AION 2 Dungeons Guide Quick Overview:
- Sealed Dungeons - just like Strongholds, very short and small single-player instances, part of horizontal content, must be found on the map while exploring.
- Expedition - classic dungeons, come in two difficulty types: exploration and conquest.
- Daily Dungeon - arena-style instance where you need to eliminate waves of enemies until the time runs out.
- Transcendence - endgame dungeons with its own 4 difficulty tiers.
- Nightmare - a boss-gauntlet type dungeon where you challenge bosses separately
- Ascension Trial - Small, single-player dungeons with multiple difficulty levels.
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AION 2 Expeditions

I’d like to start with expeditions, because they’re what you’ll recognize as pretty classic MMORPG dungeons. You run these in groups of 5 with a very similar group setup: 1 tank, 2 DPS, 1 healer, and 1 slot for any of those roles. There are always 3 bosses in each dungeon, and you only get the rewards after you’ve beaten the final encounter. You can skip the first 2 bosses in some cases, but the final reward will be smaller.
If you click on the Expedition menu, you’ll see everything you need to know. The Expedition menu is split into Exploration and Conquest, and each dungeon also shows its level and Gear Score requirements, allowed party size, weekly cumulative rewards, Cube Rewards, and Guaranteed Reward progress.
All AION 2 Expedition Dungeons
The Global version currently has six Expedition dungeons:
|
Expedition |
Exploration Requirement |
Party Size |
|
Krao Cave |
Lv. 20, 200 GS |
1–5 |
|
Urugugu Canyon |
Lv. 28, 300 GS |
2–5 |
|
Fire Temple |
Lv. 35, 500 GS |
1–5 |
|
Draupnir |
Lv. 45, 700 GS |
1–5 |
|
Vakron Sky Island |
Lv. 45, 1,400 GS |
2–5 |
|
Ferocious Horn Den |
Lv. 45, 2,100 GS |
1–5 |
Not all of these dungeons are worth running as soon as they’re available; more on that later. Also, there are actually way more of these expeditions, but that’s just because the global version of AION 2 is a bit behind compared to the Asian version content-wise.
Exploration and Conquest Difficulties
Exploration is merely one of two difficulty types for Expeditions. The other being Conquest. Exploration is the easier of the two. It’s got a lower GS requirement, and it’s unlocked as you complete story quests.
On the other hand, Conquest difficulty is the harder one, with better rewards and higher requirements too. Also, bosses have additional mechanics compared to Exploration. For example, Krao Cave is a good example again. Exploration starts at Level 20 and 200 GS, while its Conquest version requires Level 45 and 700 GS. Urugugu Canyon goes from 300 GS in Exploration to 1,400 GS in Conquest.
Another important distinction is the Kina reward: Exploration rewards you with bound Kina, and Conquest rewards you with unbound Kina
The way the community of the game treats these is that you actually want to start playing in Conquest mode, because the rewards and the system around it are only worth engaging with at that greater difficulty. That’s also where the gear score breakpoints come in, because at 1400 GS specifically, everyone goes for the Vakron Sky Island on Conquest difficulty, because the reward versus Odyle investment is much better compared to what you get in lower dungeons. If you want to learn more about the specific Gear Score milestones that players have found out and are chasing, check out my How to Farm Gear Score in AION 2 guide.

Expedition Rewards System
As I said, you only get one reward cube at the end of the dungeon after you’ve defeated the final boss. You can preview the contents and drop chances before entering. What’s important is that expeditions have this separate Weekly Cumulative Play Reward track. That progress track rewards you for running the same dungeon over and over again in the course of a week, or during one reset. Just know that this isn’t the same reward as you get from the Cube at the end of the dungeon. You get it on top of it, because you can choose not to open that cube.
Most of your actual dungeon loot comes from the Reward Cube after the final boss. The Cube contains your personal rewards, and its loot improves based on how many bosses you defeated during the run. This is why you normally want to kill both mini-bosses instead of rushing straight to the end. Opening the Cube costs Odyle Energy. The cost depends on the dungeon. For example, Krao Cave and Urugugu Canyon Exploration use 30 Odyle Energy, while Draupnir and Vakron Sky Island use 40. The Cube can contain things such as:
- Equipment
- Kina
- Enhancement Stones
- Silentium
- Soul Codex items
- Other progression materials depending on the dungeon
Odyle Energy is also used by other dungeon content, including Transcendence, so you eventually have to decide where spending it gives you the most value. Each character has its own Odyle pool, which is also why alts can be useful for additional dungeon farming.
Guaranteed Reward Pity System
Expeditions also have a Guaranteed Reward system, which is basically bad-luck protection for dungeon farming.
Each time you open the relevant Reward Cube, you progress its Guaranteed Reward counter. Once you reach the required number of Cube openings, you can choose one of the listed rewards instead of continuing to rely completely on random drops.
So, if you’re looking to upgrade your gear slot with a specific item from that dungeon’s loot pool, all you have to do is run the dungeon the required number of times and unlock the reward cube at the end (necessary for the pity system to register the try), and on the last attempt you’ll be able to claim one of the items of your choosing. Players have calculated which Pity rewards are worth wasting Odyle on, and, let’s just say, not every dungeon in the list is worth it.
AION 2 Daily Dungeons

Daily Dungeons are short solo instances that unlock at level 30. All you have to do there depends on the dungeon. In one of them, you kill as many enemies as you can until the timer runs out. You get rewards based on the final score. The more enemies you manage to kill, the higher the score and the better the reward. You get 14 attempts per server each week, and that shared counter resets on Wednesday.
So it’s not really a daily dungeon, is it, NC???
Anyway, each time you enter, it counts as an attempt, so you can do it 14 times back to back or spread it out across the week until the next reset. There are three Daily Dungeons in the Global client, and each focuses on a different progression resource:
|
Daily Dungeon |
Main Objective |
Main Reward |
|
Daeva Bio-Research Base |
Defeat as many test subjects as possible and build score |
Enhancement Stones |
|
Odylium Repository |
Collect Odyle Energy from the unstable Odylium |
Growth Pet Chests |
|
Crobakhi's Secret Depository |
Collect coins throughout the instance |
Bound Kina |
How Daily Dungeon scoring works
Like I said, the more enemies you kill, the better your reward. In Daeva Bio-Research Base, for example, you have to defeat the Balaur test subjects before they finish transforming, and your final performance determines how many Enhancement Stones you receive. The highest reward tier requires 10,000 score.
This means Daily Dungeons become more profitable as your character improves. Better damage, movement, and a good choice of dungeon effect can help you reach higher score thresholds. It also seems to be like the best place to farm enhancement stones, which you need for getting that 1400 GS and beyond.
You can start doing these as soon as you start running low on those stones; just make sure to convert all of your 14 tries before the next reset.
Daeva Bio-Research Base rewards
Daeva Bio-Research Base is the combat-focused Daily Dungeon. It is a solo Level 30 instance with no traditional boss. Instead, you fight large groups of normal and elite test subjects and try to earn as much score as possible.
The current Global client uses the following reward tiers:
|
Final Score |
Enhancement Stones |
|
10,000+ |
10,000 |
|
9,500+ |
9,500 |
|
9,000+ |
9,000 |
|
8,500+ |
8,500 |
|
8,000+ |
8,200 |
|
7,500+ |
7,900 |
|
7,000+ |
7,600 |
|
6,500+ |
7,300 |
|
6,000+ |
7,000 |
It's going to be difficult to reach the maximum score when you're 1000 GS, but getting around 6k is actually doable, provided you get lucky with the buffs.
Daily Dungeon Effects
Before starting the run, you are given three random effects and choose one to use during that run. These can directly buff your character, weaken specific enemy types, or give you HP/MP recovery while clearing the dungeon.
The Global client currently lists the following effects for Daeva Bio-Research Base:
|
Effect |
Grade |
Effect |
|
Slayer |
Special |
Player's Attack increased by 30%. |
|
Adrenaline |
Special |
Player's Combat Speed increased by 30%. |
|
Worm Carnage |
Special |
Normal Test Subject's Damage Tolerance reduced by 30%. |
|
Elite Hunter |
Special |
Elite Test Subject's Damage Tolerance reduced by 30%. |
|
Guardian |
Common |
Player's Defense increased by 30%. |
|
Targeting Weakness |
Common |
Player's Critical Hit increased by 300. |
|
Footwork |
Common |
Player's Move Speed increased by 20%. |
|
Poisoned by Mana |
Common |
Restores 5% of Max MP when defeating all Test Subjects. Activates every second. |
|
Predator |
Common |
Restores 5% of Max HP when defeating all Test Subjects. Activates every second. |
|
Ignoring the Weak |
Common |
Normal Test Subject's Damage reduced by 30%. |
|
Ignoring the Elite |
Common |
Elite Test Subject's Damage reduced by 30%. |
|
Fire Moth |
Common |
Normal Test Subject's Move Speed increased by 30%. |
The wording on some of these can be a little confusing. Damage Tolerance reduced means the enemy takes more damage, while effects such as Ignoring the Weak reduce the damage that enemy type deals to you.
Most of these are shit, but if you get lucky, go for increased damage or increased movement speed.
Odylium Repository rewards
Odylium Repository is the Daily Dungeon focused on Growth Pet Chests. Instead of fighting waves of enemies, the instance revolves around collecting Odyle Energy from unstable Odylium.
Its rewards scale very cleanly with score. Every additional 500 points gives another four Growth Pet Chests, up to 80 at the maximum tier.
|
Final Score |
Growth Pet Chests |
|
10,000+ |
80 |
|
9,500+ |
76 |
|
9,000+ |
72 |
|
8,500+ |
68 |
|
8,000+ |
64 |
|
7,500+ |
60 |
|
7,000+ |
56 |
|
6,500+ |
52 |
|
6,000+ |
48 |
|
5,500+ |
44 |
|
5,000+ |
40 |
|
4,500+ |
36 |
|
4,000+ |
32 |
|
3,500+ |
28 |
|
3,000+ |
24 |
|
2,500+ |
20 |
|
2,000+ |
16 |
|
1,500+ |
12 |
|
1,000+ |
8 |
|
500+ |
4 |
The database shows a maximum clear reward of 80 Growth Pet Chests.
Crobakhi's Secret Depository rewards
Crobakhi's Secret Depository is the Kina-focused Daily Dungeon. You collect coins while moving through the instance, and your final score determines how much Bound Kina you receive.
The maximum reward is 300,000 Bound Kina for reaching 10,000 score.
|
Final Score |
Bound Kina |
|
10,000+ |
300,000 |
|
9,500+ |
290,000 |
|
9,000+ |
280,000 |
|
8,500+ |
270,000 |
|
8,000+ |
260,000 |
|
7,500+ |
250,000 |
|
7,000+ |
240,000 |
|
6,500+ |
230,000 |
|
6,000+ |
220,000 |
|
5,500+ |
210,000 |
|
5,000+ |
200,000 |
|
4,500+ |
190,000 |
|
4,000+ |
180,000 |
|
3,500+ |
170,000 |
|
3,000+ |
160,000 |
|
2,500+ |
150,000 |
|
2,000+ |
140,000 |
|
1,500+ |
130,000 |
|
1,000+ |
120,000 |
|
500+ |
110,000 |
Because all three Daily Dungeons share the same weekly attempt pool, spending an entry here means giving up a potential run of the Enhancement Stone or Pet version. Which one you run should therefore depend on what resource you currently need most.
AION 2 Transcendence Dungeons

Transcendence is the next step up from regular Expeditions. These are Level 45 party dungeons for 2–5 players, built around four progressively harder stages rather than Exploration and Conquest tabs. The higher the stage, the higher the Gear Score requirement, enemy level, and number of additional dungeon effects you have to deal with.
For the current Global season, there are only two active Transcendence dungeons: Deus Research Base and Shattered Arkanis. And yes, there are more of those available in the Asian version of the game. Global client is a bit behind in terms of content.
All Transcendence Dungeons in AION 2
|
Dungeon |
Stage 1 |
Stage 2 |
Stage 3 |
Stage 4 |
Party |
|
Deus Research Base |
1,600 GS |
1,900 GS |
2,200 GS |
2,500 GS |
2–5 |
|
Shattered Arkanis |
1,600 GS |
1,900 GS |
2,200 GS |
2,500 GS |
2–5 |
Both dungeons unlock at Level 45 and contain three bosses. The current client data confirms four Transcendence stages for each, while the Global values shown in-game scale from 1,600 to 2,500 Gear Score.
How Transcendence Dungeons Work
Transcendence uses the same broad dungeon structure as Expeditions, but the route works a little differently. You still fight two mini-bosses and one final boss, but you also have to fill a progression requirement before the final encounter becomes available.
Each mini-boss gives 45 points, while normal enemies give 2 points each. You need 110 points in total before you can proceed to the final boss. In practice, that means killing both mini-bosses gives you 90 points, leaving another 20 points, or 10 normal enemies, to finish the requirement.
This makes trash pulls more relevant than in Expeditions. You cannot simply skip everything between the bosses because you still need enough points to unlock the final encounter.
Transcendence Stages
Here are the stages, which are like difficulties:
|
Stage |
Required Gear Score |
Deus Research Base Stage Effects |
Shattered Arkanis Stage Effects |
|
Stage 1 |
1,600 |
None |
None |
|
Stage 2 |
1,900 |
Balance: When an Elite Tier 3 or higher enemy dies, it creates a Balance Zone. Monsters inside gain increased Damage Boost, while players inside take damage over time. |
Poison Blood: When an Elite Tier 3 or higher enemy dies, it creates a Poison Blood Zone. Monsters standing inside recover HP, while players inside take damage over time. |
|
Stage 3 |
2,200 |
Wrath: Non-boss enemies gain increased Damage Boost when their HP falls to 50% or lower. |
Elevation: When a non-boss enemy dies, nearby non-boss enemies gain increased Damage Boost. |
|
Stage 4 |
2,500 |
Judgment: Boss attacks apply Judgment. Once enough stacks build up, they trigger an explosion that deals HP-based damage around the affected player. |
Tolerance: Boss enemies gain a larger Stagger gauge, making them harder to stagger. |
The biggest difference between Transcendence and normal Expeditions is the Stage system. There are four stages. Each one increases the Gear Score requirement and introduces effects, which are like modifiers from WoW:These effects are cumulative, meaning at Stage 4 you’ll have Judgment plus the previous 3 in Deus Research Base. Boss levels rise with the stages as well, from around Level 56 at Stage 1 to Level 68 at Stage 4.
Transcendence Cube Rewards
After defeating the final boss, an Odyle Energy Cube becomes available just like in Expeditions. Opening it costs 40 Odyle Energy at every current Transcendence stage. The important difference is the reward focus. Expeditions are heavily tied to normal equipment progression, while Transcendence is one of the main sources of Arcana. Arcana cards are super important because they allow you to level up skills further past what is available with skill points and Daevation boards. It’s the only way to reach lvl 16 on skills to unlock the most powerful specialties on skills.
For example, Shattered Arkanis can reward Arcana such as:
- Arcana: Mirror of Vigor
- Arcana: Mirror of Magic
- Arcana: Parchment of Vigor
- Arcana: Parchment of Magic
- Arcana: Chalice of Vigor
- Arcana: Chalice of Magic
Deus Research Base has its own Arcana pool, including Bell, Compass, and Chalice variants. Other rewards include things such as Amplify Stone Fragments, Silentium, Enhancement Stones, Soul Codex items, and Kina.
Higher stages improve the quality of the available rewards, so Transcendence naturally becomes one of the main places to farm Arcana once your character can reliably handle the later stages.
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Remaining Unobtained Cube Count
Transcendence shares the Remaining Unobtained Cube Count system with Conquest Expeditions. You get 10 runs per server per week. Clearing and leaving a dungeon without opening the Odyle Energy Cube reduces this counter by one. Once it reaches 0, you can no longer enter Conquest or Transcendence dungeons until the weekly reset.
This mainly exists to prevent unlimited carry runs. You can help someone without spending Odyle on the final Cube, but you cannot do it indefinitely. So unless you have a reason to skip the reward, I would keep an eye on this counter rather than letting it disappear in the background.
Weekly Cumulative Play Rewards
Transcendence also uses the same Weekly Cumulative Play Reward system as Conquest. The important part is that repeated dungeon farming gradually reduces the amount of Kina earned from Odyle Energy Cubes. In the current Global client, the reduction works like this:
|
Total Weekly Play Count |
Kina Received |
|
0–55 |
100% |
|
56–69 |
80% |
|
70–83 |
60% |
|
84–97 |
40% |
|
98+ |
20% |
These counts are accumulated per server, and the further you push beyond the thresholds, the less Kina each Cube provides. This does not mean your Arcana and other Cube rewards disappear. It specifically reduces the Kina portion of the reward, so repeated farming is still useful if you are chasing other drops.
Transcendence Rank Points
Transcendence also has a seasonal ranking system, which makes it quite different from normal Expeditions.
Your best runs award Rank Points, and rankings are determined by the highest amount of points you accumulate during the season. According to the in-game explanation, Rank Score takes several things into account:
- Dungeon difficulty
- Clear time
- Number of enemies killed
- Number of deaths
- Kibelisk binding
Monster kills stop contributing once the final boss has appeared, so you cannot simply farm extra enemies indefinitely for rank points. Changing party members after entering also prevents Rank Points from being earned for that run. Your results from both Transcendence dungeons contribute toward your seasonal ranking.
Transcendence Season Rewards
Global Transcendence uses class-based rankings, so you compete against other players of your own class rather than the entire server population.
The top visible Season 1 brackets are:
|
Class Rank |
Required Rank Points |
Season Grade |
Season Rewards |
|
1 |
1,800,000+ |
Challenger 1 |
Transcendence [Season 1] Challenger 1 title + Talisra Celestial Crown (Skin: Helm) |
|
2–3 |
1,450,000+ |
Challenger 2 |
Transcendence [Season 1] Challenger 2 title + Talisra Delusion Crown (Skin: Helm) |
|
4–5 |
1,100,000+ |
Challenger 3 |
Transcendence [Season 1] Challenger 3 title + Talisra Eventide Crown (Skin: Helm) |
|
6–10 |
800,000+ |
Grand Master |
Transcendence [Season 1] Grand Master title + Talisra Crown (Skin: Helm) |
|
11–20 |
550,000+ |
Master |
Transcendence [Season 1] Master title + Talisra Crown (Skin: Helm) |
|
21–50 |
400,000+ |
Diamond |
Transcendence [Season 1] Diamond title + Talisra Coronet (Skin: Helm) |
|
51–100 |
200,000+ |
Platinum |
Transcendence [Season 1] Platinum title + Talisra Hairband (Skin: Helm) |
|
101–300 |
100,000+ |
Gold |
Transcendence [Season 1] Gold title |
|
301–600 |
60,000+ |
Silver |
Transcendence [Season 1] Silver title |
|
601–1,000 |
20,000+ |
Bronze |
Transcendence [Season 1] Bronze title |
|
Unranked |
1+ |
Iron |
No listed Season Reward |
At the end of the season, your class rank determines your Season Grade and reward. Every rewarded tier gets a Season 1 Transcendence title, while Platinum and above also receive a Talisra helm skin. The reward list is the same for Elyos and Asmodians. These helm rewards are skins, not combat gear. For example, the Talisra Celestial Crown is a Closet skin reward, which matches the tooltip in your screenshot.
AION 2 Nightmare

Nightmare is a solo boss-challenge mode built around individual boss fights rather than full dungeons. You pick a boss, choose a Challenge Level, and try to clear as high as possible. Each boss has 10 Challenge Levels, with higher levels increasing the suggested Item Level and the rewards you receive.
Unlike Expeditions or Transcendence, Nightmare does not use Odyle Energy. Instead, it has its own Attempt Count, its own currency called Phantasmal Fragments, a dedicated Trade Shop, and a seasonal ranking system.
How Nightmare Progression Works
Nightmare is structured like a boss ladder. At the start of the season, several bosses are available in the first layer, while later bosses are locked behind progression requirements. The current Global boss list shown in the Nightmare menu includes:
|
Boss |
Area |
Role in Progression |
|
Gatekeeper Pinopi |
Root Cellar |
Starting boss |
|
Furious Feruk |
Dranactus Underkeep |
Starting boss |
|
Fafnir's Poison Blood |
Root of the Sacred Tree |
Starting boss |
|
Wraith Giselle |
Crypt |
Starting boss |
|
Fortress Guardian Notun |
Destruction Archon Underground Fortress |
Unlockable boss |
|
Mutated Gerod |
Blades Hideout |
Unlockable boss |
|
Zikel's Apparition |
Impetusium |
Final boss of the layer |
Each regular boss has 10 Challenge Levels. You do not have to clear every level one by one. If your character is capable enough, you can jump directly to a higher available level. For example, Gatekeeper Pinopi is shown at Boss Level 45 with a Suggested Item Level of 1,000 at Challenge Level 1 and 1,600 at Challenge Level 10. The locked bosses become available as you progress through the layer. The final goal is eventually to unlock and defeat Zikel's Apparition.
Nightmare Rewards
Nightmare rewards Phantasmal Fragments, its own dedicated currency. These are not equipment drops from the boss itself. Instead, you use the fragments in the Nightmare Trade Shop to buy progression materials, cosmetics, wings, statues, and other items.
Each boss level has two reward types:
- First Clear Reward for clearing that level for the first time.
- Repeatable Reward for clearing it again afterward.
For Gatekeeper Pinopi Level 10, for example, the current Global client shows:
|
Reward Type |
Phantasmal Fragments |
|
First Clear |
900 |
|
Repeatable Clear |
180 |
Lower Challenge Levels give less, while higher levels give more. This is why pushing higher boss levels matters even if you are not interested in rankings. Higher stages simply generate more Nightmare currency per attempt.
Nightmare Trade Shop
The shop is split into several categories, which include Consumables, Growth (means gear upgrades mostly), Wings, Skins, and Statues for Pantheon.
|
Category |
Item |
Cost |
Purchase Limit / Requirement |
|
Consumables |
Amplify Stone Fragment (Unique) |
500 |
N/A |
|
Consumables |
Soul Codex |
400 |
5 per character weekly |
|
Consumables |
Soul Codex: Reset |
8,000 |
3 per character weekly |
|
Growth |
Clash Rune Chest |
500 |
35 per character |
|
Growth |
Stigma Shard |
1,500 |
35 per character |
|
Growth |
Daevanion Crystal |
300 |
50 per character |
|
Wings |
Conqueror Wings |
20,000 |
1 per character |
|
Wings |
Nightmare Wings |
160,000 |
1 per character |
|
Skins |
Awakened Breastplate |
10,800 |
1 per character |
|
Skins |
Awakened Greaves |
8,000 |
1 per character |
|
Skins |
Awakened Helm |
6,750 |
1 per character |
|
Skins |
Awakened Pauldrons |
6,750 |
1 per character |
|
Skins |
Awakened Gloves |
5,300 |
1 per character |
|
Skins |
Awakened Boots |
6,750 |
1 per character |
|
Skins |
Awakened Cloak |
5,300 |
1 per character |
|
Statues |
Statue: Gatekeeper Pinopi |
5,000 |
Clear Gatekeeper Pinopi Lv. 10 |
|
Statues |
Statue: Furious Feruk |
5,000 |
Clear Furious Feruk Lv. 10 |
|
Statues |
Statue: Fafnir's Poison Blood |
5,000 |
Clear Fafnir's Poison Blood Lv. 10 |
|
Statues |
Statue: Wraith Giselle |
5,000 |
Clear Wraith Giselle Lv. 10 |
|
Statues |
Statue: Fortress Guardian Notun |
8,000 |
Clear Fortress Guardian Notun Lv. 10 |
|
Statues |
Statue: Mutated Gerod |
8,000 |
Clear Mutated Gerod Lv. 10 |
|
Statues |
Colossus: Zikel's Apparition |
14,000 |
Clear Zikel's Apparition Lv. 1 |
The Skins tab also contains other cosmetic sets such as Eternal Horn, Ancient Barrier, and Sky Recollection, but the screenshots only show the full prices for the Awakened set.
Nightmare Attempt Count
Nightmare uses a separate Attempt Count rather than a weekly dungeon entry reset. The current Global rules are:
|
Attempt Rule |
Amount |
|
Default Count |
14 |
|
Maximum Recharge Count |
30 |
|
Daily Recharge |
2 attempts |
|
Attempt Cost |
1 per clear |
Your attempts recharge by 2 every day, rather than fully resetting once per week. The recharge system begins once Nightmare becomes available at Level 45. This means you do not have to spend all your attempts immediately. You can stockpile them up to the recharge cap and then use them later when you are ready to push higher Challenge Levels.
Instant Clear Tickets
Nightmare also supports Instant Clear Tickets. Once you have already cleared a boss level, you can use a ticket to claim that stage's rewards without fighting the boss again. Each Instant Clear consumes:
- 1 Instant Clear Ticket
- 1 Nightmare Attempt
If you use Instant Clear from the lobby, you receive the same clear rewards based on the number of repeats you select, but you do not receive Rank Points. If you use it from the results screen after a manual clear, the game can also copy both the clear rewards and the Rank Points from that result. So for normal currency farming, Instant Clear is excellent. For pushing your ranking, you still need to care about the quality of the clear you are copying.
Nightmare Ranking
Nightmare has its own seasonal ranking system, similar to Transcendence but with different rules.
Your rank is primarily determined by the highest-tier boss you have cleared within the Nightmare layer. The game explicitly prioritizes boss progression over character grade.
If multiple players have cleared the same highest boss tier, Rank Points are then used as the tiebreaker. If the Rank Points are also identical, the player with the higher cumulative Rank Points receives the higher rank.
Ranks and point records reset when a new season begins.
So the ranking priority is basically:
- Highest boss tier cleared.
- Rank Points for that boss tier.
- Total cumulative Rank Points.
Nightmare Season Rewards
Nightmare also has class-based seasonal rankings, with rewards tied to your final Season Grade.
The current Global thresholds shown in the client are:
| Class Rank | Required Rank Points | Season Grade | Season Reward |
|---|---|---|---|
| 1 | 1,150,000+ | Challenger 1 | Nightmare [Season 1] Challenger 1 title + Zikel's Apparition Celestial Crown (Skin: Helm) |
| 2–3 | 1,000,000+ | Challenger 2 | Nightmare [Season 1] Challenger 2 title + Zikel's Apparition Delusion Crown (Skin: Helm) |
| 4–5 | 850,000+ | Challenger 3 | Nightmare [Season 1] Challenger 3 title + Zikel's Apparition Eventide Crown (Skin: Helm) |
| 6–10 | 700,000+ | Grand Master | Nightmare [Season 1] Grand Master title + Zikel's Apparition Durable Coronet (Skin: Helm) |
| 11–20 | 550,000+ | Master | Nightmare [Season 1] Master title + Zikel's Apparition Durable Coronet (Skin: Helm) |
| 21–50 | 400,000+ | Diamond | Nightmare [Season 1] Diamond title + Zikel's Apparition Coronet (Skin: Helm) |
| 51–100 | 250,000+ | Platinum | Nightmare [Season 1] Platinum title + Zikel's Apparition Mask (Skin: Helm) |
| 101–300 | 100,000+ | Gold | Nightmare [Season 1] Gold title |
| 301–600 | 30,000+ | Silver | Nightmare [Season 1] Silver title |
| 601–1,000 | 10,000+ | Bronze | Nightmare [Season 1] Bronze title |
| Unranked | 1+ | Iron | No Season Reward listed |
The skins are kind of meh, if you ask me.
AION 2 Ascension Trial

Ascension Trial is a solo, score-based dungeon mode that unlocks at Level 45. Unlike Nightmare, which is built around separate boss fights, Ascension Trial sends you through a full short dungeon with several enemy rooms and a final boss. Your goal is to clear it within the time and death limits while earning as many points as possible. The current Global version uses Nightmare Altar as the active Ascension Trial, with four available difficulty levels.
Ascension Trial Difficulty Requirements
Every difficulty raises the Item Level requirement and also tightens the death and time limits. The final boss level increases as well. Aion2.app confirms the four current Level 45 variants at 1,000 / 1,500 / 2,000 / 2,500 Item Level.
|
Difficulty |
Required Level |
Required Item Level |
Boss Level |
Death Limit |
Time Limit |
|
Easy |
45 |
1,000 |
45 |
5 |
18:00 |
|
Normal |
45 |
1,500 |
50 |
3 |
16:00 |
|
Hard |
45 |
2,000 |
55 |
2 |
14:00 |
|
Extreme |
45 |
2,500 |
60 |
2 |
13:00 |
The current Global database labels the highest version internally as Challenge, while the live client displays it as Extreme. Functionally, it is the 2,500 Item Level tier. Personally, I would not jump into the highest difficulty just because you barely meet the Item Level requirement. Ascension Trial consumes an entry when you go in, not when you successfully clear it, so failing a run still costs you one of your limited attempts.
Dungeon Debuffs
Higher difficulties can also apply Dungeon Debuffs that remain active from the beginning of the run until the end. For Nightmare Altar on Extreme, the current effect is Wrath:
|
Debuff |
Effect |
|
Wrath |
Increases the Damage Boost value of a non-boss enemy when its HP falls to 50% or lower. |
So Extreme is not simply the same dungeon with enemies having more HP. Once enemies drop below half health, they become more dangerous, which makes finishing pulls quickly much more important.
Ascension Trial Attempts
Ascension Trial uses a separate weekly entry counter. You get:
- 3 default attempts per week
- A recharge capacity of up to 30 additional attempts
- The counter resets on the weekly recharge cycle
- 1 attempt is consumed on entry
The important detail is that the ticket disappears as soon as you enter. You do not get it back if you fail the run. Unlike Nightmare's two daily recharges, Ascension Trial is fundamentally weekly-limited content, so those three attempts are much more valuable.
Ascension Trial Rewards
Rewards are based on your Final Score, not simply whether you finish the dungeon. The current Global reward pool contains four main progression items:
- Enhance Stones
- Growth Pet Chests
- Amplify Stone Fragments (Unique)
- Ascension Binding Chests
The same reward ladder is used by both factions. You can check out more here.
Complete Ascension Trial Rewards Table
And here are all the rewards for each score bracket:
|
Final Score |
Enhance Stones |
Growth Pet Chests |
Amplify Stone Fragments (Unique) |
Ascension Binding Chests |
|
7,000+ |
3,500 |
20 |
14 |
10 |
|
6,000+ |
3,000 |
17 |
13 |
9 |
|
5,000+ |
2,500 |
17 |
12 |
9 |
|
4,000+ |
2,500 |
14 |
11 |
8 |
|
3,000+ |
2,000 |
14 |
10 |
8 |
|
2,500+ |
1,500 |
11 |
9 |
7 |
|
2,000+ |
1,500 |
11 |
8 |
7 |
|
1,500+ |
1,000 |
8 |
7 |
6 |
|
1,000+ |
700 |
8 |
6 |
6 |
|
500+ |
700 |
5 |
5 |
5 |
|
200+ |
500 |
5 |
4 |
5 |
|
100+ |
300 |
2 |
3 |
4 |
|
10+ |
— |
2 |
— |
4 |
These are the exact current Global values in the database. The maximum reward shown directly in the client is therefore 3,500 Enhance Stones, 20 Growth Pet Chests, 14 Amplify Stone Fragments, and 10 Ascension Binding Chests for reaching 7,000 points.
How Ascension Trial Scoring Works
Ascension Trial rewards and seasonal rankings both revolve around score. You earn points during the run, and your final result determines the reward tier you receive. The ranking tooltip also confirms that seasonal rank is based on your highest recorded score. If two players have the same score, the player with the higher cumulative Rank Points receives the higher rank. Both rank and point records reset with each new season. That makes Ascension Trial a bit different from Nightmare. Nightmare ranking cares heavily about how far you progress through the boss ladder, while Ascension Trial is more of a direct score attack.
Ascension Trial Seasonal Ranking
Ascension Trial also has a class-based seasonal ladder. The current visible Global thresholds are:
|
Class Rank |
Required Rank Points |
Season Grade |
Season Reward |
|
1 |
200,000+ |
Challenger 1 |
Season title |
|
2–3 |
180,000+ |
Challenger 2 |
Season title |
|
4–5 |
160,000+ |
Challenger 3 |
Season title |
|
6–10 |
130,000+ |
Grand Master |
Season title |
|
11–20 |
100,000+ |
Master |
Season title |
|
21–50 |
70,000+ |
Diamond |
Season title |
Unlike Transcendence and Nightmare, the visible Ascension Trial seasonal rewards in the current client are titles only, with no additional cosmetic item shown alongside them.
F.A.Q.
What dungeons should I do first in AION 2?
Start with Exploration Expeditions while leveling, then move into Conquest at Level 45 as your Item Level increases. After that, Transcendence becomes important for Arcana progression, while Nightmare and Ascension Trial give you additional solo progression and seasonal rewards.
What is the difference between Exploration and Conquest in AION 2?
Exploration is the easier version of an Expedition, with lower entry requirements and simpler boss mechanics. Conquest is the harder progression version, with higher Item Level requirements, more demanding mechanics, and better rewards.
How many times can you run dungeons in AION 2?
It depends on the activity. Expeditions and Transcendence are mainly limited by Odyle Energy and weekly reward counters, Daily Dungeons give you 14 shared attempts per server each week, Nightmare recharges 2 attempts per day, and Ascension Trial gives you 3 entries per week.
What is Odyle Energy used for in AION 2 dungeons?
Odyle Energy is spent to open the reward Cube after clearing activities such as Expeditions and Transcendence. Entering the dungeon itself does not normally consume Odyle, so the important decision is whether you want to spend energy on that run's loot.
What is the difference between Nightmare and Ascension Trial in AION 2?
They are two separate solo systems. Nightmare is a boss ladder with individual bosses and Challenge Levels, while Ascension Trial is a short solo dungeon with normal enemies, a final boss, difficulty tiers, and a score-based reward system. Nightmare uses daily-recharging attempts and Phantasmal Fragments, while Ascension Trial uses three weekly entries.
























