AION 2 Kinah: The Two Currencies and Your First Week
Bound and unbound Kinah, dungeon energy farming, alchemy and crafting maths, open-world versus Abyss caps, and where early Kinah should go first.

Three things to take away.
One: there are two kinds of Kinah. Bound Kinah cannot be traded or listed on the Market. Unbound Kinah can be traded and buys from the Market. When you spend, the game uses bound first and only then touches unbound.
Two: the steadiest income is dungeons. Every clear spends energy to open a reward cube, and a membership lets you open it twice.
Three: crafting and alchemy are not free money. Add up materials, listing fee and tax before you decide whether to craft or just sell the materials.
What follows is a field guide from the Taiwan service. Item names and numbers may differ on the global client, and NC has never published economy figures. So this page covers the mechanics and the decision rules, not prices.
The two currencies, side by side
| Bound Kinah | Unbound Kinah | |
|---|---|---|
| Trade to another player | No | Yes |
| Buy from the Market | No | Yes |
| Pay Market listing fees | Yes | Yes |
| Enchanting, crafting, stat rerolling, NPC purchases | Yes | Yes |
| Spending order | First | Second |
The practical effect is simple: bound Kinah is not wasted. It covers your everyday enchanting and crafting bills. The scarce half is unbound, because it is the only kind that moves someone else’s items into your bag.
So “keep this bound material or sell it” is really two separate questions. Do not mix them.
The Market itself needs an active membership. The full structure is on the monetization breakdown.
The steady source: dungeon energy and reward cubes
Dungeon runs are the backbone. Each clear spends energy to open a reward cube, and that is where most of your weekly Kinah comes from. A membership lets you spend double energy to open it a second time. Clearing every boss in the run gives a bigger reward pool.
Two things people miss:
- There is a weekly soft cap. On the Korea and Taiwan services, Kinah gains start to decline after roughly 84 dungeon reward cubes a week, and that limit is shared across the server. Stacking alts is therefore not the play people expect: around four characters already exceed it.
- Pick up the dial notes at the end of a run. That material is used everywhere: buying more energy, making dungeon wings, and crafting materials.
Runs also drop crafting materials, wings and paintings for the pantheon. Wings sell to collectors or to players who break them down into enchantment stones. Paintings are tradable, and paintings from older dungeons get scarcer as the player base moves on - which can push their price up. That is one reason to go back to old content after a patch.
Dungeon access levels, drops and party make-up are on the dungeons page.
The part that needs maths: crafting and alchemy
Price it before you craft. Convert every material at market value, add the listing fee and the market tax, then compare with the sale price. Often the materials are worth more than the finished item.
Where demand is reliable:
- Consumables. Food, potions and scrolls are steady sellers. Stamina drinks, accuracy food and flight potions are especially in demand early, while players lack the stats and the flight time.
- Artisan gear. No rare materials, easy to make, and later used to craft higher tiers, so demand persists. If you do not want to gamble on the final craft, selling the blue intermediate piece can be the safer play.
- Higher-tier gear. Possible, but crafts can fail, which is gambling with materials. If you do not want that risk, sell the materials and let someone else take it. Using untradeable materials you would not use anyway makes the gamble easier to stomach.
- Alchemy: mana stones and soul stones. Random stats mean permanent demand. Lesser stones upgrade into intermediate ones, and the craft can proc straight into superior. One useful detail: the output is tradable even when the input materials were bound. PvP versions usually sell above PvE versions, and you can buy lesser PvP stones with Abyss points and upgrade those.
If you craft the wrong version of something, do not break it down immediately. Check whether it fits a supply request for Abyss points first. If not, another player may need exactly that piece.
Open world, Abyss, and the lucky drops
Open world. Raw Kinah from ordinary mobs is capped per day on the Taiwan service (around one million). Past the cap it stops adding up.
The Abyss. No equivalent cap right now, so it is the fallback once dungeon energy runs out. The catch: it is a PvP zone, and other players can attack you. The upside: Abyss mobs can drop unique gear, mana stones and soul stones directly.
Battlefields. Winning pays out in Abyss fragments that become PvP board pieces you can sell. This route does not require gear, so alts can run it.
Hidden cubes. Cubes that need a key pay close to double when you use one. The valuable drops are high-tier stones, tradable skins and wings. Skins sold for millions of Kinah on the Taiwan service - that is an early-patch price, not a lasting one.
Timed mini-games. Pure luck. Piling all six keys on one reward card can pay six times; spreading them makes it likelier you walk away with something.
Where the first week’s Kinah goes
- Push your main weapon, do not spread it. Early Kinah and enhancement stones belong on the weapon. When you replace it, extract the old piece to get the stones back.
- Only push key skill nodes. Levels 8, 12 and 16 are the breakpoints. Even investment gets you a character that is mediocre at everything.
- Do not hoard. Prices are highest early, and so is demand. A stash of “sell it later” items takes bag space and can meet a price crash.
- Do not burn Abyss points. They pay for PvP equipment and Stigma upgrades. Selling stones bought with early Abyss points slows your own progress; if you want that income, run the Abyss corridors on an alt instead.
- If you need to trade, buy membership by the month. Treat it as this month’s trading tool, not an annual commitment.
The beginner guide has the fuller list of first-week spending mistakes.
Boundaries
- The data comes from the Taiwan service. The creator says the same thing in the video: item names may differ on the global client. NC has published no global economy figures.
- Prices move. Early highs come from thin supply and fall as a patch ages. This page quotes no prices.
- The efficiency figure (about 84 reward cubes a week) is a Korea service observation, not an official rule, and may be tuned for global.
- Membership pricing, Quna and the cash shop are a separate topic: see the monetization breakdown.
Sources
- aselon_eu, “Aion 2: The Kinah Guide I Wish I Had From Day One” (YouTube, 13 minutes, recorded on the Taiwan service; bound versus unbound Kinah, dungeon energy, the weekly decline, alchemy and crafting, open-world and Abyss caps)
- EPIC PLK, “AION 2: Do This BEFORE Global Launch (Full Prep Guide)” (YouTube, pre-launch checklist including early resource allocation)
- Steam announcement “Steam Pre-release FAQ” and the official monetization notice (membership and Market access)