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Couple of Guides for People Starting in the Beta

KrinadonKrinadon Member Posts: 9

The following is 4 seperate guides mooshed into one big long one. This whole guide covers:

I. Races, Classes, and Sub-Classes

II. Crafting

III. Enchantments, Manastones, and Godstones

IV. Asmodian 1-10 Leveling Guide

 

I. Races, Classes, and Sub-Classes

 

Races

There are two playable races in Aion: The Tower of Eternity. These are the Elyos and the Asmodians if you have not already seen them.

Elyos

Asmodians

The Elyos live in Elysium, the lower half of Atreia. After the Epic Cataclysm, they ended up on the surface exposed to bountiful amounts of sun light. Over the 750 years that have passed, their bodies have transformed into a marvel of beauty. This result has caused the Elyos to become arrogant and believe that they are blessed by Aion, whereas the Asmodians are cursed in darkness. Their main traits consist of being friendly and comforting amongst one another. Once Daeva, Elyos are blessed with angelic wings.

The Asmodians live in the cold and dark regions of the world hidden from sun light. After 750 years, their bodies have transformed significantly. The nails on their hands and feet have turned into claws, their skin has been drained of its flesh color, and they have grown a small mane on their backs for warmth in their desolate environment. Unlike the Elyos, they do not feel blessed and are aware of their daunting history. However, when the opportunity presents itself, the Asmodians will not hesitate to show their loyalty and pride for their own kind. Once Daeva, Asmodians are blessed with black wings.

Classes

Once you have chosen your race, the next step is to decide on your class. There are four main classes in Aion and then each class has two sub-classes (which will be discussed later on). The four main classes in Aion are the Warrior, Scout, Priest, and Mage. Each will be broken down below:

Warrior: Warriors can wear up to chain armor from levels 1 to 10 and then up to plate armor afterwards. This grants them with the most physical defense in the game. Warriors use polearms, greatswords, swords, and maces as their primary weapons. They can also use shields. Out of all four classes, Warriors are the only class meant to tank. Throughout leveling, no matter which sub-class you choose, Warriors learn the most abilities to mitigate damage. In addition to their physical defense, this makes it no question which class should be tanking. Below, I will go over both sub-classes for the Warrior, as they are not both for simply tanking.

Scout: Scouts can wear up to leather armor and use swords, daggers, and bows as their primary weapons. Scouts, unlike Warriors (excluding Stigmas), can dual-wield weapons. Scouts also are incredibly evasive, which gives them some tanking capabilities, but not much since their mitigation is very poor. Regardless of the sub-class you choose, Scouts are meant to deal damage without being the focus of their target's hate. The majority of a Scout's abilities is based around stealthed DPS and long ranged DPS.

Priest: Priests can wear up to leather armor from levels 1 to 10 and then up to chain armor afterwards. They use maces and staffs as their primary weapons. They also are the only other class, other than Warriors, to be able to use a shield. This grants them the ability to be the second best tanking class in the game, but I would hardly call them a tank. Their armor and shield is more for survival, as Priests are the only class able to heal and that paints a large bull's-eye on their chest. As such, Priests are one of the most useful classes in the game since most any scenario requires a healer. The Priest sub-classes are mainly to tilt the scale either towards healing or damage dealing.

Mage: Mages can wear only cloth armor and use spellbooks and orbs as their primary weapons. Mages are the most fragile class in the game but they can deal the most burst damage by a long shot. When going all out, Mages sometimes can simply one-shot another player if they get lucky hits. It is because of this reason that they are so fragile. Mages do get abilities for crowd controlling, a root ability to get away from opponents, and a snare ability to keep distance, but once someone catches up with them they are in trouble.



Now that you have been introduced to the four main classes of Aion, I will now cover each class' sub-classes. Sub-classes can be chosen at Level 9 after completing your Ascension quest. Upon reaching Level 9, you are automatically given the Ascension quest. The quest typically takes under 10 minutes to complete and will give you up to 99.9% of your experience for the level, maxing out your experience bar. Upon reaching Level 9, immediately begin your Ascension quest and do not take any actions to gain experience otherwise.

Sub-Classes

Once you complete your Ascension quest, you are simply asked which sub-class to choose. The following are Aion's sub-classes:

Warrior

Gladiator: Gladiators are the DPS side of the Warrior class. Gladiators use either polearms or greatswords as their primary weapon (can also dual-wield through the use of a Stigma) and are masters of close-ranged melee through pure strength. The bulk of their abilities are for dealing high amounts of melee damage and to stun their opponent. However, their ability to wear plate armor grants them with high amounts of physical defense. This, combined with the fact that two-handed weapons have high amounts of parry, allows them to be suitable tanks despite not using a shield. Are Gladiators able to tank raid content or hard named? No, not likely. Can Gladiators tank in 75% of tanking situations? Most definitely. Gladiators can keep high threat through their damage, but they do have the ability to taunt as early as Level 10. I personally play a Gladiator, and combined with the fact that I play along with a Cleric, we are near unstoppable in most scenarios.

Templar: Templars are the pure tanks of the Warrior class and of the entire game really. Templars use swords or maces as their primary weapon and a shield to go along with it. They are masters at building threat and mitigation. There isn't much to say about the class other than what I've already stated, but I will say that if your goal for your character is to tank in all situations and be able to handle incoming damage the best, then the Templar is for you.

Scout

Assassin: Assassins are the masters of stealthed DPS. They are just as they sound. The primary weapons for Assassins are daggers and swords. The bulk of their abilities revolve around stealthing, applying poisons to their weapons, and disabling their opponent through stuns. If an Assassin draws the attention of an opponent, they are the most evasive class in the game which makes them incredibly hard to hit with most abilities. Assassins are also the best at parsing high DPS over a duration, making them appeal to many people. If you enjoy playing rogues or assassins in other games, enjoy stealthing, and enjoy doing damage, then an Assassin is what you are looking for.

Rangers: Rangers are the long-ranged masters of physical damage. Their primary weapon is a bow, although they use swords and daggers for melee. Rangers, unlike most other games, are entirely dependent on keeping their opponent at a long distance. They use traps and snare abilities to do so. When playing a Ranger solo, the main form of killing each mob is through kiting. Unlike WoW, where Hunters had pets, Rangers do not. Rangers, however, are experts with the bow and can deal large amounts of damage. If you enjoy kiting, launching arrows from a distance, and using lots of tactics to defeat your opponent, then the Ranger class will be enjoyable for you.

Priest

Chanter: Chanters are the DPS version of the Priest class. The actual difference between Chanters and Clerics is not significant, but significant enough to make some people choose one over the other. Chanters use staffs as their primary weapon, but can also use a mace and shield, and have the most buff abilities out of any class. They are built for two-handed melee, but can still heal effectively. As they advance, their statistics are shifted more towards defense, survivability, and HP. Similar to the Gladiator's tanking abilities, Chanters can main heal most situations in the game. However, when it comes to tough areas or raids, they simply cannot manage. If you want to play a healing class in Aion but do not want to be stuck as a class that deals little damage, then the Chanter would be a perfect choice.

Cleric: Clerics, quite simply, are the main healing class of the game. They have the best and most versatility when it comes to healing abilities and are sought after for most groups. They use a mace as a primary weapon and a shield in their off-hand. This grants them great survivability when their healing draws too much attention. Clerics also receive a short duration roots and stuns to temporarily create distance between their opponents. If you want to play the best healer in the game, then play a Cleric.

Mage

Sorcerer: Sorcerers are built to DPS. Their primary weapon is either a spellbook or an orb. Sorcerers are long-ranged magic damage dealers and they can do so with fury. As a Sorcerer reaches higher levels, they have some tremendous damage dealing abilities. However, they are incredibly vulnerable and have very low amounts of HP. They do have absorption shield buffs which absorb a large amount of damage before it dissipates, but they have little to no physical defense (excluding the Plate Stigma). If Sorcerers can keep distance between their opponents, they are deadly. If they cannot, they are dead. If you enjoy having an arsenal of nukes and dealing high burst damage, then the Sorcerer will be your favorite class.

Spiritmaster: Spiritmasters are the pet class in the game. They are the only class able to have a pet. Spiritmasters primarily use a spellbook or an orb as their weapon. As the only pet class, they rely on their pets to help them defeat their opponents. Spiritmasters use 4 main pets who's abilities all vary. The key to using the pets is figuring out the situation and deciding quickly on which pet would work best. Other than having pets, a Spiritmaster is very similar to a Sorcerer. The differences are that they also rely on the use of DoT's and crowd control abilities, whereas Sorcerers rely more on simply nuking their opponent down and kiting. Spiritmasters do have the advantage over Sorcerers when it comes to soloing. If you want to be a nuking class but want more in your arsenal than just high powered nukes, then a Spiritmaster will probably fit best.

 

II. Overview of Crafting

In Aion, there are six different crafting skills: Alchemy, Armorsmithing, Cooking, Handicrafting, Sewing, and Weaponsmithing. In order to learn a craft, you must find that craft's expert from your race's major city and pay 3,466 Kinah.

For Asmodians, go to the Temple of Artisans in Pandaemonium and find:

Alchemy: Honir

Armorsmithing: Kinterun

Cooking: Lainita

Handicrafting: Lanse

Sewing: Zyakia

Weaponsmithing: Rogi

For Elyos, go to the Artisans' Hall in Sanctum and find:

Alchemy: Diana

Armorsmithing: Vulcanus

Cooking: Hestia

Handicrafting: Utsida

Sewing: Daphnis

Weaponsmithing: Anteros

Each character can learn every craft and reach a skill of 399; however each character can only become a master at one craft.

The Basics

Screenshot of the Craft Window



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 = 3,466 Kinah

Regular = 17,334 Kinah

Greater = 115,566 Kinah

Expert = 462, 264 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 17,334 Kinah to become a Regular crafter, your skill will become 100.

The large area below the experience bar in the crafting window is the list of your recipes. They are organized by category and you can hide or show each category by clicking the box to the left of the category name. When you accept a Work Order, they will automatically be the first category.

The two boxes on the right side, called Product and Required Materials, are just that. When you click a specific recipe, the end result will appear in the Product box and the required materials to make that recipe will appear in the Required Materials box.

On the bottom right of the window are two buttons and a box in-between them. The right button is to craft the number in the box of the currently selected recipe. The left button is craft all, which places the maximum number you can craft of the currently selected recipe into that box.

When you are actually crafting, the success or fail rate is dependent on your skill compared to the recipe and chance. If your skill is equal to that of the recipe's level, your chance of failing is around 33%. If your skill is 3 points higher than that of the recipe's level, your chance of failing is around 15%. If your skill is between 5 and 10 points higher, your chance of failing is minimal. Once you are above 10, your chance of failing is incredibly low. Once the recipe turns grey, your chance of failing is 0.

Lastly, as you level up, visit the same merchant as you do for supplies to purchase some of your craft's recipes. The rest of the recipes can be obtained through quests or are dropped.

Actually Crafting

If you just started a craft, go to your craft's expert and accept the work order for '1P' (stands for a skill level of 1 point) by clicking 'Craft Request'. Now, find a workstation and Right-Click it to bring up your craft window. Select the recipe for the work order. Since the quest requires that you make 3 Gritty Clams, change the '1' to a '3' in the box and then hit the craft button. As you're crafting, each time you fail, hit the > arrow to increase the amount you need to craft to fulfill the quest. Once you are done, return to your craft's expert and turn in the work order. Continue this process until you are at a skill of 10 and can receive your first real work order.

Once you accept the quest for the work order for '10P', open your craft window and select the recipe for the work order you just accepted. Now look at the required materials. As a general rule, multiple each material by however many finished products you need to complete the quest (if you have the work order for 10P, this number is 6), and then multiple that by a factor of 6 (that is around the least amount of attempts you can possibly do to raise your skill to the point where you can accept the next work order). Once you have calculated how many materials you will need, visit the merchant, who is also inside of the crafting room, and purchase those materials. As your skill becomes higher, it will require more than 6 work orders to raise your skill level by 10.

As a general rule, I usually purchase one extra the amount of work orders I think will raise my skill level by 10 since there are usually failures at the beginning. If you purchase exactly the right amount and fail just once, you won't be able to finish your last work order and will have to buy more materials. However, purchasing one extra will give you the cushion to fail up to 6 times (more at higher skill levels).

If you need clarification on this, let's take a look at an example. If you just learned Cooking, you would accept the work order for 'Salted Pujery Supply 10P'. Open your craft window and select the recipe for 'Salted Pujery'. The required materials are your given materials and 1 Salt. Now, the required amount of finished products for the quest is 6. Thus, multiple 1 Salt by 6, which is 6 Salts. Now, you need a skill of 20 to obtain the next work order, so multiple the 6 Salts by 7 (6 and 1 spare), which is 42 Salts. Now, visit the merchant and purchase 42 Salts. The next part is a trick that you will love. Position yourself between your craft's expert and the closest workstation. Then put yourself as far away from the workstation as possible, but still able to craft. You should be exactly in the middle between the workstation and your craft's expert. As you finish each work order, simply Right-Click your craft's expert, turn in the work order, accept the new one, chance the number from '1' to '6', then hit the craft button. You won't even have to move! This can save massive amounts of time if you plan on crafting for a long time.

Now that you know the basics of crafting and how to craft work orders to raise your skill, the next part of the guide will go into detail of the benefits of each craft.

Detailed Overview of Crafts

This section is aimed at providing you what each craft can make, how difficult or expensive it is to craft, and who the craft itself is good for.

Alchemy

Alchemy is used for creating potions, scrolls, Manastones, orbs, and spellbooks. Other than orbs and spellbooks, all of the creations are considered commodities. Thus, they are not very difficult to craft and are not sold for a lot of Kinah. At all times, you can find lots of potions, scrolls, and Manastones through a Trade Broker. Furthermore, the materials required for crafting these items can be easily found as well.

The main perks of Alchemy are having access to your own potions, scrolls, and Manastones (something we all use frequently and may not want to have to buy) and to create orbs and spellbooks if you are of the Mage class. I would not suggest picking Alchemy to simply craft orbs and spellbooks to sell, as there are better crafts for that. I strongly suggest picking up Alchemy if you are of the Mage class, and simply suggest it for those who gather lots of herbs and want to use them for something. One negative for being an Alchemist is that it requires lots of inventory/bank space. There are lots of various materials (lots of herbs, basic materials, and Manastones) required to craft everything, which can fill up inventories fast.

Armorsmithing

Armorsmithing is used for creating shields, chain helmets, plate helmets, chain armor, and plate armor. Armorsmithing is very useful to have if you are of the Priest or Warrior classes, as you can fill 6 or 7 inventory slots with high quality crafted gear, making a big difference in your character's statistics. Armorsmithing really only requires Aether, ore, and Kinah. If you are like me and want a full set of the best possible gear, you will spend 5 hours gathering hundreds of ore and Aether to craft 5 of one item in order to get a 'proc' out of it. This not only is a huge time sink, but it also becomes very expensive, as turning raw ore into usable ingots is very expensive. And if you do not 'proc', the failed item is barely worth as much as you spent on it. However, it is very nice to be able to have a full set of great gear every 5 levels.

Basically, if you are a Priest or Warrior, I'd suggest picking up Armorsmithing; even the basic recipes craft decent gear. If you get 'proc's, all the better. As far as using it to make money, it simply requires too much time to be of any real value, but occasionally you will have an extra 'proc'd item that will sell for a lot.

Cooking

Cooking is only used for creating food. This, more or less, is used for temporarily boosting certain statistics. It is fairly inexpensive to cook and I would suggest it to anyone who uses food on a regular basis. However, there is little money to be made from it if you include the time it takes to gather and cook. Also, you can simply purchase food off of the Trade Broker or from a merchant with near the same benefits for a reasonably cheap price. If you plan on consuming lots of food, as in never being without a buff, then I'd suggest it. However, if you only plan on using food for groups or hard areas, I wouldn't suggest spending the time raising it up.

Handicrafting

Handicrafting is used for creating rings, earrings, necklaces, glasses (head slot), bows, and staffs. Handicrafting is both expensive and time consuming to craft, but also the best craft for making money. For jewelry, gems are the primary material. It is fairly uncommon throughout areas and can only be gathered once per node, unlike everything else that can be gathered 3 times. This increases the amount of time required to gather lots of materials for attempts. Also, it is pretty much required to 'proc' on the initial recipe to make anything of value, both to you or to someone else. Once you do proc, you can then use that for an even better recipe, which also has a chance to 'proc'. Even if the second recipe doesn't 'proc', you will still have a very valuable item to use or sell. If it does 'proc', the value triples.

Overall, Handicrafting is the best craft for making money. You can spend 2 hours gathering and create a few valuable pieces of jewelry that will sell for lots of money, let alone, good rings, earrings, and necklaces are hard to find other than from Handicrafting. If you choose Handicrafting as your main or secondary craft, you will not be disappointed. I would highly suggest Handicrafting for Rangers and Chanters, but really for anyone who is willing to craft, period, as it is very rewarding.

Sewing

Sewing is used for creating belts, cloth helmets, leather helmets, cloth armor, and leather armor. As the same for Armorsmithing, this craft is mainly designed to be used by the other two classes: Scouts and Mages. There is not a big market for making money from this craft and it is just as time consuming and costly as Armorsmithing. If you are a Scout or Mage, I would highly suggest using this craft, even if you do not want to invest the time to create full sets of 'proc'd gear; as the basics are still useful. And the occasional extra 'proc'd piece will sell for a pretty penny.

Weaponsmithing

Weaponsmithing is used for creating daggers, swords, maces, greatswords, and polearms. Weaponsmithing is both costly and time consuming to create, but fairly rewarding. If you are a class that uses any of the above weapons, I definitely suggest picking up this craft. However, you can go without it and purchase similar items from the Trade Broker for similar prices. For instance, if a 100 damage sword can be crafted for roughly 100,000 Kinah in materials and failed attempts, then there's probably a 90 damage sword for sale through the Trade Broker at 90,000 Kinah. The real benefit from Weaponsmithing is gathering lots of materials and attempting to get as many 'proc's as possible and then selling the ones you don't use.

Weaponsmithing works similar to Handicrafting where you need to 'proc' the regular recipe in order to use in another recipe and then 'proc' that to get the best result. Even if the second fails, you still will have a valuable item. If it succeeds, you will have a very valuable item. The best results can fetch prices in the millions, which is attractive at any level. Overall, Weaponsmithing is not a bad craft for any class that uses the weapons listed above, but I definitely suggest it for Templars, Gladiators, and Assassins.

 

III. Enchantments, Manastones, and Godstones

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 systems.



Enchantments

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.

Plate

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

Chain

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

Leather

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

Cloth

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

Primary

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

Secondary

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.



Manastones

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 contains:

White Item = 1-2 Socket

Green Item = 2-3 Sockets

Blue Item = 3-4 Sockets

Orange Item = 4-5 Sockets

(Abyss Gear has more 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 sockets. The positive is that this is quite rare, and usually only occurs when placing a high level Manastone into a low level item. However, at this time, there is no way to tell the exact level of a Manastone; just know that the higher the value, the higher the level. Also, green Manastones are harder to socket than white Manastones.

When the game is released, there will be level requirements on Manastones which will make it easier to tell the level of the Manastone.

A good strategy for placing Manastones into sockets (when an item has more than 1 socket) is to socket your least valued Manastone first and your most valued Manastone last. This way, the chance for failing and wasting your most valued Manastone is reduced to a minimum.

You can also remove Manastones from items by visiting a <Remove Manastone> NPC. These are usually found around major cities and towns. You pay a small fee and the NPC will remove your desired Manastone from your item. However, the Manastone will be destroyed in the process.

The following list shows all Manastones and their possible values:

Manastone: Attack (Adds to your Attack value)

Value Range: +1-5

White Manastones: (+1, +2, +4)

Green Manastones: (+3, +5)

Manastone: Accuracy (Adds to your Accuracy value)

Value Range: +12-25

White Manastones: Even #s (+12, +14, etc.)

Green Manastones: Odd #s (+21, +23, etc.)

Manastone: Parry (Adds to your Parry value)

Value Range: +12-25

White Manastones: Even #s (+12, +14, etc.)

Green Manastones: Odd #s (+21, +23, etc.)

Manastone: Magic Boosting Power (Adds to your Magic Boosting Power value)

Value Range: +12-25

White Manastones: Even #s (+12, +14, etc.)

Green Manastones: Odd #s (+21, +23, etc.)

Manastone: Shield Defense (Adds to your Block value)

Value Range: +12-25

White Manastones: Even #s (+12, +14, etc.)

Green Manastones: Odd #s (+21, +23, etc.)

Manastone: Evasion (Adds to your Evasion value)

Value Range: +4-15

White Manastones: Even #s (+4, +6, etc.)

Green Manastones: Odd #s (+11, +13, etc.)

Manastone: Physical Critical Hit (Adds to your Crit Rate value)

Value Range: +4-15

White Manastones: Even #s (+4, +6, etc.)

Green Manastones: Odd #s (+11, +13, etc.)

Manastone: HP (Adds to your HP value)

Value Range: +20-85

White Manastones: By Tens (+20, +30, etc.)

Green Manastones: In-between Tens (+65, +75, etc.)

Manastone: MP (Adds to your MP value)

Value Range: +20-85

White Manastones: By Tens (20, 30, etc.)

Green Manastones: In-between Tens (65, 75, etc.)

Manastone: Magical Accuracy (Adds to your Magic Accuracy value)

Value Range: +10, +12

Green Manastones: (+10, +12)

Manastone: Maximum Flight Time (Adds to your Flight Time value)

Value Range: +4

Green Manastones: (+4)

Manastone: Magical Resistance (Adds to your Magical Resistance value)

Value Range: +12

Green Manastones: +12



Godstones

The last part of this guide will discuss Godstones. These are used on all weapon items. The basic premise of a Godstone is to apply some sort of ability, which triggers at a certain percent, to inflict your target with.

Godstones can be found throughout the higher level content of the game. They can be found in similar ways that Manastones can be found, only with a significant less frequency. They can also be obtained as quest rewards. Once you obtain a Godstone, you can visit a Godstone Enchanter NPC, which are usually found in large cities only, and have them enable the Godstone to your weapon for a fee. You may also remove Godstones in a similar fashion as Manastones.

When a weapon becomes enabled by a Godstone, it will receive a partical effect. This means that your weapon will now have a specific type of glow depending on which Godstone you used. Each type of Godstone (Bleed, Blind, etc) has its own color and effect.

The following is a list of some of Aion’s Godstones and their benefit:

(A) = Asmodian Quest Reward

(E) = Elyos Quest Reward

Blue

Bleed

Bleeding Abnormal Condition Smash

65 damage every 2 seconds for 10 seconds at 5% trigger rate.

Bleeding Abnormal Condition Smash

40 damage every 2 seconds for 20 seconds at 5% trigger rate.

Mahisha’s Wrath

71 damage every 2 seconds for 10 seconds at 8% trigger rate.

Blind

(A)Aegir’s Eye Beam

Blinds for 8 seconds at 5% trigger rate.

Rasberg’s Love

Blinds for 10 seconds at 10% trigger rate.

Rasberg’s Tragedy

Blinds for 8 seconds at 5% trigger rate.

(E)Telemachus’s Luster

Blinds for 8 seconds at 5% trigger rate.

Paralyze

(E)Spatalos’s Chastisement

Paralyzes for 5 seconds at 2% trigger rate.

(A)Sueron’s Threat

Paralyzes for 5 seconds at 2% trigger rate.

Vidar’s Dignity

Paralyzes for 5 seconds at 2% trigger rate.

Poison

Orissa’s Blood

38 damage every 2 seconds for 20 seconds at 10% trigger rate.

Root

(E)
Hectate’s Root

Binds for 10 seconds at 2% trigger rate.

Helkes’s Revenge

Binds for 10 seconds at 2% trigger rate.

(A)Sif’s Root

Binds for 10 seconds at 2% trigger rate.

Silence

(E)Jumentis’s Pacification

Silences for 8 seconds at 5% trigger rate.

(A)Sigyn’s Calmness

Silences for 8 seconds at 5% trigger rate.

Srudgelmir’s Silence

Silences for 10 seconds at 10% trigger rate.

Srudgelmir’s Tacitness

Silences for 8 seconds at 5% trigger rate.

Slow

Eio’s Tears

Reduces attack speed by 50% for 10 seconds at 10% trigger rate.

(A)Freyr’s Rest

Reduces attack speed by 50% for 10 seconds at 5% trigger rate.

Ieo’s Sadness

Reduces attack speed by 50% for 10 seconds at 5% trigger rate.

(E)Thrasymedes’s Peace

Reduces attack speed by 50% for 10 seconds at 5% trigger rate.

Snare

Deltras’s Loyalty

Reduces movement speed by 50% for 10 seconds at 5% trigger rate.

(A)Nerthus’s Suppression

Reduces movement speed by 50% for 10 seconds at 5% trigger rate.

(E)Perento’s Standpoint

Reduces movement speed by 50% for 10 seconds at 5% trigger rate.

Stun

(E)Boreas’s Fury

Stuns for 1 second at 6% trigger rate.

Fasimedes’s Majesty

Stuns for 1 second at 6% trigger rate.

(A)Traufnir’s Roar

Stuns for 1 second at 6% trigger rate.

Damage

Earth

Freyr’s Wisdom

1880 earth damage at 1% trigger rate.

Thrasymedes’s Wit

188 earth damage at 10% trigger rate.

Fire

Boreas’s Encouragement

188 fire damage at 10% trigger rate.

Traufnir’s Bravery

1880 fire damage at 1% trigger rate.

Water

Hectate’s Cleverness

94 water damage at 20% trigger rate.

Sif’s Knowledge

940 water damage at 2% trigger rate.

Wind

Jumentis’s Agility

94 wind damage at 20% trigger rate.

Sigyn’s Intelligence

940 wind damage at 2% trigger rate.

Magical Fire

Magical Earth Smash

247 magical fire damage at 3% trigger rate.

Magical Earth Strike

124 magical fire damage at 6% trigger rate.

Magical Fire Smash

370 magical fire damage at 2% trigger rate.

Magical Fire Strike

185 magical fire damage at 4% trigger rate.

Orange

Damage

Earth

(A)Marchutan’s Balance

376 earth damage at 10% trigger rate.

(E)Yustiel’s Heart

376 earth damage at 10% trigger rate.

Fire

(E)Nezakan’s Valiance

3760 fire damage at 1% trigger rate.

(A)Zikel’s Pride

3760 fire damage at 1% trigger rate.

Water

(E)Kaisinel’s Terror

1880 water damage at 2% trigger rate.

(A)Lumiel’s Magical Power

1880 water damage at 2% trigger rate.

Wind

(E)Baizel’s Will

188 wind damage at 20% trigger rate.

(A)Triniel’s Coolness

188 wind damage at 20% trigger rate.

 

IV. Asmodian 1-10 Leveling Guide

The guide is written as a detailed PDF file, so I can't really put it here (as it has lots of coding and pictures linked inside of it and it is a PDF). But if you click here and then just submit your email into the box, you'll get an email of the guide.

The guide looks like this.



I thought that this would be perfect for Friday's beta on the 19th. So far, my fastest time to 10 is 2 hours and 18 minutes following the guide. I think the first time I leveled to 10 it took about 4 hours, so taking a look at the guide is definately worth it IMO.

If you sign up to get the guide, all you do is join my site's mailing list. If you don't want to be on it for the future, you can just send me a PM or there's a option to de-list yourself from the email itself.

 

If you found these guides to be useful, please check out my Website, KFGuides, which is devoted to publishing guides on Aion.

KFGuides, Guides For Your Games
Check out my Website for the latest guides and strategies

Comments

  • Syno23Syno23 Member UncommonPosts: 1,360

    Thank you, what a big guide, and yet you only have one post on this forum, eek...

  • RikitickRikitick Member Posts: 12

    I have to say the guide looks correct and is thorough.

    But selling guides with basic information like this is silly. (Not that you won't sell any)  But all of this information will be available for free on various fansites. *Shrug*

  • KrinadonKrinadon Member Posts: 9

    I am not selling any of these guides =P

    KFGuides, Guides For Your Games
    Check out my Website for the latest guides and strategies

  • RikitickRikitick Member Posts: 12
    Originally posted by Krinadon


    I am not selling any of these guides =P



     

    Doh! Sorry. Thought you were. 

    Guides still look good. :)

  • VABeachDaveVABeachDave Member Posts: 228

    Very nice!

    Fan sites:
    AION-On-Line.com
    aionicthoughts.wordpress.com/
    www.aionarmory.com/
    www.aionglobal.com/
    www.aionsource.com/
    www.areyouhellbound.com/forum/
    www.mmorpg.com/gamelist.cfm/game/253
    www.onrpg.com/

    Official sites:
    www.ncsoft.com/global/
    www.aiononline.com/us/
    eu.aiononline.com/en/

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