Aion 2 is a free-to-play PC MMORPG from NCSoft, a new game rather than a sequel to the 2008 Aion. Korea and Taiwan have had it since November 2025. The global version (NA, SA, EU, Japan) opens Monday October 5, 2026 at 06:00 PDT, and Founder's Pack buyers get in from September 30. It runs on Steam or NCSoft's PURPLE launcher.
You make a winged character, pick one of two factions and one of eight classes, level through a story to the cap (45 at launch, later 50), then progress by running dungeons, upgrading gear, and filling several permanent power systems. There is open-world PvP between the two factions in a shared zone called the Abyss.
How to use this site. Read this tab once. Then work down the Day 1 tab on your first day and the Week 1 tab across the week. From the moment you hit level 45, the Daily and Weekly tabs are your routine: tap + as you finish runs, tick boxes for the rest. They wipe themselves at reset. Anything that does not apply to you, hit the ✕ to hide it. Add your own rows at the bottom of each list.
Two sides of a war. They play identically: same classes, same skills, same stats. What differs is looks (Elyos are bright and angelic with light wings; Asmodians are dark and fierce with dark wings), the starting zones and the first thirty levels of story, and who you fight in PvP. It is set per account and hard to change.
Your server is your economy and your matchmaking pool. Pick the region that matches your timezone, and the same server as your friends. You cannot play with people on other servers.
Your class is your weapon and your role, and it is locked to the character. There is no class change. Deleting a character has about a one-week cooldown, so pick with some care but do not agonize: leveling to 45 takes an evening.
| Class | Role | Weapon | Range | New-player feel |
|---|---|---|---|---|
| Templar | Tank | Sword + shield | Melee | Easy to survive with. Always wanted in groups, so fast queues. Slow kills solo. You are responsible for holding the boss. |
| Gladiator | Melee damage, off-tank | Greatsword | Melee | Sturdy bruiser with self-healing. Good solo. Needs some combo practice to shine. |
| Assassin | Burst melee damage | Dual daggers | Melee | Huge burst, very mobile, fragile. Feels great when it works, punishes mistakes. |
| Ranger | Physical ranged damage | Bow | Ranged | Simple combos, keeps its distance, forgiving. Weak up close. The most common "first character" pick. |
| Sorcerer | Magic ranged damage | Spellbook | Ranged | Big area damage and crowd control. Squishy, so positioning matters. |
| Spiritmaster | Summoner, ranged damage | Orb | Ranged | Pet does the frontline work; you curse and drain. Strong solo, the most to manage. |
| Cleric | Healer | Mace | Melee/close | Simple to play, hard to play well. Highest group demand. Lowest damage. Can resurrect. |
| Chanter | Melee support | Staff | Melee | Hits things and buffs the party. Flexible and self-sufficient, master of none. |
Most limits (dungeon entries, Odyle Energy, Nightmare tickets) are per character, so extra characters ("alts") can farm the same content again and feed materials to your main. A few things (Duty Quests, weekly quest counts) are per server, so alts add nothing there. Alts are only worth it if you log into them every day. If you play one or two hours a night, one main is the right answer.
Level is your character level, capped at 45 at launch. It comes from the story and unlocks systems.
Item level (also called Gear Score) is the average strength of what you have equipped. Dungeons and raids require a minimum item level to enter. The first week's guides aim for about 1,400; harder content later wants 1,600, 2,200 and beyond. Raise it when something you want to do is locked, not for the number itself.
Combat Power (CP) is a single number that estimates your total strength across gear, skills, stigmas, Daevanion boards, Arcana, and so on. It is the game's rough summary of how far along you are. Some content (Sanctuary) gates on CP instead of item level.
Each piece of gear has an enhancement level: yellow (Unique) gear goes to +15, orange (Heroic) to +20, and each then gets 5 "Amp" levels on top. Raising it costs Kinah plus Enhancement Stones, which are the scarcest early resource. Enhancement is your main upgrade track and it raises item level directly. The Endgame tab has the full breakdown.
On top of that, gear has sockets: Manastones give a flat stat, Theostones go in weapons and add a chance-on-hit effect, and Soul Binding is a second stat block you can build up or reroll.
The rule that decides all your spending: when you move to a better piece of gear, enhancement level and Soul Binding carry over. Manastones, Theostones and "potential" do not. So enhancing temporary gear is fine when you need it to clear content, but socketing stones into gear you will replace is money thrown away.
Two slots never get replaced and should be upgraded first: the Revelation Amulet (upgraded with feathers) and the Noble Belt (upgraded through strongholds). They also "morph" from Rare to Epic to Unique once fully enhanced. After those, enhance your weapon when kills are too slow, and everything else only just enough.
Most dungeons do not use entry tickets. You can walk in and clear them freely. The catch is at the end: the last boss drops a reward Cube, and opening it costs about 40 Odyle Energy. No energy, no loot.
Odyle Energy starts generating at level 22, at 15 every 3 hours, so 120 a day. It is per character and it has a cap: about 560 for free accounts, 840 with membership. Once you hit the cap, regen is wasted, so spend it down every day.
Which content uses it: Expedition: Conquest, Transcendence, and raids at 45+. While leveling, guides advise clearing the Exploration expeditions the story sends you to but not opening their cubes, so you arrive at 45 with a full pool for the dungeons that matter. There is also a weekly "unclaimed cube" counter: repeatedly clearing without opening the cube runs it down, and at zero you cannot enter more expeditions that week.
Stigmas are advanced skills you equip from a pool into a limited number of slots (four in Korea originally, later six). They are upgraded with Stigma Shards, not normal skill points. Shards come from Transcendence dungeons, Supply Requests, Command contracts, Shugo minigames, and the Abyss Points shop.
Because shards are scarce, you upgrade a few stigmas that fit your role, not all of them. Keep one PvE setup in week one. Pick the stigma that fixes your job in groups (healing for a Cleric, threat for a Templar, sustained damage for DPS). Resets were free in Korea, so trying things early is safe.
The fastest way to a first set: farm Abyss Points and buy purchase contracts from the Abyss merchant. Guides say this yields more than farming drops.
Six boards named after lore figures (Nezekan at level 12, Zikel at 20, Vaizel at 30, Triniel at 40, Ariel and Azphel at 45). Each is a grid of nodes: flat stats, PvE bonuses, PvP bonuses, and extra levels on named skills that push them past the normal cap.
You unlock nodes with Daevanion Points (from regional quests and rifts) and Daevanion Crystals (from dungeons, sealed dungeons, Shugo Festival, Nightmare, achievements). Spread investment across boards rather than dumping everything into one; the early nodes on each board are the cheapest power you will ever buy.
Arcana is a card collection with five equip slots. Cards come in sets and rarities, each levels to 5, and they add Combat Power. They drop mainly from Transcendence. Start collecting in week one but do not sweat it.
Pets loot for you and help you travel. Pet auto-loot is the first real quality-of-life purchase (guides quote two to three million Kinah). The pet/"Genus" system levels through the daily Odylium Repository dungeon and open-world farming.
Pantheon is statues, paintings and colossi that grant passive stats. It is the slowest system in the game, fed by Nightmare, world bosses, dungeons and the market, which is exactly why you start it early.
The Abyss is a shared zone where both factions fight over artifacts; holding one opens a five-minute Abyss Corridor instance for your side. Playing there earns Abyss Points (AP), the currency for PvP gear, accessories, weapons, and the stigma contracts above. You also earn AP from Supply Requests (delivering materials) and from Spacetime Rifts, the red portals in the open world that briefly lead into enemy territory.
Your Abyss Rank is a faction leaderboard with military-style tiers that carry buffs. Battlefield is scheduled instanced PvP with weekly win rewards. The Arena has 1v1 and 4v4 ladders. None of this is required in week one, but a few Rifts and Battlefield wins are cheap AP.
Shugo Festival (level 13) is a set of 4-to-9-player minigames that run every 15 to 30 minutes. You get 2 keys a day, and they stack up to 14, so you can skip days and catch up. Rewards include Daevanion crystals, gear, pets and decor.
Nightmare (level 45) is a solo boss fight. 2 tickets a day, stacking to 14. It is the main source of the central Pantheon statue, wings, and Daevanion crystals.
Duty Quests (level 45) are five short daily quests, usually "kill a few of X" in the open world. They are counted per server, so one character does them for your whole roster. Prefer ones that reward pet crystals.
Main story unlocks regions and systems and is the fastest leveling. Regional quests are optional per-zone tasks that reward gear and permanent upgrades (including Class Runes, which give large item-level bonuses when upgraded). Sealed dungeons are the question marks on the map: small solo dungeons that drop Daevanion crystals, enhancement stones and Cube keys. Strongholds progress your belt.
Elyos level through Poeta, Verteron and Eltnen; Asmodians through Ishalgen, Altgard and Morheim. You cannot enter the other side's starter zones except briefly through rifts.
A Legion is a guild. Join one early. Most 4-player and 10-player content is far easier with a group that talks.
Bow, physical ranged damage, about 20 metres of reach. You win by standing where the enemy is not: keep your distance, slow or root what comes at you, and dodge the telegraphed hits. You are squishy (survivability is the class's weak stat), so spacing is your armor. Dodging costs stamina; use it for the dangerous swings, not for every attack.
Your damage has one idea behind it: Marking Shot puts a "Precision" state on you, Deadshot hits far harder while Precision is up, and Gale Arrow speeds you up so you fit more shots in. Most everything else is filler, buffs, or a condition (slowed, staggered) that turns a weak skill into a strong one. Rangers scale with critical hit; that is the stat the whole build pulls toward.
| Skill | What it does | How to use it |
|---|---|---|
| Snipe | Basic attack. Restores 120 MP, and each hit shortens Deadshot's cooldown. | Hold it down as your filler. Level it to 16+. |
| Marking Shot [Mark of the Hunter] | Gives you Precision: +300 Critical Hit, +5% Perfect Chance, for about 15 s. | Recast every 15 s by hand. Never let Deadshot fire without it. |
| Gale Arrow [Wind Shot] | Gale buff: +7% Combat Speed, +7% PvE damage, 10 s. | Cast whenever it is off cooldown. It is what keeps the rotation fast. |
| Deadshot [Aiming Shot] | Charged shot, your biggest hit. Ignores block and evasion. +35% while Precision is up. | Charge it by hand when it is ready and you will not have to move mid-charge. |
| Drill Dart [Piercing Arrow] | Fires on a critical hit and applies a bleed. A major damage source. | In the macro. Green specialization gives 3% HP drain if you need sustain. |
| Tempest Shot | Damage buff with critical bonuses. | In the macro. Level 16. |
| Snare Shot | Slows the target. Enables Burst Arrow and Explosive Arrow. | Recast about every 5 s. Level 12 is enough. |
| Burst Arrow [Arrow Barrage] | Hard hit, but only on a slowed or rooted target. | After Snare Shot. Level 12 is enough. |
| Arrow Scattershot | Hits harder than Snipe, but only on a staggered target. | During stagger windows on bosses. |
| Suppressing Arrow | 40% stun chance while Precision is active. | Interrupts. Manual. |
| Defiance | Removes debuffs, 5 s immunity to status effects. | Your panic button. Never in a macro. |
| Traps (Ensnaring, Explosion) | Ground control: airborne, damage. | Explosion Trap goes off at your feet, not the target's. Manual only. |
Opener (before the fight starts): Vaizel's Authority, Bow of Blessing, Supporting Fire, then Gale Arrow, then Marking Shot. Now you are buffed and have Precision.
Loop:
Turn on the Skill Queue option in settings so held keys chain cleanly. Then build the game's own macro with a 10 ms delay:
Use the game's own macro window only. Mouse-software macros break the EULA and get accounts restricted.
1. Bind the key. Escape, Settings, Key Settings, General tab, scroll to Gameplay, find the Macro row (empty by default), click it and press a key. A side mouse button or right mouse button is best, because you hold it for whole fights. While here, turn Skill Queue on.
2. Build it. Open the Skill window. Top right is a Macro button with 1, 2, 3 next to it (one macro per skill preset; stay on 1). Click Macro. You get numbered slots, each with a Delay box. Click a slot, pick a skill. Fill them in this order, skipping what you don't have yet:
| Slot | Skill | When you get it |
|---|---|---|
| 1 | Gale Arrow | early |
| 2 | Snare Shot | early |
| 3 | Burst Arrow | Lv 10 |
| 4 | Drill Dart | early |
| 5 | Tempest Shot | early |
| 6 | Explosive Arrow / Griffon Arrow | stigma |
| 7 | Vaizel's Authority | stigma, Lv 22–23 |
| 8 | Supporting Fire | stigma |
| 9 | Bow of Blessing | stigma |
Type 10 in every Delay box and hit Confirm. Turn on Repeat while key is held. Close the window; it saves itself. Ping 80 or higher: use 40 instead of 10.
3. Hotbar. Drag these onto keys of their own: Deadshot (1), Marking Shot (2), Defiance (3), Arrow Scattershot (4).
4. In a fight. Press 2. Hold left mouse (Snipe) and hold the macro key. Press 1 whenever Deadshot lights up. Press 2 again every 15 s, standing still. Press 3 when something bad lands on you.
5. Test it on a training scarecrow with the Combat Analysis window (Ctrl + X). If Deadshot almost never comes back, a buff or toggle got into the macro; take it out.
Some players keep slots 7 to 9 as a second macro on preset 2 so the three burst buffs can be popped together on a boss instead of firing on cooldown during trash. Optional.
Skills gain extra effects at levels 8, 12 and 16 ("specializations"), and level 8 and 12 are the ones that change how a skill feels. Actives normally cap at 10; Daevanion boards push them past that.
You get a handful of slots (four at KR launch, later six) and shards are scarce, so this is the order:
| Stigma | What it does | Verdict |
|---|---|---|
| Vaizel's Authority [Vayel's Blessing] | +Attack (about 20%), +Perfect Chance, +Weapon Damage Boost for its duration. At stigma level 20, crits have a 50% chance to shave 1 s off cooldowns. | Mandatory. The number-one stigma. Upgrade it first. |
| Supporting Fire [Concentrated Fire] | Summons a damage sphere for 30 s that shoots alongside you. | Mandatory. Upgrade second. |
| Bow of Blessing | +200 Critical Hit, +100 Accuracy, and converts crit into a big damage buff. | Mandatory. Upgrade third. |
| Explosive Arrow | Large single hit on a slowed or rooted target. | Best 4th slot for bosses. |
| Griffon Arrow | Burn damage over time; strong opener. | Great 4th or 5th slot, especially for solo and AoE. |
| Illusory Arrow | Strong damage, two charges at level 20. | Alternative 4th; cast by hand. |
| Arrow Storm | Area stun. | Take for packs, PvP and solo. |
| Mother Nature's Breath [Hand of Great Nature] | Defensive. | Take it while you learn dungeons if you keep dying. |
| Ambush Kick | Teleport behind the target and kick away for distance. | PvP repositioning. |
| Stealth | 10 s invisibility out of combat. | Utility only. |
Node colors: gray small flat stats, orange/gold big percentage stats, green passive skill levels, blue active skill levels. Points come from side quests and sealed dungeons (do them), plus a one-time 50-crystal buy in the Shugo shop.
Route around nodes that do nothing in PvE: Multi-hit Resist, Critical Damage Tolerance, and the general HP > main stat (Might) > secondary rule applies when two paths cost the same.
A first character takes about 20 to 25 hours at a careful pace; the launch-day guides' "4 to 5 hours" is for people who already know the route and skip everything. Plan for somewhere between.
| Levels | Do | Skip |
|---|---|---|
| 1–10 | Tutorial. Learn Snipe, Marking Shot, dodge. Take the Teleport Scroll quest at 10. | Everything optional. |
| 10–15 | Main story only. Kite: shoot, walk backwards, shoot. Nothing needs to reach you. | Repeatable "kill 10" quests. Enhancing starter gear. |
| 15–25 | Join a Legion at 16 for the 30% XP buff. Equip the campaign rare set, +5 it. Krao Cave (Exploration) opens at 20. Level 22: Odyle starts. Stigma quest around 22–23: get Vaizel's Authority. | Opening Exploration reward cubes (bank the Odyle). |
| 25–35 | Urugugu Canyon (Exploration) at 28. Daily Dungeon opens at 30: run it every day, entries don't bank, best XP and stones at this level. Vaizel board at 30. Daevanion: gold tiles, then Deadshot/Gale/Drill Dart. | Backtracking for side quests you passed; do the ones in the zone you're in. |
| 35–45 | Fire Temple (Exploration) at 35. Hall of Illusion weekly from 41 (one source, unconfirmed). Save Abyss Points for stigma contracts. Bank recovery potions for 45. | Spending AP on anything but contracts. |
| 45 | Belt and amulet from the campaign. Conquest dungeons open: Krao Cave and Draupnir (ilvl 700), Urugugu and Vakron Sky Island (1,400), Fire Temple and Ferocious Horn Den (2,100). Both Transcendence towers. Buy contracts. Switch to the Daily tab. |
Optional trick from the KR guides: pause XP just under 25 so the level-25 campaign chapter unlocks the moment you ding, instead of sitting on a gate.
What matters once you're 45 and the dailies are routine: which upgrades carry over, which stats are worth chasing, what lines to roll on each piece, and how the slow systems (Arcana, Daevanion, Genus, wings) fit. Tip from the doc: select any item in game and pick Source to see where it drops.
| Item level | Farm | Notes |
|---|---|---|
| 45 → 1,400 | Story gold weapon, Belt, Amulet; regional-quest blue jewelry and runes; every sealed dungeon and stronghold; Draupnir and Krao Cave Conquest (one-star) | Bow and Belt/Amulet to +10, blue pieces to +5. Rifts on sight for Abyss Points and Kinah. Shugo cards into Daevanion Crystals. |
| 1,400 (test client) / 1,600 (KR) → 1,900 | Vakron Sky Island Conquest (two-star, 2–5 players, 40 Odyle a chest) | Drops armor. Urugugu Canyon drops weapon and accessories; skip it, you craft or buy those later. Every 21st chest is a Gear Change Voucher: two plus 1.5M Kinah make the piece that won’t drop. Vakron set to +10. Fill every gold slot, enhance each to +5 on sight; lowest-item-level slot first. |
| 1,900 → 2,100 | Two-star Transcendence | Arcana for item level only: two green cards (Bell, Mirror) plus gray fillers. Ignore the lines at this stage. |
| 2,100 (test) / 2,200 (KR) → 2,500 | Ferocious Horn Den Conquest (three-star) | Nuakum armor, Enraged Kromede weapons, Wrathful Ego. Long-term gear. Stay until most of the set drops, then Gear Transfer the Vakron enhancement into it. |
| 2,500 → 2,800 | Four-star Transcendence | Gold Arcana with the skill rolls you want. 2,800 opens the ten-player dragon raid (Ludra). |
Abyss Points: stigma contracts first (Vaizel’s Authority, Supporting Fire, Bow of Blessing, Explosive Arrow). Then two rings, two earrings and a necklace from the Abyss shop, +5 each, before the weapon. Around 200k AP for the set.
Sources: couga54 post-45 route, metabot gear progression, kodex roadmap, mmoexp 1,400–1,600 guide. Item-level gates differ between the global test client and KR; your dungeon window is the truth.
| Layer | What it is | Transfers? |
|---|---|---|
| Enhancement | Kinah + Enhance Stones. Yellow/Unique goes to +15, then 5 "Amp" levels (Amplify Stones). Orange/Heroic goes to +20, then 5 Amp. Amp unlocks orange stats (weapon: +150 Attack, +5% Attack Increase at Amp 5). | Yes. Unique +15 Amp 5 becomes Heroic +20 Amp 0. |
| Stat Lines (Soul Binding) | Random lines from a pool per slot. Reroll one with Synch Stones, shuffle all with Reset Books, raise their value with Soul Codex books. At 100% Soul Binding Rate, two Philosopher's Stones add an extra line. | Yes, except the Philosopher's extra line. |
| Manastones / Soulstones | Manastones for weapon and armor, Soulstones for accessories. Each stone rerolls every socket. Grades gray, green, blue, yellow. | No. |
| Theostone | Weapon proc stone. Under 1% of your damage. Pick the one that looks good. | No. |
| Potential | PVE Damage Boost (weapon, accessories) or Tolerance (armor), via Potential Stones from Conquest. | No. |
Transfer Stones come from Substance Morphing Heroic gear: one Heroic piece gives 5 fragments; an accessory stone costs 10, armor 15, weapon 20. Moving Unique into Heroic needs 5 extra Unique stones. Hoard Heroic fragments. The doc's advice: don't transfer into the first Heroic set (Ancient Spirit); wait for the second (Faded Shadow). Rolling lines on Unique is cheap; on Heroic it's painful.
Special pieces. Belt and Amulet come from the level 45 story and use their own scrolls (Belt: Strongholds; Amulet: feather turn-ins), +10 then Substance Morph to the next grade. Runes enhance by smashing two together and blow up on failure; endgame players sit around +7. Bracelet (Pantheon stats) drops from the first raid, Ludra. Pendant arrives with the level 50 chapter.
Manastone roll order: Front/Back Damage Boost, then Weapon Damage Boost ≈ Crit Damage Boost, then Damage Boost, then Attack. A yellow Boost line (+100) is 1% on your sheet; two yellow Attack lines are about one yellow Boost line.
| Raid | Accuracy | Critical Hit |
|---|---|---|
| Ludra | 1,500 | 1,600 |
| Corroded | 2,350 | 2,500 |
| Muspel Hard | 2,800 | 3,150 |
These include group buffs, PVE Accuracy and Block Penetration, so your Main Stats page reads lower.
Priority is by how rare the line is to roll, not raw value. Percentages are rough roll chances. Armor pieces fill the rest with passive-skill lines; only rings give active-skill lines, which is how you push Deadshot, Gale Arrow and Drill Dart past 10.
| Piece | Lines, in priority |
|---|---|
| Weapon / Guard | Damage Boost (2%), Combat Speed (4%), Weapon Damage Boost (4%), Might (5%), Multi-hit (5%), Precision (6%), Attack (6%) |
| Helmet | Double Chance, Attack Increase, Attack, then passives |
| Cloak | Double Chance, Attack Increase, Perfect Chance, Attack, then passives |
| Shoulder | Double Chance, Critical Damage Boost, Attack, then passives |
| Chest | Perfect Chance, Damage Boost, Attack, then passives |
| Pants | Attack Increase, Perfect Chance, Damage Tolerance, Attack, then passives |
| Gloves | Perfect Chance, Combat Speed, Attack, then passives |
| Shoes | Perfect Chance, Movement Speed, Attack, then passives |
| Necklace | Combat Speed, Might, Attack, passives; Accuracy if you're under the cap |
| Earring | Move Speed, Might, Precision, Attack, passives; Accuracy if needed |
| Rings | Might, Precision, Attack, then active skill lines (Deadshot, Gale Arrow, Drill Dart) |
| Bracelet (Pantheon) | Illusion (cooldown), Wisdom (Double Chance), Destruction (Attack), Time (Combat Speed), Justice, Space |
| Brooch | Might, Precision, Accuracy, Constitution, Critical or Block |
Never use a lower-grade Synch Stone on higher-grade gear (10% chance to reroll the line you wanted). Avoid landing your best line on the Philosopher's extra slot; it won't transfer.
Active skills go to 10 with Wisdom Stones (leveling, feather turn-ins, Nightmare and Shugo shops). Beyond 10 the levels come from ring stat lines, Daevanion boards and Arcana. Specialty Perks: level 8 opens the first three perk options and one slot; 12 opens the fourth perk and a second slot; 16 the fifth perk; 20 the third slot. Every class has a couple of skills that need 20 for the build to come online. Pick your two most important skills early (for Ranger: Deadshot and Gale Arrow, then Drill Dart) and push them; endgame KR runs 2 to 5 skills at 20. Then key passives, which KR players push to 25 to 30.
Stigmas: up to 6 equipped in KR (maybe fewer at global launch). Each has 5 perks unlocked by level; you get all unlocked perks at once. Level 20 is the last perk, 25 after the level-50 chapter with Superior shards. Shards come from combining Unstable Stigma Shards (PVE drops) or straight from Abyss Points (Supply Requests, Daily Duties, Weekly Commands, Abyss kills).
Eight boards. Tiles: gray basic stats, green passive skills or double stats, blue active skills or % stats, orange big stats on the corners and edges. Respec is nearly free, so don't agonize.
Ten card types, seven sets; global launches with fewer (Asia had five cards, Compass through Mirror, and two sets). Each card carries a Pantheon stat plus up to four lines of stats or skill levels. Chalice and Scale can roll any skill; Parchment and Compass split your actives; Bell and Mirror split your passives; Key, Hourglass, Dice, Lantern are pure stats.
Level a card to 5 by feeding other cards or Training Arcana (from Transcendence); each level adds +1 to a random skill line on it. You can craft cards in Transmute and choose the lines; the doc calls this 100% worth it, Chalice first. Early on, run a cheap set that gets your key actives to 20 while you farm the crafted one.
Five-card setup: Primal Vigor: Chalice (Time), Parchment (Life). Magic Armor: Compass (Death), Bell (Destruction), Mirror (Wisdom). The three that matter: Chalice-Time (Combat Speed), Bell-Destruction (Attack Increase), Mirror-Wisdom (Double Chance).
Boards Cogni, Fera, Natura, Varian, Special, nine lines each. Raising Insight (board level) opens lines and better grades. Analyze rerolls every unlocked line; locking lines makes the next roll pricier.
Three Genus presets exist. Pets also grant "Owned Effects" passives as you collect and level more of them.
Wings give stats when worn and when owned; upgrading to +10 grows the owned effect and reveals a hidden last line. KR Rangers as of August 2026: Eroded Wings (54.5%), Talisra's Wings (25.5%), Illusory Echo Wings (6.5%). Eroded's Front Attack Damage Boost sits in its own multiplicative bucket, which is why even ranged classes run it. Not all wings exist at global launch.
"Pure Attack" is the doc's label for the attack that Weapon Damage Boost multiplies: weapon, guard and accessory attack, Attack stat lines, manastone Attack, and closet (transmog) bonuses. PVE defense removes 10% of the defense value from damage (1% in PVP), which is why Penetration is weak. Damage Tolerance counters Damage Boost directly; Endurance halves a hit and bosses can't penetrate it. Closet skins add a % to weapon attack as you unlock more of them.
Source: Kanon's Aion 2 Bible (Google Doc, last updated 9/20/2026, twitch.tv/kanonxo). Numbers are Korean endgame; the author flags transfer, potential, accuracy caps and Arcana availability as unconfirmed for global.
Resets. The daily list clears the first time you open the page after the daily reset hour. The weekly list clears after the reset hour on the reset day. Both are computed in your browser's local time from the settings tab, so set the hour to match the in-game reset once the global clock is known. Nothing clears while you are mid-session.
Launch schedule. Advance Access for Founder's Pack buyers runs Sep 30 to Oct 4, 2026. Free launch is Mon Oct 5, 2026 at 06:00 PDT / 13:00 UTC on Steam and the PURPLE launcher. Korea and Taiwan reset at 05:00 server time (UTC+9 / UTC+8) daily and Wednesday weekly; global has not published its clock, so the first weekly reset here is presumed Wed Oct 7.
Counts and numbers come from the Korea/Taiwan release and launch-week guides and may shift for global. Enhancement costs and rates for global are unpublished. Edit any cap in the settings tab. Sources disagree on Daily Dungeon (7 vs 14 per week); the higher one is the default.