Enhancement in AION 2 raises a piece of gear one level at a time by spending Kina and Enhance Stones. How far you can go, and how risky the climb gets, depends entirely on the item’s grade. The cost of each step scales with item level, but the success chance never does, so a cheap low-level Unique item fails at exactly the same rate as a top-end one.
Quick answer: Common and Rare gear always succeeds to +5, Epic to +10, and Unique to +10. From there, +11 through +15 run at 65%, 50%, 35%, 25% and 20%, with 5% added to the next attempt after every failure.
How enhancement works
For each try, the game charges the Kina fee and Enhance Stones required at that tier, then checks the listed success rate. A win raises the item by one level; a miss leaves its current level unchanged while consuming the attempt’s materials. Weapons, armor, and standard accessories cannot break or fall to a lower level.
Once a step can fail, a pity system protects you from endless bad luck. Every failed attempt at a given level adds 5% to your chance on the next try at that same level, climbing until the step is certain. The moment the attempt succeeds, the counter resets and the next level starts from its own base rate.
Open the Enhancement menu, pick the piece you want to raise, and the window shows the fee, the stone count and the current chance for the next level. The same menu also holds Theostones, which slot onto the gear separately from the enhancement level itself.

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The grade ladder runs Common, Rare, Epic, Unique. Where your gear stops, and whether any step can fail, is fixed by that grade alone.
| Grade | Max level | Always succeeds to | Odds after that |
|---|---|---|---|
| Common | +5 | +5 | No risky steps |
| Rare | +5 | +5 | No risky steps |
| Epic | +10 | +10 | No risky steps |
| Unique | +15 | +10 | 65% → 50% → 35% → 25% → 20% |
Failure is possible only across the final five Unique upgrades. All earlier stages are bought outright, so Epic equipment can safely be brought to +10 during progression.
Common and Rare gear: every step to +5
Common and Rare pieces cap at +5, and all five steps succeed every time. The bill rises with item level, so the same grade costs far more on a level-35 piece than a level-9 one.
| Step | Common (iLvl 1) | Common (iLvl 20) | Rare (iLvl 35) |
|---|---|---|---|
| +1 | 125 Kina, 5 stones | 2,500 Kina, 100 stones | 4,380 Kina, 175 stones |
| +2 | 250 Kina, 10 stones | 3,750 Kina, 150 stones | 6,300 Kina, 250 stones |
| +3 | 500 Kina, 20 stones | 6,500 Kina, 260 stones | 11,500 Kina, 460 stones |
| +4 | 500 Kina, 20 stones | 10,000 Kina, 400 stones | 17,500 Kina, 700 stones |
| +5 | 750 Kina, 30 stones | 14,000 Kina, 560 stones | 24,500 Kina, 980 stones |
Pouring stones into Common or Rare levelling gear is wasted once a Unique for that slot arrives, since their enhancement level does not carry over. Keep those stones for a piece you will actually keep.
Epic gear: every step to +10
Epic gear runs all the way to +10 with a 100% success chance on every step. There is no gamble anywhere on the curve, only a rising fee.
| Step | Epic (iLvl 23) | Epic (iLvl 45) |
|---|---|---|
| +1 | 2,880 Kina, 115 stones | 5,630 Kina, 225 stones |
| +2 | 4,250 Kina, 170 stones | 8,000 Kina, 320 stones |
| +3 | 7,500 Kina, 300 stones | 14,800 Kina, 590 stones |
| +4 | 11,500 Kina, 460 stones | 22,500 Kina, 900 stones |
| +5 | 16,300 Kina, 650 stones | 31,500 Kina, 1,260 stones |
| +6 | 21,300 Kina, 850 stones | 42,000 Kina, 1,660 stones |
| +7 | 26,800 Kina, 1,070 stones | 53,000 Kina, 2,090 stones |
| +8 | 33,000 Kina, 1,310 stones | 64,000 Kina, 2,550 stones |
| +9 | 39,000 Kina, 1,560 stones | 76,000 Kina, 3,040 stones |
| +10 | 46,000 Kina, 1,820 stones | 89,000 Kina, 3,560 stones |
Unique gear: guaranteed steps to +10
Unique gear is the endgame grade, and its first ten steps are all guaranteed. Because the odds are tied to grade and not to item level, a low-level Unique piece carries the same 100% chance to +10 as a level-102 one. The cost, however, climbs steeply with item level, as these two example curves show.
| Step | Unique (iLvl 36) | Unique (iLvl 102) |
|---|---|---|
| +1 | 4,500 Kina, 180 stones | 12,800 Kina, 510 stones |
| +2 | 6,500 Kina, 260 stones | 18,300 Kina, 730 stones |
| +3 | 11,800 Kina, 470 stones | 33,300 Kina, 1,330 stones |
| +4 | 18,000 Kina, 720 stones | 51,000 Kina, 2,040 stones |
| +5 | 25,300 Kina, 1,010 stones | 72,000 Kina, 2,860 stones |
| +6 | 33,300 Kina, 1,330 stones | 94,000 Kina, 3,750 stones |
| +7 | 42,000 Kina, 1,670 stones | 119,000 Kina, 4,730 stones |
| +8 | 51,000 Kina, 2,040 stones | 145,000 Kina, 5,770 stones |
| +9 | 61,000 Kina, 2,430 stones | 173,000 Kina, 6,890 stones |
| +10 | 72,000 Kina, 2,850 stones | 202,000 Kina, 8,070 stones |

Unique gear: the +11 to +15 climb
From +10 the chance drops sharply and every attempt can fail. Each step shares the same five rates across every item level, and a failure adds 5% to the next try at that level. The fee is what changes with item level, so the table below pairs the chance with the per-attempt cost on a level-36 piece and a level-102 piece.
| Step | Chance | Unique (iLvl 36) | Unique (iLvl 102) |
|---|---|---|---|
| +11 | 65% | 127,000 Kina, 3,290 stones | 360,000 Kina, 9,310 stones |
| +12 | 50% | 188,000 Kina, 3,750 stones | 540,000 Kina, 10,610 stones |
| +13 | 35% | 302,000 Kina, 4,220 stones | 860,000 Kina, 11,960 stones |
| +14 | 25% | 480,000 Kina, 4,720 stones | 1,340,000 Kina, 13,360 stones |
| +15 | 20% | 660,000 Kina, 5,230 stones | 1,860,000 Kina, 14,820 stones |
The pity bonus matters most on the worst steps. A 20% step would average five attempts and have no ceiling without it, but the +5% per failure caps the bad luck instead of letting it run forever. On a level-102 weapon the final two steps still cost more than the first thirteen combined, and the +14 to +15 jump alone averages several million Kina.
Because a failure only costs materials, your weapon and armor can never lose a level or break. The risk is purely how many stones and how much Kina the climb burns before a success lands.
Amulets and belts: scroll-gated steps
Amulets and belts use their own curves. Every step succeeds all the way to +10, but each attempt also needs one bound enhance scroll on top of Kina and stones. The first level often costs no Kina or stones at all, just the scroll. A Rare-grade amulet at item level 13 shows the pattern.
| Step | Chance | Cost (plus 1 scroll) |
|---|---|---|
| +1 | 100% | 0 Kina, scroll only |
| +2 | 100% | 5,000 Kina, 200 stones |
| +3 | 100% | 8,500 Kina, 340 stones |
| +4 | 100% | 13,000 Kina, 520 stones |
| +5 | 100% | 18,500 Kina, 740 stones |
| +6 | 100% | 24,000 Kina, 960 stones |
| +7 | 100% | 30,500 Kina, 1,220 stones |
| +8 | 100% | 37,000 Kina, 1,480 stones |
| +9 | 100% | 44,000 Kina, 1,760 stones |
| +10 | 100% | 51,500 Kina, 2,060 stones |
Higher-grade versions of the same pieces follow the identical 100% odds but cost far more. An Epic amulet at item level 36 opens at 66,500 Kina and 2,660 stones per step, while a Unique amulet at item level 65 starts at 297,000 Kina and 11,860 stones. The scroll requirement stays one per attempt throughout. The same model covers belts such as the Noble Belt, which draws on its matching belt enhance scroll.

Clash Rune: the one track that can drop a level
The Clash Rune is the exception to the no-downgrade rule. It caps at +10, needs one Clash Rune Enhance Scroll per attempt, has no pity bonus, and drops a level whenever an attempt past +1 fails. Only the first step is guaranteed, and the odds fall fast after that.
| Step | Chance | Cost (plus 1 scroll) |
|---|---|---|
| +1 | 100% | 5,000 Kina, 200 stones |
| +2 | 80% | 9,070 Kina, 290 stones |
| +3 | 66% | 19,700 Kina, 520 stones |
| +4 | 50% | 40,000 Kina, 800 stones |
| +5 | 33% | 84,900 Kina, 1,120 stones |
| +6 | 25% | 147,000 Kina, 1,470 stones |
| +7 | 20% | 233,000 Kina, 1,860 stones |
| +8 | 15% | 379,000 Kina, 2,270 stones |
| +9 | 12% | 563,000 Kina, 2,700 stones |
| +10 | 10% | 793,000 Kina, 3,170 stones |
Where Enhance Stones come from
Enhance Stones are the limiting material on every curve, and they come from quests, expedition dungeons, achievements, attendance and the battle pass. Faction rifts, which open into the opposing territory on a timer, are a steady farming spot for them.

Past +15: Amplified Enhancement
After a Unique piece reaches +15, Amplified Enhancement lets you advance it by as many as five additional levels, spending Amplify Stones in place of Enhance Stones. The separate success rates and diminishing pity bonus make these upgrades a longer-term undertaking, not a regular step.

How far to push each piece
Because everything up to +10 is guaranteed, that level is the clean stopping point for any piece you expect to use for a while. It is also the last place where the cost of each level stays reasonable. The weapon earns the biggest return from early enhancement, so it is the natural first target, with your survivability armor and then the rest of your slots following to the same breakpoint.
Reserve the +11 to +15 range for a piece you are confident you will keep. On a transition item, every step past +10 pays most of the item’s total cost for only a few points of item level, so stopping at +10 and spending the difference elsewhere almost always leaves your character stronger overall.






