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“Refinement” in Aion 2 is not one upgrade button. Ordinary enhancement, unique breakthrough enhancement, Potential, and Clash Rune enhancement are separate systems with different materials, odds, and failure penalties. Identify the track and your gear’s grade and item level before spending anything.

For ordinary enhancement, the currently documented global-client rules make common and rare gear guaranteed through +5 and legacy and unique gear guaranteed through +10. Unique attempts from +10 to +15 become probabilistic, while a separate official breakthrough table governs the post-cap +1 through +5 track. Costs rise sharply at higher steps, and Clash Runes are the important downgrade exception.

Start by identifying the refinement track

The word “refinement” is often used casually for any gear upgrade, but Aion 2 has several independent progression tracks. Their currencies and failure results cannot be substituted for one another.

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Track What it changes Materials or currency Failure result Evidence level
Ordinary enhancement Standard weapon, armor, and accessory enhancement levels Kinah and Enhance Stones Ordinary gear keeps its item and level; the attempt resources are consumed Global-client guide figures from MetaBot.GG (2026)
Unique breakthrough enhancement A post-cap progression for unique-grade gear Kinah and Unique Breakthrough Stones Failure compensation raises the next displayed chance at that stage Official NCSOFT probability disclosure (2026)
Potential Additional PvP attributes Potential Amplification Stones and Abyss Points The documented track is guaranteed rather than a normal enhancement roll Aion 2 system guide (2026)
Clash Rune enhancement Rune level progression A Clash Rune enhancement scroll per attempt A failed attempt can lower the rune by one level; there is no failure compensation Korean guide summary (2026)

Do not use the ordinary enhancement table to price Potential or breakthrough attempts. Conversely, Unique Breakthrough Stones are not ordinary Enhance Stones.

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How ordinary enhancement works

Guaranteed ranges depend on gear grade

MetaBot.GG’s 2026 guide describes the following current global-client behavior:

Gear grade Guaranteed ordinary enhancement range reported by the guide What happens after the guarantee
Common +0 through +5 The guide does not provide a universal rate beyond the guaranteed range.
Rare +0 through +5 The guide does not provide a universal rate beyond the guaranteed range.
Legacy +0 through +10 Check the live client table for later steps.
Unique +0 through +10 Five probabilistic ordinary steps are listed, ending at +15.

These are guide-reported global-client figures, not a promise that every regional client or future patch uses the same values. NCSOFT’s Korean probability disclosure is the controlling source for the probabilities it publishes, so inspect the current in-game or official table when an exact present-day rate determines a major purchase.

Unique ordinary rates from +10 to +15

For unique gear, the guide lists these base chances for the next ordinary level:

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Attempt Guide-reported base success chance Failure compensation at that same step
+10 to +11 65% Five percentage points are added after each failure.
+11 to +12 50% Five percentage points are added after each failure.
+12 to +13 35% Five percentage points are added after each failure.
+13 to +14 25% Five percentage points are added after each failure.
+14 to +15 20% Five percentage points are added after each failure.

The compensation applies to the next attempt at the same enhancement step. For example, a failed +14 to +15 attempt changes the next displayed chance for that +14 step from the guide’s 20% base by the stated five-point increment. The guide does not establish a single universal success sequence for every item, because outcomes depend on the live pity state and the item’s applicable table.

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In the guide’s ordinary unique path, +15 is the last listed ordinary level. Breakthrough +1 through +5 is a different post-cap system, not an extension of the same ordinary roll.

What one attempt costs

Every ordinary attempt consumes Kinah and Enhance Stones. Both the step and the equipment item level affect the price, so there is no one “Aion 2 enhancement cost.” The guide gives these scale examples for item-level-102 unique gear:

Item-level-102 unique step Kinah per attempt Enhance Stones per attempt
+0 to +1 12,800 510
+14 to +15 1,860,000 14,820

The second row is roughly a late-stage budget warning, not a price list for every unique item. Before committing, read the cost shown for the exact item and level in your client. A lower-level item, another grade, or a different region can use a different table.

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What an ordinary failure does

For ordinary weapons, armor, and regular accessories, the guide says a failed attempt consumes the Kinah and stones but leaves the item and its current enhancement level intact. This is a resource loss, not an item-destruction or level-loss event. That statement should not be generalized to Clash Runes, which follow separate rules.

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Unique breakthrough enhancement is a separate post-cap track

NCSOFT’s official Korean probability disclosure lists unique-grade breakthrough enhancement independently from ordinary enhancement. Each row below is the chance to reach the named breakthrough step, and each attempt uses the listed fixed cost. The official page notes that displayed values are rounded, so minor rounding differences can appear.

Breakthrough step Base chance Failure compensation Kinah per attempt Unique Breakthrough Stones
+1 66% +5 percentage points 600,000 6
+2 50% +4 percentage points 900,000 9
+3 33% +3 percentage points 1,400,000 12
+4 25% +2 percentage points 2,000,000 15
+5 20% +1 percentage point 3,000,000 20

The compensation is tied to failures at the individual breakthrough stage. NCSOFT describes the rule in its disclosure as: “각 단계의 강화 실패 횟수만큼 ‘강화 실패 시 보정 확률’이 강화 확률에 추가됩니다.” A direct English translation is: “For each stage, the compensation probability on enhancement failure is added to the enhancement probability according to the number of enhancement failures.”

These five rows therefore should be budgeted separately from the ordinary +10-to-+15 rates. A player planning the full path needs two material inventories: ordinary Enhance Stones for the earlier track and Unique Breakthrough Stones for these post-cap attempts.

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Potential is guaranteed progression, not an enhancement roll

Potential adds PvP statistics through Potential Amplification Stones and Abyss Points. It is a separate, guaranteed growth track in the documented system description. Do not include Potential materials in an ordinary enhancement budget, and do not interpret a Potential action as evidence that an ordinary enhancement chance has changed.

Because Potential does not use the ordinary success-and-failure table, its costs and results must be read from the Potential interface and current system documentation rather than inferred from the +10-to-+15 percentages.

Clash Rune enhancement carries the downgrade risk

Clash Runes are the major exception to the ordinary “failure only consumes resources” rule. The Korean guide says a failed Clash Rune attempt can reduce the rune by one level. It also states that Clash Rune enhancement has no failure compensation and requires one Clash Rune enhancement scroll for every attempt.

  • Expect a possible one-level downgrade after a failed rune attempt.
  • Do not assume the ordinary five-point pity rule applies.
  • Include one enhancement scroll for each attempt in the budget.
  • Protect a rune’s current level when a downgrade would be more damaging than the next level is valuable.

Whenever a failure appears to lower an item, first verify that you were enhancing a Clash Rune rather than ordinary equipment or a breakthrough stage.

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How much material should you reserve?

Use estimates as planning tools, not guarantees

The AION 2 Field Guide models average material use from game data and estimates 36,680 materials through +10 and 190,650 through +15. In that model, the final five ordinary steps account for about 81% of average total material use. These are calculated averages, not guaranteed player outcomes: the guide explicitly says its pity behavior has not been verified in-game.

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The practical implication is concentration of risk. The guaranteed portion can be planned as a known progression cost, while +10 onward for unique gear can consume a disproportionate share of the materials required for the complete path. Keep the Field Guide numbers in a spreadsheet as scenario estimates, and replace them if the live client’s table or compensation behavior changes.

Choose a stopping point by gear lifespan

The Field Guide recommends +10 as a common stopping point for temporary or replaceable gear because the documented ordinary path is guaranteed through that level for unique equipment. That is a planning heuristic, not a tested personal recommendation. Gear expected to remain equipped for a long period can justify pricing the later probabilistic steps; gear likely to be replaced soon usually deserves a stricter cap.

Your situation Practical planning approach
Temporary, leveling, or soon-to-be-replaced unique gear Price the guaranteed path and treat +10 as the default review point before buying late-stage materials.
Long-term unique gear Compare the displayed cost of each +10-to-+15 attempt with the item’s expected time in use and your reserve.
Breakthrough-ready unique gear Keep a separate Kinah and Unique Breakthrough Stone budget for +1 through +5.
Clash Rune with an important current level Include the downgrade cost and scroll requirement before attempting another level.

A safe refinement workflow

  1. Read the item header. Record the gear grade, item level, current enhancement level, and whether the object is ordinary equipment, a Clash Rune, or a Potential target.
  2. Open the exact enhancement panel. Confirm the named material, Kinah price, current success chance, and any failure-compensation text shown for that stage.
  3. Separate inventories. Count Enhance Stones, Unique Breakthrough Stones, Potential Amplification Stones, Abyss Points, or Clash Rune scrolls independently.
  4. Set a loss ceiling. Decide how much Kinah and how many materials you can spend on the next stage without consuming the reserve for repairs, replacement gear, or a different progression track.
  5. Record each probabilistic attempt. For unique ordinary and breakthrough stages, note the displayed chance before pressing the button so you can see the compensation change at that same stage.
  6. Stop at the planned checkpoint. Reassess the item’s expected lifespan and the next displayed cost instead of continuing because earlier materials have already been spent.

Troubleshooting unexpected results

What you see Likely explanation What to check
A common or rare item stops being guaranteed after +5 You reached the grade-specific safe range reported by the guide. Confirm the item grade and read the next-step client table before attempting.
A unique item shows a chance at +10 or later You entered the probabilistic ordinary range. Check whether the step is +10 to +11 through +14 to +15 and note the current compensation.
The required material is not an Enhance Stone You may be on breakthrough or another progression track. Read the panel title and material name; Unique Breakthrough Stones are separate.
The item level drops after failure You may be enhancing a Clash Rune. Verify the object type and the rune warning; ordinary gear is documented differently.
Your displayed rate differs from a guide Regional client, patch, item grade, or rounded official values may differ. Use the current in-game table and NCSOFT’s official probability disclosure for published values.

Exact ordinary rates and costs should be rechecked after updates. The current ordinary figures above come from a global-client guide, while NCSOFT’s official Korean disclosure is authoritative for the official tables it publishes. Keeping those evidence levels separate prevents a guide estimate from being mistaken for a universal guarantee.

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