AION 2 shows an Item Level requirement before you enter endgame dungeons. Players usually call that number Gear Score or GS. It is an access gate. It tells the game whether your character is allowed into the content. It does not promise that the party has enough damage, survival, or mechanic knowledge to finish the run.
This guide separates those two questions. The displayed Global requirement comes from the current dungeon UI and Global client data. A practical GS or Combat Power target is treated differently: LepreStore only publishes that number after repeated Global runs with recorded results. Community invite rules, old KR/TW numbers, and one lucky clear are not used as proof.
AION 2 Dungeon Requirements at a Glance
The Entry Number Is Not the Clear Number
The current Global Conquest ladder uses three Item Level gates: 700, 1,400, and 2,100. Transcendence starts later and uses stage gates at 1,600, 1,900, 2,200, and 2,500 Item Level.
| Displayed Requirement | What It Unlocks | What It Does Not Guarantee |
|---|---|---|
| Required Item Level / GS | Access to the selected dungeon or stage | Enough party DPS, healing, survival, stagger, or mechanic execution |
| Character level requirement | Access to the content category | A finished build or suitable gear |
| Stage unlock | Permission to enter a harder Transcendence tier | An S-rank clear or enough damage before enrage |
A player at the exact gate can still clear if the build is strong for its Item Level and the party handles every mechanic. The opposite is also true. A much higher-GS party can wipe to a failed stagger, a missed group soak, a fall, or a room-wide mechanic.
Combat Power helps describe strength beyond the entry number, but it is not a dungeon key. CP also cannot tell whether a player understands the fight. Use GS for access, CP and build quality for power, and actual run results for the practical requirement.
How We Test a Practical Requirement
A practical target should come from a repeatable result, not from the number a party leader types into chat. The useful test is a group close enough to the suspected floor that failures still tell us something.
| Run Field | What to Record | Why It Matters |
|---|---|---|
| Dungeon / stage | Exact Global dungeon, mode, and Transcendence tier | Different tiers cannot share one requirement |
| Party | Roles, class mix, tested player’s GS and CP, party range when available | One overgeared carry can hide a weak sample |
| Result | Clear or fail | The basic outcome |
| Deaths | Who died and when | Separates survival problems from raw damage |
| Enrage / timeout | Whether the boss reached its hard damage check | Shows when mechanics were clean but output was too low |
| Major mistakes | Missed stagger, soak, ring, prison, wave, or other key mechanic | Prevents blaming GS for a mechanic wipe |
| Clear time | Final time or remaining timer | Shows how much margin the party had |
| Sample | Repeat the setup across several runs | One lucky clear is not a practical target |
The current Global sample available for this article is not large enough to publish a LepreStore comfort number for every dungeon. That is intentional. The tables below publish the verified entry gates and encounter checks, while the practical GS and CP fields stay unnumbered until repeated LepreStore Global runs support them.
Krao Cave
Krao Cave is one of the first level-45 Conquest Expeditions. The Global Conquest entry gate is 700 Item Level, not 1,000. That difference matters because several pre-launch and Asian references use higher numbers.
The final boss, Ultimate Berk, checks execution as much as basic damage. The party must use the rocks for the large wave and break the stagger check. Missing that stagger can wipe the run even when every player is above the entry gate.
| Displayed GS | Tested Practical GS | Tested CP | Main Check | Sample Size |
|---|---|---|---|---|
| 700 | Not published without repeated LepreStore Global runs | Not published | Rock cover and final-boss stagger check | Insufficient internal sample for a numeric house target |
Class knowledge can lower the amount of raw power a party needs by protecting uptime and using stagger tools at the correct moment. It cannot make a failed wipe mechanic harmless.
Draupnir Cave
Draupnir sits in the same first Conquest band. Its current Global entry gate is also 700 Item Level. Treat it as a separate test, though. The final boss asks the party to deal with wave patterns and then pass stagger checks. A missed stagger can end the pull.
| Displayed GS | Tested Practical GS | Tested CP | Main Check | Sample Size |
|---|---|---|---|---|
| 700 | Not published without repeated LepreStore Global runs | Not published | Jump the waves, then break the stagger checks | Insufficient internal sample for a numeric house target |
Do not copy Krao’s future practical target into Draupnir just because both unlock at 700. Different mechanics can change how much margin a low-power party needs.
Urugugu Canyon and the Next Expedition Tier
The second Conquest band starts at 1,400 Item Level. Urugugu Canyon and Vakron Sky Island both use that entry gate on Global. The next band moves to 2,100 Item Level for Fire Temple and Ferocious Horn Den.
Urugugu is a good example of why an entry gate is not a comfort number. Its final encounter includes a party stack mechanic and a tight enrage. Clean movement protects DPS uptime, but an enrage still creates a real damage floor.
Vakron adds jump and glide mechanics plus Lodestone Prison. Fire Temple also has a tight enrage alongside flame-wall and bow-shot movement. Ferocious Horn Den includes a final-boss orb mechanic that can wipe the party if it is not broken correctly.
| Content | Displayed GS | LepreStore Practical GS / CP | Main Check |
|---|---|---|---|
| Urugugu Canyon Conquest | 1,400 | Not published until repeated Global tests | Party stack and tight enrage |
| Vakron Sky Island Conquest | 1,400 | Not published until repeated Global tests | Jump / glide patterns and Lodestone Prison |
| Fire Temple Conquest | 2,100 | Not published until repeated Global tests | Flame walls, bow shot, and enrage |
| Ferocious Horn Den Conquest | 2,100 | Not published until repeated Global tests | Hunt sequence and orb-break wipe check |
The working idea that Urugugu needs 1,400 GS is correct as an entry requirement. It is not yet a verified LepreStore practical target. The same applies to any 70,000+ CP claim. That number should stay out of a data article until repeated Global clears show where the real margin sits.
For the current Expedition list and service options, use the AION 2 dungeons page.
Transcendence
Transcendence needs its own table because the content is timed and split into stages. Global launches with Deus Research Base and Shattered Arkanis. The four current Item Level gates are 1,600, 1,900, 2,200, and 2,500.
Your clear time creates a rank, and the current stage chain requires an S rank to unlock the next stage. Higher stages add stronger enemies, extra dungeon effects, and harder boss patterns. That makes a practical target more sensitive to execution than a simple Expedition gate. The result also needs to record rank, not only whether the boss died.
| Stage | Displayed Requirement | Tested CP | Score Target | Main Fail Point |
|---|---|---|---|---|
| Tier 1 | 1,600 Item Level | Not published without repeated Global runs | Record final grade and clear time | Timer, boss stagger, or lethal mechanic |
| Tier 2 | 1,900 Item Level | Not published without repeated Global runs | Record final grade and clear time | Higher HP plus added dungeon effect |
| Tier 3 | 2,200 Item Level | Not published without repeated Global runs | Record final grade and clear time | More pressure from tier modifiers |
| Tier 4 | 2,500 Item Level | Not published without repeated Global runs | Record final grade and clear time | Highest launch-tier damage and mechanic pressure |
The working 1,600 GS idea is confirmed for Stage 1 access. The 80,000+ CP idea is still an untested hypothesis for this article. It should not become a published requirement until Global run logs show the clear rate and rank at that power.
If you want help with this content, see the current Transcendence clears. For the reward counter and Odyle side of the system, use the daily and weekly checklist.
Mechanics Can Save a Run, but They Do Not Remove the DPS Check
Clean mechanics reduce lost uptime, deaths, healing pressure, and recovery time. That can let a lower-power party clear where a stronger but messy party fails. It does not mean every dungeon can be cleared at the entry gate with perfect play.
| Mechanic Mistake | Cost to the Run | Can More GS / CP Compensate? |
|---|---|---|
| Missed stagger that causes a wipe | Full pull lost | No practical amount of normal overgear should be treated as the plan |
| Player dies to avoidable damage | Loss of DPS or healing for the rest of the fight | Sometimes, if the party already has large damage margin |
| Bad movement during enrage fight | Lower uptime and slower kill | Higher power can create margin, but the timer still exists |
| Clean mechanic with low party damage | Boss reaches enrage or timer | Yes, this is where more real damage is needed |
Party composition can also change the result. A stable healer, useful buffs, stagger coverage, and players who keep damage uptime can matter more than a small GS difference. Any future LepreStore practical target should therefore include the tested party context instead of presenting one magic number for every class and role.
Below the Target? Fix the Weakest System First
If the game will not let you enter, the problem is Item Level. Raise GS through real gear, enhancement, Daevanion, special slots, Arcana, or other verified Item Level sources. If you already meet the gate but your damage or survival is weak, compare CP and the systems behind it instead of farming GS blindly.
- GS below the gate: fix the cheapest reliable Item Level source first.
- GS is fine but CP is low: check Daevanion boards, belt, Monolith / amulet, skills, Stigmas, pets, Arcana, and important gear stats.
- Numbers look fine but the party wipes: identify the exact mechanic, death, stagger failure, or enrage that ended the run.
- You need to understand the two numbers: use the AION 2 Gear Score vs Combat Power guide.
The safe rule is simple: meet the displayed GS first, then judge readiness from real Global clears. A practical dungeon target should be a tested range with context, not a community invite number copied into a guide.