Aion 2 Arcana Guide: Cards, Enhancing & Transcendence
Aion 2 Arcana checked against the EU client: card slots, skill levels, Empyrean Lord stats, sets, enhancing costs, transmuting and Transcendence drops.
Nesta página
- 1.At a glance
- 2.What Arcana do for your character
- 3.Card anatomy
- 4.The two sets
- 5.Empyrean Lord stats (the divine stats)
- 6.How skill levels stack
- 7.Enhancing
- 8.Extraction and transmuting
- 9.Managing your cards
- 10.Where cards come from
- 11.Boss notes
- 12.Newcomer roadmap
- 13.For min-maxers
- 14.Checklist
- 15.Related guides and pages
Arcana are the card system that opens at level 45, and they are the part of your character that keeps growing longest after the cap. One set of five cards does three jobs at once: it raises the level of your class skills past what skill points allow, it gives you Empyrean Lord stats (the "divine" stats such as Destruction or Time), and it unlocks a set bonus. Each card also adds to your Item Level, which is what opens the higher Transcendence Stages, which in turn drop better cards.
This guide explains the whole loop: what a card is made of, how sets and divine stats work, how skill levels stack, how enhancing, extraction and transmuting work and what they cost, and where the cards come from, with short boss notes for both Transcendence dungeons.
Names, numbers, costs, drop rates and limits come from the EU/NA game client. Lines marked Advice are our recommendations. Where the client data leaves a question open, the guide says so instead of guessing.
At a glance
- Unlock: level 45. All five card slots open at once, with no quest and no Item Level requirement. Open them from the Arcana menu.
- Five slots, one card each: Chalice, Parchment, Compass, Bell and Mirror. Each slot comes in two versions, "of Vigor" and "of Magic", and they share the slot.
- Each card gives: one Empyrean Lord stat fixed by the card, one to four random skill-level lines for your own class, Item Level, and a piece toward one of two sets.
- Four grades: Common, Rare, Epic and Unique. A better grade means a bigger main stat, more skill lines, more Item Level and a higher enhance cap.
- Enhancing feeds EXP into a card and never fails. Every level adds a skill line or upgrades one, and adds 1 Item Level.
- Where cards come from: Transcendence, the hard mode of Base de Pesquisa Deus and Arcanis Despedaçada. You need both: each one drops only three of the five slot types.
- Spare cards become enhance fodder or are extracted into
Cristal Misterioso (Vinculado), which you spend to Transmute a Unique card of your choice.
What Arcana do for your character
| What a card gives | How much | Why it matters |
|---|---|---|
| Skill levels | 1 to 4 lines, each +1 to +4 to one of your class skills | Pushes skills past rank 10 toward the Specialty unlocks at 12, 16 and 20 |
| Empyrean Lord stat | 8 / 12 / 16 / 20 by grade, each point +0.1% to two derived stats | A Unique card alone gives +2.0% to two stats |
| Set bonus | 2 and 4 pieces of the same set | Up to +150 PvE Attack or +1,000 PvE Defense |
| Item Level | 20 / 40 / 60 / 80 by grade, +1 per enhance level | Counts toward the Transcendence gates (1,600 to 2,500) |
The client's own tooltip agrees: equipping Arcana raises your item level. Five Unique cards at +5 add 5 × 85 = 425 Item Level.
Card anatomy
Slots and what each one raises
Each slot raises one kind of skill. The cards' own text uses three words for this: "Mastery" skills are every skill you buy with skill points (actives and passives), "Active" skills are the 12 actives and "Passive" skills are the 10 passives.
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| Slot | Raises | Skills it can roll (any class) | Chance per skill | Dropped by |
|---|---|---|---|---|
| Chalice | Mastery skills | All 22 skill-point skills | about 4.5% | Both dungeons |
| Parchment | Active skills | 6 of your 12 actives | about 16.7% | Arcanis Despedaçada |
| Compass | Active skills | The other 6 actives | about 16.7% | Base de Pesquisa Deus |
| Bell | Passive skills | 5 of your 10 passives | 20% | Base de Pesquisa Deus |
| Mirror | Passive skills | The other 5 passives | 20% | Arcanis Despedaçada |
Three rules follow from this table:
- Parchment and Compass never share a skill, and neither do Bell and Mirror. So any one skill can be raised by two equipped cards at most: the Chalice plus the one slot that owns it.
- Stigma skills, Dodge and your weapon passive are never in a pool. Arcana only raise the 22 skills you buy with skill points.
- The pools depend only on the slot and your class. They are the same for all four grades and for the Vigor and Magic versions, and you only ever roll your own class's skills.
The equip screen has room for five more slot types (Scales, Key, Hourglass, Dice and Lantern), and the client already has some text for them, but no such card exists yet and the game shows only the five live slots.
Example: the Gladiator pools
For the Gladiador, the client's pools are:
| Slot | Skills it can roll |
|---|---|
| Chalice | Any of the 22 below |
| Parchment | |
| Compass | |
| Bell | |
| Mirror |
So a Gladiator who wants more levels on Overhead Slam looks at the Chalice and the Parchment only; a Compass can never roll it. The Gladiator PvE build says which lines to aim for on each slot.
Grades
| Grade | Item Level | Main stat | Skill lines when obtained | Enhance cap | EXP to cap |
|---|---|---|---|---|---|
| Common | 20 | 8 | 1 | +2 | 900 |
| Rare | 40 | 12 | 2 | +3 | 4,200 |
| Epic | 60 | 16 | 3 | +4 | 18,000 |
| Unique | 80 | 20 | 4 | +5 | 93,000 |
There are no Heroic or Mythic Arcana. Every card needs character level 45.
From drop to card
A card drops as a bag item such as Arcana: Cálice do Vigor (Vinculado). Using it puts the card into your
Arcana storage and rolls its skill lines at that moment. These bag items stack to 10. Arcana
storage holds 1,000 cards, and using a card item while storage is full fails, so clear out spares
now and then.
Arcana are bound to your character: they can't be traded, sold, deleted or put in the warehouse. Feeding them to another card and extracting them are the only ways to get rid of them.
The two sets
Every slot exists in both sets, and grades mix freely: a Common and a Unique Bell of Vigor both count toward Primal Vigor.
| Set | Cards | 2 pieces | 4 pieces |
|---|---|---|---|
| Primal Vigor | The five "of Vigor" cards | +60 PvE Attack while HP is 70% or more | +150 PvE Attack while HP is 70% or more |
| Magic Armor | The five "of Magic" cards | Restores 1,500 MP when MP drops to 20% or less (30 s cooldown) | +1,000 PvE Defense while MP is 50% or more |
The client defines 2-piece and 4-piece bonuses only, so a fifth card of the same set adds no third bonus. With five slots, the real choices are:
- 4 + 1: the 4-piece bonus of one set, plus one free slot for the best card you own.
- 3 + 2: both 2-piece bonuses.
The data doesn't say whether the 2-piece bonus stays active next to the 4-piece one. They are listed as separate effects; check your buff list in game.
The client also has the names of five future sets (Frenzy, Pure Blood, Punishing Overture, Protected Soul and Indomitable Dedication), with no cards or bonuses yet.
Empyrean Lord stats (the divine stats)
The client calls the main stat of a card an Empyrean Lord Stat: ten stats, each named after one of the Empyrean Lords. You see them in Stat Info > Main Stats, in two columns of five next to your six primary stats. No "Pantheon" deity is involved: the Pantheon is a separate system that can add to these stats (see below).
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What each point gives
Each point gives +0.1% to two derived stats, from 1 point up to 1,000, with no thresholds.
| Left column | Gives per point | Right column | Gives per point |
|---|---|---|---|
| Justice [Nezekan] | +0.1% Defense, +0.1% Perfect Chance | Destruction [Zikel] | +0.1% Attack, +0.1% Perfect Resist |
| Freedom [Vaizel] | +0.1% Accuracy, +0.1% Evasion | Death [Triniel] | +0.1% Critical Hit, +0.1% Regeneration Penetration |
| Illusion [Kaisinel] | −0.1% Cooldown, +0.1% Endurance Penetration | Wisdom [Lumiel] | −0.1% MP Cost, +0.1% Double Chance |
| Life [Yustiel] | +0.1% HP, +0.1% Regeneration | Destiny [Marchutan] | +0.1% MP, +0.1% Endurance |
| Time [Siel] | +0.1% Combat Speed, +0.1% Double Resist | Space [Israphel] | +0.1% Move Speed, +0.1% Block |
The "Attack", "Defense", "Accuracy", "Evasion", "Critical Hit", "Block", "HP" and "MP" parts multiply that stat (the tooltip reads "increases Attack by a multiplier"); the others are straight percentages. Example: 100 Destruction gives +10% Attack and +10% Perfect Resist. The client caps cooldown and MP-cost reduction at 60% and Move Speed at 150%.
Which card gives which stat
The stat is fixed by the slot and the set; it is never rolled. Vigor cards give the left column and Magic cards the right column:
| Slot | "of Vigor" card | "of Magic" card |
|---|---|---|
| Chalice | ||
| Parchment | ||
| Compass | ||
| Bell | ||
| Mirror |
So choosing a set also chooses your stats. Vigor cards lean defensive and utility (Time is the exception with Combat Speed), while three Magic cards carry offensive stats: Destruction (Attack), Death (Critical Hit) and Wisdom (Double Chance). "Vigor for melee, Magic for casters" is not how the cards are built: both sets work for every class.
Other sources of the same stats
Arcana are one of four sources in the EU client. Daevanion boards, titles, pets and wings give none.
| Source | What it gives |
|---|---|
| Arcana | One stat per card, 8 to 20 by grade, plus a little from enhancing |
| Unique bracelet from Reforja Abissal: Ludra. Its 4 Soul Binding lines each roll one of the ten stats at 9 to 17. | |
| Monoliths | Verteron or Altgard over 30 levels: +6 to eight stats and +5 to Illusion and Wisdom. Eltnen or Morheim over 8 levels: +5 to Destruction, Justice, Time, Life, Destiny and Space. |
| Pantheon decorations | Artworks give Life, Destiny, Illusion or Wisdom (+2 to +5); Statues give Freedom, Death or Space (+6 to +12); the Colossus gives Destruction, Justice and Time (+35 to +55) |
The Pantheon is your own hall (Main Menu > Pantheon), opened by the Ascension quest
Aquele que Ouve Vozes (Elyos) or Aquele que Ouve Vozes (Asmodian). It has 12 Artwork, 4 Statue
and 1 Colossus slot, and each decoration you place grants its stats. Strong examples are
Estátua Colossal: Senhor Guardião Nahma (+55 Destruction, Justice and Time),
Estátua Colossal: Aparição de Zikel (Vinculado) (+45 to the
same three),
Escultura: Bakarma Transcendido (Vinculado) (+12 Death, Freedom and Space) and
Obra-prima: Templo Divino do Fogo
(+4 Destiny, Life and Wisdom).
Adding up the best launch sources, no single stat gets much past about 100 points (about +10% to each of its two stats). Treat any "target" of 200 in one stat as out of reach for now.
How skill levels stack
A skill's level is the sum of several sources. The in-game skill tooltip lists them one by one ("Daevanion: Lv. +N", "Equipped Gear: Lv. +N", "Arcana: Lv. +N"), which is the quickest way to check a total.
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| Source | Levels | Notes |
|---|---|---|
| Skill points | 1 to 10 | Rank 1 is free; ranks 2 to 10 cost 21 skill points in total |
| Daevanion | Up to +4 | One +1 node per skill on each of the first four boards (Nezekan, Zikel, Vaizel, Triniel) |
| Gear skill lines | +1 per line | Weapons, shields and rings roll actives; armor, cape, necklace and earrings roll passives; bracelets none. A gear line never grows. |
| Arcana | +1 to +4 per line | Up to two equipped cards can hold the same skill, so up to +8 from Arcana |
Skills go up to level 40 in the client data, so neither 15 nor 20 is a ceiling. Skill points and Daevanion together reach 14; everything above that comes from gear and Arcana. See the Daevanion guide and the Soul Binding guide for those two sources.
What higher levels unlock
- Specialties (actives only). Each active has five Specialty options: three unlock at skill
level 8, one at 12 and one at 16. You equip them in three slots that open at skill level 8, 12
and 20. So 12, 16 and 20 are the levels worth planning around. Example:
Esmagada Descendente gets "Remove cooldown" as its level-16 option.
- Plain scaling. Every level up to 40 also raises the skill's numbers a little, with smaller
gains at high levels.
Preparar Ataque gives +0.5% PvE Damage Boost per level (10% at level 10, 15% at 20). The only skills whose cooldown shrinks with level are each class's stun-breaker, such as
Remoção de Impacto (1 second per level).
- No hidden breakpoints. Nothing unlocks at 15 or 17 on skill-point skills. Passives have no Specialties at all.
Advice. Arcana are most valuable on actives that sit just below a Specialty level. A main skill at 14 (10 + 4 Daevanion) needs +2 for its level-16 option and +6 for the third slot at 20.
Enhancing
Open the card, register materials, and press Enhance. There is no success chance: every attempt succeeds.
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The EXP curve
Each step costs twice the step before it.
| Grade | +0→+1 | +1→+2 | +2→+3 | +3→+4 | +4→+5 | Total |
|---|---|---|---|---|---|---|
| Common | 300 | 600 | 900 | |||
| Rare | 600 | 1,200 | 2,400 | 4,200 | ||
| Epic | 1,200 | 2,400 | 4,800 | 9,600 | 18,000 | |
| Unique | 3,000 | 6,000 | 12,000 | 24,000 | 48,000 | 93,000 |
The full tables are on /database/sets.
What each level adds
- A skill effect. Each enhance level triggers one skill event. While the card has fewer than four lines, the event adds a new random line at +1. Once it has four, the event gives +1 to one of the four at random, each with the same chance. A line caps at +4.
- 1 Item Level.
- A little more main stat. The client's enhance table lists 1 point of the card's Empyrean Lord stat for each level. It doesn't settle whether those points stack (a +5 Unique would then show 25) or count once, so read the tooltip in game.
What a fully enhanced card ends up with:
| Grade at cap | Lines | Total skill levels on the card |
|---|---|---|
| Common +2 | 3, all at +1 | 3 |
| Rare +3 | 4, one of them at +2 | 5 |
| Epic +4 | 4, with 3 random upgrades | 7 |
| Unique +5 | 4, with 5 random upgrades | 9 |
The odds for a Unique at +5 (4 lines, 5 upgrades spread at random, no line past +4):
| Final lines | Chance |
|---|---|
| +3, +3, +2, +1 | 35.2% |
| +4, +2, +2, +1 | 27.6% |
| +3, +2, +2, +2 | 23.4% |
| +4, +3, +1, +1 | 13.8% |
So 41.4% of +5 Unique cards have one line at +4, and any particular line reaches +4 only about 10.4% of the time. On an Epic at +4, a +4 line happens 6.25% of the time. These figures are worked out from the client's rules (equal chance per line, +4 cap).
Materials
Any card can be fodder, and so can Training Arcana, which exist only to be fed.
| Material | EXP | Kina per use | Kina per EXP | Where to get it |
|---|---|---|---|---|
| 200 | 2,000 | 10 | Season Shop, Season Missions | |
| 600 | 2,000 | 3.3 | Season Shop, Season Missions, excess-EXP refunds | |
| 1,500 | 2,000 | 1.33 | Season Shop, Season Missions | |
| 3,000 | 2,000 | 0.67 | No EU source yet | |
| 5,000 | 2,000 | 0.4 | No EU source yet | |
| Fresh Common card | 200 | 5,000 | 25 | Transcendence |
| Fresh Rare card | 400 | 5,000 | 12.5 | Transcendence |
| Fresh Epic card | 800 | 5,000 | 6.25 | Transcendence |
| Fresh Unique card | 2,000 | 5,000 | 2.5 | Transcendence |
How the costs work:
- Kina is paid per material you register, not per enhance. Any Kina works, bound or not.
- An enhanced card gives back all the EXP put into it, on top of its base value. A +5 Unique is worth 95,000 EXP and a +4 Epic 18,800. Its Kina cost is 5,000 plus 1 per invested EXP.
- Overflow isn't lost. EXP past the cap comes back as Intermediate Training Arcana.
- The Training Arcana in your bag are boxes: using one moves it into Arcana storage, where the enhance screen can use it.
To take a Unique from +0 to +5 (93,000 EXP), you need for example 62 Superior Training Arcana (124,000 Kina) or 465 fresh Common cards (2,325,000 Kina).
The material panel helps: Register All opens filters by Arcana type and grade, with options to exclude enhanced Arcana, to register Training Arcana first or to register identical Arcana first. There are also Next Level and Max Level buttons that register just enough.
Extraction and transmuting
Extract
The Extract tab destroys the cards you register and fills a gauge. A full gauge gives a
Cristal Misterioso (Vinculado). The client tutorial sums it up: extract duplicate cards to get
Mysterious Crystals. How many gauge points each card gives is decided by the server and isn't in
the client data, so we can't print an exchange rate. Locked cards can't be extracted.
Transmute
The Transmute tab creates a Unique card of the slot and set you choose. You can't pick another grade, and the main stat follows from the slot and set.
| What you choose | Mysterious Crystals | Kina |
|---|---|---|
| Slot and set only (all 4 lines random) | 5 | 2,000,000 |
| Plus 1 chosen skill line | 15 | 5,000,000 |
| Plus 2 chosen skill lines (the maximum) | 25 | 8,000,000 |
The client stores the line picks as an add-on cost per pick, which is how we read the table. Other rules from the client:
- There is a cooldown between transmutes (the client value is 1440, with no unit shown).
- You need free room in Arcana storage.
- The tutorial warns that transmutation "resets or changes at the start of each new season".
Mysterious Crystals come from extraction, the Season Shop (25,000 Moeda do Juramento each,
5 per server account in Season 1) and the "Tower of Trials" Season Mission, whose Ascension Trial
score steps give 5 crystals in total.
Managing your cards
- Presets. The Arcana window has three presets, and Arcana are also part of the Batch Preset (SET 1 to 3) with gear, skills, title, wings and Pantheon. A swap has a cooldown.
- Quick Equip fills the slots from filters on set, main effect and additional effect.
- Lock a card with the padlock button next to its name. A locked card can't be extracted, and the client also refuses to enhance a locked Arcana. If the game refuses an enhance, check the locks.
Where cards come from
In the EU client, Arcana cards come from Transcendence, the hard mode of two 5-player dungeons, and from nothing else. No cash-shop item, quest, field monster or other dungeon gives them. Older Asian Daeva Passes held card bundles, but they ended before the EU launch, and the current EU passes have no Arcana items. The Season Shop sells materials, not cards.
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The two dungeons
| Base de Pesquisa Deus | Arcanis Despedaçada | |
|---|---|---|
| Slot types dropped | Chalice, Compass, Bell | Chalice, Parchment, Mirror |
| Stage 1 / 2 / 3 / 4 | Base de Pesquisa Deus, Base de Pesquisa Deus, Base de Pesquisa Deus, Base de Pesquisa Deus | Arcanis Despedaçada, Arcanis Despedaçada, Arcanis Despedaçada, Arcanis Despedaçada |
| Mid-bosses | ||
| Final boss |
Both dungeons have the same gates and the same drop rates, so neither has to come first. You need both to fill all five slots.
Entry rules
| Stage | Item Level | Boss level | Extra seasonal traits (Deus / Arkanis) |
|---|---|---|---|
| 1 | 1,600 | 56 | none |
| 2 | 1,900 | 60 | Balance / Poison Blood |
| 3 | 2,200 | 64 | + Wrath / + Elevation |
| 4 | 2,500 | 68 | + Judgment / + Tolerance |
- You need level 45 and the Item Level above. There is no Combat Power requirement.
- Each Stage opens only after an S-rank clear of the one before it. A and B ranks don't count.
- Up to 5 players; the dungeon recommends 2 to 5. Changing party members during a run forfeits that run's Rank Points.
- The traits are passive effects on the monsters; /database/dungeons/affixes describes each one. The client says dungeon setups change every season.
How runs are paced
There is no fixed number of entries. Instead, four counters limit how many cubes you take:
| Counter | Limit |
|---|---|
| Odyle Energy | 40 per cube; +15 every 3 hours, up to 560 (840 with the membership) |
| [Transcendence] Transcendent Dungeon Reward Count | +1 every 12 hours, up to 14 stored, per character |
| [Transcendence] Final Boss Kill Count | 28 a week, per character, refilled on Wednesday |
| [Conquest/Transcendence] Remaining Unobtained Cube Count | 10 a week, shared by all your characters on the server, refilled on Wednesday. It drops when you clear and leave without opening the cube; at 0, none of your characters on that server can enter Conquest or Transcendence. |
A Bilhete de Desafio da Masmorra de Transcendência (Vinculado) restores one reward count. Always open your cube: an unopened cube
uses up one of the 10 weekly clears that all your characters on that server share.
Scoring
Each clear is ranked S, A or B. The client says the score depends on how fast you defeat the boss and on finishing without dying. The exact thresholds are computed by the server and aren't in the client. Each instance has a 30-minute run timer, most likely the time limit. There is no death limit.
The season's Rank Points also place you in the per-class Transcendence ranking, which gives a title and a PvE buff; see season rankings.
What a cube drops
Every clear spawns an Odyle Energy Cube that pays out for the final boss and both mid-bosses. Expected Arcana cards per full cube, the same in both dungeons:
| Stage | Common | Rare | Epic | Unique |
|---|---|---|---|---|
| 1 | 2.0 | 0.2 | ||
| 2 | 3.0 | 1.0 | 0.2 | |
| 3 | 2.0 (Chalice only) | 1.5 | 0.75 | 0.2 |
| 4 | 0.38 (Chalice only) | 1.5 | 1.5 | 1.0 |
Inside each grade the slot split is:
- Chalice comes late. On Stages 1 to 3, the best grade a Stage drops (Rare on 1, Epic on 2, Unique on 3) contains no Chalice, only the dungeon's other two slots at 50% each. So the first Rare Chalice drops on Stage 2, the first Epic Chalice on Stage 3, and a Unique Chalice only on Stage 4.
- In the other packs, Chalice is 25% and each other slot 37.5%.
- From Stage 3, Common cards are always Chalice.
- Vigor or Magic is a 50/50 roll for every card.
The cube also gives Kina (100,000 to 160,000 per boss by Stage), Enhance Stones, Silentium, Soul Codex, Amplify Stone Fragments and manastones or soulstones, but no gear. Full tables are on drop rates.
Free materials from Season 1
Season 1 runs from 30 September to 16 December 2026.
| Source | What it gives |
|---|---|
| Season Missions, Transcendence: 3 steps per Stage of each dungeon (clear; clear within 7 minutes; clear without losing a party member) | 24 Lesser, 10 Intermediate and 2 Superior Training Arcana in total |
| Season Mission "Tower of Trials" (Ascension Trial score 200 to 6,000) | 1 Intermediate and 2 Superior Training Arcana, 5 Mysterious Crystals |
| Season Shop, Growth tab, per server account | Lesser 1,500 Oath Coins (20), Intermediate 4,500 (10), Superior 11,300 (5), Mysterious Crystal 25,000 (5) |
The missions add up to about 17,400 EXP and 5 crystals. Buying every Training Arcana in the shop costs 131,500 Oath Coins for 17,500 EXP.
Boss notes
These notes use only what the client shows: skill names, boss lines and the game's own hint captions. Anything we add is marked Advice. Both final bosses enrage at 5:00 (Frenzy: double speed and +200% damage), and every boss stays staggered for 5 seconds when its stagger gauge breaks.
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Deus Research Base
Gelcos, the guard captain: a knockdown wave on up to five players, a 16-second "Watch" mark on one player and a three-target stun. No enrage.
Nazmun, the lab director: a gadget and laser boss. The client hint for his traps is "Jump to avoid the lasers". Drone Strike marks a High Voltage Electric Current Zone that explodes after a delay and stuns for 2 seconds: step out of it. No enrage.
Atiel:
- Two 5-second arena slams that break the floor. Hint: "Go through the center so you don't fall off."
- "You will be the first to die!" roots one player, then he leaps onto them with a hit that strips shields and scales with max HP. Hint: "Take the hits together to receive less damage." Everyone stacks on the rooted player.
- Nonsynonymous Unity chains players together and damages them while linked. Hint: "Separate them to sever the chains."
- Control hurts you if you move too far from its target: stay close.
- Morphic World has a 10-second cast. Hint: "Use a special skill that staggers Atiel before he jumps." Advice: keep your stagger skills for this cast.
- Map hazards with client hints: rifts on the ground hurt and slow you, and tornadoes hurt and push you away.
Shattered Arkanis
The client has no hint captions for this dungeon, so these notes are thinner.
Siliator da Falsidade: "Death shall follow you 'til the end!" marks two players for 30 seconds; a follow-up removes both marks with a hit worth 500% of max HP. How a party avoids it isn't in the data. Chain of Torment lowers Damage Tolerance by 30% for 10 seconds. No enrage.
Ruthilis da Dor: lightning attacks with knockdowns and a 20-second Bleed. Condensed Lightning marks up to four players and bursts in an area after 2 seconds. Advice: spread out so the bursts don't overlap. No enrage.
Talisra do Vazio:
- Mist Orb and Water Orb: players get one of the two orbs for 20 seconds. An orb disappears when it touches the opposite kind, and when it runs out it leaves a Fog or Water Safe Zone. Opposite zones cancel each other on contact. Each expired orb gives its carrier a stacking damage buff, while Mist Absorption gives the boss +10% attack per stack for the rest of the fight.
- "To me, shattered souls!" is an 18-second cast that ends in a hit worth 500% of max HP. Advice: be inside a safe zone when it lands, and keep opposite zones apart.
- Destruction Spears come in fours, and only the odd-coloured spear casts the damaging fall.
- Crystal Prison locks a player for up to 15 seconds. The client says it gets shorter when hit by Crystal Spear and breaks at 3 stacks of Prison Collapse.
Newcomer roadmap
Advice. A simple order that works for every class:
- At 45, open the Arcana menu and read the four tabs: Arcana, Equip, Transmute, Extract.
- Reach Item Level 1,600 with your regular gear (see what to do at level 45), then run Stage 1 of both dungeons.
- Fill all five slots with anything. Even a Common card brings a main stat, a skill line and 20 Item Level, and the Item Level helps you reach the next Stage.
- Go for S ranks. Each one opens the next Stage, and the season missions reward the same clean, fast runs with free Training Arcana.
- Enhance with Training Arcana, not Common cards. They cost far less Kina per EXP. Feed spare Common cards only when you have nothing better to do with them.
- Lock every card you plan to keep before using Register All or Extract.
- Spend Oath Coins on Training Arcana and crystals in the Season Shop while the season lasts.
- Keep spare cards for extraction and save the crystals for a Transmute once you know which skills you want.
For min-maxers
Advice. The numbers above suggest a few rules.
- Plan around Specialty levels. Write down where each main active sits after skill points and Daevanion (usually 14), then pick Arcana and gear lines to reach 16 and 20. Use the Skill Planner to see the totals.
- The Chalice is your wildcard. It's the only slot that can hold any skill, and the only one that stacks with every other slot. Its Unique version only drops on Stage 4, so a good Epic Chalice is worth enhancing in the meantime.
- Choose the set by how you fight. 4 Vigor suits players who stay above 70% HP; 4 Magic suits players who keep MP above half and want PvE Defense. 3 + 2 trades the 4-piece bonus for two small ones and lets you mix stats from both columns.
- Count your divine stats across every source. Arcana, the Abyssal Bracelet, Monoliths and the Pantheon add up. Pick Pantheon decorations for the stats your cards give, and use the stat calculator to see the result.
- Enhancing early is cheap to undo. A card you replace later gives back all its EXP; you only pay Kina again (5,000 plus 1 per invested EXP) when you feed it.
- Unique cards are the cheapest fodder in Kina among cards (2.5 per EXP), but Superior and higher Training Arcana still beat them. Common cards are the most expensive at 25 per EXP.
- Transmute for named skills. On a dropped Parchment or Compass, each line lands on a given active only about 1 time in 6, and the upgrades then spread at random. Two picks cost 25 crystals and 8,000,000 Kina, so spend them on the slot whose skills matter most to your build.
- Keep two presets, for example one for PvE and one for PvP, and swap them with the Batch Preset.
Checklist
- Arcana menu opened at level 45
- Item Level 1,600 reached; Stage 1 of both dungeons cleared with an S rank
- All five slots filled
- Every cube opened (your characters on a server share a limit of 10 unopened cubes a week)
- Transcendence Season Missions done for each Stage (clear, 7 minutes, no deaths)
- Season Shop Training Arcana and Mysterious Crystals bought with Oath Coins
- Keeper cards locked
- Set chosen (4 + 1 or 3 + 2)
- Main skills planned toward skill levels 16 and 20
- Pantheon decorations matched to your divine stats
- Arcana presets saved for PvE and PvP
Related guides and pages
- Arcana sets and enhancement tables
- Gladiator PvE build: which lines a Gladiator should aim for
- What to do at level 45: the Item Level ladder that leads to Transcendence
- Endgame PvE: the full dungeon ladder
- Daevanion boards and Soul Binding and sub-stats: the other two sources of skill levels
- Alts and rerolls: how cubes and counters work across characters
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Experimente
As ferramentas que fazem o que este guia explica, com os números do próprio cliente do jogo.