GEGEBASE

PvE · Global Season 1

Dungeon bosses

The mechanics that wipe a group, boss by boss, with arena diagrams and walkthrough timestamps.

Party
5 players · Nightmare solo
Gear score
700 – 2100 Conquest
Coverage
Expedition · Transcendence · Nightmare

01How to Use This Guide

Use the chapter links to jump to a dungeon or boss mechanic in the walkthrough. Gear-score values refer to Conquest; Exploration for the same dungeons unlocks earlier. Boss and dungeon names follow the Global client. The walkthrough was recorded on the Taiwan servers, so confirm details in-game if a regional update changes an encounter.

Party size

The Expedition and Transcendence dungeons listed here are for five players. Nightmare: Zikel is a solo encounter.

02Dungeon Tips & Party Prep

Most AION 2 dungeon wipes come from missed telegraphs, failed stagger checks, or uncleaned debuffs—not from raw DPS. Treat Conquest as a short checklist before the first pull, then use the boss sections below for the lethal mechanics.

  • Party: aim for 1 tank, 1 healer, and 3 DPS. Early Conquest can clear with flexible roles; Fire Temple, Ferocious Horn Den, and Transcendence stages expect a real tank and cleanse support.
  • Cleanse kit: bring yellow (debuff) potions. On Cleric and Chanter, pick cleanse specializations before Fire Temple and high Transcendence stages.
  • Stagger: save heavy stagger skills for the boss gauge, not trash. Breaking it gives a short free-damage window; failing check mechanics often wipes the group.
  • Movement: jump (Space) is part of several wipe patterns—Draupnir waves, Vakron floor rings, Nuakum, and Nightmare lanes. Gap-closers help melee close after knockbacks.
  • Odyle Cubes: open the reward cube before leaving. Leaving without claiming still spends weekly cube progress on Conquest and Transcendence.
  • Exploration vs Conquest: Exploration unlocks earlier with softer mechanics. Gear-score values on this page are Conquest gates used for endgame farming.

Gear pair farming

Each Conquest bracket is a pair: one dungeon leans weapons/accessories, the other armor. At 700 farm Krao Cave and Draupnir together; at 1400 Urugugu Canyon with Vakron Sky Island; at 2100 Fire Temple with Ferocious Horn Den. At 1600 GS, split Transcendence between Deus Research Base and Shattered Arkanis so Arcana slots fill evenly.

03Expedition: Conquest

Conquest is the main five-player gearing path after level 45. Gear-score gates sit at 700, 1400, and 2100. Krao Cave and Draupnir teach stagger and jump timing; Urugugu and Vakron add shared hits and floor patterns; Fire Temple and Ferocious Horn Den demand cleanses, baiting, and precise movement.

Farm the bracket that matches your weakest slots, then push the next GS gate with enhancement and Manastones before queueing harder Conquest. Use Exploration of the same dungeon to learn the route if your group is new to the encounter.

  1. GS 700Krao Cave
  2. GS 700Draupnir
  3. GS 1400Urugugu Canyon
  4. GS 1400Vakron Sky Island
  5. GS 2100Fire Temple
  6. GS 2100Ferocious Horn Den

Krao CaveDungeon page

Required GS: 7005 players▶ 1:12

The opening bosses are straightforward. Against Ultimate Berk, spread to the outer rocks when he moves to the center and hide in the green safe area behind one until his cast finishes. After his frontal strike, watch for the follow-up spin and avoid being chased through the group. When the stagger gauge appears, use saved stagger abilities immediately; failing the check wipes the party.▶ 1:12

wipeHide behind the rocks▶ 1:15

The boss flies to the middle and four rocks appear at the edges. While he casts, everyone hides behind a rock — the green area behind each one is safe. Anyone left in the open is one-shot. Watch his cast bar.

wipeStagger bar▶ 2:03

When he raises his claws a stagger bar appears — break it fast or the group dies. Save your stagger skills for this moment; a broken bar stuns him for a few seconds of free damage.

DraupnirDungeon page

Required GS: 7005 players▶ 2:42

The final boss, Transcendent Bakarma, tests jump timing. When the arena sequence begins, move from the edge toward the boss by jumping each incoming wave, then break the stagger gauge without delay. During the dive sequence, keep moving and give party members room; leave the large area attack, then repeat the wave approach when it returns. Tornadoes appear in the later repetition.▶ 2:42

wipeWaves, then the stun bar▶ 2:45

The screen goes black and everyone lands at the edge on opposite sides. Waves roll out from the boss: run in at once and jump each wave (Space) to reach the safe zone right next to him — gap-closers of Gladiator, Chanter and Assassin help. Then break the stun bar immediately: a slow group runs out of time and wipes.

Urugugu CanyonDungeon page

Required GS: 14005 players▶ 4:09

Guardian Captain Raur creates a dangerous area beneath himself when he lowers his shield; stop attacking and move clear. Judge Urahum becomes faster during his enrage. For Divine Auldor, stay behind him to avoid frontal wind attacks. When he marks a player from the air, the party should gather inside that player's growing circle to share the incoming hit, avoiding the wind paths on the way.▶ 4:09

wipeMarked player: share the hit▶ 4:45

He flies up, marks one player with his eye and a small field grows around them, with arrows pointing in from four sides. Everyone runs into that circle and splits the final hit, or the marked player dies. Avoid the wind lines on the way. In the second phase he does the same from the middle, with a vortex around the arena.

Vakron Sky IslandDungeon page

Required GS: 14005 players▶ 5:45

The route applies a stacking debuff. At its highest level it roots and damages you, so supports should free rooted allies and the party should clear stacks at a fountain. Against Tiere, kill the flower that appears in the safe area and move together in one direction so poison stays behind the group. Thamon's light circles petrify anyone standing in them; free trapped allies before his large follow-up hit. During his vampiric phase, stop physical attacks on red and magical attacks on purple. After Thamon, collect the four elemental spheres in flight mode and bring each to its matching statue to open the path to Vakron.▶ 5:45

Vakron's seed roots its target and deals heavy damage over time. The targeted player should move just outside the group so allies can still hit the spikes and release them. In the red-floor sequence, jump each of the three waves, stand between the next set of radial lines, then jump and glide over the final blast. When the boss pulls everyone toward the center and creates a red rock, focus it down and leave the surrounding circle through its opening.▶ 7:03

wipeRed floor: three waves and a blast▶ 7:15

The whole floor turns red. Three waves roll out from him — jump each one. At the same time attacks shoot out of the centre along lines in every direction, in two sets that take turns: stand between the lines of the next set. A moment after the third wave a blast covers the area: dodge it with a jump too. The easy way: on the third wave jump, press Space again and glide, and the blast passes under you.

wipeThe red rock▶ 7:45

He goes to the middle and pulls everyone in; rocks grow around him and one is reddish. The whole group breaks that rock and runs out of the circle through the gap — if it stays, everyone dies.

Fire TempleDungeon page

Required GS: 21005 players▶ 8:44

Bring yellow potions and prepare debuff-cleansing skills. Kromede's raised bow signals arrows targeting players, so keep moving; when the bow is lowered, avoid the projectiles that apply debuffs. Her jumps create expanding area attacks, so leave the landing zones. During the fire-wall check, follow each moving safe opening and prioritize survival over damage; later waves also add fireballs. When clones converge for a combined strike, dash out of the impact area.▶ 8:44

wipeWalls of fire▶ 9:30

She flies up and walls of fire sweep across the arena with one safe window each. The windows jump left and right, so turn early — with high ping, start turning before you reach the wall. Heal and use invulnerabilities; surviving is all that matters. The second time, fireballs fly around the arena too.

Ferocious Horn DenDungeon page

Required GS: 21005 players▶ 10:54

Watchdog Kwapo jumps around the arena before fireballs appear. Pick them up promptly to avoid accumulating a movement slow; jump the final wave, since any uncollected fireballs explode. In the totem room before Necromancer Duanka, use bombs from the side stairs to clear enemies. During the boss fight, assign a player to collect an orb for the summoned souls, share the marked player's heavy hit in its circle, and move out when the closing area expands. Avoid the souls as they fly toward the boss.▶ 10:54

For Ferocious Horn Nuakum's illusion jump, read the marked player's circle: supports move in for the smaller circle and out for the larger one. A second player should intercept the illusion's path to prevent its damage effect from finishing the rooted target. Later, when Nuakum creates an orb and marks a player, guide the ranged strike through the orb; the reference walkthrough notes that three of the four strikes must connect with it.▶ 12:27

wipeRedirect the strike into the orb▶ 13:42

He casts an orb in the middle that pulls players slightly, jumps to the side and marks a player. The marked player runs to the opposite side, through the area hits, so his ranged strike passes through the orb. Three hits out of four attempts must go into the orb; he jumps somewhere new every time.

04Dungeon FAQ

What is the difference between Exploration and Conquest in AION 2?

Exploration is the easier Expedition mode with lower requirements and simpler boss patterns. Conquest is the endgame mode for level 45 characters: higher gear score, harder mechanics, and better gear rewards. This guide lists Conquest gear-score gates.

What gear score do I need for AION 2 Conquest dungeons?

Conquest Expeditions on this page use 700 GS for Krao Cave and Draupnir, 1400 GS for Urugugu Canyon and Vakron Sky Island, and 2100 GS for Fire Temple and Ferocious Horn Den. Transcendence Stage 1 opens at 1600 GS.

What should I farm in Transcendence?

Transcendence is mainly for Arcana cards. Run both Deus Research Base and Shattered Arkanis so the different card pools fill all five Arcana slots, then push higher stages for better grades after an S-rank clear.

What should I bring to Fire Temple Conquest?

Bring yellow debuff potions and make sure Cleric or Chanter cleanse picks are enabled. Kromede’s fire walls and arrow patterns punish standing still; prioritize survival and movement over greedy damage.

Is Nightmare: Zikel a party dungeon?

No. Nightmare: Zikel is a solo boss fight. An attempt is spent only when you defeat him. Stock HP potions, yellow cleanse potions, and food, then learn the safe-lane timing before the center shockwave.