How to increase grasp in Hades 2, plus all Arcana Cards list

How to increase grasp in Hades 2, plus all Arcana Cards list

Arcana Cards are a crucial component of Hades 2, which is befitting, seeing as the game casts you as a literal witch.

Like Keepsakes (accessories), Arcana Cards grant you passive perks, based on how much grasp you have. Some cards boost your stats. Some are even more helpful, going so far as to revive you from death. Unlike Keepsakes, though, think of Arcana Cards more like a skill tree. As you unlock more cards, you’ll get access to even better cards.

Here’s how to unlock Arcana Cards in Hades 2, plus a list of all Arcana Cards and their abilities, along details about how to get more grasp.

How to unlock Arcana Cards with grasp in Hades 2

You can unlock Arcana Cards by interacting with the stone slab at the entrance of the room right before you embark on a run.

The primary resource for unlocking new Arcana Cards is ashes, a resource most commonly found as a reward for clearing encounters (the chambers with combat). Look for chambers marked by a gray flourish of sand.

Unlocking an Arcana Card for the first time will unveil the cards adjacent to it, expanding the number of cards you can unlock.

How to increase grasp and equip more Arcana Cards in Hades 2

Your grasp meter determines how many Arcana Cards you can equip at once. Each Arcana Card comes with a grasp cost, ranging from one to five, with the better cards typically associated with a higher grasp cost.

You start Hades 2 with 10 grasp. You can increase your grasp limit by spending psyche, also a resource that’s earned by clearing encounters. Look for the chambers with the little green will-o-wisp as a reward.

Some cards have no grasp cost and are instead activated by an “awakening” — whether or not you’re able to equip it is contingent on whether or not you’ve met a certain set of pre-requisites. We’ve noted such “awakenings” in the table below.

All Arcana Cards and abilities in Hades 2

There are 25 Arcana Cards in Hades 2. Each card is associated with a roman numeral. There are five rows, with five Arcana Cards per row; refer to the image above to see each card’s placement on the Arcana Card board. Note that all card values in the following table show the card’s lowest rank, and don’t factor in upgrades.

Card numberCard nameCard EffectGrasp costUnlock costIThe SorceressYour Omega moves are 10% faster.11 AshIIThe Wayward SonAfter you exit a chamber, restore 2 health or twice that if you have no more than 30% health.13 AshIIIThe HuntressWhile you have less than 100% magick, your attack and special deal 30% more damage.210 AshIVNightYour Omega cast has +50 power whenever it detonates.215 AshVThe MoonYour Hex also charges up automatically as though you used 2 magick every 1 second.0, Awakening: Activate any surrounding card20 Ash, 1 PearlVIThe FuriesDeal 20% damage to foes in your casts.23 AshVIIThe TitanGain 20 max health and +0 max magick.27 AshVIIIThe MessengerYou have a 3% chance to automatically dodge incoming attacks.120 AshIXThe UnseenRestore 4 magick every one second.525 AshXDeathYour Omega moves have a 9% chance to deal critical damage with each move in an Omega combo.330 AshXIThe Swift RunnerYou sprint 5% faster.110 AshXIIEternityStart each run with one Death Defiance (which revives you when you run out of health).420 AshXIIIThe CentaurAfter every five locations, gain +3 max health and +3 Magick.0, Awakening: Activate cards that use 1 grasp through 5 grasp25 Ash, 1 CinderXIVOriginationDeal 25% more damage to foes afflicted with at least 2 curses from different Olympians.530 AshXVThe LoversIn Guardian (area boss) fights, you take no damage the first time you are hit.335 AshXVIThe FatesStart each run with one Change of Fate, which can alter location rewards.315 AshXVIIThe BoatmanStart each run with +200 gold.525 AshXVIIIThe ArtificerStart each run with one chance to turn any minor find into a random major find.330 AshXIXExcellenceAny boons you’re offered have a 30% chance to be rare.535 AshXXThe QueenAny boons you’re offered have a 6% chance to be a Duo (whenever possible).0, Awakening: Activate no more than two cards that use the same amount of grasp40 Ash, 1 TearXXIThe SeerYou have two bonus Changes of Fate.0, Awakening: Activate each surrounding card20 Ash, 1 WoolXXIIThe ChampionsStart each run with one Change of Fate, which allows you to alter boons and other choices.430 AshXXIIIStrengthIf you have no Death Defiance effects, you take 30% less damage and deal 25% more damage.435 AshXXIVDivinityAny boons you’re offered have a 10% chance to be epic.0, Awakening: Activate all five cards in any other column40 Ash, 1 Golden AppleXXVJudgementActivate three random inactive Arcana Cards whenever you defeat a Guardian (area boss).0, Awakening: Activate three cards at most50 Ash, 1 Zodiac Sand

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