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Aion 2 Amplify and Potential: costs, order and what to skip

By CorpusPublished

NCSOFT / AION 2 game art

TL;DR

  • Amplify is the next step after +15 on Unique gear. Endgame pieces have five levels, and Amplify uses Amplify Stone (Unique) plus Kina.
  • One full pass from Amplify 0 to 5 costs 62 Amplify Stones and 7.9 million Kina if every attempt succeeds. Attempts can fail, and the game raises your chance after each failure.
  • Amplify your weapon and guard first, then accessories. TheWhelps and Madsin leave armor for last.
  • Potential is a separate line you unlock on Soul Bound gear. On global it costs Abyss Points and Potential Stones, and Kanon calls it a PvP line. PvE players can skip it.

What Amplify is

Ordinary enhancement on Unique gear stops at +15. The game's help text says that after level 15 gear enters the Amplify phase, which needs special Amplify Stones. How many Amplify levels a piece has depends on its item level:

Unique item levelAmplify levels
54 to 701
70 to 863 for most pieces
86 to 1025, on endgame pieces such as Nuakum, Enraged Kromede and crafted Dragon Lord gear

TheWhelps counts each Amplify level as 5 gear score, against 1 for each enhancement level. That makes it the biggest single gear score step on a finished piece.

Creator tip

The max upgrade you can do on a unique is plus 15. And beyond that, we can amplify it five times. So yeah, each amplifier will give us five GS.

TheWhelps · Watch at 5:44

What it costs

Every endgame Unique piece we checked has the same five-level table, from the Nuakum Helm to the crafted Wise Dragon Lord Bow. Each row is one attempt.

AttemptAmplify Stones (Unique)Kina
0 to 16600,000
1 to 29900,000
2 to 3121,400,000
3 to 4152,000,000
4 to 5203,000,000
Total627,900,000

That total assumes no failures. The data records a success value and a failure correction for each step, and both drop at the higher levels. The game's text says your success chance increases after a failed Amplify attempt. We do not turn the raw values into percentages, because the data does not confirm their scale.

Making Amplify Stones

Substance Morph turns 4 Amplify Stone Fragment (Unique) (Bound) and 2,500 Enhance Stone into one Amplify Stone (Unique). The recipe is in the Growth Materials tab and exists for both factions.

What each level gives

Creators agree that Amplify adds a percentage stat on top of the flat stats from enhancing, with offensive stats on weapons and accessories and defensive ones on armor. They describe the stat per level differently:

CreatorWeaponAccessoriesArmor
Grobs1% Attack1% Attack1% HP and Defense
TheWhelps (global)1% Damage Boost0.5% Damage BoostNot stated

The data lists an extra effect group for each Amplify level but not its values, so we cannot settle which description is right. Both point to the same order of work.

Which slots to amplify first

TheWhelps starts amplifying as he pushes toward the 2,800 gear score for Ludra. He spreads levels evenly, starting with the weapon and guard.

Creator tip

These are the gear slots that will increase the attack stats. So, you want to kind of evenly amplify these pieces starting with the weapons and guard first and then accessories.

TheWhelps · Watch at 15:44

Madsin's order is the same in spirit: weapon and accessories before armor, with the weapon ahead because it gives the most. He enhances armor last.

Amplify only makes sense on gear you will keep for a while or transfer:

LayerGear TransferTransfer Crafting
EnhancementCarriedCarried
Soul BindingCarriedCarried
AmplifyNot mentioned in the game's textCarried
PotentialLostLost

See Transfer or Transfer Crafting before you amplify a piece you plan to replace.

Potential

Potential is a second sub-tab under Growth. It adds an extra stat line, and the game only lets you enhance Potential after the item is Soul Bound.

On global, every Unique item with Potential uses the same Abyss track. Each level costs Potential Stone: Abyss (Unique) (Bound) and 100,000 Abyss Points.

LevelPotential StonesAbyss Points
0 to 11100,000
1 to 22100,000
2 to 33100,000
3 to 44100,000
Total10400,000

Skip it for PvE on global

Creator advice on Potential needs care, because it changed for global. Grobs describes Potential as a way to add PvE Damage Boost to dungeon and crafted gear. Anders found that the global build's crafted gear no longer has that PvE percentage modifier.

Creator tip

Crafted gear is missing the PvE percent modifier. That's a straight removal compared to what we're used to in Korea.

Anders · Watch at 4:00

The data agrees with Anders. No Unique weapon, armor piece or accessory on global rolls PvE Damage Boost, and Potential is paid in Abyss Points. Kanon's Handbook lists Potential as a PvP-only line on the global servers. Grobs also notes that a transfer destroys Potential. Leave it until you build a PvP set.

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