpower | +0.1% Status Effect Resist |
Weapons and accessories roll Might and Precision as random sub-stats (accessories also Intelligence). Armor rolls Constitution, Dexterity and Willpower. Pets add a little of each (see the pets guide).
Advice: for damage, Might and Precision are the attributes to keep when you Soul Bind a weapon or an accessory. Our Soul Binding guide covers the rolls.
The ten deity stats
Each deity stat point adds 0.1% to each of its two effects:
| Deity stat | Effect 1 | Effect 2 |
|---|---|---|
| Destruction [Zikel] | Attack | Perfect Resist |
| Death [Triniel] | Critical Hit | Regeneration Penetration |
| Justice [Nezekan] | Defense | Perfect Chance |
| Freedom [Vaizel] | Accuracy | Evasion |
| Illusion [Kaisinel] | Cooldown reduction | Endurance Penetration |
| Life [Yustiel] | HP | Regeneration |
| Time [Siel] | Combat Speed | Double Resist |
| Wisdom [Lumiel] | Double Chance | MP Cost reduction |
| Destiny [Marchutan] | MP | Endurance |
| Space [Israphel] | Block | Move Speed |
Two more circles, Light [Ariel] and Darkness [Azphel], show no effect in this client.
Where the points come from:
- Arcana cards. Every card has one deity stat as its main stat: 8 points at Common, 12 at Rare, 16 at Epic and 20 at Unique. The slot and the set decide which one (see the table below and the Arcana guide).
- Bracelets, which carry deity stats too.
- Pantheon decorations. Each artwork frame or decoration you place in the Pantheon adds deity points, from 2 per stat on the smallest pieces to 55 in each of three stats on the Nahma colossus.
| Arcana slot | "of Magic" card | "of Vigor" card |
|---|---|---|
| Bell | Destruction | Justice |
| Compass | Death | Freedom |
| Chalice | Space | Time |
| Mirror | Wisdom | Illusion |
| Parchment | Destiny | Life |
Advice: for a damage dealer, Destruction (Attack), Death (Critical Hit) and Wisdom (Double Chance) are the deity stats to chase. Illusion is the pick when your rotation is cooldown-bound.
Hard caps
These are written into the client's stat descriptions:
| Stat | Cap |
|---|---|
| Critical Hit rate | 50%, reduced by the target's Critical Hit Resist |
| Evasion rate | 30% |
| Cooldown reduction | 60% |
| MP Cost reduction | 60% |
| Move Speed | 150% |
The Critical Hit and Evasion caps are on the rate, not on the rating you see. The target's Critical Hit Resist and Accuracy work against them first.
How damage stacks
The client describes each stat's role, which is enough to plan:
| Stat | What the client says it does |
|---|---|
| Attack | Basic attack; higher Attack deals more damage |
| Attack Bonus | Basic attack that affects damage |
| Penetration | Ignores the target's Defense (Defense can't drop below 0) |
| Critical Attack | Extra damage on a critical hit, reduced by Critical Damage Defense |
| Damage Boost | Boosts damage, reduced by the target's Damage Tolerance |
| PvE Attack / PvE Damage Boost | The same, only against monsters |
| Boss Attack / Boss Damage Boost | The same, only against bosses |
| Perfect Chance | Chance of extra damage based on your weapon's Max Attack |
| Double Chance | Chance of greatly increased damage based on final damage |
| Endurance | Chance to halve the damage you take |
| Regeneration | Chance to recover part of the damage you take as HP |
Each of the four special mechanics (Perfect, Double, Endurance, Regeneration) has a counter-stat: Perfect Resist, Double Resist, Endurance Penetration and Regeneration Penetration.
Advice: flat lines (Attack, PvE Attack, Boss Attack) are strongest on fresh gear; the boosts (Damage Boost, PvE Damage Boost) scale with everything else, so they gain value as you grow. Bosses are monsters, so as we read the descriptions both the Boss and the PvE lines apply to them, which makes those the strongest sub-stats for expedition and raid play.
Accuracy against Evasion and Block
Accuracy keeps your attacks from missing; the target's Evasion and Block work against it. Block also covers parrying. A monster with high Evasion or Block makes a low-Accuracy character miss, and no damage stat fixes a miss.
Advice: if you see "Evade" or "Block" floating on a boss often, raise Accuracy (gear lines, Precision, Freedom) before more damage.
PvE, boss and PvP lines
Many stats exist in three versions:
- No prefix (Damage Boost, Accuracy): works against everything.
- PvE / Boss (PvE Damage Boost, Boss Attack): only against monsters or bosses.
- PvP (PvP Attack, PvP Damage Tolerance): only against players.
A line with a prefix is usually bigger than the general one, but it's dead weight outside its content. Keep that in mind when you compare two rolls in the item compare tool. The PvP lines are explained in the Abyss and PvP guide.
FAQ
Why is my Critical Hit rate lower than I expected? Critical Hit is a rating. The target's Critical Hit Resist lowers it, and the rate can't go above 50%.
Is Combat Power a good guide? For a rough comparison only. Entry to content checks Item Level, not Combat Power, and Combat Power doesn't tell you whether a stat fits your class.
Do attributes have a cap? Not in the stat descriptions. Each point keeps adding 0.1%, but the stats they feed may have a cap (Critical Hit, Evasion).
Which deity stat should I pick on an Arcana card? The set decides it: "of Magic" cards give Destruction, Death, Space, Wisdom and Destiny (good for damage), "of Vigor" cards Justice, Freedom, Time, Illusion and Life. But the set bonus and the card's skill effects usually matter more; our Arcana guide goes deeper.
Where to go next
- Stat calculator: what your attributes and deity stats add up to.
- Soul Binding and sub-stats: how to roll the lines you want.
- Gear upgrade systems: Manastones, Transfer and Potential.
- Arcana: the cards that carry deity stats.
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Try it
The tools that do what this guide explains, with the game client's own numbers.