AION 2

AION 2 Helper

Gear & Items

How gear works on Global: grades, where each piece comes from, enhancing, Manastones, Soul Binding, transfers and Arcana, plus the order to upgrade in.

Two kinds of item level

Guides use "item level" for two different numbers, which is confusing:

Item tier

The level printed on a single item, like "IL 54" or "IL 102". It tells you how strong that piece is. This page uses it for gear sources.

Character item level

Your total gear score, like 1,000 or 2,800. It goes up with enhancement, stones, the Daevanion board, Clash Runes and Arcana, and decides which dungeons you can enter. See the item level gates.

Neither is the Combat Power shown on the Legion roster.

Grades

GradeItem tiersEnhance capManastone slotsSoul Binding lines
Common1–20+511
Rare9–35+522
Epic23–45+1033
Unique36–102+1543–5
  • Amulets and belts are the exception: they enhance to +10 at any grade and have no Manastone slots.
  • Hero (Heroic) and Mythic gear are not in Global Season 1. Korean guides that mention them don't apply yet.
  • Korea's "전승" grade is called Epic on Global.

Equipment slots

GroupSlotsEngraved with
WeaponMain-hand weapon, off-hand guardManastones
Armor (7)Helm, pauldrons, breastplate, greaves, gloves, boots, cloakManastones
AccessoriesNecklace, 2 earrings, 2 rings, 2 braceletsSoulstones
SpecialAmulet, belt, 2 runesNone
Arcana (level 45)Chalice, Parchment, Compass, Bell, MirrorNone

One guide reports a Seal slot added in a September patch; check your character screen.

Where to get gear

While leveling (1–45)

  • The main story hands you a full set of weapons and armor all the way to 45. Don't spend much on it.
  • From level 30, quests and named monsters in Verteron (Elyos) or Altgard (Asmodian) give your first Unique gear (IL 36).

At level 45, in order

StepSourceBest drop
1Named elites on your home map (High Commander Lagta, Silent Dartan, Soul Ruler Kashapa); Fallen Ancient God set in Chaotic Lower ReshantaIL 46
2Conquest: Krao Cave, DraupnirUnique IL 54
3Craft a True Dragon Lord piece (mastery 55)IL 62
4Conquest: Urugugu Canyon, Vakron Sky IslandUnique IL 70
5Conquest: Fire Temple, Ferocious Horn DenUnique IL 86
6Abyssal Forge: Ludra raid (weapons, guard), closed on Global until NC reopens it; Splendent Dragon Lord crafts (armor, accessories)Unique IL 102

Dungeon drops by difficulty

DungeonExploration (easy)Conquest (normal)
Krao CaveEpic IL 25, Rare IL 20Unique IL 54, Epic IL 40
DraupnirSame as ConquestUnique IL 54, Epic IL 40
Urugugu CanyonEpic IL 33Unique IL 70, Epic IL 42
Vakron Sky IslandSame as ConquestUnique IL 70, Epic IL 42
Fire TempleUnique IL 43 (Kromede set), Epic IL 38Unique IL 86, Epic IL 45
Ferocious Horn DenSame as ConquestUnique IL 86, Epic IL 45

Crafted vs dropped

Crafting is the main route to top armor. Armorsmithing is the safest profession because every class wears all 7 armor slots. Crafted pieces become Soul Bound to the crafter. Some guides say crafted gear also carries extra PvE damage, but that isn't confirmed for Global.

Crafting professions

ProfessionMakesRecipes
BlacksmithingWeapons52
ArmorsmithingArmor72
HandicraftingAccessories63
AlchemyManastones, potions52
CookingFood buffs17

Crafting quests open at level 10. Mastery goes from 1 to 100 but stops at 50 until you finish that profession's upgrade quest. Most gear and potion recipes have a 25% great-success chance (30% for Cooking).

Dragon Lord lineItem tierHow
True Dragon LordIL 62Mastery 55 (60 for guards, necklaces, earrings, gloves, boots, cloaks)
Splendent True Dragon LordIL 70Great success, or upgrade
White Dragon LordIL 78Upgrade
Splendent White Dragon LordIL 86Great success, or upgrade
Wise Dragon LordIL 94Upgrade
Splendent Wise Dragon LordIL 102Great success, or upgrade

Upgrade recipes have no mastery requirement and carry your enhancement and Soul Binding into the new piece.

Abyss (PvP) sets

Courage (IL 41), Fallen Ancient God (IL 46), Kaira (IL 56) and the Abyssal Claymore line (IL 86). PvE and PvP gear are separate tracks.

Filling gaps

Gear Change Vouchers turn into the slots you're missing through Substance Morph. Guards come only this way, so use vouchers on guards first.

Enhancing

Enhancing raises an item's stats using Enhance Stones and Kinah.

Success rates

  • Common and Rare: always succeed up to their +5 cap.
  • Epic and Unique: always succeed up to +10.
  • Unique from +10 to +15 can fail:
StepBase success
+10 → +1165%
+11 → +1250%
+12 → +1335%
+13 → +1425%
+14 → +1520%

When it fails

You lose the stones and Kinah for that attempt, but the item never loses levels or breaks. Each failure adds +5 percentage points to your next try at that step, and success resets the bonus. That puts a ceiling on bad luck: the worst case for +14 → +15 is 17 attempts before success is guaranteed. Use the enhancement estimator to see how many tries to expect.

Clash Runes are the exception: each try needs a Clash Rune Enhance Scroll, there's no failure bonus, and a failure drops the rune one level.

Beyond +15: Amplification

Once a Unique item is +15 you can amplify it 5 more times with Amplify Stones. Failure doesn't lower the level.

StepBase successBonus per failureCost per attempt
+166%+5%600,000 Kinah, 6 Amplify Stones
+250%+4%900,000 Kinah, 9 Amplify Stones
+333%+3%1,400,000 Kinah, 12 Amplify Stones
+425%+2%2,000,000 Kinah, 15 Amplify Stones
+520%+1%3,000,000 Kinah, 20 Amplify Stones

Costs

Cost grows with item tier, not grade. Example: an IL 86 helm from +0 to +10 costs about 30,920 Enhance Stones and 775,100 Kinah; the single +14 → +15 attempt costs 1,570,000 Kinah before stones.

Getting stones back

Extraction returns the Enhance Stones for an item's level when you replace it, but not the Kinah.

Manastones & Soulstones

Stones add one random stat line each. Manastones go in weapons and armor; Soulstones go in accessories and use the same stats and odds. Engrave them in the Enhancement Hub's Manastone tab.

Stones are lost when you replace or transfer the item, so only put good ones in gear you'll keep.

Stone grades

StoneRoll tier chancesAttackDefenseCrit HitHP
LesserCommon 70%, Rare 30%+1 / +3+10 / +30+5 / +7+30 / +60
IntermediateCommon 50%, Rare 35%, Epic 15%+2 / +4 / +8+20 / +40 / +75+6 / +9 / +13+45 / +80 / +130
SuperiorRare 50%, Epic 35%, Unique 15%+3 / +5 / +10+30 / +50 / +100+7 / +10 / +15+50 / +100 / +160

Each roll picks a stat first (about 10% each for Attack, Defense, Accuracy, Evasion, Crit Hit, Crit Resist and Block; 15% for HP and MP), then a tier. Rare damage stats only appear on Superior stones. Engraving costs 500–2,000 Kinah depending on gear grade.

Abyssal stones

Rare-grade stones where about a third of rolls are PvP stats. Same PvE values but lower odds on the core stats, so use regular Superior stones for PvE and Abyssal ones only for a PvP set. The Abyss Trade Shop sells 50 Lesser Abyssal Manastones a week for 1,000 Abyss Points each.

Where to get them

  • Lesser: monsters in Verteron, Altgard and Chaotic Lower Reshanta; quests; some dungeon stages.
  • Intermediate and Superior: dungeon Hard stages, achievements, the battle pass.
  • Alchemy: 5 Lesser + 3 Spiritstone Powder + 2 Professional Ink → Intermediate (20% chance of Superior instead). 30 Intermediate + 10 Powder + 2 Exceptional Ink → Superior.

What to aim for

RoleStats
Damage dealersAttack, then Critical Hit; Accuracy if you miss bosses
AssassinKeep any Back Attack Damage Boost roll, otherwise as damage dealers
TanksBlock, then Defense and HP
Healers and supportHP and Defense; MP only if you run dry

Soul Binding

Soul Binding gives gear a second block of random stat lines. It's one of the strongest upgrades, but binding makes the item permanently untradeable, so only bind gear you're keeping.

Lines by grade

GradeSoul Binding lines
Common1
Rare2
Epic3
Unique3–5 (most dungeon Unique gear has 4, top crafted gear 5)

Bind, Sync and Reset

ActionUsesWhat it does
BindSoul Codex + KinahRaises the binding rate toward 100%. Every attempt raises it, by a random amount.
SyncA spare item of the same grade and type, or a Sync StoneRerolls one line you choose, keeping the rest. The spare is destroyed. A lower-grade Sync Stone works only about 10% of the time.
ResetSoul Codex: Reset + Kinah (reported as 300,000)Rerolls every line and drops the binding rate back to zero

Binding costs climb from 30,000 Kinah and 10 Soul Codex (step 1) to 632,000 Kinah and 102 Soul Codex (step 10). Soul Codex can be bought in the Nightmare Trade Shop and the coin shop. Fix bad lines with Sync before raising their values: once an item reaches 100% its lines can't be changed.

At 100%

  • Unique gear can unlock one extra line for 2 Philosopher's Stones (usually Revelation, sometimes Power, shown on the item) and 1,000,000 Kinah. It always succeeds, but the line is random and is lost if you transfer the item.
  • One guide reports an extra Manastone slot at 100% as well; check the item before counting on it.

Transfers

A transfer moves the investment from an old Unique item into its replacement, consuming the old one. It costs Transfer Stones and no Kinah (1 stone for lower tiers, 2 for the top tier).

Carries over

  • Enhancement level
  • Amplification progress
  • Ordinary Soul Bind lines

Lost

  • Manastones, Soulstones, Theostones
  • Potential
  • The extra Soul Binding line bought with Philosopher's Stones
  • Weapons must match weapon type; armor and accessories must match slot.
  • Only Soul Bound Unique gear can be the donor. Epic gear can't be transferred, and you can't transfer down a grade.
  • Crafting upgrade recipes also carry enhancement, amplification and Soul Binding into the new item.

Arcana

Arcana are cards in five extra slots that unlock at level 45. Each card adds skill levels and a stat; matching cards give set bonuses.

Slots

SlotVigor versionMagic versionSkill levels go to
ChaliceCombat SpeedMove Speed, BlockAny of 22 skills
ParchmentHPMP6 active skills
CompassAccuracy, EvasionCritical HitThe other 6 active skills
BellDefenseAttack5 passive skills
MirrorCooldown ReductionMP Cost ReductionThe other 5 passives

Grades

GradeSkill levelsMax enhanceEXP to max
Common1+2900
Rare2+34,200
Epic3+418,000
Unique4+593,000

Enhancing Arcana uses Training Arcana for EXP and can't fail. Plan it with the Arcana EXP calculator.

Set bonuses

Set2 cards4 cardsBest for
Primal Vigor (Vigor cards)+60 PvE Attack above 70% HP+150 PvE Attack above 70% HPDamage dealers
Magic Armor (Magic cards)Restore 1,500 MP below 20% MP (30s cooldown)+1,000 PvE Defense above 50% MPTanks, healers, casters

Where to get them

Mostly from Transcendence: Deus Research Base (Chalice, Compass, Bell) and Shattered Arkanis (Chalice, Parchment, Mirror). Higher tiers drop higher grades; Unique Chalices drop only at tier 4 (item level 2,500). The battle pass, coin shop and attendance rewards also give some.

Upgrade order

  1. While leveling: take your weapon to +3–5 only if kills feel slow. Leave the rest alone; it gets replaced.
  2. Fill every stone slot with cheap stones as soon as you have them.
  3. Once you keep Unique gear: weapon to +10 before pushing armor. Tanks and healers who keep dying can do armor first.
  4. For a dungeon requirement: spread cheap levels across all pieces and stop once you meet it.
  5. Soul Bind only gear you're keeping; Sync away bad lines before raising values.
  6. Stop temporary gear at +10. Go to +15 only on pieces you can transfer forward.
  7. Keep the belt and amulet on their own +10 track and upgrade their quality with Substance Morph.
  8. Save spare Unique drops for Sync or Transfer Stones instead of extracting them.
  9. Ignore Theostones, Amplification and Potential until endgame (Potential is mostly for PvP).

Sources

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