Aion 2 Kodex
Roadmap
Seven phases from level 1 to 2400+ gear score. Each with a clear goal — and with what not to do there.
Level 1 to 45
Laying the foundation. Nothing here is spectacular; all of it pays off later.
Your only goal is level 45. Perfect gear along the way does not matter — you are swapping it constantly anyway.
What counts are the systems that stay: the Monolith, the Devenian Boards, and above all what you do not spend.
Do this:
- Work through the main story, but do not rush it
- Take sealed dungeons along the way (question marks on the map)
- Do regional quests as you pass them
- Collect feathers, upgrade the Monolith
- Spread enhancement wide instead of pushing one piece
- If you are struggling: use scrolls and food buffs
Level 45 to 1600 GS
The build-up phase. This is where the foundation everything else stands on gets laid.
From level 45 the priorities change. Now it is about permanent progress — the things that will still be yours in four weeks.
Your list:
- Strongholds — the engine for the belt
- Belt to unique
- Revelation Amulet to unique, roughly 140 feathers
- Sealed dungeons for Devenian crystals
- Rifts every three hours
- Class runes to +1, then equip and leave alone
- Pantheon filled, green pieces included
- Dailies and weeklies, supply requests, shugo
If you get stuck at 1500–1600: both bracelets to +10. They will not be replaced any time soon, which makes them one of the safer investments at this point.
Systems in this phase
- Belt — your longest-serving piece of gear
- Revelation Amulet — 140 feathers well spent
- Class Runes — stop at +1
- Pantheon — free stats nobody pays attention to
- Devenian Boards — why regional quests are not side content
- Sealed Dungeons — the question marks on your map
- Strongholds — the engine for your belt
- Rifts — every three hours
1600 to 1700 GS
Farm the abyss, buy accessories, start on weekly content.
A short but important stretch. This is where you build the base for transcendence.
Do this:
- Farm the abyss — five minutes per run, 5,000 to 10,000 points
- Put points into accessories: rings, earrings, necklace. The weapon after
- Nightmare — 14 runs per week, each difficulty four times. Currency into Devenian crystals
- Ascension trial and raid — three runs each, normal rather than easy
With ascension trial and raid, the chance of genuinely strong items sits at roughly 10 %. Even when nothing drops, traces can be morphed. Take them every week.
1700 to 1800 GS
Start transcendence, fill five card slots.
Now comes the single biggest power spike of this stretch.
Transcendence is timed dungeons with a grade. You need S rank to advance through the stages — below that there is no progress at all.
The order:
- Run early stages until all five card slots are green
- Only then push higher stages for blue cards
With filled card slots you land in the order of 180 to 200+ gear score from this system alone — enough to carry you towards 1900 to 2000.
Starting earlier does not pay: below 1650 you will not make S rank and you burn time the abyss would have used better.
Systems in this phase
1800 to 2200 GS
Vakron. The stretch you have been saving your Odal for.
The biggest jump in the game — and the payoff on the Odal question.
Do this:
- Open your own group, requirement 1800+
- Use the cube to pick up the gear pieces you are missing
- Weapon and guard to +10
- Remaining pieces to +10
- Repeat until roughly 2200 GS
This is where saved versus burned Odal shows: those who saved buy the missing pieces outright. Those who did not wait for drops. That is a few evenings against a few weeks.
Systems in this phase
2200 to 2400 GS
Blue cards and the unique arcana.
The focus is now almost entirely on arcana.
Do this:
- Run transcendence 6, especially Deus and Archanis
- Target: four blue cards
- Craft the unique arcana: 5 mysterious crystals, 5,000,000 kina
Mysterious crystals come from the season (challenges, tower of trials via ascension score), from the season shop under growth, or from transmuting existing arcana cards.
When crafting you pick stat focus, grail and spell, then roll three main effects. Together with the blue cards you land at roughly 320 combat power from arcana.
That puts you at 2400+.
Systems in this phase
2400+ GS
Fire temple and ferocious horn den. Endgame gear.
From here it is about the last few percent.
Fire temple — priority in this order:
- Weapon — the single biggest power spike
- Accessories — earrings, rings, necklace. Depending on your build the necklace can be particularly valuable
Ferocious horn den — seven runs. The chance of unique gear sits at roughly 1 %. Even without the rare hit you get guaranteed level 67 gear, which closes remaining gaps.
And keep an eye on the patch notes: the global launch brings dry protection and weapon tickets, among other things, to soften the long dry streaks seen in the TW version.
Systems in this phase