How to Hit 1,400 Gear Score Fast in AION 2

Master the fastest route from 700 to 1,400 gear score in AION 2 Global with this step-by-step phase guide.

By Central
This guide reveals the critical sequence of dungeons and enhancements to skip the grind in AION 2.
Highlights
  • Two Clash runes provide a 120 gear score jump from 700 to 820 with just two item slots.
  • The weekly energy trap can lock you out of dungeons for a week if you use all 10 free runs without opening the cube.
  • Reaching 1,400 gear score unlocks Vaskelia Sky Island, which drops item level 86 gear compared to Draupnir's level 54.

You hit level 45 and the game hands you a gear score around 700. Two-star dungeons sit at 1,400. That 700-point gap is where most players lose a full day or more. It doesn’t have to take that long.

The fastest route to 1,400 in AION 2 Global is a fixed sequence: finish every green quest and sealed dungeon for Devanion crystals and Clash runes, enhance your Spirit Forged weapon and guard to +10, spend those crystals at the Daevanion board, complete the main story quest for the abyss bracelet, then push your belt and amulet from green to blue to yellow while farming enhancement stones through the space-time rift. Run that order and 700 to 1,400 is one long session, not a week of aimless grinding.

Run that order and 700 to 1,400 is one long session, not a week of aimless grinding.

Why 1,400 is the real starting line

1,000 gear score just unlocks the last MSQ step. 1,400 unlocks Vaskelia Sky Island, the first expedition that drops gear worth keeping. The Draupnir expedition loot you used to bridge 1,000 is item level 54. Vaskelia drops item level 86 pieces. Same dungeon tier, but the numbers are not close.

Dungeon matchmaking also expands at this point. Hitting 1,400 fast means you run two-star content while the early-access population is still farming one-stars. The abyss is quieter, field bosses are up, and nothing is contested. Every hour you spend below 1,400 is an hour of prime farm time gone.

Phase 1: 700 to 1,000 — the MSQ gate

Daevanion crystals are the whole game below 1,000. You get them from green quests, sealed dungeons, and stronghold clears. Open your journal, do every regional quest, and treat sealed dungeons as mandatory. Each crystal token you spend at the Daevanion board is worth gear score and combat power. Skip this and nothing else matters.

Clash runes are the single fastest jump available. Two of them show up early, and each is worth 60 gear score. That’s 120 points — from 700 to 820 with two item slots. You get them from specific green quests, or from the nightmare content if you want to shortcut the map. Do not leave the early region without both.

Your Spirit Forged guard and weapon can go to +10 with a 100% success chance. That’s cheap enhancement stones for guaranteed item level. Add a mana stone to every piece while you’re there. One per piece. Green rolls give more item level than white, so re-engrave until you hit at least green, but don’t chase double greens at this stage — you need those stones for crafting later.

Finish the MSQ at 1,000 and the abyss questline hands you the bracelet that will stay on your character for months. Take it to +10 or +11. It gives attack, defense, and item level all at once. Put your only superior mana stone on it and hope for two yellow rolls. The second bracelet comes from a faction quest in your own territory, and the item level 43 version fills the slot until Vaskelia replaces it.

Phase 2: 1,000 to 1,400 — the grind with a plan

From 1,000, the Draupnir expedition pity box is your first bridge. Loot the dungeon three times — not finish it three times, loot it three times — and claim the pity box. Pick the biggest upgrade. Three pieces of item level 54 yellow Draupnir gear, enhanced to +5 with mana stones, is most of the run to 1,400.

Then the belt and amulet carry you the rest of the way.

The belt and amulet shortcut

Your green belt and amulet enhance to +10, then morph into blue via substance morph. The item level jump is concrete: a +10 green belt is 23, a blue belt is 36, and a yellow belt is 65. The same math applies to the amulet. Getting both to yellow is a triple-digit gear score swing.

Enhancement stones are the bottleneck, and the space-time rift is the answer. It spawns every 3 hours and teleports up to 500 players into the opposing faction’s territory. The sealed dungeons over there pay 2,500 enhancement stones each. One rift trip, a few dungeons, and your belt eats the cost. Strongholds on the enemy side also drop the noble belt enhance scrolls you need to keep upgrading.

The amulet follows a different path. Collect the feathers scattered around the map, then turn them in at the Verturon monolith until your residence level hits 30. That unlocks the scrolls to push the amulet all the way up. It’s passive progress you should start the moment you hit 45, not after you realize you’re stuck at 1,300.

Devanion crystals, the second tap

Sealed dungeons dry up. The Shugo Festival shop picks up the slack — crystals cost 50, then 100, then 200, then 400, and you buy them out every cycle. The nightmare content drops more, and the trade shop’s growth tab sells 20 of them directly. Across the early-access playthroughs I tracked, players who did one Shugo Festival cycle per hour instead of letting it sit idle hit 1,400 a full session earlier than the people waiting for dungeon drops.

The nightmare is also the shortcut for Clash runes if you brick one. First-clear tokens from the level 1 versions buy replacement runes at the growth shop. It’s a slower path than the green quests, but it exists, and it’s worth knowing before you gamble.

What to ignore until 1,400

Class runes. You get four from side quests and each is worth roughly 40 item level, but enhancing past +1 is an 80% success roll. Fail and the rune is gone. Don’t gamble your progress on a stat bump that Vaskelia gear will outclass anyway.

Don’t copy enhancement breakpoints from Korean or Taiwan guides either. Global launched on a modified season 1 setup. Pets only go to level 3 here, not level 5. Resource values, reward values, and progression curves all changed. The strategy transfers; the numbers do not.

The mistakes that cost hours

Enhancing gear you’re about to replace to +10. +5 is enough for bridge gear, and the stones you save fund the belt and amulet push.

Spending Odal energy on one-star dungeons you don’t need. Save it for Vaskelia, where the drops actually matter.

Ignoring the daily dungeon. Max reward is 10,000 enhancement stones per run, and it takes minutes. That’s multiple belt upgrades from one activity, and most players skip it because they’re fixated on quest chains.

Buying gear from the auction house at early-access prices. Everything crashes within a week. The only exception is enhancement materials if you’re one rift short of a belt morph.

What changes at 1,400

Stop treating expedition gear as a side project. Run Vaskelia in exploration mode first — it’s easier than conquest — then run conquest for the pity chest. The two pity chests combine with drops to fill your missing slots. After 1,400, the next gate is 1,600, and the path shifts from gear to Arcana cards: green cards worth 40 gear score each in five slots is exactly 200 points.

The same energy discipline applies. Do not touch your cube energy until you know exactly what you’re farming for.

The weekly energy trap nobody warns you about

Here’s the edge case that catches players right after the 1,400 milestone. Every week, the game gives you 10 dungeon runs that don’t consume Odal energy — the counter labeled “remaining unobtained cube energy.” Run all 10 without opening the cube at the end and you lock yourself out of dungeons for the rest of the week. That’s a full week of progression lost to a counter you didn’t understand.

Run nine normally, then use the cube on the tenth. That resets the count. The players posting 2,000 gear score screenshots early are the ones who never let that counter hit zero. 1,400 is not the finish line. It’s the gate that separates players who understand the system from players who are about to learn it the expensive way.

Questions answered
  • How do you get Daevanion crystals in AION 2?You get Daevanion crystals from green quests, sealed dungeons, and stronghold clears. Spend them at the Daevanion board for gear score and combat power.
  • What are Clash runes and why are they important?Clash runes are the fastest individual gear score jump, each worth 60 points. Two of them boost your score from 700 to 820.
  • How do you avoid the weekly energy trap in AION 2?Run nine dungeons normally, then use the cube on the tenth. This resets the counter and prevents losing all dungeon access for the week.
  • What changes at 1,400 gear score in AION 2?At 1,400 gear score you unlock Vaskelia Sky Island, which drops item level 86 gear. Dungeon matchmaking also expands, giving access to better loot and less contested areas.
  • Why is 1,400 the real starting line in AION 2?1,400 gear score is the gate to Vaskelia Sky Island, the first expedition that drops gear worth keeping. It separates players who understand the system from those who don't.
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