Aion 2 is a trademark of NC Corporation. Probability data published by NC Corporation under the Republic of Korea Game Industry Promotion Act Art. 33(2).
Aion 2 is a trademark of NC Corporation. Probability data published by NC Corporation under the Republic of Korea Game Industry Promotion Act Art. 33(2).
Deus Research Base is a Transcendence dungeon, so it works differently from an Expedition. You pick a stage, and each one is harder and pays better Arcana. The final boss does not open until the group has filled a kill quota. Your time and your deaths count toward a class leaderboard. Gelcos and Nazmun are fair fights that teach you to move. Atiel is the run. She chains players together, roots one for a hit the group has to share, and twice breaks the outer floor away. Anyone who falls is out of the fight with no resurrection. Every wipe here comes from forgetting where the edge is.

Draupnir is the armor half of the first Conquest tier. Krao Cave gives you weapons and accessories; Draupnir gives you the chest, legs, gloves and the rest. The route is mostly about movement, the two mid-bosses are optional in Conquest, and the run is decided in one place: Transcendent Bakarma's stagger phases, where the whole group has to jump a series of waves, reach him and spend their stagger skills together. A group that can jump on rhythm kills him in under three minutes. A group that cannot resets him to full health.
Ferocious Horn Den is the armour half of the hardest pair of launch Expeditions (Fire Temple is the weapon-and-accessory half), and on the global servers it holds the slowest classic boss in the game. The two mid-bosses are about not standing in things. Ferocious Horn Nuakum is different. He picks one player as prey, and the other four have to protect that player. Then at a quarter health he opens a black hole that only the targeted player can close. Groups that know who does what clear it comfortably. Groups that don't usually lose someone on the first prey mark.

Fire Temple is the hardest of the six launch Expeditions and the one most guides send you to once your gear allows it. Kromede, a Silent Judicator who fell, was consumed by the Mirror of Desire, and what waits at the end of the temple is that desire given a body. The mid-bosses are a lesson in floor control: both leave fire behind that stays for the whole fight, so where you drop it matters more than how fast you kill. Kromede's Desire decides the run, and one mechanic in particular — the fire-wall maze — accounts for most first-time wipes.

Krao Cave is where most characters meet group content for the first time, and it is forgiving right up until the last room. The two mid-bosses are warm-ups; the fight that decides the run is Ultimate Berk, and it comes down to two moments — a rock you have to be behind and a stagger bar you have to empty. Get those right and Krao is a five minute clear. Miss either and it is a wipe, every time.
> **Ludra is not in the game right now.** On 5 October 2026 NCSOFT removed > Sanctuary Raid: Ludra from the global launch build, because Early Access players had beaten > it at a lower level of progression than intended. It will come back with "new and adjusted > mechanics and attack patterns" while keeping its core identity, so everything below > describes the **pre-rework version** (Korea, Taiwan and global Early Access) and may change. > Ludra gear earned in Early Access has been taken away for now; it will be handed back when > the raid returns, and materials spent upgrading it will be refunded. Everyone who cleared it > in the Europe region during Early Access gets a commemorative title. A new First Clear > event comes with the return, with its own reward, and the in-game Hall of Fame is reset. > NCSOFT promised the return date by 16 October 2026; some guides write that it returns on 16 > October. Until NCSOFT posts a date, treat "by 16 October" as the only commitment.
Shattered Arkanis is a Transcendence dungeon: the same three bosses on every run, but four stages that each raise the item-level gate, the boss level and the Arcana grade in the cube. Nothing here is a pure damage check at the stage you are geared for. What decides a run is whether the group can read Talisra's colour sequence and break the white spear on time, and whether two people can walk towards each other when Siliator marks them. The trash matters more than in an Expedition, too, because at higher stages a careless pull kills.

Urugugu Canyon is the step up from Krao, and on the global servers it is the Conquest people run more than any other. It is also the one Expedition you cannot walk into alone: the dungeon needs at least two players, because Divine Auldor's signature attack kills a lone target and has to be shared. Two habits decide the run. Stop hitting Raur the moment his shield goes up, and stack on whoever Auldor marks. Everything else here is standing out of coloured ground.
Vakron Sky Island is the armor dungeon of the second Conquest tier, the partner of Urugugu Canyon. It is a step up from Draupnir in a specific way: the island itself is working against you from the first pull, through a debuff that never stops stacking, and every boss has one rule that kills the group if somebody ignores it. Tiere punishes standing in the wrong place, Thamon punishes hitting him with the wrong kind of damage, and Vakron ends the run if the party cannot count to four.