Content:
Key Takeaways
- Three gear types: crafted gear for PvE, Abyss shop gear for PvP, and neutral dungeon gear; they differ by one stat line only.
- Growth: Enhancement, Breakthroughs and Potential handle the long-term raw power of an item.
- Manastones: they add and reroll extra stats, but chasing perfect early rolls is rarely worth the cost.
- Soul Binding: the most important customization system, with extra stat lines, skill levels and a late bonus effect.
- Transfer: carries your key progress onto a replacement piece, so an upgrade is not always lost when you swap gear.
- Kinah sink: every upgrade costs Kinah, and the price climbs the more you push, so plan your budget before you start.
Treat this list as the map of the whole guide. The sections below follow the same order as the Enhancement menu, so you can read it top to bottom or jump straight to the system you are stuck on.
AION 2 Gearing Overview
Open the gear menu in AION 2 for the first time and it looks like a wall of buttons. There is a lot you can do with a single item: raise its level, add stats, attach proc effects, reroll lines and even move the progress to another piece. This guide walks you through the whole Enhancement system, what each part is for and in which order it makes sense to touch it.
One thing before the details: every time you upgrade a piece, you pay in Kinah, and the more you keep upgrading, the more each step costs. That makes a stable Kinah supply part of any gearing plan. If you would rather not farm it yourself, you can get Kinah in the Onlyfarms store and put your own time into actual play.
The three types of equipment
There are three kinds of gear in the game, and each one comes from a different place:
- Crafted gear: the PvE option.
- PvP gear: bought in the Abyss shop.
- Dungeon gear: the neutral option, dropped in dungeons.
Their base stats are very similar. The only real difference between the three types is one stat line that pushes the item toward one kind of content. PvP gear comes with a PvP damage boost, while crafted gear gives you a PvE damage boost. Apart from that, the stat structure is identical. Everything that makes two items of the same type feel different later, such as extra stats and special effects, comes from the upgrade systems covered below.
The five Enhancement tabs
Almost all gear progression happens in the Enhancement menu, and it is split into five tabs:
| Tab | What it does |
|---|---|
| Growth | Raises the equipment level and handles Breakthrough and Potential. |
| Manastone | Adds extra stats and lets you reroll them. |
| Theostone | Adds special on-hit effects. |
| Soul Binding | Provides additional stats and other powerful effects. |
| Transfer | Moves selected progression from an old item to its replacement. |
The practical takeaway is that a freshly looted item is basically a template. Its value is in what you decide to build on top of it. Since most of these systems eat valuable materials, knowing which piece deserves your investment matters as much as knowing how each upgrade works.
Do not touch it while leveling
The good news is that you can ignore most of this while you level up. The main story quest line keeps handing you new gear, so anything you invest in a leveling item is going to be replaced soon. It is better to stay away from the Enhancement window until you reach max level, and spend your resources once, on gear that will last.
As a rule, before max level keep your materials and Kinah in your bag. The only exception is a small, cheap upgrade that you can clearly afford; anything expensive on temporary gear is wasted.
Growth: Enhancing Your Gear
Growth is the first Enhancement tab and the main way to raise the raw power of an item. This is where you push its Enhancement level up and, later on, unlock Breakthroughs for further upgrades.
Enhancement from +1 to +10
The start is easy. From +1 to +10 every upgrade is guaranteed, and you only need two things:
- Enhance Stones: they come from Substance Morphing, dungeon reward cubes and similar sources.
- Kinah: paid on every attempt.
Because success is guaranteed up to +10, this stretch is a safe early investment. You know exactly what you are paying for, and nothing can go wrong.
Enhancement after +10
Past +10 the upgrades turn into chance-based attempts. A failed attempt simply burns the resources you put in. A failure does not destroy the item and does not lower its Enhancement level, and repeated failures can improve the odds of the following attempts. So the risk here is purely about wasted materials, never about losing the piece.
Breakthroughs from +15 to +20
From +15 to +20, each successful Breakthrough adds a new percentage-based bonus to the item, and each Breakthrough level adds 1% to that new stat. These steps need a different resource, the Amplify Stone. The type of bonus depends on the slot: armor gains defensive stats, while weapons and accessories gain offensive stats.
Enhancement caps depend on item rarity. Unique gear can reach +15 before Amplification, while Heroic gear can go up to +20 before its later progression stages. The current Heroic enhancement rates have also been raised compared with the original launch values, so the late stages hurt less than they used to. Numbers like these can change with patches, so check the in-game tooltips before you commit a big stack of materials.
| Stage | Success | Needs |
|---|---|---|
| +1 to +10 | Guaranteed | Enhance Stones and Kinah |
| After +10 | Chance-based | Same resources, lost on failure |
| +15 to +20 | Breakthrough, +1% per level | Amplify Stone |
Item Extraction: the smarter way to get stones
At the bottom of your inventory (the Cube) there is a small Item Extraction button. It disassembles gear into Enhance Stones, and the process costs Kinah. This is a good alternative to selling old gear, and arguably a better one: you get the stones you need and you keep your inventory clean, without running back to the town merchant.
It works on equipment enhanced up to +10, and extraction returns all the stones you spent to reach that +10. In other words, the early enhancement stones are not lost when you replace a piece; they come back as raw material for the next one.
Tip: Do not vendor your leftover gear by reflex. Extract it first, and your next item gets its early levels almost for free in terms of stones.
Potential
Potential is another part of equipment growth, and it adds an extra specialized bonus to eligible gear. PvP gear already ships with its signature PvP damage boost. Dungeon gear and crafted gear, on the other hand, get their PvE damage boost from this Potential.
Treat Potential differently from basic Enhancement. Raising an item to +10 is a straightforward early investment. Optimizing Potential makes more sense later, once you hold gear that is going to stay in your build for a long time. Keep in mind that Potential is one of the things that does not move through Transfer, which is another reason not to rush it on a piece you plan to replace soon.
If you want your higher-end gear faster, it can be worth looking at content that rewards it. You can pick up Expeditions with a boost when the runs are the bottleneck, since dungeon reward cubes are one of the sources of Enhance Stones.
Manastones
Manastones add extra stats to your equipment. Most pieces have several Manastone slots, and filling them is one of the main ways to fine-tune a build around the stats your class actually needs. This is the point where gearing stops being generic and becomes class-specific.
Manastone types and tiers
There are several kinds of Manastones, and they come in tiers:
| Manastone type | Tier |
|---|---|
| Lesser Manastone | Lowest |
| Intermediate Manastone | Middle |
| Superior Manastone | Highest |
| Lesser Abyssal Manastone | Lowest, Abyssal line |
| Intermediate Abyssal Manastone | Middle, Abyssal line |
| Superior Abyssal Manastone | Highest, Abyssal line |
You can get a higher tier by converting stacks of lower ones. For example, 5 Lesser Manastones can be turned into an Intermediate Manastone, and 30 Intermediate Manastones go into the recipe for a Superior one. The conversion is done through the Alchemy profession, and the recipes also use some additional resources. If Alchemy is not your thing, an Alchemy boost is one way to skip that part.
Interested in professions? The AION 2 crafting guide explains gathering and crafting.
Slots and costs
The number of slots depends on the item. An Epic item, for instance, can have three Manastone slots, while lower-tier pieces may have fewer. Imprinting a Manastone costs Kinah, so swapping them again and again on temporary gear gets expensive fast.
There is a second reason to be careful. Unlike Enhance Stones, which you can recover through extraction, a Manastone cannot be taken back once it is used. Whatever you put into a piece you later replace is simply gone.
Warning: Do not sink high-tier Manastones into gear you will swap out soon. They cannot be recovered, and Kinah is spent on every imprint.
What stats should you look for?
There is no stat priority that works for every class, but a few stats are worth understanding before you roll anything:
- Attack: raises the base damage of your abilities and also affects healing.
- Accuracy: helps you overcome enemy Evasion and Block.
- Critical Hit: raises your chance to land critical attacks.
- Combat Speed: shortens attack animations, so you can use abilities faster.
- Cooldown: reduces skill cooldowns, although many classes care more about reaching a specific threshold than stacking it endlessly.
- Damage Boost: raises final damage and can stack with more specialized bonuses.
- Double Chance: can give a very large damage increase in PvE when it triggers.
- Defensive stats: Evasion, Block, Endurance and Regeneration are also on offer for defensive builds.
The best Manastone roll depends on both your class and the content you run. The goal is not to max every offensive stat at once. It is to use Manastones to fill the gaps that matter most for your build. If your class already gets plenty of Critical Hit from other sources, for example, a different line is probably worth more than another one of the same.
The cleanest approach is to decide which stats your class is short on, fill those slots first, and only then think about polishing. A decent roll that arrives early beats a perfect roll that costs you a pile of Kinah, especially on a piece you will replace.
Theostones
Theostones attach a special proc effect to your weapons. They are not used for regular stat rolls like Manastones. Instead, they give your attacks a chance to trigger an additional effect while you fight, which means they behave as occasional combat procs and never as permanent bonuses.
PvE versus PvP value
For PvE, Theostones are normally far less important than your core stats and the other enhancement systems. Their damage procs are fairly small, so they are rarely worth heavy optimization.
In PvP the story changes. A well-timed crowd-control proc can interrupt an enemy or open a window for you, so the choice of effect matters much more there. If your main content is fighting other players, this is the tab where you can find a real edge.
What the effects look like
Effects differ between Theostones. Some deal extra elemental damage, while others apply PvP-friendly effects such as Paralyze, Slow, Snare or a Combat Speed reduction. Each Theostone has its own activation chance. There are 51 unique Theostones in the AION 2 database, and the table below shows a selection with their proc chance and effect.
| Theostone | Proc chance | Effect |
|---|---|---|
| Bollvig’s Tragedy | 3% | Inflicts Blind for 6s |
| Boreas’s Encouragement | 2% | Deals 2,500 AoE Fire damage to up to 4 targets |
| Charna’s Acumen | 4% | Deals 1,250 AoE Water damage to up to 4 targets |
| Charna’s Root | 2% | Inflicts Root for 4s |
| Deltras’s Loyalty | 3% | Reduces Move Speed by 50% for 6s |
| Fasimedes’s Dignity | 3% | Inflicts Stun for 2s |
| Freyr’s Wisdom | 5% | Deals 2,000 Earth damage to one target |
| Io’s Sadness | 3% | Reduces Combat Speed by 50% for 6s |
| Jumentis’s Dexterity | 20% | Deals 250 AoE Wind damage to up to 4 targets |
| Khrudgelmir’s Silence | 3% | Inflicts Seal for 4s |
| Mahisha’s Wrath | 3% | Deals 600 Bleed damage every 2s for 10s |
| Orissan’s Blood | 5% | Deals 450 Poison damage every 2s for 20s |
| Sif’s Knowledge | 2% | Deals 5,000 Water damage to one target |
| Sigyn’s Brilliance | 10% | Deals 1,000 Wind damage to one target |
| Thrasymedes’s Wisdom | 10% | Deals 500 AoE Earth damage to up to 4 targets |
| Traufnir’s Courage | 1% | Deals 10,000 Fire damage to one target |
| Vidar’s Dignity | 2% | Inflicts Paralyze for 3s |
Reading the table, you can see the usual trade-off: the bigger the effect, the lower the chance. Traufnir’s Courage hits hardest but only on 1% of attacks, while Jumentis’s Dexterity triggers on 20% of attacks and deals a small amount. Pure damage options are mostly nice extras. The crowd-control entries, such as Stun, Paralyze, Root, Seal and Blind, are what PvP players will look at first.
Where Theostones go
Weapons can have a dedicated Theostone slot, while some lower-grade equipment may not have one at all. Based on the database entries, higher-grade weapons commonly carry one Theostone slot. Remember that Theostones are not part of what Transfer carries over, so the slot has to be filled again on a replacement weapon.
These proc values come from the game database and can change with balance patches, so double-check them in-game before you build around one.
Gear progression is a long road, and a lot of it is plain grind. If you would rather skip some of that, you can get help with Transcendence and spend your time on the parts of the game you actually enjoy.
Soul Binding
Soul Binding is one of the most important gear-customization systems in AION 2, because it can add both extra stats and skill levels to your equipment. Every item has its own Soul Binding roll pool. Depending on the item and its rarity, you can get several additional stat lines, and some rolls raise one of your class skills by +1 level.
The database entries show lower-grade gear with only one possible stat roll and one skill roll, while Heroic gear can support up to five Soul Binding stats and five skill rolls. The longer you keep a piece, the more this system is worth.
The exact stat pool depends on the item. Weapons can roll offensive stats such as Attack, Accuracy, Critical Hit, Combat Speed, Damage Boost, Weapon Damage Boost, Multi-hit Chance, Back Attack and Front Attack, among others. Armor and accessories can roll defensive and utility stats such as HP, MP, Defense, Evasion, Block and Critical Hit Resist.
Soul Binding roll types
| Roll type | Examples |
|---|---|
| Offensive stats | Attack, Accuracy, Critical Hit |
| Damage modifiers | Damage Boost, Weapon Damage Boost |
| Speed stats | Combat Speed |
| Conditional damage | Back Attack, Front Attack |
| Proc-related stats | Multi-hit Chance |
| Defensive stats | Defense, Evasion, Block |
| Survivability | HP, MP, Critical Hit Resist |
| Skill rolls | +1 level to one of your class skills |
Skill rolls deserve special attention, because here Soul Binding directly upgrades your abilities rather than just nudging a number. For a class built around a few key skills, a +1 level on the right one can be worth more than a regular stat line.
Synchronization, Reset and Bind
Soul Binding does not lock you into the first set of rolls you get. There are three tools to shape it:
- Sync: you sacrifice another piece of equipment to reroll one Soul Binding line. It is the right choice when most of the item already looks good and only one stat bothers you.
- Reset: rerolls the Soul Binding stats of the item in one go. The source describes four stats being rerolled, while Heroic gear can hold more lines, so check what your own piece shows.
- Bind: improves the values of the stats you already have, pushing them toward the maximum possible roll.
There is also a menu where you can check every possible stat for the item and the full range of percentages for each one, so you know the best value you could get if luck is on your side. It even shows the probability of rolling the maximum.
Bind works like this: if a stat can roll between 2.98% and 3.5%, Bind lets you gradually push it toward 3.5%. That is why the order is simple. First get the right stats, then improve their values. There is little reason to spend heavily on maximizing a weak Soul Binding setup that you plan to reroll later.
Tip: Use the probability menu before you spend anything. If the maximum roll you are chasing is very unlikely, use Sync on the single bad line instead of rerolling everything.
Soul Bond
Later on there is another progression system called Soul Bond. It becomes available once eligible Unique or Heroic equipment reaches 100% Soul Binding engraving, and it adds one more Soul Binding effect to the item. The cost is 2 Philosopher’s Stone: Revelation (Bound) and 1,000,000 Kinah.
This makes Soul Binding much more than a small stat reroll system. On long-term gear, it becomes one of the main places to squeeze out extra stats, improve the skills that matter, and finally add a further effect through Soul Bond. A million Kinah per piece is a serious sum, so it is a good reason to pick your final gear carefully before you reach this stage.
Because Soul Bond effects are not inherited through Transfer, think of it as the final polish on a piece you are sure about, not as something to apply to a stepping-stone item.
The AION 2 Combat Power guide explains how it differs from Gear Score and how to raise it.
Transfer
Transfer lets you move the most important progression from an old item onto its replacement. This is what makes upgrading to a better piece much less painful: you do not have to rebuild every part of the item from zero, and your earlier investment keeps working for you.
What carries over
| Transfers | Does not transfer |
|---|---|
| Enhancement level | Potential |
| Breakthrough level | Manastones |
| Soul Binding data | Theostones |
| Eligible inherited progression | Soul Bond effect |
Potential is specifically excluded from equipment transfer, so dungeon gear has to build its Potential again on the new item. Soul Bond effects are not inherited either. The practical rule is simple: Enhancement, Breakthrough and Soul Binding are the investments you can freely move on, while Manastones, Theostones, Potential and Soul Bond belong to the item they were made on.
Note: Not every item behaves in exactly the same way. Some specialized equipment can transfer only its Enhancement and Breakthrough levels, while keeping the target item’s own Soul Binding-type effects. Always check the preview before confirming.
Succession Crafting
There is also a newer form of progression called Succession Crafting. Certain crafting recipes allow you to use an existing item as succession material, and it carries over:
- Enhancement level
- Breakthrough level
- Soul Binding data
The crafting interface shows which recipes support Succession, and it lets you preview the inherited progression before you craft the new item. That preview is your safety net, so read it before you commit.
Advanced Succession
Advanced Succession goes one step further. It allows eligible Unique gear to advance into Heroic gear while keeping its Enhancement, Breakthrough and Soul Binding data.
This is why Transfer and Succession are so important when you decide where to spend expensive materials. A good piece does not automatically turn into dead progression the moment a higher-grade replacement shows up. You can pick a piece to build on now, knowing that the most expensive parts of it can follow you to the next one.
How to plan your upgrades around Transfer
- Spend freely on what moves: Enhancement, Breakthrough and Soul Binding.
- Delay what stays behind: Potential, Manastones, Theostones and Soul Bond.
- Check the preview in the Transfer or crafting window before you confirm anything.
- Only after you land on your long-term piece, finish it with the non-transferable layers.
If your gear is held back by dungeon content, you can have the Ascension Trials done for you instead of grinding them, and move on to the upgrades themselves.
For the exact thresholds, see the AION 2 Gear Score guide.
Frequently Asked Questions
What is the best gear in AION 2?
It depends on whether you are building for PvE or PvP. PvE setups benefit from PvE-focused bonuses, while Abyss gear is built around PvP stats and effects. The two share the same base stats, so the choice mostly comes down to which damage boost you need.
How high can you enhance gear in AION 2?
The limit depends on item rarity. Unique gear can reach +15 before Amplification, and Heroic gear can be enhanced to +20 before its later progression stages. From +15 to +20 you work with Breakthroughs, which need Amplify Stones. These numbers may shift with future patches.
Can you transfer Enhancement levels to better gear?
Yes. Transfer can carry Enhancement progress and Soul Binding data onto eligible replacement gear. Manastones, Theostones, Potential and certain extra Soul Binding effects, like Soul Bond, do not carry over.
What happens if Enhancement fails in AION 2?
A failed Enhancement does not destroy the item or lower its Enhancement level. You lose the materials and Kinah spent on that attempt, while later failures can also improve the success chance of the following attempts.
What are the best stats for gear in AION 2?
There is no universal priority, because classes need different stat thresholds. Common offensive options include:
- Attack
- Accuracy
- Critical Hit
- Combat Speed
- Cooldown
- Damage Boost
- Double Chance
Pick the ones your class is missing instead of stacking everything at once.
Are Manastones worth using on low-level gear?
Yes, but expensive Manastones are better saved for gear you plan to keep. Early equipment gets replaced quickly, and Manastones cannot be recovered, so higher-grade ones become far more valuable when you optimize long-term pieces.
What is Soul Binding in AION 2?
Soul Binding adds extra stat lines and can also raise class skill levels. Those base Soul Binding rolls can carry through gear transfers, which makes the system especially valuable for long-term progression.
What is the difference between Manastones and Theostones?
Manastones add regular combat stats to equipment. Theostones instead provide proc effects, including extra elemental damage, crowd control and combat debuffs. Manastones fit every build, while Theostones matter most in PvP.