~Basic Skillz 101~
A beginner’s guide to the skills and chains of Aion.
Whether you're an Elyos Gladiator, an Asmodian Assassin, or a living version of Napoleon Dynamite, you
can't get anywhere in Aion without any skills. Sure, you have an auto-attack at your disposal, but if you’re
relying on that to fulfill your destiny as an almighty immortal you might want to just quit now. Skills are
the source of all your power, to both heal and destroy. Without them, not only will you fail in your quest,
but you'll also never discover the pure, unadulterated joy in unleashing a chain skill upon your enemies.
I Don't Have Any Skills
This is essentially true in the beginning of your Aion adventures, no matter which archetype/class you
choose. You'll start out with a couple of basic skills and be sent out into the world. This early in the game,
the skill system works the same way every hotbar-based game in existence does without exception.
Simply set the skill you want to use in the hotbar of your choice, then either hit the corresponding key (1,
2, Alt+1, etc.) or click on the icon with your mouse and you'll be on your way.
As you level, you don’t gain skills automatically. Skills come in the form of books and can be obtained in
one of three ways. You can buy them for your class trainer, acquire them through drops yourself (after
level 10), or purchase them from other players. This last option can be done from the player private
stores scattered throughout the land, or through the Auction House.
No matter which method you choose to gather the myriad of books that will reveal the pathway of your
destiny, the same technique to harness their power applies to all of them. Once a book is in your
inventory, simply double-click it and voila! You have now learned the skill. Pretty simple, eh?
Skills Basics 101
To see which skills you have at any time, click the up arrow beside your hotbar for the game menu list, or
hit the "k" key by default. Once there, you'll see a number of different tabs. The three you should be the
most concerned with are the Active, Passive, and Actions tabs. The Crafting and Emotes tabs are also
available to you, but unless you have a special interest in either one, there's little or no need to use them.
The Crafting tab displays the amount of skill you have in a given craft along with its current maximum
rather than any actual abilities you would need. The Emotes tab displays all the emotes available to you in
the game. Who would have guessed? For those that use a few of these on a regular basis, being able to
move them to a hotbar for easy access actually is useful for them. These aren't the two tabs I wanted to
go over with you though.
The least used (but no less important) tab out of the three major players I listed earlier is t he Actions tab.
At first glance, the abilities on this page appear useless, but before you close the tab in disgust, you may
want to move the Rest skill to a free spot on one of your hotbars. I've heard players complain for weeks
about not being able to regenerate health and mana at a reasonable rate, even if they're sitting down. It's
important to understand that as far as the game is concerned, there is a huge difference between sitting
down and actually resting. It may look the same as sitting to you, me, and every other player in the
world, but unless you actually use the Rest skill, you're going to be there a very long time waiting for
anything to regenerate.
The Passive tab may not be one you'll need to check on a regular basis, but it is important t o know you
have it. When you use the opportunity to gain some skills in the future, this is the tab all the ones skills
not in your Active tab go to restare found. Unlike the Active, Emotes, and Actions tab, none of the skills
here can be moved to a hotbar. Like the name of the tab implies, all of the skills listed there are passive
so they're always active. You don't have to do anything with them except be aware where they are.
The final tab, and the one that will occupy the majority of your time in relat ion to the others, is the Active
tab. This is where all of those skills you use to heal your friends and crush your enemies reside. Your
available skills and chain skills can be found on this tab. When you click on the Active tab, a second
window will open beside it with two more tabs of its own: Skill List and Chains. The Skill List tab is just
another way to view your skills, but the Chains tab is another beast altogether.
Chain Skills 102
The Chains tab will display not only the chains you currently have, but chains that your current
skills will allow you access to in the near future. The chain trees you'll see in the window are
set up just like a tree of skills, but flowing from left to right, rather than straight down (or up,
depending on the game). There are two possible arrow types showing the path between the
various skills/reactions in each tree: solid and light grey. The solid arrow means that the next
skill/reaction in the chain will always come up. The light grey arrow means the next step in the
chain may or may not occur.
When it comes to both the number of chains and how deep down the rabbit hole they go, all
classes are not created equally, so if you're really keen on having a large amount of possible
chains, you'll need to investigate this tab for each class. For example, when a Spiritmaster is in
their mid-teens, they have far fewer opportunities for chains compared to a Cleric. A
Spiritmaster has two possibilities that will always occur since the arrows are solid. At that
same level though, a Cleric has a possibility of four chains. Not only do they have more chains,
but they're also deeper than those of the Spiritmaster. Deeper chains tend to mean bigger
rewards at the end, so keep this in mind when choosing your class.
When a chain is triggered, players only have a few seconds to continue them. They can either
click on the icon that will briefly appear on the screen, or click the same button that triggered
the chain in the first place. If a Sorcerer cast Flame Arrow I, not only would an icon for Blaze
appear on the screen, but the Flame Arrow I icon on the hotbar also turns into the Blaze icon.
To the best of my knowledge, the only way to cast Flame Arrow I after triggering Blaze I is to
wait for the chain skill to fade away and let the hotbar key revert back. As you progress
through your adventures, you'll find there actually are times when you don't want to continue a
chain. I haven't discovered a way to cancel them out yet.
Common among all the classes is the addition of certain effects or requirements within their
chains. Using the Spiritmaster and Cleric example again, both have chains that end with an
effect called Knock Down. Knock Down does just what it implies, knocking the target to the
ground and freezing them in place for a few seconds like a Root spell. Unlike Other
skills/effects in a chain, Knock Down occurs automatically. There's no need to hit any icon or
key. Besides having a chain that ends with it, the Cleric also has a chain that starts with it as
well. Classes with these types of abilities may appear to have chains of extraordinary lengths,
but they are technically just combining two chains together. It doesn't make the "have nots"
feel any better about it, but that's the way it is.
~Level 1-10 Guide~
Asmodian 1-10 Quick Start Guide:
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.
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
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.
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
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 t he 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
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 SylphidsSparkys -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.
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
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
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:
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
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
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
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
1. Kill Woods Sparky until you find Sparky Eggs
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
Once you have all 3 cards, head back to Munin.
Becoming a Daeva:
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
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
You should now be level 10 and fully ascended. Feel free to explore the land and show off your wings to the
–Aion Stigma System
The Stigma system is rather important in Aion and will open up to you with lvl 20. Due to all the
different patches and also different translations from asian sources there are a lot of outdated
and wrong informations circling the net. I don't claim my rundown is 100% correct, but goes as
far as i experienced and read about it.
Once your char reaches lvl 20 you'll automaticly gain a
quest called No Escaping Destiny (Memory Of The Past is
the Elyos version). The quest is a pain in the arse since you
have to run all over the lowbie area again to visit several
NPCs that will just send you on to the next one. I guess it
was done so some higher level chars will give the newbies a
show with gliding wings and gear. IMO it's a tad too long
and half the NPCs would have been suffice. Anyway, its well
worth doing it as soon as you get the quest. Once you finish
the quest you will have access to two Stigma slots, get your
first Stigma Stone for free and get 300 Stigma Shards. The Stigma Stones are rare (green)
drops from monsters. You can freely trade them or sell them at the broker.
Tip: Check the questline for your class and which Stigma Stone you'll be granted as a reward.
Not necessary to buy/trade that stone since you'll get it for free.
To equip a Stigma Stone you need to visit the Stigma Master in the capitol city. For Asmodians
its Aud (quest will lead you there as well). Equipping it will cost you 4x[lvl of Stigma Stone] in
Stigma Shards. The quest gives you 300 which is enough to equip/change Stigmas three times.
Stigma Shards are obtained by killing enemy faction guards and NPCs in the Abyss afaik. Once
you "fuse" the Stigma Stone into a slot, you'll gain the attached skill for it and can use it like any
other skill. You can only equip Stigma Stones that are for your class. There was the
possibility for some time to use cross-class stones, but it was removed.
Important: So far (dunno if they'll fix this) if you fuse another Stigma Stone on top of an
already equipped one, you'll destroy the old stone. You can however take out Stigma Stones
(and still trade them afterwards?) first and keep them.
The first three available Templar Stigma Stones are:
Indignation I (lvl 20) -> Indignation I
Useful Stigma skill to have and you get it for free (quest reward) anyway. Ups your DPS for a
short amount of time.
Holy Shield I (lvl 20) -> Holy Shield I
Not that useful early on, when i tried it out during a normal fight i reflected back 184dmg
(triggered 4 times in the 10 secs) to the attacking mob. As you usually don't want to get hit by
that many NPCs anyway, don't pay too much for this one. I hear the later version could be
useful in PvP.
Stunning Strike I (lvl 22) -> Stunning Strike I
I only leveled my Templar to lvl 21 so far, but from what i hear this Stigma is very cool. Useful
in PvE and PvP - must have basicly.
Note: The term "Gains Stigma" is just misleading, only refers to you having the stigma skill and
Stigma Stones at the broker really go from a few hundred Kinah up to several hundred
thousand, depending on class/skill. As you can only have two in the beginning I'll probably settle
with Indignation & Stunning Strike if i can obtain them early on.
More Stigma Slots will open up later on:
lvl 20: 2 Stigma Slots
lvl 30: 3 Stigma Slots
lvl 40: 4 Stigma Slots
lvl 50: 5 Stigma Slots
With patch 1.5 there will be the addition of three advanced Stigma slots, which can be
unlocked by doing certain questlines. Advanced Stigma slots can hold either new advanced
Stigma Stones or the regular Stigma Stones. Advanced Stigma Stones can't be equipped into
the normal slots tho and can only be equipped when certain prerequisite Stigma Stones are
equipped. The picture shows a "chain" for those advanced Stigmas, the prerequisite can be one
or two basic Stigma Stones. Example: To equip one of the lvl 50 advanced Stigma Stones you
need to have five prerequisite stones equipped. The playerbase is still devided if the new high lvl
advanced stigmas are worth equipping all the prerequisite ones. From what i saw you can start
that questline at lvl 40, but can obtain the first advanced Stigma slot with lvl 45. The new Shugo
Pirate dungeon is involved in this questline it seems. Advanced Stigma Stones can be purchased
via Abyss points (13.750ptsfor lvl 45 and 38.700pts for lvl 50 ones), not sure if they can also
drop from NPCs.
For more concrete Information i guess we'll have to wait for the Powerwikito be updated.
Aion 1.5: Advanced Templar Stigmas
Since our version of Aion is not 1.5 yet we need to rely on translations and poking around at the
korean websites to get the juicy details about certain game updates. Inspired by a post from
Valador here, i thought i'd slap together some gfx for the advanced 1.5 Templar stigmas. Please
keep in mind that the names of those Stigmas are only rough translations and will most likely
change for our version. I'm using the same names as in the thread just to stay consistent.
To be clear: YES, you need to have all the prerequisite Stigmas equipped to use the advanced lvl
45 & 50 ones. You can buy the advanced Stigmas with Abyss points.
Article Revival I - Required Stigma(s): Cause Anger - Recovers your HP by 2181, 206 Mana, 3
Min recharge, instant
Note: Cause Anger is a new 1.5 stigma skill similar to Provoke.
Armor of Protection I - Required Stigma(s): Fellow Soldier Protection / Taunting Roar -
Increases HP of nearby friendly players by 1000 for 2 minutes, 206 Mana, 5 min recharge,
Solid Shield I - Required Stigma(s): Article Revival / Armor of Protection - The next 10 attacks
received within 30 seconds will be shield blocked, 165 Mana, 3 min recharge, instant cast.
Magic Blow I - Required Stigma(s): Shield of Protection - Inflicts 1,362 earth magic damage.
Stage 3 combo. Ferocious Strike > Robust Blow > Magic Blow. 165 Mana, 30 second recharge,
Mind Destruction I - Required Stigma(s): Indignation / Ankle Blow - Long-range attack that
inflicts 953 earth magic damage and stuns the target for 2 seconds, 165 Mana, 2 min recharge,
0.5 second cast time.
Destructive Shout I - Required Stigma(s): Mind Destruction / Magic Blow - Physical attack
power (+50%), spell hit rating (+200) & magic boost (+200) will be increased for 30 seconds,
165 Mana, 90 second recharge, instant cast.
Grinding in groups is a great way to get away from the usual routine of solo playing and does offer a few
advantages over soloing the content, primarily higher experience gains. I’m guessing you actually want to
contribute while grouped with others so this guide will surely be a useful introduction.
2. KnowYour Role
3. Group Basics
4. What I ShouldBringto the Party?
5. The Prey
For those that don’t know me my poster name is Keeg and in game char is Saphira. I have lved chanter, cleric,
temp, sm, and ranger. Please note none of them are what I would consider endgame, but I have been in several
groups with each for exp grinding. If you’re tired of lving off of quest and missions, or just enjoy the company
of others, I would recommend giving exp grinding a go.
2. Know Your Role
Groups in Aion consist of 6 members. The basic roles of Aion are tank, dps, cc, and heal. The warrior archetype
of Aion consists of Templar (main tank) and Gladiator (off tank). Depending on the lv of difficulty of content
you are about to attempt will determine which you will choose for a tank. For grinding purposes for exp
however, both will work.
The dps classes of Aion consist of the Scout and the Mage archetype of Aion: Assassin, Ranger, Sorcerer, and
Spiritmaster. All of them are different and provide different dps options to the group, which is to vast to cover
in this guide, so you will have to research that on your own. For grinding exp purposes though all 4 will work.
The Classes that excel in cc (crowd control) in Aion are Sorcerer, Ranger, and Spiritmaster. Sorc have a root,
tree, and sleep spell for links which will come in handy. Rangers have traps and status arrows to keep links
under control. SM have there pets, snare, poly, and fear (caution should be used however, this can lead to more
Finally the priest archetype consists of Cleric (main healer) and Chanter (back up healer). Clerics have the most
healing abilities: self resurrect, instant heal, group heal, just to name a few; making them the ideal main healer.
While the chanter focuses more on a support role with stronger hots, auras, debuffs, and more efficient dps in
terms in mana consumption.
3. Group Basics
Now that you know your role, its time to make a group. You ideally want to get at least one class from each role
then focus on extra members. To restate again basic party roles are tank, dps, cc and heal. Ideally you want one
tank, one cc, two dps, and two healers. The tanks in Aion are very strong and can usally handle themselves
fine w/o the aid of another tank, in terms of exp grinding. The cc will help you with any links you get due to
elite/groupmob areas have a tendency to have group of mobs near each other, so fighting one more mob at a
time is not uncommon.
The two dps will help you kill things faster and increase your exp, while aiding all other roles relief in the form
that fights will not be as long drawn out. The two healers will usually assign one as main healer while the other
contributes support in the form of buffs/debuffs/dps or all of the above. In addition it is always nice to have
another healer if the group gets in trouble and extra healing becomes necessary.
4. What Should I Bring To The Party?
Food, drinks, and silly hats of course! (Bad joke) But in all seriousness it is a good question that gets asked very
often. For exp grinding parties you want to gain exp as fast as possible, but having fun at the same time. So I
would suggest you bring a few basic things and don’t worry about oh no my gear isn’t +1. For starters mages
should bring a few mana pots and Odella powders with them. Odella powders can be bought at the general
merchant and can stack up to 1k, you can hold multiple stacks if you really plan to lv all day (looks innocent,
what I’m not a lvacholic, are you accusing me of that!?). The Odella powders are used in the skill mana
treatment, which each class has access to.
Mana pots are usually cheap in the auction house, but if you’re cheap like me or you like crafting you can make
your own threw crafting. Mana pots are nice to off set what ever the Odella Powders fail to recover, or if you
end up in a long fight (multiple links for example) and end up needing more mana, as mana pots are instant
unlike mana treatment.
For melees you are going to want hp pots and odella powders as well, however this is not as important as mages
bringing them. Although if you’re the main tank… you can save your healer a heart attack if your hp falls to
low, or give an extra nudge your party needs to over come a link if it begins to go down hill. Also note odella
powders are still used, just consumed in the ability hp treatment instead of mana treatment.
On a closing note if your exp camp is far away from town, you may want to consider a bringing a kisk along or
a rez stone. Both of these lovely items can be bought at your merchant. The kisk is like an obelisk on the go.
You place it on the ground and then bind your self to it. Keep in mind it only works on your group members and
in addition if they want to gain the benefit of the kisk they must bind to it as well. Keep in mind the kisk has a
limited duration and respawn on it. You can read the kisk and it will tell you how much time and respawn on
the kisk is remaining.
The rez stone works in the same fashion as the healer rez. It will bring a member back to life in the soul
sickness state. This is handy if all your healers die as it can stop a full wipe or save your healer(s) a trip back.
5. The Prey
Now I know what you’re thinking wth is elite, is this wow 2? The answer is no, no it’s not. It’s a common term
used for a stronger version of the mob then your use to fighting.
The dots in their names representing their strength, variety of skills they’re using, how strong they are in their
More dots = stronger.
Average mobs have 3dots, above that you should reconsider engaging in battle with them.
Normal mob (solo):
Elite mob (party, 2-4players):
Hero mob (1-2 parties, 12 players):
Legendary mob (1 force, 24 players):
Passive creatures are shown as yellow:
Aggressive ones are red:
Groups of 3-6 when grinding exp will normally go with elite camps for grinding. These areas are very easy to
find as your group missions and quests while lving up will lead you to them. However, you should take caution
as these monsters are harder then what you are use to. Elite mobs hit much harder than normal mobs with a
greater hp pool. In addition they like to be in groups (as in hang out close together, I haven’t seen a mob use a
benefical spell on another mob to suggest they are actually in the same group, yet) and patrol threw out the area.
However if your willing to risk the grind, you shall be rewarded. Elites are known for there better drop table,
higher exp given upon defeat, in addition to knocking out some of your group quests and missions at the same
Now I know some of you are thinking. Can I still grind with a smaller group, with out being in a nearly full
party? The short answer is yes you can grind elites with a smaller party, but it will take longer to do so. Due to
this I would advise a group of 1-3 (3 is pushing it some times) to grind normal mobs. Now I know what your
thinking, why why would I want to grind normal mobs when some one soloing quests can grind faster. This is
true and not true to a certain extent. At the lower lvs yes solo questing will get you more exp per hr if you are
familiar with the quests and don’t read the quest logs. However, at the higher lvs this rate becomes harder and
harder to maintain as more factors come into play (enemy fraction ganking, less quests, more running around,
etc) to a point where it becomes more likely that a small group will lv faster then a solo player.
That being said at the low lvs you gain a very huge advantage grouping b/c of this, why? Just to name a few:
experience with how a group acts and practicing your role, green equip (most quest equip is not very good at the
low lvs, with a few exceptions), and most importantly CRAFTING MATS. If you are seriously considering
taking up a craft you would be well to take my advice and save your self a fortune. Starting at the low lv and
grinding mobs out rather the questing will give you a ton of crafting mats if you’re in the right spot. This will
save you the headache of buying them off the broker.
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
The following table might help you choose a crafting profession depending on your class:
Icon Name Description
Make food or beverages that give buffs and purify contaminated materials.
* Recommended Class: All
Make precious metals, wooden weapons and small parts.
* Recommended Class: Ranger and Chanter
Make matel weapons
* Recommended Class: Warrior series and Scout series
Make metal armors, helmets and shields
* Recommended Class: Warrior series and Priest series
Make cloth armor and leather armor
* Recommended Class: Scout series, Mage series and Priest series
Make potions, magical weapons and items can upgrade the equipments
* Recommended Class: All
The following are the two gathering skills:
Icon Name Description
Extract Vitality Extracting various vitality on the earth – herb, meat, wood, ore and so on
Extract Aether Extract the Aether floating in the sky to get the Aether crystals
For Asmodians, go to the Temple of Artisans in Pandaemonium and find:
Each character can learn every craft and reach a skill of 399; however each character can only become a master
at one craft.
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.
Lesser= ~3,500 Kinah
Regular = ~17,000 Kinah
Greater = ~115,000 Kinah
Expert = ~460,000 Kinah
Master= ~1,500,000 Kinah?
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.
Handicrafting Alchemy Armorsmithing
Sewing Cooking Weapon Smith
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. When 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
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.
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 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 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 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 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 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 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.
Crafting within Aion goes well beyond what can be found in a typical MMORPG; both in the aspects of
gathering and crafting. That being the case, it would take a book to explain it all at once. For this article, I’ll go
over the methods of gathering materials and how the related skill ranks work. First, a basic understanding of
how skill ranks function.
There are two gathering skills in Aion. Players begin the game with just the general gathering skill ranked 1 of
99. Upon completion of the ascension quest, the player receives the aerial gathering skill. This allows the player
to gather any node with a required skill rank of 1, while the maximum achievable rank before obtaining further
training is 99. When a skill reaches maximum rank players may purchase additional training in the skill. This
system applies to both gathering and crafting. So then lets answer that nagging question, how does a player
The simplest answer is to level a skill by using it, though there is a little more to it. The most basic aspect to
understand, is how general gathering from resource nodes works. Whenever a node is activated the player
receives a pop-up box that displays the current skill rank, the item received upon success, and two bars
representing success or failure.
As the gathering process begins, a series of successes and failures are represented via progression of the two
bars. The extent to which a success or failure progresses either bar is determined by your skill rank in relation to
the required rank for that node. If the player’s skill rank is the same as that required to gather a given node, then
there is about a 33% chance to fail the entire process.
The greater the player’s skill rank becomes in relation to the required rank, the lower the chance of an overall
failure. Once the player’s skill rank surpasses the required rank by more then 20, it becomes impossible to fail.
Success provides experience to the character and skill until the player’s rank surpasses the required rank by 40.
At this point the skill can no longer gain rank.
What to gather – 1-100 skill points
Carp – 5
Apple – 10
Ore – 15
Jute – 25
Birch Log – 30
Rose Quartz – 40
Tarragon – 45
Orange – 50
Oat – 55
Crystal – 60
Tomato – 90
Pujery – 5
FruitTree – 10
Iron – 15
Okra – 20
WateredSilk – 25
TecomaLog – 30
Rose Quartz – 40
Zucchini – 55
Crystal – 60
Sturgeon – 65
Horto – 75
Baily – 90
Kisaki – 95
Having discussed the basics of skill ranks, I’ll move on to the types of nodes and methods of gathering materials
within the world of Atreia. There are what I categorize as four basic types of nodes; plants, minerals, gems, and
woods. Plants are by far the most abundant type of resource. They appear everywhere on the planet’s surface
but do not appear within the Abyss.
Minerals and Gems are found both on the planet’s surface as well as in the Abyss. Minerals come in two forms.
The first is minable with each new training level, while the other has node specific rank requirements and a
different appearance. Gems are the rarest of the nodes found on the ground throughout Atreia and generally
appear where several can be found in relative proximity.
Lastly are the woods which contain the least variety and are found scattered throughout Atreia. At this point, its
fair to mention, that for most nodes there are two types of material that can be found. The regular version
received 95% of the time and a rare version, often of the same material. The exception to this, from what I’ve
seen, is woods.
That takes us to the aerial gathering skill and gathering from odes. Yes its odes, not nodes, in order to represent
the difference between aerial and ground gathering. Odes differ from regular ground gathering in that there is
only one available every 25 skill ranks. Additionally, they can only be found in zones where free flight is
The last manner of obtaining materials for crafting is the traditional method of killing mobs throughout the
game. Mobs throughout the world drop several materials, although there are a couple key ones that will be
found continually across all levels. The two important enough to mention are the leathers and the crystal balls.
Leathers drop off of most mobs that you would expect them to, so anything with a hide. Crystal balls drop off
everything and appear in three colors; red, blue, and white.
In closing it should be noted that most of the general materials also have different rarities. Two simple examples
are gems and crystal balls. For gems, the node may produce a regular version of the material that is any quality.
The rare version, when one is available, will always be of a quality a step above the regular version produced.
The exception being that there are no unigue quality materials at this time. In the case of crystal balls each ball
occurs in different rarities and any color crystal ball may drop in any rarity.
I hope this provides everyone a little insight into the way gathering in Aion works
~ PvP: Beginner’s Guide ~
Although it certainly won’t make you a PvP god, this guide covers most of the basics every new Aion player
needs to know before trying their luck in Player versus Player combat. Now, on with the post!
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
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:
Hybrid:HP, MP, Critical,Max flighttime,Acc,magicacc
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.
Builds I would advise for classes as follows in no particular order of importance.
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.
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).
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.
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.
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 cocky 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
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
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
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.
Camera: I wouldadvise settingthe cameratoMax (thisallowsyoutozoomout all the way withthe camera,
note youcan still zoominif youneedtowiththisfeature enabled.
Show distance to target: Allowsyoutosee how far awayyour currenttarget is.Thisworkson friendlyand
FixCompass to North: Thisoptionhelpskeepasense of direction.Itisimportanttoyell outincomingattacks;
alsothisfeature helpstocall pointstoretreator rallytoo.
Disable click to move: Reallydependsonyourclassand preference here.Justnote the clicktomove is defaulted
off.If you prefermovingwithkeysIadvise turningthisfeature on.
Viewtarget’s target: Simple enoughandveryuseful.If youclickandenemyorallyyousee whotheycurrently
have target.Thishelpswithassistingif youpickedanally,or youcan call outwho isaboutto be attackedif your
enemyislookingatan ally.Alsoprotiphere if a healerhasthemselvestargeteditmore thenlikelymeansthey
are aboutto or in the processof a heal/buffthemselves(if nonaoe).Soif theychange tothemselvesquickly,be
readyto stunASAP.Thiscan interruptinstanthealsif yougetgoodat it (stunningthembeforetheyhitthe
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
SelectNearestally: Thisworkslike tabbut insteadof pickingthe nearestenemy,thisfeature will selectthe
nearestfriendlytarget.Thisisuseful forhealingorassistingthose thatare notin yourgroup/force.
SelectNearestEnemy: Usedto cycle threw enemytargets.Useful forpickingouthardto findenemies,orthose
AssistTarget: Thiswill change yourtargetto the target’starget.Veryuseful forassistingfordps.
Change Weapon:for those that change weaponsthisisextremelyimportant.Ifindthe startingchange weapon
feature tobe a bitlagish(couldjustbe me though).Ipersonallyprefersettingthe keytoa keybindfor quick
Toggle Power shard: Good for physical dpsusersasthisallow youto quicklyturnoff or on yourpowershards.
Group Key Bindings
SelectYourself:Veryimportantfeature asahealer.Changingfromafriendtargetto heal yourself takestime,
and youdon’thave much of that to waste inpvp.
membersquicklybytargetingthem.Formeleesyoucanuse thistotarget whoeveryoursuppose tobe
assisting.Once youhave selectedthe member,you canthenhitthe assistbuttontoattack theirtarget.
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 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.
~PVP: “The Rift System”~
Rifts and rifting are one of the things I am most looking forward to in Aion. For those who have not read up on
Rifts let me give you a quick run through on what they are and how they work.
First of all rifts are the only way for Elyos to get to the Asmodian leveling areas and vice-versa. They open
randomly in many leveling zones, level 20 and up. These can be used to get to instances on the opposite side,
kill bosses on the opposite side or collect crafting materials. Of course, the primary use for Rifts is PvP. Other
than the Abyss (available at level 25 and up), Rifts are the only way to engage in PvP with the opposite faction.
A few things to remember about Rifts:
Theyare a one way port. Inotherwords,you can go throughone but youcan not go back.
There isa RegionannouncementwhenaRiftopensup. Bothfor defenseandoffense.
If you go througha Riftand die on the otherside,youwill respawnbackonyourside. Forthisreasona Kisk
shouldbe takenwithyouand used.
2-6 Riftscan openat the same time.
Each Rifthas a time limitthatitisopen,a maximumnumberof playersthatcango throughand a playerlevel
So, you can go through, but you can’t come back. You must meet the level requirement to go through and only
a certain number of players can go through. Pretty simple right? But, where are these Rifts located? Let’s
show a few maps and give you an idea where to find these. Remember, they open randomly. Just because one
is marked on the map, does not mean it will be open when you go there.
Eltenen Rift Map
This is the Rift Map for Eltenen. The Blue Points on the map are the entry points for the Elyos. The Red Points
on the map are the exit points for the Asmodians. If an Elyos enters a Rift on this map they will appear in
Morheim. An Asmodian who enters a Rift in Morheim will appear here. Got it?
Morheim Rift Map
So, same idea here. Blue is exit points from the Eltenen Map for Elyos. Red is entry points for Asmodian,
which exit to the Eltenen map.
As I said above each Rift has a maximum number of players who can go through, a level restriction and a cycle
timer. Here is a quick chart to help you understand it:
Symbol Maximum Uses Level Restriction Cycle Timer
1/A 12 People 28 or Lower 2 Hours
2/B 20 People 32 or Lower 2 Hours
3/C 35 People 36 or Lower 2 Hours
4/D 35 People 37 or Lower 2 Hours
5/E 40 People 40 or Lower 2 Hours
6/F 50 People 40 or Lower 2 Hours
7/G 50 People 45 or Lower 2 Hours
Next I am going to throw up the map for Interdiktah and Beluslan. Same idea applies here; blue is Elyos
entry/exit points and red is Asmodian entry/exit.
Interdiktah Rift Map
Beluslan Rift Map
And here is the key for the map:
Symbol Maximum Uses Level Restriction Cycle Timer
1/A 24 People 35 or Lower 2 Hours
2/B 36 People 35 or Lower 2 Hours
3/C 48 People 46 or Lower 2 Hours
4/D 48 People 40 or Lower 2 Hours
5/E 60 People 50 or Lower 2 Hours
6/F 72 People 50 or Lower 2 Hours
7/G 72 People 50 or Lower 2 Hours
So, that’s the basics of Rifts and Rifting. Expect frenzied PvP any time a Rift goes up in your area. For those
worried about ganking, there are always areas in the game that you can level with out having to worry about
PvP at all. In addition, there is a PvP anti-ganking system in place to keep people from ganking constantly.
That being said, those who are totally 100% against PvP may want to start looking for another game, as Aion
may not be the place for you!
~PVP: “The Abyss”~
The Abyss: Access, Points, Ranks, Fortress Sieges & Artifacts
The Abyss system in Aion is also one where there is much confusion and misinformation
between the players. Like i did with the Stigma system, I tried to gather all available info and
compress it for you here.
How to access/reach the Abyss
Once your character turns lvl 25 you'll gain the Abyss Entry Quest (AS,EL) you have to finish
the quest chain to be able to use the Abyss gates you can find in
Asmodians: Altgard and Morheim
Elyos: Verteron and Eltnen
When you zone into the Abyss you'll start at your main
faction stronghold in the lower Abyss. For Asmodians it’s
Primum Stronghold at Primum Landing and for Elyos its
Teminon Stronghold at Teminon Landing.
This stronghold is a safe zone as its being protected by
some insta-death force-field against the other factions. The
starter fortress has various NPCs (vendors, bank, etc.), a
bind-point Obelisk plus a teleporter to take you back to the
normal zones. The Balaur NPC faction inhabits all layers of the Abyss and can attack fortresses
and will take part in the Abyss fights. The mechanism and the way the Balaur act are not very
well known yet, but it can happen they show up anytime. All of the Abyss is a flight zone and
there are certain flight-rings that will enable you to fly longer distances (the quest will explain
Like on the first picture the Abyss consists of upper, lower
and core part. For better orientation here are maps of the
three different zones:
Contains 3 fortresses and 8 artifacts
Contains 1 fortress and 9 artifacts
Contains 5 fortresses and 14 artifacts
From the lower Abyss you can reach the upper Abyss part via transportation lightbeam tunnels
which you can find at the Eastern and Western Shards of Latesran. Once your faction holds a
fortress you can teleport there by means of the normal teleporter at your stronghold as well
from what i hear. The Abyss core you can reach through the middle of the upper Abyss.
Abyss Fortresses & artifacts
Inside the Abyss are a total of 31 artifacts. Either of the
three factions can hold them. Should you capture an
artifact, you can hold it for 24h. Your legion emblem will be
displayed on it as well. There are 14 different artifact
abilities that can be accessed pending on which artifact you
own. To activate artifacts you need Artifact Activation
Stones that are crafted by Alchemists. Only Legion Masters
can use the artifacts
with default legion
settings. Artifacts will
be guarded by NPCs from the faction that owns them.
» More info about artifacts and their various abilities
The nine Abyss fortresses are guarded by an Aetheric
force field that prevents assaults from the air. You have to
take down the gate (looked rather quick from the videos i
saw so far) and then destroy the Aetheric field generator to
enable air-assaults. Defending players can operate a Gate
Restoration Device (needs Castle Gate Restoration Stone from stronghold vendor) from inside
the castle to repair the Gate Guardian Stone and delay the attackers. The Attackers can use
siege weapons in their assault to bring down doors faster. From the looks of it a component from
every crafting skill is needed to craft a Siege Weapon (cooking brews the Driving Water). There
are also Multiple Fire Cannons you can buy from the legion vendor. Some kind of keep guardian
NPC boss is present inside the fortress from what i saw. You have to kill him to claim the
fortress. Once done, NPCs from your faction will re-populate the fortress. Ownership of the
fortress will go to the legion that contributed the most (no idea how the system works, but i
guess most Abyss points accumulation during the siege).
Claiming fortresses will yield, beside some other rewards
like Abyss points, silver and gold medals you need to buy
the higher ranking Abyss gear. I heard that medals are
handed out to the top ten (3 Golden Contribution Decoration
and 7 Silver Contribution Decoration) people with most
damage done. The medals can be traded (or sold via
broker) and since its damage done, some guilds come up
with a system to redistribute them since tanks/healers won't
top the list. A rumour i heard said that a legion claiming a
fortress would earn some money for their efforts from some
kind of taxes the fortress accumulated and keep getting kinah every 12 hours from it. I also read
something about a timetable for sieges, which would mean not all forts are attackable at all
times but only during certain days (Wednesday, Friday, Saturday and Sunday). The new Abyss
Fortress Dungeons implemented with patch 1.5 can only be accessed if your faction owns the
In Aion there are short ingame Abyss Keep Sieging Tutorials, check the link for videos (watch
in HD to read text).
Earning Abyss Points & Ranks
Your character info window will show you your current rank, abyss points and recent data about
earning & losing them. While you accumulate abyss points your rank will increase, should you
lose/spend Abyss points your rank will decrease. They also act as a currency for buying Abyss
gear with them. Here is a table, that i found (1,2), which will explain the system a bit more:
Grade 9 Soldier is the lowest rank and Supreme Commander the highest. The column "Required
Positions" is labeled a bit misleading, it shows the maximum number of players that can have
this rank. There will only be one Supreme Commander for example. The sorting inside the ranks
is done by total amount of Abyss points the players currently have. If eg. there are more players
with enough points to have a certain rank, but fewer spots per table, only those with the highest
amount of points will have that rank. The others will be "downgraded" a rank.
The table does not reflect the whole abyss point system,
since eg. you'll get less points should you kill a player that
only has half HP, but should be close enough to give you an
idea about it. "Points Gained" are points you would get by
killing a player with that rank. "Points Lost" refers to the
points you'll loose at a certain rank being killed. Looking at
the table makes it obvious that in the beginning (with lower
ranks) you don't lose that many points, but the higher your
Abyss rank, the more points you will lose should someone
kill you. I'm not sure if the same system (if you kill a NPC
five levels lower then your level in Aion you won't get XP/loot) applies for Abyss points as well,
so if eg. you kill someone 10 ranks lower then you you'd get nothing. There is a larger
discussion about how your playstyle will change depending on Abyss rank. Here is a translated
interview with a high ranking korean player. Basicly he describes how his playstyle changed and
the higher his rank, the more careful he had to become only to pick fights on his terms. From
the discussion there are also players that claim the best route at a certain point is to just grind
NPCs and do repetitive quests inside the Abyss to gain Abyss points, since its "safer". Getting
killed at very high Abyss rank will result in losing AP worth a few hours grind. Time will tell how
this system works out and how it will change.
What is the motivation to keep rank and not cash
everything in immediately? Well, some of the gold Abyss
gear is very costly in abyss points and you need to save
quite a while for them. Beside the prestige of keeping a high
rank, each player with rank 5 Star Officer or higher will
get access to a special Abyss transformation skill that
will enable you to transform into a powerful avatar for
around 10min (cooldown is two hours). Each rank higher up
you gain more special skills you can use while in this
transformed state. You need to buy ingredients with Abyss
points to use the transformation. For a 5 Star Officer it costs 3000AP to transform, each higher
rank costs 500AP more.
» More info about the Abyss transformation abilities.
You earn Abyss Points (AP) via killing the other faction (players & NPCs), killing Balaur & other
Abyss NPCs, claiming an Abyss fortress and from quests. Even before lvl 25 there are a few
quests that will give you abyss points. I also heard rumours about some rare quest you can get
while crafting that will yield 10.000K and 700 AP. You lose Abyss Points by getting killed inside
the Abyss and by the other faction or by spending the points on gear. The gear you buy with
Abyss points has no rank requirement to wear it. So once you bought it, you'll be able to use it.
The dilemma to solve for many players will be: When to cash in your Abyss points? Of
course the higher lvl abyss items are much better, but maybe cashing in early will give you an
advantage? I know some players are eyeing boots with a speed boost (important for PvP) first
and Abyss points seem to be the first reliable way to obtain them early on. As an example: The
Guardian Squad Leader's Plate Boots are lvl 30, blue crafted boots are lvl 33 (tho expensive
ingredients required and an armorsmith master (rank 400)) and blue quest rewards are lvl 40
(AS, EL). Maybe you'll get lucky with a world drop, but no way to count on that. Saving points
will also depend a bit on your skill and playstyle. You also have to take into account that the
high lvl Abyss items need medals to pay for as well. Personally i like the idea to use PvP points
as a currency and you have to think about how/when to spend them.
Hope this could shine some light on the Abyss, please correct me if you spot any errors in the
~Enchanting your Gear~
In Aion, there are three basic ways to enchant, or enhance, your gear. The first is using Enchantment stones,
the second is using Manastones, and the third is using Godstones. In this guide, I will cover all three with
much detail. Aion’s system of enhancing your gear is quite different and more complicated than most other
The most frustrating parts of learning how to enhance is learning that THEY CAN FAIL! Not only can they
fail, but failing can have negative side-effects for your gear! This is why you must read the guide below so that
you do not lose your time, your character’s money, or your cool!
Before you can use Enchantment stones, you must create them. In order to create them, visit a nearby General
Goods Merchant and purchase Extraction Tools. One set of tools is used per extraction. In order to extract, you
must Right-Click on the Extraction Tools and then Left-Click on the item you wish to extract from.
There are some important guidelines! First, you can only extract from items that can be enhanced. These are
your chest slot, legs slot, shoulders slot, hands slot, feet slot, primary slot, and secondary slot. Second, when
you extract from an item, that item is destroyed. Do not extract from items you wish to keep or use, obviously.
Once you have extracted an item, you will receive Enchantment stones. They come in the form: Level #
Enchantment. The level corresponds to an item’s level, not your level.
Now that you know how to extract and create Enchantment stones, I will tell you how you apply them to an
item. The first important part is figuring out the level of the item you wish to enhance. Quite simply, the item’s
level is the required level to use that item (but there is more!). This can typically be found just by looking at the
item’s statistics, as it will say what level is required. For some items, such as quest rewards, there is no given
level on the item. In order to figure out the level of these items, you must know what level the quest was that
resulted in that item. For instance, if a quest said “Level 10″ in front of it and completing it resulted in an item,
that item’s level would be 10.
Once you know your item’s level, the next step is figuring out what level Enchantment stone to use. In order to
do this, you must know whether the item is of White rarity, Green rarity, Blue rarity, or Orange rarity. You can
simply do this by looking at the item and seeing what color the item’s name is written in. Once you know the
item’s level and its color use the following to figure out what Enchantment stone to use:
White Item = Item’s Level +1-10 Levels
Green Item = Item’s Level +5-20 Levels
Blue Item = Item’s Level +15-40 Levels
Orange Item = Item’s Level +30-50 Levels
When using an Enchantment stone from the above guide, take note that using the lower extremity will cause
you to have a lower chance of success. If you have a Level 10 White item, you will have a higher percent of
success if you use a Level 13 Enchantment stone than if you used a Level 11 Enchantment stone. Also, if you
use too high of an Enchantment stone, your chance of success will be diminished as well.
Now that you know how to create Enchantment stones and use them to enhance your gear, you must be
wondering what the point of it all is! Each item can be enhanced up to 10 times. Although this seems fairly easy
to obtain, you can take either two paths to reaching it. One involves spending lots of your character’s money on
purchasing the best-to-use Enchantment stones; the other involves spending lots of risk on using lower level
Enchantment stones that will sometimes fail. What happens when you fail? Your item loses one level of
enhancement! This is why it is important to use the correct level Enchantment stones. The good news is that
items cannot reach negative enhancement levels; it will stop at 0. The bad news, obviously, is that it can take
quite a bit of time and money to reach 10.
The following shows what bonuses come with each enhancement level. Remember, each item can reach a
maximum of 10, so multiple each bonus by 10 to figure out the maximum.
Chest = +6 Physical Defense per level
Legs = +5 Physical Defense per level
Pauldron = +4 Physical Defense per level
Gloves = +4 Physical Defense per level
Boots = +4 Physical Defense per level
Chest = +5 Physical Defense per level
Legs = +4 Physical Defense per level
Pauldron = +3 Physical Defense per level
Gloves = +3 Physical Defense per level
Boots = +3 Physical Defense per level
Chest = +4 Physical Defense per level
Legs = +3 Physical Defense per level
Pauldron = +2 Physical Defense per level
Gloves = +2 Physical Defense per level
Boots = +2 Physical Defense per level
Chest = +3 Physical Defense per level
Legs = +2 Physical Defense per level
Pauldron = +1 Physical Defense per level
Gloves = +1 Physical Defense per level
Boots = +1 Physical Defense per level
Polearm = +4 Minimum and Maximum Weapon Damage per level
Greatsword = +4 Minimum and Maximum Weapon Damage per level
Bows = +4 Minimum and Maximum Weapon Damage per level
Staff = +3 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
Sword = +2 Minimum and Maximum Weapon Damage per level
Dagger = +2 Minimum and Maximum Weapon Damage per level
Mace = +3 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
Orb = +4 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
Spellbook = +3 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
Shield = +2% Damage Reduction per level
After reading this, you should now be a pro when it comes to enhancing your items, extraction, and
Enchantment stones. The next part of the guide will discuss the use of Manastones.
More on Enchanting…
My gear can level too?
That’s right your gear can level as well! No your gear doesn’t have its’ own exp bar or take durability damage.
However you can level your gear through enchanting. The current cap on gear is level 10, which each level
adding more points to a base stat than it had previously. Keep in mind though that this system works differently
then manastones. In this system your gear starts at lv0 and can’t go below this point. That being said, for each
successful enchantment your gear will gain one level. However, if you fail the enchantmen,t your gear will lose
How do I enchant my gear?
Using this system is actually very easy to do. First start off by gathering equipment you no longer need and
proceed to the local general merchant. Most general merchants will carry an item that sells for 900ish Kinah
which DE’s the equipment for you called “Extraction Tools”. Just right click this item after you buy it, and
choose the gear in the inventory you wish to disenchant. Please keep in mind once you disenchant a piece of
gear it is gone forever, and the disenchant item is consumed upon use. Once you succeed the disenchant process
you will be given 1-3 ”Enchantment Stones” to use. Which one and how many you get depends on the quality
of the item. In my experience, it appears to be random; as the yield of enchantment items are not always
consistent based on the item DE’ed.
Ok now you know how to enchant, time for some strategy!
As you know all gear starts at level 0…. which means you have nothing to lose, except for your pride! That
being said, you can spam away all your crappy enchantment stones on all your enchantable gear until they are
all lv 1. That way you won’t be tempted to use the crappy stones on enchanted equipment that you have worked
all the way up to lv 9, only to fail on your enchant, thus dropping the enchanted level of said gear. Once you
get to about 4 or 5 using normal enchants, stop leveling it and save up your good enchanting stones to finish the
job! The idea is to use your crappy low level enchanting stones to “grind” your gear up to a respectable
enchantment level. Then you can use your nice shiny expensive enchantment stones to finish up the last few
enchants to lv10. This will save you time and most importantly, frustration. Remember, when enchanting your
gear, patience goes a long way. If you feel you don’t have enough high level enchants, its best to stop and grind
Now on to how to upgrade level 10 gear the most efficient way! First your target is lv 9 or higher white colored
(the font color of the item’s name in your inventory ala WoW) dropped (or bought) gear. The same
enchantment stones can also be DE’ed from lv 7 green colored gear.
lv 7 white colored gear and lv 4 green colored gear gave absolute crap in my experience. It is best just to vendor
or auction these items to help pay for your enchanting. Also belts can’t be disenchanted, so just vendor or
auction those as well.
Enchantment Stone Comparison:
Blue Lv8-10 enchantment stones are complete crap for attempting to enchant lv 7-9 green gear (they have a
high failure rate), so don’t waste your time or money on them unless your gear is level 0.
White enchantment stones have a much better success rate for lv 7 and lv 9 green gear. In particular I had the
best rates with the level 14-16 ones. Keep in mind I had a ton of white grade enchantment stones, these seem to
be the most common from lv 9 white gear and lv 7 green gear.
Lv 22 gold grade quality seems to be quite rare, as I only got it once breaking down a green lv 14 shield. Keep
in mind though I didn’t have much experience breaking down higher lv green items, as I only bought the cheap
ones on the auction. I had the best success rate with these which actually lead to my first lv 10 enchanted item.
Note: I forgot to take a picture of these.
Enchantment Facts vs. Rumors:
Fact: You ARE NOT penalizedforusingtoohighlevel of anenchantmentstone onyourgear.Ihad the best
successrate withhigherlevel enchants.
Fact: Your gear level andlevel touse the itemare differentdependingonthe qualityof yourgear,andwhere it
came from.Thiswill affectwhichenchantingstonesyoushoulduse forbestresults.
Fact: You CAN NOT fail the disenchantphase of turninggearintoenchantstones.However,youryieldwill be
Rumor:some piecesare harderto enchantthenothers.I can’t confirmthisyet;Ihave not experimented
enough,butI didrun intoa fewquestionable setbackswhichmade me wonder.
Rumor:matchingthe exactlevel of the gearwill give the bestresults.Ican’tconfirmor denythisdue tonot
enoughtesting.However,Icanconfirmthat the higherthe level,the more likelyyouwillbe tosucceed.
Getting +10 gear is no easy task: it requires time, patience, money, and above all dedication (getting all the way
to lv6 enchant, and then going back to lv3 back and forth really…. really sucks haha). That being said, you shall
be rewarded for your efforts. Lv 10 gear is much stronger then lv 0 gear as you will notice a significant increase
in damage reduction when compared to before you enchanted your gear.
Manastones contain a certain statistic and a certain value. For example, Manastone: Accuracy +12. In this case,
this Manastone would add 12 to your Accuracy value if you placed it into a socket of one of your equipped
items. Similar to the enhancing, only the following slots contain sockets: chest slot, legs slot, shoulders slot,
hands slot, feet slot, primary slot, and secondary slot. Also, the higher the rarity of the item, the more sockets it
White Item = 1-2 Socket
Green Item = 2-3 Sockets
Blue Item = 3-4 Sockets
Orange Item = 4-5 Sockets
Similar to enhancing, placing Manastones into sockets can fail. The penalty for this is that all Manastones
already in sockets and the Manastone you just used for that item are destroyed, returning the item to all empty