Arcana is your pre-run loadout, and it is the part of Hades II that most rewards planning. There are 25 cards in a 5x5 grid, a Grasp cap that tops out at 30, and six cards that cost nothing at all if you build around their condition.
You cannot activate everything. The whole game is choosing which handful of multipliers to carry into a run.
How the system actually works
- Grasp caps what you can carry. It starts at 10 and expands by spending Psyche at the Crossroads; the max is 30, reached after 20 upgrade tiers costing roughly 2,595 Psyche in total.
- Unlocking costs Ash, and it is sequential by adjacency — a card must touch an already-unlocked card. Start at the top (The Sorceress) and expand outward.
- Activating costs only Grasp. There is no resource cost to equip or swap cards between runs.
Note the difference: Ash unlocks what is available, Grasp decides what you carry.
Every card, ranked
S tier — the core
| Card | Grasp | Why |
|---|---|---|
| The Sorceress (I) | 1 | +20/30/40/50% Omega charge speed. Omega moves are your strongest abilities on every weapon, and this is the cheapest top-tier card. |
| Origination (XIV) | 5–6 | +50% damage (up to 75%) against enemies with 2+ curses. The largest single damage multiplier in the game. |
| The Furies (VI) | 2 | Bonus damage to enemies inside your Cast. Effectively free damage if you Cast at all. |
| Death (XII) | 4 | Death Defiance charges — the forgiveness that turns learned patterns into kills. |
| Persistence | 2–3 | +6/9/12/15% damage reduction. The cheapest “stay alive” card, and mandatory at 50 Fear and above. |
| The Swift Runner (XI) | 1–4 | Sprint speed. Movement is damage when it gets you into Cast windows faster. |
A tier — strategic
| Card | Grasp | Why |
|---|---|---|
| The Champions (XXII) | 3–4 | Rerolls, which let you force Duo and Legendary boons. Dramatically improves build consistency. |
| The Huntress (III) | 2–3 | Boosts Attacks and Specials — strong on attack-only builds. |
| The Messenger (VIII) | 1–3 | Brief invulnerability after every Cast. Time it to a boss tell and it eats the swing for free. |
| The Enchantress | 3 | +1 to all boon rarities at the Crossroads. Stacks with The Fates rather than overlapping. |
| The Lovers | 3 | Boon offers always include one from your current god combo, which makes locking in a god reliable. |
| The Boatman | 3 | Discounts at Charon’s shop and Wells of Charon. |
| Eternity | 4 | Slows time during Omega moves, opening dodge frames mid-channel. Strong on Moros and Charon. |
| The Wayward Son (II) | 1–3 | +6–15% damage when alone — a budget Origination substitute, but a familiar kills the bonus. |
Free if you qualify — the Awakening cards
| Card | Grasp | Condition |
|---|---|---|
| The Centaur | 0 | Active cards at all five Grasp costs (1, 2, 3, 4, 5). Grants +25–55 max life and 5–12% movement speed. |
| The Fates | 0 | Improves boon rarity tiers. Goes in every loadout — rarity is the biggest multiplier after Origination. |
| Divinity | 0 | A full row or column active. Raises the boon rarity floor. |
| The Moon (V) | 0 | Auto-charges your Hex by 1–4 Magick per second. Mandatory in Hex spam. |
| The Queen | 0 | +6–12% Duo boon chance on the base 12%. |
| The Unseen | 0 | Bonus damage tied to the Selene Hex moon-phase track. Only for Hex builds. |
| Strength | 0 | Damage reduction at 0 Death Defiance. S-tier on lifesteal builds, dead weight otherwise. |
Three loadouts by Grasp budget
Early game (Grasp 10–14)
| Card | Grasp |
|---|---|
| The Sorceress (I) | 1 |
| The Wayward Son (II) | 1 |
| The Swift Runner (XI) | 1 |
| Persistence | 2 |
| The Furies (VI) | 2 |
| Total | 7 |
Spend the remainder on Night (2) or The Messenger (1). Expand Grasp with Psyche before you touch the expensive cards.
Mid game (Grasp 15–20)
Add Death (4) as soon as Grasp allows, then The Huntress (2). The Sorceress (1) + Persistence (2) + Death (4) + The Furies (2) + The Huntress (2) = 13, leaving room for The Messenger and Night.
Endgame (Grasp 25–30)
The core above plus Origination (5–6), Strength (4) and The Champions (3–4). At 30 you can run most of the S and A tier at once — and every Awakening card that qualifies is free on top.
The two Awakenings worth building around
Divinity — activate the entire middle row:
The Huntress (III) 3 Grasp
The Moon (V) 3 Grasp
The Messenger (VIII) 3 Grasp
Night (X) 3 Grasp
Divinity (XXIV) 0 Grasp
The Centaur — one card at each Grasp cost:
1 Grasp: The Sorceress
2 Grasp: Persistence or The Furies
3 Grasp: The Huntress or Night
4 Grasp: Death or The Champions
5 Grasp: Strength or The Boatman
Most strong loadouts satisfy the Centaur condition naturally without you planning for it.
Making Origination actually work
Origination needs two curses on the target. The reliable way to maintain it automatically:
- Attack or Special from one curse god
- Cast from a second curse god
Curse appliers: Aphrodite (Weak), Dionysus (Hangover, which stacks), Demeter (Freeze/Chill), Ares (Doom), Hestia (Scorch). Aphrodite’s Weak plus Demeter’s Freeze is the classic pair.
Per-weapon leanings
| Weapon | Lean into |
|---|---|
| Sister Blades | The Sorceress for Omega Special uptime; The Knight and Night for criticals |
| Witch’s Staff | The Sorceress for Omega spam; The Furies on Cast-focused aspects |
| Moonstone Axe | The Sorceress for Omega Attacks; The Knight; Origination |
| Umbral Flames | The Messenger for Cast spam; The Furies; The Moon for Magick regen |
| Argent Skull | Night for Omega Special crits; The Sorceress; Swift Runner for kiting |
Five mistakes
- Spreading Grasp thin. Several weak cards lose to two strong ones.
- Ignoring the Awakenings. Centaur, Fates and Divinity give real value at 0 Grasp.
- Neglecting rerolls. The Champions and Enchantress are what make a build consistent instead of lucky.
- Overvaluing Death Defiance. Once you are skilled, Strength’s damage reduction is better, and it is nearly mandatory at high Fear.
- Unlocking cards, then never affording them. Ash reveals a card you cannot yet activate — budget Psyche for Grasp too.
Reroll discipline
Reroll boons early (chambers 1–2) until you have the gods you want, and save 2–3 for Oceanus and the Surface, where Legendary boons appear. Do not waste rerolls on Poms of Power or Centaur Hearts.
The preset loadout system, unlocked via the Spreading of Ashes incantation, lets you save six configurations — worth doing the moment you have two weapons you alternate.
Related guides
- Arcana Cards Guide — every card in the grid
- Best Weapons Tier List — what the loadout supports
- Bosses and Routes — where you spend it
- How to Unlock Hidden Aspects — the aspects that change the maths