Aion 2 Week One

A from-zero guide, a Day 1 route, first-week goals, and daily/weekly loops for the global launch. Everything saves in this browser; dailies and weeklies reset themselves.

What this is

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.

Three decisions before you log in none of them are easy to undo

1. Faction: Elyos or Asmodian

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.

If friends already picked a side, pick that side. That matters more than anything else. Otherwise choose on looks. Elyos tends to be a little more populated.

2. Server

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.

3. Class

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.

ClassRoleWeaponRangeNew-player feel
TemplarTankSword + shieldMeleeEasy to survive with. Always wanted in groups, so fast queues. Slow kills solo. You are responsible for holding the boss.
GladiatorMelee damage, off-tankGreatswordMeleeSturdy bruiser with self-healing. Good solo. Needs some combo practice to shine.
AssassinBurst melee damageDual daggersMeleeHuge burst, very mobile, fragile. Feels great when it works, punishes mistakes.
RangerPhysical ranged damageBowRangedSimple combos, keeps its distance, forgiving. Weak up close. The most common "first character" pick.
SorcererMagic ranged damageSpellbookRangedBig area damage and crowd control. Squishy, so positioning matters.
SpiritmasterSummoner, ranged damageOrbRangedPet does the frontline work; you curse and drain. Strong solo, the most to manage.
ClericHealerMaceMelee/closeSimple to play, hard to play well. Highest group demand. Lowest damage. Can resurrect.
ChanterMelee supportStaffMeleeHits things and buffs the party. Flexible and self-sufficient, master of none.
Never played an MMO? Ranger is the safe pick, and it has its own tab on this site. Want to be wanted in groups from day one? Templar or Cleric, but know that tanking and healing mean the group looks at you when things go wrong. Want to solo comfortably? Gladiator or Spiritmaster.

Then: one character, or alts?

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.

What your first day looks like

  1. Settings first. The game has two control modes: an action mode where you aim with the camera, and a classic tab-target mode like the old Aion. Try both in the first fight. Set graphics so the frame rate is steady, and look at the keybinds.
  2. Tutorial to level 10 takes ten to fifteen minutes. Then the main story opens.
  3. Follow the main story (the gold quest marker) and ignore side content today. The story is what unlocks every system, and it is the fastest levels you will ever get. You will be able to fly early on: flight has a power meter; wind paths and updrafts move you faster for less power.
  4. Around level 16 to 18 the first dungeon opens. Run it solo once. It is a check that your class feels right and a first look at group mechanics.
  5. Level 22 is the first milestone that matters: Odyle Energy starts generating (see below). That is about an hour in. If you plan to use alts, every alt should reach 22 as soon as you can spare the time.
  6. Level 45 is the cap. Guides estimate four to five hours of story. Everything on the Daily tab unlocks around here.
Spend nothing on your first day. Do not enhance gear, do not socket stones, do not buy anything on the market. Everything you wear before 45 gets replaced, and the currencies you would spend are the scarce ones later.
Settings worth changing the ones that matter; leave the rest default
CombatControl Mode: try both (AION 2 = action camera, AION 1 = tab-target; Minus key swaps). Skill Queue: on. Set Main Target upon Attack: on. Target Tracking and Auto Target upon Skill Use: off. Life Potion Auto Use: about 60% (default 70% wastes potions). Buff Auto-Use Conditions: In Combat. Auto Sprint / Auto Flight / Auto Extraction: on. LootingObtaining Gear: All at first; untick Common once your Cube (inventory) fills with junk. CameraMaximum Camera Distance: Far. Camera Shake: off. Teleport Effect Color: Dark. Show World Map Transition Effects: off. Info DisplayDisplay Skill Range and Enemy Aggro Range: on. Display Boss Orientation: on. Low HP Warning Threshold: 20%. GraphicsNative resolution, V-Sync off. Upscaler: DLSS Quality. Motion Blur and Depth of Field: off. Player Particle Effect Display: You and your party. Mass Combat Quality: the first thing to lower if it stutters. HUDUI Scale: up until tooltips read easily; Medium at 1440p. Keys to knowShift dodge/sprint, Space jump/glide, V fly, C mount, Tab switch target, X drink potion, K skills, I inventory, M map, F12 hide UI.

The systems, in plain words tap one to open it

Level, gear, item level and Combat Power the numbers that gate content

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.

Enhancement and the stone slots how gear gets stronger, and what is wasted

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.

Lock every item you care about the moment you get it (right-click, Lock). One misclick in the extraction or synthesis window destroys it.
Odyle Energy the resource that caps how much you can do per day

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 your build-defining extra skills

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.

Daevanion boards permanent passive power, six boards

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 cards, pets, Pantheon the slow long-term tracks

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 and PvP where the two factions meet

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, Nightmare, Duty Quests the short daily things

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.

Money and membership Kinah, Quna, and the $15 question
KinahThe normal currency, shared across your characters. From quests, dungeons, selling drops. Spent on enhancement, crafting, vendors. QunaThe real-money currency. Can be exchanged for Kinah on the market. Abyss PointsPvP/Abyss currency. Gear, accessories, stigma contracts. Medals of MeritThe Abyss shop's second currency (silver, gold, platinum) with weekly buy caps. Enhancement StonesConsumed to enhance gear. The scarcest early resource. Daevanion Points / CrystalsSpent on the Daevanion boards. FeathersCollected in the capital. Feed the Monolith (skill points) and the Revelation Amulet.
Free accounts cannot use the Market (the auction house) or the Quna-to-Kinah exchange, and there is no direct player trading. That is locked behind the optional membership, about $15 a month. Decide in week one whether you want to buy and sell at all. Never buy Kinah from third parties; accounts get banned for it.
Quests, zones, legions the shape of the world

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.

Mistakes new players make

  • Trusting old Aion guides. This is a different game with different systems.
  • Enhancing or socketing gear you will replace. Stones do not transfer. Amulet and belt first.
  • Spending Odyle Energy on low-level cubes. Bank it for 45.
  • Splitting stigma shards across several builds. One PvE setup first.
  • Rerolling because someone else is faster. Deletion has a cooldown and you lose a day.
  • A pile of alts you never log into. They only pay off if played daily.
  • Buying on the market by stack price instead of unit price.
  • Burning resurrection stones on trash deaths. They are limited and expensive.
  • Ignoring the dodge. Bosses telegraph; learn one defensive skill per class before group content.
  • Sitting at the Odyle cap. Regen above the cap is lost.

Glossary

Abyss
The shared PvPvE zone between the factions. Also the name of the weekly "hours in the zone" cap.
Abyss Corridor
Five-minute instance opened by holding the matching artifact. Richest AP source.
Abyss Points (AP)
PvP/Abyss currency for gear and stigma contracts.
Arcana
Five-slot card collection that adds Combat Power. From Transcendence.
Ascension Trial (Ascension Test)
Solo weekly dungeon, 3 runs per character. Manastones, soulstones, Daevanion fragments.
Battlefield
Scheduled instanced PvP. 3 win rewards per character per week.
Belt (Noble Belt)
Never-replaced gear slot, progressed through strongholds.
Command Missions
The 12 weekly PvE quests from the Command merchant. Per server.
CP (Combat Power)
One number summarizing total character strength.
Cube
Two meanings: the reward chest at the end of a dungeon (opened with Odyle Energy), and hidden world chests opened with Cube keys from sealed dungeons.
Daeva Pass
The season pass with daily and weekly missions. Progress it on every character.
Daevanion boards
Six permanent passive-stat boards unlocked with points and crystals.
Daily Dungeon
Opens at level 30. 90-second solo wave run, up to 14 entries a week, big enhancement-stone payout. Missed days are lost.
Duty Quests
5 short daily quests, per server, from level 45.
Expedition: Conquest / Exploration
Exploration is the leveling version (Krao Cave 20, Urugugu 28, Fire Temple 35). Conquest is the level-45 version with item-level gates (Krao/Draupnir 700, Urugugu/Vakron 1,400, Fire Temple/Ferocious Horn 2,100); 3 a day, 4-player.
Feather
Collectible in the capital city; feeds the Monolith and Revelation Amulet.
Gear Score / item level
Average strength of equipped gear. Gates dungeon entry.
Kinah
Standard currency.
Legion
Guild.
Manastone / Theostone
Socketed stat stone / socketed weapon proc stone. Neither transfers to new gear.
Monolith
Permanent skill-point system fed by feathers.
Morph
Converting a fully enhanced item to the next rarity.
Nightmare
Solo boss, 2 tickets a day (stack to 14), level 45.
Odyle Energy
Per-character resource (15 per 3 h, 120 a day) spent to open dungeon reward cubes.
Ordeal
Expedition tab that reruns an instance at adjustable difficulty; resets weekly.
Pantheon
Statues, paintings and colossi granting passive stats. Slowest system.
Quna
Real-money currency.
Raid
4-player weekly, 3 runs. Ladra is the 10-player one, 2 runs.
Revelation Amulet
Never-replaced accessory upgraded with feathers. Weapon damage and defense percentages.
Sanctuary
10-player boss content, 2 a week, needs about CP 2700. Not a week-one thing.
Sealed dungeon
Question-mark mini dungeons. Daevanion crystals, enhancement stones, Cube keys.
Shugo Festival
Minigames every 15 to 30 minutes. 2 keys a day, stack to 14.
Soul Binding
Second stat block on gear. Transfers to new gear.
Spacetime Rift
Red portal into enemy territory, opens on a schedule (every 4 h). PvP, rift quests, AP.
Stigma / Stigma Shard
Equippable advanced skill / the upgrade material for it.
Supply Requests
Delivery orders (materials or gear parts) for AP. Emergency ones are daily, weekly ones are seasonal.
Transcendence
Timed, graded 2-to-4-player dungeon, 2 a day. Arcana cards and Theostones. Two "towers" to clear at 45.
Transfer crafting
Crafting the next tier of gear while carrying enhancement and Soul Binding over.

How the Ranger plays

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.

Leveling summary from the guides: "kite backwards forever, zero gear needed." Ranger is one of the three fastest levelers and the most forgiving first character.

Your build at level 1 drag the slider; it remembers

1714223045

Skills cheat sheet names as the global client shows them; older guides use Korean-translated names in brackets

SkillWhat it doesHow to use it
SnipeBasic 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 ShotDamage buff with critical bonuses.In the macro. Level 16.
Snare ShotSlows 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 ScattershotHits harder than Snipe, but only on a staggered target.During stagger windows on bosses.
Suppressing Arrow40% stun chance while Precision is active.Interrupts. Manual.
DefianceRemoves 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.

Passives

Focused EyeAccuracy, PvE damage boost (about 1% per level), Double Chance. Mandatory, max it. Hunter's ResolveBig Critical Damage boost. Mandatory, max it. Hunter's SoulExtra damage on crits, boosted further by Vaizel's Authority. Next. Concentrated Fire50% chance of an extra hit on bleeding/DoT targets. Next. Wind VigorStamina and movement speed on hit. Quality of life. Vigilant EyeEvasion, max HP, heal on dodge. Take it if you keep dying.

Rotation

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:

  1. Hold Snipe as your basic attack the whole time.
  2. Hold the in-game macro key; it fires the skills below as they come off cooldown.
  3. Charge Deadshot by hand every time it is ready and Precision is up.
  4. Recast Marking Shot by hand every 15 s.
  5. Recast Snare Shot every ~5 s so Burst and Explosive Arrow keep hitting.

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:

Line 1: Gale Arrow → Snare Shot → Burst Arrow → Explosive Arrow → Griffon Arrow Line 2: Drill Dart → Tempest Shot Line 3: Vaizel's Authority → Supporting Fire → Bow of Blessing (or on one key, pressed together on bosses)
Keep these out of the macro and on your own fingers: Deadshot (the charge gets interrupted), Marking Shot, Defiance, traps, movement, and any boss-specific cooldown. The three most common Ranger mistakes are charging Deadshot without Precision, charging it right before a forced move, and treating Burst Arrow or Scattershot as unconditional filler.

Setting it up, click by click

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:

SlotSkillWhen you get it
1Gale Arrowearly
2Snare Shotearly
3Burst ArrowLv 10
4Drill Dartearly
5Tempest Shotearly
6Explosive Arrow / Griffon Arrowstigma
7Vaizel's Authoritystigma, Lv 22–23
8Supporting Firestigma
9Bow of Blessingstigma

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.

Skill points: what to level first

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.

  1. Deadshot, Gale Arrow, Drill Dart to 8, then to 12. These three are the build.
  2. Focused Eye and Hunter's Resolve as high as you can. Guides want the two of them above 67 combined levels before you touch anything optional.
  3. Snipe to 16. Tempest Shot to 16.
  4. Snare Shot and Burst Arrow to 12 and stop.
  5. Everything else last.

Stigmas unlock around level 22 to 23 after the Ascension quest

You get a handful of slots (four at KR launch, later six) and shards are scarce, so this is the order:

StigmaWhat it doesVerdict
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 ArrowLarge single hit on a slowed or rooted target.Best 4th slot for bosses.
Griffon ArrowBurn damage over time; strong opener.Great 4th or 5th slot, especially for solo and AoE.
Illusory ArrowStrong damage, two charges at level 20.Alternative 4th; cast by hand.
Arrow StormArea 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 KickTeleport behind the target and kick away for distance.PvP repositioning.
Stealth10 s invisibility out of combat.Utility only.
Week-one loadout: Vaizel's Authority, Supporting Fire, Bow of Blessing, Explosive Arrow. Swap Explosive for Mother Nature's Breath the first time you run a dungeon you don't know. Put every shard into Vaizel's Authority until it feels silly, then Supporting Fire.

Daevanion boards for a Ranger

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.

  1. Take every gold node on each board first.
  2. Blue nodes for Deadshot, Gale Arrow and Drill Dart, up to +4 each across the four skill boards.
  3. Green nodes for Focused Eye and Hunter's Resolve, +4 each.
  4. Then the remaining actives and passives.
Nezekan (Lv 12)Combat Speed and cooldown reduction. Zikel (Lv 20)Damage Boost. Vaizel (Lv 30)Critical Damage. Ranger is a crit class; this is your best board. Triniel (Lv 40)Multi-hit. Ariel (Lv 45)PvE stat board, fed by the weekly Ascension Trial. Prioritize it over Azphel (PvP).

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.

Stats and gear

Stat priority

While levelingCombat (attack) Speed, then Accuracy, then Critical Hit. Speed means more shots; accuracy means they land on higher-level mobs. At cap, PvEAccuracy up to what the content needs, then Critical Hit, then Attack / Might, then Damage Boost, then Critical Damage. Don't stack accuracy past the requirement. BenchmarksSeason-1 raid guides quote about 1,500 Accuracy and 1,600 Critical Hit with group buffs and food. Combat Speed target 88.1% with Gale Arrow up; below that you drop a shot every cycle. Divine statsDestruction [Zikel] for Attack, Wisdom [Lumiel] for Double Chance, Time [Siel] for Combat Speed (usually one line on the bracelet), Illusion [Kaisinel] for cooldowns.

Gear

  • Bow first, always. Weapon damage multiplies every skill. Then the Revelation Amulet and Noble Belt (never replaced), then armor only as much as content demands.
  • Leveling gear: the campaign hands you a 7-piece rare set around level 15 to 25; +5 it and stop. Fire Temple (Exploration, level 35) drops a PvE bow worth taking to +10. Don't spend stones before level 15 gear.
  • Soul binding wishlist: bow: Combat Speed, Damage Boost, Weapon Damage Boost, Multi-hit Chance, Might. Armor: Focused Eye and Hunter's Resolve levels. Rings: +levels on Deadshot, Gale Arrow, Drill Dart. Necklace: Combat Speed and Might.
  • Manastones (only into gear you keep): Front/Back Damage Boost, then Weapon Damage Boost or Critical Damage Boost, then Damage Boost, then Attack. Aim for at least one yellow Boost line.
  • Theostone: under 1% of your damage. Socket whatever you have; pick for the weapon glow if you like.
  • Endgame path (KR): Nuakum armor from Ferocious Horn Den, Enraged Kromede accessories, then the Shining variants, then the crafted Splendent Ebony Dragon Lord set.

Leveling 1 to 45 as a Ranger

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.

LevelsDoSkip
1–10Tutorial. Learn Snipe, Marking Shot, dodge. Take the Teleport Scroll quest at 10.Everything optional.
10–15Main story only. Kite: shoot, walk backwards, shoot. Nothing needs to reach you.Repeatable "kill 10" quests. Enhancing starter gear.
15–25Join 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).
25–35Urugugu 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.
35–45Fire 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.
45Belt 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.

Ranger setup checklist

Endgame reference digest of Kanon's Aion 2 Bible (KR, ~1k hours); global may differ

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.

Gear route from 45 to the raid which dungeon to farm at each item level
Item levelFarmNotes
45 → 1,400Story 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) → 1,900Vakron 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 → 2,100Two-star TranscendenceArcana for item level only: two green cards (Bell, Mirror) plus gray fillers. Ignore the lines at this stage.
2,100 (test) / 2,200 (KR) → 2,500Ferocious 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 → 2,800Four-star TranscendenceGold 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.

The layers on a piece of gear and what survives a transfer
LayerWhat it isTransfers?
EnhancementKinah + 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 / SoulstonesManastones for weapon and armor, Soulstones for accessories. Each stone rerolls every socket. Grades gray, green, blue, yellow.No.
TheostoneWeapon proc stone. Under 1% of your damage. Pick the one that looks good.No.
PotentialPVE 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.

Which stats are worth chasing KR endgame damage per point
Double Chance > Front/Back Attack Boost > Weapon Damage Boost ≈ Critical Damage Boost > Damage Boost Attack > Max Attack > Attack Bonus > every other "Attack" Combat Speed: S-tier, stack it (ping and FPS eat it)
  • Double Chance: a chance to deal double damage. Best offensive stat in the game. Bosses resist 30%.
  • Weapon Damage Boost multiplies "Pure Attack" (weapon, guard, accessory attack, Attack lines, manastone Attack). Its own bucket, so it stays valuable.
  • Critical Damage Boost starts at 50%. Ranger already has crit-damage passives (Hunter's Resolve, Bow of Blessing), so each extra point is worth a bit less for you (about 0.4% per 1%).
  • Damage Boost is additive with PVE, Boss and Species Damage Boost, so it dilutes as you stack it.
  • Perfect procs your max attack range. About 0.1% per 1%. Low value.
  • Multi-hit: chance for 1 to 4 extra hits at 5% each. Roughly 0.33% per 1% in the KR range.
  • Accuracy vs Block and Crit vs Crit Resist use the same curve: about 6 to 7% per 100 points of difference, capped at 80% at a 1,200 gap.
  • Power Shards (consumable): regular +4.65% damage, Superior +8.9%. Always have them on.

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.

Accuracy and Crit to aim for (raids, unconfirmed for global)

RaidAccuracyCritical Hit
Ludra1,5001,600
Corroded2,3502,500
Muspel Hard2,8003,150

These include group buffs, PVE Accuracy and Block Penetration, so your Main Stats page reads lower.

Ideal stat lines per piece roll for the rarest lines first

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.

PieceLines, in priority
Weapon / GuardDamage Boost (2%), Combat Speed (4%), Weapon Damage Boost (4%), Might (5%), Multi-hit (5%), Precision (6%), Attack (6%)
HelmetDouble Chance, Attack Increase, Attack, then passives
CloakDouble Chance, Attack Increase, Perfect Chance, Attack, then passives
ShoulderDouble Chance, Critical Damage Boost, Attack, then passives
ChestPerfect Chance, Damage Boost, Attack, then passives
PantsAttack Increase, Perfect Chance, Damage Tolerance, Attack, then passives
GlovesPerfect Chance, Combat Speed, Attack, then passives
ShoesPerfect Chance, Movement Speed, Attack, then passives
NecklaceCombat Speed, Might, Attack, passives; Accuracy if you're under the cap
EarringMove Speed, Might, Precision, Attack, passives; Accuracy if needed
RingsMight, 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
BroochMight, 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.

Skills, Specialty Perks and stigma levels what level 20 on a skill means

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).

Daevanion boards the Paragon-board lookalike

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.

  • Four white boards (Nezekan, Zikel, Vaizel, Triniel) share one point pool and can't be fully filled. Order: your key active skills first (to reach 12, 16, 20), then the big orange tiles, then every Attack Bonus gray tile. You'll have enough for all active and passive skill tiles eventually.
  • Skip in PVE: Multi-hit Resist (Triniel), Critical Damage Tolerance (Vaizel), Weapon Damage Tolerance (Marchutan). Path around them.
  • Four colored boards, separate points each, no skill levels: Ariel (PVE boost/tolerance, finish it from Conquest and Transcendence), Azphel (PVP, skip), Marchutan (mid-game Weapon Damage Boost), Yustiel (endgame Attack/Defense Increase).
Arcana cards gear-with-set-bonuses, in card form

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).

Pet Genus five boards of rollable stats

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.

  1. Level each board to 10 before locking anything (exception: a high yellow or orange best-in-slot roll on line 4).
  2. Then roll with nothing locked until line 4 is right: Special = Double Chance, Varian = Front/Back Damage Boost, Fera = Weapon Damage Boost, Cogni = Critical Damage Boost, Natura = Multi-hit or Perfect.
  3. Then fill the rest: lines 1 and 5 Max Attack (or Attack Bonus); 2 and 8 HP %; 3, 6, 9 Power Shard Bonus (Crit or Accuracy instead until you're at cap); 7 Damage Tolerance.

Three Genus presets exist. Pets also grant "Owned Effects" passives as you collect and level more of them.

Wings for a Ranger equip effect + owned effect, enhance to +10

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.

The damage formula for the curious
[[[((Pure Attack × Weapon DB) × Multi-hit × Power Shard) + Attack Bonus) × Attack Increase % + PvE Attack + Boss Attack + Species Attack + Front/Back Attack] × Skill Coefficient] + Skill Additional Damage − (Defense − Penetration) × 0.1] × (Damage Boost + PvE DB + Boss DB + Species DB) × Crit DB × Double × Front/Back DB × Specialty

"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.

Reset clock

Korea/Taiwan reset at 05:00 server time daily and Wednesday 05:00 weekly. The global reset clock was not published at time of writing. Set the hour to whatever the in-game panel says once you see it.

Caps edit if the in-game panel disagrees

Notes

Saves as you type.

Backup

Storage is per browser. Export before switching PCs or clearing site data.
Sources & how resets work

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.

dailyPeriod = most recent (today or yesterday) at resetHour:00 weeklyPeriod = most recent resetDay at resetHour:00 on load / each minute: if stored period != current period → clear that list

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.