Leveling as a cleric is pretty easy. No downtime, just heal yourself,
pop a MP Pot and your good to go. Only thing that pretty much sucks is
it is mind numbing slow at the start. Lots of people roll a cleric not
realizing how slow it is. You got to look at the end game for cleric.
At about lvl 35 is when you start to level just as fast as the other
classes. Everyone needs a cleric. This is the level when grouping is a
very important part of the game. You start to do group grinds like, for
Elyos, Kaiden HQ, Fire Temple, and later on, Kishar. To sum it up,
Quest then group later on and you will level fast.
Psalm 2: Manastones
Oh **** its about to get hot up in here with debates. Good old
manastones. The stones that decide whether the person is an idiot or
not. The stones that decide whether you will get 2 shot by the person
or kill him, his family and all his guildmates. The one stone, to rule
them all. HP. Ya I went there. Many many many clerics can agree that HP
Manastones is the way to go lvl 35+. Some people find it cute to put
Magic Boosting for dps. Those idiots should roll a Sorcerer. Remember
your a cleric. Survivability is a must. Whats the point to have a
little better dps when you can't survive a Rangers burst or a Sorcerer
3 hitting you. Magic boosting is good up to the point you start
grouping to level. Magic Boosting DOES NOT increase healing. Being a
cleric that has over 7k HP is amazing. I have killed every class 1v1.
Psalm 3: Equipment/Godstone
Chain Mail with HP stones. Ya I know, unheard of. Use a Mace and
shield. You can use a shield after level 10 if i remember right.
Clerics that use a staff in pvp deserve to have rocks thrown at them.
As for Jewelry, MP is probably going to be the main stat on any piece
of jewerly in the game. Your going to want to get the "Caster Type"
Jewelry. HP is godly for a cleric but its better to at least get a few
useful stats then 1 useful stat and 4 useless stats. So try to aim for
caster type jewelry. If its HP with caster stats take it, if its mp
with caster take it as well till you find a HP caster one that's better.
As far as godstones go. You want something with a high percent of proc
rate. Since we don't do multiple attacks really quick when we dps, we
need something with a higher proc rate. Anyone else agree they should
add some healing godstones? What kinda BS is this. Just dps? How about
a godstone with like 20% chance to put a group heal that heals 100dmg
on everyone every 2 secs for 10secs.... Just a idea that i think NCSoft
should do. WHOS WITH ME?!?! *starts to sing Three Days Grace - Riot*
Sorry getting off topic.
Psalm 4: Skills
I'll give you a brief description of the MAIN type of heals and dps
skills Clerics get at endgame I did not include buffs and reses, just
the main skills.
Damage:
Chain 1:
Smite V
Just a basic 2 sec ranged casting skill that does damage. Starts your most powerful chain.
Thunderbolts IV
Another basic instant ranged attack after smite in chain.
Discharge III
This is the 3rd ranged instant skill in the Smite chain. It has a
certain probability to proc. When it does, you pretty much won the
duel. It does massive damage.
Lightning of Chastisement I (Asmodian)
A ranged instant skill that does more damage than Smite. Starts chain.
Condemnation IV
A melee skill that does crap damage but lowers attack speed on person for 10 secs. Starts chain.
Either one starts chain. Most Clerics use Divine Slash.
Heaven's Judgement IV
Instant ranged skill that stuns target. 2nd skill in chain. Great to
use for assassins that like to run away... Or any class for that matter
but god most assassins are pansys.
Lightning III
Instant ranged skill that does a decent amount of damage. Second chain.
Choose which skill in 2nd part of 2nd chain that suits you best for the situation.
Summon: Divine Energy III
A Blue... like... I don't even know how to describe what it looks
like.. It looks like a retarded blue shell that Bowser would wear. Does
damage every like 3 seconds until it consumes its hp until it dies.
Damage is about 350dmg. Good in duels.
Chastisement II
DoT, Don't know what a DoT is then quit now.
Thorny Skin II
Every time you get hit the attacker takes 80-100 dmg. Great for duels
Heals:
Healing Light V Light of Recovery II
Basically when you are healing a tank you switch between 2 of your main heals. Healing Light and Light of Recovery.
Radiant Cure I III
Radiant Cure- Your big Heal, 3 Sec cast time, huge heal.
Healing Wind II Splendor of Recovery II
For group heals you get 2. One has a 3 sec cast time 6 second cool time. Other has a 2 sec cast time, 1min cool time. Use wisely
Light of Rejuvenation IV
HoT- Useless, heals 65 hp every 2secs for 30 secs. Throw on the retard in the group that is missing a little hp.
Flash of Recovery V
Flash of Recovery- Instant cast stigma heal that does almost as much healing as a Radiant Cure heal.
Other notable heals/spells that may have their own time and place outside of your normal regiment:
Acquittal I
3000 DP- Group heal. No one will die while this is on for 10 secs.
Unless they are a mage, but mages deserve to die. 30min cooldown.
Brilliant Protection I
4000 DP- Group Heal. Pretty much an I WIN button usable once every hour
Voice of Destruction I Linking an identically names spell for another class, his description below is the actual spell description.
4000 DP- COCOCOCOMBO BREAKER SKILL!!! Find a group of people afk and
you watch them die and watch your abyss points rise. Does a instant
damage of about 1k+. Then does 1k+ damage to up to 12 people within a
25m radius of the main target every 3 secs for 57 secs. Can be
dispelled... I know if your a cleric this ticks you off =(. 1 Hour
cooldown. (Note- Use with caution. Nothing is worst then when the
skills aoe hits 6 lvl 45 elite town npcs and luring them on your party
and killing them all. >_> Good times haha good times)
Psalm 5: Party Healing
To compare healing to other games like WoW, Single Target heals of a
Pally, Group Heals of a Priest and a retarded HoT that is pretty
useless. Healing is pretty straight forward. You get fast casting
single target heals to heal tank. The group heals is all about timing.
One of the group heals has a 3 sec cast time with a 6 sec cooldown. The
other has a 2 sec cast time with a 1min cooldown. So use your group
heals wisely. Most 6 man groups need 1 healer when grinding unless that
healer was hit in face by a shovel when they were a child and are
horrible at healing. I have healed a lvl 47 Boss with a chanter as
backup heals with 14 people in alliance. Clerics group heals only
effect the people in your group, so the retards in the other group are
screwed unless they got a cleric. SO healing is pretty intensive during
boss fights if your the only healer. In group PVP its wise to have 2
clerics in party so if 1 cleric gets single targeted by all the enemies
he can help heal while the dps rapes face.
Psalm 6: PVP
Ok I'm going to break this section up into two parts, PVP Healing and PVP 1v1.
PVP Healing:
Lets me start off by saying it is hard to heal your group in group pvp. Let me give you some reasons why:
Reason 1: Retards like to stray away from the group chasing a lvl 40
bot that gives 1 ap, then they cry like a 10yr old girl when they get
ganked and are too far away for you to heal.
Reason 2: Everyone targets you first. It is hard to heal when you are being constantly stun locked and silenced.
PVP 1v1:
This is when skill comes into place. Basically, against melee, you root
and kill them slowly. Against Ranged, survive burst damage and they are
dead. Also remember, you can Line of sight Ranged classes. Its harder
when your getting ganked but it is possible. You wont use LoS much in
this game as compared to WoW PVP but it still exsist. Against Clerics,
just dont bother, you will have better luck finding killing Osama Bin
Ladan then trying to kill a cleric of the same lvl 1 on 1. Everyone has
a different pvp play style so just expierment with different ones but
follow those important rules and you are good to go.
I personally use hp and def titles. Use whatever suits your play style. <3 Simple review sections.
Psalm 8: Crafting
I recommend going Armor as a main and Alchemy as a Sub Profession. MP
Pots get quite expensive at cap and you go through 200-300 on a good
grind day =).
EDIT: (added by me) I have researched cooking
quite a bit and having never played anything but NA CB's I think
Cooking Master with an Alchemy minor may be the way to go. The stat
bonus from cooking mastery is HP + MP and you will also have easy
access to the +HP + Res +Flight time foods not to mention the 4000DP
foods.
It is a matter of personal preference as to which you choose, but there
are a couple you probably want to STAY AWAY FROM. Those being Sewing
and Weapon Smith. You don't wear cloth and you only have 1 weapon slot.
Alchemy, from what I can tell, does not have a lot to offer to Clerics beyond 399, so getting it to 399 should be adequate.
Armor Smith will give you a head start on gearing, but once you have
played a bit and have accumulated superior gear from endgame content
and abyss points, you sit with a mastered profession that really gives
you nothing but a title with a defensive stat. As a Cleric, I am of the
opinion that you will make many armor smith friends along the way that
would be more than happy to craft should you provide materials. The
crafted items do not bind to the crafter upon creation. This would
allow you to reap the benefits of the crafted items the same as if you
were an armor smith.
Food, however, will be used by everyone, all the time, no matter the
situation. The passive buff of +HP, +MP and + Flight Speed is also an
attractive attribute to mastering as well. I have a feeling when
players start reaching the Abyss and endgame content there will be a
huge demand for a lot of the buff foods that require 400+ skill. Only
cooking masters can craft food that gives 2 buffs alongside added
flight time. The add flight time, in and of itself, could be a the
difference between winning and losing in the Abyss and will probably be
highly sought after. If you are left to purchase them through the
broker, you may find yourself perpetually broke. If you make them, on
the other hand, you may be quite the opposite. Should you be making all
your own potions as well, up to skill 399, you stand to save and make
quite a bit as well.
Items such as these are going to be a staple in both PvE and PvP and
will be very expensive if you have to purchase them. Crafting routes
are certianly preference but this is the main reason I believe Cooking
trumps all
- Essential, MUST HAVE items for Abyss PVP: HP pots, mana pots,
resurrection stones, the yellow potion which cancells out any abnormal
status (for example poison, sleep, bind, etc), flight scrolls to
increase your flight time, and speed scrolls to increase your movement
speed by 20%, useful to chase down running enemies or to escape.
- A tricky thing in Aion is that both HP and MP potions share the same
cooldown. Don't forget that. This means you have to be more decisive
about which potion to drink.
- A common mistake that many newbies (even high level ones) make is to
drink HP potion only when their HP is low. The correct tactics is to
drink potion as soon as the damage inflicted upon you is equilavent to
what the potion can heal. For example if the HP potion can heal for 500
HP, drink it as soon as you have taken 450-500 damage. That way when
the cooldown for the potion is over, you can drink another potion again
to recover your HP.
- Watcing the skies on top of you is more important and practical than
watching the ground around you in the Abyss. 90% of enemy faction's
ambushes come from the skies.
- If you need to rest after a fight to recover your HP and MP, always
rest on tree tops. Resting on the ground in Abyss makes you a sitting
duck in a shooting gallery.
- For those hardcore PVPers, I recommend switching the key bindings of
Q and E keyboard buttons from rotating camera to a skill.
- Templars, Clerics and Chanters may like to brag about their
multi-tanking abilities, but in reality it's very difficult for any
class to win in a 1 vs 2 situation: unless you have far better equips
(both enemies have white equips while you have blue or higher) and 4+
higher levs.
- In 2 vs 2, 3 vs 3, 4 vs 4 and any small scale PVP confrontations,
always have your group focus fire on one single enemy to take him out
first. This is much more efficient than 1 on 1 duels and lead to
victories much more often.
- In a large scale group PVP (6 vs 6 or more), forget about choosting
which enemy to target, it's often too hectic and chaotic to make a good
decision, and you will likely die before you can make up your mind.
It's better to press TAB and attack the nearest enemy while you are
still alive (this is especially true if you are a Sorc or Ranger, who
have the lowest life expectancy in group PVP).
- Under normal circumstances, a single full HP character can never defeat 3 half HP enemies of similar levels.
- If enemies outnumber you 2 to 1 or higher, run while you still can.
- If you find yourself surrounded by enemies, running is impossible and
death is certain, fly straight up vertically. Keep flying, don't ever
look back, fly until your flight timer runs out and you fall to your
death. Why? The point is that you commit suicide and prevent your
enemies from killing you and earn Abyss points. If you are lucky, your
enemies will sometimes also die with you as they try to chase you up in
the sky but also have their flight timer depleted
- Use the movement bonuses, they really do work. Sorc, Spiritmaster,
Ranger, Glad are recommended to move forward to get the damage bonus.
Templar, Cleric and Chanter are suggested to move backwards for the
defense bonus, while Assasin should move left and right for the evasion
bonus. Of course, it also depends on what the particular situation
requires.
- In 1 vs 1 against an Assasin, back yourself to a wall or any solid
objects. Now he can't sneak behind you and attack you from behind.
- In mass PVP, most newbie Assasin players eagerly sacrifice their
lives by sneaking into enemy formations and kill a single enemy player.
Afterwards his fate is always inevitable death as he's now surrounded
by enemies. However, an Assassin will be a lot more useful and valuable
to the team by actually staying alive, detect enemy Assasins, attack
enemies from the rear in a coordinated attack with the rest of the
group, and chase down running enemies.
- Another terrain tip: all spells or long range attacks cannot go
through a solid obstacle, this includes Chanters and Clerics' heals to
their allies. Use this to your advantage.
- Spiritmasters are horrifyingly powerful on 1 vs 1 ground PVP, but
take the fight to the skies and he's easy as cake, because his pets
can't fly. As a side note: Spiritmasters don't make good group PVPers.
Their mage cousins, Sorcs, are much better alternatives when it comes
to mass PVP.
- The skies are Sorcs and Ragners' PVP domain. Unless you have far
better equippments, most classes have little chance of beating them in
aerial PVP.
- Clerics are the most difficult class to kill. Sometimes you should
still attack one in group PVP, not to kill him, but to stop his heals
to his party by interrupting his spell.
- In 1 vs 1, the best way to kill a Cleric is to grind his HP down to
about 25-30%, then kill him with one single powerful attack (perferably
DP skills). If the attack fails you will most likely lose the duel.
- In group PVP always leave Templar as the last target, he's simply not
a threat with his low DPS. Even a Sorc which has the lowest HP amongst
all classes can "tank" a Templar for 15 seconds or more. During this
time your group should go for the "squishies" such as Sorcs and
Rangers, second kill the Glad and Assasin, then take out the Cleric,
and save the Templar for last.
In Aion, there are six different crafting skills: Alchemy,
Armorsmithing, Cooking, Handicrafting, Sewing, and Weaponsmithing. In
order to learn a craft, you must find that craft's expert from your
race's major city and pay ~3,500 Kinah.
For Asmodians, go to the Temple of Artisans in Pandaemonium and find: Alchemy: Honir Armorsmithing: Kinterun Cooking: Lainita Handicrafting: Lanse Sewing: Zyakia Weaponsmithing: Rogi
For Elyos, go to the Artisans' Hall in Sanctum and find: Alchemy: Diana Armorsmithing: Vulcanus Cooking: Hestia Handicrafting: Utsida Sewing: Daphnis Weaponsmithing: Anteros
Each character can learn every craft and reach a skill of 399; however each character can only become a master at one craft.
The Basics
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Now that you have learned a craft, there are a few important guidelines
to follow. The first is accessing your craft window. To do this, open
up your Skills window and select the Crafting tab, then Right-Click on
your craft to bring up its window. At the top of the window, under the
name of the craft, is your experience bar. If you just learned it, it
will say '1/99'. As you get closer to 99, just like gaining regular
experience, the bar will fill up. However, when you max out at 99, you
will need to return to your craft's expert (the names listed above) and
pay to learn the next level. The following are the prices to pay.
When you pay the price above to learn the next level, you will gain 1
skill point. For example, if you are at 99 and pay ~17,000 Kinah to
become a Regular crafter, your skill will become 100.
The large area below the experience bar in the crafting window is the
list of your recipes. They are organized by category and you can hide
or show each category by clicking the box to the left of the category
name. When you accept a Work Order, they will automatically be the
first category.
The two boxes on the right side, called Product and Required Materials,
are just that. When you click a specific recipe, the end result will
appear in the Product box and the required materials to make that
recipe will appear in the Required Materials box.
On the bottom right of the window are two buttons and a box in-between
them. The right button is to craft the number in the box of the
currently selected recipe. The left button is craft all, which places
the maximum number you can craft of the currently selected recipe into
that box.
When you are actually crafting, the success or fail rate is dependent
on your skill compared to the recipe and chance. If your skill is equal
to that of the recipe's level, your chance of failing is around 33%. If
your skill is 3 points higher than that of the recipe's level, your
chance of failing is around 15%. If your skill is between 5 and 10
points higher, your chance of failing is minimal. Once you are above
10, your chance of failing is incredibly low. Once the recipe turns
grey, your chance of failing is 0.
Lastly, as you level up, visit the same merchant as you do for supplies
to purchase some of your craft's recipes. The rest of the recipes can
be obtained through quests or are dropped.
Actually Crafting
If you just started a craft, go to your craft's expert and accept the
work order for '1P' (stands for a skill level of 1 point) by clicking
'Craft Request'. Now, find a workstation and Right-Click it to bring up
your craft window. Select the recipe for the work order. Since the
quest requires that you make 3 Gritty Clams, change the '1' to a '3' in
the box and then hit the craft button. As you're crafting, each time
you fail, hit the > arrow to increase the amount you need to craft
to fulfill the quest. Once you are done, return to your craft's expert
and turn in the work order. Continue this process until you are at a
skill of 10 and can receive your first real work order.
Once you accept the quest for the work order for '10P', open your craft
window and select the recipe for the work order you just accepted. Now
look at the required materials. As a general rule, multiple each
material by however many finished products you need to complete the
quest (if you have the work order for 10P, this number is 6), and then
multiple that by a factor of 6 (that is around the least amount of
attempts you can possibly do to raise your skill to the point where you
can accept the next work order). Once you have calculated how many
materials you will need, visit the merchant, who is also inside of the
crafting room, and purchase those materials. As your skill becomes
higher, it will require more than 6 work orders to raise your skill
level by 10.
As a general rule, I usually purchase one extra the amount of work
orders I think will raise my skill level by 10 since there are usually
failures at the beginning. If you purchase exactly the right amount and
fail just once, you won't be able to finish your last work order and
will have to buy more materials. However, purchasing one extra will
give you the cushion to fail up to 6 times (more at higher skill
levels).
If you need clarification on this, let's take a look at an example. If
you just learned Cooking, you would accept the work order for 'Salted
Pujery Supply 10P'. Open your craft window and select the recipe for
'Salted Pujery'. The required materials are your given materials and 1
Salt. Now, the required amount of finished products for the quest is 6.
Thus, multiple 1 Salt by 6, which is 6 Salts. Now, you need a skill of
20 to obtain the next work order, so multiple the 6 Salts by 7 (6 and 1
spare), which is 42 Salts. Now, visit the merchant and purchase 42
Salts. The next part is a trick that you will love. Position yourself
between your craft's expert and the closest workstation. Then put
yourself as far away from the workstation as possible, but still able
to craft. You should be exactly in the middle between the workstation
and your craft's expert. As you finish each work order, simply
Right-Click your craft's expert, turn in the work order, accept the new
one, chance the number from '1' to '6', then hit the craft button. You
won't even have to move! This can save massive amounts of time if you
plan on crafting for a long time.
The last bit of information is for when you are crafting actual items.
When you craft an item, most of them have a chance to (what I call)
proc. This is when you are, for example, crafting a white item and then
it proc's into a green item. This is what I specifically mean:
Now that you know the basics of crafting and how to craft work orders
to raise your skill, the next part of the guide will go into detail of
the benefits of each craft.
Detailed Overview of Crafts
This section is aimed at providing you what each craft can make, how
difficult or expensive it is to craft, and who the craft itself is good
for.
Alchemy
Alchemy is used for creating potions, scrolls, Manastones, orbs, and
spellbooks. Other than orbs and spellbooks, all of the creations are
considered commodities. Thus, they are not very difficult to craft and
are not sold for a lot of Kinah. At all times, you can find lots of
potions, scrolls, and Manastones through a Trade Broker. Furthermore,
the materials required for crafting these items can be easily found as
well.
The main perks of Alchemy are having access to your own potions,
scrolls, and Manastones (something we all use frequently and may not
want to have to buy) and to create orbs and spellbooks if you are of
the Mage class. I would not suggest picking Alchemy to simply craft
orbs and spellbooks to sell, as there are better crafts for that. I
strongly suggest picking up Alchemy if you are of the Mage class, and
simply suggest it for those who gather lots of herbs and want to use
them for something. One negative for being an Alchemist is that it
requires lots of inventory/bank space. There are lots of various
materials (lots of herbs, basic materials, and Manastones) required to
craft everything, which can fill up inventories fast.
Armorsmithing
Armorsmithing is used for creating shields, chain helmets, plate
helmets, chain armor, and plate armor. Armorsmithing is very useful to
have if you are of the Priest or Warrior classes, as you can fill 6 or
7 inventory slots with high quality crafted gear, making a big
difference in your character's statistics. Armorsmithing really only
requires Aether, ore, and Kinah. If you are like me and want a full set
of the best possible gear, you will spend 5 hours gathering hundreds of
ore and Aether to craft 5 of one item in order to get a 'proc' out of
it. This not only is a huge time sink, but it also becomes very
expensive, as turning raw ore into usable ingots is very expensive. And
if you do not 'proc', the failed item is barely worth as much as you
spent on it. However, it is very nice to be able to have a full set of
great gear every 5 levels.
Basically, if you are a Priest or Warrior, I'd suggest picking up
Armorsmithing; even the basic recipes craft decent gear. If you get
'proc's, all the better. As far as using it to make money, it simply
requires too much time to be of any real value, but occasionally you
will have an extra 'proc'd item that will sell for a lot.
Cooking
Cooking is only used for creating food. This, more or less, is used for
temporarily boosting certain statistics. It is fairly inexpensive to
cook and I would suggest it to anyone who uses food on a regular basis.
However, there is little money to be made from it if you include the
time it takes to gather and cook. Also, you can simply purchase food
off of the Trade Broker or from a merchant with near the same benefits
for a reasonably cheap price. If you plan on consuming lots of food, as
in never being without a buff, then I'd suggest it. However, if you
only plan on using food for groups or hard areas, I wouldn't suggest
spending the time raising it up.
Handicrafting
Handicrafting is used for creating rings, earrings, necklaces, glasses
(head slot), bows, and staffs. Handicrafting is both expensive and time
consuming to craft, but also the best craft for making money. For
jewelry, gems are the primary material. It is fairly uncommon
throughout areas and can only be gathered once per node, unlike
everything else that can be gathered 3 times. This increases the amount
of time required to gather lots of materials for attempts. Also, it is
pretty much required to 'proc' on the initial recipe to make anything
of value, both to you or to someone else. Once you do proc, you can
then use that for an even better recipe, which also has a chance to
'proc'. Even if the second recipe doesn't 'proc', you will still have a
very valuable item to use or sell. If it does 'proc', the value triples.
Overall, Handicrafting is the best craft for making money. You can
spend 2 hours gathering and create a few valuable pieces of jewelry
that will sell for lots of money, let alone, good rings, earrings, and
necklaces are hard to find other than from Handicrafting. If you choose
Handicrafting as your main or secondary craft, you will not be
disappointed. I would highly suggest Handicrafting for Rangers and
Chanters, but really for anyone who is willing to craft, period, as it
is very rewarding.
Sewing
Sewing is used for creating belts, cloth helmets, leather helmets,
cloth armor, and leather armor. As the same for Armorsmithing, this
craft is mainly designed to be used by the other two classes: Scouts
and Mages. There is not a big market for making money from this craft
and it is just as time consuming and costly as Armorsmithing. If you
are a Scout or Mage, I would highly suggest using this craft, even if
you do not want to invest the time to create full sets of 'proc'd gear;
as the basics are still useful. And the occasional extra 'proc'd piece
will sell for a pretty penny.
Weaponsmithing
Weaponsmithing is used for creating daggers, swords, maces,
greatswords, and polearms. Weaponsmithing is both costly and time
consuming to create, but fairly rewarding. If you are a class that uses
any of the above weapons, I definitely suggest picking up this craft.
However, you can go without it and purchase similar items from the
Trade Broker for similar prices. For instance, if a 100 damage sword
can be crafted for roughly 100,000 Kinah in materials and failed
attempts, then there's probably a 90 damage sword for sale through the
Trade Broker at 90,000 Kinah. The real benefit from Weaponsmithing is
gathering lots of materials and attempting to get as many 'proc's as
possible and then selling the ones you don't use.
Weaponsmithing works similar to Handicrafting where you need to 'proc'
the regular recipe in order to use in another recipe and then 'proc'
that to get the best result. Even if the second fails, you still will
have a valuable item. If it succeeds, you will have a very valuable
item. The best results can fetch prices in the millions, which is
attractive at any level. Overall, Weaponsmithing is not a bad craft for
any class that uses the weapons listed above, but I definitely suggest
it for Templars, Gladiators, and Assassins.
After reading this guide, you should have a good idea of how Aion's
crafting system works and the basics of each specific craft. If you
have any questions or comments, please PM me or post a reply and I'll
be happy to see what you have to say.
The quest for becoming a Daeva (taken at level 9) earns you your
wings at level 10, this is for both Elyos and Asmodian characters. When
you first obtain this ability you will only be able to use flight for a
maximum one minute period with a two minute “recharge”.
I’ll elaborate. Flight is powered by aether, and a players aether has
to be replenished. As long as you have even just a little aether you
can fly, but how long you fly depends on how much aether you have. As
stated already it takes two minutes to fully “recharge”.
Aether is recharged by not using your wings to move around
in any way, or if you’re in the Abyss you can fly through the numerous
aether rings. There is also a cooldown on how often you can take
flight/glide and it’s a mere 10 seconds. Your aether level is indicated
by a segmented green bar over your head(when flying) and it is always
in your hud’s lower right.
Limitations
Flight in Aion is limited to certain zones/areas, so to help with
this there are also flight paths (which appear to be the same concept
used in WoW, albeit far more stylish), depending on the area. Using a
flight path to get to an area will not exhaust your aether as you are
using some form of spiritual bird rather than your own wings. It is a
much faster means of travel than standard flight.
Flight in the Abyss is virtually unlimited. You can go the abyss at
level 25 and there’s stuff to do there until end game and beyond. Your
aether still runs low in the Abyss, but there are aether rings you can
fly through or hover in to recharge your aether as you go. It’s rumored
that wings can be be personalized or upgraded through PvP, specifics
are yet to be announced. It is true that some player skills act
differently or are available only when you are flying which makes the
flight system more of a strategic element than a transportation
mechanic.
As your character progresses there will be
items/abilities/situations that will result in higher flight
times/speeds etc. I have heard from multiple sources, but not confirmed
that endgame you can get up to 3-4 maybe up to 5-10 minutes of flight
time.
Do note, if you fly too high and your aether runs out, you will
suffer fall damage. When the arrow on your minimap is blue you can
survive the fall, but when it turns purple your character will die!
Gliding
As stated previously, flight in Aion is limited to certain areas and
zones to avoid players getting ahead of the game or making it too easy.
Remember flight is supposed to be a strategic element, not a mount. If
you find yourself in a zone in which you can not fly, you can still
“glide”. This is true in all zones! To glide simply jump in the air and
then jump again in mid-air and you will unfold your wings and ride the
air currents. Holding W will help you push forward and holding S will
help you catch air currents for longer air time.
The effectiveness of this is based on your environment, if you’re
going down hill you can expect to ride longer, but once you hit ground
your wings go away. Gliding does eat up your aether, but only half
as fast as flying (so if you can find a big enough hill you get 2
minutes to glide). You do move faster while gliding then you do whilst
running, so gliding is typically used to escape aggro.
You can also toggle in and out of gliding from flight by tapping
your jump button. This might seem trivial, but remember gliding costs
less aether and thus gives you more air time. If you hit the ground
while gliding, but you had a flying start you will automatically go
back into flight as opposed to landing.
If you want to see gliding in action, check out the following video:
Controls
Initially PageUp and PageDown will be used to fold/unfold your
wings, you can also click the flight button on your hud or the macro
that comes in your skill book. Once you are flying you can move any
direction with the mouse buttons simultaneously pressed, WADS works for
the horizontal plane, R makes you ascend and F makes you descend. Of
course any of these keys can be remapped. If you want to show off your
wings stand still and type /wings. This has no aether cost and no
cooldown, but if you move at all your wings will fold in again.
There is a move called “dive”, it’s not a real skill per say, but it causes your character to travel faster, though only at a downward
angle. While you’re flying, just point your character down either with
the mouse buttons or both the W and F keys and you’re diving. Remember
this when you’re high up and your aether is almost depleted.
Where to get your wings
Note:
I have not confirmed the cost on the level 30 or 40 wings for the NA
version of Aion. The image linked is from the NA beta.
Your first set of wings come at level 9 through a campaign quest called: Ascension.
Your level 30 wings are typically purchased from a vendor for
roughly 775k kinah(game currency). The vendor can be found in Sanctum
for the Elyos and Pandaemonium for the Asmodians.
If you have bought the CE of Aion you get a better set of level 30 wings for free!
It has not been stated whether you will get the wings for every
character you’ve created or not. It has also not been stated where you
get the CE wings from, be it mail or they come on your character in
your cube.
The level 40 wings are purchased from the SAME vendor as the level 30 ones for about 9.6M kinah.
The level 50 wings are a quest reward, see the following:
Asmodian quest at level 50: Secret of the Pollution: grants access
to dungeon in Brusthonin: Ardma fort. Also rewards level 50 wings.
Elyos quest at level 50: Secret Experiment of Theobomos: grants
access to dungeon in Theobomos: Secret Laboratory. Also rewards level
50 wings.
Both quests are campaign quests which leads me to believe they will
be in your logbook already at level 50, but I can not confirm that.
This is an image of the level 30 and 40 wings at the vendor bought in Pandaemonium:
Wing stats
Note: I have not confirmed this information.
Please note these stats come with the wings and are the same for both Elyos and Asmodian.
Level 10 – One minute of flight(60 seconds).
Level 30 – +30 Seconds of flight time(90 seconds total).
Level 30CE – +40 Seconds of flight time(100 seconds total).
Level 40 – +60 Seconds of flight time(120 seconds total).
Level 50 – +35Seconds +120HP(95 seconds total). – This tickles me
as a PVP thing honestly, since flight time is much less limited in the
Abyss due to the aether rings and HP is key for mitigation.
Other things modify your flight time and speed such a high level
gear, potions, manastones, scrolls, titles, Abyss buffs, etc. Examples:
The following titles modify some of your flying skills, namely flight time and flight speed.
Elyos:
Krall Hunter
You defeated many Krall.
Physical Critical Hit +2 / Flight Time +1
Aerialist
You passed the high-level flight skill test
Flight Speed +1% / Flight Time +2
Lonely Bounty Hunter
You arrested the wanted Kelaino.
Magic Boosting Power +8 / Flight Speed +2% / Flight Time +2
Defeater of the Indratu Legion
You defeated Brigade General Indratu.
Physical Critical Hit +4 / Magic Boosting Power +11 / Flight Time +2
Handicrafting Expert
You reached the highest level in Handicrafting.
Flight Time +2
Sewing Expert
You reached the highest level in Sewing.
Maximum HP +52 / Flight Time +3 / Flight Speed +3% / Speed +6%
Krall Slaughterer
You annihilated Krall in Eltnen.
Maximum HP +44 / Maximum MP +44 / Flight Time +2
Gatekeeper Hunter
You defeated the gatekeeper of the Ereshuranta Upper Layer Fortress.
Flight Speed +3%
Gullible
You exchanged a valuable for a lemon.
Flight Speed +2% / Evasion +4 / Water Defense +4
Asmodians:
Kind
You helped Gerger to fulfill his lifetime dream.
Maximum MP +20 / Flight Time +1
Slayer of Mabangtah
You threw Elysea into chaos by defeating Mabangtah, a pro-Elyos Krall.
Physical Critical Hit +4 / Magical Critical Hit +4 / Flight Time +2
Tough
You defeated a novice Elyos warrior in the Abyss.
Flight Time +2
Heroic
You defeated Elyos in the Abyss and enhanced the reputation of the Asmodians.
Maximum HP +52 / Flight Time +3 / Flight Speed +3% / Speed +6%
Sewing Expert
You reached the highest level in Sewing.
Magic Boosting Power +8 / Flight Speed +2% / Flight Time +2
Gatekeeper Stabber
You defeated the gatekeeper of the Ereshuranta Upper Layer Fortress.
Flight Speed +3%
True Friend of Silver Mane
I defeated the enemy of the Silver Mane Tribe.
Maximum HP +44 / Maximum MP +44 / Flight Time +2
Born Merchant
You exchanged a lemon for a valuable.
Flight Speed +2% / Evasion +4 / Water Defense +4
Title stats are subject to change of course in future patches.
Picture time!
I will not be posting pictures of the normal Elyos or Asmodian wings
except for in the first image portraying wing progression. I am doing
this to save space and time, and because level 10 wings are typical in
design. Also I am short on the CE wings for Elyos and the CE wings for
Asmodian, if you have any to submit, please feel free to do so.
Here's a list of titles in the game for both factions:
Elyos
Poeta's Protector
You completed all the campaign quests in Poeta.
Maximum HP +20 / Physical Def +2
Verteron's Warrior
You completed all the campaign quests in Verteron.
Maximum HP +30 / Magic Boosting Power +6
Bottled Lightning
You defeated Lightningfoot Tuka, the bane of Tolbas Village.
Speed +3%
Tree-Hugger
You helped an Elim who was in trouble.
Accuracy +4
Krall Hunter
You defeated many Krall.
Physical Critical Hit +2 / Flight Time +1
Straw for Brains
You helped Scarecrow Nola who was in trouble.
Parry +5
Animal Lover
You avenged Tutty on behalf of Pernos.
Maximum MP +20
Fluent in Krall
You can speak Krallic fluently.
Magic Boosting Power +5
Patient
You completed an errand that was quite annoying and took a long time.
Evasion +3
Mabangtah's Envoy
You delivered Mabangtah's Letter to the Brigade General of Eltnen.
Physical Def +4 / Block +8
Demolitions Expert
You used explosives to destroy the Artifact at the Lepharist Construction Base.
Magic Boosting Power +10 / Physical Att +1
Eltnen's Hero
You completed all the campaign quests in Eltnen.
Physical Def +5 / Magical Res +3
Klaw Hunter
You removed the Klaw Spawner.
Magical Accuracy +2 / Magic Boosting Power +9
Aerialist
You passed the high-level flight skill test
Flight Speed +1% / Flight Time +2
Kobold Chef
You can cook Kobold-style food.
Maximum HP +57 / Maximum MP +57
Respects the Fallen
You laid flowers on the grave of Isson, a troubled Lepharist you killed yourself.
Physical Critical Hit +3 / Physical Def +-4
Eulogist
You went to Asmodae and held a memorial for Deltras who died unjustly.
Physical Critical Hit +3 / Physical Att +1 / Parry +8
Love Cynic
You took revenge on Kromede on behalf of Hagne.
Maximum HP +36 / Physical Def +4 / Block +8
Anti-Counterfeiter
You destroyed the fake stigma storage.
Accuracy +8 / Evasion +3 / Atk Speed +2%
Savior of Eiron Forest
You defeated the Three Kures Brothers who destroy thickets and trees in the Eiron Desert.
Maximum HP +36 / Maximum MP +36 / Speed +5%
Honorary Meihuarirerk Union Member
You solved the problem of the Meihuarirerk Excavation Union.
Maximum MP +36 / Magical Accuracy +2 / Magical Res +4
Lonely Bounty Hunter
You arrested the wanted Kelaino.
Magic Boosting Power +8 / Flight Speed +2% / Flight Time +2
Recognized by Paserta
You were blessed by the Divine Tree Paserta.
Speed +3% / Physical Critical Hit +3 / Magic Boosting Power +8
Chief Investigator
You revealed the conspiracy of the Lepharist Secret Research Center.
Physical Att +1 / Speed +3% / Magic Boosting Power +8
Defeater of the Indratu Legion
You defeated Brigade General Indratu.
Physical Critical Hit +4 / Magic Boosting Power +11 / Flight Time +2
Belbua's Benefactor
You rescued Belbua from Lepharist Revolutionaries.
Block +7
Poor Camouflage Master
You failed to persuade Rasberg because of your poor disguise.
Maximum MP +32 / Magical Res +2
Experienced Fisher
You defeated the Seiren living in the deep sea.
Accuracy +7
Excellent Spy
You successfully infiltrated Asmodae.
Maximum MP +42
Fluent in Balaur
You can speak the Balaur language fluently.
Magical Accuracy +3 / Maximum MP +46 / Magical Res +3
Tough
You defeated a novice Asmodian warrior in the Abyss.
Physical Critical Hit +4 / Magic Boosting Power +11 / Fire Defense +4
Battle-Hardened
You defeated an experienced Asmodian warrior in the Abyss.
Block +10
Invincible
You defeated a veteran Asmodian warrior in the Abyss.
Evasion +4
Heroic
You defeated Asmodians in the Abyss and enhanced the reputation of the Elyos.
Physical Critical Hit +4 / Physical Att +1 / Atk Speed +1%
Expert Weaponsmith
You reached the highest level in Weaponsmithing.
Magic Boosting Power +11 / Magical Accuracy +3 / Fire Defense +4
Expert Armorsmith
You reached the highest level in Armorsmithing.
Magic Boosting Power +8
Handicrafting Expert
You reached the highest level in Handicrafting.
Flight Time +2
Cooking Expert
You reached the highest level in Cooking.
Physical Att +1 / Magic Boosting Power +8
Alchemy Expert
You reached the highest level in Alchemy.
Maximum HP +44 / Atk Speed +2% / Wind Defense +4
Sewing Expert
You reached the highest level in Sewing.
Maximum HP +52 / Flight Time +3 / Flight Speed +3% / Speed +6%
Honorary Black Cloud
You consolidated the place of the Black Cloud Traders in Ereshuranta.
Speed +5%
Krall Slaughterer
You annihilated Krall in Eltnen.
Maximum HP +44 / Maximum MP +44 / Flight Time +2
Gatekeeper Hunter
You defeated the gatekeeper of the Ereshuranta Upper Layer Fortress.
Flight Speed +3%
Obstinate Herdsman
You stopped the massive conspiracy of Lepharist Revolutionaries
Maximum HP +48 / Maximum MP +48
Gullible
You exchanged a valuable for a lemon.
Flight Speed +2% / Evasion +4 / Water Defense +4
Bandit Hero
You raised the reputation of the Ulgorn Bandits.
Maximum HP +20 / Physical Def +2
Treasure Hunter
You found a hidden treasure on Ishalgen island.
Accuracy +4
Mosbear Slayer
You annihilated Mosbears in Altgard.
Evasion +2
Fluent in Mau
You can speak Mau fluently.
Magic Boosting Power +5
Kind
You helped Gerger to fulfill his lifetime dream.
Maximum MP +20 / Flight Time +1
Legendary Hunter
You captured Silver Claw Komu, head of the Mosbears.
Parry +6
Protector of Altgard
You saved Altgard from the threat of the Balaur.
Physical Critical Hit +2 / Magic Boosting Power +6
Taiga Slayer
You are qualified to enter the Aetheric Field of Karhel.
Evasion +3 / Magical Res +2
Courageous Destructor
You destroyed the cursed necklace.
Maximum MP +34 / Magical Critical Hit +3
Protector of Morheim
You saved Morheim from the threat of the Balaur.
Physical Def +5 / Magical Res +3
Shugo Chef
You can cook Shugo-style food.
Evasion +3
Energized after eating Millennium Ginseng
You dug up a huge Millennium-old Fresh Ginseng, the Miraculous Plant of Munmuns.
Maximum HP +40 / Water Defense +4
Honorary Kidorun
You became an honorary member of Kidorun Grave Robber Band for helping Paepaerunerk and Sararinyerk.
Parry +8 / Evasion +3
Champion of the Elderly
You helped an old lady to fulfill her last wish.
Maximum MP +42
Friend of Kong and Pat
You took revenge on Mosbears on behalf of the Bubu tribe.
Block +9
Silver Mane Benefactor
You defeated the Mist Mane Mau on behalf of the Silver Mane Mau.
Physical Att +1 / Magic Boosting Power +9
Postal
You went to Elysea and gathered Elim Essence for the Elim Nabaru.
Speed +4%
Slayer of Mabangtah
You threw Elysea into chaos by defeating Mabangtah, a pro-Elyos Krall.
Physical Critical Hit +4 / Magical Critical Hit +4 / Flight Time +2
Tenacious
You went to Elysea and brought ingredients for the Kselopen sausage that Dukar was craving.
Concentration +6 / Physical Def +4 / Earth Defense +3
Fast, Exact, and Reliable
You found Kitty, a young Taiga Asgeirr grows. Magic Boosting Power +6
Unyielding Pioneer
You expelled the Undead from the Havenjark Farm.
Magical Accuracy +2
Protector of Brusthonin
You arrested all Elyos who infiltrated into Brusthonin.
Physical Critical Hit +3 / Accuracy +7
Cheated by Sleipnir
Sleipnir took away the key to the Golden Trumpet Temple you had obtained at a great cost.
Accuracy +10 / Magical Accuracy +3
Beluslan's Hero
You saved Beluslan from the threat of the Balaur.
Physical Critical Hit +4 / Magic Boosting Power +11 / Fire Defense +4
Hunter of the Snowfield
You annihilated Kirruses and Karnifs around Beluslan.
Accuracy +9
Savior of Besfer Villagers
You protected Besfer villagers from Beritra's Curse.
Magical Accuracy +2
Sweeper of Musfel Volcano
You eliminated all dangerous creatures from the Musfel Volcano.
Fire Defense +3
Ancient Book Collector
You took away the Hymn Book for Empyrean Lord Israpel from Lepharist Revolutionaries.
Physical Att +1 / Magical Att +1
All the Way to Elysea for Nothing
You failed to bring back Rasberg to Asmodae.
Maximum HP +48 / Physical Critical Hit +4 / Physical Def +5
Fluent in Balaur
You can speak the Balaur language fluently.
Magic Boosting Power +8
Tough
You defeated a novice Elyos warrior in the Abyss.
Flight Time +2
Battle-Hardened
You defeated an experienced Elyos warrior in the Abyss.
Physical Att +1 / Magic Boosting Power +8
Invincible
You defeated a veteran Elyos warrior in the Abyss.
Maximum HP +44 / Atk Speed +2% / Wind Defense +4
Heroic
You defeated Elyos in the Abyss and enhanced the reputation of the Asmodians.
Maximum HP +52 / Flight Time +3 / Flight Speed +3% / Speed +6%
Expert Weaponsmith
You reached the highest level in Weaponsmithing.
Physical Critical Hit +3 / Physical Att +1 / Parry +8
Expert Armorsmith
You reached the highest level in Armorsmithing.
Maximum HP +36 / Physical Def +4 / Block +8
Handicrafting Expert
You reached the highest level in Handicrafting.
Accuracy +8 / Evasion +3 / Atk Speed +2%
Cooking Expert
You reached the highest level in Cooking.
Maximum HP +36 / Maximum MP +36 / Speed +5%
Alchemy Expert
You reached the highest level in Alchemy.
Maximum MP +36 / Magical Accuracy +2 / Magical Res +3
Sewing Expert
You reached the highest level in Sewing.
Magic Boosting Power +8 / Flight Speed +2% / Flight Time +2
Wheeler-Dealer
You completed trade deals with all fortresses in Ereshuranta for the Black Cloud Traders.
Speed +5%
Poking into Everything
You wound up all Daskair's affairs.
Maximum MP +44 / Parry +11
Gatekeeper Stabber
You defeated the gatekeeper of the Ereshuranta Upper Layer Fortress.
Flight Speed +3%
True Friend of Silver Mane
I defeated the enemy of the Silver Mane Tribe.
Maximum HP +44 / Maximum MP +44 / Flight Time +2
Born Merchant
You exchanged a lemon for a valuable.
Flight Speed +2% / Evasion +4 / Water Defense +4
Pioneer of Aion
It is a title to honor an adventurer who pioneers the world of Aion.
Physical Critical Hit +3 / Physical Att +1 / Parry +8
As You Wish
It is a title to honor an adventurer who is competent enough to realize his big dream.
Maximum HP +36 / Physical Def +4 / Block +8
Putting on a Show
It is a title to honor an adventurer who enjoys live and acts cheerfully.
Accuracy +8 / Evasion +3 / Atk Speed +2%
I. Introduction
II. The Build
III. I fly Solo
IV. Birds of a Feather Stick Together
V. Solo tactics
VI. Group tactics
V. Conclusion
I. Introduction
Hey all for those that don't know me my poster name is Keeg and my in
game char is Saphira. I have C Aion experience as well I am currently
in the beta phase of NA Aion. This is a basic guide to pvp for those
that are starting out. While there are many factors to consider while
pvping, this guide will only cover the basics. If there is a demand for
a more in depth pvp guide, I will add one later.
II. The Build
Now I know you want to get into all the juicy stuff such as strategy
and what not, but before I discuss that you should first consider your
character's build. You can customize your characters strength and
weakness threw the use of manastones, enchanting, food, drinks,
scrolls, etc. However to keep it basic for beginners; I will stick to
manastone and enchanting discussion.
Now that being said you could build your character to be in a basic
categories’: Offensive, Defensive, and hybrid. Each one adds valuable
options to the group. In addition, each comes with there own strength
and weakness.
Offensive builds is where you want to take your opponent out before it
takes you out. In that sense you most be able to react faster and out
maneuver your opponent to use this build to its full potential. If you
fail to do so, you leave your self vulnerable to a counter attack to
your opponent. That being said these type of builds excel in spike
damage in groups, so they have the time to prepare a proper assault on
an enemy player, while have the time to retreat to the safety of the
group to avoid being counter attack. These builds are generally more
vulnerable (not always) to taking more incoming damage then say if you
built hybrid or defensive.
Defensive builds are the opposite in the sense you try to out last your
opponent threw your increased survivability. In order to bring this
build to its full potential you most have the patience to deal with
longer fights and not lose focus. Your objective as a defensive build
is to interrupt your opponent's combo flow as much as possible forcing
them to make a critical mistake, wasting their opportunity to spike you
down. If you can play the fight longer and stay focused, you can force
your opponent to trip up. This build is especially common for healers
in group fights. For their success largely depends on their ability to
hamper their enemies attempts to spike damage them.
Hybrid builds are mix offensive and defense nature. For example crt has
an offensive and defensive nature attached to it. When you land a crt
hit, you will do more damage. In addition, you also stun your opponent.
Thanks to this nature, crt makes a perfect example of a build that be
used offensively or defensively. In groups hybrid builds are useful in
that they play an offensive and defensive role at the same time. For
example a sin or ranger could crt lock a dps attempting to spike a
healer. In this situation not only did you kill the enemy, In addition
you stunned your opponent which saved your healer.
Manastone by categories’:
Offensive manastones: Attack, Magic Boosting Power,
Defensive manastones: Shield defense, parry, evasion, magic defense
Hybrid: HP, MP, Critical, Max flight time, Acc, magic acc
Please note I would advise against using mp and max flight time
normally, as both of these problems can be easily countered by a pot.
In addition I would advise against using Acc or Magic acc, as the
benefits normally do not counter the use of other manastones available.
Also note when stacking crt manastones, one should focus on reaching
the range of 400-450, then stack another type of manastone such as
attack if you want to make a build slightly more offensive. For
example, hybrid chanters that wish to lean more offense should consider
adding more attack manastones once they reach the crt cap range.
(Crt cap provided by thejimsta)
Builds I would advise for classes as follows in no particular order of importance.
Templar: Hybrid, Defensive
Gladiator: Hybrid, Offensive
Cleric: Hybrid, Defensive
Chanter: Hybrid, Defensive
Ranger: Hybrid, Offensive
Sin: Hybrid, Offensive
Sorcerer: Hybrid, Offensive
Spirit Master: Hybrid, Offensive
For enchanting offensively you will want to focus on increasing your
weapon first as you level. Defensive will want to focus on a shield
first (if you have one and are going for a shield defense spec), and
then proceed to upgrade armor. While in the future you may be able to
afford both, doing so while lving will be difficult.
For example my chanter is currently defensive specked since I live to
pvp in groups with my legion. I use shield defense manastones and put
priority on my shield, and then the rest of my armor.
III. I fly Solo
For those of you like to solo, there is good news and bad news for you.
While the abyss grants the opportunity to attack unsuspecting opponents
in a 1v1 scenario; one most use caution. In the abyss it is common to
find solo players or small groups to pick off, the problem you say?
Well to put it simply they, lets just say that their friendly faction
isn’t to far away normally when they call for back up.
When you pvp alone, you keep what you kill. In other words all the
abyss pts you earn threw damaging the target, go straight to you upon
your opponent’s death. This is a bonus if you are trying to level up
your abyss rank quickly. This is due to that if you are in a group, the
pts are split evenly. Although this comes at great risk as well, for
traveling alone increases your chance of death. If you die to an
opponent in pvp, you will lose abyss points (note there is no exp
penalty for dying in pvp).
IV. Birds of a Feather Stick Together
If soling isn’t your thing, give group pvp a go. Just like solo pvp
there are advantages and disadvantages. The advantage of Group play is
that you can rack up more kills quickly and not have to run as much if
the enemy calls in for back up. Also it is always nice to have a team
mate watch your back, in case some one tries to return you the favor.
In the abyss, small groups pick normally off solo or other enemy small
groups. While there are bigger groups in the abyss, they are fare less
common and mostly seen at places such as fort sieges.
The disadvantage is that your pts will be split for kills you earn as a
group. This will slow down your abyss pt gain. Although, if you are
continuously killing with out dying, it may pay off then continuously
getting killed solo in attempt to hog all the abyss pts to yourself. It
really depends on your class and builds which style of play will fit
your needs for abyss pts.
V. Solo tactics
As a solo player you want to catch your opponent off guard and finish
him/her off before they have time to react. Due to this more
offensive/hybrid builds are preferred here. While you could attempt a
defensive build solo ganking spree, you give your opponent more time to
react for a counter attack or escape.
Now I know what your thinking, “should I kill my opponent if there
currently attacking a mob?” This is a common ethics question asked in
any pvp game. Basically you have to go with your beliefs on this one.
If you feel it is wrong then don’t do it. However, don’t expect your
enemy to return you the favor. As this strategy does give an advantage
that some will defiantly consider taking in solo play.
When camping a particular area, it is always a good idea to bring a
kisk with you. A kisk is a bind on the go item that remains stationary
on the ground. Hiding it in weal covered area, or a hard to reach spot
is advised. Once you have your kisk in a safe area nearby, you can
quickly return the favor of the unsuspecting prey that just killed you
going, “omg wth I just killed you haxor”:
In addition it is always good to be mobile. Once you begin to kill the
enemy, it will not be long before they shout out your location. It is
best to stay on the move so the zerg doesn’t find you and take back
some of those abyss pts earned.
VI. Group tactics
In a group you want all 3 builds to be present. This way you can cover
a little bit of everything, making it easier to overwhelm opponent(s).
In addition in group vs. group fights it is very important to stay in
formation. If you thin out to much, you just make easy pickings for
your opponent(s)
Now then the formation my legion has used in the past and has found to
work, Is to bunch up and push as a group. I know this sounds very
simple and stupid just asking to be aoed….but it works. There are
several reasons why this is a valid tactic and essential for survival
in group play.
The first reason is the limit on healing range. Unlike most games, Aion
is not very forgiving in healing range. If you move out of heal range,
the healing spell will interrupt, if it is not instant cast. In
addition, the range of healing magic in this game is noticeably smaller
compared to others. That being said if some one runs to far ahead of
the group two things happen. They die to focus fire from the enemy
team, or the healer has to run an expose themselves to hostile fire to
heal them. Obviously that is suicidal in both situations.
The second reason is the limit of ranged damage in Aion. Just like
healing, the range is quite limited. Meaning if your ranged dps move to
far ahead of the group, they expose themselves to melee attackers. In
addition the same can be said about your opponents range. If you move
as a group, you force your opponent ranged dps to expose them self to
counter attack if they try to spike some one important such as a healer.
The third reason is to for retreating. If you retreat in a scattered
formation, you will be picked off one by one and make it all the easier
for a complete wipe. However if you retreat as a group, some of your
opponent may get ****y and charge ahead of their group (you have no
idea how often this actually happens…). In addition, backing off from
the enemy group forces them to advance toward your groups new position
to reestablish range. If they are unorganized, they will spread out a
bit advancing on your groups position, making it all the easier to pick
them off. Even better is if you retreat around a corner….. as you break
line of sight of rangers and healers, leaving any melee dumb enough to
charge ahead after your group with out support…. Usually leading to a
very painful death.
When moving as a group you ideally want your stronger melees up front,
such as Templar and Gladiator. In the middle you want your healers(to
prevent melee ambush, and in the back you want your ranged dps… and
your sins.
Now the sin role is pretty important here as they have to pivot a lot
in the flow of combat. If they notice some one trying to ambush there
back lines, they can stealth and return the favor to them; all the
while warning there team of the threat. If your back lines are clear of
enemies, the sin should focus on hit and run tactics threw out enemy
lines. Kill the squishest target you can find (cough sorcs) and proceed
to run away your pansy mane away back to your group before you get
focus fired.
The Templar and Gladiator job is to hold the front lines of your group,
all the while pressing into the lines of your enemy group. They key is
to not to press to far in, but enough to pressure your opponents group
to spit up. If your front line succeeds in this, your enemy squishes
and healers become easy targets for your dps to spike down. In addition
though Templar should focus on cc any one trying to advance into there
group, or pull away opponents trying to flee or hiding in the mass of
another group. The Gladiator should spam his aoe is up to continue to
put pressure on the other group’s healer.
The healer servers as a guide point for the group. Your group leader
should make your own healers, so your group doesn’t get carried away
and out run there heal distance. It is also a good way to keep tabs on
what is happening on your healers. Not only that but they make great
rally points for knowing when to stop the advance or retreating, since
they are in the middle of the formation. The ranged dps know not to
pass the healers, while the templar and gladiators know to stay in
front of healers. Having healers knowing when to move and where to hold
there ground is essential to moving as a group basics.
The ranged dps obviously wants to hold up the back of the line as far
as possible to slow down the incoming of melee dps attempting to kill
them. However if the lack of melee dps threat, it is safe to move a bit
closer to the melee lines. However, staying at the front of the group
for long periods of time should be avoided…. for obvious reasons.
Example video moving as group... will post a better video when vepo
learns how to fraps so you get a better prespective... and not have to
/facepalm at that newb Arc.
This is the end of the guide. Keep in mind this guide is made from my
experience and what has worked. There are multiple ways to pvp, some of
which that are not discussed in this guide simply b/c it would take to
long to cover all of them. I hope you have found this guide useful and
enjoy your pvp experience in Aion.
Bonus sections:
Game Options
In order to aid you in pvp, I would advise messing with the game
options tab until you feel comfortable. However, I know that is a lot
of options to play with, so let me suggest a few to you.
For pvp purposes Camera: I would advise setting the camera to Max (this allows
you to zoom out all the way with the camera, note you can still zoom in
if you need to with this feature enabled.
Show distance to target: Allows you to see how far away your current target is. This works on friendly and enemy targets.
Fix Compass to North: This option helps keep a sense of
direction. It is important to yell out incoming attacks; also this
feature helps to call points to retreat or rally too.
Disable click to move: Really depends on your class and
preference here. Just note the click to move is defaulted off. If you
prefer moving with keys I advise turning this feature on.
View target's target: Simple enough and very useful. If you
click and enemy or ally you see who they currently have target. This
helps with assisting if you picked an ally, or you can call out who is
about to be attacked if your enemy is looking at an ally. Also pro tip
here if a healer has them selves targeted it more then likely means
they are about to or in the process of a heal/buff themselves (if non
aoe). So if they change to them selves quickly, be ready to stun ASAP.
This can interrupt instant heals if you get good at it (stunning them
before they hit the instant heal).8-)
Key Bindings
Key bindings help save a ton of time when it comes to pvp. Not only
that but there is a bunch of features you can enable with key binding
as well that would normally take much longer to do manually. However
fear not clickers, as you can still be effective in pvp clicking.
Although if you want my honest opinion as a healer in pvp; I find that
using a combination of using clicking and key binding to be the most
effective. Just play around with it until you feel comfortable, but
keep in mind speed is very important in pvp. That being said here is a
few key bindings you should consider.
Combat Key Bindings
Select Nearest ally: This works like tab but instead of picking
the nearest enemy, this feature will select the nearest friendly
target. This is useful for healing or assisting those that are not in
your group/force.
Select Nearest Enemy: Used to cycle threw enemy targets. Useful for picking out hard to find enemies, or those hiding in a big group.
Assist Target: This will change your target to the target's target. Very useful for assisting for dps.
Change Weapon: for those that change weapons this is extremely
important. I find the starting change weapon feature to be a bit lagish
(could just be me though). I personally prefer setting the key to a key
bind for quick switches.
Toggle Power shard: Good for physical dps users as this allow you to quickly turn off or on your power shards.
Group Key Bindings
Select Yourself: Very important feature as a healer. Changing
from a friend target to heal your self takes time, and you don't have
much of that to waste in pvp.
Select Group Members: Very important for healers and melees. For
healers this lets you heal your group members quickly by targeting
them. For melees you can use this to target who ever your suppose to be
assisting. Once you have selected the member, you can then hit the
assist button to attack their target.
Sign Key Bindings
This is very important feature of Aion, as you can mark targets to make
team work easier. The signs in Aion work on allies and opponents. What
I would recommend is to mark your healers, your enemies' healers, and
your enemies' glass cannons. You want to mark your healers as rally
point as mentioned earlier in the guide, so your group stays in
formation. You want to mark you opponents glass cannons (heavy dps,
light defense) and kill them before they destroy your group. After the
glass cannons are out of the way move on to enemy healers. In addition,
you may want to assign some of your group members to cc/harass healers
while you kill the glass
This list is compiled mostly from the powerwiki over at aiononline.com.
I have changed some of the wording to make more sense when things, I felt, needed better clarification.
I thought it might be helpful to others to have all this information in one place.
So ... without further ado ...
**
Hit Points (HP) are the numerical value representing the amount of damage a player or NPC can take before their demise.
Mana Points (MP) are the numerical value representing the amount of magical power a player has available.
If not enough points are available skills and spells will not activate.
**
CLASS ATTRIBUTES
There are six basic class attributes. These can be modified through the use of your own or another's skills.
POWER defines a character's basic physical strength and affects physical damage inflicted on enemies during combat.
HEALTH defines a character's basic hit points and hit point recovery.
AGILITY defines a character's basic ability to evade, parry or block enemy attacks.
ACCURACY defines a character's basic to hit and chance to critically hit an opponent while in combat.
KNOWLEDGE affects spell damage and spell accuracy.
WILL defines a character's basic mana points and mana point recovery.
**
PHYSICAL DEFENSE is a character's ability to mitigate melee and ranged physical damage.
The higher this value the less damage taken when hit with physical attacks.
EVASION is your character's ability to dodge attacks.
Evading an attack is the only way your character can completely avoid damage from a physical attack.
Note: Spells and ranged attacks can sometimes miss you, however,
that is based on the character or NPC's MAGIC ACCURACY rather than your Evasion.
BLOCK is your character's ability to block and reduce damage from attacks.
Blocking an attack requires that you have a shield equipped.
Depending on the attributes of the shield, you will see various levels of damage reduction.
PARRY is your character's ability to defend itself with weapons.
When a parry is made your character will still take damage however it will be at a reduced percentage.
MAGICAL RESISTANCE is your ability to resist incoming spells.
This attribute gives you the chance to avoid damage spells and debuff spells.
This is also the only attribute that affects spells in this way.
FIRE, WIND, WATER and EARTH RESISTANCE lowers the damage taken when struck by elemental based spells.
The higher this attribute is the less damage you will take.
**
WEAPON ATTRIBUTES
ATTACK is an attribute that modifies physical damage done by weapons and abilities.
ACCURACY again; however, this time showing your accuracy with the current equipped weapon.
CRIT RATE is your chance to critically hit an opponent with a weapon. A critical hit results in higher damage.
**
ATTACK SPEED is the delay between each normal melee attack made by your character.
SPEED is the rate at which your character moves throughout the world while running.
MAGIC BOOST is the modifier that increases spell damage.
MAGIC ACCURACY is your characters ability to hit a target.
The higher this attribute the more often you will hit what you are casting spells at during combat.
Races
There are two playable races in Aion: The Tower of Eternity. These are
the Elyos and the Asmodians if you have not already seen them.
The Elyos live in Elysium, the lower half of Atreia. After the Epic
Cataclysm, they ended up on the surface exposed to bountiful amounts of
sun light. Over the 750 years that have passed, their bodies have
transformed into a marvel of beauty. This result has caused the Elyos
to become arrogant and believe that they are blessed by Aion, whereas
the Asmodians are cursed in darkness. Their main traits consist of
being friendly and comforting amongst one another. Once Daeva, Elyos
are blessed with angelic wings.
The Asmodians live in the cold and dark regions of the world hidden
from sun light. After 750 years, their bodies have transformed
significantly. The nails on their hands and feet have turned into
claws, their skin has been drained of its flesh color, and they have
grown a small mane on their backs for warmth in their desolate
environment. Unlike the Elyos, they do not feel blessed and are aware
of their daunting history. However, when the opportunity presents
itself, the Asmodians will not hesitate to show their loyalty and pride
for their own kind. Once Daeva, Asmodians are blessed with black wings.
Classes
Once you have chosen your race, the next step is to decide on your
class. There are four main classes in Aion and then each class has two
sub-classes (which will be discussed later on). The four main classes
in Aion are the Warrior, Scout, Priest, and Mage. Each will be broken
down below:
Warrior: Warriors
can wear up to chain armor from levels 1 to 10 and then up to plate
armor afterwards. This grants them with the most physical defense in
the game. Warriors use polearms, greatswords, swords, and maces as
their primary weapons. They can also use shields. Out of all four
classes, Warriors are the only class meant to tank. Throughout
leveling, no matter which sub-class you choose, Warriors learn the most
abilities to mitigate damage and build enmity. This makes it no
question which class should be tanking. Warriors receive a
short-duration sprint ability and taunting abilities.
Scout: Scouts can
wear up to leather armor and use swords, daggers, and bows as their
primary weapons. Scouts, unlike Warriors (excluding Stigmas), can
dual-wield weapons. Scouts also are incredibly evasive, which gives
them some tanking capabilities, but not much since their mitigation is
very poor. Regardless of the sub-class you choose, Scouts are meant to
deal damage without being the focus of their target's hate. The
majority of a Scout's abilities is based around stealthed DPS and long
ranged DPS. Scouts receive the ability to stealth for limited amounts
of time and to deal decent damage with ranged attacks.
Priest: Priests
can wear up to leather armor from levels 1 to 10 and then up to chain
armor afterwards. They use maces and staffs as their primary weapons.
They also are the only other class other than Warriors to be able to
use a shield. This grants them the ability to be the second best
tanking class in the game, but I would hardly call them a tank. Their
armor and shield is more for survival, as Priests are the only class
able to heal and that paints a large bull's-eye on their chest. As
such, Priests are one of the most useful classes in the game since most
any scenario requires a healer. The Priest sub-classes are mainly to
tilt the scale either towards healing or damage dealing plus support.
Priests receive useful heals, heals over times, and many buffs.
Mage: Mages can
wear only cloth armor and use spellbooks and orbs as their primary
weapons. Mages are the most fragile class in the game but they can deal
the most burst damage by a long shot. When going all out, Mages
sometimes can simply instantly kill another player if they get lucky
hits. It is because of this reason that they are so fragile. Mages do
get abilities for crowd controlling, a root ability to get away from
opponents, and a snare ability to keep distance, but once someone
catches up with them they are in trouble. Mages receive a protective
magic shield that absorbs damage.
Now that you have been introduced to the four main classes of Aion, I
will now cover each class' sub-classes. Sub-classes can be chosen at
Level 9 after completing your Ascension quest. Upon reaching Level 9,
you are automatically given the Ascension quest. The quest typically
takes under 10 minutes to complete and will give you up to 99.9% of
your experience for the level, maxing out your experience bar. Upon
reaching Level 9, immediately begin your Ascension quest and do not
take any actions to gain experience otherwise.
Sub-Classes
Once you complete your Ascension quest, you are simply asked which sub-class to choose. The following are Aion's sub-classes:
Warrior Gladiator: Gladiators are the DPS side of the Warrior class.
Gladiators use either polearms or greatswords as their primary weapon
(can also dual-wield through the use of a Stigma) and are masters of
close-ranged melee through pure strength. The bulk of their abilities
are for dealing high amounts of melee damage and to stun their
opponent. However, their ability to wear plate armor grants them with
high amounts of physical defense. This, combined with the fact that
two-handed weapons have high amounts of parry, allows them to be
suitable tanks despite not using a shield. Are Gladiators able to tank
raid content or hard named? No. Can Gladiators tank in 75% of tanking
situations? Most definitely. Gladiators can keep high threat through
their damage, but they do have the ability to taunt as early as Level
10.
Gladiator's melee abilities mainly revolve around brute strength. When
using a 2h weapon, Gladiators typically focus on Physical Crits and
their abilities to continuously knock their opponents down. Gladiators
also utilize AE abilities to hit multiple opponents. The biggest
challenge to a Gladiator in PvP content is keeping their opponents
within melee range. Stigmas at higher levels help them achieve this
goal, but it still is a challenge.
Templar: Templars are the pure tanks of the
Warrior class and of the entire game really. Templars use swords or
maces as their primary weapon and a shield to go along with it. They
are masters at building threat and mitigating damage. There isn't much
to say about the class other than what I've already stated, but I will
say that if your goal for your character is to tank in all situations
and be able to handle incoming damage the best, then the Templar is for
you.
Since Templar's abilities revolve around survival, this makes them
difficult to defeat in PvP. The main strategy of a Templar is to simply
outlast their opponent. Other than a Scorpion "Come here!" ability,
they do not receive much to keep opponents within their melee range.
Scout Assassin: Assassins are the masters of stealthed DPS. They are
just as they sound. The primary weapons for Assassins are daggers and
swords. The bulk of their abilities revolve around stealthing, applying
poisons to their weapons, and disabling their opponent through stuns.
If an Assassin draws the attention of an opponent, they are the most
evasive class in the game which makes them incredibly hard to hit with
most abilities. Assassins are also the best at parsing high DPS over a
duration, making them appeal to many people. If you enjoy playing
rogues or assassins in other games, enjoy stealthing, and enjoy doing
damage, then an Assassin is what you are looking for.
Assassins in PvP scenarios are a nightmare for most classes. This is
mainly because if unnoticed, an Assassin can sneak up on just about any
opponent and deal massive amounts of damage before their opponent gets
their first chance to respond. This grants them a very big advantage.
The vulnerability of the Assassin comes when they are spotted first.
When actually in combat, Assassins rely on evasion and stun locks to
defeat their opponents.
Rangers: Rangers are the long-ranged
masters of physical damage. Their primary weapon is a bow, although
they use swords and daggers for meleeing. Rangers are entirely
dependent on keeping their opponent at a long distance. They use traps,
stuns, and snare abilities to do so. When playing a Ranger solo, the
main form of killing each mob is through kiting. Unlike WoW, where
Hunters had pets, Rangers do not. Rangers, however, are experts with
the bow and can deal large amounts of burst damage. Rangers also
receive forms of CC. If you enjoy kiting, launching arrows from a
distance, and using lots of tactics to defeat your opponent, then the
Ranger class will be enjoyable for you.
Just as in solo content, Rangers rely on kiting to defeat enemies in
PvP. They use their traps, stuns, and snares to keep opponents at a
distance while launching arrows into them. Once caught up to, they do
become quite vulnerable. Although, similar to an Assassin, they are
very evasive.
Priest Chanter: Chanters are the DPS version of the Priest class.
Chanters use staffs as their primary weapon, but can also use a mace
and shield, and have the most buff abilities out of any class. They are
built for two-handed melee, but can still heal effectively. As they
advance, their abilities shift more towards support. Similar to the
Gladiator's tanking abilities, Chanters can main heal most situations
in the game. However, when it comes to tough areas or raids, they
simply cannot heal enough to keep their groups alive. If you want to
play a healing class in Aion but do not want to be stuck as a class
that deals little damage, then the Chanter would be a perfect choice.
In PvP, Chanters are very strong at surviving. They have very strong
buffs that aid them greatly (and their group), as well as very strong
heals over time. In addition to using a staff with a high Parry value,
they mitigate damage fairly well. The Chanter's difficulty is keeping
opponents within melee range and having time to deal damage. Against
burst DPS'ers, Chanters find themselves spam healing and having no time
to actually damage their opponent. Chanters however rely on stuns and
knockdowns to give them a chance to swing the tide of the battle.
Cleric: Clerics, quite simply, are the main
healing class of the game. They have the best and most versatility when
it comes to healing abilities and are sought after for just about every
group situation. They use a mace as a primary weapon and a shield in
their off-hand. This grants them great survivability when their healing
draws too much attention. Clerics also receive a short duration roots
and stuns to temporarily create distance between their opponents. If
you want to play the best healer in the game, then play a Cleric.
In PvP, Clerics are mainly used in group situations. This is obviously
for their healing abilities. If alone, a Cleric is similar to that of a
Templar; relying on outlasting their opponent. Through their stuns,
Clerics can sometimes have a small burst of damage, but mainly it's a
slow and steady fight while keeping themselves alive.
Mage Sorcerer: Sorcerers are built to DPS. Their primary weapon is
either a spellbook or an orb. Sorcerers are long-ranged magic damage
dealers and they can do so with fury. As a Sorcerer reaches higher
levels, they have some tremendous damage dealing abilities. However,
they are incredibly vulnerable and have very low amounts of HP and
mitigation. They do have absorption shield buffs which absorb a large
amount of damage before it dissipates, but they have little to no
physical defense. If Sorcerers can keep distance between their
opponents, they are deadly. If they cannot, they are dead. Sorcerers
also utilize multiple CC abilities which are useful for all aspects of
gameplay. If you enjoy having an arsenal of nukes and dealing high
burst damage, then the Sorcerer will be your favorite class.
Sorcerers rely on opening a small window of opportunity for defeating
opponents in PvP situations. Typically, a Sorcerer will attempts to
lock their opponent down, create distance, and then use a barrage of
abilities to quickly exterminate their opponent. If their opponent can
survive and ultimately recover, their advantage is lost.
Spiritmaster: Spiritmasters are the pet
class in the game. They are the only class able to have a pet.
Spiritmasters primarily use a spellbook or an orb as their weapon. As
the only pet class, they rely on their pets to help them defeat their
opponents. Spiritmasters use 4 main pets who's abilities all vary. The
key to using the pets is figuring out the situation and deciding
quickly on which pet would work best. Other than having pets, a
Spiritmaster is very similar to a Sorcerer. The differences are that
they also rely on the use of DoT's and crowd control abilities, whereas
Sorcerers rely more on simply nuking their opponent down and kiting.
Spiritmasters do have the advantage over Sorcerers when it comes to
soloing because of their pet. If you want to be a nuking class but want
more in your arsenal than just high powered nukes and some CC
abilities, then a Spiritmaster will probably fit best.
In PvP, Spiritmasters rely on outlasting their opponents, but in a
different way than Clerics or Templars. Spiritmasters use their pet and
DoTs and then attempt to survive while their opponent dies. Similar to
Sorcerers, if Spiritmasters cannot kite their opponent or get caught up
to, they can quickly be defeated.
After reading this guide, you should now have a much greater
understanding of Aion's races, classes, and sub-classes. I hope that
this will help you better decide on which race and which class to play
when the game goes live in September.
Welcome
to a quick start guide for the Asmodian faction. In this guide we will
briefly cover what you need to do in order to hit level 10, as quickly
as possible.
Below is a reference map for determining positions and locations mentioned in the guide.
With the guide, I will identify points on the map with (Point 1-13) to mark its location.
OK! Lets begin.
1.0-Starting Out
As soon as you enter the world, in the Aldelle Basin (Point 1),
you will be greeted by and NPC a few steps down from where youre
initially standing. Speak with him; he will then point you down the
road (north) about 15 feet to speak with another NPC.
Once you speak with the second NPC he will assign you the task of killing 4 Spriggs,
Dispatch of them quickly and speak with him a second time. Once you
turn in the quest he will then dispatch you down the road. Follow the
path in front of him until you run into a small camp.
* Reminder: When on your way to the next location, to collect Angelica.
It will build your skill level and will assist in later quests. To
collect it, simply find the pink colored plant and right-click it.
Once you reach the small encampment (Point 2),
visit the local NPCs to turn in quests, and pick up the next quests
from the NPC standing directly in front of the small tent.
The quest he provides requires you to collect Fruit from the Sprigg encampments.
Gather Fruit Baskets - Located north of the camp, they surround the small huts
When you have completed that quest, the next in line is to gather Glowing Orbs.
Gather Glowing Orbs - Can be dropped by flying "Sparkies" or ground walking "Sparkles" north of the campsite.
Once these two quests are completed, follow the road to the left of the camp south until you run into Aldelle Village. (Point 3)
1.1- Aldelle Village & Tunapre Lake
As soon as you walk across the bridge your first Campaign or Mission
quest will automatically begin. Read through the information and
continue into the village. Take care to speak with any/everyone with a
yellow or blue arrow above their heads.
From here, we need to go over a small checklist of tasks you need to complete, before heading out of the village:
Once
you grab all of the available quests, make sure to find youre Class
Trainer. There will be one for each class scattered around the village,
the class they train will be indicated under their names
Try and purchase as many skill
manuals as you can. Also be sure to right-click them, when in your
inventory to verify youve actually learned the skill. Then press the
letter K to bring up your skill lists. From this screen you can
drag and drop the desired skill into your hot bar, once youve purchased
and used the manual.
Next, visit the armor & weapon
dealer and scan the items for sale, checking for possible upgrades.
Also make sure to click the Sell Misc button to get rid of all your
trash and vendor-able items. This will generate some income and free up
space.
Then, speak with the Soul Healer.
She is located near the village entrance. She can provide some great
information on how Soul Healing works, and how it affects you.
Bind to the stone next to the Soul
Healer for a small fee. Binding allows your return spell to bind to a
specific location. You can right-click the stone to bind to it.
Once the checklist is complete, hit J and track the
quests you feel are applicable. This will display the objectives of
each quest on screen for monitoring.
*Quest Tip If
you hit the letter J on your keyboard and select the quest your
currently in progress of doing, you will notice there are NPC and MOB
names highlighted in blue.
This simply means youre able
to find more information out about this MOB or NPC. If you open the
quest, and select the MOB needed to complete the objective, in most
cases you can click the Locate button and it will mark an area on the
map where the mob tends to patrol. Some mobs will not be locatable, but
most can be found with a little searching.
While I wont be covering each quest individually, I
will try to generalize the best I can to ensure you have some exploring
to do, on your own.
Head to Point 4 on the map, you will see a
fisherman on the shore, grab the quest from him and follow the
directions according. The flowers he requires are like Angelica and can be picked from various places around the tree in the center of the valley.
Here is a quick list of additional quests in this
area, which you have obtained from Aldelle village that you will need
to complete:
1.Gather 4 Grain-Located in the Sprigg camps (located on the outer edge around the tree) 2.Gather 5 Slink Oil - Kill Slinks for the drop 3.Gather 6 Airon Feathers - Birds in the water around the tree in the valley 4.Gather 10 Angelica- Should have this done already!! See section 1.0 5.Gather 6 Amepre Flowers - For the quest giver on the shore 6.After turning in the grain quest, the follow up will be to kill 6 Sprigg Gatherers
Once you gather the materials and killed the mobs
required for quest turn in, head back to Aldelle village and turn in as
many quests as you can. Once you have completed the quests,
* Note: Make sure that before progressing into the next area that your Gathering skill is at least 10.
Once you have turned in the quests, head back down
the hill into the Valley and keep to the path on the left. Once you
cross the bridge you will soon enter Munihele Forest. Check (Point 5) for the location.
Upon following the path through, you will run into a few more NPCs waiting on you to help them out.
Kill 10 Sylphids\Sparkys -You choose one or the other, they are scattered around the forest.
Find the Lost Ring- The ring is dropped by the Snufflers, they can be found around the base of the trees in the forest (they look like armadillos).
He also gives you a quest to return
some tree sap (already in your inventory) to the armor smith back at
Aldelle Village. Hold off on running back until you do the quest below.
Kill them until the Ring drops and return it to the
quest NPC. The same goes for the NPC that needed you to slay a few bugs
for him. Simply return to the NPCs and turn in you completed quests.
Regaining Power:
A little more up the path past the NPCs is a small dirt road; follow it until you see a small Cabin with an Old Witch outside of it (Point 6).
The old lady will be able to help you in seeing your future as a Daeva.
Once you speak with her you find yourself running a few errands. We
will cover these with a quick list:
Kill 7 Darus - They look like goats. Can be found all around the forest
Gather Spores -Check for mushrooms found directly under trees at the base
Speak with Witch - you will be thrown into the Abyss (A vision)
*Once you are transported into the abyss, you
will see your surroundings are drastically different and your clothes
have changed.
Dont worry, this isnt permanent. Head up the ramp
and speak with the NPC to continue through the Vision. They will send
you on a pre-pathed flight through the abyss and when you land finally,
you will be ported out.
Once you return to the normal world, proceed with speaking with her yet again.
Speak with her about Rae missing, she will have you speak to a Ribbit, choose the one named Cute Ribbit and then speak with Rae, once she is transformed back into her human form.
When you have completed this quest, use your Return
Skill to port back to Aldelle Village. Once in the village, turn in all
quests you have completed and check the Armor/Weapon smith for possible
upgrades on your current gear. Dont forget to visit the trainer for
skill updates as well.
When you are done shopping, head up the hill a bit and speak with the Flight Master and fly to Anturoon Cross on your map.
1.2- Anturoon Crossing Area (Point 7)
Once
here you will again be greeted by a slew of quests. Turn in any quests
you have available to turn in and begin collecting them up. Make sure
to read as you go so youre not missing any vital information from the
quest givers. Once you get here, the general vendor will have a quest
you can turn in. Also, dont forget to bind here, look for the soul
healer to find the bind point.
Once youve collected them all, we can begin going
through them quickly. I will provide another list for the first run of
quests for this area, there are more total quests, but we will break
them down by area:
Anturoon Crossing:
Kill 9 Karnifs - Cat-like creatures, all around the area you landed.
Brax Skins - Large white and black buffalo looking creatures to the south of the Post.
Lepharist Manual - Kill the Lephar Revolutionaries on the hill near the Brax
Give an NPC a Whetstone -The NPC is located at the camp near the Prison Camp to the north of town.
* Note: only the adult Brax will drop the skins, killing the Brax calves is fruitless.
*Take note of the location of the NPC Skuld at the top of the hill behind where the Brax are located you will need to find her for another quest in the near future.
Anturoon Crossing Second Round:
Once you have turned in the first round of quests
for the immediate area you will be able to grab a few additional. I
will quickly cover them in list format as well:
Grab the Treasure map - On the pirate ship to the south of Anturoon, it will be sitting on a table with a knife through it.
Gather the Black Opal Treasure - In a cave to the west of Anturoon crossing near a whole pit of Karnifs.
Before leaving this area, continue your gathering
skill to at least 15 on the Fruit Trees scattered around. You will need
your skill up to 15 in order to mine ore required for another quest.
*Note: Finishing the Black Opal Quest line will give you the title Treasure hunter this adds an additional +4 Accuracy to your stats!
Once finished there, head north on the path to the right of the Anturoon post (Point 8).
Here you will come into the Prison Camp. With-in this location you will
find a few NPCs that need a few errands done. Below we will look at
what needs to be completed.
Sparkle Legs - Located through out, the large bugs crawling about drop them
Amphis Thorn - Usually around trees or up against walls, resemble a tentacle
Collect Treasures of the Dead - Located on the undead lurking about with bags on their heads.
Once you have all these quests done, head further
north until you reach a path leading into large purple colored
crystals. Once at the top of the hill, you will see an NPC named Munin, he will have more quests available (Point 9). Grab the quests he provides and head back to Anturoon Crossing. You can either walk or use Return if its available.
1.3 Anturoon Crossing: Part 2
Once back at the post in Anturoon, head up the path
to the left. As you begin to climb the hill, another small encampment
of NPCs will be available for you to utilize (Point 10). They
will be located to the left of the path. This time we will continue
north into the Odella Plantation to complete these quests. (Between points 10 and 11)
There are a few quests here to complete and in
interest of scooting you along without spoiling it, I will provide a
quick run through on the quest requirements and the corresponding
locations:
Mine 5 Iron Ore - Located around the outer edge of the hills throughout the map near the north.
Collect 5 Odella - These are dropped by the Sentrys that patrol the farmers crops
Mau Clothing Accessories - These drop off the Mau Fighters that patrol the paths throughout the farmland
Odella Juice - They are small round containers with a yellow top, scattered throughout the plantation.
Collect Ginseng Herb - These drop off the farmers and gatherers that roam the crop areas
Mau Grains - These also are scattered throughout the whole plantation, look for sacks stacked three tall
Collect Dried Ginseng Root - Also drops off of the farmers and gatherers around the crops
Collect Methu Eggs - Lying on the ground in a hen house guarded by a Patroller. Listen for the clucking/chirping.
Once all these are done, you will already have pending quests to return to Aldelle Village and speak with Ulgorn. Head back to the village using the flight path from Anturoon Crossing and speak with Ulgorn once you arrive; he will inform you that Rae his daughter, is missing!
Once he explains that he needs you to find his
daughter, he will point you to a few NPCs to ask a couple questions for
clues as to where she is located. The first is in Aldelle Village, head
north down the path and you will see another quest giver, Read through
the text and progress the quest to the next point. Before you leave
Aldelle Village, be sure to speak with the armor dealer again and turn
in that quest to progress it to the next point.
Once you are done turning everything in, head back to Anturoon Crossing.
1.4 Anturoon Crossing: Part 3
Now
that we are back in Anturoon, turn in all available quests from doing
the plantation quests, then head back up the hill to the left and turn
in those quests to the NPCs located outside of the plantation in the
small encampment to the left.
Once back, we have a few more things to straighten out. Speak with Derot
and make sure you have the quest where he requires you to find a
Magical Cube. Head back to the Prison Camp, when on your way back to
the prison camp, stop a moment and:
Once youre done gathering the eggs head into the
prison camp and start right-clicking on the Tomb Stones, this will
spawn angry spirits that will attack. Dispatch of them quickly and once
you find the cube, return to Derot in town.
He will point you back to Muninto open it. Return to Munin
at the top of the hill in the prison camp and present your situation.
He will require you to kill a few mobs that have been annoying him.
Kill 3 Sparkles for Munin - Again, the large ground walking bugs skittering about.
Once this is completed you can also turn in the
quest for his delicacy if you have collected all 3 requirements he will
present you with a hat as a reward.
By now, you should be around level 9. When you hit level 9 you will automatically get your Ascension quest. Go and See Munin to continue this quest line. He will have you collect three cards:
Card 1 - Urd - Located in Aldelle Village (Point 3)
Card 2 - Old Witch - Located in Munihele Forest (Point 6)
Card 3 - Skuld - Located near the Brax in Anturoon Crossing, she is on top of a hill in the south west corner (Point 13)
He will give you another vision like the one
previous and send you into the abyss. Follow the path forward and speak
with the NPC at the end of the path.
Once you speak with the NPC and the flight sequence
ends, you will be attacked by 4 guards. Dispatch them quickly, soon
after they are all dead you will be attacked by a brave Elyos Warrior.
Once you have him nearly defeated a cut scene will ensue. Once this is
over Munin will present you with the choice of which sub class you want to take.
Make sure you know what you want, the decision isnt
reversible. Once you make your decision, you will be ported back to the
prison camp. When you arrive choose not to go to Pandaemonium, we still have 2 more quests to complete.
Tightening up loose ends:
This Mission quest maybe difficult for some, so I will try and help you through it.
Head on back to the plantation, when you follow the
path through, you will be presented with a fork in the road. Take the
path going down into the valley to the left. Keep following the path
down until you reach the Dubaro Vine Canyon. When you see the Cave
going into the tree, head inside.
Once you follow the path around you will see another NPC hiding behind some logs. He will present you with a quest to:
1. Kill Cruel Hatata - Chieftain near the back of the canyon (Point 12) 2. Kill 1 Mau Fighter - They patrol through the cave paths. (Point 12)
As you head into the cave, you will need to stay the
main path and head into the back. You will see a second opening
entering into another cave; it will be heavily guarded by Patrolmen.
Kill as many as you need and enter into the mouth. Hiding behind some
barrels and rubbish is Rae, Ulgorns missing daughter. She is located on the left of the cave opening.
She will ask for your help in closing the abyss
gate, there are 3 generators to disable in this cave. The first Green
generator is to your left, the Blue is to the right. The last Violet
generator is in the back on top of the hill near the rear of the cave.
These are all located around Point 12 on the map.
The Violet generator is guarded by two fighters and Cruel Hatata. The mobs dont all agro when one is pulled, so take them down carefully.
Once you have killed all 3 and destroyed the gate, return to the mouth of the cave and turn the quest into Rae, the mission will progress one more step and you will need to return to Aldelle Village one last time to speak with Ulgorn to let him know his bratty daughter is O.K
Upon leaving the Dubaro Vine Canyon, dont forget to
speak with the NPC hiding in the brush and turn in the quest for
killing Cruel Hatata.
Once you have turned in the quest to Ulgorn you will gain the title Bandit Hero that gives +20 HP and +2 Physical Defenses.
Congratulations!!!
You should now be level 10 and fully ascended. Feel free to explore the land and show off your wings to the entire world!! The only other leveling guide available for levels 10+ is Killerguides. If you find any more, let me know!
This guide is written by me following the format of
Iszuldin's Asmodian guide in preperation for the closed beta event
beginning June 19th. Mine is not as detailed and is a little rushed so
if you find yourself in trouble please say something and I'll make the
needed update.
Elysian 1-10 Quick Start Guide:
Welcome to a quick start guide for the Elyos faction. In this guide we
will briefly cover what you need to do in order to hit level 10, with
as little confusion as possible.
Below is a reference map for determining positions and locations mentioned in the guide.
With the guide, I will identify points on the map with (Point 1-13) to mark its location.
1.0 - Starting Out
You will enter the world at the southern end of the Akarios
Plains (denoted by a 1 on the map,) take a second to familiarize
yourself with the skills you have. Next I recommend customizing the UI,
press "O" to open the game options menu. The first two buttons should
represent "Quit Game" and "Logout" respectively, click the third button
which should be "Options." The option tabs are UI, Video, Sound, and
Key Bindings resectively. I recommend familiarizing yourself with the
UI options and what they do in order to spend the early game adjusting
it to best fit your style of play. I also recommend avoiding changes to
the key bindings or the video settings unless you begin having issues
related to them.
With this done you should find an NPC with a blue arrow over his head
standing just in front of you, speak with him to obtain your first
quest! Your first quest is as simple as it gets, head just down the
road to the North and speak to another NPC which now has a blue arrow
over his head. Speak with him to complete your first quest and receive
your second.
Your new quest will involve killing a few of the Kerubs that are found
through out the area. Kill them and return to the NPC again to complete
the quest and receive your next one. The new quest will be to collect
sacks of grain from the nearby camps and can be done easily without
killing anything as nothing aggros in this area. Return to the NPC with
the grain once you have collected the necessary amount and he will send
you further down the road to the north.
*Reminder: When on your way to the
next location, to collect Angelica. It will build your skill level and
will assist in later quests. To collect it, simply find the pink
colored plant and right-click it. continue harvesting Angelica until
your skill is level 10 and then harvest Angelica or Apples until you
skill reaches 15. A later quest will ask you to harvest Ore which has a
requirement of 15.
Heading down the road to North you will find another NPC with a blue
arrow over his head (denoted by a 2 on the map,) speak to him and you
will receive another quest. The quest will have you killing Grain
Snufflers in the surrounding fields and collect their tails as proof,
bring back the requested number of tails and the NPC will send you into
town to make a delivery. If you aren't level 3 yet continue collecting
Angelica until you reach level 3, it should only take a couple
successful gathers by this point. Once you are level 3 continue down
the road to the North-East and into Akarios Village.
1.1 - Akarios Village & Cliona Lake
Immediately upon arriving are Akarios Village your quest menu will
appear declaring that you have received your first mission quest.
Mission quests are quests that follow the storyline of the game and
completion of them is required to access most of the instance content
in the game. NPCs related to mission quests will have a yellow arrow
over their heads instead of the blue arrow we've seen so far. Continue
exploring the village being sure to speak with anyone that has an arrow
over their head picking up all the quests they have to give.
The following is a checklist of things to make sure you get done before proceeding North out of the village.
Find the bind stone and Soul Healer first, they should be
just left of where you entered the village. Speak with the Soul Healer
to learn a little more about it and then bind to the stone next to her
allowing you to easily return back to this location in the future.
Make sure to find your class trainer, the class they can offer
training for will be designated under their name. Purchase all the
skillbooks you can that do not appear red, find them in your inventory
and right-click them to learn your new skills. You can then pull up
your skill menu using K and drag the skills to your quick bars.
Find the Weapons and Armor dealers and check for upgrades that can
be purchased, scrolling over items for sale will bring up the item you
currently have equipped and color code the stats of your current armor
showing red for lower and green for higher stats. You probably can't
afford anything new yet but you'll know at what levels it is available
and where to find it. You can also click the "Sell Misc" button to get
rid of useless items in your inventory giving you extra Kinah and
freeing up inventory space.
*Quest Tip: If you hit the letter J
on your keyboard and select the quest your currently in progress of
doing, you will notice there are NPC and MOB names highlighted in blue.
This simply means youre able to find more information out about this
MOB or NPC. If you open the quest, and select the MOB needed to
complete the objective, in most cases you can click the Locate button
and it will mark an area on the map where the mob tends to patrol. Some
mobs will not be locatable, but most can be found with a little
searching.
At this point I'm going to stop explaining quests in detail and will
just list them in each area as to make sure you don't miss any. There
are a couple that are more difficult or confusing that I will go a
little further into detail about but for the most part you'll be on
your own with quests from here on out.
Heading out of the village to the North you'll want to visit 2 more
NPCs to pick up quests, the first one is immediately outside town
(designtated by a 3 on the map) and the other one farther North along
the edge of the lake (designated by a 4 on the map.) The following is
the list of quests that you will find in this area before proceeding on
(in no specific order);
Collecting Angelica - Collect Angelica in the area.
The Kerub Threat - A 2 part Mission quest dealing with Karub in the area.
Abandoned Goods - Collect wine , it can be found around the farms North-West of Cliona Lake.
Uno's Ingredients - Collect Airon Meat from the birds at the lake.
To Fish In Peace - Kill Brax and Slink around the lake.
With these quests completed you should have reached level 5 so stop and
get you new skills, perhaps a new weapon or some armor as well before
heading on to Daminu Forest. Now head down the road North-East of town
picking up a couple quests along the way and you should have the
following quests when you reach the narrow point occupied by a couple
Everglade Sylphen.
The Woodcutter's Lost Axe - This quest is started by an item that drops from the Brax usually on the Southern end of the Cliona Lake.
A Book For Namus - Received from the guard at the North gate of town.
Light Up The Night - Received from the NPC along the road North-East of town.
Pernos' Robe - Acquired from the Armor seller in town.
After verifying you have all these quests you can proceed down the narrow path until you emerge into the Daminu Forest.
1.2 - Daminu Forest & Deforested Area
Just after emerging into Daminu Forest you will find 3 NPCs along the
road, all of them will have quests. Turn in the quests you can and pick
up the new ones. I recommend killing the Sparky necessary for the quest
"Light Up The Night" and then heading back to the fisherman along
Cliona Lake to turn in one of your newly received quests as well as
"Light Up The Night" before getting to involved in the forest itself.
With that the following are quests you should find in this area with
additional information where necessary.
*Warning: As you near the Eastern
border between the Damninu Forest and the Deforested Area keep a look
out for mobs that are aggresive towards you. Up to this point you
likely haven't encountered mobs that attack you, from the Deforested
Area on aggressive mobs become much more common and can be viewed as
red dots on your radar.
Request Of The Elim - A multi-part mission quest dealing with Dukaki in the area.
The Elim's Mysterious Message - Returns you to the fisherman near Cliona Lake and then to Akarios Village.
The Nymph's Feathered Gown -
Received from an item that drops off of Abex in the forest. NOTE: in
prior betas and early versions of the client the gown is not lootable
and the quest impossible to complete due to the book not triggering the
quest properly.
The Mushroom Thief - Kill Mepigus in the Area.
When you reach level 6 several more quests become available that you
may not find until much later if you aren't aware they exist. Some are
back at Akarios Village while some are at the Outpost in the Deforested
Area (designated with a 6 on the map.) Be sure to pick these up these
when you reach level 6 keeping in mind while you travel that you are
now entering areas where aggresive mobs are much more common. You may
find quests other then these listed, go ahead and pick them up but
don't worry about them until we're finished with this area.
*Reminder: There is a flight point
available between Akarios Village and the Outpost, proper use of the
travel system and your ability to return to your binding location can
save a lot of travel time.
Mopping Up Zaif's - Received at the Outpost and requires you to kill Zaif in the area.
A Taste Of Namus' Medicine - Received at the Western end of Daminu Forest and sends you to the Outpost.
Polinia's Ointment - Received from Polinia at Akarios Village and send you to the Outpost.
Having finished the quests listed up to this point you should be level
7 meaning its time to return to Akarios Village for skills, armor, and
quest(s) before continuing. While you are in Akarios Village make sure
to visit the armor seller and upgrade any gear you can as well as
getting the second half of the Pernos' Robe quest line. When finished
fly to the Outpost.
1.3 - Kabarah Strip Mine
At the outpost make sure to turn in any old quests and pick up any new
ones before you continue. Its a good idea to start here by completing
the Delivering Pernos' Robe
quest as its the last on that will to do in the Daminu Forest &
Deforested Area. If you want the fang for turn in you can find the cave
by following the creak South-East from the Outpost.
Having acquired any 1 of the items required to deliver with the robe
you can head North down the road from the Outpost to find Pernos
(designated by a 7 on the map.) Turn in the quest making sure to choose
the option related to the item you acquired and then pick up any other
quests he may offer. in the Kabarah Strip Mine located East of Pernos
and North-East of the Outpost.
Illegal Logging - The next mission quest dealing with Dukaki in the Strip Mine.
Wheres Tutty - Find Pernos' lost pig, he is roasting at the first camp on the left if you enter the mine from Pernos' side.
Avenging Tutty - Kill Dukaki responsible for raosting Tutty.
Oz's Prayer Beads - Kill Sparky in the area.
Ancient Cube - Find the cube at a small camp located just East of where Tutty is roasting along the Northern edge of the Strip Mine.
Melponeh's Mushroom Research - Kill Fungi in the area.
Neutralization - Another mission quest involving a cauldron within the Strip Mine.
Tula's Music Box -
Collect Iron Ore in the area, gathering level 15 requried. This quest
eventually sends you down the Agaric Spore Road to the Timolia Mine.
*Reminder: At this point you likely have received at least 1 title, hit "P"
to bring up your character menu and choose the 4th tab to show your
titles. Select the most useful one for your class and make sure to
always keep an eye out for new titles.
*Reminder: If you reach level 9 at
any point from here on you will want to skip to the end of the guide
and complete the Ascension Quest before continuing through the Poeta
quests. Having achieved level 9 you cannot gain level 10 until
completing the Ascension Quest which in itself give the full level of
experience. So if this happens complete the Ascension Quest all the way
through and then return to finish the quests in Poeta.
Having finished this set of quests, many of which chain into more
quests there is only one area left to discover. Starting at Pernos' on
the map and lead on by the Tula's Music Box quest head North-West to the next NPC (designated by a 8 on the map.)
1.4 - Agaric Spore Road & Timolia Mine
When you reach the NPC at the Western end of the Agoric Spore Road be sure to turn in the Tula's Music Box
quest and obtain the new quests he offers. These quests will send you
furhter West into the Timolia Mine itself, leaving the NPC headed that
way you should have the following quests;
Suspicious Ore - Collect Ore from crates within the Timolia Mine.
Scouting the Timolia Mine - Collect Engine Parts from the inhabitants of the Timolia Mine.
No Entry - The last of the mission quests in this area requiring you do deactivate the gate inside the Timolia Mine.
With these quests complete you should have done everything there is to do within Poeta except Ascension!
1.5 - The Ascension Quest
The Ascension Quest begins and ends at Pernos' (designated by a 7 on
the map.) The quest will require you to visit Cliona Lake and the large
tree centrally located within Daminu Forest. I've designated both these
location on the map using the red number 9 and 10 respectively. The
easiest way to complete this stage of the quest is to speak with Pernos
to obtain it, then use your return to go back to Akarios Village and
then walk all the way back to Pernos stopping at the quest objectives
along the way.
When you eventually return to Pernos he is going to send you into the
abyss where you will undergo a brief but simple fight. Following the
fight is the best cut scene up to this point in the game, enjoy it and
choose your class wisely afterwards. Pernos then ports you back to
Poeta and will offer to send you to Sanctum, accept his offer and
complete the quest upon your arrival. If you haven't finished all the
quests in Poeta you'll want to return and make sure you have at least
completed the mission quests or you may find yourself returning in the
future just to do so when it much less beneficial.
Congradulations!!!
You have now reached level 10, ascended, and can begin flying your way through the remainder of Atreia. The only other leveling guide available for levels 10+ is Killerguides which looks great but unfortunately it isn't free. If you find any more, let me know!