About AION
Last Updated on Tuesday, 15 September 2009 09:54 Written by Administrator Saturday, 12 September 2009 21:54
AION
Aion is a visually stunning massively multiplayer online roleplaying game (MMORPG) where your character wields devastating powers and sweeping wings to explore a celestial world of breath-taking beauty and epic adventure. It features cutting-edge imagery, gorgeous environments, and a unique fantasy world. Your character plays a pivotal role in the fate of Atreia, where the enemy is not only the other player faction but a deadly ancient evil as well.
We know all this is true and we believe it as it's written right on NCSOFT's website
Seriously though, besides the hype Aion is a great on-line role-playing game. If you've played World of Warcraft®, The Lord Of The Rings Online™ or the like you will feel right at home playing Aion. Aion is just better than those games - and that's not only an opinion, it's also a statement!
Aion is played on a Windows PC with Internet access and requires the following system specifications:
Aion CBT Minimum Specifications-
Microsoft Windows XP SP2
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2.8GHz CPU or equivalent
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1GB RAM
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ATI x700 or NVIDIA 5900 Ultra with 128MB RAM or higher
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15GB hard disk space
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DVD-ROM drive
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Direct X 9.0c (6/2008 update)
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Sound device
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Broadband Internet connection
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Microsoft Windows XP SP2 / Vista
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Dual Core CPU 2.0GHz or equivalent
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2GB RAM
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ATI x800 or / NVIDIA 6800 with 256MB RAM or higher
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15GB hard disk space
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DVD-ROM drive
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Direct X 9.0c (6/2008 update)
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Sound device
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Broadband Internet connection
Ordering Aion
You can order Aion directly from NCSOFT's website by clicking here.
Or just run down to your local game store and buy it. You'll find it in the grociers section.
The world of AION
Aion takes place in Atreia, a stunningly beautiful world split in two.
Once connected by the Tower of Eternity, Atreia was sundered by an ancient cataclysm. On your journey to bring salvation to the world, your character will traverse the inner surface of Atreia, exploring lush lands, floating islands, chaotic voids, and many other amazing vistas.
Each half of the shattered world is inhabited by one of two playable divine factions: the Elyos and the Asmodians. Isolated by the Cataclysm that broke Atreia apart, each side has brooded for centuries on the catastrophic events of the past. Their hatred for each other has only intensified.
Many centuries after the Cataclysm, fragments of the destroyed Tower began to float mysteriously in the air, and investigations revealed unstable portals that opened into a dimension of darkness and wonder where fragments of the Tower drifted. This place was named the Abyss. Within the Abyss, the once-lost power of flight is now commonplace. The Abyss is where Elyos and Asmodians contend to fight an epic battle for supremacy.
As the Elyos and the Asmodians uncovered new, more stable portals to the Abyss, they encountered a primeval terror that they had known only in storybooks: the Balaur. Banished to an unknown dimension during the Cataclysm, the Balaur are the ancient enemy of all the peoples of Atreia. The Balaur's continual war on humanity led to Cataclysm. Now they have returned, the survival of both races and Atreia itself is more uncertain than ever.
The Asmodian and Elyos are player controlled factions while the Balaur are a server controlled faction (Non Player Controlled or NPC)
Aerial Combat
After centuries of isolation, the two factions, Elyos and Asmodian, discovered portals into the dimension between the split halves of the world: the Abyss. Some humans rediscovered the power of flight after they ascend to become Daevas. Daevas have wings and the ability to fly. While this ability is somewhat limited in their own lands, they found that mastering flight was a necessity in the Abyss.
In the chaotic Abyss, attacks can come from any direction. Daevas become masters of flight, and must continually upgrade their flight power with Aether-infused feathers in order to stand against the dual threat--that of the opposing faction and the Balaur--in the Abyss.
Every player in Aion learns the ability to fly at level 9 after completing a special Campaign quest. Not all areas can you fly in but you can glide in any area, even no fly zones. For a description about flying in Aion click here.
PvPvE
PvPvE stands for "Player vs. Player vs. Environment." The story of Aion is rife with conflict between factions. Elyos and the Asmodians harbor centuries of hatred. They are now at war with each other, with nothing less than the fate of their entire people in their hands. Large fragments of the
The factions constantly battle for control of fortresses and artifacts within the disputed areas of the Abyss. Each of these victories garners bonuses and special resources to the winning side, and player characters can only obtain certain items from vendors operating out of these controlled areas. In addition, player characters can accumulate points and special ranks by defeating other player characters and can use these points to acquire better equipment.
The Elyos and the Asmodians are not just battling each other in the Abyss, however. A third faction, the ancient enemy known as the Balaur, also fights for control. Depending on the situation, players may end up battling the Balaur as well as other players, or there may be times when the Balaur can ally with one faction and fight the other. Other lethal denizens of the Abyss may also come into play in this constantly changing skirmish. This ever-changing give and take of multiple forces, enemies, and alliances of convenience is the heart of Aion's PvPvE system.
It is entirely possible to play Aion without entering into any PvP. You can level up to max level without doing so but there is a lot of great content that will be missed if you do not engage in any PvP. And there is no such thing as a PvE (Player versus Environment) only server in Aion so even though you avoid PvP there is a good chance you may end up doing a little like it or not. There are no gaurantees you won't get attacked by the opposing faction but many areas are very safe to be in and you can avoid PvP for the most part if it is not your thing.
On the other hand PvP does not really start until level 25, perhaps a bit earlier if you're adventurous and go looking for it through a rift to the opposing side. You can level up to max level once your high enough to PvP by only doing PvP but once again there is a lot of great content you will miss by not questing and entering instances. PvP in Aion however is really not just PvP but PvPvE. Most of the PvP areas are also Balaur occupied areas and the Balaur have a nasty habit of jumping into PvP combat at the worse times. In some cases they will join one side or the other or more often than not they just attack both sides. The Balaur are really a balancing faction. If one of the player controlled sides gets too strong, the balaur stop by for a cup of tea and slaughter the winning side. My advice is if you see a Dredgion show up, run!
One nice aspect of PvPvE is your character is not limited in abilities in any way. Whether in an arena, dueling another character or engaged in open world or instanced PvPvE, every character has full use of all their abilites.
Ascension
Characters in Aion begin as talented but normal humans who are fated to become more than human. Many of the humans of Atreia dream all their lives of ascending to become Daevas. Only a scant few attain that dream.
At level 10, characters in Aion mystically evolve into Daevas. They feel the power of Aether infuse them, priming them to ascension. During the Ascension Ceremony, they become Daevas and gain their wings, immense powers, and immortality to aging. Characters select a subclass at this time, also.
Becoming a Daeva is a rare gift that brings with it a heavy responsibility to protect the humans of Atreia and Atreia itself. Daevas are the first line of defense against invasions from the Balaur and the Daevas of their opposed faction. The people of Atreia revere their Daevas almost as demigods.
At level 9 all characters receive a Campaign quest to begin their ascension. Up until that point the character has mysteriously lost his / her memory and this is the first of many quests where you start to regain your memories and your lost powers. The Ascension quests take you to level 10 (Level 9 is basically bypassed) and you are rewarded with a very nice ceremony (It really is very nice!) where you ascend from human to an immortal Daeva.
Classes
There are four main class types, Warrior, mages, Scout and priest and each of those classes has two subclasses. Everyone is required to choose a subclass during the Ascension campaign quest line (Level 9-10) and once chosen you cannot change your subclass thereafter.
Warrior
Fearsome and hulking, a Warrior’s way is found more through brute force and great resilience than guile and trickery. However, do not be fooled into thinking that Warriors are brainless or simple-minded. A Warrior bears the brunt of the attack and can reply with tremendous force and power. Do not fail to appreciate what these soldiers can do for you or your group.Though your first steps may be relatively easy to master, Warriors must fully dedicate both body and mind to completely understand the powerful skills they’ll be taught. A great many Warriors have walked the land, but only the strongest and most dedicated can truly survive in this world.
Warriors are easy to play at first. Though their first steps may be relatively easy to learn, Warriors must fully dedicate both body and mind to understand the powerful skills they will later be taught.At level 10, Warriors must specialize into either the Gladiator subclass or the Templar subclass.
Warrior Career Paths
Once a Warrior reaches a certain level of proficiency, they will see their path split into two distinct and new routes. Some Warriors choose the path of the Gladiator and march headlong through the front lines of the battlefield to destroy their enemy. Other soldiers, destined to follow the path of the Templar, use swords and shields to force back the front lines of battle and to protect those not as sturdy as themselves.
A Gladiator prides itself with prowess in melee combat and, unlike the Templar, the skill to wield Polearms. This heavy weapon allows Gladiators the ability to attack multiple foes with sweeping attacks that can take enemies off their feet.
The Templar’s focus is using Shields to hold back the enemy in an effort to protect its comrades. However, the shield is not just for mere defense; in the hands of a skilled Templar it becomes an effective weapon dealing moderate damage and can be used to stun or knockdown opponents.
At level 9, Warriors will receive their Ascension quest automatically. This Campaign quest will lead you to become either a Templar or Gladiator. Once ascended your base attributes will change slightly and you will gain your new gathering abilities.
Gladiator
Important Statistics: Strength, Health, Agility
Gladiators are basically Melee DPS (Damage per Second). They can dual wield and have a special emphasis on close range Area Of Effect attacks.
- Role: Melee DP, off Tank
- Basic Stats: Power 115 / Health 115 / Agility 100 / Accuracy 100 / Knowledge 90 / Will 90
- Armor: Plate, Chain, Leather, Cloth
- Weapons: Polearm, Sword, Mace, Greatsword, Dagger, Bow
- Can use a variety of weapons, including the Polearm
- Can increase defense with the ability to wear Plate Armor
- Can strike many foes in melee range with skills that utilize Polearm
Gladiators are Daevas who follow the Star of the Sword. They expertly wield most melee weapons and are especially proficient using polearms. Their ultimate goal is to obtain a variety of battle skills according to each weapon’s properties. However, rather than flamboyant techniques or tricks, they prefer to attack the enemy with power and accuracy. Therefore, Gladiators reveal their true value in close combat. They also perform crucial roles in most legions.
While training, Elysean Gladiators tend to follow the teachings of the Empyrean Lord Nezekan, who watches over the just war, while Asmodian Gladiators serve the Empyrean Lord Zikel, who presides over destruction and slaughter.
Combat Roles and Abilities
Striking with brute force, and a variety of weapons, the Gladiator is the premier front line soldier. Their resilience and ability to wear plate armor gives Gladiators the endurance to fight not only single foes but many at once. However, unlike the Templar, the Gladiator depends on dealing damage rather then taking it. While it can use skills to attack multiple foes at once, the Gladiator must be careful not to take on more than it can handle.
The Gladiator can utilize its speciality with the polearm to make sweeping attacks that can knock their opponents off their feet. Once on the ground the Gladiator can lay devastating blows upon them with a variety of chain skills.
A well experienced Gladiator can indeed be a great asset to any party as it is a versatile warrior that is able to field a wide variety of equipment from light cloth armor to the heaviest plate armor. They also have the ability to use most melee weapons and can even carry a shield when needed. This allows the Gladiator to provide various roles within groups from one-on-one tanking, to single target damage dealing, to assisting with the defeat of several foes at once.
Solo Play
Gladiators possess a myriad of attack skills as well high Defense, which allows them to engage in solo combat without much trouble. Also, since they can use a variety of weapons, Gladiators can choose easily switch to a proper weapon appropriate to the situation.
However the Gladiator’s self recovery skills are lacking, so during combat, they must always pay attention to their health. When engaging in solo play, discard the shield and use the two-handed weapon Greatsword or Polearm. There is also a Stigma skill that allows the use of dual weapons.
The Gladiator’s ability to use the polearm allows it to use chain skills to help keep an opponent off their feet and susceptible to various chain skills. It also gives the Gladiator the capability to attack multiple opponents at once.
Group Play
Despite its melee style, the Gladiator possesses "area of effect" attacks, which makes it effective in group play when multiple enemies must be fought at once.
As such, the Gladiator must be mindful of the enmity it creates when using its area of effect skills. In certain situations, it may want to avoid using them and use skills that focus on a single target. In other situations, such as protecting healers and mage classes, The Gladiator may want to be sure to create as much enmity as possible so the attackers focus on it rather than the weaker casters.
Templar
Important Statistics: Strength, Health, Accuracy
Templars are the games primary tanks (A character that sits in the middle of battle whose sole purpose is to take damage and keep whatever they are fighting focased on themselves and not the rest of the group).
- Role: Tank, off melee DPS
- Basic Stats: Power 115 / Health 100 / Agility 100 / Accuracy 100 / Knowledge 90 / Will 105
- Armor: Plate, Chain, Leather, Cloth; Shield
- Weapons: Greatsword, Sword, Mace, Polearm
- High base defense as well as skills that increase defense further
- Can increase defense with the ability to wear Plate Armor
- Has a variety of skills that utilize the shield to incur damage and other effects on opponents
Calling the Templar a maestro of defense wouldn’t be far from the truth, but one shouldn’t mistake its only purpose to be an Atreian punching bag. With their high defense and various shield skills, Templars can also inflict some serious damage on their opponents. Depending on the situation, a Templar can swap a sword or mace (and shield) for a greatsword. While its ability to deal damage may be lower when compared to the Gladiator, it would be unwise to ignore the Templar’s powerful attacks.
Both the Elysean and Asmodian Templars follow the teachings of Nezekan, the Lord of Justice.
Combat Role and Abilities
The Templar acts as a guardian, fighting with a sword in one hand and a shield in the other, protecting others on the battlefield.
In groups, Templars are most effective when taunting and holding the attention of enemies with direct, as well as area of effect, taunts. Once a foe is focused on the Templar they can be smashed back with a shield. This allows the other members of the group to focus on dealing damage to their opponents without having to worry about being attacked.
The use of a shield is what defines a Templar, and in the right hands it can be a dangerous weapon. Not only can a shield deal moderate damage, it enables Templars to utilize skills that stun or knockback their opponents, leaving them open to a variety of chain skills.
They also have skills that give them the ability to increase their base defense massively. That, combined with the ability to use certain healing incantations, makes the Templar a sturdy battlefield soldier that is able to defend comrades effectively.
Solo Play
A Templar can succeed by choosing weapon sets based upon the situation it finds itself in. For example, in some cases the Templar can use greatswords. However, this is generally used when facing an enemy that can be dispatched quickly with a few solid blows.
In most situations the Templar utilizes a one-handed weapon and shield, in order to mitigate damage. This is due to the shield’s ability to reduce damage when an attack is blocked. Once a successful block has been made, the shield can then be used as a weapon itself through the use of chain skills. The effect these skills have can range from basic damage dealing to enmity increase, as well as possibly stunning the opponent.
Group Play
Templars excel in groups because they quite literally become a shield for the rest of their group. With the use of various taunts, they are able to keep the attention of an attacker while the rest of the group focuses on dispatching the enemy. A skilled Templar is able to control multiple foes with the use of its blocking skills and its ability to use area of effect taunts. With the use of marks, a group leader can also assign various tasks to other members of a group in order to make the Templar’s job that much easier.
Mages
Mages, while incredibly powerful, can be exceptionally vulnerable. They are able to deal out terrifying, awe-inspiring levels of damage at range, while taking little in return. Mages have command over the elements, summoning raging fireballs and chains of the coldest ice to wreak havoc over ranks of the enemy. They can even speak to the shattered planet, calling forth roots to bind enemies in place.
However, as mentioned, Mages are also extremely weak, and must learn to evade whenever possible. As with all classes, knowing when to fight and when to flee is vital, but this is only accentuated when the defenses of the subject are so very limited.
Playing a Mage is easy at first, but to do well, it is important to learn how to divert and to evade the enemy. Knowing when to fight and when to flee is important since their defenses are limited.
At level 10, Mages must specialize into either the Sorcerer subclass or the Spiritmaster subclass.
Mage Career Paths
Once a Mage has survived the fragile existence of the first few levels, they will find themselves able to choose one of two areas of expertise: the path of the Sorcerer and of the Spiritmaster.
At level 9, Mages will receive their Ascension quest automatically. This Campaign quest will lead you to become either a Sorcerer or a Spiritmaster. Once ascended your base attributes will change slightly and you will gain your new gathering abilities.
Sorcerer
Important Statistics: Knowledge, Health, WillSorcerers are high damage ranged characters. They have great crowd control abilites but they have very low armor and health and do not fair well in close quarters.
- Role: Ranged DPS, Crowd Control
- Basic Stats: Power 90 / Health 90 / Agility 100 / Accuracy 100 / Knowledge 120 / Will 110
- Armor: Cloth only
- Weapons: Spellbook, Orb
- Has a number of long range and powerful attacks
- Has a number of area of effect abilities
- Can use magic to sleep, root, and sometimes even morph enemies to limit their ability to get close
The Sorcerer is a Daeva who follows the Star of Magic. They are able to freely wield the destructive power of the natural elements: Earth, Wind, Fire, and Water. A Sorcerer is a scholar at heart, evident by the books and orbs they normally carry with them. However, these items can be dangerous weapons in their hands as they help increase a Sorcerer’s power.
Asmodian Sorcerers have been known to serve Lumial, the Lady of Wisdom, while Elysean Sorcerers follow the teachings of Kaisinel, the Lord of Illusion.
Combat Roles and Abilities
The Sorcerer possesses various magical skills that can quickly defeat the enemy from long range. However, since this class can only wear robe armor, its Physical Defense and Health are extremely low. The Sorcerer’s lack of physical training makes it difficult for them to evade most melee attacks. In other words, this class can be described as a "sword of glass", so always be cautious in battle.
While the Sorcerer has few types of chain skills, each skill has a high Attack value, so enemies can be defeated in a short amount of time. Most of those skills also consume a lot of mana, which means a wise and efficient use is necessary to conserve energy.
Sorcerers also have the ability to lower an opponent’s resistance to a particular type of element (Earth, Water, Wind, and Fire). This allows the Sorcerer to more efficiently use spells against various types of enemies who may be more susceptible to one element than another.
With the ability to sleep and root foes, a Sorcerer can use mobility to keep enemies at range. However, they must be fully ready to strike as any damage can wake or release the enemy to attack again. It also must be noted that these types of spells increase the target’s enmity significantly. A Sorcerer must mindful then and use skills it has available to reduce its creation of enmity.
Solo Play
The Sorcerer does not possess skills to heal itself other than Herb Treatment, so during solo play, pay careful attention to health. Incurring attacks from multiple monsters can be especially dangerous. In the event that this occurs, the Sorcerer may find its short-range area of effect spells helpful. In the event it has bitten off more than it can chew, a Sorcerer may want to utilize its area of effect holding skills, such as Winter Binding I.
During a one-on-one confrontation, it is good to start with a movement-impairing effect. If there is more than one opponent, a Sorcerer will want to use sleep or another immobilizing effect on one foe, while attempting to defeat the other quickly.
Although its defense is weak, a Sorcerer that is capable of controlling the distance between itself and its enemies can control the battle.
Group Play
During group play, the Sorcerer has a dual role: that of a damage dealer and that of a mesmerizer who uses various types of skills that can sleep or hold an opponent.
Mesmerizing skills are important techniques when multiple monsters are linked. These skills allow the group to take on multiple difficult creatures one by one. This helps to ease a tank’s damage mitigation, as well as allow the party’s healers to work more efficiently by not having to focus on more than the tank’s health.
However, the Sorcerer is also capable of attacking multiple opponents that its party may be engaging at once. This allows the party to advance through crowds easily. However, skills that produce high amounts of damage also produce an abundance of enmity, and a sorcerer must be careful not to over do itself and remember to use its enmity reduction skills. When a monster’s gaze turns its focus on a Sorcerer rather than the tank, the Sorcerer is likely to be defeated quickly.
Spiritmaster
Important Statistics: Knowledge, Health, WillSpiritmasters are the only class in the game to have a controllable pet which they summon to fight for them. They are great for soloing as they have a built in tank (Their pet) when needed.
- Role: Ranged DPS, Crowd Control
- Basic Stats: Power 90 / Health 90 / Agility 100 / Accuracy 100 / Knowledge 115 / Will 115
- Armor: Cloth only
- Weapons: Spellbook, Orb
- Can summon and control the spirits formed of natural elements; Earth, Wind, Water, Fire
- Can use a number of skills to buff or heal it’s pets
- Has a number of spells to inhibit the mobility of it’s opponents
The Spiritmaster is a Daeva born under the Star of Spirits, and is able to control spirits of Water, Fire, Earth, and Wind. It can call upon these spirits to attack directly, but it can also use indirect tactics such as borrowing the strength of the spirits to weaken an enemy or to inflict fear.
The Elysean Spiritmasters follow the teachings Kaisinel, the Lord of Mirage, while Asmodian Spiritmasters serve Lumiel, the Lady of Wisdom.
Combat Role and Abilities
Like the Sorcerer, the Spritmaster uses magic to control the elements of nature: Earth, Wind, Water, and Fire. However, the method of control is much different. Rather than casting spells composed of these elements, the Spiritmaster controls the spirits inhabiting them.
Spiritmasters have less attack magic compared to Sorcerers, making it difficult to directly attack their opponent. Rather than focusing on direct combat with an opponent the Spiritmaster uses elemental spirits to attack them.
The four types of spirits available are very different. Their attacks and defenses are based on the elements they represent. So, depending on the situation, you must summon the right spirit to effectively control the battle.
Another characteristic of the Spiritmaster is the fact that it possesses numerous debuff type skills. These skills inhibit the mobility of a foe while allowing the Spiritmaster to maintain distance. However, like the mesmerizing skills of the Sorcerer, these skills produce high amounts of enmity.
The Spiritmaster’s low health and defense require it to maintain total control during combat. However, while it is not as destructive as the Sorcerer, its pets and various movement impairing spells make it versatile in both solo and party play.
Solo Play
The Spiritmaster is one of the classes that specialize in solo play. They have the ability to summon spirits depending on the situation needed. This is usually determined by the type of creature they are fighting as well as their fighting style. This means that a Spiritmaster can choose to take the brunt of an opponent’s attack while the spirit concentrates on doing damage, or the Spiritmaster can switch and have the spirit tank while the caster deals damage.
In the event their spirit is low on health, Spiritmasters have defensive and healing abilities they can use to buff or restore the spirits life at the cost of the caster’s mana. They can also swap the enmity an opponent may have towards them with their spirit’s. This allows them to escape trouble in the event they have pulled the opponent away from the spirit.
However, just like Sorcerers, they have low damage mitigation due to only being able to wear Cloth Armor, so they must pick and choose their battles wisely as to not take on more than they can handle.
Group Play
In group play the Spiritmaster has dual roles. Much like the Sorcerer, it is able to put a lot of damage on an opponent. In a group with a tank the Spiritmaster can also use more offensive based spirits like the Wind and Water spirits rather than using a more defensive type such as the Earth spirit. However, in some cases a particular spirit may be of more use due to the elemental defenses an enemy may have. This gives the Spiritmaster and its group plenty of options on dealing with opponents.
The second and possibly more important role is to debuff the group’s opponent. This can be done by placing direct debuffs on a target that lower the target’s various defensive and offensive abilities. The Spiritmaster can actually remove any buffs an enemy may have with Dispel Magic or Disenchantment Blaze. These skills allow the group as a whole to be more effective when fighting tougher opponents.
Scouts
Scouts are agile and stealthy. They fight swiftly with melee weapons. Their attacks benefit from great agility and attack speed. They dress in light armor, making them somewhat vulnerable--when they can be hit. The Scout is an extremely versatile class. Scouts have the most flexible abilities and tactics among the initial classes, but because of that, they also require some player skill to master. Playing a Scout means learning abilities that are complex and subtle. They require a delicate touch and a measured approach.
If the Warrior is about grit, power and sheer strength, then Scouts concern themselves more with speed, agility and awareness. Scouts are complex men and women that require a delicate touch and measured approach. Once they learn their inherent strengths and weaknesses, Scouts can become formidable opponents.
At level 10, Scouts must specialize into either the Ranger subclass or the Assassin subclass.
Scout career paths
Once a Scout ascends, it will be able to choose one of two classes to specialize in: the Ranger or the Assassin. Once a Scout reaches a certain level of proficiency, they will see their path end and split into two distinct and new routes. Some Scouts choose the path of the Assassin, use swords and daggers to attack from the shadows. Others are destined to follow the path of the Ranger and learn more to attack their foes at range with the use of bows and traps.
Assassins are masters of deception and are able to hide even in plain sight. Attacking from behind is their trade, though marching headlong into an Assassin’s blades can be incredibly unwise. With the ability to place patterns on opponents and then removing them violently with pattern removal skills, the Assassin can damage and stun a foe in one quick stroke, leaving the enemy open to a wide array of other skills that deal massive amounts of damage.
Preferring to stay at long range, a Ranger utilizes bows with great accuracy and power. They have an array of skills that can do damage to not only single foes but can strike out at several. With their traps hidden in front of their opponents, Rangers can slow and damage the enemy at a distance, all the while inflicting more destruction with well-aimed shots.
At level 9, Scouts will receive their Ascension quest automatically. This Campaign quest will lead you to become either an Assassin or a Ranger. Once ascended your base attributes will change slightly and you will gain your new gathering abilities.
Ranger
Important Statistics: Agility, Health, AccuracyRangers are primarily ranged DPS with a bow but they can fight up close if needed. They also can lay down traps to slow, silence or immobilize one or more foes. They can also stealth.
- Role: Ranged DPS, Crowd Control, off melee DPS
- Basic Stats: Power 100 / Health 100 / Agility 115 / Accuracy 115 / Knowledge 90 / Will 90
- Armor: Leather, Cloth
- Weapons: Bow, Dagger, Sword
- Can strike from a distance with great accuracy
- Has the ability to use traps with varying effects
- When needed is very capable in melee combat
A Ranger is a Daeva with exceptional archery skills. Not only can a Ranger expertly wield a bow, but can make good use of a sword and dagger for close combat. The Ranger is also a master with various traps, making it both a formidable opponent on its own and a valued member of any group. Being skilled in both short and long range attacks combined with the ability to manipulate traps makes the Ranger able to adapt easily to nearly any situation. However, arrows and especially trap ingredients can become costly, making the Ranger one of the more expensive classes.
Being as faithful as any other class, the Ranger turns to the Empyrean Lords for inspiration. While an Elysean Ranger looks toward Vaizel, the Lord of the free spirit, Asmodian Rangers accept Triniel, the Lord who controls death, as their model.
Combat Roles and Abilities
While an Assassin needs to get close and dispatch its foes, the Ranger chooses to do this from the safety of long range with a bow and arrow. The use of leather armor allows the Ranger to be very nimble and quick. Along with the ability to hide in the shadows, the Ranger is able to use various melee attacks on its prey. While these may not be as effective as the Assassin’s skills, there can be no doubt they are still quite effective at dispatching foes quickly.With bow in hand, a Ranger can unleash devastating attacks on single opponents as well as a number of area of effect attacks on multiple foes. This combined with a variety of traps that can slow and damage opponents, makes the Ranger a versatile combatant and worthy of addition to any group.
Solo Play
Much like the Assassin, the Ranger relies on a steady amount of offensive damage in order to defeat foes. However, most of this is done at long range with a bow before needing to get up close and personal. The various effects that can be placed with traps for use on opponents allows the Ranger to slow or damage enemies, keeping them at bay while unleashing a myriad of archery skills. Skilled soloists can even defeat most enemies with their sniping skills before ever having to switch to daggers or swords.
However, one must be vigilant, as Rangers are not helpless without a bow and can damage opponents easily with melee weapons. Evasion is the key to survival as a Ranger, as Leather Armor does not mitigate damage effectively.
Group Play
In group play, the Ranger has two roles to play. The major role is helping in dealing damage while a tank contains an opponent. This means he can stand back and let loose his variety of archery skills, while using its enmity-reducing skills to keep from pulling the enemy away from the tank.
The second role is to assist with controlling any extra enemies with skills that hold or sleep targets such as Sleep Arrow or Entangling Arrow. This allows a group to pull more than a single creature and still be able to focus on one before moving to the next. However, just as with other such skills, these tend to cause large amounts of enmity that will need to be negated with skills like Calming Whisper.
Assassin
Important Statistics: Agility, Accuracy, StrengthAssassins primary abilities are stealth and surprise. They creep up behind a target and take them down before they even have a chance to react. While they can use bows, they are primarily a melee oriented class. They can stealth very well.
- Role: Melee DPS, off ranged DPS
- Basic Stats: Power 110 / Health 100 / Agility 110 / Accuracy 110 / Knowledge 90 / Will 90
- Armor: Leather, Cloth
- Weapons: Dagger, Sword, Bow
- Has a variety of skills to debuff their opponents, including poisons and stuns
- Can evade many attacks and in return counterattack with devastating accuracy
- Has the ability to hide, even in plain sight
The Assassin is a Daeva killing specialist that follows the Star of Death. After hiding itself, an Assassin quietly approaches its enemy and aims for vital spots to inflict great amounts of damage instantly. This is one of the Assassin’s trademark combat skills. Some of the Daeva have criticized them for ambushing defenseless enemies or using poisoned blades. However, the Assassin is necessary in the legions for its battlefield roles of infiltration, disruption, assassination, and more.
Elysean Assassins have been known follow Vaizel, the Lord of Free Souls, while Asmodian Assassins tend to serve Triniel, the Queen of Death.
Combat Roles and Abilities
The Assassin is an offensive class with various acrobatic attack skills that can inflict severe damage on the enemy within a short amount of time. While their defensive capability is relatively low, Assassins possess exceptional evasion skills. They can perform many counterattacks that can stun opponents and, in some cases, leave them open to attacks from behind. The Assassin also retains the ability to not only hide in the shadows but in plain sight. This allows the Assassin to get the jump on their opponents and inflict massive amounts of damage before they are even noticed.
The trademark skills for Assassins are their ability use Pattern Engraving on their enemies. Once several patterns have been placed on an enemy, the Assassin can utilize various skills to remove them. Patterns contain varying degrees of damage and status debuffs, and once removed these effects are applied directly to the enemy.
When it comes to weapons, the Assassin excels at using Daggers and Swords. While not a specialty of the Assassin, Bows can also be used. Leather is the preferred type of armor, as it does not interfere with the Assassin’s ability to perform their various acrobatic attacks.
Solo Play
"A good offense is the best defense" is the motto of the Assassin. It can utilize devastating attacks while hidden behind an enemy. If the enemy does not fall quickly from subsequent attacks, the Assassin can use pattern engravings and explosion skills to stun or cause other deadly effects. This, along with the Assassin’s natural ability to evade attacks, makes solo play very possible. Evasion also allows the use of skills that can stun and in some cases turn an enemy so its back is to the Assassin, making it possible for even more devastating attacks to be used.
However, due to the low damage mitigation of Leather Armor, Assassins must be careful not to take on more enemies than they can handle. This generally leads them to fight creatures and other opponents one-on-one. In cases where several enemies may be near each other the Assassin can use a bow to pull a particular target. However, an Assassin must be sure that the other enemies in the area won’t come to the aid the target.
Group Play
Much like solo play, the Assassin is charged with dealing damage. Being part of a group makes this much easier as the Assassin does not have to worry about evading attacks. Having a group allows it to stay behind a creature, thus doing more damage with its backstabbing abilities (such as Surprise Attack and Assassination). However, overdoing themselves and causing to much damage too fast on a very tough opponent can lead to the Assassin attracting the attention of the enemy. This can be very deadly for an Assassin, and it must be able to pace itself accordingly.
Priests
Priests specialize in healing magic and can use long-range spells to help allies and hinder the enemy. A Priest can bring dying comrades to full health in a heartbeat and cure deadly poisons. While Priests are more than capable of engaging in melee combat in medium armor and a mace, they can also take a broader view, using healing and protection spells to keep allies on the battlefield.
Playing a Priest is neither hard nor easy. A Priest is arguably the backbone of any successful party. A Priest's ability to keep friends alive even in the direst of circumstances cannot be underestimated. Priests can be vital in ensuring that groups survive against the more pressing challenges in Atreia.
To successfully play a Priest solo, remember to have the Priest heal often. It can take longer to defeat opponents, but Priests are very resilient and are likely to live through encounters with even multiple enemies this way.
At level 10, Priests must specialize into either the Cleric subclass or the Chanter subclass.
Priest Career Paths
Once a Priest has learned and fully understood the intricacies of their class, they will be given two new paths to choose from. Some Priests choose the path of the Chanter, becoming deft at both melee combat and ranged spell casting while using other powers to buff their comrades. Others are destined to follow the path of the Cleric, using incantations to keep their friends alive with cures and healing power.
At level 9, Priests will receive their Ascension quest automatically. This Campaign quest will lead you to become either a Chanter or a Cleric. Once ascended your base attributes will change slightly and you will gain your new gathering abilities.Cleric
Important Statistics: Will, Knowledge, HealthClerics are primarily healers and they do it very well. They can ressurect other players when dead (in or out of battle) and they have a decent amount of defensive skills and buffs.
- Role: Healer, off ranged and melee DPS
- Basic Stats: Power 105 / Health 110 / Agility 90 / Accuracy 90 / Knowledge 105 / Will 110
- Armor: Chain, Leather, Cloth, Shield
- Weapons: Mace, Staff
- Has a variety of recovery skills, including the ability to resurrect others
- Can cast ranged spells to damage and debuff opponents
- Can temporarily buff itself and others through magic
The Cleric is a Daeva who follows the Star of Healing. It uses magic power to strengthen the body and to heal injuries. It can also restore life by using a revival spell when a Daeva’s soul and body are separated. In addition to supporting its allies, it is also capable of wielding a mace and shield when a melee battle occurs.
The Elysean clerics follow the teachings Yustiel, the Lord of Life, while the Asmodian clerics serve Marchutan, the Lord of Destiny.
Combat Roles and Abilities
The Cleric specializes in protecting and recovering its comrades. A successful group without a Cleric just doesn’t exist, as the Cleric possesses a core position within the group. The Cleric’s recovery and resurrection magic are its greatest characteristics. This sometimes earns them the nickname "The Walking Potion." However, to be effective, Clerics must wisely use tools at their disposal to not run out of mana and leave a group vulnerable. As well as being able to equip cloth and leather, the Cleric can also wear chain armor. This, in addition to its recovery skills, gives it tremendous defensive potential that is only surpassed by the Warrior classes.
While most of its skills focus on recovery and abnormal condition removal, one should not underestimate the Cleric’s damage potential. Though it has relatively few attack skills, most are ranged spells. This allows the Cleric to whittle down its foes before moving in to use its melee skills. This, as well as its other abilities, makes the Cleric a well rounded combatant.
Solo Play
While the Cleric is less effective than other classes during solo play, its ability to heal itself during combat allows it to outlast many of its opponents with ease. However, this means it will need to rest between fights to maintain a steady pace. Most of the attack skills Clerics possess are ranged spells. This allows the Cleric the ability to do most of the damage to an opponent before it can even get to melee range. Some opponents can even be defeated long before they can touch a Cleric.
However, most skills available require a good amount of mana to be used. This can make if difficult to engage in battle for a very long time. In order to overcome this, the Cleric must learn to efficiently use both its attack and recovery skills. Also skills such as Reverse Condition or Penance can be used to decrease the time spent resting between encounters.
Group Play
The Cleric is said to develop its true abilities during party play. Generally, it has the role of healing and buffing either a tank or damage dealer, depending on the makeup of a group. However, it can help with creature control by using restraining spells, as well as helping damage opponents. The healing skills available to the Cleric includes both large heals that affect a target immediately and those that regenerate health over time. Skills that heal over time allow the Cleric to be effective while waiting for larger healing spells to cool down and become available for use again. However, in the event a party member is defeated, the Cleric is able to resurrect them in order to get them back into a fight quickly. But such recovery or resurrection skills consumes a good amount of mana, and the cooldowns of each varies. This means the Cleric must be mindful of efficiently using the right skills at the right time, depending on the situation.
Chanter
Important Statistics: Strength, Will, AgilityChanters are sort of your all around player class. They do a bit of everything and are the best support class for any party.
- Role: Buff and debuff, off ranged and melee DPS, off Heal, off Tank
- Basic Stats: Power 110 / Health 105 / Agility 90 / Accuracy 90 / Knowledge 105 / Will 110
- Armor: Chain, Leather, Cloth, Shield
- Weapons: Mace, Staff
- Is able to use Mantras to affect multiple friendly players at once with area of effect buffs.
- Has a variety of effective melee and ranged abilities
- Is able to use some recovery and healing abilities
The Chanter can be explained in two words: commandment and conviction. It rigorously trains the body and mind to become skillful in healing, attacking, and enhancement magic. In addition to its magical abilities, it also possesses exceptional skills involving the use of the staff. The chanter uses mantra magic to inspire the morale of allies, and since it can strengthen abilities, it is the gathering center during battle.
Lady Yustiel, the Guardian of Life, is the master of the Elysean Chanters, while Lord Marchutan, the Controller of Destiny, is served by Asmodian Chanters.
Combat Roles and Abilities
The Chanter is similar in personality to the Cleric, but possesses more variety when it comes to physical attack skills. However, it has less mana compared to the Sorcerer, Spiritmaster, or Cleric, all of which use large amounts of mana. This means the Chanter must be careful to make efficient use of its skills even though it tends to use less mana when using them.
Chanters also possesses a variety of buffing, recovery and curing skills, which makes this class very versatile. In particular, the area of buffs, called Mantras, are the Chanter’s trademark skills. This allows a Chanter to not only buff its own abilities, but to also enhance nearby allies as well. This versatility allows the Chanter to support a party by healing, engaging an enemy to deal damage, or be a back-up tank when equipped with a shield. Its role during combat will be defined by the situations a party finds itself in. Having the highest efficiency among all the classes for recovery and buffing magic means that in addition to grouping with others, the Chanter can effectively play alone when allies are not around.
Solo Play
Even from the start, the Chanter possesses the abilities for excellent solo play. It has the ability to equip Chain Armor and a shield to make itself resilient. Also, much like the Cleric, the Chanter has effective recovery magic. This allows it to engage in combat with little pause between fights.
However, Chanters have few attack skills that can defeat an opponent quickly. When fighting multiple opponents, the Chanter can encounter some trouble due to its attack power being low. Although this can hinder a Chanter, it can fend off multiple enemies in a short fight because of its healing capabilities. If the fight goes for to long, however, the Chanter is liable to run out of mana to cast heals... and the battle can end disastrously.
It is generally good to equip a mace and shield in order to have the best defense. However, at the right moment it may be beneficial to equip a staff to make use of the higher attack power when using chain skills.
Group Play
The Chanter has several roles in groups. It can use recovery magic, albeit with lower efficiency when compared to the Cleric. It can protect party members in danger by tanking when equipped with a shield. The Chanter can also help to deal damage to a target and allow other damage dealing classes to rest and regain mana during arduous fights. Lastly, it can strengthen the attack and defense of its party members through the use of its many Mantras.
Mantras have a short range, however, and a Chanter will need to place itself where its group members can most benefit from them. It should be noted that there are skills that will increase this range, allowing more freedom for the Chanter to assist its comrades.
Character Customization
NCsoft has designed Aion to give you a wide variety of character customization options. Players can easily shape their character's face and body structure with a multitude of sliders to manipulate nearly every aspect of their physical appearance. They can also choose from a range of hairstyles, facial hair types, and skin tones. In game abilities and stats may be highly customized as well with Stigma Stones, Titles, Enhancement Stones, Manastones, Godstones. Aion uses a Stigma system--a way for a character to use skills and abilities that do not belong to that character's class. Though you may choose a particular class path, your play style is not limited to only what that class can do.
Cosmetic Customizations
Starting with the character creation screen we can easily see NCSOFT wanted to insure every character in Aion has a unique look to them. Take a look at the sheer number of options available for each character.
Basic Face Customizations
- Hair Styles Elyos: Female 44, Male 45
- Hair Styles Asmodian: Female 45, Male 39
- Face Shapes Elyos: Female 20, Male 17
- Face Shapes Asmodian: Female 21, Male 17
- Face Decorations Elyos: Female 6, Male 17
- Face Decoration Asmodian: Female 6, Male 17
- Face Tattoos Elyos: Female 17, Male 13
- Face Tattoos Asmodian: Female 17, Male 15
You can also set the hair color, eye color, lip color and skin color to virtually any color.
Detailed Face Customizations
- Face Shape
- Forehead
- Eye Height
- Eye Space
- Eye Width
- Eye Size
- Eye Shape
- Eye Angle
- Brow Height
- Brow Angle
- Brow Shape
- Nose
- Nose Bridge
- Nose Width
- Nose Tip
- Cheek
- Lip height
- Mouth Size
- Lip Size
- Smile
- Lip Shape
- Jaw height
- Chin jut
- Ear Shape
- Facial Ratio
Basic Body Customizations
There are 6 basic body shapes for each race ranging from Large to Tiny and everything inbetween
Detailed Body Customizations
- Height
- Head Size
- Neck
- Neck Length
- Shoulder Size
- Shoulder Width
- Torso
- Chest
- Waist
- Hips
- Arm Thickness
- Arm Length
- Hand Size
- Leg Thickness
- Leg Length
- Foot Size
Lastly through the use of dye and other in game items, you can change the color of every peice of armor you are wearing or even have one peice of armor take on the appearance of another. You can even put on various peices of clothing for when your about town and not fighting.
Practical Customizations
Looks aside its what actually affects your ability to move around, fight and play the game that counts and the amount of customizations you can make to your character that are practical are astounding.
There are 9 main ways to enhance your character or equipment statistics.
Titles
As you quest and accomplish various in game feats you will be rewarded titles. When you choose which title is active it will have various affects on your character. For example increasing your flight time, flight speed, amount of mana or health and more. most titles affect 2-4 various stats. In addition some titles are needed to unlock other quest lines.
For example: If you are Asmodian and you defeat an experienced Elyos warrior in the abyss you will be granted the Battle-Hardened Title. While activated you be granted 50 additional health points and 5 additional seconds of flight time. You can switch between earned titles at any time.
Stigma Stones:
Stigma Stones are imbued with the souls of past Daevas. The power of these souls allows one to equip the stone and receive an ability they would not normally be able to use due to their class or level.
Some stones give the bearer a passive skill such as the ability to equip a weapon not normally available to their class, while other stones can allow the use of offensive or defensive abilities.
Each character has 5 standard Stigma Stone slots and 3 advances Stigma Stone slots. Some of these they have to accomplish various feats to unlock.
EnChantment Stones
Enhantment Stones provide specific attribute bonuses based on the type of armor or weapon they are applied to and they stack multiple times over.
For example, each application on a dagger grants +2 damage increase per level while applying an Enchantment Stone to Cloth Shoes grants +1 Physical Defense per application.
Each item may have up to 10 applications applied to it. But beware if an enchantment fails, the item will actually lose ability!
Manastones
Most armor and weapons have sockets in them in which you can place special Manastones. Doing so will grant the item additional stats. Typical armor and weapons will have anywhere from 0 to 4 sockets you can place Manastones in.
Examples of some of the types of Manastones you can find would be:
- Manastone MP +30
- Manastone Physical Crit +6
- Manastone Magical Boost +16.
As with Enchantment Stones there is a danger. if you attempt to socket an item with a manastone and the socketing fails, all the manastones currently in the item will be destroyed!
Godstones
Godstones are the last type of enhancement that can be added to an item. However, these can only be socketed to weapons. Once applied to a weapon, the Godstone gives it the ability to affect an enemy in a variety of ways depending on the Godstone used. For example:
- Godstone: Freyr’s Rest - Imbues a weapon with an effect that reduces the target’s attack speed by 50 for 10 seconds with 5 probability. The effect of the skill will be different from these base values, depending on the character’s level, equipped items, and other bonuses.
- Godstone: Sigyn’s Calmness - Imbues a weapon with an effect that silences the target for 8 seconds with 5 probability. The effect of the skill will be different from these base values, depending on the character’s level, equipped items, and other bonuses.
Potions
Potions allow you to recover hit points and mana without having to stop to rest. Some potions will recover mana or hit points over time while others will instantly recover them. However, there is a cooldown when a potion is used, so you must choose carefully what type and quality of potion you wish to use at what time. The exception to this is the Abyss potions the Contribution vendors sell. The potions have their own cooldown, while normal potions are on a 1 minute cooldown timer the Abyss potions have a 5 minute cooldown. This means you can use a regular potion and an Abyss potion if you are in need of quick recovery.
There are two other types of potions as well. While these potions also share the same cooldowns with the others, they have a separate purpose. The first are the curing potions, which allow you to remove abnormal conditions that have been applied to your character such as poisons. The second type of potion allows you to restore your flight timer while you are flying. This allows you to continue aether gathering or travelling by flight when needed.
Food and Drink
Food and Drink items allow you to add buffs to your character to improve various attributes. These items can do a number of things from increasing recovery rates to improving offensive and defensive abilities. Some foods will also remove harmful or abnormal conditions from your character.
These items are acquired through a number of ways. You can purchase basic food and drink items from vendors in towns throughout Atreia. Some items are awarded at the completion of quests. Most of these types consumable items can be created using the Cooking profession. Food and drink produced through the cooking profession generally will have better or higher status effects when used.
Power Shards
Power Shards temporarily increase the effectiveness of your weapons. The amount of damage increased when these are equipped depends on the quality of the power shard. When activated, one power shard will be expended for each attack made with your weapon. You have two different slots to equip Power Shards for thos Character that Dual-Wield weapons.
Scrolls
Scrolls fall into three basic types:
- Offensive Scrolls: These scrolls increase a variety of offensive attributes.
- Defensive Scrolls: These scrolls increase a variety of defensive attributes
- Travel Scrolls: These scrolls increase the movement speed of your character, or can teleport you to other areas of the world.
As you can see in Aion there are plenty of ways to customize your characters. You should never look or act the same as anyone else. Ever 



