Systems
Arcana — five cards, 320 combat power
Green 40, blue 60, unique 80. Why you fill all five slots before you go for quality.
Values from the TW version, not yet verified against the EU version2 min
Arcana is the system that carries you from the upper middle into the endgame. Five card slots, and what you put in stays.
The numbers
| Rarity | Combat power per card | All five slots |
|---|---|---|
| Green | ~40 | ~200 |
| Blue | ~60 | ~300 |
| Unique | ~80 | ~400 |
Together with the unique arcana you land at roughly 320 combat power from arcana in total.
The order that matters
The reason is the same as with enhancement while levelling: five green cards give you roughly 200 combat power. Two blue cards and three empty slots give you 120.
An empty slot gives zero. That sounds obvious and gets overlooked constantly, because a blue card in your bag feels more valuable than a green card in a slot.
Where the cards come from
From transcendence. Early stages give common and rare cards, higher stages give blue.
For blue cards the route runs through transcendence 6, and there especially Deus and Archanis. Four blue cards is the realistic target for the stretch between 2200 and 2400 gear score.
The unique arcana
This is the system’s closing move. Crafting one costs you:
- 5 mysterious crystals
- 5,000,000 kina
Mysterious crystals come from:
- Season → challenges → tower of trials (via ascension score)
- Season shop → growth
- Transmuting or extracting existing arcana cards
When crafting, you pick your stat focus, the grail and the spell, then roll three main effects.
In short
- Five slots; an empty slot gives zero
- All five green first, then blue one at a time
- Blue cards from transcendence 6, Deus and Archanis
- Unique arcana: 5 mysterious crystals plus 5 million kina