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).
The first Sanctuary raid, for ten players. NCSOFT took it out of the global launch build on 5 October 2026 to rework its mechanics; this is what it was, what the Korean and Early Access version asked of a raid, and what it drops.
Ludra is the first Sanctuary: two parties enter together, split up for the middle of the run and meet again for a dragon at the end. Every phase has one mechanic that wipes the whole force, and the Korean first-clear groups said the same thing — Ludra is lost on survival, not on damage. A raid that loses its healer usually loses the attempt. Learn the jobs, give every mechanic to a named player, and the damage comes on its own.

| Mode | Character level | Item level | Odyle per cube | Party |
|---|---|---|---|---|
| Conquest (Normal) | 45 | 2,800 | 40 | 10 |
There is one mode, and on the global client the force is ten players: two parties of five.
Composition. Each party needs its own front line and its own healer, and the force needs one caller. A Cleric with resurrection is wanted for Rahu and close to mandatory for Ketu; a Chanter can stand in with shields and Recoup. A Ranger is valuable on Ketu's side for the spirit and outer add phases. Korean groups put melee in the Rahu party and ranged in the Ketu party. Never hand a positional mechanic to a healer.
The run opens on the Central Abyss Fusion Reactor with everyone together. Then the force splits: one party takes Isolation Specialist Rahu, the other Abyssal Wings Ketu, and the idle party supports through the platform crystals and adds. Everyone regroups for Eternal Ludra. Put a party Kisk down before the final boss; the revive point is not optional.
The reactor is a gate. Attack the central core; every so often it summons an auxiliary reactor — left, then right, then centre — that shields it and lets it regenerate.
Rahu is a fight of passing and positioning. Mark the tank or the Cleric as the anchor, and get melee to him first: if they reach him first, he does not open with the ranged blade swing.
Ketu is the healer's fight. NCSOFT's own Korean summary does not even name him — Korean players just call him "the second boss". Set a mark and split ranged and melee into clockwise and counter-clockwise routes.
Ludra is a huge dragon, level 75, and the whole force fights him. Damage dealers stand on his flanks — never at the head, never at the tail.
Phase one.
50% and 25% — Bingo (Ludra's Ordeal). A grid of 36 squares appears. One square is safe. Each player's lightning or puddle reveals a square; drop yours where nobody has looked and find the safe one before the cast ends, or the force wipes. Give every player a zone: melee search from the centre, ranged from the edge. Korean groups filled the outer four tiles of their zone first, then the inner one; another guide suggests pairs working from the corners in a fixed order. With about ten seconds left Ludra breathes diagonally across the board — leaving the board then is fine — and once the giant orb has landed you may go. He is then staggered for about ten seconds: that is your burst window.
After the ordeal. He flies, shrinks the arena and settles at the edge, with claw slams and cone wing attacks; standing outside the arena ticks damage. Then come two-part lightning lines: first stay off the lines, then stand on them, because the rest of the arena is hit. This happens twice.
30% — red and blue. Every player is given a colour. Opposite colours standing near each other tether and damage each other, so the raid splits by colour on opposite sides.
10% — the platforms. Red and blue platforms appear and the lightning breath comes. Stand on your colour to be invulnerable, one player per circle, and step in with about a second left on the gauge so the invulnerability lasts through the whole breath. Do not take the Cleric's circle.
| Moment | What you see | What to do |
|---|---|---|
| Stomps | Purple rings | Jump; the left-foot side may need two |
| Red orb | One red among the blue | The assigned blocker takes it with a block or immunity |
| Donut | He flies, a donut forms | Stay inside near him, spread for lightning, then run out of the circle |
| 50% / 25% Bingo | 36-square grid | Reveal your zone, find the safe square before the cast ends |
| After Bingo | ~10 s stagger | Spend all burst |
| Lightning lines | Lines across the arena | Off the line, then on it; twice |
| 30% colours | Red or blue on each player | Same colours together, opposite sides |
| 10% platforms | Red and blue circles, breath | Your colour, one per circle, enter at ~1 s left |
| Enrage | About ten minutes (unconfirmed) | Do not let Bingo stagger windows go to waste |
On the global client all of Ludra's loot comes from one cube when Eternal Ludra dies. Korea once gave eight boxes at each mid-boss, and in Korea those boxes could hold a Ludra bracelet — reason enough to farm the first half — but since July 2026 Korea pays everything from the final boss too, and the global data lists only Ludra's cube. Every clear pays four
Amplify Stone Fragment (Unique) (Bound), Balaur's Essence, ten Soul Codex, twenty Silentium and a million Kina. Chances below are per clear, read from a reward-cube database of the global client; treat them as approximate.
These are why the raid exists. Each drops at about 0.6% per clear, and one guide notes the weapons can be extended:
| Item | Grade | Chance per run |
|---|---|---|
| Unique | 0.6% | |
| Unique | 0.6% | |
| Unique | 0.6% | |
| Unique | 0.6% | |
| Unique | 0.6% | |
| Unique | 0.6% | |
| Unique | 0.6% | |
| Unique | 0.6% | |
| Unique | 0.6% |
The rest of the Unique pool is the Abyssal set plus the Unique sets of every older Expedition, so a Ludra clear can fill a gap anywhere in your gear:
| Item | Grade | Chance per run |
|---|---|---|
| Unique | 10.0% | |
| Unique | 10.0% | |
| Unique | 10.0% | |
| Unique | 6.0% | |
| Bakarma Gloves |
The Abyssal set is the raid's own: armour, accessories, a bracelet and a weapon for every class. One client-data guide lists the raid's Unique gear at item levels 54, 70, 86 and 102 — the spread of the sets above — and the raid's bracelet is a Unique on the global servers, unlike Korea and Taiwan.
Most clears also hand out Legend pieces from the Expedition sets — Division and Anguish most often:
| Item | Grade | Chance per run |
|---|---|---|
| Legend | 9.4% | |
| Legend | 9.4% | |
| Legend | 7.0% | |
| Legend | 7.0% | |
| Legend | 7.0% | |
| Legend | 7.0% | |
Philosopher's Stone: Revelation also turns up in about 30% of clears by one database's reading (another lists it every clear), and
Expert's Refining Stone in 43%.
| Unique |
| 4.5% |
| Unique | 4.5% |
| Unique | 4.5% |
| Unique | 3.6% |
| Unique | 3.5% |
| Unique | 2.6% |
| Unique | 2.0% |
| Unique | 2.0% |
| Unique | 2.0% |
| Unique | 1.5% |
| Unique | 1.5% |
| Unique | 1.5% |
| Legend |
| 7.0% |
| Legend | 5.6% |