✦ AoY has officially entered 1st OBT phase! ✦
Card Alchemy
Age of Ymir · Card Systems

Card Alchemy

The Card Alchemist is a system found nowhere else—an arcane engine of creativity unique to Age of Ymir. It allows players to fuse two cards of the same slot type and forge entirely new ones, unlocking combinations impossible in standard gameplay. Every transmutation blends traits of cards. With tens of thousands of new cards, the system offers a level of personalization, theorycrafting, and strategic depth far beyond anything seen on a typical server. This is a card system without boundaries—an endless frontier of discovery waiting to be shaped by your experiments.

Card FusionUnique System
Card Alchemist

The Card Alchemist is a master of transmutation, capable of merging two cards of similar essence into something entirely new. This advanced system generates thousands of unique card combinations, each with its own properties and bonuses.

Card Alchemist Visit the Card Alchemist

Location IconCard Alchemist
Card Alchemist
Aurelia (Central Hub)aurelia 167, 117
Speak with the Card Alchemist to access the alchemy menu and begin fusing cards.

How It Works How It Works

Card Alchemy is the art of merging two cards of similar essence into something entirely new. The process follows these principles:

Card Alchemy Display

Combination Process Combination Process

  1. Select Slot Type - Choose which equipment slot you want to combine cards for
  2. Enter Base Card ID - Input the ID of your first card
  3. Enter Modifier Card ID - Input the ID of your second card
  4. Review Result - The system will show you the new card that will be created
  5. Confirm Combination - Both cards will be consumed, and you'll receive the new card
Important Important Rules:
  • Same Slot Only: Both cards must be from the same equipment slot (Headgear, Armor, Weapon, Shield, Garment, Shoes, or Accessory)
  • Same Cards: You cannot combine the same card with itself
  • Consumption: Both cards will be consumed in the process, make sure you're ready to lose them!

Base and Modifier Cards Base and Modifier Cards

The combination system uses two roles:

  • Base Card - The first card you input; this card's properties form the foundation
  • Modifier Card - The second card you input; this card's properties modify the base card

Current Status Current Status

Status Available Now:
  • Weapon Cards Weapon Cards: Fully functional and ready to use
Work in Progress Work in Progress:
  • Headgear Cards Headgear Cards: Currently disabled—process isn't stable yet
  • Armor Cards Armor Cards: Currently disabled—process isn't stable yet
  • Shield Cards Shield Cards: Currently disabled—process isn't stable yet
  • Garment Cards Garment Cards: Currently disabled—process isn't stable yet
  • Shoes Cards Shoes Cards: Currently disabled—process isn't stable yet
  • Accessory Cards Accessory Cards: Currently disabled—process isn't stable yet

The Card Alchemist is working on perfecting the alchemy process for these slots. Return once the process has been stabilized!

Limitations & Restrictions Limitations & Restrictions

The Card Alchemy system has several limitations and restrictions to ensure balance and prevent overpowered combinations:

Disabled Cards Disabled Cards

These cards cannot be used with the Card Alchemist in any way.

Weapon Weapon Cards

Headgear Headgear Cards

Work in Progress Work in Progress - Headgear slot is currently disabled

Armor Armor Cards

Work in Progress Work in Progress - Armor slot is currently disabled

Shield Shield Cards

Work in Progress Work in Progress - Shield slot is currently disabled

Garment Garment Cards

Work in Progress Work in Progress - Garment slot is currently disabled

Footgear Footgear Cards

Work in Progress Work in Progress - Footgear slot is currently disabled

Accessory Accessory Cards

Work in Progress Work in Progress - Accessory slot is currently disabled

Modifier Disabled Cards Modifier Disabled Cards

Some cards can be used as a base card but cannot be used as a modifier card. This prevents certain powerful cards from being combined with each other.

Example Example:

Dracula and Drake cards can both be used as base cards, but they cannot be combined with each other since both are modifier-disabled. This prevents creating overpowered combinations while still allowing these powerful cards to be used as bases for other combinations.

Weapon Weapon Cards

Headgear Headgear Cards

Work in Progress Work in Progress - Headgear slot is currently disabled

Armor Armor Cards

Work in Progress Work in Progress - Armor slot is currently disabled

Shield Shield Cards

Work in Progress Work in Progress - Shield slot is currently disabled

Garment Garment Cards

Work in Progress Work in Progress - Garment slot is currently disabled

Footgear Footgear Cards

Work in Progress Work in Progress - Footgear slot is currently disabled

Accessory Accessory Cards

Work in Progress Work in Progress - Accessory slot is currently disabled

Card Overrides Bonus Overrides

Tip Override System:

The bonus overrides allows the Card Alchemist to fine-tune how specific cards behave in combinations. This ensures that powerful or unique cards maintain their identity while still being able to participate in the alchemy process.

Weapon Weapon Cards

Card IDCard NameDescription
Increases Physical Damage against enemies of Shadow elemental by 10%.
Increases Physical Damage against Formless monsters by 10%.
ATK +7.
Critical Rate +1%.
Increases Physical Damage against Wind element by 10%.
Increases Physical Damage against Demi-Human monsters by 10%.
ATK +10.
Increases Physical Damage against Fire element by 10%.
Increases Physical Damage against Brute monsters by 10%.
Increases Physical Damage against Poison element by 10%.
Increases Physical Damage against Insect monsters by 10%.
Increases Physical Damage against Earth element by 10%.
Increases Physical Damage against Plant monsters by 10%.
Increases Physical Damage against Water element by 10%.
Increases Physical Damage against Fish monsters by 10%.
Increases Physical Damage against Small size monsters by 7%.
Increases Physical Damage against Holy element by 10%.
Critical Rate +4%.
Increases Physical Damage against Medium size monsters by 7%.
ATK +5
Increases damage with ranged attacks by 5%.
Hit +10.
Increases Physical Damage against Demon monsters by 10%.
Enable a 3% chance of gaining 7% of the damage inflicted on an enemy as HP with each attack.
Increases Physical Damage against Dragon monsters by 10%.
Increases Physical Damage against enemies of Demi-Human, Brute, Plant and Insect race by 4%.
Increases Physical Damage against Large size monsters by 7%.
Increases Physical Damage against Undead monsters by 10%.
Increases Physical Damage against Boss monsters by 10%.
Increases Critical Damage by 5%.
Critical +3 when attacking Formless monster.
Increases Critical Damage by 5%.
Critical +3 when attacking Undead monster.
Gains 2 SP each time an Insect monster is killed by melee physical attacks.
Gains 2 SP each time a Brute monster is killed by melee physical attacks.
Adds 5% chance of decreasing target's SP amount by 5% when dealing physical damage.
When equipped by Sage classes:
Gains 1 SP when dealing physical damage.
Increases Critical Damage by 10%.
Drains 1 SP on each attack.
Critical Rate +5%.
Critical +3 when attacking Dragon monster.
Gains 2 SP each time a Dragon monster is killed by melee physical attacks.
Gains 2 SP each time a Demon monster is killed by melee physical attacks.
Critical Rate +5%.
Critical +3 when attacking Fish monster.
Increases Physical Damage against Ghost element by 10%.
ATK +7
Random chance to auto-cast Level 3 Fire Ball on the target when dealing physical damage.
If the user has mastered the skill at Level 10, it will cast Level 10 Fire Ball.
Critical Rate +5%.
Critical +3 when attacking Insect monster.
HIT +5
ATK +5
Critical Rate +5%.
Critical +3 when attacking Demi-Human race.
Gains 2 SP each time an Undead monster is killed by melee physical attacks.
ATK +15
Drains 1 SP on each attack.
Gains 2 SP each time an Plant monster is killed by melee physical attacks.
Critical Rate +5%.
Critical +3 when attacking Plant monster.
Critical Rate +5%.
Critical +3 when attacking Brute monster.
Gain 2 SP each time a Fish monster is killed by melee physical attacks.
Gain 2 SP each time a Formless monster is killed by melee physical attacks.
Critical Rate +5%.
Critical +3 when attacking Demon monster.
Gains 2 SP each time an Angel monster is killed by melee physical attacks.
Increases Critical Damage by 7%.
When equipped by Thief classes:
Critical +4
Gain 2 SP each time a Demi-Human race monster is killed by melee physical attacks.
Increases damage of Earth Spike and Heaven's Drive by 3%.
Increases damage of Thunderstorm, Jupitel Thunder, and Lord of Vermilion by 3%.
Increases damage of Frost Nova and Storm Gust by 3%.
Critical +5 when attacking Demi-Human race monster.
Hit -10
Increases Attack Speed (decreases After Attack Delay by 3%).
Increases damage of Fire Pillar and Meteor Storm by 3%.
Increases damage of Napalm Beat, Soul Strike, and Napalm Vulcan by 3%.
Increases Magic Damage against Angel monsters by 5%.
Increases Critical by 7 when dealing Ranged Physical Damage.
When compounded on a One-Handed Sword or Two-Handed Sword class weapon:
Critical +3
HIT +5
Increases damage of Bowling Bash by 10%.
Ignores magical defense of enemies by 1%.
ATK +12

Headgear Headgear Cards

Work in Progress Work in Progress - Headgear slot is currently disabled

Armor Armor Cards

Work in Progress Work in Progress - Armor slot is currently disabled

Shield Shield Cards

Work in Progress Work in Progress - Shield slot is currently disabled

Garment Garment Cards

Work in Progress Work in Progress - Garment slot is currently disabled

Footgear Footgear Cards

Work in Progress Work in Progress - Footgear slot is currently disabled

Accessory Accessory Cards

Work in Progress Work in Progress - Accessory slot is currently disabled


Tip

Pro Tip: Experiment with different combinations to discover unique bonuses! The Card Alchemy system rewards experimentation, and you might just create the perfect card for your build. Remember to check which cards are disabled before attempting combinations!