Aion 2 Class Guides

One page per class with everything in one place: how it plays, the in-game macro with its full 4-skill stacks, Global Season 1 stigmas and how high to level them, the skills to push to 20, specializations, a stigma tier list, gear notes and patch history. Below the classes are the basics that apply to everyone.

Loading classes…

DPS tier listWhich classes deal the most damage · Global right now vs Korea's endgame · tiers set Oct 14, 2026 (Global build 25926599) · numbers from NotMeter

Global right now top players, this week

Loading…

First number: damage compared with the average class at the same combat power on the same boss (every player's best parse per boss in NotMeter's Global top-50 lists, about 7,000 parses recorded Oct 11–15, mostly after the Oct 13 patch). Second: NotMeter's own Global score this week (100 = the median class). Global top players sit around 155–180k combat power. The tier letters are the audit's call, set on the Oct 7–14 data week, which was recorded before the Oct 13 Spiritmaster and Sorcerer fixes (NotMeter scores: Chanter 118.8, Ranger 114.9, Gladiator 110.5, Sorcerer 105.7, Assassin 96.7, Templar 92.9, Spiritmaster 82.5, Cleric 69.4; damage at equal power: Chanter +22.0%, Sorcerer +9.8%, Gladiator +5.3%, Templar +2.1%, Ranger +0.7%, Assassin −1.8%, Spiritmaster −5.6%, Cleric −25.6%). The class order held after the Oct 13 patch, except that on the newest week Templar edges Assassin (97.0 vs 96.1, inside the margin), which changes neither tier. The equal-power numbers move a few points with the method; on the top-20 set alone Ranger and Assassin swap places, while the top and bottom of the list hold.

Korea endgame 800k+ combat power, where Global is heading

Loading…

NotMeter's Korean class score this week (100 = the median class), from 800k+ combat power parties with matched combat power. The 1M+ ranking is nearly the same order. Brawler (Korea only, not in Global) tops it at ~112.

Why the two lists disagree

Easiest class to maxHighest damage for the least effort right now · how much of each class's damage a macro can do for you

Pick: Chanter, then Gladiator

  • Chanter is the top Global DPS at equal gear right now (+19% vs the average class this week, +22% in the audit's Oct 7–14 week), and about 97% of its damage runs from one macro key plus held left click: no charge skills, no ground targeting, and Dark Crush hits from 20 m. Parties want its buffs too. What you have to do: push Dark Crush to skill level 16 first (option 5), then Onslaught to 16, and keep Dark Crush casts high. Catch: in Korea's endgame it drops to the bottom of the DPS list, so it's the best pick for Season 1, not forever.
  • Gladiator is A tier with nearly 100% of its damage automatable: one skill (Overhead Slam + Upward Strike) is 61% of it, and the macro alternates it with Rending Blow for you. You stand in front (77% front hits) and in melee.
  • Templar is almost as simple (Judgment is 42.5% on one macro row) but it's the tank, and Punishment (11.5%) has to be charged by hand.
  • Spiritmaster is the audit's runner-up for ease: Sirin calls it a low-skill-floor class that "performs very well on high ping", and about a third of its damage lands whatever you press. Its Global damage is lower (B−).
  • Hardest to max: Sorcerer (Hellfire charge, two ground AoEs and six skills at 6% or more each), Ranger (Deadshot charge, 23.5%), Assassin (85% of hits must land from behind). All three are top-tier in Korea's endgame, so the effort pays off later.

How much a macro can do

ClassGlobal tierAutomatableWhat you still do by hand
ChanterS~97%Marchutan's Wrath; keep Dark Crush casts up
RangerA~77%Charge Deadshot (23.5%); Marking Shot
GladiatorA~99%Stand in front; Leaping Slam / mobility
SorcererA~60–80%Charge Hellfire (21.7%); place Fire Wall + Cold Storm (19.6%) unless the 6-entry macro does it
AssassinB~100%Stay behind the boss; time Illusive Clone
TemplarB~88%Charge Punishment (11.5%); tanking
SpiritmasterB−~100%Nothing big; a third of the damage is spirits on their own
ClericC~92%Charge Bolt (8.6%); healing

Automatable = share of a top Global player's damage that comes from skills a macro or held key fires at full strength. Charge skills fired by a macro come out uncharged: in Global parses a tap does only about a third of a Max charge (roughly 26–45%, depending on the method).

Global Season 1: roadmap, weekly checklist, class guidesFrom the shared Global class sheet (zxcastform), live roadmap as of Oct 14, and the Global class guides it links

Roadmap

  1. Level to 45 on the main story. Along the way: Sealed Dungeons (Daevanion crystals + skill points), regional quests, Feathers (only enough to reach Monolith level 30), Strongholds (belt scrolls) and Rift runs.
  2. At 45, early endgame (to about 1,600 score): Draupnir in Exploration (double-claim the first run for the pity). Regional quests for accessory upgrades and Clash Runes, but upgrade each Clash Rune only to +1 for now. Amulet to +10, then Substance Morph it to blue. Spend Azphel (PvP board) points: they add item level. Manastone everything once (about 1,000), then side content and Abyss feathers (about 1,400).
  3. Vakron in Exploration (save the pity chest), then Vakron in Conquest for Unique pieces (about 1,600).
  4. About 1,600: Uruguru for Unique accessories, while tapping earlier Unique pieces to +10 and running Transcendence level 1 for grey Arcana cards.
  5. About 1,900: Transcendence level 2 for blue / green cards. About 2,000: craft a gold Arcana card.
  6. Then Ludra prep (below). The Ludra raid (Sanctuary) isn't on Global yet; NC calls it upcoming.
  7. Later dungeons (the sheet's older Oct 2 roadmap and Allyria): Kromede for accessories and the weapon, Ferocious Horn Den for armor and guard (the armor lasts all of Season 1), Transcendence 3–4 for gold cards, then the crafted weapon and accessories. Sirin says the Kromede colossus was removed on Global, while the sheet and Allyria still list it.

Ludra prep: weapon, guard and rings +17; earring and necklace +16; armor and bracelet +15; Clash Runes about +5 (the sheet says only +1 early on; Allyria says not past +6/7 because upgrades are RNG-heavy, and a failed rune upgrade destroys the rune). Bosses in this week's Global data: Vakron (Tiere, Thamon, Vakron); Transcendence / Deus 4 (Atiel, Gelcos, Nazmun); Fire Temple (Kromede's Desire, Red Spark Ignus, Black Smoke Murute); Ferocious Horn Den (Watchdog Kwapo, Necromancer Duanka, Ferocious Horn Nuakum); Arkanis 4 (Siliator of Deceit, Talisra of the Void, Ruthilis of Pain). Systems to work on: stigma and skill points, Daevanion board, soul binding, Pet Genus, Pantheon, crafted weapon / guard / accessories. Boss guide videos: Vakron · Deus Stage 1 · Kromede · Ferocious Horn Den.

Daily / weekly checklist

WhatMainAlt
Duty quests (daily)5
Ascension Trial (weekly)33
Daily Dungeon (weekly)14
Battlefield (weekly)33
Dungeon energy+120 a day, caps at 840
Shugo Festival22
Nightmare2 a day2 a day
Substance Morph / Odyle craft204
PvE weeklies / PvP weeklies12 / 20
Abyss Corridors33
Artifact Siege · Subscriber shopwhen available
World bosses · Supply Request (optional)11

Checklist credit in the sheet: video. Roadmap credit: Divided.

Global is not Korea (yet)

  • Skill balance is Korea's, including the Sep 16 patch. Global parses show it live: Templars recast Noble Armor every 2 min (452 of 507 long fights), Chanters Guardian Blessing (85 of 93), and Assassin Shadowstrike's option 2 lasts 10 s. The aion2.app Global database is an older snapshot (Sep 18) that still shows the old values. Korea's Sep 23 changes are UNVERIFIED on Global.
  • Stigmas: 4 slots with a max level of 20. A fresh level 45 has about 32 stigma shards, the Abyss Point cap allows about 20 a week, and resets are free (Sirin's Global guide). The levels the slots open at are unresolved: reported as 22 / 27 / 32 / 37, but Allyria says the 4th arrives only at 45.
  • Cooldown reduction is far lower: the best Global gear measured ~19–21% on the launch-scale test, against 34–40% in Korea. Korean macros that rely on cooldown alignment (Sorcerer, Spiritmaster) run looser.
  • Divine (Pantheon) stats count half: 10 points = 1% instead of 5. Titles lost Smite / Double Chance, and Combat Speed and cooldown titles are ~30% lower.
  • Gear stat values are roughly halved, and Pet Genus is laid out completely differently (Double Chance only on Special line 4, max 3%). Use the Pet Genus section on each class page.
  • Arcana starts with 5 cards (Chalice, Parchment, Compass, Bell, Mirror).
  • Gear and boards: no Heroic gear in Season 1, PvE Damage Boost is gone from weapons, guards and accessories (Potential stats are PvP-only), Perfect is gone from capes, the Ariel board is removed, and the stat crit cap is 50%.
  • Smite = Double Chance: Global guides use both names for the same stat (a 2× damage proc).

Chanter vs Cleric party buffs (the first two pairs don't stack: Undefeated Mantra and Light of Protection take the higher level, and the Mantra wins a tie; a party member can't get Power of the Storm while Earth's Blessing is active)

ChanterEffectClericEffect
Undefeated Mantra (toggle)22.5% PvE damage and tolerance, +200 Crit, +200 Accuracy, +10% crit damage, +10% Double Chance, +20% PerfectLight of Protection (toggle)22.5% PvE damage and tolerance, +20% healing received, +200 Accuracy, +20% max HP, +10% Double Chance, +20% Perfect
Power of the Storm (22.5 s / 1 min)+20% Combat Speed, +200 Accuracy, +200 Crit, −10% cooldowns, +5% Attack, +10% weapon damageEarth's Blessing (20 s / 30 s)+10% Double Chance, +10% Defense, +10% Attack
Sprint Mantra (toggle)+20–22.5% move speed, +20% healing received, stamina regen, 15% chance to heal on hit, +5% EnduranceSummon Resurrection (1–2 min)Raises all fallen party members with 3–11 s invincibility and 20% HP (saves resurrection stones)

Meta parties take both and the Cleric drops Light of Protection for more heals, shields or damage. Values are the sheet's max-level numbers (stigma level 25, Korea). At Global's cap of 20, Undefeated Mantra and Light of Protection give 20% and Power of the Storm lasts 20 s: stigma buff durations grow with level, from 10 s at level 1 to 20 s at 20. Other pairs that don't stack: Gladiator's Experienced Counterstrike and Templar's Fury; Gladiator's Rage Burst (Wounded) and Templar Taunt's Shrink; Chanter's Earth's Promise and Cleric's Chain of Torment; two Chanters' Sprint / Undefeated Mantras.

Global class guides the sheet links

Source: Personal Aion 2 Class Info (Global class sheet by zxcastform; the author notes it's a starting point, not guaranteed 100% accurate) · Sirin's Global Spiritmaster guide (Sep 21) for the Global-vs-Korea numbers. The sheet's author is moving this content to daevaos.com: on Oct 14 the sheet's Chanter, Ranger, Sorcerer and Templar tabs were replaced by links there, while the Cleric, Spiritmaster, Gladiator and Assassin tabs, the Roadmap and Tips remain. Class pages cite the Oct 14 snapshot of the moved tabs.

Macro basicsHow the in-game macro window works · applies to every class

How a slot stack works

Each hotbar key has four rows above it, numbered 0–3. Pressing the key casts the lowest-numbered skill that's ready. Row 0 goes first, and row 3 is the filler. (Row 0 first is how the Korean setups work; no source states the firing order outright and it hasn't been tested on Global, so treat it as UNVERIFIED.)

A macro entry points to a slot, not a skill. When the macro reaches that entry, it uses the whole stack in priority order. The hotbar icon shows whichever skill is ready next.

Set it up (TW client, Global names in brackets)

  1. Press K. Drag skills into the rows above a hotbar key in the order on the class page (row 0 at the bottom).
  2. Click 基本技能輔助功能 [Macro], then 新增輔助功能 [Add Macro]. Click the entry's icon, pick the slot you stacked, and set 延遲 [Delay] to 10 ms.
  3. Bind the key: 設定 → 按鍵設定 → 一般 [Settings → Key Settings → General → Gameplay → Macro]. Most players use a mouse button.
  4. Play in Target mode. Hold basic attack + macro key (plus any third key the class page lists). Check your numbers on the training dummy with the DPS meter (Ctrl+X).
  5. Set 技能預約 [Skill queue] as the class page says. If skills stutter or get skipped, flip it and test again.

Rules the top players agree on

  • Fewer different lines is better. Every extra entry cuts the turns each slot gets. Repeating your main line (Sorcerer's in-game setup lists it 3 times out of 6) keeps its share up.
  • Never stack two skills with the same cooldown in one slot. They block each other.
  • Toggles never go in a macro (Chanter mantras): a second press switches them off.
  • Keep charge skills manual unless the class page holds that slot on purpose.
  • Only raise the delay if skills get skipped. 10 ms is standard.
  • Mouse-software macros (Logitech, Razer hold-to-run) top the Korean meters, but on Global they are a ban risk: NC's policy bans programs or devices that enable actions impossible for regular players. Its Oct 10 notice (4,996 accounts) named "use of macros, bots or other unauthorized programs", and the Oct 12 (10,000) and Oct 14 (9,422) waves gave the same reasons. Allyria's FAQ calls hold-to-run "not bannable", but that isn't an NC statement. Korea patched against mouse macros on Sep 16 (live on Global). Every class page has an in-game-only setup, the in-game macro is allowed, and no Global patch through Oct 13 has nerfed any class macro.
  • Check ping and FPS before blaming the macro. In Kanon's tests, a 150–200 ms ping gap was worth roughly 50–70% damage.

When a second macro line helps, and when it hurtsReportedly up to 20 entries of up to 4 skills each

Why extra entries cost damage

Holding the key walks the list top to bottom, weaves a basic attack, then loops. Each entry is one turn in that loop. With one entry, your row-0 skill is checked every turn; with two different entries, every other turn. Korean testers all saw the same thing: each added line lowers the hits every slot gets.

Good reasons for more entries

  1. Skills keep colliding. Chanter: moving Impactful Crush to its own entry gave +3–5 Dark Crush casts/min (Sep 3).
  2. A group runs on its own timer. Spiritmaster's four spirits get their own line.
  3. A cancel needs a skill on a different line. Ranger's Tempest Shot cancel (~+3%). Gladiator's one-key setup alternates a Rending Blow line and an Overhead Slam line so the 내절 cancel happens on its own.
  4. It automates damage you'd otherwise miss. Sorcerer's ground AoEs are about a quarter of its damage, so the in-game setup puts them in the macro.
  5. Cleric: its attack-speed cap means two lines cost almost nothing.

Rows inside a stack

Row 0: the skill that hurts most when delayed: a short proc window (Judgment, Heart Gore, Sword Aura Rampage) or a long-cooldown hit everything else benefits from. Rows 1–2: the other cooldown skills, by value. Row 3: a no-cooldown filler that plugs every gap.

Usually keep out of the macro

  • Buffs that should wait for the boss. Automated buffs fire on trash and during mechanics.
  • Skills you mash faster than the loop can (Spiritmaster's Elemental Fusion).
  • Charge skills (Punishment, Bolt, Deadshot, Hellfire): hold or press them on their own key.

How stigma levels workThese rules decide every level-up order on the class pages

Shards per level

Stigma shards New effect unlocks (5 · 10 · 15 · 20) Advanced shard (21–25, KR/TW only)
LevelsCost eachTotal to reach
1–51 shardLv 5: 5
6–102 shardsLv 10: 15
11–154 shardsLv 15: 35
16–208 shardsLv 20: 75
21–251 Advanced shardLv 25: 75 + 5 Advanced

Levels 16–20 cost as much as 1–15 combined (75 shards to reach 20, confirmed in questlog's Global skill data). That's why every priority list gets several stigmas to their cheap unlocks (5 or 10) first. A full Global build at 20 / 20 / 20 / 15 costs about 260 shards, far more than Global's budget: a fresh level 45 has about 32 shards, the Abyss Point cap allows about 20 a week, and resets are free. Top Global players this week sit at one stigma at 20 and the rest at 5–15.

Global Season 1

  • 4 stigma slots (confirmed on NC's official livestream) and a stigma level cap of 20, like Korea's launch season (Nov 2025 – Mar 2026).
  • No level 21–25 and no Advanced shards yet. Korea added the 5th slot on Mar 25 and the 6th slot plus level 25 on Jul 1, so expect Global to follow later.
  • Effects are read from the aion2.app Global database, an older client snapshot (Sep 18). It shows Korea's Aug 26 rework but pre-Sep 16 values; Global parses show the Sep 16 patch is live, so the class pages flag the numbers it changed. Some Aug 26 cooldown cuts (Warding Strike, Spinning Strike) aren't live.
  • Buff durations grow with stigma level. Most self-buffs listed as "for 10s" last 10 s at level 1, 14.5 s at 10, 17 s at 15 and 20 s at 20 (Lunge Stance, Zikel's Blessing, Swift Contract, Illusive Clone, Vaizel's Authority, Bow of Blessing, Battlefield Banner, Element Enhancement, Power of the Storm, Prayer of Amplification, Flame Blessing). Spirit's Benediction and buffs granted by specialty options stay 10 s. The database text shows the level-1 value.
  • Stigmas are learned at character level 22, and each class has 13. The level each of the 4 slots opens at is unresolved (reported 22 / 27 / 32 / 37; Allyria says the 4th arrives only at 45). Stigmas have no rarity, only levels: every effect at 5 / 10 / 15 / 20 is automatic, and there are no picks.
  • Party buffs that don't stack: two Chanters' Sprint / Undefeated Mantras; Undefeated Mantra vs Light of Protection (the higher level applies, a tie goes to the Mantra); Power of the Storm vs Earth's Blessing; Experienced Counterstrike vs Fury; Rage Burst's Wounded vs Taunt's Shrink; Earth's Promise vs Chain of Torment. Two Sorcerers' Cold Storm and Fire Wall used to overwrite each other; the Oct 13 patch fixed that, and whether the two stack isn't stated.

KR/TW: Advanced shards (21–25)

  • +1 for each character level from 46 to 50 (5 total).
  • +1 for every stigma you take to 20 (refunded if you reset it).
  • More are sold in the Abyss exchange shop.
  • With 6 stigmas at 20 you have 11: two at 25 + one at 21. The ceiling (all 13 at 20, 975 shards) gives three at 25 + one at 23.
  • Sep 23 (KR/TW): during Abyss boss fights, Rifts and Time-Space battles, Battlefield Might replaces party synergies (Undefeated Mantra, Light of Protection, Power of the Storm, Fury, Experienced Counterstrike and others do nothing there). Nothing confirms it on Global: Korea's Sep 23 changes are UNVERIFIED there.

Damage basicsWhat actually moves your numbers · summarized from Kanon's Aion 2 Bible (Sep 20, 2026)

Where skill levels come from

  • Skill points (Wisdom Stones) take an active skill to 10. Everything above that is bonus levels.
  • Active skills: ring lines, blue Daevanion tiles, and Parchment / Compass / Chalice Arcana cards. The Bible also lists weapon and guard lines, but no Global weapon or guard line list includes them, so that is UNVERIFIED on Global.
  • Passives: armor, necklace and earring lines, green Daevanion tiles, and Bell / Mirror / Chalice Arcana cards.
  • Level 8: first 3 specialty options and 1 slot. 12: option 4 and a 2nd slot. 16: option 5. 20: the 3rd slot.
  • Korean endgame has 2–5 skills at 20 depending on class. Gladiator's Overhead Slam (with its Upward Strike chain) is 61% of its damage and Templar's Judgment is 42.5%, so those skills go first. Season 1 has only 5 Arcana cards and 4–5 gear lines, so few skills reach 20 on Global.

Which stats are worth the most

  • Double Chance > Front/Back Damage Boost > Weapon Damage Boost ≈ Crit Damage Boost > Damage Boost.
  • Flat attack: Attack > Max Attack > Attack Bonus > PvE / Boss Attack.
  • Korean endgame values per 1%: Double Chance ≈ 0.6%, Front/Back ≈ 0.6%, Weapon Damage Boost ≈ 0.5%, Crit Damage ≈ 0.4–0.6%, plain Damage Boost ≈ 0.35%. At launch, with fewer stats, each point is worth more.
  • Classes with a crit-damage passive (Gladiator, Chanter, Ranger, Assassin, Cleric) gain a bit less from extra Crit Damage Boost.
  • Bosses have no Front/Back, Weapon, Crit or Multi-hit stats, so those tolerances are worthless in PvE.
  • Multi-hit: each extra hit is 5% of the hit, so 1% multi-hit ≈ 0.33% damage.

What this means for your macro

  • Ping and FPS matter a lot. Macros are hit-count setups: a 150–200 ms ping difference was worth roughly 50–70% damage. If your hits per minute are far under the class page's targets, check ping first.
  • Combat Speed is the stat to stack; more hits also means more procs from everything else.
  • Crit caps at 50% on Global (80% in Korea; the training dummy caps around 8%). Once a skill crits at the cap, a "+crit" specialty does nothing, so take a different pick. This is also why Precision lines matter less on Global. Top Global Gladiators, Rangers and Assassins already sit at the cap, so Crit stats are wasted for them.
  • Accuracy works the same way against a boss's Block. Projected Global Ludra: ~1,200 Accuracy and 1,200–1,400 Crit. Korean raids: Corroded 2,350 / 2,500; Muspel Hard 2,800 / 3,150.
  • Potential stats are PvP-only on Global, and PvE Damage Boost was removed from weapons, guards and accessories; ignore Potential for PvE.
  • Power Shards: regular ≈ +4.7% damage, Superior ≈ +8.9%.

Source: Kanon's Aion 2 Bible (twitch.tv/kanonxo), Oct 4 Global update. The per-1% values are Korean endgame numbers, and the author marks several as unconfirmed for Global.

Gear and progressionStat lines, stones, Pantheon, Arcana, boards, Pet Genus, wings · from Kanon's Aion 2 Bible (Oct 4 Global update)

Stat lines to keep (rarest first)

PieceLines
Weapon / GuardDamage Boost, Combat Speed, Weapon Damage Boost, Might, Multi-hit, Precision, Attack
HelmetDouble Chance, Attack Increase, Attack, then passives
CloakDouble Chance, Attack Increase, Attack, then passives (Perfect was removed from capes on Global)
ShoulderDouble Chance, Crit Damage Boost, Attack, then passives
ChestPerfect, Damage Boost, Attack, then passives
PantsAttack Increase, Perfect, Damage Tolerance, Attack, then passives
GlovesPerfect, Combat Speed, Attack, then passives
ShoesPerfect, Move Speed, Attack, then passives
Necklace / EarringCombat Speed or Move Speed, Might, Precision, Attack, then passives (Accuracy if needed)
RingsMight, Precision, Attack, then active skills

Listed by how rare the roll is, not by value. Reroll single lines with Synch Stones of the same grade; never use a lower-grade stone (10% chance). On Global, PvE Damage Boost was removed from weapons, guards and accessories, and Might, Precision and Combat Speed were added to necklaces.

Manastones, Soulstones, Pantheon

  • Manastones (weapons and armor) and Soulstones (accessories) roll random lines and are lost when you transfer gear, so don't sink Superiors into gear you'll replace.
  • Stone lines, best to worst: Front/Back Damage Boost > Weapon Damage Boost ≈ Crit Damage Boost > Damage Boost > Attack. Aim for at least one yellow Damage Boost line (yellow = 100 = 1%).
  • Each Pantheon stat gives two effects. Damage picks: Destruction (Attack Increase), Wisdom (Double Chance), Illusion (cooldowns), Time (Combat Speed), Death (Crit). Defensive: Justice, Space, Freedom, Life, Destiny.
  • Bracelet: Illusion, Wisdom, Destruction, Time, plus Justice and Space for PvE (Korea's Sep guides).
  • Theostones add very little damage; pick the one you like the look of.

Arcana, Daevanion boards, Pet Genus

  • Arcana at Global launch: 5 cards, 2 sets. Kanon's pick: Primal Vigor on Chalice (Time) + Parchment (Life) for +60 PvE Attack above 70% HP, and Magic Armor on Compass (Death), Bell (Destruction) + Mirror (Wisdom) for an MP refill. The three lines that matter most: Chalice Time (Combat Speed), Bell Destruction (Attack Increase), Mirror Wisdom (Double Chance).
  • Later (8 cards, what Korea's top 20 run in every class): Punishing Overture (4: +60 PvE Attack, +10% PvE damage above 70% HP) + Protected Soul (4: +5% Weapon Damage Boost).
  • Get your two key actives to 20 first, even with a cheaper card set, then craft 4-line cards (Chalice first: it rolls from every skill, so it's the hardest to get perfect). Each class page lists which skills Korea's top players put on Arcana and rings.
  • Daevanion: the four white boards (Nezekan, Zikel, Vaizel, Triniel) share points and give skill levels: take your key active tiles first (to reach 12 / 16 / 20), then orange tiles, and pick up every gray Attack Bonus tile eventually. Multi-hit Resist (Triniel) and Crit Damage Tolerance (Vaizel) are useless in PvE. Marchutan (Weapon Damage Boost) and Yustiel (Attack Increase) are separate boards you complete by farming dungeons. On Global: the Ariel (PvE) board is removed, orange % tiles went from 2.5% to 1.5% (Attack 5 to 3, Crit 10 to 5), Azphel's PvP stats were cut, and there are about 200 fewer points (about 316 at level 45 after Sealed Dungeons and side quests, plus 50 from the Shugo Festival shop and 50 from the Nightmare shop). Priority: orange > blue > green > white; take a blue tile first when it lifts a key skill to 8 / 12 / 16 / 20, and spend white tiles on Attack > Crit > HP. Resets cost Kinah. Exact tile paths per class are UNVERIFIED (the Global guides publish their boards only as images).

Pet Genus on Global (verified against the client, Oct 13)

Audit: this site (and most guides) carried Korea's Genus layout: Double Chance on slots 3 and 9, attack on 2/5/8. The Global client is laid out differently, and Double Chance rolls only on Special line 4 (max 3%). Every table below comes from the Global client's own tables (build 25800038, Oct 1). They were checked line by line against a second datamine (questlog.gg): 45 of 45 lines identical. The Oct 6, Oct 8 and Oct 13 patch notes list no Genus change. Class picks are on each class page under Pet Genus.

Loading Genus data…

Wings, enhancing, transfers

  • Wings give an equip effect and an owned effect. They can't be enhanced in Season 1, and Talisra wings (Season Shop) are Global's cooldown-reduction goal. Whether Korea's Eroded and Awakened Pride wings drop on Global is UNVERIFIED (Sirin: wings now drop only from dungeon cubes). Korea's most-equipped wings (Aug): Eroded for front attackers (Gladiator 73%, Templar 77%, Ranger 55%, Cleric and Chanter 45%), Talisra for Sorcerer (92%) and many Spiritmasters, Talisra → Awaken Pride (back attack) for Assassin.
  • Enhancing: yellow (Unique) gear goes to +15 then 5 Amp levels; orange (Heroic) goes to +20 then 5 Amp levels, but Global Season 1 has no Heroic gear (Amp levels add orange stats). A yellow +15 Amp 5 transfers into an orange piece at +20 Amp 0.
  • Settle rarity: Unique (yellow) for every slot in Season 1, except bracelet slot 2, which is a blue (Epic) bracelet. Crafted gear (5 lines) is best in slot and dungeon gear has 4 (an extendable weapon has 3 lines per Sirin or 4 per Kanon's Bible: UNVERIFIED which applies); F2P or sub-only players can stay in dungeon armor "without losing a lot" (Allyria). Take the belt and amulet to Gold early, then stop for now (a Heroic belt or amulet in Season 1 is UNVERIFIED). Pendant, Brooch and Seals aren't on Global yet.
  • Clash Runes (class runes) are the only gear that can break when enhancing: a failed upgrade destroys the rune. The sheet says +1 early on and about +5 before Ludra, Allyria says not past +6/7 because upgrades are RNG-heavy, and top Korean players sit around +7.
  • Transfers: Manastones, Soulstones, Theostones, Potential lines and the extra Philosopher's Stone line are lost. Orange transfer fragments are scarce (1 orange piece = 5 fragments; a weapon transfer needs 20), so hoard them. Kanon skips the first orange set (Ancient Spirit) and goes orange on the second (Faded Shadow); orange (Heroic) gear is not in Global Season 1, so that is for later.

Source: Kanon's Aion 2 Bible, Oct 4, 2026 Global update; Korea's top-20 stone and Arcana picks from NotMeter. Class-specific choices (which stone stat, which passives) are on each class page.

Patches that changed macrosKorea and Taiwan patch on the same day · Korea's Sep 16 patch is live on Global; Sep 23 and Oct 14 are not confirmed there

DateClassChangeWhat to do
Oct 14 (KR)Cleric · Templar · Chanter · SorcererKorea only so far: Cleric attack elements and level-25 stigma options, Templar Assault Fury and Shield of Protection, Chanter Rushing Smash and Focused Defense, Sorcerer element changes.No Global notice yet. Don't assume they apply on Global.
Oct 13 (Global)Spiritmaster · SorcererBuild 25926599. Spiritmaster: Summon: Ancient Spirit fixed at stigma level 15 and below. Sorcerer: Fire Wall and Cold Storm fixed for height differences and for being overwritten by another player's stronger Embers / Frostbite; Bittercold Wind fixed for height differences. No other class changes.No post-patch parses confirm the Ancient Spirit fix yet. Each Sorcerer's damage over time now stays on the target.
Oct 6 · Oct 8 (Global)NoneThe Oct 6 update (Founder's Pack items, Substance Morph limits, drop rates) and the Oct 8 hotfix (server stability, quest-wing flight power) have no class balance changes.No Global patch has nerfed any class macro.
Sep 23All (Abyss)"Battlefield Might" replaces Undefeated Mantra, Power of the Storm, Fury, Experienced Counterstrike and others while an Abyss boss is up. Korea/Taiwan; UNVERIFIED on Global.On KR/TW those buffs do nothing there. Nothing confirms it on Global.
Sep 16TemplarLonger cancel delay on Pummel, Punishing Strike and Judgment. Warding Strike, Annihilate and Punishment +10% PvE, Shield Smite +20%. Noble Armor 5 min → 2 min.Live on Global (Noble Armor is recast every 2 min). The Pummel→Judgment cancel is slower and Vicious Strike→Judgment is the newer setup; the exact cancel timing is UNVERIFIED on Global.
Sep 16AssassinLonger cancel delay on Savage Roar, Savage Smash and Heart Gore. Quick Slice, Breaking Slice, Swift Slice and Insignia Explosion +10% PvE.Live on Global (Shadowstrike option 2 lasts 10 s). The Sep 30 Korean line (Insignia Explosion → Ambush → Heart Gore → Savage Roar) is kept as an alternative: at equal combat power Ambush users trail by about 7%.
Sep 16SorcererFire Mark passive now procs 100% (was 20%). Blaze no longer consumes it.Live on Global (Flame Arrow option 4's +5% Fire damage shows in 275 of 282 parses); the Fire Mark rate in the logs is UNVERIFIED. Fire skills hit more often. The stack order is unchanged.
Sep 16RangerEvery attack now has an element. Drill Dart, Griffon Arrow and Explosive Arrow are Fire.No stack change. Live on Global, but NotMeter has no element field to confirm it.
Sep 16ChanterGuardian Blessing 5 min → 2 min.Live on Global (recast in 85 of 93 long fights). Stack it on top of Power of the Storm.
Sep 10SpiritmasterDestructive Attack's spirit follow-up now fires immediately.Use it on cooldown except when lining up the Ancient Spirit window.
Aug 26Templar · ChanterCore rework: Judgment opens after any shield attack, and Dark Crush after any ranged skill. Minimum skill-cancel time added to every skill.Shield attacks share Judgment's line; ranged skills share Dark Crush's.
Aug 26GladiatorThe Overhead Slam→Rending Blow cancel (内絕 / 내절) came back.Mash Overhead Slam while holding the macro, or use the one-key layout.

Update logNewest first