Aion 2 is a trademark of NC Corporation. Probability data published by NC Corporation under the Republic of Korea Game Industry Promotion Act Art. 33(2).
Aion 2 is a trademark of NC Corporation. Probability data published by NC Corporation under the Republic of Korea Game Industry Promotion Act Art. 33(2).
One of the two Transcendence dungeons the global servers launched with: four item-level stages, two mid-bosses that punish sloppy spacing, and a final boss built around colour shields and one spear you must break. It is where Mirror and Parchment Arcana come from.
Shattered Arkanis is a Transcendence dungeon: the same three bosses on every run, but four stages that each raise the item-level gate, the boss level and the Arcana grade in the cube. Nothing here is a pure damage check at the stage you are geared for. What decides a run is whether the group can read Talisra's colour sequence and break the white spear on time, and whether two people can walk towards each other when Siliator marks them. The trash matters more than in an Expedition, too, because at higher stages a careless pull kills.
The setting is a fragment of the Arcanis air temple, broken off and corrupted by the Void.
| Mode | Character level | Item level | Odyle per cube | Party |
|---|---|---|---|---|
| Exploration (intro) | — | 1,200 | none | 2–4 |
| Stage 1 | — | 1,600 | 40 | 2–5 |
| Stage 2 | — | 1,900 | 40 | 2–5 |
| Stage 3 | — | 2,200 | 40 | 2–5 |
| Stage 4 | — | 2,500 | 40 | 2–5 |
Bosses are level 56 on stage 1 and climb by four a stage to 68 on stage 4; the intro run's bosses are 45. The database sites publish item-level gates only, no separate character level.
Arkanis is one of the two dungeons on the global Transcendence leaderboard (ESC > Transcendence > Rank > Class), which runs until 2 November 2026 and ranks each class on each server. In Korea, a party that changes its line-up after entering, or a player who barely touches the last boss, earns no ranking points, and faster clears score higher; assume the same rules here until NCSOFT says otherwise.
You land in a plaza full of mostly ranged mobs and have to fill a kill quota before the way on opens — in practice about thirty kills on the lower stages. Siliator waits past the plaza. After him comes a hallway of rotating spiked doors, then Ruthilis, and from her room you glide down into Talisra's arena.
Siliator's fight is about two marked players and some saws, and this is where the sources disagree.
The play that is safe under both readings: the two marked players walk towards each other and cross close to the boss. That keeps them together if it is a tether and makes the saws collide if it is a chase. What fails under both is the instinct to run apart.
Healer: the marked pair takes the burst; top them as they cross. Tank: keep him facing away so the flank attacks do not catch the group.
Ruthilis is a floor-reading fight with a bleed that kills slowly if you let it stack.
Talisra is the fight people come back to Arkanis for. She has three things that end runs: the colour shields, the white spear and, on higher stages, the crystal prison.
Colour orbs and shields. Orbs of two colours appear — white and purple (Korean players call the second black). Before the pull, assign who takes which colour, roughly half the group each. Take only your own colour: picking up the wrong one stuns you, and every orb left on the floor empowers her. Each orb you take raises a shield dome of that colour. Spread out when you take them, because domes placed too close together vanish. Then she shows a colour at the tip of her weapon and pulses; stand in a dome of that colour for each pulse, in order. The same colour can come twice in a row.
The white spear. Four spears appear around her, three purple and one white. Break the white one immediately. It counts hits rather than damage, so multi-hit skills and basic attacks do more here than your biggest nuke. Miss it and the whole group takes a heavy hit.
Jump rope. A big telegraph forms around her. A blue wave travels outward — jump it — and a red wave comes back and stuns anyone it catches. Jump slightly early; later in the fight this is combined with the colour orbs, so jump the rings before you go for an orb.
Homing beam. A big circle under one player marks the target. That player walks away from the group and drags it with them.
Crystal prison. One player is sealed in crystal and a spear appears behind each other player. Turn so your spear's path runs through the crystal, fire, then dash sideways. If the spears miss, the prisoner stays trapped taking damage until it breaks on its own.
Phase-one filler is a frontal cleave of one, two or three swipes; the tank holds her facing away and the group stays off her front.
| Moment | What you see | What to do |
|---|---|---|
| Cleaves | 1–3 frontal swipes | Stay off her front |
| Jump rope | Telegraph around her, blue wave out | Jump out; the red return wave stuns |
| White spear | Three purple spears, one white | Break the white one with multi-hit attacks |
| Homing beam | Large circle under a player | Target walks away from the group |
| ~75% colours | White and purple orbs | Take your colour, spread the domes, follow the sequence |
| ~25–30% colours | Same, longer sequence, plus rings | Jump first, then orbs; three pulses |
| Crystal prison (stage 4) | A player encased in crystal | Aim your spear through it, then dash aside |
For the stun, use your class immunity or the Defiance stun-break. Healers: the colour phase is where the group takes most damage at once; save a cooldown for it.
On the global servers the median stage 1 kill, read from a DPS meter's uploads, is about four and a quarter minutes on Talisra and about two and a third minutes on each of the other two. Stage 1 is the floor; higher stages will run longer.
Every stage ends in an Odyle cube, and what changes as you climb is the grade of the Arcana inside it. The Arcana are why anyone runs Arkanis: Mirror and Parchment cards in Vigor and Magic versions, plus the Chalice that Deus Research Base also drops. They raise item level and skill level and carry set bonuses. Chances below are per clear, read from a reward-cube database of the global client; treat them as approximate. No guarantee after a number of clears is listed for any stage.
Every stage also pays a
Amplify Stone Fragment (Unique) (Bound) about half the time (48.8%), plus a Soul Codex, Silentium, Kina and an Enhance Stone on every clear, and
Lesser Manastone (Bound) and
Lesser Soulstone (Bound) about a third of the time. From stage 3 the cube adds
Intermediate Manastone (Bound) and
Intermediate Soulstone (Bound) at 9.7%.
Stage 4 is the only stage where Unique Arcana are a real expectation:
| Item | Grade | Chance per run |
|---|---|---|
| Unique | 17.8% | |
| Unique | 17.8% | |
| Unique | 17.8% | |
| Item | Grade | Chance per run |
|---|---|---|
| Unique | 4.9% | |
| Unique | 4.9% | |
| Legend | 13.5% | |
| Legend |
The Magic versions drop at exactly the same rates as the Vigor ones shown.
| Item | Grade | Stage 1 | Stage 2 |
|---|---|---|---|
| Legend | — | 4.9% | |
| Legend | — | 4.9% | |
| Rare | 4.9% | 17.8% | |
| Arcana: Mirror of Vigor (Bound) |
Stages 1 and 2 are mostly Common Arcana (a third to a half of clears each) and are for learning the fight and getting your first full set of slots. The Magic versions match the Vigor rates again.
The intro run lists no cube rewards in the client data. It is a walk-through of the mechanics at item level 1,200, nothing more.
| Unique |
| 17.8% |
| Unique | 12.1% |
| Unique | 12.1% |
| Legend | 26.0% |
| Legend | 26.0% |
| Legend | 26.0% |
| Legend | 26.0% |
| Legend | 17.8% |
| Legend | 17.8% |
| Legend | 9.1% |
| Rare | 26.0% |
| Rare | 26.0% |
| Rare |
| 4.9% |
| 17.8% |
| Rare | — | 12.1% |