In Aion 2, an item’s level determines the cost of each enhancement attempt, not its success rate. A +12 try on level 36 Unique gear still has a 50 percent chance of success, matching endgame gear, but costs much less. Use the Enhancement menu’s Transfer tab to shift a completed enhancement level and its Soul Binding stats to another gear piece. For the lowest-cost path to a powerful level 86 item, handle the costly, random attempts on disposable gear, then transfer the finished result.
Quick answer: Buy a cheap, unbound Unique piece for the same slot, Soul Bind it, keep it only if it rolls good stats, and enhance it to +15. Then transfer it onto your level 86 piece with a Transfer Stone (Unique) (Bound).
Aion 2 enhancement costs by item level
Each enhancement attempt uses Kina and Enhance Stones, with the amount determined by the item’s level. The difference is immediate: raising a Nuakum Helm (item level 86) from +0 to +1 takes 10,800 Kina and 430 Enhance Stones, while the same upgrade on a Dartan Helm (item level 46) needs 5,000 Kina and 230 stones. At +10, an Aulamus Greatsword (item level 70) requires 250,000 Kina and 6,400 stones for each attempt, with a 65 percent chance. The +10 Nuakum Guard (item level 86) takes 310,000 Kina and 7,900 stones per attempt at that same 65 percent chance.
Here is the Kina price of each step on a level 36 Unique piece next to a level 86 Unique piece:
| Step | Level 36 Unique | Level 86 Unique |
|---|---|---|
| +0 → +1 | 4,200 | 10,800 |
| +1 → +2 | 6,000 | 15,300 |
| +2 → +3 | 11,100 | 28,000 |
| +3 → +4 | 16,900 | 43,000 |
| +4 → +5 | 23,600 | 61,000 |
| +5 → +6 | 31,500 | 79,000 |
| +6 → +7 | 39,800 | 100,000 |
| +7 → +8 | 48,000 | 122,000 |
| +8 → +9 | 57,000 | 146,000 |
| +9 → +10 | 66,800 | 170,000 |
| +10 → +11 | 127,000 | 310,000 |
| +11 → +12 | 188,000 | 450,000 |
| +12 → +13 | 302,000 | 720,000 |
| +13 → +14 | 480,000 | 1,130,000 |
| +14 → +15 | 660,000 | 1,570,000 |
Attempts through +10 have a set cost, since Unique gear upgrades succeed every time. For +11 to +15, success chances drop to 65, 50, 35, 25, and 20 percent, respectively. Failed attempts consume materials without reducing the item’s level or destroying it. Each miss raises the chance for your next attempt at that level by 5 percentage points, limiting any one step to 17 tries. Across the five uncertain upgrades, the average is about 12 attempts total. That makes the complete upgrade far pricier than the first ten levels:
| Item level | +0 to +10 (fixed) | +0 to +15 (average) |
|---|---|---|
| 36 | 325,400 Kina, 12,960 stones | ~5.3M Kina, ~67,300 stones |
| 70 | 632,050 Kina, 25,180 stones | ~10.3M Kina, ~130,900 stones |
| 86 | 775,100 Kina, 30,920 stones | ~12.6M Kina, ~160,800 stones |
| 102 | 920,400 Kina, 36,680 stones | ~15.0M Kina, ~190,700 stones |
On a single level 86 piece, reaching +15 on level 36 gear instead saves about 7 million Kina on average. Across a full set, the savings run into tens of millions.
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Add to Google Preferences →What Gear Transfer moves, and what it leaves behind
Unique (gold) gear can be transferred. The process moves the investment on a Source Gear to a Target Gear in the matching equipment category: a helm to a helm, greaves to greaves, or a bow to a bow. The target retains its original base item level; for instance, a level 86 piece remains level 86 while gaining the source’s enhancement level and Soul Binding lines. Once the transfer is complete, the source is deleted.
| On the source item | Carries over? |
|---|---|
| Enhancement level (e.g. +15) | Yes |
| Soul Binding stats | Yes, if Soul Binding Rate is under 100% |
| Traits (e.g. Fury) | Yes |
| Manastones | No |
- At a Soul Binding Rate of 100 percent on the source, the enhancement level is the only thing carried over; its stats do not move.
- A transfer cannot be applied to a target piece whose Soul Binding effects are fixed.
- The transfer overwrites the target’s enhancement level, so moving a +10 source onto a +12 target leaves it at +10.
- Theostones, Potential, and other piece-specific systems still have to be built on the final item.
Manastones never transfer. Remove any expensive stones from the source before you sacrifice it, or they are lost with the item.
Accessories aren’t a good fit for this approach. Rings, necklaces, and earrings never come from open-world content or Shugo events, leaving no inexpensive low-level copies available for rerolls.
How to craft a Transfer Stone (Unique) (Bound)
Each transfer consumes Transfer Stone (Unique) (Bound), a gemstone that only works on Unique gear. You make it in Substance Morph, which sits under the Gear tab. Add one unwanted Unique gold item and you get one stone, with a 100 percent success chance. Most transfers need one stone. A jump from a level 36 source to a level 86 target takes two, and the transfer itself is guaranteed to succeed.


Duplicates and low item level gold pieces make the best fuel. Morphing an item into a stone means you can’t extract it later for a Closet skin, so check before you sacrifice anything with a look you like.
Roll and enhance a cheap Unique piece first

The Market opens at level 45 and only accepts unbound Kina. Kina (Bound) from quests and reward chests can’t pay for Market purchases.


Stats matter more than the +N. If you end up transferring a piece at +10 with the right lines, it’s still a win, because you can push enhancement on the target later. Wrong stats cost you in every fight.
How to transfer gear in the Enhancement menu

Completion is confirmed by the message “Successfully performed [item] Gear Transfer.”; the target then displays its new enhancement level and stats. If a trait transfers, another notice gives its new level. The target’s Soul Binding Rate changes to reflect the binding it received, and the source leaves your inventory. Finish by opening the Manastone tab and socketing fresh stones into the target.
Rerolling Soul Binding with Soul Codex: Reset (Bound)
The other way to fix bad lines is Soul Codex: Reset (Bound), which rerolls Soul Binding on a piece directly. Each use costs 300,000 Kina. The Nightmare Trade Shop sells up to three per week for 8,000 Phantasmal Fragments each.


Resets make sense on a piece that already has at least one good line to build around. Rerolling single lines on high-level gear with nothing usable underneath is the most expensive way to chase stats.
Which Aion 2 gear slots and stats to roll for
Prioritize your weapon and Guard, whose rolls can yield the most impactful damage lines: Damage Boost, Combat Speed, Weapon Damage Boost, and Multi-hit Chance. For a DPS character, Block or HP on either piece wastes an offensive roll.
Rings come next because they can roll skill levels. Bonus levels push a skill past specialization thresholds, and level 20 opens a third specialty slot. The Gladiator’s Overhead Slam shows what’s at stake. With ring bonuses, a skill shown at Lv. 10 (+6) reaches level 16 and loses its cooldown.
| Overhead Slam skill level | Specialization unlocked |
|---|---|
| 8 | Absorbs HP |
| 8 | Changes to AoE Skill |
| 8 | Adds [Upward Strike] Chain Skill |
| 12 | Critical Hit on hit |
| 16 | Remove cooldown |
Overhead Slam is a Greatsword skill learned at level 4. It has a 5-second cooldown, a 4-meter range, and a skill level cap of 40. It deals Physical damage that scales from 174 at skill level 1 to 3,744 at skill level 40, plus 163.6 percent of Attack.
When to enhance directly or craft instead
- Piece at +11 or lower with mediocre lines: switch to the roll-and-transfer route, even if it means giving up the existing enhancement.
- If a piece already has two or three top-tier stats, enhance that piece as-is rather than paying for a transfer.
- Weak enhancement and poor stats on the source: don’t transfer it at all, and build the new piece from scratch.
Crafted Dragon Lord gear carries up to five Soul Binding lines and a higher base item level. The Ebony Dragon Lord Necklace sits at item level 94 and the Splendent version at 102. High-tier rings and necklaces cost 50 million to 70 million Kina or more to craft, though, and a bad roll like Block or HP on a DPS build wastes that whole investment. Strong lines rolled on cheap gear and then transferred cost far less.
Extracting a replaced piece refunds its Enhance Stones only. Kina, Manastones, and Theostones spent on it are gone, which is another reason to keep the costly clicks on cheap gear.
Aion 2 Unique and Epic weapons: Enchant caps and bonuses
Grade decides whether a piece can join the transfer route at all. Epic weapons stop at +10, and every Epic attempt succeeds. Transfer runs on Unique gear, which caps at +15. Here’s how two weapon families compare:
| Item | Grade (item level) | Max Attack (base) | Max enchant bonus |
|---|---|---|---|
| Unique (70) | 359 | +15: +119 Min/Max Attack | |
| Unique (70) | 323 | +15: +119 Min/Max Attack | |
| Epic (45) | 263 | +10: +51 Min/Max Attack | |
| Epic (45) | 229 | +10: +51 Min/Max Attack | |
| Epic (45) | 206 | +10: +51 Min/Max Attack |
The Aulamus weapons have four manastone slots and one theostone slot, require level 45, and use the Amplifying: Weapon Unique 70 table once they reach +15. They drop from Divine Auldor at a 0.43 percent rate and from Guardian Captain Raur and Judge Urahum at 0.22 percent, and they also come from the Urugugu Canyon: Weapon Selection Chest (Bound). Among the 83 items in their slots, the Aulamus Longsword and Aulamus Dagger rank fifth for Max Attack. Their Weapon Damage Boost random stat rolls between 7.2 and 8.35 percent.
The Black Claw weapons rank 10th in their slots for Max Attack. They have three manastone slots and drop from Ferocious Horn Nuakum at up to 3.1 percent and from Watchdog Kwapo and Necromancer Duanka at up to 2.8 percent. All of them bind when obtained, so neither family can be bought on the Market as fodder.
For leg slots, these T2 Unique greaves work as source shells. Each has four manastone slots and a +15 cap, and all of them roll a wide pool of Soul Binding lines, from Defense and HP up to Attack and Critical Hit:
| Greaves | Item level | Base Defense / HP | +15 bonus (Def / HP) |
|---|---|---|---|
| Wisdom Greaves | 36 | 219 / 108 | +155 / +127 |
| Fantasy Greaves | 36 | 219 / 108 | +155 / +127 |
| 36 | 219 / 108 | +155 / +127 | |
| 41 | 250 / 123 | +176 / +145 | |
| 41 | 250 / 123 | +176 / +145 |
Keep the final stage in mind when choosing a target. Amplify, the track past +15, depends on item level. Pieces at item level 36 to 51 get no Amplify stages, while gear at 86 and above can go up to Amplify +5. Moving a finished +15 onto a level 86 piece is also what opens that next upgrade path.






