On August 8, NCSoft held the second live broadcast of its new MMORPG “AION 2”, titled AION Tonight, where it showcased—for the first time—gameplay based on the actual build.
The show featured a live gameplay session with the current client along with a detailed overview of the character customization system, one of the title’s key pillars. It also included a cooperative demo of the “Temple of Fire” dungeon, offering more concrete details than the first broadcast.
AION 2 DISCORD
The event was hosted by So In-seop, Head of Business, and Kim Nam-joon, the game’s PD, who first shared their impressions of the FGT held in June. Kim said:
“I was deeply moved by the great reaction from testers enjoying customization, RvR, and various other content.”
So In-seop and Kim Nam-joon on set
Q&A with the Development Team
Q. If skill slots are limited to 8, won’t that reduce combat fun? Is it because of mobile adaptation?
A. There isn’t a fixed limit of eight. The key is to highlight each skill’s identity. Compared to the original AION, action has been enhanced with combos and trigger skills. Skills are divided into active, passive, and stigma, and their combinations allow differentiated combat experiences even within the same class.
There will be about 40 skills in total, and the optimal setup changes by situation (PvE, PvP), making strategic builds essential.
Q. Flight is a core feature—won’t wing performance be tied to monetization?
A. No. Wings are not a paid item; they are obtained through in-game farming.
Q. If flight is possible in all areas, won’t that break field PvP?
A. Aerial combat takes place in 3D space and is indeed more demanding to control. We’re preparing measures against behaviors like escaping mid-fight by opening wings. While flight is primarily a means of travel, we’re also preparing counter-systems such as knocking enemies out of the air.
Q. With servers separated by faction, how will PK and RvR be run?
A. In the original, it was difficult to solve population imbalance between factions on the same server. This time, we’ll separate servers and implement fair, fun RvR through balanced faction matchmaking, focusing on small-scale PvP and party-based battles.
Q. If there’s no auto-combat, what’s the point of mobile integration?
A. We excluded auto-combat because it doesn’t match the gameplay we aim for. In a skill-based system with buffs and debuffs, auto-combat isn’t suitable.
Mobile integration is to improve accessibility, not for 24/7 grinding. Mobile will focus on mini-games and crafting content, while PC will emphasize large-scale battles. We are developing semi-control features for mobile as well, implemented without hurting core gameplay.
Q. How much of the AION IP’s core content is inherited?
A. We’ve prepared a wide range of content to support different play styles and situations.
Solo PvE Content
- Nightmare Dungeon: A 10-stage series of boss fights. Elyos and Asmodians face different bosses.
- Sealed Dungeon: Hybrid combat–puzzle dungeons placed across the field. About 60 per faction are planned.
- Garrison: Solo content tied to the main quest. Liberate areas occupied by specific NPCs to receive rewards and create hubs between hunting grounds.
- Awakening: A time-attack boss mode, preceded by waves of regular monsters.
Group PvE Content
- Expedition: Party combat (1–4 players) featuring a real-time drop-in system. Includes the “Temple of Fire.” Two difficulties: Exploration (easy) and Assault (hard). A no-drop-in option is available.
- Transcendence: Phase-based party content with rankings. Advance only by achieving high ranks. Ten stages total; rankings consider clear time, survivors, and more.
- Hunt: Boss fights with variable mechanics blending luck and strategy, with a limit on deaths—team coordination is key.
- Sanctuary: An 8-player endgame dungeon where coordination and timing are crucial.
Competitive PvP Content
- Arena: Ground-only PvP with no flight (1v1 and 4v4).
- Battlefield: 8v8 real-time payload battles.
- Rift of Time and Space: Large-scale clashes via infiltration into the opposing faction’s territory.
- Abyss: A multi-layered battlefield spanning ground and air.
Casual Content
- Daily Dungeon: Hack-and-slash style action to enjoy every day.
- Shugo Festa: A bundle of about 10 mini-games, rotating based on popularity with new games added over time.
AION’s Crown Jewel: Customization
AION 2’s character customization offers fine-grained control over almost every element of your character, with the currently adjusted part highlighted in blue for intuitive identification. It includes multiple presets, hair length adjustments to refine ear exposure, heterochromia (separate eye colors), two-tone hair, and more.
In the future, players will be able to upload and share their custom presets on the official website, with opportunities for monetization.
“Temple of Fire” Live Demo
The live gameplay showcase took place in this iconic dungeon from the original title. In addition to character level, there is a separate item level that determines entry. Mid-bosses have defined aggro ranges that trigger combat when entered. Healing conveniently auto-targets the lowest-HP character within range.

During the final boss, a mechanic was shown where players dodge incoming flames by moving laterally. Items that drop directly from the boss are tradable, but the Aether Energy Cube reward chest requires a ticket to open and becomes character-bound upon acquisition.

The marketplace uses the in-game currency, Kina, obtainable through hunting and, more efficiently, through dungeon runs.
Business Model & What’s Next
Although the business model wasn’t revealed, it is expected to be similar to “TL” at global launch, focusing on a battle pass and cosmetic customization. The team emphasized outfit creation. The next broadcast is scheduled for September, featuring mobile device gameplay, battlegrounds and PvP content, and additional class showcases. The team reaffirmed that AION 2 will launch in 2025.