Skill Balance Snapshot — Aion 2 TW v1.0.38
A data-driven snapshot of Aion 2 class kits at TW client v1.0.38: skills per class, stigma counts, the longest cooldowns in the game, and 1,180 chain skills.
On this page
This snapshot reads the Taiwan client 1.0.38 skill data, which the site used in July 2026. Since September 29, 2026 the site runs on the EU/NA client 2.0.3.0; see the EU/NA client data 2.0.3.0 changelog entry and everything we know about the EU/NA release. Numbers and names below describe the Taiwan client and are kept for the record.
No balance changes are described here — with only one client version imported there is nothing to compare against yet. This is a baseline reading of the TW v1.0.38.0 skill data. When the next client build lands, this article is what we diff against to report real buffs and nerfs.
Kit sizes: 38 to 44 skills per class
Counting learnable active skills (including stigmas) per playable class:
| Class | Active skills | of which stigmas |
|---|---|---|
| Elementalist | 44 | 13 |
| Gladiator | 40 | 13 |
| Templar | 39 | 13 |
| Sorcerer | 39 | 14 |
| Chanter | 39 | 13 |
| Assassin | 39 | 13 |
| Ranger | 38 | 13 |
| Fighter | 38 | 13 |
| Cleric | 38 | 13 |
Two things stand out: the Elementalist carries the largest kit (44 skills, driven by its summon roster), and the Sorcerer is the only class with a 14th stigma option — one extra axis of build variety.
The longest cooldowns in the game
The biggest per-class cooldowns mark each kit's "panic button". At v1.0.38 the two defensive supports own the top slot outright:
| Skill | Class | Cooldown |
|---|---|---|
| Noble Armor | Templar | 300s |
| Guardian Blessing | Chanter | 300s |
| Hibernation | Sorcerer | 180s |
| Unstoppable | Fighter | 180s |
| Barrier Spell | Chanter | 180s |
| Tenaciousness | Gladiator | 150s |
| Salvation | Cleric | 150s |
| Shadow Walk | Assassin | 120s |
| Stealth | Ranger | 120s |
The Elementalist is the only class whose entire kit stays at or under a 120-second cooldown (with staples like Seize Magic at 90s) — a notably "always available" design compared to the tank cooldown towers.
1,180 chain skills
The skill table defines 1,180 chain follow-ups — skills that unlock for a window after a specific previous skill lands, each with its own activation rate and timing window. Chaining is clearly a core combat mechanic rather than a niche: it averages dozens of chain links per class kit. Individual chain rates and windows are listed on each skill's detail page.
Fighter: the resource outlier
Eight of the nine classes cast from MP. The Fighter alone uses an AP (Attack Point) HUD resource — the only builder/spender economy in the game at this version, which is worth knowing before you pick a main at EU/NA launch.
What we'll do with this baseline
Every number above is a client-data fact, not an opinion. When TW ships its next build we will re-import, diff every skill row (cooldowns, costs, scaling, chain rates) against this snapshot, and publish the actual changes with before → after values — the closest thing to machine-verified patch notes this side of NCSOFT's own release posts.