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-tier armor Expedition: two optional Naga mid-bosses, one final boss who throws the whole party to the walls and makes you jump your way back, and the Bakarma set that sits beside Krao's Berk accessories.
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.

| Mode | Character level | Item level | Odyle per cube | Party |
|---|---|---|---|---|
| Exploration | 45 | 700 | 40 | 1–5 |
| 45 |
| 700 |
| 40 |
| 1–5 |
The client allows one to five players and there is a "Draupnir Conquest Solo Clear" achievement, so a strong character can do it alone. One client-data page says five players, and one guide treats two as the practical minimum, because the route rewards splitting up. A normal group is tank, healer and three damage. A boost-seller guide suggests a Templar tank, a Gladiator for the trash packs and an Assassin for the bosses; that is a reasonable shape, not a requirement.
The quest tracker walks you through the Abyss Control Sector, the Abyss Entrance Control Device, a windstream and its Windstream Activation Device, the Meditation Room, the Bakarma Brigade and Bakarma's Subspace, then Transcendent Bakarma himself.
Predator Saraswati and Phantasmal Lakshmi are required in Exploration and can be skipped entirely in Conquest. Skipping them is faster, but every mid-boss you kill adds its loot to the cube at the end, so most groups take them.
Saraswati is a damage-over-time fight. Nothing here wipes a group; it just bleeds you.
Lakshmi has one rule that matters, and she tells you when it starts.

Bakarma has a five-minute enrage and two stagger checks. Everything else he does is survivable on its own.
His normal kit. He hits the player holding aggro three times in a row, then follows with area attacks. He vanishes and reappears far away to fire an air cannon, vanishes again and drops individual circles on each player, and comes back with a large attack that covers the whole group. The tank keeps him turned away; everyone else keeps defensives ready, because some of his hits come with little or no warning.
The stagger phases (75% and again around 25–33%). Everyone is thrown to the far edges of the arena and waves start rolling toward you, one after another. Jump each wave and keep moving toward him; sprint while you jump. When you reach him, fill the stagger gauge with stagger skills and Stigmas. Normal damage does nothing to the gauge.
If he survives the window. When he is not killed after a stagger, he summons water tornadoes and runs the sequence again, harder each time. Near death he combines tornadoes and area attacks.
| Moment | What you see | What to do |
|---|---|---|
| Aggro combo | Three hits on the tank | Tank mitigates; healer is ready |
| Vanish | He disappears and reappears far away | Spread for the air cannon and the personal circles |
| 75% | Party thrown to the edges, waves rolling in | Jump early, run in, empty the gauge with stagger skills |
| After the first stagger | A single diving wave | Jump it |
| 25–33% | Waves plus black tornadoes | Skirt the tornado ring, then stagger again |
| Enrage | 5:00 of combat | The kill has to land before it |
Hard tier. On the higher tier the waves are faster and their animation lags behind where they really are, so jump earlier than looks right. Extra orbs are added to the arena. A boost-seller guide also describes water spouts, purple mist and blue pools on the floor; that is unconfirmed.
On the global servers the median Conquest kill, from DPS-meter uploads, is about 2:50 on Bakarma, 1:20 on Saraswati and 1:24 on Lakshmi, at roughly 62,000 combat power. A Bakarma fight that runs past four minutes is flirting with the enrage.
Every boss you kill puts its pool into the Odyle cube at the end, and the final boss's share is the big one: it rolls the Unique pool at 7.5% per run, twice the rate of each mid-boss, and the Legend pool twice. Chances below are per clear, read from a reward-cube database of the global client; treat them as approximate. A full clear also pays roughly 300,000 Kina across the three bosses.
| Item | Grade | Chance per run |
|---|---|---|
| Unique | 48.8% | |
| Unique | 5.9% | |
| Unique | 2.5% | |
| Unique | 2.5% | |
| Unique | 2.0% | |
| Unique | 2.0% | |
| Unique | 2.0% | |
| Unique | 1.7% | |
| Unique | 1.7% | |
| Unique | 1.3% | |
| Unique | 1.2% | |
| Sealed Blue Wave Wings | Unique | 1.2% |
| Unique | 0.8% |
The Bakarma set is item-level 54 armor, the partner of Krao Cave's Berk accessories and Rupture weapons at the same tier. Those two dungeons together dress a character for the first Conquest tier.
The everyday drops are the Anguish set, plus one accessory from each mid-boss:
| Item | Grade | Chance per run |
|---|---|---|
| Legend | 43.9% | |
| Balaur's Essence | Legend | 43.3% |
| Legend | 34.3% | |
| Legend | 34.3% | |
| Legend | 28.1% | |
| Legend | 23.8% | |
The Saraswati earrings and Lakshmi necklace carry the mid-bosses' names, and each mid-boss can also drop its soul,
Soul: Predator Saraswati (Bound) and
Soul: Phantasmal Lakshmi (Bound); that is the best argument for not skipping them. Two sources also report Ancient Spirit Greaves and Boots at around 0.5%. Every clear adds Kina, Enhance Stones, Silentium and a Soul Codex.
Exploration rolls the same Bakarma Unique pieces at the same rate, with the Anguish set at about half the Conquest chance:
| Item | Grade | Chance per run |
|---|---|---|
| Unique | 2.5% | |
| Unique | 2.5% | |
| Legend | 23.8% | |
| Legend | 18.2% | |
| Legend | 18.2% | |
| Legend | 14.8% | |
| Legend |
| 9.2% |
| Legend | 7.5% |
| Legend |
| 4.6% |
| Legend | 3.7% |