Aion 2

Aion 2 After Level 45: Gear Progression to 2400 and Beyond

What to do after level 45 in Aion 2: the global priority order, Combat Power thresholds, where each gear slot comes from and what to enhance first.

8 min read

You hit 45 and the quest arrow disappears. This page is the order that matters on the global servers: what to clear first, what Combat Power and item level actually gate, where each gear slot comes from, and what to enhance before you spend big. Pair it with Dungeons: Expeditions and Odyle Energy for dungeon tiers and Daily and Weekly Checklist for the recurring loop. Back to the Beginner Guide.

The first hour after 45: what matters most

steps

  1. Collect the side content you skipped. Sealed Dungeons, Strongholds and feathers are worth clearing even after 45. One pass through what you have not done gives Daevanion points, skill points and gear you missed while rushing to level.
  2. Check your gates. Combat Power (also called gear score or item level by different creators) is the number that decides which expedition you can enter. The posted number is usually a floor, real parties ask for more, so do not push a 2-star before the 1-stars are done.
  3. Start the expedition loop. Your first runs should be Exploration to learn the room, then Conquest once your gear meets the posted requirement.
  4. Pick up the daily loop. Five Duty Missions, Supply Requests and the two daily dungeons start paying currencies you need for the first thresholds.

the character in the open world at level 45, bow drawn, with the quest tracker and minimap on screen

The character in the open world at level 45, bow drawn, with the quest tracker and minimap on screen. Source: aLuckyRO

The common mistake is to chase the highest star you see on the menu. Groups check your gear score before they invite. Clearing the 1-stars cleanly is faster than wiping on a 2-star you are not geared for.

Combat Power and item level thresholds on global

Creators use Combat Power, gear score and item level almost interchangeably for the number that gates a dungeon and shows on your character screen. The Korean and Taiwan footage below tracks it as Combat Power; treat every number as a floor, since the parties in that footage already ask for more than the posted minimum.

Band What opens Note
900-1200 1-star Conquest (Krao Cave, Draupnir Cave); finishing leftover sealed dungeons and strongholds Where most players land right after the level 45 quest line
1200-1600 Bridging gear from Abyss rings, earrings and Krao Cave's guaranteed necklace Posted Conquest requirement for the next tier is 1600
1600-2200 2-star Conquest (Vakron Sky Island for armor and guard, Urugugu Canyon for weapon and accessories); Transcendence begins and climbs toward blue Arcana cards Posted at 1600, but pickup groups in the footage ask for closer to 1800
2400+ Fire Temple and Ferocious Horn Den; unique Arcana crafted from blue cards Posted around 2200-2400; some creators quote pickup groups wanting 2500

A listed 1600 has already meant 1800 before a pickup group invites in the footage above, and Fire Temple's posted number has been quoted anywhere from 2200 to 2500 depending on the creator. The dungeon guide Dungeons Guide lists each gate with the same caveat.

Where each gear slot comes from

At global launch there are no Heroic drops and no hard-mode Conquest, so the best-in-slot chase is crafted orange pieces, not rare Heroic procs.

Slot Best global source Note
Weapon Expeditions and crafting First craft priority
Guard (off-hand/shield) Expeditions and crafting Second craft priority
Necklace / Earrings Conquest pity, Abyss Conquest pity guarantees the pick
Rings Abyss, expeditions Abyss ring is the early 1600 bridge
Armor Expeditions, then crafting Dungeon gear bridges you; crafted keeps roughly a 5% PvE edge
Belt / Amulet Their own upgrade tracks Use separate resources, not armor stones
Manastones / Potential Crafting, auction house Fill after main slots are set

Dungeon armor carries most early PvE progress, and its Potential system, built from breaking down duplicate dungeon drops, can push it further. Crafted armor keeps a real edge, a built-in PvE damage bonus that Potential does not fully close, so there is no need to rush out of dungeon gear before your crafting is ready. The armor you have now is the bridge while professions level.

For recipes, tiers and the guaranteed path, see Crafting and Gathering.

Enhancement, amplification and soulbinds

Enhancement is where Kinah goes after 45.

the N menu overlay listing Enhancement, Arcana, Expedition and other system panels

The N menu overlay listing Enhancement, Arcana, Expedition and other system panels. Source: Madsin

steps

  1. Enhance with Enhancement Stones. Costs rise with tier, and spreading +1s across several pieces costs less overall than pushing one piece up five levels.
  2. Plan amplification after enhancement. Pushing accessories to amplification level five costs Kinah and amplification stones, but it adds real attack and Combat Power. Do not amplify a piece you plan to replace soon.
  3. Understand soulbinds. Binding locks a piece to the character. Transfer crafting (inheritance) carries your enhancement level and soul binds onto an upgraded piece, so that investment is not lost when you move to better gear.
  4. Weapon first. Weapon enhancement moves your damage more than any armor piece at the same cost.
  5. Belts and amulets are separate. They use their own upgrade items, so they do not compete with armor stones.

Failing a high-tier craft can cost you the materials, and a class rune that fails an upgrade can break outright. Keep backup materials before you gamble on a high-value craft or enhance.

The push to 1600, 2400 and beyond

steps

  1. 900-1200, Finish sealed dungeons and Strongholds, run the first 1-star expeditions (Krao Cave, Draupnir Cave), which are doable around 1000, and collect feathers at the Monolith for skill points. Draupnir's guaranteed cube reward is worth hitting once. See Krao Cave Guide.
  2. 1200-1600, Pair an Abyss ring and earring with Krao Cave's guaranteed necklace to break 1600, then start Transcendence once you are there.
  3. 1600-2200, Vakron Sky Island (armor and guard) and Urugugu Canyon (weapon and accessories) are the main loop for this stretch; save Odyle Energy for them rather than low-star Exploration. Keep climbing Transcendence toward blue Arcana cards.
  4. 2400+, Fire Temple and Ferocious Horn Den open once your unique Arcana and blue cards land. This is where weekly limits on Nightmare, Ascension Trial and raid attempts start to pace you, alongside your Odyle Energy. See Fire Temple Guide.

the Expedition dungeon list from Krao Cave to Ferocious Horn Den, with a text-notes overlay of early Combat Power milestones

The Expedition dungeon list from Krao Cave to Ferocious Horn Den, with a text-notes overlay of early Combat Power milestones. Source: TheWhelps

Creators broadly agree on this order but differ on how early to spend Abyss points on accessories versus saving toward a weapon. Follow the gates you meet rather than a fixed schedule.

What to invest in first, what to skip

Spend or skip at global launch?

  • Invest first: Weapon, then guard, then necklace and earrings, then armor. These four move Combat Power most at the lowest cost.
  • Invest next: Rings, belt and amulet upgrades, then manastones and potential as filler.
  • Skip: Chasing Heroic procs and hard-mode Conquest. They are not in the global build. Guides that show them are about the Korean build.
  • Save: Odyle Energy for Vakron Sky Island rather than spending it on every Exploration cube that appears.

If you only craft one guaranteed piece early, make it the weapon: several creators describe a guaranteed crafting path for it, a lower crafted tier upgraded through transfer crafting, that does not depend on a lucky pity drop.

Linking it all: dungeons, dailies and alts

The endgame loop is three tracks:

The hub Beginner Guide maps the whole 15-guide set in reading order.

After 45 FAQ

FAQ

What item level is needed for the first Conquest dungeon?

Krao Cave and Draupnir Cave, the first Conquest dungeons, clear comfortably around 900-1200 in the footage above; creators call this number item level, gear score or Combat Power fairly interchangeably. The next tier, Vakron Sky Island and Urugugu Canyon, posts 1600, and parties there already ask for closer to 1800 before they invite.

Where does the best gear come from at launch without Heroic?

Expeditions and crafting. Crafted orange pieces are the Season 1 chase; dungeon armor, helped by the Potential system, is the bridge while professions level.

How long to 2400?

Past the 1600 bridge, the loop is mainly Vakron Sky Island and Urugugu Canyon plus Transcendence for Arcana cards; Fire Temple and Ferocious Horn Den open once you cross into the 2400+ band. Weekly limits on Nightmare, Ascension Trial and raid attempts pace it along with your Odyle Energy, there is no single skip.

Is Combat Power the same as gear score?

Not officially, the game tracks Combat Power and item level as separate numbers. But creators in the footage above use "Combat Power," "gear score" and "item level" almost interchangeably for the number that gates content, so treat the numbers on this page as that general power reading rather than a precise technical one.

In this series

Sources

Screenshots on this page are frames from the videos below, used to illustrate what they describe. All rights remain with their creators.