AION 2 gear explained: what every layer of a piece does, and which stat lines to keep
A piece of AION 2 gear stacks five or six separate stat systems. What each one is, which survive a transfer, and the rare lines worth chasing on every slot.
Header image: NC, official AION 2 screenshot via Steam (The character customisation screen).
Open the tooltip on any helmet in AION 2 and you are looking at several stat systems stacked on top of each other, each upgraded with a different material and each with its own rules about what happens when you replace the item. Knowing which layer is which is the difference between upgrading efficiently and throwing away a week of materials. Tip before anything else: select an item in game and choose Source to see exactly where it drops.
A note on numbers: most of what the community has measured comes from the Korean servers, which have been live since November 2025 and run more systems and bigger stat totals than the global build. Treat exact figures as a direction, not a promise, and expect them to move as global catches up.
The layers on one piece of gear
- Enhancement level. Kinah plus Enhance Stones push the item up: Unique (yellow) gear to +15, Heroic (orange) gear to +20. After that come five Amp levels, shown as blue diamonds, paid for with Amplify Stones.
- Base stats. Fixed numbers that never change.
- Amp stats. Unlocked by the Amp levels. At Amp 5 in Korea a weapon adds 150 Attack and 5% Attack Increase, armour adds 400 Defense and HP plus 5% of each, accessories add 100 Attack, 200 Defense and 5% Attack Increase. Global values are not confirmed yet.
- Stat lines. Random lines drawn from a pool specific to the slot: every helmet rolls from the same helmet pool. You can reroll them one at a time or all at once, raise their values, and unlock one extra line (more on this below).
- Manastone and Soulstone lines. Random lines you roll by consuming stones. Manastones go on weapons and armour, Soulstones on accessories; stone grade (grey, green, blue, yellow) raises the odds of strong results.
- Theostone. One socket on weapons for an on-hit proc, such as a small chance to deal extra elemental damage.
- Potential. On the global servers this is a PvP-only line, fed with Potential Stones that come mostly from the Abyss and its shop.

What survives when you move to better gear
Transferring an item carries its enhancement and its stat lines across. It does not carry: Manastone and Soulstone lines, the Theostone, Potential lines, or the extra line unlocked with Philosopher's Stones. A Unique item at +15 Amp 5 transferred into a Heroic item arrives at +20 Amp 0. Plan around this: spend heavily only on pieces you will keep.
Slot by slot: what each piece is for
- Weapon and Guard carry the biggest offensive numbers and the same stat-line pool, including lines that raise Active Skill levels. Dungeon weapons have 4 lines and stop at Amp 3; extendable raid weapons have 4 lines and Amp 5; crafted Dragon Lord weapons have 5 lines and come in six tiers with Amp caps from 1 to 5.
- Armour (helmet, shoulders, chest, pants, gloves, cloak, boots) gives defence and lines that raise Passive Skill levels, never Active ones.
- Accessories lean offensive. Necklace and earrings roll Passive Skill lines, rings are the only accessory that rolls Active Skill lines, the bracelet gives Pantheon stats (first from the Ludra raid) and the brooch gives plain stats (first from Muspel).
- Belt and Amulet come from the level 45 main story and use their own scrolls: belt scrolls from Strongholds, amulet scrolls from turning in feathers. Take them to +10, then morph them up a grade. Belt is defensive, amulet offensive.
- Runes are the one piece that can break: you upgrade by combining two, and a failure destroys them. Strong end-game players sit around +7.
- Pendant comes from the level 50 story. It goes to +20 with Unique Amp stones and Radiant Balaur's Essence, cannot be Amped yet, and gets very expensive near the top.

Pantheon stats in one list
Bracelets, Arcana cards and the Pantheon's statues and portraits all grant Pantheon stats, each of which bundles two effects:
- Destruction (Zikel): Attack Increase, Perfect Resist
- Death (Triniel): Critical Hit, Regeneration Penetration
- Wisdom (Lumiel): lower MP cost, Double Chance
- Destiny (Marchutan): MP, Endurance chance
- Space (Israphel): Move Speed, Block
- Justice (Nezekan): Defense, Perfect chance
- Freedom (Vaizel): Accuracy, Evasion
- Illusion (Kaisinel): Cooldown reduction, Endurance Penetration
- Life (Yustiel): HP, Regeneration chance
- Time (Siel): Combat Speed, Double Chance Resist
For damage, the ones that matter most are Time (Combat Speed), Destruction (Attack Increase), Wisdom (Double Chance) and Illusion (cooldowns).
Rerolling stat lines
Single lines are rerolled with Synch Stones of the same grade as the item, made by morphing Synch Stone Fragments (mostly from dungeons) or spare Unique gear. Using a lower-grade stone on a Heroic item only rerolls with a 10% chance, so never do it. The orange Soul Codex: Reset book rerolls every line at once.
Chase the rarest good lines first, not the strongest. The lists below are ordered by how hard each line is to roll (approximate roll chance in brackets), because the common ones will come on their own. Weapon Damage Boost hits harder than Damage Boost, for example, but Damage Boost is listed first on weapons because it is rarer. Once a piece is right, transfer it forward instead of fishing again, and avoid wasting a rare roll on the Philosopher's line, which does not transfer.
Lines worth keeping, by slot (global)
- Weapon and Guard: Damage Boost (~2%), Combat Speed (~4%), Weapon Damage Boost (~4%), Might (~5%), Multi-hit (~5%), Precision (~6%, maybe unnecessary with the global 50% crit cap), Attack (~6%).
- Helmet: Double Chance (~1%), Attack Increase (~1%), Attack (~4%), then Passive Skills.
- Cloak: Double Chance, Attack Increase, Perfect chance (each ~1%), Attack (~4%), then Passive Skills.
- Shoulders: Double Chance (~1%), Critical Damage Boost (~3%), Attack (~4%), then Passive Skills.
- Chest: Perfect chance (~1%), Damage Boost (~3%), Attack (~4%), then Passive Skills.
- Pants: Attack Increase and Perfect chance (~1% each), Damage Tolerance (~3%), Attack (~4%), then Passive Skills.
- Gloves: Perfect chance (~1%), Combat Speed (~3%), Attack (~4%), then Passive Skills.
- Boots: Perfect chance (~1%), Move Speed (~3%), Attack (~4%), then Passive Skills.
- Necklace: Combat Speed and Might (~2% each), Attack (~8%), Passive Skills, plus Accuracy (~6%) if you are short.
- Earrings: Move Speed, Might and Precision (~2% each), Attack (~8%), Passive Skills, Accuracy if needed.
- Rings: Might and Precision (~2% each), Attack (~8%), then Active Skills.
- Bracelet: Illusion, Wisdom, Destruction, Time, Justice, Space. Some classes swap one, an Assassin taking Death over Space for instance.
- Brooch: Might, Precision, Accuracy, Constitution, then Critical or Block.
Accuracy and critical targets for raids
Bosses have Block and Critical Resist that cancel your Accuracy and Critical Hit point for point, so each raid has a number worth reaching before anything else. Count every source, PvE Accuracy and Block Penetration included: your character sheet will show less than the target and still be enough. Community estimates, unconfirmed for global:
- Ludra (projected for global): about 1,200 Accuracy and 1,200 to 1,400 Critical Hit.
- Corroded raid: about 2,350 Accuracy and 2,500 Critical Hit.
- Muspel, hard: about 2,800 Accuracy and 3,150 Critical Hit. Normal mode has no reliable figure yet.
Global caps critical chance at 50%, and a training dummy needs very little crit to hit that cap, so test on real bosses. For complete class setups, the community parsing site Notmeter keeps a setup guide for every class.
- https://notmeter.com/?view=setup-guide notmeter.com
Written by AI Exodus in our own words. Facts, figures and quotes belong to their sources; Korean patch notes were read in translation. Where a claim rests on one outlet or a community site, the text says so. Last checked 28 Oct 2026.


