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The Unofficial Aion Cleric Guide

Table of Contents

2Important

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2The short version

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2The long version

8Preface

9Introduction

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9General Information

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Role as a Cleric

. . . . . . . . . . . . . . . . . . . . 10Pros and Cons of the Cleric Subclass

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Character Creation

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Elyos vs. Asmodian

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19The Priest Archetype

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Levels 1-10

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Ascension

23Combat Strategy

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Solo Play

. . . . . . . . . . . . . . . . . . . . . . . . . . 24DPS Stats and Suggestions

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24End-game Play

26Leveling

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Elyos

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Levels 10-20

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32Level 20-30

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34Levels 30-40

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35Levels 40-50

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35Eltnen

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36Heiron

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38Theobomos

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39Asmodian

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39Levels 10-20

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41Levels 20-30

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45Levels 30-40

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46Levels 40-50

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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46Morheim

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47Beluslan

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48Brusthonin

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49Grinding Spots

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49Asmodian

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50Elyos

53Spells and Abilities

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53Healing Spells

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53Healing Light

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54Flash of Recovery

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55Radiant Cure

. . . . . . . . . . . . . . . . . . . . . . . . . . . . 56Light of Rejuvenation

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56Healing Wind

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57Light of Recovery

. . . . . . . . . . . . . . . . . . . . . . . . . . . . 58Splendor of Recovery

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58Brilliant Protection

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59Yustiel's Light

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59Marchutan's Light

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60Yustiel's Splendor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . 60Marchutan's Splendor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61Sympathetic Heal

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61Offensive Spells

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61Smite

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62Thunderbolt

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63Root

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63Hallowed Strike

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64Blinding Light

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64Heaven's Judgement

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65Divine Touch

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66Divine Spark

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66Earth's Wrath

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68Festering Wound

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68Chastisement

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. . . . . . . . . . . . . . . . . . . . . . . 69Punishing Wind/Slashing Wind

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69Chain of Suffering

. . . . . . . . . . . . . . . . . . . . . . . . . . . 70Summon Noble Energy

. . . . . . . . . . . . . . . . . . . . . . . . . . . . 70Summon Holy Servant

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72Support Spells

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72Blessed Shield

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73Blessing of Health

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73Blessing of Rock

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73Cure Mind

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74Dispel

. . . . . . . . . . . . . . . . . . . . . . . . . . . . 74Grace of Resurrection

. . . . . . . . . . . . . . . . . . . . . . . . . 75Grace of the Empyrean Lord

. . . . . . . . . . . . . . . . . . . . . . . . . . . . 75Hand of Reincarnation

. . . . . . . . . . . . . . . . . . . . . . . . . . . . 76Memory Pulverization

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76Penance

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77Prayer of Focus

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77Promise of Wind

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77Rebirth

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78Resurrection Loci

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78Reverse Condition

. . . . . . . . . . . . . . . . . . . . . . . . . . . . 79Ripple of Purification

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79Sage's Wisdom

. . . . . . . . . . . . . . . . . . . . . . . . . . . 79Splendor of Purification

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80Splendor of Rebirth

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80Stability

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81Summer Circle

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83Winter Circle

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84Passive Abilities

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84Daeva Abilities

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85Acquittal

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85Brilliant Protection

. . . . . . . . . . . . . . . . . . 86Pandaemonium's Protection (Asmodian)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86Salvation (Elyos)

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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86Word of Destruction

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88Cleric Stigmas

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89Normal Stigmas

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92Advanced Stigmas

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93Level 50 Stigmas

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94Suggested Stigmas

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95Cleric Chains

97Equipment

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97Cloth vs. Mail

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98Important Stats

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98Enhancement Items

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99Manastones

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102Godstones

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102Power Shards

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103Enchantments

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104Where to Find Gear

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105Crafted Cleric Gear

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105Helms

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105Accessories

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105Shields

. . . . . . . . . . . . . . . . . . . . . . . . . . . 105Rest of the Body

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105Abyss Gear

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106Accessories

. . . . . . . . . . . . . . . . . . . . . . . . . . 106Main Body Armor

107PvP Strategies

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107General PvP

. . . . . . . . . . . . . . . . . . . . 107Aion Player versus Player Overview

. . . . . . . . . . . . . . . . . . . . . . . . 108Recommended PvP Stigmas

. . . . . . . . . . . . . . . . . . . . . . . . 109PvP Gearing Enhancements

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109Manastones

. . . . . . . . . . . . . . . . . . . . . . . 111The Cleric vs. Specific Classes

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111Assassin

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114Chanter

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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118Cleric

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118Gladiator

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120Ranger

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124Sorcerer

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127Spiritmaster

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130Templar

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134PvP Group Role

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134PvP Specific Macros

136Other Information

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136Useful Titles

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136Asmodian Titles

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138Elyos Titles

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140Macros

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142Cleric Add-ons

143Clerics and Crafting

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144Alchemy

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145Armorsmithing

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145Cooking

147Kinah Basics for Clerics

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147General Tips

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148Personal Store Tips

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149The Trade Brokers

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151Gathering/Farming

152Term Glossary

153Links and Resources

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The Unofficial Aion Cleric Guide

Preface

New guide updates will be automatically added to your account. If you have any

suggestions or feedback, feel free to drop us an email at [email protected]

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The Unofficial Aion Cleric Guide

Introduction

There are a whole selection of

interesting and fun classes in NCSoft's

new release Aion, and you have chosen

the Cleric to play. This class is one of

Aion's core support and healing classes,

and is one of the classes that is the most

similar to the more traditional versions

you see in other online games as well as

table-top role playing games. Even

though they are similar to other healers,

they have interesting and different quirks

that make them worthwhile to play.

There are lots of different factors that go

into playing a Cleric, and it is a class that

can require a huge amount of skill and

finesse to play well because of both

game mechanics and the abilities of other

players. This guide will tell you exactly

what gear and enhancements a player

should use to optimize their stats for all

kinds of gameplay, as well as explain all

your cleric skills and spells to help you

become a better player. All this

information is divided up into seperate

sections for your convienence, and we

guarantee that this will help you be the

best Cleric possible when other players

are still bumbling around trying to learn

the mechanics of the game right after

release.

Please be aware that this guide is based

on pre-release research and beta playing,

and so there may be some differences in

information that are the result of last

minute game changes. All inaccuracies

will be fixed shortly after the release of the

game in a free update.

General Information

- Role as a Cleric

- Pros and Cons of the Cleric Subclass

Role as a Cleric

As mentioned in the introduction, the

Priest archetype and so the Cleric subclass

are built for support. This does not mean

that the Cleric can't perform some of the

other roles in the game, just that in a

healing role they really shine. And Clerics

are even more of a healing class than even

an all around support class. If you don't

want to spend time buffing, healing, and

ressurecting other players then the Cleric

is probably not the class for you. They can

be slow to level and difficult to solo play

in PvP, but they are highly sought after for

both their buffs and their powerful healing.

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The Unofficial Aion Cleric Guide

Pros and Cons of theCleric Subclass

There are a lot of pluses to playing

Aion's creative version of a main healing

class, as well as some downsides. But

depending on what you like to do, this

subclass can be a blast to play. Clerics

are second to only the plate wearing

classes when it comes to survivability --

their mail gear makes them hardy and

helps them live when they're taking a

beating, and their powerful heals keep

them alive. Clerics also have a massive

pool of Mana, which both adds to their

survivability and allows them to chain

pull mobs while leveling. They have a

wide variety of heals, unlike healers in

several other online games. Where some

classes only have two or three heals, the

Cleric has an awesome (NUMBER).

They provide support with their multiple

dispels and buffs, and as the more

powerful of the two healers they are

heavily sought after. If you are a Cleric,

you have a great chance of getting into

groups, both while you are leveling and

at end game. They are also key in Abyss

PvP combat to keeping their allies alive.

Aion's Clerics are much more versatile

than players might be used to, with a

variety of heals, support spells, and

damaging attacks. This variety keeps

them from turning into boring heal-bots

that require little skill or attention to play.

There are several downsides, however.

Their DPS, while steady, tends to be pretty

weak, especially compared to the

impressive burst damage of a class like the

Assassin. They can be slow to level

because of their lower damage, and there

are even some players who feel that they

don't scale particuarly well at end game

levels. They can be frustrating in single

player PvP if not geared well, and despite

their varied damage skills will often be

regulated to "heal-only" status. Also, while

they are powerful healers, there is a great

deal of skill required to play one properly,

and if a player isn't particuarly good or

needs more practice, it is obvious to other

players. But despite their weaknesses, they

have been a popular and well-recieved

class in the numerous Beta tests. Don't let

any of these downsides turn you away

from the class, because there are ups and

downs to every character class, and heroes

in Aion definitely need strong heros to

help them complete their goals.

Aion is a fairly balanced game when it

comes to class strengths and weaknesses,

and many of the problems with the Cleric

class go away or are less of an issue once a

Cleric manages to find good gear and a

solid group to play with. You don't have to

worry about low DPS with a leveling

partner or a raiding group, and if you're

skilled enough with their massive mana

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pool Clerics can often get the chance to

DPS during battles while healing others.

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Character Creation

Creating your character is the very beginning of the many adventures to be had within

the world of Atreia. Creating a character in a new game for the first time can be a

confusing process, and so this section has some important information to consider when

creating a Priest (which will later become a Cleric).

Elyos vs. Asmodian

In Aion, there are two factions available for players to choose from. One faction is the

angelic Elyos, and the other are the demon-like Asmodians. Many multi-player online

role-playing games have big differences in class skills and startign stats for different races

and factions, but this is generally not the case in Aion. Each faction has only one playable

race at this time, and other than appearance and questing area differences, they are almost

completely identical. Both Asmodian and Elyos Priests start the game with 201 hit points

and 375 mana points. They both recieve the same Priest and later Cleric skills and spells,

and although sometimes the abilities have different names, they do the same thing for each

race. In early versions of the game there were different Daeva Point skills for each race,

but that has since been changed. There are only one or two abilities that have a substantial

difference between them. The only reason to choose one race over another is for aesthetic

or lore purposes. It is possible that certain stigmas stones only drop for one race or the

other, but that hasn't been tracked or proven yet. So pick the race you're the most interested

in to be your Cleric, and don't worry that you're choosing the one with less effective

abilities or stats.

Here are the small number of differences between the two races' spells:

Spell/Ability Race Spell Summary

Salvation I Elyos

Recovers MP by 50% of yourmaximum MP and HP by 50% ofyour maximum HP byconsuming your DP.

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Pandaemonium's Protection I Asmodian

Recovers MP by 50% of yourmaximum MP and HP by 50% ofyour maximum HP byconsuming your DP.

Summon: Holy Servant Elyos

Summons a holy spirit near you.This spirit does not move fromthe summoned spot, and inflictslong-range magical fire damageon a selected target within a 25mradius. This spirit vanishes aftera while and consumes its HPwith each attack.

Summon: Holy Servant Asmodian

Summons a holy spirit near you.This spirit does not move fromthe summoned spot, and inflictslong-range magical fire damageon a selected target within a 25mradius. This spirit vanishes aftera while and consumes its HPwith each attack.

Summon Noble Energy Elyos

Summons a holy spirit near you.This spirit does not move fromthe spot where it was summoned,and repeatedly attacks a targetwithin 30m for 1149 magical firedamage, consuming part of thespirit's HP with each attack. Thespirit vanishes after a time.

Summon Noble Energy Asmodian

Summons a holy spirit near you.This spirit does not move fromthe spot where it was summoned,and repeatedly attacks a targetwithin 30m for 1149 magical firedamage, consuming part of thespirit's HP with each attack. Thespirit vanishes after a time.

Slashing Wind ElyosDeals 612 magical wind damageto a target within 25m of you.

Punishing Wind AsmodianDeals 490 magical wind damageto a target within 25m of you.

Yustiel's Light I Elyos

Instantly recovers the HP of atarget within a 25m radius of youand up to 6 allies within a 25mradius of the target by 1152, andadditionally recovers their HP by230 every 2 sec for 10 sec.

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Marchutan's Light I Asmodian

Recovers the HP of a targetwithin a 25m radius of you andup to 6 allies within a 25m radiusof the target by 1152, and formsa shield for 10 sec that can block1152 damage each time, up to1152 damage, whenever youreceive EveryHit.

Ancestral Yustiel's Light I Elyos

Heals a target within 25m of youand up to 6 allies within a 25mradius of the target by 1152, andalso heals them by 230 every 2sec for 10 sec.

Ancestral Marchutan's Light I Asmodian

Heals a target within 25m of youand up to 6 allies within a 25mradius of the target by 1152, andforms a protective shield for 10sec that can block 1152 damagefrom each All Attacks, up to1152 damage.

Yustiel's Splendor I Elyos

Heals a target within 25m of youand up to 6 allies within a 25mradius of the target by 1382, andadditionally heals them by 276every 2 sec for 10 sec.

Marchutan's Splendor I Asmodian

Heals a target within 25m of youand up to 6 allies within a 25mradius of the target by 1382, andforms a shield for 10 sec that canblock 1382 damage from eachAll Attacks, up to 1382 damage.

There are also several buff items that are only available to one race, such as manastones

or stigmas. Here are the various enhancement items that are available to each race.

Item Race Enhancement Required Level

Manastone: MaximumFlight Time +4 Asmodian

Increases MaximumFlight Time by 4 pointswhen socketed on anitem. 30

Manastone: Accuracy+25 Asmodian

Increases Accuracy by25 points whensocketed on an item. 50

Manastone: Evasion+15 Asmodian

Increases Evasion by 15points when whensocketed on an item. 50

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Manastone: MagicBoost +19 Elyos

Increases Magic Boostby 19 points whensocketed on an item. 20

Manastone: PhysicalCritical Hit Elyos

Increases PhysicalCritical Hit by 9 pointswhen socketed on anitem. 20

Manastone: Accuracy+21 Elyos

Increases Accuracy by21 points whensocketed on an item. 30

Manastone: HP +65 Elyos

Increases HP by 65points when socketedon an item. 30

Manastone: MP +65 Elyos

Increases MP by 65points when socketedon an item. 30

Manastone: PhysicalCritical Hit Elyos

Increases PhysicalCritical Hit by 11 pointswhen socketed on anitem. 30

Manastone: Attack +5 Elyos

Increases Attack by 5points when socketedon an item. 50

Manastone: MagicBoost +25 Elyos

Increases Magic Boostby 25 points whensocketed on an item 50

Manastone: MaximumFlight Time +6 Elyos

Increases MaximumFlight Time by 6 pointswhen socketed on anitem. 50

Manastone: PhysicalCritical Hit Elyos

Increases PhysicalCritical Hit by 15 pointswhen socketed on anitem. 50

Godstone: Lumiel'sMagical Power Asmodian

Imbues a weapon itemwith the effect thatinflicts 1880 points ofwater damage on thetarget at the trigger rateof 2%. 40

Godstone: Marchutan'sBalance Asmodian

Imbues a weapon itemwith the effect thatinflicts 376 points ofearth damage on thetarget at the trigger rateof 10% 40

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Godstone: Triniel'sCoolness Asmodian

Imbues a weapon itemwith the effect thatinflicts 188 points ofwind damage on thetarget at the trigger rateof 20%. 40

Godstone: Zikel's Pride Asmodian

Imbues a weapon itemwith the effect thatinflicts 3760 points offire damage on thetarget at the trigger rateof 1%. 40

Godstone: Aegir's EyeBeam Asmodian

Imbues a weapon itemwith the effect thatblinds the target for 8seconds at the triggerrate of 5%. 40

Godstone: Freyr's Rest Asmodian

Imbues a weapon itemwith the effect thatreduces the target'sattack speed by 50% for10 seconds at the triggerrate of 5%. 40

Godstone: Nertia'sSuppression Asmodian

Imbues a weapon itemwith the effect thatreduces the target'smovement speed by50% for 10 seconds atthe trigger rate of 5%. 40

Godstone: Sif's Root Asmodian

Imbues a weapon itemwith the effect thatbinds the target for 10seconds at the triggerrate of 2%. 40

Godstone: Sigyn'sCalmness Asmodian

Imbues a weapon itemwith the effect thatsilences the target for 8seconds at the triggerrate of 5%. 40

Godstone: Suthran'sThreat Asmodian

Imbues a weapon itemwith the effect thatparalyzes the target for5 seconds at the triggerrate of 2% 40

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Godstone: Traufnir'sRoar Asmodian

Imbues a weapon itemwith the effect thatstuns the target for 1second at the triggerrate of 6%. 40

Godstone: Kaisinel'sTerror Elyos

Imbues a weapon itemwith the effect thatinflicts 1880 points ofwater damage on thetarget at the trigger rateof 2% 40

Godstone: Nezekan'sValiance Elyos

Imbues a weapon itemwith the effect thatinflicts 3760 points offire damage on thetarget at the trigger rateof 1% 40

Godstone: Vaizel's Will Elyos

Imbues a weapon itemwith the effect thatinflicts 188 points ofwind damage on thetarget at the trigger rateof 20%. 40

Godstone: Yustiel'sHeart Elyos

Imbues a weapon itemwith the effect thatinflicts 376 points ofearth damage on thetarget at the trigger rateof 10%. 40

Godstone: Boreas' Fury Elyos

Imbues a weapon itemwith the effect thatstuns the target for 1second at the triggerrate of 6%. 40

Godstone: Jumentis'Pacification Elyos

Imbues a weapon itemwith the effect thatsilences the target for 8seconds at the triggerrate of 5%. 40

Godstone: Perento'sStandpoint Elyos

Imbues a weapon itemwith the effect thatreduces the target'smovement speed by50% for 10 seconds atthe trigger rate of 5% 40

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Godstone: Spatalos'Chastisement Elyos

Imbues a weapon itemwith the effect thatparalyzes the target for5 seconds at the triggerrate of 2% 40

Godstone: Telemachus'Luster Elyos

Imbues a weapon itemwith the effect thatblinds the target for 8seconds at the triggerrate of 5% 40

Godstone:Thrasymedes' Peace Elyos

Imbues a weapon itemwith the effect thatreduces the target'sattack speed by 50% for10 seconds at the triggerrate of 5%. 40

Regular Power Shard Asmodian

Using this stoneincreases the weapondamage by 20 points. 20

Greater Power Shard Asmodian

Using this stoneincreases the weapondamage by 25 points. 30

Quality Power Shard Asmodian

Using this stoneincreases the weapondamage by 30 points.

40

Premium Power Shard Elyos

Using this stoneincreases the weapondamage by 35 points. 50

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The Priest Archetype

The class system works a little

differently in Aion than in many other

online roleplaying games. A player can

choose between four different class

archetypes, which are the Mage, the

Warrior, the Priest, and the Scout. Each

one of these archetypes divides into two

subclasses at level 10. The Cleric is a

subclass of the Priest archetype (the other

choice being The Chanter), so for the

first ten levels of the game you'll be

playing a Priest and not the Cleric in

specific. This archetype will give you an

idea of the various skills and abilities that

will later be available to the more

advanced subclasses, in theory to help

you choose which play style you are

more interested in. This section will

guide you through the first ten levels as

the common Priest, to help you reach

Ascension faster and become a Cleric

quickly.

Levels 1-10

Elyos Priests will spend these levels in

the starting area of Poeta, while

Asmodians will be in Ishalgen. Characters

will generally be able to purchase books to

learn new skills at every new odd level, as

well as at Level 10 once they have

ascended and chosen a subprofession. In

general, the quests in Poeta and Ishalgen

mirror each other, being similar in what

needs to be done to complete them. The

lore is a little different for each race, and

there are some different quests as well.

The quests in these areas flow very well,

and are generally quite easy to follow.

After a couple of quests at each "hub",

characters will recieve a quest to head on

to another area, and on the way to the next

questing spot there are often a couple new

quests to complete. If you just collect all

the quests at an area that you can and then

complete the chains, it's very simple to

make it through all the areas quickly

without criss-crossing the starting area too

much. Poeta and Ishalgen also don't have

specifically labeled group quests (although

having another character around doesn't

hurt) so it is also easy to solo quest

through the entire area.

Your character will start the game with

201 hit points, 375 mana points, and

simple starting gear that will consist of

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chest, pants, feet, and a weapon. Priests

can wear both cloth and leather, but it's

generally best to wear leather. All of

these starting items have manastone slots

in them, so as monsters are defeated and

manastones are acquired they should

immediately be placed in a slot. You will

obtain many more manastones than you

can use at these early levels, and the

boost to various stats so early on will

make a big difference. The best

manastones for a Cleric are +HP, +MP,

and +Magical Damage (for extra spell

damage for leveling). Most of the others

can be at least a little bit useful (and they

don't vendor for very much) so you

might as well toss them into the slot until

a better stone can be found. Reasonable

upgrades can also be purchased from the

Weapons and Armor vendors in either

Aldelle Village or Akarius Village, but

remember that you'll recieve better armor

as quest rewards later on in the zone. It's

personal choice as to whether you

upgrade as early as possible or just save

the Kinah for other things. Your

character will start with the typical

attack, rest (regain Mana and Health),

and Home (teleport to your bound spot)

abilities, and as a priest will have Smite I

and Healing I. These spells are pretty self

explanatory -- Smite is a channelled

damage spell, and Healing is a healing

spell. For the first two levels the general

strategy is to pull a monster from a

distance and chain cast Smite until it dies.

Luckily Priests have a huge mana pool for

their level, so you won't have to stop to

rest very often, and the Healing spell lets

you chain pull. The first couple quests in a

starting zone will consist simply of killing

a handful of creatures, and it can be really

helpful to kill more of them than the quest

requires until you gain a level or two.

Grinding out a couple of extra monsters

will give you a slight level boost on the

quests in the rest of the area and so you'll

move faster through the rest of the starting

zone.

At level 3, new skills and abilities

become available for your character. There

is also a quest for learning these new

skills, so make sure you pick that up for

the extra experience. Elyos Priests can

purchase new skill books from Kagas in

the Nobelium building in Akarios Village,

and Asmodians can obtain them from

Kirhen in Aldelle Village. Blessing of

Health I and Hallowed Strike I are the new

spells that you'll be able to purchase.

Blessing of Health is a buff that will

increase the Maximum HP of a target

within a 15m radius by 10% for 60 min.

Make sure you keep it on from now on, as

extra health is always useful. Hallowed

Strike is your first chain attack, and having

this in your toolbar not only adds a bit of

diversity to your damage rotation. It's a

physical strike that does decent damage as

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well as adding a slowing debuff to the

target, so add it into your rotation after a

cast or two of Smite. It has a cooldown,

so use Smite or your regular attacks until

it is available again, then rinse and

repeat. This makes killing enemies a

little faster because you're cutting out the

chain-casting of Smite. Continuing to

complete quests and killing the odd

monster that happens to be in your path

is the best way to level quickly. It won't

be until you hit level 5 or so that

monsters will be aggressive, so this will

allow you to quest and grind without

worrying about pulling extra mobs.

Level 5 brings Light of Renewal I and

Blessing of Protection I. Light of

Renewal I is a heal over time spell that

can be useful on some occassions, but it's

pretty underpowered especially for the

mana it uses. Blessing of Protection goes

hand in hand with the earlier buff spell

Blessing of Health. It is a buff with an

hour long timer that increases Physical

Defense by 10%. Having both these

buffs active all the time will make a big

difference in both the Priest's HP and

ability to take damage. It's also just a

friendly gesture to throw these buffs on

other players you run up on in the world.

The Priest is a support class, so getting

used to helping out others won't hurt at

all. Around this level is when enemies

will start to be aggressive, so pulling

with Smite and watching your placement

become even more important. Priests can

take a decent beating and can heal

themselves, but when it comes to DPS

they're fairly low on the totem pole. The

key is being able to outlast enemies, so

pulling with low health or low mana can

be diastrous. Level 7 brings Heaven's

Judgement I, which is a great addition to

any Priest's damage rotation. It is part of a

chain, which means it must be cast in a

certain amount of time after Hallowed

Strike. Heaven's Judgement inflicts 106

magical wind damage on your target and

stuns the target temporarily. This skill will

up your DPS considerably, and so adding

Heaven's Judgement into the rotation after

Hallowed Strike whenever it's available

will help speed up your kills. After two

more levels, Priests recieve Promise of

Wind I and Light of Ressurection. Light of

Ressurection is exactly what it sounds like,

a ressurection spell for any fallen players.

Promise of Wind is another buff spell that

can only be used on yourself; it inflicts

additional damage on the target with the

probability of 5% for 30 minutes. At this

point you can also begin your class

specialization quest, which will let you

pick the Cleric as your subclass and then

level up to 10, when a large selection of

Cleric books become available for

purchase.

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Ascension

Ascension is technically a quest

completed at Level 10, where your

character officially becomes a Daeva and

recieves their wings. This section

includes information on that, but also on

the quests gained at level 9 which allow

you to choose your subclass. Depending

on how many monsters you've had to

kill, you might complete the quest to

become a Cleric at level 10 rather than

level 9. Just make sure that you complete

all the other quests in an area before

accepting the transport to the main city

where you will finish the quest for

Ascension. Elyos Clerics will be able to

get this teleport from Pernos on the

Agaric Spore Road, while Asmodian

Clerics will speak to Munin after

finishing everything. Once teleported,

your character will complete a quest

where they attend an official ceremony,

and then your character will gain their

wings and the ability to build up Daeva

Points. Now you can start to explore the

rest of Atreia and level up as a Cleric

rather than just a simple Priest.

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Combat Strategy

Here are general strategies, tips and

tricks for soloing, grinding, and playing

in groups.

Solo Play

Leveling as a Cleric can be slow going,

especially before Level 35. Knowing

damage rotations can make the leveling

grind a little easier by optimizing the

damage of various abilities so you can

take down enemies quickly. Using the

right soloing combinations will not only

reduce kill times but also reduce the time

spent regaining mana. There are several

useful, detailed rotations that should help

speed up your mob kills and thus speed

up your leveling time. Controlling the

number of mobs you are dealing with is

essential, so most combat situations will

preferably begin with you pulling

creatures to a safe spot using one of your

ranged spells. This spell is generally

Smite, but it is also acceptable to Root a

mob in place to give you a couple more

seconds without having them beat on

you. Using your chains when you can is

the best idea, as they generally do the

most damage in the shortest amount of

time. Cast Smite on enemies as they

approach, and then trigger your first chain

when they get close, which is Smite

---->Thunderbolt---->Divine Spark.

Throwing a damage over time on a mob

(such as Chastisement) is never a bad idea

either. Then hitting them with other skills

that aren't on cooldown -- such as

Hallowed Strike and then one of its follow

up chain spells until your other abilities

are off of cool-down is the rest of the

general strategy. Spells such as Summon

Holy Spirit are good for an extra damage

boost or to help out in a situation where

you have pulled too many monsters. After

the enemy is defeated you loot the corpse

heal yourself with a spell with a short cast

or one of your heal over times if the

damage isn't huge, and you move on to the

next mob. Then you generally rinse and

repeat, popping a mana potion or resting

when your mana pool gets low and healing

yourself when you need it. Clerics make

up for the lower damage by being able to

soldier on without stopping for a long

time; it might take you a bit to kill

enemies, but you don't have to stop to

restore mana or health very often.

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DPS Stats andSuggestions

Although it isn't what the Cleric class

was designed for, they can be built as a

DPS class for either soloing or group

play, including in PvP combat. With

another Cleric along specced for full

healing, a hybrid damage/healing Cleric

could be helpful in a large PvP group,

but you'll never match the damage of

most of the other classes, provided they

are well-geared and well played.

A weapon is the most important piece

for a DPS Cleric. The stats on it will

affect whether your attacks are resisted

or not, and will directly affect the

physical damage that is done. The best

stats for a damage Cleric are Knowledge,

Magic Boost, and Magical Accuracy.

End-game Play

End-game Play in Aion mostly revolves

around player verus player combat and

various instances connected to the Abyss.

A Cleric's place in this is generally going

to be as a healer, so building up the proper

gear and then serving as the main healer

for both PvP and PvE groups is what you'll

spend much of your time doing at the

end-game. The strategies and concepts

behind healing in Aion are fairly

simplistic, although when you are actually

healing it takes skill, practice and timing

to become a good healer. Clerics will

generally spend most of their time

spamming one heal and watching their

mana, despite the big selection of different

types of healing spells they have. Healing

should be focused on the tank when in a

PvE situation, and other than keeping the

health bars of your party members up you

should manage dispelling abnormal

effects, watching your Enmity, and

making sure everyone is buffed. Healing

in PvP is a little bit more complicated, but

not by much. There are several group

heals that are useful when used properly,

and both the number of your targets to

heal and the speed of combat are

increased. Learning the cast times and the

exact effects of your healing spells is vital.

With so many spells to choose from,

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healing in Aion, while simple, is

generally a personal preference system.

If you keep people alive, don't run out of

mana too quickly, and generally help get

the tasks completed, you will be fine.

This has the potential to change with

more theorycrafting and more time spent

playing at the end-game levels of the

game, but there aren't any hard and fast

suggestions for healing in Aion, other

than the universally held opinion that the

Heals over Time in the game right now

are not suggested for group healing.

They do not stack with one another, and

each tick doesn't heal for very much. But

other than that, use spells that fit into

each specific situation with amount

healed, extra bonuses, or cast time.

In instances and PvE play, Clerics

should stay back slightly from the rest of

the group (all the while being conscious

of their surroundings and wandering

mobs, however) to avoid AoE attacks

and to put a little bit of distance between

the mobs and themselves. By avoiding

area of effect damage, Clerics have one

less person to worry about healing and

you also don't have to worry about

damage interrupting your casting. Also,

by being back a little bit, the tank

potentially has time to intercept a

charging enemy if your healing enmity

surpasses his taking enmity. AI

Controlled characters generally move

faster than player characters, but giving

the tank even a little bit of a chance of

keeping the mob off of you is generally a

good plan. In most games, healers only

heal when they come along in instances,

but sometimes Clerics are the exception to

this suggestion. They have so much mana

that in some fights when the HP of the

party is doing just fine that it can be okay

to throw out a couple of damaging casts to

help take down enemies faster. Be sure to

only do this if your party is having an easy

time, however, and always be on the

look-out in case things go sour. It would

be wise to make sure your group is okay

with this before you do it, however.

In massive end-game PvP, Clerics are

everybody else's targets. Moving about

constantly and trying to blend in with your

teammates is key to staying alive for any

significant amount of time in the Abyss.

Don't ever follow after a single player who

is chasing a fleeing enemy player, because

that will make you especially vunerable.

The true power of Clerics is in groups.

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Leveling

Having somewhat of an idea of where

quests are, when to move to a new area,

and other general tips will make leveling

up your character faster and less

frustration. Here are some general

suggestions to make the process

smoother, as well as some specific

information for each faction.

Kill Enemies Rather Than

Stealthing. This tip applies even to

classes that don't have the hide ability.

There aren't that many quests in Aion, so

the monsters you kill are a big part of the

experience you gain. So as you run

through various areas, kill monsters that

are in your way rather than stealthing,

dodging or avoiding them. This will

make a big difference in your experience

gain and overall leveling speed in the

long run.

Gather Everything You Can. Not

only do various quests around Atreia

require you to have a certain level of

gathering to complete them, gathering is

a great way to make Kinah and each time

you gather an item your characters gain a

small amount of experience. It isn't a lot,

but it will add up over time.

Prepurchase Skill Manuals. If you can

afford to do so (and have the inventory

space) buy the skill manuals for the next

several skills so that you have them to use

immediately but don't have to travel all the

way back to a trainer. This will end up

saving you a lot of travel time.

Use Potions, Powders and Foods.

Using food to buff your health, mana or

DPS can make a difference in the long run,

as can stocking up on various potions and

powders that will allow you to renew your

mana and health without stopping to rest.

Set Up A Personal Store. If you need to

go AFK, go ahead and set up a personal

store with any items that you have in your

inventory that might be worth selling. It

has the potential of making money while

you're off making a sandwich or

answering the phone.

Purchase Sanctum/Pandaemonium

Scrolls. This is where you can purchase

skills and other items, as well as craft and

train. It can save some time to purchase

the teleportation scrolls to your faction's

city so that whenever you need something

from the city you can just teleport back

rather than having to take flight points, run

to a quest hub with a portal, etc.

Aion is different from several other

games in that there is not an endless

supply of quests, where you'll leave some

assignments undone because they are of a

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lower level while you move on to the

next area. Expect to spend a fair amount

of time killing monsters and general

grinding, more than some players might

be used to. As you level up, quests

reward less and less experience relative

to your level, so while it might not seem

intuitive filling out the rest of your

experience bar with monster kills once

you have completed all the quests at your

level can actually save you time later. So,

for example, if you are Level 25, once all

your Level 25 quests are finished grind

out the rest of that level instead of doing

all of the higher level classes. But finding

all the quests in an area can also be

difficult, as there are not always

story-hook quests to take you to all the

areas. So before you move on to another

zone, make a quick run (or even flight!)

around to make sure you have collected

and completed all the quests you possibly

can.

Elyos

The Elyos live in the bright and

beautiful kingdom of Elysea, and are

considered to be the more physically

stunning of the two factions. They serve

the five Seraphim Lords, and while they

are generally kind and warm they can also

be arrogant and judgemental. They are

mortal enemies with the Asmodians, who

they hold responsible for the destruction of

the Tower of Eternity. The Elyos have

fewer early leveling zones than the

Asmodians, and to many players it feels

like in the early levels it is slower to level

an Elyos than an Asmodian. The race's

leveling will speed up at higher levels,

however, so don't feel too discouraged

about the time you are making.

Levels 10-20

At Level 10 Clerics gain a whole host of

new skills, including some new chain

skills. These abilities are Healing Light II,

Light of Rejuvenation I, Salvation, Root,

Smite II, and Thunderbolt I.

After finishing up with all of your

Ascension quests in Sanctum (and

spending a little bit of time exploring and

purchasing skills) you'll move onto the

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town of Verteron. This is the quest hub

for the next level or so, so take note of

where everything is so you'll have an

easy time getting around. There are your

basic vendors and trainers here, along

with a number of quest givers. This is

also the first area where you'll be able to

use your newly acquired Daeva wings.

The first set of quests that should be

picked up are the following:

Danger From AboveAn Honest

MerchantLobnite HuntPolluted

FountainheadAncient Lobnite

FossilDecorative Weapons

Start with the quest above Verteron,

[Danger from Above]. Hypnos can be

found on a platform above the town. This

quest will help you figure out your

wings. Complete all the follow up quests

up in the sky to get them out of the way,

since going back up that direction is kind

of out of the way.

The rest of the first round of quests can

be done in any order that you want to do

them, as they're basically in a circle

around Verteron, and almost all of them

require killing mobs to complete the

quest. Beware of Paksique; he is a crab

roaming around Verteron that can easily

one-shot your character. Also, make sure

you pick up the quest from Gaione, who

is a Daeva in the shape of a Tog. Once

all of the quests are completed return to

Verteron, turn them in, and pick up the

next round, which includes:

Masked Loiterers (Updated)A Father's

LetterA Mother's Worry

Head slightly northeast from Verteron to

complete [Masked Loiterers]by killing 5

spies. Return to Spiros to turn this quest

in, and then make sure you stop buy the

vendor and purchase some Verteron

Pepper; you'll need it for a future quest

and picking it up now will save you the

long run back to Verteron from Tolbas

Village. After that, head north towards

Tolbas Village. Along the side of the road

on the way there you'll see two quest

givers. The enemy-infested farm slightly

off the regular path is the next mini-quest

hub. There are seven quests available from

the quest givers in this area which are

Gano, Ondanius, and Nola. Complete

these quests:

The Forest OutlawCollecting

KukuruAbandoned ScarecrowBelbua's

TreasureNola's RequestPumpkin Season

and then move onto Tolbas Village once

you receive the timed delivery quest

[Delicate Mandrake]. After turning in the

timed quest, collect all the other quests.

You'll spend some time back at the farm

you just left, so make sure you bind

yourself to the Obelisk in this village

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before you run back to complete the new

quests. Binding here will save you a lot

of time later, as once you finish quests

you can warp back to the village.

Continue to finish up the quest chains at

the farm -- and when you kill the named

mob Cavil, make sure to check the wall

of the house he is in for some Suspicious

Documents that you can loot. Once all of

these quests are finished, you'll begin to

get new sets of quests for a different area

of the map, mainly to the Dukaki Mine,

which can be found to the north of

Tolbas. There are several quests here, so

while you are in the area you'll need to

collect 5 pieces of Silver Ore, 7 Supply

Containers, and kill 9 Dukaki Miners.

The miners can be found throughout the

entire area, so at first just kill them as

you run up on them. The Silver Ore can

be found outside of the actual mine, but

it requires 35 Vitality Gathering Skill, so

if you do not have that you'll need to

gather-grind Iron and other gatherable

items in the area until you hit 35. After

you have gathered all the ore, head into

the mine itself, and be careful of the

Tursin Bigmouth mobs. The supplies you

need can be found within the mine here,

in lootable brown boxes. If you haven't

already killed all the Miners you need to,

finish that, and then head back to Tolbas

to turn in the quests. Continue

completing quests in Tolbas village, and

you should be at about level 13 or 14

when it is time to move onto the next hub.

Head south out of Tolbas Village into the

Southern Tolbas Forest. Collect all of the

quests at the Geolus Campsite, and then

make a quick trip back to Verteron to turn

in the two quests you have there. Then

return to the Campsite, killing Rakeclaw

Frillnecks for one of the quests you

acquired at the campsite. Then kill Togs

and Plumas, complete the Frillneck Eggs

quest and head back to the camp and turn

in these quests. Now you should have the

quest Frillneck Hunt (updated), and then

it's time to make the trip back to Tolbas

Village. Unfortunately you'll spend a fair

bit of time criss-crossing around this area,

but trying to build up large numbers of

quests in the same area to complete will

save a little bit of time. Turn in any quests

you can, and pick up all the new ones. At

this point, you should have:

Stolen JewelryStolen Village

SealCollecting Poison SacsMissing

PoppyGift to a PilgrimFrillneck Hunt

(updated)

It's time to go back to the Dukaki Mines

to complete [Stolen Jewelry], [Stolen

Village Seal], and [Missing Poppy]. For

Stolen Jewelry, kill Cooks until they drop

one piece of jewelry, Bruisers until they

drop another, and then Watchers for the

final piece of the jewelry. These kobolds

are found in the settlement outside of the

mine, not inside of it. The Stolen Village

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Seal can be found near the very back of

the mine, in a Pile of Stolen Items. But

once you loot this pile you discover that

the Seal is not there. Talk to the nearby

Shugo, and complete the quest he gives

you by aggroing the mob named Mimiti

and bringing her within range of the

Shugo. After this quest is completed, loot

the pile again and the seal will be there.

The final quest you should do in the

Dukaki Mines is Missing Poppy, because

it will take you back to the town. Turn in

these three completed quests, and pick up

the new one that appears from the NPC

named Abolos. This quest is called

Lightningfoot Tuka, and it is fairly

straight forward. Trek back to the Dukaki

Mines and kill the mob called

Lightningfoot Tuka. Return to Abolos to

complete the quest, and it is time to head

back to the Southern Tolbas Forest.

Finish up some of the other quests in

your journal by killing Tiny Arachna's

for an Arachna Poison Sac, and then

heading slightly east to kill Giant

Rakeclaw Frillnecks. Keep running east

and you will eventually find an NPC

named Lepios, who will have several

quests for you. Finish these, and then

turn them into Lepios. Go back to

Verteron (it is fast to use your Return

spell to port back to Tolbas and then take

the flight path back to Verteron) and

teleport back to Sanctum to get the next

couple quests in a chain. By this time

you should be about Level 14 or 15. Talk

to Dimos in Sanctum, and then bounce

from Dimos to Jumentis to Quintus, and

then Geolus. On the way to Geolus stop in

the Lyceum and speak to Hygea to get

your training and Yustiel's Tears. After

you've run all over the city and gotten all

the updates for the quest, return to Tolbas

Village. Turn in a quest to Leto, and head

back towards the forest to kill Trandila.

Turn in all the quests you can at the

Campsite, then stop in at Tolbas Village

again on your way to the next quest hub to

turn in the quest you received from the

Campsite.

The next area can be reached by

following the road north out of Tolbas

Village and then taking the left fork in the

road when you reach it. Before you hit the

next quest area, however, you'll run up on

a headless statue that has a quest marker

over its head. Hop into the water near the

path and you'll find the head of the statue.

Collect it and return to the statue to

complete the quest. Continue down the

road, and soon you'll reach two NPCs

named Dronoa and Anasia. Each of them

will have a single quest for you, and these

two quests are Soporific Mushroom and

Pilgrim in Trouble. There is also a quest

giver in the area that is in the shame of a

ram-like animal named Considerate Lagos.

He has several quests for you. Complete

all of these quests, and continue south

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down the road. This will lead you

through the Zumion Canyon, and you'll

reach a place called Pilgrim's Respite.

Turn in and complete what quests you

can here. Here is a good point to spend a

little time grinding, because it is much

faster than questing at this point and

many of the other quests in the zone need

you to be at least Level 16. At Level 16

several more quests will open up for you

to do in Pilgrim's Respite. Also, just

north of the Contaminated Swamp is an

NPC with a large number of quests for

you. If completing these quests do not

help you get to Level 17, spend a little bit

more time grinding.

There are two quests back in Verteron

that can be completed fairly quickly, so

at some point in this ou can se the flight

master in Pilgrim's Respite to return to

Verteron, where you will recieve two

quests named [Alteno's Wedding Ring

]and [An Antidote for Roseino]. Run

Northwest out of Verteron to the path in

Ellun River Mouth. The Wedding Ring is

on the coast, directly North of the word

"River" on your map. Return to Pilgrim's

Respite once these quests are done, and if

you have finished everything in this area,

leave Pilgrim's Respite and travel west

until you reach Miraju's Holy Ground.

Most of the quests in this area require

you to be Level 18 before you can get

them, but complete what quests you can

and grind for a little bit until everything

else opens up to you.

Once you have cleaned up everything, it

is a good time to return to Sanctum to

purchase any gear, skills ro enhancements

that you wish. Then return to Verteron

Citadel and fly from there to the Verteron

Observatory. There are a number of quests

here, so collect all of them. Update your

campaign quest [Nest of Lepharists] first,

and then complete what quests you can in

the area. Now we come to a bit of an

impasse -- once all the quests available to

you in an area have been completed, there

are only two ways to make the last two

levels (unless you spent time grinding at

earlier levels), and they are completing

group quests that can be collected at the

Tursin Outpost or by grinding. Completing

group quests is the better option -- it will

be significantly faster and you'll get more

experience that way, but if you hate

dealing with people or can't find a group,

grinding is also an option. Doing either of

these things will get you to Level 20, when

new areas and new quests will open up to

you.

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Level 20-30

Now it is time to journey to

Theobomos, as you have likely

exhausted all the quests in Verteron and

you're probably looking for a change in

scenery. Before heading to Theobomos,

however, it is quite useful to complete

the Stigma quest that becomes available

to players at Level 20. This will allow

you to equip Stigma stones, which can be

extremely useful. Taking the time to stop

off in Sanctum to update skills, armor

and sell off items isn't a bad idea either.

Once you have finished all your activities

in Sanctum, make the trip to the

Meniherk Excavation Camp in

Theobomos. Now you'll want to grind

out the mobs in the area in the low 20s

until your character reaches Level 21.

Upon reaching Level 21, return to the

Excavation Camp to collect all the quests

in the area. There are five of them in

total, and they are:

Agrint AfirePests Among the

VegetablesKerubar

InterferenceKuomonerk's Side JobA Map

Made of Stone

Start with completing [Agrint Afire].

Travel south from the Excavation Camp,

past the Crimson Barrens and a little to

the Southeast to reach an NPC named

Tartagan. Speak to him, and then turn

around and go back north to find Kerubian

Workers and Bandits for [Kerubar

Interference]. Kill the number you need

for the quest (although doing some extra

killing certainly won't hurt). Remember

that these enemies will call for help, so be

careful in your pulling so you don't end up

having to make the run back because you

died. Continue back towards Meniherk

and you'll find the Wasteland Gorgons and

Stinking Clodworms that are needed for

one of your quests. They are found in the

Crimson Barrens; the Gorgons are to the

west of the area title on the map, and the

Clodworms are slightly to the south.

Complete the other quests remaining in

your log and then return to the Excavation

Camp and turn them in. [Kuomonerk's

Side Job] is a repeatable quest, so refresh

it once you turn in your other quests and

grind this out until your character reaches

Level 22.

Make a quick trip back to Sanctum to

empty your bags, buy skills, list auctions,

etc., and then teleport to Eltnen.

Immediately upon arriving in the Fortress

update your campaign quest.

Unfortunately (or fortunately, depending

on your leveling tastes), here is where the

heavy Elyos grind begins. Once you've

updated the campaign quest in your log,

leave the Fortress, killing any monsters

you run into in the forest surrounding the

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area. Head to the Putrid Mire, which is

Northwest of the Eltnen Fortress. This is

the area where you'll spend the majority

of your time until level 23/24. Just grind

the mobs in the Mire, and once you

decide you want to have a change of

scenery (as long as you're at least level

23) travel east into the Eiron Desert.

Clerics can leave the Mire sooner than

some other classes because they have

self-heals and can generally handle

higher level mobs better than some of the

squishier classes. The higher level the

monster, the more experience, as long as

it isn't taking you too long to kill the

individual enemy.

In the Eiron Desert there are a variety

of monsters, including Gnarls, Basilisks

and Kurins. Most of them are Level 25,

which should be a good monster level for

grinding. Spend the next level or two

here, and be careful of rifting Asmodians

in the area. If you find yourself being

overwhelmed by enemy players, there

are some friendly NPCs wandering

around the area to help you out. If the

desert gets too overrun by other players,

you can always return to the Mire for

slightly lower level mobs or head to

another area in Eltnen until they get

bored and go away.

Once you've hit Level 25, it's now

possible to access the Abyss once you

complete the quest that opens the area up

to you. Thankfully this should be a lot

more interesting than spending your time

committing genocide on the various

species of the desert.

When your attunement is complete, it's

time to enter the Lower Abyss, where PvP

and PvE merge together. This allows

players to earn experience and Abyss

Points at the same time, although during

peak game hours the ganking can get a bit

excessive. But the experience gains in the

Abyss are great, and the PvP breaks up the

monotony of grinding. As soon as you

arrive, turn in the quest you have in your

log to Michalis. Accept the next quest he

gives you, and then go out to the south to

speak with an NPC named Eulos. This is

basically the Abyss orientation quest

chain, so you'll be sent around the island to

talk to various NPCs. There are several cut

scenes that will explain the Abyss, so it's

your call whether you want to sit and

watch them or just skip them when you

can. After you've finished this run-around,

fly north to Claudia in Terminon Landing.

Turn in the quest you have for her, and

then it is back to the grind. You can really

grind where ever you like here as long as

you can handle the monsters, but some

places are better than other. The Golems

on the Western Strand of Latesran are of

an appropriate level and the danger from

enemy players is pretty low here. You

should be able to grind out a level or two

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here without being disturbed too many

times.

At Level 26 or 27 fly Northeast to the

tip of the island to the north of the

Western Strand. There are a variety of

monsters up here that are Level 27, so

you should be able to level up to 28 from

either level very easily. After leveling up,

fly to the island to the right of where

you've been killing monsters, and you'll

see some undead mobs. This is a

relatively safe area, but there aren't as

many undead mobs to kill. So you can

either spend time grinding here, or if

you're looking for Abyss Points and

some PvP action, you can kill the

abundant undead on the southern island

in the Lower Abyss. From here on out,

it's basically a simple grind to 30.

Remember that holding the fortresses in

the area gives your faction some pretty

nice bonuses, to helping your fellow

players take fortresses can be a useful

investment of time, mainly because you

have a place to run to when you are

outnumbered. Also, when certain

fortresses are under Elyos control you

can grind out monsters close by while

being pretty safe from enemy players,

which gives you the experience benefit

of being in the Abyss without the Player

versus Player deaths.

Levels 30-40

Once you are in your thirties, it's time to

leave the Lower Abyss and head for the

Upper Abyss. If you need to, take a break

and head back to Sanctum to complete

errands like buying new skills or dumping

junk.

The grinding continues here. For Levels

30-34 bounce around the cluster of tiny

islands south of the Ruins of Roah. This

area consists of the Shattered Temple and

the Garden of the Dead. The mobs in this

area range from Level 30 to 33, with the

level of the monster increasing the further

south you go. This area is also about as

safe from enemy players as it is possible to

be in the Abyss, so your first couple of

levels in this zone should go by quickly.

At Level 34 cross the zone to the

Undead Isle. This island is shared between

both the Asmodians and the Elyos, so

Player versus Player combat will be fairly

common here. The upside to this is that

you'll rack up the Abyss Points, but it

might take some time if you are dying

constantly. However, there are plenty of

undead enemies for players to grind out.

There are Restless Skeletons and Fearful

Spirits here, which you should kill until

Level 36 or 37. Next you can move on to

killing the Kysis Flame NPCs. They are on

the Southwest side of Kysis Isle, south of

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the Fortress in the area. All the Kysis

Flame Tribe enemies are your target.

They don't hit for much damage and they

take damage pretty well also (which is

great news for Clerics). The Kysis start at

Level 38 and go to Level 39. Start out

with the lower level mobs until you hit

the next level (either 36 or 37, depending

on how long you killed Undead or other

mobs) and then move to the East for the

Level 39 Kysis. Continue to kill these

humanoids until you level up to Level

40. If you like you can kill the drakes on

the northern end of the island for a

change of pace, but it's better to stay with

the Krysis because they drop Kinah.

Congratulations, you're now only ten

levels away from Aion's end game. There

is still a great deal of game left, but

you're heading into the home stretch.

Levels 40-50

The next ten levels are going to take a

bit of time and will involve mixing

quests, grinding, and hopping around

different areas in the world to track down

the quests and grinding monsters you'll

need to make it to 50. There will be

specific grinding spots and quests listed

here, but just remember that you should

only grind in spots that have a decent

number of enemies that are one to three

levels higher than you, and only take

quests for that specific area. Don't pick up

the quests that send you back and forth

between different zones or the capital city;

the experience is not worth the amount of

time you'll need to complete it. It's better

to spend the time you'd be taking flight

points and hopping through the teleporter

killing monsters. This section is divided up

into information about several different

zones as some of the leveling can overlap,

and this helps provide all the options and

minimize confusion.

Eltnen

Levels 39/40-41/42

One option at this point is to return to

Eltnen and complete both the group quests

and the half dozen or so late 30s to 40s

quest. This can get you at least a decent

way through Level 40, maybe to 41 fairly

quickly, but might not be the best use of

your time. The group quests, if you have

an efficient and tolerable set of people,

grant a fairly high amount of EXP, so

they're definitely worth a try even if you

don't spend the time on some of the

non-group quests.

High 30s/Level 40 non-group quests in

Eltnen worth cleaning up are the

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following:

Balaur ConspiracyKeeper of the

Kaidan Key[Spy] Ganimerk's

EspionageInfiltrate the

KaidanKorumonerk's

PauldronsLepharists AmokPressing the

Advantage

There are also 11 ~Level 39 group

quests in this zone. Each group quest

rewards a great deal of experience, but

you need competent and fast players in

your group so you don't spend too much

time on each quest.

If you are in a group or can handle elite

mobs (this might depend on your gear

and enhancement quality) there are large

groups of elite Kaidan Krall in the

southwestern area of Eltnen called the

Kaidan Headquarters. The mobs here

range from Level 37 to Level 39, so

spending some time here grinding isn't

too bad of an idea. But other than these

elites, it isn't worth trying to grind here

anymore because at Level 39/40 you can

get better experience killing different

monsters in other zones. The quests, both

for the experience boost and the break in

killing mobs are really the only big

reason to come back here.

Heiron

Levels 42-45/46

This place is one of the high level Elyos

zones. There are a variety of high level

mobs and some high level quests to spend

time on to help pad your experience gain.

Whether you complete the quests at all,

grind out a couple of levels before

questing, complete quests and then grind

or mix it up is a personal choice depending

on your playtime and what you'd rather be

doing. It doesn't matter what order you do

them in as the experience works out about

the same. Flat out grinding is likely to be

slightly faster than completing the quests,

but it can also drive you crazy with the

number of hours required to level up.

There are roughly two dozen or so Level

40 to 41 quests available in the zone. It is

totally your call whether you choose to

complete these, as you should be about

Level 42 now and there are high level

monsters to kill and a number of higher

level quests to complete as well. It all

depends on what you would rather spend

your time doing -killing the same monsters

over and over again, or running around the

zone completing a variety of quests.

There are a number of quests that are not

group quests available from Levels 42 to

48. These can be completed if you like;

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there are too many to list, but just keep

an eye out in towns and settlements to

see what quests are up for grabs.

As this is a higher level zone, there are

also a number of group quests available.

As it has been said several times before,

this can be a great way to earn

experience with some company around if

a group is available. Many of these

quests have good rewards, both in Kinah

earned and in available gear. The group

quests in Heiron are:

[Group] RM-114c[Group] Weakening

Bollvig's Forces[Spy/Group] A

Suspicious Box[Spy/Group] The Key is

the Key[Spy/Group] The Research

Journal[Group] It's for Your Own

Good[Group] Strategically Important

Mucus[Spy/Group] Key to the

Cave[Spy/Group] Meeting the Mau

Spy[Spy/Group] Mirror,

Mirror[Spy/Group] The Draupnir

Weapons[Spy/Group] The Seiren's

Fin[Group] Insufficient

Funds[Spy/Group] Return to Draupnir

Cave[Spy/Group] The Tigraki

Agreement[Group] Demoralizing

Drakans[Group] Negating Nagas[Group]

Hanuman's Elite

There are also number of creatures to

grind here, both elite and not.

At Level 41/42, at the Northwestern

Corner of the map, near the coast, there is

an area called the Lepharist Research

Center. It is crawling with Level 40 to 42

demi-humaniod mobs that can be killed

fairly easily. The mobs here are mainly

named Priests, Troopers, and Sentinels,

and they are not elite. Kill them for a level

or two before it's time to move on to

another area.

Next, in Heiron, head to the eastern

coast around the bay. There are several

mobs lining the coast, including Sandbank

Waterworms, Contaminated Water Spirits

and Divine Sea Spirits, that are fairly

populous and are Level 43/44. They give

about 28,000 experience per kill at Level

42, which is not bad at all. These mobs

should easily get you to Level 44 or 45. At

this point, however, the non-elite grindable

mobs in Heiron are running low, so you'll

probably want to go spend the final levels

before 50 in Theobomos.

If you are part of a group or have a

friend around, there is an area in the south

of the zone at Kishar Village and the

Indratu Barracks, where there are elite

mobs ranging from level 39 to about Level

44 that exist in a large group. This can be a

good area for group grinding, if you wish

to do it.

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Theobomos

Levels 44/45-50

Theobomos has many more high 40s

monsters than the other high level Elyos

zones in Aion. There are also a number

of quests in the area for Levels 45 to 49.

Again, these quests aren't a poor

investment of time, but straight up

grinding is a faster way to gain

experience and levels.

As soon as you arrive in the zone,

you'll want to kill mobs in one of two

areas. The first area is the Parched

Barrens, which is roughly in the middle

of the zone and marked on your in game

map. Here there are a large number of

Striped Basilisks and Wasteland

Hornskulls that are levels 45 and 46.

Another option is in the far southeastern

corner of the zone, around both the

Northern and Southern Latheron Coasts.

Here there are Coastal Lobseks, Poison

Tail Scorpions, Barnacled Starcrabs and

Deepsea Mudthorns, which are also in

the 45 to 46 range. These specific mobs

will grant you roughly 30,000 experience

per kill. Spend the next one to two levels

in either one of these areas.

Travel slightly to the west to the

general area around Cascade Springs,

which isn't very far from where you've

been. Here there are level 48 mobs,

including Sharp Tail Scolopen and

Babel-el-Madeb Flonpi. Kill them until

you've reached the same level as the

creatures. Another option for this level set

is to grind out Calydon mobs, which can

be found all over the northwestern area of

the zone. These humanoids include

Sorcerers and Bandits. They're a good bet

if you've run out of mobs at Cascade

Springs or if that area is particularly

crowded because there are large clumps of

them spread out over a big area, but it's

much faster just to move the short distance

from the Coast to the Springs if the area is

clear.

Now you're in the home stretch. For

Levels 48 to 50 there are a couple of

options. You can kill more Calydon mobs,

this time Shaman, Fortunetellers,

Assassins and Sentries that can be found in

the same areas as the Bandits and

Sorcerers. If you chose to kill Calydon

mobs earlier and are still in the area, just

moving up to these enemies makes the

most sense and saves the most time.

Another good area is Marla Cave, where a

number of spiders, including Web Hand

Dionae, Tiger Arachnas, and Venomthorn

Laupede can be found. They give roughly

34,000 experience per kill and are fairly

numerous. And for the last push to 50, if

you like, the Level 49 Kalogelms found

north of Theobomos Stronghold give a

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little bit more experience than the Level

48 mobs found in the other areas.

Now you've finally hit the level cap,

whether by completing quests or by

grinding, and the real fun of Aion can

start. Enjoy the endgame PvE and PvP

content, as well as getting the chance to

deck out your character in powerful gear!

Asmodian

The Asmodians inhabit the upper half

of Atreia, called Asmodae. While

friendly and loyal to their own people,

the Asmodians can be harsh, especially

to the Elyos, who are their mortal

enemies that the Asmodians blame for

the destruction of the Tower of Eternity.

They follow the Shedim Lords, and make

their capital in Pandaemonium. To many

players, the Asmodians seem to level

much faster at the early levels than the

Elyos, but this increase evens out after

they hit mid-levels. Their environment is

harsh and dark, and so they have become

hardened, determine warriors to survive

the lands in which they live.

Levels 10-20

You'll begin the rest of your journey in

the capital city of Pandaemonium.

Purchase all your Level 10 Cleric skills,

and stock up on any goods that you might

need such as Odella Powder. There are

several quests that can be completed

around the city at this time. They give

good Kinah rewards, but their experience

reward is a little lacking. However, there

aren't an excess of quests in the game so

taking a little bit of time to complete them

is not a bad move. If you haven't finished

all of the quests available in Ishalgen, now

is a good time to head back and clean them

up. If not, finish up in Pandaemonium and

move on to Altgard. There are a whole

collection of quests available for pick-up

in Altgard. Gather them all, and after you

become familiar with the locations of the

various trainers and vendors, set off to

complete them. Fly up into the sky directly

above Altgard and complete the short

chain that is basically teaching you the

basics of flight in Aion. The majority of

the rest of the quests that you recieved in

Altgard are to kill animals that can be

found outside of the city, so complete all

of those quests, including the quest line

that takes you into the dungeons under

Altgard. The entrance to the dungeon is a

tunnel against the northern fortress wall.

After turning them in, if you venture into

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the forests around Altgard you'll find

several more quest hubs as well as some

items for campaign quests. Do all of the

kill quests first before heading out into

the Mumu Farmland, because being a

slightly higer level can make the

farmlands a little easier.

After completing these quests, you

should be about Level 13. Once you

clean up all the quests around Altgard,

move on to Basfelt Village. Questing

here will be relatively simple (beware of

the Mother/Cub bear duos as a Cleric)

and quick. The chains here give a lot of

experience. You'll spend the next three

levels (until roughly Level 16) questing

and killing enemies in this area. At Level

16 a large selection of quests will

become available in the mosbear habitat,

as well as some new quests at Basfelt

Village. Complete all the chains here

(killing Komu Silverclaw will net you

the Legendary Hunter title, which will

grant you +6 Parry and 2% speed) before

moving on to Gribade Canyon. There are

a few quests here that are available

before Level 17, but most of them

require you to be at least that level so if

you're not quite there grind out some of

the monsters in the area.

Once you are finished there, you have

a choice. There are two different quest

hubs that are in the same level range, and

you can go to either area. There is a

Trader outpost or quests in Eastern

Altgard. Most of the Eastern quests require

a group as the enemies are elite and

located in the Black Claw Outpost. The

other quest area eventually leads to the

Impestium, which is a quest area where

you can fly. If you don't have a solid,

reliable group, don't quest in the Black

Claw Outpost until you do. The quests in

Impestium are the same level, and being

able to fly makes a big speed difference.

Finish up here, and head the swamp, but

make sure you pick up 10 Horto and 10

zucchini before you go to the swamp quest

hub. This will save you a lot of time as

you have to fight your way past a good

number of mobs to get to the quest givers,

and already having those items in your

inventory for quests instead of having to

run back and through the enemies again.

Do what quests you can, and then start

looking for a group to help you finish up

the final couple of levels before 20.

Alternatively you can grind any of the

monsters in the area that are easy for you

to kill and give decent experience, or you

can attempt to solo or duo the Black Claw

Outpost quests. You'll have to be very

careful with your pulls as well as the

timing of your heals to do so. But if you

can get a good group together, it should be

fairly easy to use the experience from the

quests to make it all the way to Level 20,

and then move on to the next area.

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Levels 20-30

Your next stop for leveling will be the

area named Brusthodin. If you are still

only level 18 or 19, head north to the

Polluted Waste, which is a great grinding

area. Kill monsters there until Level 20.

At Level 20 the Stigma quest becomes

available, but it is your call whether you

want to complete it now or later. Stigmas

can make leveling much easier, but you'll

have to return to Pandaemonium for the

next step in the quest. On the flip side, if

you got to level 20 before coming to

Brusthodin, then just complete the quest

before continuing on to the new quest

area.

The first quest hub you'll come to in

Brusthodin is the Settler's Camp. At

Level 20 two quests are available for

pickup, [Samples of Investigation] and

[The Fields are Infested]. These quests

can be completed by running north to the

Polluted Waste to collect Poison Vespine

Powder and Frightcorn leafs, and killing

Infected Kurin and Sap Laupedes. Now,

unfortunately, there aren't anymore

quests to complete for now. Just kill the

various mobs around the Polluted Waste

until you hit level 22. If you have another

favorite grinding spot than this area, than

it's fine to go there. Just grind out the

levels and then turn in the quests. Return

to Pandaemonium and complete the

Stigma quest if you haven't already. Now

it's time to head to Morhim.

As soon as you arrive in Morhim set

your Obelisk here. Then run around the

quest hub and collect all the available

quests in the area. There are eleven of

them total. [Liquor that Makes You

Vanish] will teleport you to the Elyos area

of Eltnen, and the only way to get back is

to die or use the Return ability, which is

why you want Morhim set as your

Obelisk. Talk to Otis and go to Eltnen to

complete this quest.

After returning to Morhim from the

Elyos lands, make sure you have all of the

quests in your log out of the "run and talk

to this person in the area" phase. This will

make completing the whole lot of them

faster if they're all on roughly the same

step. The quests you will have in your log

at this point will be:

Active DiscouragementFrenai's Lost

JewelryTitanium TributeDaeva, Where's

My HerbFragments of Aion's

TowerOrders From the Fortress[Coin]

Foes of the Fortress[Spy] There and Back

AgainSecret InformationOrders for Randet

Once you have all the quests up to date,

it's time to venture out and start

completing them. The first quest you

should complete is [Frenai's Lost Jewelry].

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You need to kill the monsters around

town to retrieve the various jewelry

pieces. Plumas drop the necklace you

need, Crasaurs drop the Ring, and Slinks

drop the earrings. Turn this quest in and

then head west to the Ettin Camp.

Complete [Daeva, Where's My Herb]

here as well as [Coin - Foes of the

Fortress]. Collect as many Suspicious

Crystals from the area as you can.

They're the item for the quest [Fragments

of Aion's Tower]. There probably won't

be enough of the crystals in the area to

finish out the quest, but it won't hurt to

pick up those you see while you're

completing the other two quests. Head

south and kill 15 Taygas, then continue

south. On the road south of the Morheim

Snow Field there is an NPC named Favyr

that will give you four more quests, some

of which overlap with some of the quests

you already have in your log. Kill Darus

and Worgs, and gather the Gadill and

Wrug Logs if your Vitality gathering is

high enough. You should also receive

Tender Hock Meat and Worg Thigh

Meat while killing the Worgs and Darus.

Savvy Darus drop the quest item called a

Scarlet Brisket, which has a fairly low

drop rate so it can take a number of kills

to get it. Now kill Crasaurs until they

drop Crasaur Leather and a Crasaur Fin,

then return to Favyr once you have

gathered all the materials you need and

killed all the creatures.

Place all the items you gathered in the

pot next to Favyr to complete the quest.

Run over to the other side of the nearby

waterfall and speak to the NPC Spedor,

and then follow him back to the pot where

you just left all your materials. This will

complete the quest, allowing you to talk to

Favyr to get your experience for it.

Continue down the road east towards

Patamor Ridge. Here is where you'll find

the Braxs to collect the Brax Skins for

your quest. Collect all three skins and

return to Favyr. Turn this quest in, and

make sure that you have completed all the

quests in that area before heading back to

the Fortress. Turn in all your quests here,

and refresh the [Coin - Foes of the

Fortress] quest. There is a follow-up quest

named [The Claw of the Tayga], so make

sure that you pick that one up before

leaving the fortress. Kill another set of

Ettins to complete the Foes of the Fortress

quest again, and then complete the

follow-up Tagya quest. The named mob

you need for this quest is Iron Paw Kalsek,

and he can be found in the Tagya camp.

While you're down in this area, turn in any

quests left in your log to Favyr. After this,

return to the Fortress and turn in both [The

Claw of the Tagya] and the [Coin] quest.

If at this point you have not reached Level

23, you should spend some time grinding

either various monsters in the area or

repeating the [Coin] quest until you reach

23.

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After making it to Level 23, head south

on the road to the area below the title

"Patamor Ridge Pass". There will be an

NPC there named Medea, and she has a

single quest for you named [Outfighting

Arachnas]. This requires you to kill 12

spiders, which can be found along the

path and the area around Medea. The

spiders are reasonable grinding as well if

you want to get a little more experience

under your belt, but that's a personal

choice. Kill the 12 spiders, and then

return to Medea. Once the quest is turned

in, it's time to continue east to the

Patamor Thicket. There are several quest

givers here, and in the first run of the

area you should end up with four quests,

which are:

Disease CarriersGreeting to an

AlchemistPetrifying ElimStrange

Mushrooms

The mushrooms for [Strange

Mushrooms] can be found right around

Patamor Thicket. 40 mushrooms in total

need to be killed, 15 Bluenet Fungen and

25 Tumbling Fungie. After you have

credit for killing all the Mushrooms,

return to the Thicket and turn the quest in

to the NPC, who is named Keindor. Then

head to the east and speak to Kristig,

collecting his quests. Continue

completing quests in this area. When you

are killing Spriggan mobs for the

[Petrifying Elim] quest in the Sprigg

Habitat, collect Rabano if you can. This

item isn't needed immediately, but picking

it now will save you time once you receive

the quest later. Rabano is an Asmodian

only vegetable, that requires a skill level

of 140 to gather. Collect 10 of them for the

future quest. Finish up all these quests, and

the go to a small camp outside of Musphel

Gate. There are several quests available

here; they don't have particularly stellar

experience rewards, so it is personal

choice if you would like to spend the time

doing them or not. Not doing them means

grinding out more monsters later on to get

the experience, which may or may not be

faster. Since some of them are gathering

quests, it is probably faster for a Cleric to

complete them depending on how good

your DPS is and what kind of +Magical

Damage equipment you have.

From the previous quest hub, to the west

is a single quest NPC named Lif, who is

located on a dock. If you completed the

quest to gather Gadil, you will turn this

into Lif. If not, just stray a little off of the

main path to find her. Collect all the quests

she has to offer, and move north to find

the sprigg named Vivi. Turn in a quest to

her, and accept the quest to collect

Rabano. If you went ahead and gathered

the Rabano, turn in this quest once you

accept it. Return to Lif to the south after

this to turn in the quest to her, and then kill

9 Blue Monitors for a quest. Complete the

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next couple of quests in the chain that Lif

gives you. The last quest you can collect

from her is called [Good Tools After

Bad] which most people suggest

skipping. Again, this is a personal call -

would you rather quest or grind? The

quest will give 28000 XP, which will cut

down on the grinding you'll be required

to do. Complete it if you like, if not, run

to the west of the Sprigg Habitat to the

Hill of Belemu to use your Essence of

the Elim to complete [Petrifying Elim].

Return to Patamor Thicket, turn in

[Petrifying Elim], and then complete any

of the other quests in your log that you

might have missed, as well as any new

ones that appear in the Thicket.

Now you have two options. You can

travel back to Brusthodin to continue

questing in that area, or you can grind

out the experience you need to reach

Level 25. Either option will get you to

(or at least close to) 25, but it's generally

recommended to just grind out the levels

rather than quest in Brusthodin. The

Mushrooms outside of Patamor Thicket,

Spriggs to the west of the Thicket, or the

monsters around the entrance to Mount

Musphel are the best grinding bets in the

area, although you can kill whatever

monsters work the best for you in the

zone.

At Level 25 you can gain access to the

Abyss, which is by far the best place to

level. PvP and PvE are merged here, so

those enthusiastic for PvP play can do both

at the same time. While the experience

gains here are great, players need to be

prepared for PvP and for ganking.

Leveling might not be quite as smooth

here if the area is heavily populated, but

generally it is still the best place to level

up, and you will also receive valuable

Abyss Points at the same time as

experience.

To enter the Abyss you must complete

the abyss attunement quest. After this is

completed, you can enter the Lower

Abyss. The first thing you'll want to do is

enter the main Asmodian building and find

the Obelisk. It is on the second floor, and

set your Return ability here. Turn in any

quests you have, and then collect available

quests quests:

Disrupting the GuardiansFallen

WarriorEerie UndeadCrystal Blue

Persuasion

The Soul Reapers needed for the [Eerie

Undead] quest can be found all over the

Lower Abyss. Golems for [Crystal Blue

Persuasion] can be found on the island

north of town, and the mobs for [Fallen

Warrior] can be found all over the place.

Complete these four quests, and travel

south to receive the Grave of Steel quest.

Complete it, and spend some time grinding

out some extra quest mobs for some more

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experience. The rest of the levels until 27

can be earned by bouncing around the

Lower Abyss, completing quests and

grinding mobs. At 27 there is a choice -

the Upper Abyss becomes accessible to

you, so to reach Level 30 you can either

finish out quests and grinding in the

Lower Abyss or move on to the Upper

Abyss. This is purely personal choice,

although if you complete all the quests in

the Lower Abyss it'll mean less grinding

later on. If you can find a group to do it,

as well, making a couple of runs through

the Noschana Training Camp dungeon

can net you a large amount of experience

and maybe even some nice new gear.

The experience gain is best if you can do

this instance before Level 30.

Levels 30-40

If you haven't already left the Lower

Abyss, now it is time to. After making a

quick trip to Pandaemonium to update

your skills and dump your bags, travel to

the Upper Abyss. The next couple levels

are very simple, as they consist entirely

of grinding. The two large islands on the

left side of your map are populated with

Balaur and Undead. The Balaur are on

the northern island and are Level 33.

Balaur will drop nice items as well as

giving you Abyss points, so you can

build up your AP and maybe make some

decent Kinah killing them, so I would

suggest the Balaur over the undead, at

least in the beginning. The Undead

enemies are on the southern island, and are

Level 34. Grind out Balaur until Level 32

or 33, and then move on to the Undead for

the next one or two levels. When you

make this shift depends on how easy the

Balaur become for you to kill. Kill the

Undead until Level 36, if the area is not

too crowded and you're not getting ganked

by enemy players too much. If the ganking

gets really bad, you can return to grinding

the Balaur.

At Level 36 or so you will travel to an

area north of the Miren Fortress. This area

is south of where you were killing the

Undead earlier, and it is full of Drakes for

you to kill. The drakes are level 38, and

grind them out for the next two levels.

After Level 38 there are a couple

choices of where to grind. Where you go is

really personal preference and also

depends on your specific server. Leveling

will be faster without ganking and PvP, so

go to the area that works the best for that.

You can either grind enemies on Kysis Isle

(where there are also two quests available

for a change of pace) or Balaur on Miren

Island. The Balaur will be more profitable

in regards to Kinah.

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There are alternatives to leveling in the

Abyss, but the Abyss is one of the fastest

and has the best benefits.

Levels 40-50

With only ten levels left until end

game content you're likely to be getting

excited, as you should be. You're almost

to the point where you can start to collect

gear, raid, and PvP with all the other

Level 50 characters. Unfortunately the

experience needed to get from 40 to 50 is

substantial, so you've still got a decent

number of in game hours left even

though only ten levels stand between you

and the level cap. Sometimes, even for

the fastest leveler, it can take up to 18

hours of gameplay for each level, so keep

this in mind if you start to get frustrated.

This section will be a little less linear

than the other sections, as the grind can

become tedious. There are several

options for monster killing for each level

set, as well as available quests and

instances and this will give you a choice

as to where your experience is coming

from. This 40-50 section is divided up by

zone, and generally in level order (ie, the

first zone listed is for lower 40s questing

while the last is preferred for Level 49,

etc.)

Morheim

Levels 39/40 to 41/42

If you have friends about the same level

as you or know of someone else in the

zone who is looking for a leveling partner,

there is an area in Morheim called Silver

Mane Hill. It is full of elite monsters,

which grant great experience. There are

also a number of quests available here. But

since the mobs are elite, you'll needed at

least another person, maybe more, to level

here. It's a great choice and having another

person around will break up the monotony.

The quests that can be completed here are:

The Secret Ingredient[Group] Ananta's

Plan[Group] The NuNu Fertilizer[Group]

Incredulous Nuaka[Group] Taisan's

RequestCampaign - Allies Among

EnemiesKikanata's Loyalty [Group]

Defeating the Main Force of Mist Mane

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Beluslan

Levels 40 to 43/44 It's time to leave the

Abyss for just a little while, although the

grinding won't let up. Journey to

Beluslan, which is a massive zone that

has a range of 31-50. The best place to

grind out one or two levels here is east of

Red Mane Cavern, where you can find a

variety of ~Level 40 mobs to kill,

including Snowy Rynoce and Ferocious

Tayga. This is also a great area to earn

some extra Kinah - there are reasonable

drops from the enemies, and the

gathering here is magnificent. The Trolls

around the Red Mane Cave can also be

killed, and are good for Kinah drops.

These sets of monsters should get you

from Level 40 to Level 41.

Other good places to level to 41 in

Beluslan are the Undead and Golems

near and around the Besfer Refugee

Camp, and the monsters in and around

Anair Ice Lake.

Once you've reached Level 41/42, the

Balaur at Hoarfrost Fortress are the next

mobs to kill. There are Barkarma

Crusaders and Barkarma Raiders here,

and they die quickly. They also drop

Balic items and Kinah. Kill these guys

for the next level or two. If they are

overfarmed, the Harpies to the Southwest

of Red Mane Cavern are a fair substitute.

Any of the higher level Trolls in the zone

are good as well.

There are a number of quest hubs in

Beluslan that you can hit up for some extra

experience or a change of pace. Here are

some of the suggested quests. Several of

them require killing a large number of

creatures, which you're going to be doing

anyway, so picking up the extra

experience from turning in the quest is

helpful. Not all the quests in Beluslan are

worth completing, however, because they

have you running all over the world

completing tasks like delivering a letter to

someone in Pandaemonium. Grind out

monsters instead of completing those

(which aren't listed below). But the

following give acceptable experience and

shouldn't be too hard to complete in your

early 40s.

A Procession of the DeadAssuming

Con-TrollCrisis of ReyrinirerkDecorative

SkillsEradication Pa-Troll

(Repeatable)Wandering SoulsA Tonic for

NargatalCarpe CarpenFreyja's

DesireMamut's BonesHoarfrost

DiplomacyPowwow with the Mau[Coin]

Ghosts of Anair Harbor

By whatever order or way you got there,

you should now be at least Level 43 or 44.

Once you've reached one of those levels, it

is time to move onto Brusthonin.

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Brusthonin

Levels 44/45-48/49/50

Brusthonin is where you'll be spending

the next couple of levels, which will

unfortunately be a large number of hours

due to the amount of experience between

levels. East of Baltasar Village there is a

collection of beetles that are not

aggressive. They have a very fast

respawn time and are also very quick to

kill, even for Clerics. Kill them until you

reach the next level.

After you have reached the next level,

head south to find a collection of undead

mobs. The skeletons here are Level 45

and 46, and can be a little hard to handle

if you pull more than one, but fortunately

they tend to be fairly spread out. North of

Baltasar is a swap that is teeming with

various monsters for you to slay. One last

area that is acceptable for grinding is the

Legend Shrine, which is full of ghosts

and also hosts the repeatable coin quest

Purification of Soul. Between these areas

you should be able to reach level 46 or

47.

Now to the North and slightly West of

the Northweald, to the left of the path

there is a camp full of raptors. These

Raptors should take you all the way to

Level 48, and have the added bonus of

being in an area with great gathering. The

Raptors give great experience and respawn

fairly quickly. If you wish, you can

actually continue to grind out the Raptors

until Level 50, and many people do, but

that is completely personal choice.

If you don't want to stick with the

Raptors, there are a couple of other places

that you can go to finish up the last two

levels. One area is along the Northwestern

coast, where there are Level 49 Potcrabs to

grind. The Brohum demi-humanoid mobs

(Rangers, Sentinels, etc) in the northeast

of the zone are also reasonable grinding.

Brusthonin has a number of higher level

quests for players to complete if they

desire. A couple of them are [Elim of

Brusthonin] and [A Bloom in Brusthonin].

They give 130900 and 845200 experience

respectively, and can be picked up at

Level 46 and Level 45. There are many

more quests that can be completed to fill

in needed experience if a player would like

to do them.

So depending on your personal choices,

you should be able to complete quests and

kill monsters in Brusthonin all the way to

Level 50. Once you hit the level cap, all

your hard work and hours of play pay off,

and it's time to start enjoying the great

content at the end of the game.

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Grinding Spots

As mentioned several times earlier in

the general leveling section, there is not

an abundance of quests for characters to

complete in the world of Atreia.

Therefore you'll find yourself needing to

grind out experience at some points in

the game, especially in the 40s, where

each level will take several hours to

complete (sometimes over 10 hours per

level, even if you are a speed leveler!). In

theory, you can grind any mob in the

game, but some areas are better than

others -- the monsters are easy to kill,

they respawn quickly, are close together,

or they even give a huge amount of

experience per kill. This section will give

players an idea of where to go when the

quests run out.

Also, some players just prefer grinding

to running around completing fetch

quests and killing a certain number of a

certain kind of monster, so knowing

where to grind will make things easier.

This section will list and provide a little

bit of detail on good grinding spots

throughout the game in each level range,

for each faction. Sometimes these areas

can get crowded, but if you keep up with

the forums for your specific server,

sometimes you can find a gem of a

grinding spot that is unique to the server

you play on.

Asmodian

Here are the preferred grinding spots for

Asmodian players. Specific enemy names,

along with the zone and the area are listed

here.

Zone Area Enemy Level Notes

Altgard

East ofAltgardIce Lake

PoisonArachna 16-18

Altgard

South ofBlackClawVillage

DunePotcrab 16-19

Beawareofothernearbymobs.

Altgard ImpetusiumCyclone/BladestormSpirit 16-20

Thesemobsarepartof arepeatableCoinquest.AllthespiritshavelowHP.

Brusthonin

All overSouthernBrusthonin

Worgs,Snakes 21-24

Morheim

South ofPatamorRidge Path

TumblingFungie 21-25

Canhavehighdamageattacks

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Morheim

South ofKentariVillage

LaggardKsellid 23-26

LowerAbyss

SecondSouthernIslandfrom theright of themap;Reshanta

LifeReaper 25-29

In aheavyPvParea;mobfor arepeatablequest

LowerAbyss

SulfurTreeArchipelago

Embers,Trees,RootScouts,Bombs 27-29

HeavyPvParea;someof theenemieshaverepeatablequests.

UpperAbyss

SouthWesternLandmass,NorthWestLandmass

Ghosts,Drakes,Gargoyles 29-31

HeavyPvPArea

Morheim

West ofRed LavaCliff

FesteringCouldworms 29-34

Beluslan

BesferGhostTown Slimes 31-34

BeluslanEast ofKumgalfberg

PaleWorg 33-36

BeluslanLakeumMine

EliteMineMobs 33-38

Theseareelitemobs.

Morheim

Southeastof AlsigCrossroad

ViragoWarriorsandExecutors 34-38

Morheim

MistmaneVillageEntrance

HunterArachna 36-40

Beluslan

TheWhisperingForest

LamentObscura 38-42

UpperAbyss

BetweenKrotanRefugeand KysisFortress

BlackBlazeSpirit 38-42

Beluslan

NearHoarfrostFortress

AlquimiaMobs 39-43

Thesemobsareelite.

Beluslan

South ofAlquimiaStronghold

LepharistAssassins,Outriders 42-46

Thesemobsareelite.

Elyos

Here are the best places to grind for

Elyos players, especially before Level 30.

How farmed they are and the respawn

timers can vary from server to server, so if

one area seems overcrowded at a certain

time, it can pay to try somewhere else for

a little while.

Zone Area Enemy Level Notes

VerteronDukakiMine

DukakiMiners ~15-17

Allthemobsinandaroundtheminesaregoodforgrinding.

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Verteron

HolyGroundof Miraju

TempestSpirits 17-19

Thereis arepetable[Coin]questtargetingthesemobs.

EltnenEltnenFortress

HookedSlyphen 18-21

Anymobaroundthefortressis agoodbet.

EltnenManduriForest

ManduriGatherer 21-23

ManduriandFrillnecksarebothpartofrepeatablequests.Allthejunglemobsaregoodforgrinding.

Theomobos

East ofMarlaCave Harpies 21-25

EltnenRubereinWasteland

LepharistRevolutionaries23-25

Theomobos

Northeastand EastofTheomobosRuins Zombies 23-25

EltnenGrave ofSataloca

ArcheronDrake 23-26

Neededfor acampaignquest,cansometimesbeoverfarmed.

EltnenDrakeHabitat

WastelandDrake 25-28

LowerAbyss

WingedBanditsof Siel

MemoryReaper 25-29

Targetfor arepeatablequest,canbeoverfarmedattimes

Eltnen

EasternEracusDesert Scolopens 27-30

AllthedesertenemiesexcepttheKsellidareexcepmtionalforgrinding.

LowerAbyss

SulfurTreeArchipelago

Embers,Trees,RootScouts,Bombs 27-30

HeavyPvParea;someof theenemieshaverepeatablequests.

EltnenKuriulluMountain

Griffons,Pretors 28-31

Griffonsareout intheday,Pretorsatnight

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UpperAbyss

SouthWesternLandmass,NorthWestLandmass

Ghosts,Drakes,Gargoyles 29-34

HeavyPvParea.

Eltnen

East ofAgaironVillage

StarSandstorm,TornadoSpirits 29-32

Becarefuloftheirrangedattacks.

EltnenGerochCaldera

VaegirMobs 31-35

EltnenLankusisPlateau

TigricMobs 32-35

EltnenGerochCaldera

FlameBarghest 33-37

TheMagmaSpiritscanbefarmedaswell.

UpperAbyss

BetweenKrotanRefugeand KysisFortress

BlackBlazeSpirit 37-42

EltnenLepharistCitadel

LepharistAssassin 37-43

Thisis anelitemob.

Theomobos

EmpyreanLotusSanctuary Harpies 43-45

HeironSouthernHeiron

IndratuMobs 42-48

Theseareelitemobs.

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Spells and Abilities

Here are all the abilities available to

Clerics, broken up into spell type. This

section will give you a summary of each

spell (including all the ranks), along with

information and tips for their use. It will

also mention what enchants, manastones,

Godstones, etc. will affect or improve a

certain spell. So if you are unclear about

any of your spells or just want to crunch

numbers, this catalogue will help you.

Healing Spells

Healing Spells are kind of

self-explanatory. These are all the spells

available to Clerics either through a

trainer or through stigmas that recover

health points of themselves and their

party members. Clerics have a wide

variety of healing spells, so one of the

keys to being a great Cleric is knowing

which healing spells are appropriate for

which situations.

Healing Light

This is a basic healing spell for both

Clerics and Chanters, and you start the

game with this skill on your hotbar. It is

one of the healing spells you'll be using

most of the time, but be mindful of its two

second casting time.

Rank I:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius ofyou by93.

13MP ---

Targetor Self 1

Rank II:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius ofyou by248.

40MP ---

Targetor Self 10

Rank III:

Effect Cost Cool-Time Target Level

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Recoversthe HPof atargetwithin a23mradius ofyou by506.

69MP ---

Targetor Self 22

Rank IV:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius ofyou by778.

91MP ---

Targetor Self 34

Rank V:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius ofyou by990.

91MP ---

Targetor Self 44

Flash of Recovery

Flash of Recovery is another one of your

vital healing spells. It heals for a good

amount of health, and it is also instant cast

which makes it invaluable for emergencies

and for PvP. It does haev a 30 second

cool-down, but being able to fire off a

substantial heal with no cast time is great

in certain situations.

Rank I

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius ofyou by1194.

166MP

30Seconds

Targetor Self 25

Rank II:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius ofyou by1465.

191MP

30Seconds

Targetor Self 31

Rank III:

Effect Cost Cool-Time Target Level

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Recoversthe HPof atargetwithin a23mradius ofyou by1728.

215MP

30Seconds

Targetor Self 37

Rank IV:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius ofyou by1978.

236MP

30Seconds

Targetor Self 43

Rank V:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius ofyou by2210.

257MP

30Seconds

Targetor Self 49

Radiant Cure

This is a three second heal, and it is

fairly typical. It's just a variation to be

added to your arsenal -- it heals for a little

less than other spells but it also costs less

mana.

Rank I:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius ofyou by925.

121MP 6 Seconds

Targetor Self 16

Rank II:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius ofyou by1668.

178MP 6 Seconds

Targetor Self 28

Rank III:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius ofyou by2396.

226MP 6 Seconds

Targetor Self 40

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Light of Rejuvenation

This is a heal over time spell, which

means every couple of seconds it heals a

certain amount of health. HoTs are a

useful tool, but you need to remember

that in Aion heals over time and damage

over time do not stack on a target, so it's

a waste of mana to cast more than one

HoT at a time.

Rank I:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius by14 every2 sec for30 sec.

27MP 5 Seconds

Targetor Self 10

Rank II:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius by30 every2 sec for30 sec.

48MP 5 Seconds

Targetor Self 22

Rank III:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius by46 every2 sec for30 sec.

64MP 5 Seconds

Targetor Self 34

Rank IV:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius by60 every2 sec for30 sec.

77MP 5 Seconds

Targetor Self 45

Healing Wind

Healing Wind is an area of affect group

healing spell. It will heal you and all your

group members within a certain range with

one cast, which makes it great for PvP and

emergencies in PvE group content.

Rank I:

Effect Cost Cool-Time Target Level

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Restoresthe HPof youand yourgroupmemberswithin a20mradiusby 759.

241MP 6 Seconds Self 22

Rank II:

Effect Cost Cool-Time Target Level

Restoresthe HPof youand yourgroupmemberswithin a20mradiusby 1167.

323MP 6 Seconds Self 34

Rank III:

Effect Cost Cool-Time Target Level

Restoresthe HPof youand yourgroupmemberswithin a20mradiusby 1515.

387MP 6 Seconds Self 45

Light of Recovery

This is yet another single target heal that

becomes available at the higher levels. It

only has a one second cast time, with a

two second cool-down, which makes it a

very fast spell that is easy to chain cast.

Rank I

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius ofyou by711.

121MP 2 Seconds

Targetor Self 31

Rank II:

Effect Cost Cool-Time Target Level

Recoversthe HPof atargetwithin a23mradius ofyou by970.

150MP 2 Seconds

Targetor Self 43

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Splendor of Recovery

This is another group heal, and it is

also a stigma spell. It has a two second

cast time and heals for a fairly significant

amount.

Rank I:

Effect Cost Cool-Time Target Level

Restoresthe HPof youand yourgroupmemberswithin a25mradiusby 2041.

360MP 1 Minute Self 40

Rank II:

Effect Cost Cool-Time Target Level

Restoresthe HPof youand yourgroupmemberswithin a25mradiusby 2306.

393MP 1 Minute Self 46

Brilliant Protection

This spell does more than just heal. It

heals for a percentage of you and your

group's max health, as well as raising

everyone's max health for a set period of

time.

Rank I:

Effect Cost Cool-Time Target Level

Recoversthe HP ofyou andyourgroupmemberswithin a25.00mradius ofyou by30% ofthe max.HP, andincreasesMaximumHP by30% for 1min. Inthemeantime,the effectof healingskills youreceiveincreasesby 30%.

4000DP 1 Hour Self 50

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Yustiel's Light

This is an Elyos only Cleric spell. It

will heal a target and up to six allies , as

well as activating a HoT on the target.

Rank I

Effect Cost Cool-Time Target Level

Instantlyrecoversthe HP of atargetwithin a25m radiusof you andup to 6allieswithin a25m radiusof thetarget by1152, andadditionallyrecoverstheir HP by230 every 2sec for 10sec.

351MP 3 Minutes

Targetor Self 50

Marchutan's Light

This is the Asmodian counterpart to

Yustiel's Light. It is the same when it

comes to the healing, but it activates a

damage mitigating shield rather than a

heal over time when it is cast.

Rank I:

Effect Cost Cool-Time Target Level

Recoversthe HP ofa targetwithin a25mradius ofyou andup to 6allieswithin a25mradius ofthe targetby 1152,andforms ashield for10 secthat canblock1152damageeachtime, upto 1152damage,wheneveryoureceiveAllAttacks.

351MP 3 Minutes

Targetor Self 50

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Yustiel's Splendor

This is an improved version of

Yustiel's Light that becomes available at

Level 50. It used to be a stigma version

of the spell, but it seems that the stigmas

have been removed from the game and it

is just available as a regular spell.

Rank I:

Effect Cost Cool-Time Target Level

Instantlyrecoversthe HP of atargetwithin a25m radiusof you andup to 6allieswithin a25m radiusof thetarget by1382, andadditionallyrecoverstheir HP by276 every 2sec for 10sec.

498MP 3 Minutes

Targetor Self 50

Marchutan's Splendor

This is an improved version of

Marchutan's Light that becomes available

at Level 50. It used to be a stigma version

of the spell, but it seems that the stigmas

have been removed from the game and it

is just available as a regular spell.

Rank I:

Effect Cost Cool-Time Target Level

Recoversthe HP ofa targetwithin a25mradius ofyou andup to 6allieswithin a25mradius ofthe targetby 1382,andforms ashield for10 secthat canblock1382damageeachtime, upto 1382damage,wheneveryoureceiveAllAttacks.

498MP 3 Minutes

Targetor Self 50

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Sympathetic Heal

Sympathetic Heal is a stigma spell. It

will restore the health of everyone in

your group for the same amount when it

is cast, but it can only be cast on group

members.

Rank I

Effect Cost Cool-Time Target Level

Restoresthe HPsyour groupmemberswithin a25m radiusby 1159 aswell asyour HPby thesameamount.This skillisexclusivelyused togroupmembers.

107MP

10Seconds

SelectedTarget 48

Offensive Spells

Here are all of the Cleric spells that are

used on enemies or cause damage.

Smite

Smite is one of a Cleric's basic offensive

spells. You start the game with it, and it is

the beginning of one of your more

powerful chains.

Rank I:

Effect Cost Cool-Time Target Level

Inflicts85magicalearthdamageon atargetwithina 25mradiusof you.

18MP 2 Seconds

SelectedTarget 1

Rank II:

Effect Cost Cool-Time Target Level

Inflicts171magicalearthdamageon atargetwithina 25mradiusof you.

36MP 2 Seconds

SelectedTarget 10

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Rank III:

Effect Cost Cool-Time Target Level

Inflicts255magicalearthdamageon atargetwithina 25mradiusof you.

48MP 2 Seconds

SelectedTarget 22

Rank IV:

Effect Cost Cool-Time Target Level

Inflicts394magicalearthdamageon atargetwithina 25mradiusof you.

74MP 2 Seconds

SelectedTarget 34

Rank V:

Effect Cost Cool-Time Target Level

Inflicts471magicalearthdamageon atargetwithina 25mradiusof you.

92MP 2 Seconds

SelectedTarget 44

Thunderbolt

This ability is gained at Level 10, and is

the second spell in your most powerful

chain. It can be cast after Smite.

Rank I:

Effect Cost Cool-Time Target Level

Inflicts224magicalwinddamageon atargetwithina 25mradiusof you.

39MP

16Seconds

SelectedTarget 10

Rank II:

Effect Cost Cool-Time Target Level

Inflicts333magicalwinddamageon atargetwithina 25mradiusof you.

48MP

16Seconds

SelectedTarget 22

Rank III:

Effect Cost Cool-Time Target Level

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Inflicts516magicalwinddamageon atargetwithina 25mradiusof you.

74MP

16Seconds

SelectedTarget 34

Rank IV:

Effect Cost Cool-time Target Level

Inflicts628magicalwinddamageon atargetwithina 25mradiusof you.

94MP

16Seconds

SelectedTarget 45

Root

Root is the Cleric's version of a snare,

and it is an invaluable spell for both PvP

and PvE play. Casting it will trap

enemies where they stand, allowing you

to put some space between them and you.

It causes no damage and has a chance to

fail upon casting, but it seems that

attacking a rooted target has a chance of

breaking the Root.

Rank I:

Effect Cost Cool-Time Target Level

Immobilizesa targetwithin a25m radiusfor 6 sec.

38MP

10Seconds

SelectedTarget 10

Hallowed Strike

This is a physical strike with your mace

or staff that will slow your opponent's

attack speed. It is a Chain I spell as well.

Rank I:

Effect Cost Cool-Time Target Level

Inflicts51~55physicaldamageon thetarget.Thetarget'sattackspeeddecreasesfor 10sec.

11MP 8 Seconds

SelectedTarget 3

Rank II:

Effect Cost Cool-Time Target Level

Inflicts105~109physicaldamageon thetarget.Thetarget'sattackspeeddecreasesfor 10sec.

23MP 8 Seconds

SelectedTarget 19

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Rank III:

Effect Cost Cool-Time Target Level

Inflicts153~157physicaldamageon thetarget.Thetarget'sattackspeeddecreasesfor 10sec.

29MP 8 Seconds

SelectedTarget 31

Rank IV:

Effect Cost Cool-Time Target Level

Inflicts201~205physicaldamageon thetarget.Thetarget'sattackspeeddecreasesfor 10sec.

33MP 8 Seconds

SelectedTarget 41

Blinding Light

This is a key PvP spell that blinds your

target, which reduces the effectiveness of

their physical attacks.

Rank I:

Effect Cost Cool-Time Target Level

Blindsthetargetfor 20sec.

31MP 5 Minutes

SelectedTarget 20

Heaven's Judgement

This is another second chain damaging

ability. It has a chance to stun your target,

which makes it useful for PvP and when

you need a couple seconds to heal

yourself.

Rank I:

Effect Cost Cool-Time Target Level

Inflicts 122magicalwinddamage ona targetwithin a25mradius, andstuns thetargettemporarilyat a certainrate.

27MP

24Seconds

SelectedTarget 7

Rank II:

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Effect Cost Cool-Time Target Level

Inflicts 254magicalwinddamage ona targetwithin a25mradius, andstuns thetargettemporarilyat a certainrate.

61MP

24Seconds

SelectedTarget 22

Rank III:

Effect Cost Cool-Time Target Level

Inflicts 393magicalwinddamage ona targetwithin a25mradius, andstuns thetargettemporarilyat a certainrate.

99MP

24Seconds

SelectedTarget 34

Rank IV:

Effect Cost Cool-Time Target Level

Inflicts 474magicalwinddamage ona targetwithin a25mradius, andstuns thetargettemporarilyat a certainrate.

123MP

24Seconds2

SelectedTarget 44

Divine Touch

This is a second Chain spell that causes

an amount of wind damage on the enemy.

Rank I:

Effect Cost Cool-Time Target Level

Inflicts425magicalwinddamageon atargetwithina 25mradiusof you.

50MP

16Seconds

SelectedTarget 22

Rank II:

Effect Cost Cool-Time Target Level

Inflicts656magicalwinddamageon atargetwithina 25mradiusof you.

82MP

16Seconds

SelectedTarget 34

Rank III:

Effect Cost Cool-Time Target Level

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Inflicts816magicalwinddamageon atargetwithina 25mradiusof you.

105MP

16Seconds

SelectedTarget 47

Divine Spark

This is a Chain level 3 spell; it is the

end of the chain begun by Smite. It is a

powerful spell that causes wind damage

to your target.

Rank I:

Effect Cost Cool-Time Target Level

Inflicts994magicalwinddamageon atargetwithina 15mradiusof you.

68MP

16Seconds

SelectedTarget 25

Rank II:

Effect Cost Cool-Time Target Level

Inflicts1391magicalwinddamageon atargetwithina 15mradiusof you.

94MP

16Seconds

SelectedTarget 37

Rank III:

Effect Cost Cool-Time Target Level

Inflicts1645magicalwinddamageon atargetwithina 15mradiusof you.

121MP

16Seconds

SelectedTarget 48

Earth's Wrath

This spell does a decent amount of Earth

damage, and then leaves a damage over

time on the target for 9 seconds. It has a

1.5 second cast time, so it's probably better

in PvE situations than PvP, because

Clerics generally want to stick to instant

cast spells for PvP.

Rank I:

Effect Cost Cool-Time Target Level

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Inflicts204magicalearthdamageon atargetwithina 25mradiusof you,anddealsfurther178damageevery 3sec for9 sec.

120MP

12Seconds

SelectedTarget 28

Rank II:

Effect Cost Cool-Time Level

Inflicts237magicalearthdamageon atargetwithina 25mradiusof you,anddealsfurther206damageevery 3sec for9 sec.

149MP

12Seconds

SelectedTarget 34

Rank III:

Effect Cost Cool-Time Target Level

Inflicts260magicalearthdamageon atargetwithina 25mradiusof you,anddealsfurther226damageevery 3sec for9 sec.

170MP

12Seconds

SelectedTarget 40

Rank IV:

Effect Cost Cool-Time Target Level

Inflicts293magicalearthdamageon atargetwithina 25mradiusof you,anddealsfurther255damageevery 3sec for9 sec.

191MP

12Seconds

SelectedTarget 46

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Festering Wound

This is a good PvP spell; it does a

small amount of damage but mainly what

it does is reduce the effectiveness of

healing on a target for one minute.

Rank I

Effect Cost Cool-Time Target Level

Inflicts45magicalwaterdamageon atargetwithin a15mradius,andreducestheeffect ofrecoverymagic itreceivesby 50%for 1min.

21MP 1 Miunte

SelectedTarget 28

Chastisement

This is an instant cast fire spell that also

places a damage over time on your target.

It will be a spell you use a lot in player

versus player combat.

Rank I:

Effect Cost Cool-Time Target Level

Inflicts156magicalfiredamageinstantlyon thetargetwithin a25mradius,andinflictsadditional136damageevery 3sec for 15sec.

82MP

16Seconds

SelectedTarget 34

Rank II

Effect Cost Cool-Time Target Level

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Inflicts204magicalfiredamageinstantlyon thetargetwithin a25mradius,andinflictsadditional178damageevery 3sec for 15sec.

105MP

16Seconds

SelectedTarget 46

PunishingWind/Slashing Wind

These are roughly the same spell, but

they have slightly different damage rates

and such. Both spells are a Chain I spell.

Slashing Wind I (Elyos):

Effect Cost Cool-Time Target Level

Inflicts612magicalwinddamageon atargetwithina 25mradiusof you.

108MP

16Seconds

SelectedTarget 42

Punishing Wind I (Asmodian):

Effect Cost Cool-Time Target Level

Inflicts490randommagicalwinddamageon atargetwithina 25mradiusof you.

108MP

16Seconds

SelectedTarget 42

Chain of Suffering

This offensive spell has a two-second

cast time, and it also leaves a damage over

time on the target. It is useful in PvP as

well because it will send players back to

their Obelisk if it kills them, which can

help get enemy players out of specific

zones.

Rank I:

Effect Cost Cool-Time Target Level

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Inflicts573magicalearthdamage ona targetwithin a25mradius, anddealsfurther499damageevery 12sec for 2min. If thetarget dieswhile theskill is ineffect, it isresurrectedat itsregisteredKisk orObelisk.

317MP 5 Minutes

SelectedTarget 45

Summon NobleEnergy

This spell summons a holy spirit to aid

you in combat. The spell stats are the

same for the version that each faction

has, the holy spirit just looks slightly

different depending on you race.

Rank I:

Effect Cost Cool-Time Target Level

Summonsa holyspirit nearyou. Thisspirit doesnot movefrom thesummonedspot, andinflicts1149long-rangemagicalfiredamage ona selectedtargetwithin a30mradius.This spiritvanishesafter awhile andconsumesits HPwith eachattack.

202MP

30Seconds

SelectedTarget 50

Summon Holy Servant

This is a slightly different version of the

other Cleric summoning spell. There are

three ranks of it, and as it was with the last

summoning spell the spell stats are the

same for Asmodians and Elyos but the

appearance of the servants is different.

Rank I:

Effect Cost Cool-Time Target Level

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Summonsa holyspirit nearyou. Thisspirit doesnot movefrom thesummonedspot, andinflicts204long-rangemagicalfiredamage ona selectedtargetwithin a25mradius.This spiritvanishesafter awhile andconsumesits HPwith eachattack.

65MP

30Seconds

SelectedTarget 16

Rank II:

Effect Cost Cool-Time Target Level

Summonsa holyspirit nearyou. Thisspirit doesnot movefrom thesummonedspot, andinflicts291long-rangemagicalfiredamage ona selectedtargetwithin a25mradius.This spiritvanishesafter awhile andconsumesits HPwith eachattack.

93MP

30Seconds

SelectedTarget 28

Rank III:

Effect Cost Cool-Time Target Level

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Summonsa holyspirit nearyou. Thisspirit doesnot movefrom thesummonedspot, andinflicts400long-rangemagicalfiredamage ona selectedtargetwithin a25mradius.This spiritvanishesafter awhile andconsumesits HPwith eachattack.

132MP

30Seconds

SelectedTarget 40

Support Spells

Support Spells covers a wide variety of

the spells available to both the Priest

archetype and the Cleric subclass.

Support spells, as one might assume,

support both the player and their

teammates. This includes a variety of

dispels and negative effect removals,

long lasting spells that give bonuses to

defense and health, resurrecton spells,

and other spells that temporarily

reinforce mana regeneration, spell power,

and defense.

Blessed Shield

Blessed Shield is a self-targeted damage

mitigating shield that should be used, as

one would assume, during PvP and soloing

when you begin to take large amounts of

damage. This will help you take less

damage while you cast a heal on yourself

or on others. It doesn't necessarily need to

be used every time you take damage or for

every pull while soloing because of the

mana cost, but it can be a huge help when

all you need is a couple more seconds to

finish casting a heal.

Rank I:

Effect Cost Cool-Time Target Level

Absorbs927damagefor 20seconds;Boostseffectsofhealingskills by256%.Fadesafter927damageis taken.

309MP 2 Minutes Self 40

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Blessing of Health

This is a basic Priest spell, available to

both the Chanter and the Cleric

subclasses. It provides bonuses to your

target's health, and is a great buff spell

for any class. Blessing of Health is

helpful for leveling, but really begins to

shine in PvP and end game PvE content,

and is one of the reasons Priests are

sought after. Clerics only recieve the first

rank of this Blessing, however, while

Chanters gain another rank at a later

level.

Rank I:

Effect Cost Cool-Time Target Level

IncreasesthemaximumHP of atarget by15% for60minutes

30MP 1 Second

Targetor Self 3

Blessing of Rock

This is another basic Priest support spell

that all Clerics recieve before they choose

their subclass at Ascension. It provides

defense bonuses, which is great for PvP

and for tanks in various PvE situations.

Rank I:

Effect Cost Cool-Time Target Level

IncreasesthePhysicalDefenseof atarget by10% for60minutes

41MP 1 Second

Self orTarget 5

Cure Mind

Cure Mind is a purging spell, for use in

specific situations where either your

character or a member of your party or

faction is afflicted with an abnormal

mental condition that needs to be removed.

These effects can be placed on a character

by other players or by certain mobs in the

game, and the ability to remove them is

essential.

Rank I:

Effect Cost Cool-Time Target Level

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Removesabnormalmentalconditionsof a targetwithin a23mradius ofyou.

67MP 0 Seconds

Self orTarget 19

Rank II:

Effect Cost Cool-Time Target Level

Removesabnormalmentalconditionsof a targetwithin a23mradius ofyou.

108MP 0 Seconds

Self orTarget 40

Dispel

This will remove abnormal statuses

from yourself and your allies. It's your

basic spell to remove curses, magic, etc.

Rank I:

Effect Cost Cool-Time Target Level

Removesabnormalphysicalconditionsof a targetwithin a23mradius ofyou.

34MP

0.5Seconds

Targetor Self 13

Rank II:

Effect Cost Cool-Time Target Level

Removesabnormalphysicalconditionsof a targetwithin a23mradius ofyou.

55MP

0.5Seconds

Targetor Self 25

Rank III:

Effect Cost Cool-Time Target Level

Removesabnormalphysicalconditionsof a targetwithin a23mradius ofyou.

70MP

0.5Seconds

Targetor Self 37

Grace of Resurrection

This is a group resurrection spell, which

is extremely handy for PvP and group PvE

runs.

Rank I:

Effect Cost Cool-Time Target Level

Resurrectsall deadgroupmemberswithin a20mradius ofyou.

953MP

10Seconds Self 40

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Grace of theEmpyrean Lord

This is also a Stigma. This is a useful

spell for both PvE and PvP as it allows

you to cast without using the mana

requirement. It does seem to require you

to actually have the mana in your pool,

however, so keep that in mind when

casting it.

Rank I:

Effect Cost Cool-Time Target Level

For 12sec, youcan use askillwithoutconsumingthe MPthat isneeded touse theskill. --- 5 minutes Self 20

Hand of Reincarnation

This is another ressurection spell, but

not one you cast on a dead ally. It's a

blessing for a member of your group that

will ressurect them at 50% Health if they

die while the spell is in place. It's good to

use as insurance on your tank during

instances, as well as in several other

circumstances.

Rank I:

Effect Cost Cool-Time Target Level

Blesses agroupmemberwithin a25mradius ofyou, andtheblessinglasts for 5min. If thetarget dieswhile theblessing isin effect, itisresurrectedwith 50%HP andMP.

158MP 5 Minutes

SelectedTarget 45

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Memory Pulverization

This is really a PvE only skill, meant to

help offset the massive amount of aggro

that a healer can build up. It is generally

meant for group settings rather than for

soloing, but it can be used whenever you

need to drop aggression. This is also a

stigma spell.

Rank I:

Effect Cost Cool-time Target Level

DecreasestheEnmity ofa targetwithin a25mradius.

211MP 2 Minutes

SelectedTarget 45

Penance

This spell will recover your mana at

the cost of your hit points. This should be

used only in situations when it's really

needed, because there are always mana

potions or even other spells to get mana

back without taking away health. But

there are some situations when you need

the mana, and as a Cleric you'll be able

to heal through the majority of the

damage.

Rank I:

Effect Cost Cool-Time Target Level

Recoversyour MPby 82every 3sec for30 sec.But, yourHPcontinuestodecreaseat thesametime. --- 3 Minutes Self 19

Rank II:

Effect Cost Cool-Time Target Level

Recoversyour MPby 127every 3sec for30 sec.But, yourHPcontinuestodecreaseat thesametime. --- 3 Minutes Self 31

Rank III:

Effect Cost Cool-Time Target Level

Recoversyour MPby 169every 3sec for30 sec.But, yourHPcontinuestodecreaseat thesametime. --- 3 Minutes Self 42

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Prayer of Focus

This spell increases your

Concentration, which allows you to

continue casting while taking damage.

This is good both for PvP and for when

the tanks loses aggro during an instance

run. You can heal yourself and others

through the damage.

Rank I:

Effect Cost Cool-Time Target Level

IncreasesyourConcentrationby 500 for 10sec.

143MP 1 Minute Self 37

Rank II:

Effect Cost Cool-Time Target Level

IncreasesyourConcentrationby 700 for 10sec.

292MP 1 Minute Self 49

Promise of Wind

This is a self-buff spell that has a chance

of inflicting extra damage on enemies,

which is nice for soloing but isn't much for

group PvE or PvP. It doesn't hurt to keep it

activated all the time, though, because any

extra damage when you're a Cleric is nice.

Rank I:

Effect Cost Cool-Time Target Level

For 30min,inflictsadditionaldamage onthe targetwith theprobabilityof 5%wheneveryou doAttacks.

51MP

10Seconds Self 9

Rebirth

This is a self resurrecting spell that

allows you to be reborn when you die with

30% hit points and mana points. This is

the personal version of Hand of

Reincarnation.

Rank I:

Effect Cost Cool-Time Target Level

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For 30min,youresurrectwith theHP andMP at30%aftereachdeath.

552MP 30 Minutes Self 22

Resurrection Loci

This is yet another variation on your

basic resurrection spell. This will

summon a group member to you and

then raise them from the dead, so you

can all resurrect in a single area. There is

strength in numbers in PvP, and this

ensures that your group can stay close

together, even if you die with distance

between you.

Rank I

Effect Cost Cool-Time Target Level

Summonsa deadgroupmemberwithin a30mradius ofyou andall deadgroupmemberswithin a30mradius ofhim torightbeforeyou, andthenresurrectsthem.

686MP ---

SelectedTarget

Reverse Condition

This is a spell only to be used in the

most desperate of circumstances. It will

exchange your current health for your

current mana pool, which can keep you

alive for a little while longer, but if you

are stacking HP manastones and other

enhancements you will have much more

HP than MP, and if you can shield

yourself, cast a heal over time on yourself

and get a reasonably sized heal off you're

better off than casting this spell.

Rank I:

Effect Cost Cool-Time Target Level

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ExchangesyourcurrentHP withyour MP.GainsStigma. --- 10 Minutes Self 28

Ripple of Purification

This is also a stigma spell, and a very

popular one for PvP builds. It removes 3

abnormal conditions from you and your

allies, rather than just one, and can be

particuarly useful when fighting a class

that relies heavily on debuffs like

Spiritmasters and Chanters.

Rank I:

Effect Cost Cool-time Target Level

Removesup to 3abnormalconditionscast onyou andyourallieswithin a10mradius ofyou, andalsorecoversHP by3650.

748MP 2 Minutes Self 50

Sage's Wisdom

Sage's Wisdom is a good support skill

for any situation, as it speeds up your spell

casting, which is a stat that can't be

adjusted by manastones or godstones.

Rank I:

Effect Cost Cool-Time Target Level

Reducesthecastingtime ofall yourmagicskills by50% for10 sec.GainsStigma.

187MP 5 Minutes Self 34

Splendor ofPurification

This is a lesser version of Ripple of

Purification. It does almost the exact same

thing, it just only removes one abnormal

effect rather than three. It can be used

when you're only dealing with one debuff

on your party members at a time, rather

than multiple curses or blinds.

Rank I:

Effect Cost Cool-Time Target Level

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Removesallabnormalconditionsfrom youand yourgroupmemberswithin a25mradius.GainsStigma.

37MP

10Seconds Self 44

Splendor of Rebirth

This is a support/healing spell

combined in one. It heals a certain

amount of HP, attaches a heal over time

to your target, and also increases their

defense for a period of time. This is a

good spell to cast on tanks or on team

members who are actively being

attacked. It will heal some of their health,

and then the HoT and the defense raise

will mitigate some of the damage that

they're taking.

Rank I:

Effect Cost Cool-Time Target Level

Instantlyrecoversthe HP of atargetwithin a25m radiusby 315, andadditionallyrecovers itsHP by 315every 3 secfor 21 sec.PhysicalDef is alsoincreasedby 200.

290MP1 1 Minute

Targetor Self 45

Stability

Stability is yet another stigma spell. It is

a PvE spell that reduces the enmity of

game controlled enemies towards you.

Rank I:

Effect Cost Cool-Time Target Level

ReducestheEnmitytowardyou of atargetwithin a25mradiusof youand thatof up to6enemieswithin a20mradiusof thetarget.

123MP 10 Minutes

SelectedTarget 45

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Summer Circle

This support spell increases the Fire

and Earth resistances of you and your

group members, but lowers water and

wind resistance. It should be used against

classes (like Spiritmasters or Sorcerers)

that use a large number of fire spells, or

even potentially against Clerics, who

have a number of spells that cause Earth

damage.

Rank I:

Effect Cost Cool-Time Target Level

IncreasesFireResistanceby 30 andEarthResistanceby 30 ofyou andyourgroupmemberswithin a20 mradius for10 min. InthemeantimebothWaterResistanceand WindResistancedecreaseby 30.

177MP

1.5Seconds Self 25

Rank II:

Effect Cost Cool-Time Target Level

IncreasesFireResistanceby 60 andEarthResistanceby 60 ofyou andyourgroupmemberswithin a20 mradius for10 min. InthemeantimebothWaterResistanceand WindResistancedecreaseby 60. 242

MP1.5Seconds Self 37

Rank III:

Effect Cost Cool-Time Target Level

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IncreasesFireResistanceby 90 andEarthResistanceby 90 ofyou andyourgroupmemberswithin a20 mradius for10 min. InthemeantimebothWaterResistanceand WindResistancedecreaseby 90. 242

MP1.5Seconds Self 49

Thorny SkinThorny Skin is a useful

defense support spell that can be used on

yourself. It will mitigate a small amount

of damage and then refect it back onto

your attacker. It isn't an impressive

amount of damage, but it can be very

helpful in certain situations.

Rank I:

Effect Cost Cool-Time Target Level

For 30sec,reflects48 ofthedamagereceivedback totheenemythat AllAttackssyoufromcloserange.

193HP 10 Minutes Self 28

Rank II:

Effect Cost Cool-Time Target Level

For 30sec,reflects78 ofthedamagereceivedback totheenemythat AllAttacksyoufromcloserange.

217HP 10 Minutes Self 40

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Winter Circle

Winter Circle is the opposite of

Summer Circle, and is used in the same

way except that the resistances you're

granted are different so it is useful

against different classes. Your Wind and

Water Resistances are buffed, while Fire

and Earth resistances are debuffed

slightly.

Rank I:

Effect Cost Cool-Time Target Level

IncreasesWaterResistanceby 30 andWindResistanceby 30 ofyou andyourgroupmemberswithin a20 mradius for10 min. Inthemeantimeboth FireResistanceand EarthResistancedecreaseby 30.

167MP

1.5Seconds Self 25

Rank II:

Effect Cost Cool-Time Target Level

IncreasesWaterResistanceby 60 andWindResistanceby 60 ofyou andyourgroupmemberswithin a20 mradius for10 min. Inthemeantimeboth FireResistanceand EarthResistancedecreaseby 60.

208MP

1.5Seconds Self 37

Rank III:

Effect Cost Cool-Time Target Level

IncreasesWaterResistanceby 90 andWindResistanceby 90 ofyou andyourgroupmemberswithin a20 mradius for10 min. Inthemeantimeboth Fireand EarthResistancedecreaseby 90. 208

MP1.5Seconds Self 49

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Passive Abilities

All Clerics have these passive abilities,

that affect certain stats or give them the

ability to wear certain kinds of armor.

Passive in this case simply means that

they are always active (or have the

ability to be triggered) but the player

cannot actively control when they are

activated.

Ability Level Summary

AdvancedStaffTraining I 9

Allows youto use stavesskillfully.

AdvancedCloth ArmorProficiency I 9

Allows youto wearquality clotharmor.

WingedRecovery 10

Boosts thehealing skilleffect by10% whileflying.

Boost AttackResistance I 16

Increasesresistances toKnock Back,Stumble, andRotation.

WingedBlessing 25

While flying,Health, WIL,and FlightSpeed areincreased by10, 10, and33%respectively.

AdvancedStaffTraining II 25

Allows youto use stavesskillfully.

ReduceEnmityIncrease RateI 25

Reduces theincrease rateof the target'sEnmitycaused byyour attack.

AdvancedStaffTraining III 40

Allows youto use stavesskillfully.

Boost AttackResistance II 41

Increasesresistances toKnock Back,Stumble, andRotation.

ReduceEnmityIncrease RateII 45

Reduces theincrease rateof the target'sEnmitycaused byyour attack.

BoostHealing IV 49

Increases theeffects ofrecoveryskills by20%.

AdvancedStaffTraining IV 50

Allows youto use stavesskillfully.

Daeva Abilities

These are the Daeva abilities available

to Clerics. These all become available

after Level 10 and use Daeva Points rather

than mana or another stat. Daeva Points

are earned as you play the game, but

disappear after you die or log out for a

certain period of time. These are powerful,

useful abilities, especially in Abyss

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combat. They also have long cool down

times, so they should be used wisely in

PvP, especially the powerful Word of

Destruction.

Acquittal

This is basically a group dispel and a

group heal, and it can be extremely

useful in PvP combat. It will remove

negative effects like curses from your

group and give them a small health boost

at the same time, and when seconds are

valuable it can mean the difference

between life and death. Instead of using

the mana and time to dispel and then heal

team members, you do both at the same

time and then you can start casting more

powerful heals.

Effect Cost Cool-Time Level

Removesabnormalconditionscast onyou andyourgroupmemberswithin a25mradius ofyou andrecoversHP by20% ofthe max.HP every2 sec for10 sec.

3000DP 30 Minutes 31

Brilliant Protection

This is another good group PvP Daeva

skill. A minute of increased maximum HP

can make a huge difference in whether

your group makes it through a battle or

not. The bonus to heals is also nice, so any

other healing spells you cast will be more

effective. This is especially good for use

during a zerg while you're in a group,

when you'll need to do some major healing

but don't have to worry about saving

Daeva points to use Word of Destruction.

Effect Cost Cool-Time Level

Recoversthe HP ofyou andyourgroupmemberswithin a25.00mradius ofyou by30% ofthe max.HP, andincreasesMaximumHP by30% for 1min. Inthemeantime,the effectof healingskills youreceiveincreasesby 30%. 4000 DP 60 Minutes 50

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Pandaemonium'sProtection

(Asmodian)

This is the first Daeva skill your Cleric

will recieve at Level 10. It has a short

cool-down time and doesn't cost as many

Daeva points as some of the other skills.

This is a good one for soloing and

leveling, because it doesn't cost too many

Daeva points and it can keep your

character from dying, which will save

you time and kinah.2

Effect Cost Cool-Time Level

RecoversMP by50% ofyourmaximumMP andHP by50% ofyourmaximumHP byconsumingyour DP.

2000DP 1 Minute 10

Salvation (Elyos)

This is the Elyos version of

Pandaemonium's Protection. It does the

same things, and again can be very useful

while leveling if too many mobs pull or

you need a last minute save.

Effect Cost Cool-Time Level

RecoversMP by50% ofyourmaximumMP andHP by50% ofyourmaximumHP byconsumingyour DP.

2000DP 1 Minute 10

Word of Destruction

This is a very useful, extremely

powerful skill to be used in PvP. It can kill

an opponent in just a couple ticks of its

damage over time. It can also be removed

by a Greater CC Potion, so make sure you

wait until after your opponent has used it

to cast this Daeva spell.

Effect Cost Cool-Time Level

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Instantlyinflicts655magicalfiredamageon atargetwithin a25mradius ofyou andup to 12enemieswithin a20mradius ofthe target,inflictsadditional655damageon themevery 3sec for 57sec, anddecreasestherecoveryeffect thetargetsreceiveby 50%. 4000 DP 60 Minutes 40

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Cleric Stigmas

Stigmas are a type of enhancement that alter your character and make them more

customized. These stigmas can give you access to a weapon type you wouldn't normally

use, some of them will give you a useful passive ability, and some stones allow the use of

different defensive or offensive abilities. What stigmas you choose depend on both your

play style and the role you'd like to play, but there is more on that in the Suggested

Stigmas section. There are differnent kinds of stigmas, Normal Stigmas, Advanced

Stigmas and Level 50 Stigmas. Normal Stigmas can be equipped as long as you meet the

level requirements for the stone, and Advanced Stigmas can only be used with certain

Normal Stigmas. Each character can eventually have five stigma stones, or eight of them

including the three Advanced Sigma Stone slots that have been added in Patch 1.5. At level

20, two stigma stone slots are available, three slots at level 30, four slots at level 40, and

five at level 50. Characters must complete a quest at level 20 before they have the ability to

equip any stigma stones. A stigma stone is given as a reward for this quest, and will

probably be your first stone, and you will also recieve stigma shards. Elyos Clerics must

complete the quest "Memory of the Past", and Asmodians are given "No Escaping

Destiny". The Stigma stone given to Clerics at the completion of these quests is the stigma

Grace of Empyrean Lord I.

Stigma shards are needed to equip Stigmas, and they can only be found as drops from

monsters in the Abyss and as a reward for this quest. The stigma stones themselves are

random drops from monsters in the world, and you can pick up stigmas for any class, not

just your own.

To equip stigma stones, you must go see a stigma master in a major city. After handing

over the required number of stigma shards, you'll be allowed to socket a stigma stone. The

shards are consumed when the stone is socketed, so you won't ever get them back, even if

you remove the stone from a slot. Make sure you actually want the stone before you equip

it so you don't lose the shards or have to spend time farming more of them. The Stigma

Masters can be found in Sanctum or Pandaemonium. The Elysean Stigma Master is Orphe,

and the Asmodian Stigma Master is Aud.

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Normal Stigmas

Here are the "Normal" Cleric Stigmas in the order of the level where they become

available.

Grace of Empyrean Lord I

For 12 sec, you can use a skill without consuming the MP that is needed to use the skill.

Acquired Required Level Casting Time Cool-down TimePowerRequirement

Reward from theStigma Quest Level 20 Instant 3 Minutes None

It seems at the current time from beta research that while this skill allows you to cast a

spell without using up the mana points, you must still have the mana points available to

cast it. This may or may not be a bug, and could possibly change in a future patch.

Blinding Light I

Blinds the target for 20 seconds.

Acquired Required Level Casting Time Cool-down TimePowerRequirement

World Drop:Asmodian Zones Level 20 Instant 5 Minutes 30

This is a great stigma to have in PvP as well as PvE as it lowers a target's accuracy,

which will then affect the effectiveness of their physical attacks.

Flash of Recovery V

(Levels I-V)

Recovers HP of a target within a 23m radius of you by a large amount. The highest

version of the spell is listed to recover 2210 HP (actual heal amounts may vary in game)

Acquired Required Level Casting Time Cool-down TimePowerRequirement

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Mob Drop

25 (Level I)31 (Level II)

37 (Level III)

43 (Level IV)

49 (Level V) Instant 30 Seconds

166 (Level I)191 (Level II)

215 (Level III)

236 (Level IV)

257 (Level V)

Festering Wound I

Inflicts 39 magical water damage on a target within a 15m radius, and reduces the effect

of recovery magic (aka heals) it receives by 50%.

Acquired Required Level Casting Time Cool-down TimePowerRequirement

Mob Drop Level 28 Instant 1 Minute 21 MP

Reverse Condition I

Exchanges your current HP with your MP.

Acquired Required Level Casting Time Cool-down TimePowerRequirement

Mob Drop Level 28 1 Second 10 Minutes None

Earth's Wrath I

Inflicts 178 (I), 206 (II), 226 (III), 255 (IV) earth magical damage to a target within 25m

instantly and every 3 seconds for 9 seconds.

Acquired Required Level Casting Time Cool-down TimePowerRequirement

Mob Drop

28 (Level I)34 (Level II)40 (Level III)46 (Level IV) 1.5 Seconds 12 Seconds

116 (Level I)146 (Level II)167 (Level III)191 (Level IV)

Sage's Wisdom I

Reduces the casting time of all your magic skills by 50% for 10 seconds.

Acquired Required Level Casting Time Cool-down TimePowerRequirement

Mob Drop Level 34 1 Second 5 Minutes 187

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Splendor of Recovery II

Restores the HP of you and your group members within a 25m radius by 2041 (I) or

2306 (II)

Acquired Required Level Casting Time Cool-down TimePowerRequirement

Mob Drop40 (Level I)46 (Level II) 2 Seconds 1 Minute

360 (Level I)393 (Level II)

Splendor of Purification I

Removes all abnormal conditions from you and your group members within a 25m

radius.

Acquired Required Level Casting Time Cool-down TimePowerRequirement

Mob Drop Level 44 2 Seconds 10 Seconds 36

This is a group dispel, which can be extremely useful for PvP, both for conserving mana

and for being able to remove ill effects from everyone quickly.

Sympathetic Heal I

Recovers the HP of you and a target within a 25m radius by 1159.

Acquired Required Level Casting Time Cool-down TimePowerRequirement

Mob Drop Level 48 2 Seconds 10 Seconds 106

From Beta play, it seems like this healing spell can only be used on members of your

group.

Stability I

Reducest the Enmity toward you of a target within a 25m radius of you and that of up to

6 enimies within a 20m radius of the target.

Acquired Required Level Casting Time Cool-down TimePowerRequirement

??? Level 45 1 Second 10 Minutes 121

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Advanced Stigmas

These are the available Advanced Stigmas. They require a certain pattern of normal

stigmas to be equipped and activated, so make sure you do a little bit of research so you

don't waste a stigma that you can't use but could have sold for a big profit.

Splendor of Rebirth I

Recovers 315 health of a target within 25m For 21 seconds, recovers 315 health every 3

seconds for 21 seconds and increases physical defense by 200.

AcquiredRequiredLevel Casting Time

Cool-downTime

PowerRequirement

RequiredStigmas

13,750 AbyssPoints Level 45 2 Seconds 1 Minute 287

Flash ofRecovery ISplendor ofRecovery I

Memory Pulverization I

Decreases enmity of your target within 25m.

AcquiredRequiredLevel Casting Time

Cool-downTime

PowerRequirement

RequiredStigmas

13,750 AbyssPoints Level 45 Instant 2 Minutes 207

Splendor ofPurification I

Chain of Suffering I

Inflicts 499 earth magical damage to a target within 25m. For 2 minutes, inflicts 499

damage every 12 seconds. Also lowers target's magic resistance by 400. If the target dies

in the duration, it will be revived in their registered Kisk or Obelisk.

AcquiredRequiredLevel Casting Time

Cool-downTime

PowerRequirement

RequiredStigmas

13,750 AbyssPoints Level 45 2 Seconds 5 Minutes 311

Earth's Wrath IGrace ofEmpyreanLord I

Hand of Reincarnation I

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Blesses a party member. If he/she dies under this blessing, he/she will resurrect back up

with 50% health and mana. Duration is 5 minutes.

AcquiredRequiredLevel Casting Time

Cool-downTime

PowerRequirement

RequiredStigmas

13,750 AbyssPoints Level 45 1 Second 5 Minutes 158

Sage'sWisdom I

Level 50 Stigmas

These stigmas need both their requirements and two advanced stigmas before they can

be equipped to a character.

Ripple of Purification I

Removes 3 ailments of 6 allies within 20m, and recovers their health by 3650.

Acquired Required Level Casting Time Cool-down TimePowerRequirement

38,700 AbyssPoints Level 50 2 Seconds 2 Minutes 739

Summon Noble Energy I

Summons a noble spirit near you. This spirit does not move from the summoned spot,

and inflicts 1000 fire damage on a target within 30m radius. This spiLrit vanishes after a

while and consumes its HP with each attack.

Acquired Required Level Casting Time Cool-down TimePowerRequirement

38,700 AbyssPoints Level 50 Instant 30 Seconds 200

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Suggested Stigmas

There are various different Stigma builds depending on what you want to do, and what

your play style tends to be. For suggested Player versus Player stigmas take a look at the

PvP section of the guide. This section will have the suggested stigmas for Clerics, as well

as the reasoning behind the choices. Of course, the absolute best stigma set up is the one

that fits the way you feel comfortable playing, so remember that these are just suggestions

and not hard and fast rules -- especially since the game is so new and there are still many

builds and tactics to be experimented with.

For Clerics who want to focus mainly on PvE healing, with no Stigmas to benefit

survivability or PvP at all (even if you're planning on doing some healing for PvP), the

following build has been suggested and tested during the various Beta events and on some

of the Asian servers.

Flash of RecoverySplendor of RecoverySplendor of PurificationShining

RecoveryMemory WipePurifying WaveSympathetic HealMarchutan's Light I

This build gives you a huge advantage to healing. Shining Recovery is a great one for a

heal-centric Cleric, as having the powerful regen spell for damage mitigation can make a

big difference in desperate situations. Sympathetic Heal is also quite useful for keeping

both yourselves and others high in HP. Memory Wipe will help with healing aggro in PvE

situations. There are some suggestions of replacing Sympathetic Heal with another spell

like Festering Wound, or perhaps one of the other skills with Sage's Wisdom, which will

reduce the cast time of spells by 50%, and would be very handy in a desperate situation.

Play around with this stigma build a bit and see which one works the best for you. Well

thought of stigmas also include: Splendor of Recovery, Splendor of Rebirth, Splendor of

Flight, Splendor of Purification and Splendor of Recovery II. Once more people have been

able to play at end-game levels, more and more tested (and somewhat exotic) stigma builds

will be posted for debate in the Cleric community. In the mean time, make sure you spend

some time with Terhix's Stigma Calculator to test out different builds before you spend the

time and Kinah actually building them into your character.

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Cleric Chains

Aion uses a game mechanic that they

call chains; there are sets of spells or

attacks that activate the ability to use

other spells and attacks. At the higher

levels, you can link together many

different abilities for improved damage.

Here are the various Cleric Chains,

compiled in one place for convienence,

so it can be seen what spells are included

and what their various purposes are.

Clerics only have two chains because

they are mainly a healing and support

class rather than a damage class.

Chain 1:

Smite ----> Thunderbolt----> Divine

Spark

Smite is a basic two second ranged cast

that you start the game with, and then

Thunderbolt will be triggered right

afterwards. Divine Spark is the third

ability in the chain, and it is instant cast.

It has a certain probability to proc, so it is

not available for casting all the time. But

when this spell does go off, you're set

because it does massive damage. This is

your most powerful chain; you'll use it

often and in many different situations.

You'll gain the first part of the chain at

Level 10 when you can purchase the skill

book for Thunderbolt, and then the chain

will be complete at 25 when you can

purchase the book for Divine Spark I. At

Level 48 you'll recieve the highest level of

Divine Spark, which completes the chain

again at the highest level for a big damage

increase again. This is a good chain to use

during duels especially, because you've

basically won the battle if Divine Spark

procs at all.

Chain 2:

Slashing/Punishing Wind---->Heaven's

Judgement

Slashing/Punishing Wind---->Divine

Touch

Hallowed Strike ----> Heaven's

Judgement

Hallowed Strike ----> Divine Touch

This chain is a little bit more complex

than the first one, because it has several

different options. There are two different

spells that can be used as the first part of

the chain (one of which has a different

name depending on your faction) and two

spells that can be used in the second part

of the chain. Which spell is used depends

on the situation. You gain Hallowed Strike

far before the ranged Wind spell, so in the

beginning it will start your chains. Also,

Slashing Wind and Punishing Wind are

not purchased from a trainer, you must

find them in the world. Slashing Wind is

the Elyos version of the spell, and it drops

from an instance in Interdiktah, while

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Punishing Wind is the Asmodian version

and it drops from an instance in Beluslan.

Once they have acquired it, most Clerics

will use the Wind spell rather than

Hallowed Strike to begin their chain

because it is a ranged spell. Heaven's

Judgement has a chance on hit of

stunning your target, so that can be

useful in a situation where you need to

heal or dispel yourself. Which chain

order you pick just depends on what

exactly you're looking to do.

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Equipment

Clerics can wear cloth, leather, and

mail armor, and they can wield staves,

maces and shields. The priest archetype

starts out bieng able to wear leather and

upon Ascension gains the mail armor

passive skill. For more information on

the debate on what type of armor a Cleric

should wear, see the Cloth vs. Mail

Armor section. Either staves or a

combination of the shield and mace are

an acceptable leveling combination,

depending on what stats you want to

focus on. Staves generally have more of

a boost to magic power, which will

increase the damage that a Cleric's spells

do, but their physical damage is not as

good as a maces'. Also, the shield and

mace combo are probably geared

specifically for a Cleric, but what kind of

weapon a character uses while leveling

up is generally a personal choice.

Cloth vs. Mail

Once a Priest reaches Level 10 and

chooses to be a Cleric, they gain the ability

to wear mail gear, among many other new

passive skills. So the Cleric can wear

Cloth, Leather, and Mail gear. This

flexibility brings up a debate as to what

kind of armor the Cleric should actually

use -- cloth, or mail? Once you hit the

higher levels, the statistics on leather don't

really match what a Cleric needs a tall, so

after Ascension leather armor is generally

ignored. However, Cloth gear is generally

made for casters, and Clerics are casters,

yes? This is a hotly debated topic, but

except possibly for leveling purposes most

of the accomplished Cleric players agree

that Mail is better. Besides the fact that

Mail is built specifically for Clerics, it

makes it easier for them to take a beating,

and the key in playing a Cleric is being

able to outlast enemies, whether they are

monsters or other players. While you

shouldn't be taking too many hits in group

play, you definitely will be in PvP and

solo play. But one of the key things to

remember is that Cloth gear is going to

mainly have Magic Boost on them, and

Magic Boost does not affect healing at all.

It will boost your magical spell damage,

which is why it can be useful on some

items to increase your damage while

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leveling or soloing. But if you are

healing you need the bonuses that only

Chain armor will give you. There are

some suggestions for having two gear

sets -- Mail for PvP and Group Play, and

then either a full cloth set or a mixed set

for grinding, but whether you choose to

do that or not is personal choice.

Important Stats

The Important Stats for a Cleric are

basically the same as the stats that are

listed below that should be stacked with

Godstones, Manastones, and

Enchantments. High health to pair with

their chain armor is essential, as is

having the mana pool to be able to

support constant healing. As it has

already been mentioned, Clerics already

have a substantial amount of mana, so

while it is important most players

consider other stats more important.

Magical Resistance is important for PvP

play, and Magical Boost is good for DPS

gear or for leveling. There is no way in

game as of right now to increase a

Cleric's spell speed (other than spells

with a cool-down timer on them) or to

increase their base healing amount.

Magical Crit is auseless stat for anyone,

but especially for clerics. It will boost the

magical auto attack for spell books and

orbs, which cannot be used by Clerics.

These same limitations apply to magical

attack. Other statistics that you see in

many role playing games, such as Strength

and Intelligence, are fixed in Aion as well.

Gear has stats such as Evasion, Physical

Defense, Magic Resist, Block, and

Concentration. High level armor items can

have MP, HP and Flight Speed increases

as well. All of these are useful, although

Physical Defense and Concentration

probably moreso than the others. So as a

Cleric, focus on your health and physical

defense first, then concentration and MP,

followed by the other stats.

Enhancement Items

There is a huge variety of enhancement

items available for your character in Aion.

Enhancement items are how you

customize your character, build up certain

stats, and make them powerful. However,

there are so many possible types of

enhancements (and invidiual

enhancements within each category) that it

can get confusing and frustrating. This

section will cover the most common

enhancements that are applied to weapons

and armor, Manastones, Godstones, Power

Shards, and Enchantments. There are also

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ways to improve your character through

consumables like potions and food.

Picking the right enhancement items is

the mark of an intelligent, skilled player

who knows what they are doing, and so

being well geared and buffed along with

being a skilled player will make you

invaluable to any group.

Manastones

Manastones are one of the most

common enhancement items in the game.

You'll find them on mobs starting from

the very beginning of the game. You can

socket manastones in gear items that

have available slots by right clicking on

the stone when it's in your inventory and

then clicking on the gear item you want

to add the stone to. Players can socket

any manastone into their gear, but it's a

waste if the stats on the Manastone won't

help your character at all. Manastones

generally aren't bind on pickup, so they

can be traded and sold to other players.

Manastones can also be removed by

specifically labeled NPCs. Doing this

destroys the stone but frees up the slot

for you to put in another. Also, only the

following gear pieces have slots for

Manastones: chest slot, legs slot,

shoulders slot, hands slot, feet slot,

primary slot, and secondary slot.

There are several manastone types that

are extremely useful for Clerics, and they

are +HP, +Magical Resistance, +Magic

Boost and +MP,as well as some

suggestions for +Magical Accuracy and

+Concentration. +Magical Accuracy will

help your snares and spells hit offensively,

but it's not the best manastone because at

end-game most Clerics will be healing.

And even if you're not healing and going

DPS, it's not extremely helpful and one of

the other manastones would be better. +HP

will increase your hit points, +Magical

Resistance will help mitigate the damage

done by offensive spells cast on you, +MP

will increase your mana pool, +Magic

Boost will increase your spell damage and

+Concentration will help you cast while

taking damage. General consensus is to

stack +HP manastones, because the key to

playing a Cleric is staying alive. For PvE

content, +HP is still best, along with a

little bit of +MP for the larger mana pool.

But don't go too heavy on the +MP

because you can always just drink a mana

potion and choose different manastones. A

lot of it depends on your playstyle as well,

but HP is the best for any style. +Magical

Accuracy and +Magic Boost are better for

offensive casters and PvP play. However,

+Magic Boost can be very useful to

increase your spell damage while leveling,

and thus speeding up your leveling time.

As of Patch 1.5 there are no manastones

that affect casting time or your healing.

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+Magic Boost does not affect your

healing spells at all, that is an important

fact to remember.

Here is a list of useful manastones in

the game for Clerics.

Stone Source Level

Manastone:HP +85

Quest:Defeat2nd RankAsmodianSoldiersQuest:[SpyRemovingthe ReaperSquad]Quest:Defeat2nd RankElyosSoldiers 50

Manastone:HP +75

Quest:[GroupOperationWindmill]Quest:SylphenWing SoupQuest:WhenI Seafood, IEat It 40

Manastone:HP +65

Drop:SpectralSoldierDrop:KerubianBanditDrop:GuardianOutrider 30

Manastone:HP +60

Alchemy:ManastoneCraft: HP+60Alchemy:ManastoneCraft: HP+60

50

Manastone:HP +55

Quest:VillageSeal FoundQuest:StrangeMushroomsAlchemy:ManastoneCraft: HP+30 20

Manastone:MP +85

Quest:Defeat2nd RankAsmodianSoldiersQuest:[Spy]Removingthe ReaperSquadQuest:Defeat2nd RankElyosSoldiers 50

Manastone:MP +75

Quest:[Group]OperationWindmillQuest:WhenI Seafood, IEat It 40

Manastone:MP +65

Drop:SapLaupedeDrop:WailingBansheeDrop:GuardianOutrider 30

Manastone:MP +60

Alchemy:ManastoneCraft: MP+60Alchemy:ManastoneCraft: MP+60 50

Manastone:MP +55

Drop:VeteranTursinLoudmouthDrop:VeteranTursinSmackstopperDrop:Thief 20

Manastone:Magic Boost+25

Quest:ShamelessPeperinrinerkQuest:Deliverthe TamingManual 50

Manastone:Magic Boost+23

Quest:ShamelessPeperinrinerkQuest:Deliverthe TamingManual 40

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Manastone:Magic Boost+21

Drop:RedthroatCrestlichQuest:Mabangtah'sSecond TestQuest:[Group]OperationWindmill 30

Manastone:Magic Boost+20

Alchemy:ManastoneCraft: MagicBoos t +20Alchemy:ManastoneCraft: MagicBoos t +20 50

Manastone:Magic Boost+19

Drop:KerubarLoot GrabberDrop:PoisonWingVespineDrop:GuardianOutrider 20

Manastone:MagicalAccuracy+12 ?? 50

Manastone:MagicalAccuracy+10 ?? 40

Manastone:MagicalAccuracy +9 ?? 50

Manastone:MagicalAccuracy +8 ?? 30

Manastone:MagicalAccuracy +7 ?? 40

Manastone:MagicalAccuracy +6 ?? 20

Manastone:MagicalAccuracy +5 ?? 30

Manastone:MagicalAccuracy +4 ?? 20

Manastone:MagicalAccuracy +3 ?? 10

Manastone:Resist Magic+12 ?? 50

Manastone:Resist Magic+10

Quest:ShamelessPeperinrinerkQuest:Deliverthe TamingManual 40

Manastone:Resist Magic+9 ?? 50

Manastone:Resist Magic+8 ?? 30

Manastone:Resist Magic+7 ?? 40

Manastone:Resist Magic+6 ?? 20

Manastone:Resist Magic+5 ?? 30

Manastone:Resist Magic+4 ?? 20

Manastone:Resist Magic+3 ?? 10

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Godstones

Godstones are another form of

character enhancement available for your

characters. Godstones are a socket item

similar to manastones but they can only

be applied to weapons. Godstones can be

added by the Godstone NPCs in Sanctum

and Pandaemonium. There can only be a

single stone applied to a weapon, and if

you wish to replace one the previously

socketed stone will be destroyed.

Unfortunately all of the Godstones in the

game right now are damage focused

rather than healing focused, so there

aren't any of them that will be great for

healing Clerics. Godstones can have

certain elemental damage attached to

them, and they can also add a bleed,

blind, immobolize, stun or attack speed

decrease depending on which godstone it

actually is. There aren't a lot of

suggestions or preferences for Godstones

so far, since few of them are directly

beneficial to the roles Clerics usually

play in the game. It's basically a personal

preference based on your playstyle and

what seems useful to you. Any of the

godstones with abnormal status effects

(blind, attack speed decrease, etc.) are

great for solo PvP, and Godstones that

have the chance of dealing additional

damage are good for grinding, PvE

soloing, and leveling.

Power Shards

Power Shards are temporary weapon

enhancements. They will increase the

damage and the effectiveness of your

weapon for a short period of time. There is

a slot for Power Shards on the top left area

of your profile screen, right next to the slot

for your weapon. The shards can be

dragged from your inventory and dropped

into this slot, and you can also equip them

if you double-click or right click the

shards. Power Shards must also be

activated, and one Power Shard is

consumed each time you use your weapon.

This allows you to save the extra damage

for harder battles; to activate your

equipped Power Shards you just press the

'B' key on your keyboard. Pressing 'B'

again will deactivate them. Power Shards

can be purchased from General Goods

vendors and they can also be looted from

various creatures across Atreia. You

should start gaining them fairly early in

the game from enemies, and it's always

good to have at least a couple shards

equipped in case you find yourself in a

duel or a battle with an elite creature and

need just a little bit extra help to win the

fight. Here are the available Power Shards

and their damage bonuses.

Power Shard Description Level

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Minor PowerShard

Seals thepower ofAether andincreasesdamage by 10points. 1

Lesser PowerShard

Seals thepower ofAether andincreasesdamage by 15points. 10

Power Shard

Seals thepower ofAether andincreasesdamage by 20points. 20

GreaterPower Shard

Seals thepower ofAether andincreasesdamage by 25points. 30

Fine PowerShard

Seals thepower ofAether andincreasesdamage by 30points. 40

PremiumPower Shard

Seals thepower ofAether andincreasesdamage by 35points. 50

Enchantments

Enchantments are another kind of

enhancement that can be added to your

character's gear. They are added to your

gear through Enchantment stones, which

are created by you. The tools to create

these stones can be purchased from a

General Goods Vendor, and the item is

called Extraction Tools. To use Extraction

Tools, you must right click on the tools

and then left click on the item you wish to

use them on. This will consume the item.

Some important facts to remember about

Enchanting are that the process can fail,

and sometimes when the process fails the

result will be negative. Your item loses

one level of enhancement when it fails, so

this is something to avoid. Knowing just a

little bit about Enchantment can help

prevent this, and the facts found here will

help you avoid it. Also, you can only

extract stones from items that go in slots

that can actually be enchanted, and these

gear slots are the chest slot, the legs slot,

the shoulders slot, the hands slot, the feet

slot, the primary slot, and the secondary

slot. Items that you extract a stone from

are destroyed in the extraction process.

After you use the Extraction Tools, you

will recieve a stone that has a tool-tip that

will read "Level # Enchantment". This is

the level of the item. To apply an

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enchantment to a piece of gear, it's

important to take note of both the level of

the enchantment stone and the level of

the item you want to alter. For most

items, their level is listed on their

tool-tip, but it it was a quest reward you

need to know what level the quest was

that rewarded it to you. Once you know

your item's level, you need to know what

level Enchantment stone to use. You

must know whether the item is of White

rarity, Green rarity, Blue rarity, or

Orange rarity. Scroll over the item and

look at what color the tool-tip text is. The

following chart will help you figure out

what the level range is and what stone to

use once you know what the range is.

Item Color Level Range

White ItemItem's Level +1-10Levels

Green ItemItem's Level +5-15Levels

Blue ItemItem's Level +15-30Levels

Orange ItemItem's Level +25-40Levels

Remember when placing a stone that

the lower part of the range has a higher

chance to fail. So if you have a level 10

"white" piece of gear, it's better to use a

level 12 stone than a level 11 stone.

Each item can be enchanted up to 10

times. Each of the bonuses in the

following chart can be multiplied by 10

to represent this. Here are the available

enchantments for Chain gear.

Gear Slot Enchantment Bonus

Chest+5 Physical Defenseper level

Legs+4 Physical Defenseper level

Pauldrons+3 Physical Defenseper level

Gloves+3 Physical Defenseper level

Boots+3 Physical Defenseper level

Where to Find Gear

There are several ways to get gear in

Aion. There are world drops, specific

drops from named mobs, quest rewards,

crafting, and gear can also be purchased

with Abyss Points, which are earned both

in PvP and PvE at the end-game levels

when tasks are completed in the Abyss.

There are many instances and encounters

that aren't available for play until launch,

as well as the fact that the beta had a level

cap at Level 30 when the final game will

have a level cap of 50. These are all places

to look for end-game gear, and this section

of the guide will tell you what some of the

best gear is and where to find it, or what is

required to craft it.

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Crafted Cleric Gear

- Helms

- Accessories

- Shields

- Rest of the Body

Helms

Noble Dark Dragon King's Chain

Hood

Expert Noble Durable Orichalcum Cha

in Hood

Accessories

Noble Fancy Ruby Earrings

Noble Fancy Garnet NecklaceNoble

Fancy Garnet RingNoble Dark Dragon

King's Mace

Shields

Noble Dark Dragon King's Shield

Expert Noble Durable Orichalcum Shi

eld

Rest of the Body

Noble Dark Dragon King's Hauberk

Noble Dark Dragon King's Chain Paul

drons

Noble Dark Dragon King's Chain Glov

es

Noble Dark Dragon King's Chain Grea

ves

Noble Dark Dragon King's Chain Boot s

Abyss Gear

- Accessories

- Main Body Armor

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Accessories

Archon Tribunus's Warhammer

Archon Tribunus's Sapphire Earrings

Archon Tribunus's Sapphire Ring

Archon Tribunus's Sapphire Necklace

Main Body Armor

Archon Tribunus's Helm

Archon Tribunus's Shield

Archon Tribunus's Belt

Archon Tribunus's Chain Gloves

Archon Tribunus's Hauberk

Archon Tribunus's Chain Greaves

Archon Tribunus's Chain Pauldrons

Archon Tribunus's Chain Boots

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PvP Strategies

There are various different strategies

for being successful in PvP in Aion,

depending on what the situations are and

your "spec". One thing is certain -- as the

Cleric, whether you have geared yourself

for healing, support or DPS, the opposing

side will assume that you are a healer in

groups and they will all attack you at

once to get you out of the battle as

quickly as possible. Just as in solo play,

the key to a Cleric is outlasting everyone

else, and in a group setting, keeping your

group alive so you have strong DPS

supporting you.

General PvP

- Aion Player versus Player Overview

- Recommended PvP Stigmas

- PvP Gearing & Enhancements

- The Cleric vs. Specific Classes

Aion Player versusPlayer Overview

There are several key mechanics and

facts that every player should know about

Player versus Player Combat in Aion. First

off, PvP is a much bigger part of the game

than it is in some other online roleplyaing

games, such as Lord of the Rings Online

or World of Warcraft. A lot of the

end-game play revolves around PvP and

not just raiding. The majority of the PvP

takes place in the Abyss -- the shattered

void between the upper world of the Elyos

and the lower world of the Asmodians.

Also, starting at Level 20, Rifts will open

in select zones, which enables PvP combat

at a lower level outside of the Abyss.

There are two of these zones per level

range. The Abyss is actually a PvPvE

zone, because in addition to both the

player factions, there is a third computer

controlled faction called the Balaur that

has to be dealt with and wants to eliminate

both the Elyos and the Asmodians. The

Balaur will arrive in ships to try and turn

the tide of an area. They will have to be

defeated along with enemy players to

control strategic fortresses in the Abyss.

Players earn currency called Abyss

Points for PvP, as well as an Abyss

Ranking that will allow them to gain new

abilities, equip new weapons, and

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strengthen your legion. Abyss Points can

be used to purchase various items and

stigmas. You must be part of a group to

get Abyss Points for slaying an enemy

player that other members of your

factions are attacking. Everyone in a

group gets points for kills made, so even

as a Cleric you can earn points if you

never touch the enemy player and just

heal your teammates. Legions are player

formed groups for PvP, and Alliances

allow for cooperation between multiple

groups. Killing the Balaur will also

reward players with Abyss Points. There

are also rumors of instanced PvP areas as

well as an arena type setting.

PvP is much more strategic and

integral to Aion than it is in other games,

and the types of rewards available

represent that. According to Producer

Brian Knox, the player with the highest

ranking/collection of Abyss Points on the

server recieves an ability with a long

cool-down that turns them into a raid

boss for the rest of the server to fight!

Recommended PvPStigmas

PvP healing is a slightly different beast

than PvE healing, the main difference

being that you will be taking damage and

you will need some abilities to defend

yourself. The following stigmas are the

best stigmas for PvP combat, and

generally combine quick, powerful group

heals with stuns, group dispels and maybe

a damaging spell or two.

Stigma

Ripple of Purification

Flash of Recovery V

Sage's Wisdom

Grace of the Empyrean Lord

Chain of Suffering I

Festering Wound

Summon Noble Energy I

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PvP Gearing &Enhancements

Mail is the best choice for Clerics in

PvP, both because the gear will be better

specced for the Cleric's abilities and

stats, but mainly because the higher

armor value is extremely useful in player

versus player combat where you will be

hit, and as a Cleric, hit a lot and from

many different enemy players. Whether

you are playing the role of healer in PvP

battles or not, enemy players will assume

that you are (or can) and will come after

you first.

It is best at end game levels to have a

seperate set of gear for player versus

player combat, even if the gear isn't

specifically PvP gear because it enables

you to equip your gear with PvP specific

manastones, godstones, etc. Having

Abyss PvP gear is of course the best (see

the Gear section for more information on

PvP armor) but enhancing any gear

properly will make a difference. The

general consensus is that the best stats

for Clerics in PvP are Magical

Resistance, HP, Concentration, and in

some cases, Magical Boost. There is also

some support behind equipping Parry

and Shield Defense to help reduce

damage taken, but recomendations for

the other manastones are much more

prevalent. Here are the best/highest level

manastones for Clerics in PvP.

Manastones

Stone SourceDetailedSource Level

Manastone:HP +85 Quest

To HopeOnceMoreRemovingtheReaperSquad 50

Manastone:MagicBoost +25

Quest,Alchemy

To HopeOnceMoreDefeat2ndRankElyosSoldiers 50

Manastone:ResistMagic +12 --- --- 50

Manastone:HP +60 Alchemy --- 50

Manastone:MagicBoost +20 Alchemy

ManastoneCraft:MagicBoost+20 50

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Manastone:HP +75

Quest,Alchemy

ShamelessPeperinrinerk

DelivertheTamingManual

[Group]OperationWindmill

When ISeafood,I Eat It 40

Manastone:MagicBoost +23

Quest,Alchemy

DelivertheTamingManualShamelessPeperinrinerk40

Manastone:HP +65

Drop,Quest,Alchemy

GuardianOutrider,KerubianBanditGellar

UndeadTrinkets 30

Manastone:ResistMagic +10 Quest

DelivertheTamingManualShamelessPeperinrinerk40

Manastone:ResistMagic +9 --- --- 50

Manastone:Parry +25 Alchemy

ManastoneCraft:Parry+25 50

Manastone:ShieldDefense+25 Quest

Defeat2ndRankElyosSoldiersDefeat2ndRankAsmodianSoldiers 50

Manastone:Parry +20 Alchemy

ManastoneCraft:Parry+20 50

Manastone:Parry +23 Drop

SprigganFighter 40

Manastone:ShieldDefense+23

Drop,Alchemy

AncientGolem,WanderingMudthorn,ChaoticTemptress 40

Manastone:ResistMagic +7 --- --- 40

Manastone:Parry +21 Drop

GuardianOutrider,GuardianFighter 30

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The Cleric vs. Specific Classes

Every class has its strengths and weaknesses, and the key to becoming an exemplary PvP

player is learning exactly how to deal with the other classes in the game. It's important to

know their abilities as well as your own, so you know both what to expect and when

they've blown a key skill. Good PvP players know the intracacies of their own class, as

well as the many strategies and tactics that they can use. Great PvP players know the same

of all the other classes, so they know what attacks, strategies and tactics to expect from

other players. Setting off a skill at exactly the right time -- especially when it cannot be

removed, blocked, or dispelled, can mean the difference between victory and defeat. The

following section will detail different strategies for dealing with the other classes you'll

encounter in Aion. You'll find out what kind of armor they wear, what attacks you should

use against them, and there will be a detailed table of any of their abilities that could

present a problem to you, including stuns and special Daeva spells. Youtube and other

video host sites are a great resource to be used in tandem with this section, so you can see

how combat usually goes and study what the other classes look like when they are using

certain abilities.

Assassin

The Assassin is another high burst damage class that Clerics need to look out for. A

properly geared and played Assassin can take a Cleric down in only one chain of damage,

so timing and the use of the right skills are key to even surviving this onslaught to try and

kill the Assassin. If you are ambushed by an Assassin, the first thing you must do is cast

Blessed Shield. The damage mitigation of this spell is not major, but in most cases it'll be

the difference between living and dying. And then once Blessed Shield is up, cast Flash of

Recovery until you are back to full health. Cast Chastisement and Root on the Assassin

once the initial Ambush is done, and then put some distance between you and the other

player. While the other player is snared in place is a good time to use the Smite chain,

since it causes decent damage and you'll have the Assassin snared for the initial cast time.

Both Condemnation and Blinding Light are useful against Assassins for their various

Physical Attack Debuffs. It is important to always keep some sort of damage over time

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spell on the Assassin (Chain of Suffering or Chastisement, for example) because if there is

a moment they are not taking damage they can slip back into hiding. Festering Wound will

help block their recovery with potions, and it is highly likely that once they are blinded and

losing HP steadily the Assassin will try and flee. If they are actively fleeing, the

Condemnation chain works quite well, as well as snaring them when you can. Most of the

fight needs to be damaging the Assassin with DoTs, dancing around them to stay away

from their attacks, and keeping your own health up. Spells like Thorny Skin can be slightly

useful if the Assassin gets to close, but be aware of the 1 second cast time.

Ability Effect Duration Cool-Time

Aethertwisting

You can resist magicalattack 2 times.Gains Stigma. 8 Seconds 30 Seconds

Ambush

Moves to the back of atarget within a 20mradius to inflict physicaldamage, and stuns it ata certain rate. GainsStigma. --- 40 Seconds

Ancestral DarknessRune

A Stigma skill ofAncient Daeva. Theskill erases the Patternengraved on a targetwithin a 20m radius upto the level of 1 and setsit to burst, inflictingdamage on the targetand converting some ofthe damage into yourHP. --- 3 Minutes

Ancestral Radiant Rune

A Stigma skill ofancient Daevas. Erasesthe pattern engraved ona target within a 20mradius to the level of 1and causes it to explodeto inflict damage, andalso temporarilysilences the target andreduces its attack speed. --- 3 Minutes

Blinding Burst

Blinds the nearbyenemies within a 15mradius of you. GainsStigma. 10~25 Seconds 10 Minutes

Clear FocusIncreases your PhysicalCritical Hit by 100. 1 Minute 2 Minutes

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Crashing Wind Strike

Inflicts physical damageon a target immobilizedin mid-air, and thenknocks it out from thesky. --- ---

Divine Rune

Erases the patternengraved on a targetwithin a 20m radius tothe level of 1 andcauses it to explode toinflict damage, and alsotemporarily silences thetarget and reduces itsattack speed. GainsStigma. --- 3 Minutes

Killer's Eye

Boosts the effect ofPhysical used right afterthe skill by 50%, andincreases yourAccuracy by 500. 10 Seconds 30 Seconds

Lightning Slash

Inflicts physical damageon the target. Thetarget's MagicalAccuracy decreases by200. 30 Seconds 24 Seconds

Spelldodging

You can resist magicalattack 2 times.However, your PhysicalAttack decreases by50%. 10 Seconds 10 Minutes

Sprinting

Boosts Speed by 20%.When the skill is active,your MP continues todecrease. --- 30 Seconds

Triniel's Dirk

Inflicts physical damageon the target, andcauses additionalphysical damage if youattack the target frombehind or the target isan Elyos or a Balaur. --- 60 Minutes

Vaizel's Dirk

Inflicts physical damageon the target, andcauses additionalphysical damage if youattack the target frombehind or the target isan Asmodian or aBalaur. --- 60 Minutes

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Wind Walk

Puts you in theadvanced hide mode,during which yourmovement speedincreases. Availableduring the battle. 10~20 Seconds 30 Minutes

Chanter

Chanters are a Cleric's priest counterpart, so remember that they share some of the early

skills with you. This is a support and debuff class, so they have many recovery skills as

well as stuns. This will likely be a long battle, with both classes being able to heal

themselves. Remember that Chanters have the upper hand in close range combat, so

keeping away from them is key. Festering Wound is one of the best tools in your arsenal to

use against Chanters, as it will severely impact their ability to heal themselves. Beware of

Penetrating Lock, and use Blessed Shield when it is cast. Other than those specific tips,

take a look at the various abilities available to them in the chart below so you're not caught

off guard by their stuns and debuffs.

Ability Effect Duration Cool-Time

Aetheric Field

Creates a shield that canblock damage with100% probability eachtime you and your allieswithin a 20m radiusreceive All Attacks. Theshield blocks 50% ofthe damage you receiveeach time until it blocksa total of 5000 damage. 15 Seconds 10 Minutes

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Ancestral AethericField

The skill creates aprotective shield thatcan block damage with100% probability eachtime you and your allieswithin a 20m radiusreceive All Attacks.(The shield blocks 50%of the damage youreceive each time andremains effective untilit absorbs a total of5000 damage.) 15 Seconds 10 Minutes

Ancestral Word ofSpellstopping

The skill creates aprotective shield for 15sec that can blockdamage with 100%probability each timeyou and your allieswithin a 20m radiusreceive All Attacks, andrecovers HP by 327every 3 sec. (The shieldblocks 40% of thedamage you receiveeach time and remainseffective until it absorbsa total of 5000 damage.) 3 Seconds 10 Minutes

Binding Word

Binds and reduces themovement speed of atarget within a 25mradius 5 Seconds 45 Seconds

Booming Smash

Inflicts physical damageon the target anddecreases its movementspeed 8 Seconds 24 Seconds

Celerity Mantra

Increases Speed of youand your groupmembers within a mradius of you by 10. Active Skll ---

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Curtain of Aether

Creates a shield that hasa 100% chance ofblocking damage eachtime you and up to 6allies within a 20mradius receive AllAttacks (The shieldblocks 60% of thedamage you receive perattack until it blocks atotal of 5000 damage). 15 Seconds 10 Minutes

Divine Curtain

Creates a shield that hasa 100% chance ofblocking damage eachtime you and up to 6allies within a 20mradius receive AllAttacks, and alsorecovers 442 HP every3 sec (The shield blocks50% of the damage youreceive per attack untilit blocks a total of 5000damage). 15 Seconds 10 Minutes

Focused ParryIncreases your Parry by300. 30 Seconds 30 Seconds

Inescapable Judgment

Inflicts physical damageon a target within a 25mradius and stuns it at acertain rate. 4 Seconds 12 Seconds

Invincibility Mantra

Recovers the MP of youand your groupmembers within a mradius of you by , andalso increases PhysicalAttack, Physical Def,and Magical SkillBoost. Active Skill ---

Meteor Strike

Inflicts physical damageon the target. Decreasesthe target's Physical Defby 140 and Flight Speedby 50% 4 Seconds 8 Seconds

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Protective Ward

A protective shield isformed that has a 100%chance of blockingdamage whenever youare hit by All Attacks.The protective shieldblocks 42% of thedamage you receive perattack. You receive only50% of any healingwhile the skill is ineffect. 10 Seconds 2 Minutes

Soul Strike

Inflicts random physicaldamage on a targetwithin a 25m radius andstuns it at a certain rate. 4 Seconds 12 Seconds

Stilling Word

Binds up to 18 enemieswithin a 25m radius ofyou 15 Seconds 60 Minutes

Swiftwing

Increases Flight Speedof you and your groupmembers within a 20mradius of you by 80. 30 Seconds 5 Minutes

Tremor

Inflicts physical damageon up to 12 enemieswithin a 20m radius andputs them in the Staggerstate, and forms a shieldthat can block damageevery time you receiveAll Attacks 6 Seconds 60 Minutes

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Cleric

Cleric versus Cleric is always going to be a long fight, and victory can often come down

to who is better geared, although play skill does make a big difference as well. You should

be familiar with all the skills that a Cleric uses in PvP, so keep an eye out for them. The

timing on using Sage's Wisdom, Festering Wound, and Divine Spark are what makes the

difference in beating the other Cleric. In many cases, however, the fight goes on until one

person runs out of mana or reinforcements show up to help one side or the other. Most

Clerics dread one on one fights with another Cleric, but it can be a good opportunity to

hone your skills and timing without being concerned about massive burst damage.

Gladiator

Gladiators are slightly easier for Clerics to deal with than some of the other player

classes. They have fewer snare skills than other classes, so Clerics can keep their distance

without worrying about being trapped in place and beat on. Also, their big snare can be

removed by casting Dispel. Slowly ticking down their hit points is the basic strategy; just

remember that they have powerful melee attacks and stay out of their range. Their physical

damage ability Aerial Thrust can catch Clerics off-guard, especially if you are geared up

with magical resistance manastones. Many Gladiators like to open up a fight with Aerial

Thrust, so just be wary of it. They often have low magical resistance, so keeping Blind on

them as much as possible is key, as is rooting them in place. A good attack rotation against

Gladiators is to snare them, cast Smite and the subsequent Smite chain, and then

Chastisement. Other than those specific tactics, just keep yourself healed and out of their

grasp.

Ability Effect Duration Cool-Time

Aerial Lockdown

Inflicts physical damageon the target andimmobilizes it inmid-air. Only forground target. --- 3 Minutes

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Aion's Strength

Boosts your PhysicalAttack by 15%, andinflicts additionaldamage when attackinga PC. Active Skill ---

Ancestral Force Blast

The skill inflictsphysical damage on atarget within a 15mradius of you and up to5 enemies within a 10mradius of the target, anddecreases their PhysicalDef by 500. 30 Seconds ---

Ancestral PiercingWave

Inflicts physical damageon up to 12 enemieswithin a 10m radius,and decreases theirPhysical Def by 500. 30 Seconds ---

Ankle Snare

Immobilizes a targetwithin a 25m radius anddecreases its Evasion by1000. 10 Seconds 2 Minutes

Assault Posture

Increases your PhysicalAttack by 80% anddecreases yourAccuracy and PhysicalDef by 200 and 50%respectively. 30 Seconds 3 Minutes

Blessing of Nezekan

Increases your PhysicalAttack by 80%,Physical Def by 30%,Speed by 20%, and AtkSpeed by 20%. 30 Seconds 60 Minutes

Charge

Increases yourMovement Speed,Flight Speed by 60. 10 Seconds 4 Minutes

Crashing Blow

Inflicts physical damageon a target immobilizedin mid-air, and thenknocks it out from thesky. --- ---

Dauntless Spirit

A protective shield isformed that has a 100%chance of blockingdamage whenever youare hit by All Attacks. 10 Seconds ---

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Draining Blow

Inflicts physical damageon a stumbled enemyand absorbs 100% ofthe damage as HP. --- 30 Seconds

Earthquake Wave

Inflicts physical damageon the enemies within a10m radius of you anddecreases theirmovement speed. 2~10 Seconds 2 Minutes

Force Cleave

Inflicts physical damageon a target within a 15mradius, and decreases itsmovement speed at acertain rate. 2~10 Seconds 30 Seconds

Howl

Lowers Physical Attackof the enemies within a7m radius of you by300. 15 Seconds 5 Minutes

Slaughter

Inflicts additional 25%damage when attackinga PC, and MagicalAccuracy is increasedby 300. --- 1 Second

Strengthen Wings

Increases your FlightSpeed by 10% andenables you to flywithout consuming theflight time. 1 Minute 10 Minutes

Ranger

Battling against a Ranger is interesting, to say the least. Both of you are ranged classes;

there is no dancing around and moving in and out to avoid their major damage skills.

Rangers have very high burst damage, and so the key is surviving this massive burst and

then hitting them during their weak point. Even with high attack stats and good gear, their

damage will fall off dramatically after the first burst for a period of time. If you can heal

yourself through the burst damage (suggestions are to try and have at least 7500 health

points to try to survive it, but those are just estimated numbers) then you can counter attack

and take them down, hopefully before the cool down on their high damage abilities is up.

Do not use spells like Smite that have a long cast time, since if they are in your range for

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these spells you'll be taken damage. Use instant cast spells such as Chastisement, Divine

Spark, Divine Touch, Festering Wound, Punishing Wind (Asmodian Only), Slashing Wind

(Elyos Only), and of course, Word of Destruction. Holy Servants can also be useful in this

case, for the extra damage. Rangers have both a sleep ability and a silence ability, as well

as several traps that will explode, snare or silence you. Having health potions to use during

a battle with a Ranger are vital, because at some point during the fight (unless you are

fighting a poorly played Ranger) you will be silenced. Since most of your strength as a

Cleric is being able to heal yourself for more than you are damaged for, this can be a big

problem. But if you have health potions to help you through the silence and are on your

toes to immediately throw off a big heal for yourself, this can be overcome. High

resistances will also help combat the silence/sleep attacks. Rangers are generally regarded

as one of the hardest classes for Clerics to fight with, because of the sheer amount of

ranged burst damage they can do. Word of Destruction is a very good spell to use against

Rangers before they can begin to burst damage again, but remember that it has a 60 minute

cool down. You should also make sure that you use it when you know it can't be dispelled

or that it will kill them quickly. Also, Rangers are vunerable when they are casting Arrow

Flurry, so if you see them casting this move in to take advantage of this.

Ability Effect Duration Cool-Time

Aether Arrow

Inflicts physical damageon the target within a0m radius and decreasesits maximum MP by75%. --- 60 Minutes

Ancestral BrightwingArrow

The skill fires an arrowat a target within a 0mradius to inflict physicaldamage that has lowaccuracy. --- ---

Ancestral DarkwingArrow

Fires an arrow at atarget within a 0mradius of you at lowaccuracy to inflictphysical damage.

--- ---

Bestial Fury

The Atk Range of bowdecreases by 15m whilePhysical Attack and AtkSpeed increase by 50%and 20% respectively. 1 Minute 10 Seconds

Bow of BlessingIncreases PhysicalAttack of bow by 20% 1 Minute 3 Minutes

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Brightwing Arrow

Fires an arrow at atarget within a 0mradius to inflict physicaldamage that has lowaccuracy. --- ---

Darkwing Arrow

Fires an arrow at atarget within a 0mradius to inflict physicaldamage that has lowaccuracy. --- ---

Destruction Trap

Sets up a ranged traparound you. The trapremains active for 60sec and inflicts damageby exploding when anenemy approacheswithin a 10m radius. 60 Seconds 30 Minutes

DodgingYour Evasion increasesby 200. 1 Minute 10 Seconds

Entangling Shot

Attacks the legs of atarget within a 0mradius to inflict physicaldamage on it. Thetarget's movementspeed is reduced. 4~16 Seconds 16 Seconds

Fleshcutter Arrow

Inflicts physical damageon a target within a 0mradius, decreasesPhysical Def by 10%,and also decreases theeffect of recoverymagic the targetreceives by 50%. 4~8 Seconds 24 Seconds

Heal WingsRecovers your flighttime by 33%. --- 10 Minutes

Mau Form (Asmodian)

Transforms you into aMau Templar by usingyour DP. IncreasePhysical Attack by26%, Atk Speed by26%, and Speed by39% while transformed. 2 Minutes 10 Seconds

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Mau Form (Elyos)

Transforms you into aMau Templar for byusing your DP. IncreasePhysical Attack by13%, Atk Speed by39%, and Speed by39% while transformed. 2 Minutes 10 Seconds

Retreating Slash

Inflicts physical damageon the target, and youare pushed back 25m.The target becomesstunned at a certain rate. 3 Seconds ---

Sandstorm Trap

Uses 3 Tripeed fruits toset up a ranged traparound you. The trapremains effective for 60sec. It blinds a targetwithin a 10m radius andlengthens the castingtime of its magical skill.While the trap is active,the target graduallyloses HP. 60 Seconds --

Shackle Arrow

Inflicts physical damageon a target within a 0mradius, immobilizes itand decreases Evasionby 1000. 10 Seconds 30 Seconds

Silence Arrow

Fires an arrow at atarget within a 0mradius to inflict physicaldamage, and silence it. 2~8 Seconds 18 Seconds

Sleep Arrow

Forces a target within a15m radius to fallasleep. However, thetarget's All ElementalDefenses increases by500. 12 Seconds 3 Minutes

Snare Trap

Uses 5 Tripeed seeds toset up a single traparound you. The trapremains effective for 60sec. When an enemyapproaches within a 5mradius, it explodes toimmobilize the enemyin mid-air. 60 Seconds 30 Seconds

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Spike Trap

Uses 7 Tripeed seeds toset up a single traparound you. The trapremains effective for 60sec, and when an enemyapproaches within a 5mradius, it explodes toimmobilize the enemyas well as to reduce itsevasion rate. 60 Seconds 30 Seconds

Tactical Retreat

Your movement speedincreases at theprobability of 100%whenever you receiveAll Attacks. 30 Seconds 2 Minutes

Trap of Slowing

Uses 7 Tripeed seeds toset up a trap. Remainingeffective for 60 sec, thetrap immobilizes theenemy that approacheswithin 10m and alsoreduces its Evasion. 60 Seconds 2 Mintues

Sorcerer

The Sorcerer is where Magic Resistance gear really comes in handy. If you haven't been

wearing it already and have the chance to switch, this is the difference between victory and

defeat with a Sorcerer. Mitigating even just a little bit of their damage is important. Many

PvP fights with different classes involving running, but this one does even more so. One of

the suggested strategies for dealing with a Sorcerer is to run as far away from them as you

can during their casting (which needs to be farther than 25m), and then run back and attack

them with instant cast spells. Blessed Shield and Thorny Skin can be of some help. If

you're really in a dire state, Reverse Condition can be used as well. Holy Servants can also

be a good call, if you drop them before you start running around to avoid the Sorcerer's

casts. They'll stay in one spot and do damage while you're avoiding taking it. The Sorcerer

has powerful chain attacks, many of which end in stuns or silences, so having health

potions handy is a necessity. Other than that there isn't much of a formal strategy for the

Sorcerer, and be careful of their Curse spell, which is major trouble.

Ability Effect Duration Cool-time

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Barrier of Severance

Creates a shield that canblock all strikes.Instead, you getstunned. 8 Seconds 5 Minutes

Blind Leap

Moves back instantlyby 15m while removingthe immobilization andmovement speedreduction conditions. --- 30 Seconds

Boon of Iron-Clad

Creates a protectiveshield that blocks allphysical attacks andincreases Stun, KnockBack, Stumble,Rotation, and Aether'sHold Resistance Valuesby 1000. 5 Seconds 10 Minutes

Boon of Quickness

Reduces the castingtime of all your magicskills by 50%. 15 Seconds 5 Minutes

Boon of StrengthIncreases your MagicalSkill Boost by 500. 15 Seconds 5 Minutes

Curse of Roots

Transforms the targetinto a tree. Thetransformed targetcannot move or act, andits All ElementalDefenses increases.Once the target isattacked, the effectdisappears immediately. 20 Seconds 30 Seconds

Curse of Weakness

Each time the targetwithin a 25m radiususes magical skills, themagical damagecorresponding to 10%of the target's MAX HPis inflicted on the target. 1 Minute 5 Minutes

Flaming Meteor

Inflicts magical firedamage on enemiesaround 5m from aselected spot within a25m radius of you, andalso stuns them at acertain rate. 3 Seconds 5 Minutes

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Frost (Elyos)

Inflicts magical waterdamage on a targetwithin a 25m radius anddecreases its movementspeed. 12 Seconds ---

Frostbite (Asmodian)

Inflicts magical waterdamage on a targetwithin a 25m radius anddecreases its movementspeed. 12 Seconds ---

Ice Chain

Inflicts magical waterdamage on a targetwithin a 25m radius ofyou, and reduces itsmovement speed. 12 Seconds 10 Seconds

Ice Sheet

Inflicts magical waterdamage on up to 6enemies within a radiusof the selected spot andreduces their movementspeeds. 15 Seconds 3 Minutes

Robe of Cold

For 30 min, each timean enemy within a 30mradius attacks you, youreflect the damage of 40to the enemy and slowdown its movementspeed for 4 sec. --- 10 Seconds

Sleep

Forces a target within a25m radius to fallasleep and increases AllElemental Defenses. 20 Seconds 15 Seconds

Sleeping Storm

Forces a target within a25m radius of you andup to 6 enemies withina 12m radius of thetarget to fall asleep andincreases All ElementalDefenses 20 Seconds 2 Minutes

Soul Absorption

Inflicts magical waterdamage on a targetwithin a 25m radius ofyou, and absorbs theMP corresponding to50% of the inflicteddamage. --- 5 Minutes

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Soul Freeze

Inflicts magical damageon a target within a 25mradius of you as well assilencing it. 8 Seconds 30 Seconds

Stone Skin

Forms a protectiveshield that can absorbdamage with theprobability of 100%whenever you receiveAll Attacks. If you areattacked by a PC, yousuffer less extradamage. 5 Minutes 2 Minutes

Tranquilizing Cloud

Forces a target within a25m radius of you andenemies within a 5mradius of the target tofall asleep. 10~20 Seconds 30 Minutes

Winter Binding

Inflicts water damageon the enemies within a15m radius of you, andimmobilizes them 14 Seconds ---

Spiritmaster

Spiritmasters are a debuff and disruption class rather than a burst damage class, so other

than the standard moving in and out to avoid damage, you need to keep an eye on your

own debuffs and keep yourself cleansed. They damage mostly through DoTs, so use

purification spells constantly. Also, Spiritmasters have a Flight Disruption skill that can

cause some serious issues. Just make sure that you have Splendor of Flight, and if possible

some Abyss flight remedy items, bound to a good hotkey. The flight disruption is the big

danger to Clerics, so once you overcome that it's just back to the regular strategy of

throwing off instant and quick cast damage spells and keeping your own health high.

Ability Effect Duration Cool-Time

Absorb Vitality

Inflicts magical firedamage on a targetwithin a 25m radius ofyou, and absorbs 70%of the damage as HP. --- 12 Seconds

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Blade of Earth

Decreases themovement speed of thetarget within a 25mradius of you and theenemies within a 15mradius of the target. 2~12 Seconds 15 Seconds

Blessing of Fire

There is a 100% chanceof you and the groupmembers within a 20mradius of you inflictingadditional damage onenemies with everyAttack.

1 Minute 2.5 Minutes

Body RootBinds the target withina 25m radius. 2~8 Seconds 20 Seconds

Chain of Earth

Inflicts earth damage ona target within a 25mradius, decreases itsmovement speed for5~15 sec, and dealsadditional 55 damageevery 3 sec. --- 15 Seconds

Cursecloud

Instantly inflictsmagical earth damageon a target within a 25mradius and otherenemies within a 25mradius of the target, andinflicts additionaldamage every 6 sec for54 sec. In addition,whenever the targetuses magical attack onyou, it suffers damagecorresponding to 5% ofits maximum HP. 54 Seconds 60 Minutes

Fear

Forces a target within a25m radius of you toturn into a fire spirit for7~15 sec and strikes itwith Fear. 7~15 Seconds 30 seconds

Fear Shriek

Transforms enemieswithin a 15m radius ofyou into Fire Spirits for5~18 sec, and puts themin the fear andmovement speedreduction states. 5~18 Seconds ---

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Ignite Aether

Removes up to 3 buffsfrom the target, andinflicts damage per buffremoved. --- 30 Seconds

Magic Implosion

Removes up to 3 buffsfrom the target, andinflicts damage per buffremoved. The targetalso receives 100damage every 6 sec for30 sec. It can beremoved with DispelMagical Buff or DispelMagical Debuff skills. 30 Seconds 30 Seconds

Root of Enervation

Decreases themovement speed of thetarget within a 25mradius. 10~35 Seconds 10 Seconds

Shackle of Vunerability

Reduces the attackspeed of a target withina 25m radius anddecreases its AllElemental Defenses by200. It can be removedwith Dispel MagicalBuff or Dispel MagicalDebuff skills. 30 Seconds 30 Seconds

Sigil of SilenceSilences the targetwithin a 25m radius. 2~8 Seconds 20 Seconds

Spirit Armor ofDarkness

Increases Magical SkillBoost by 650, AtkSpeed by 10%, Speedby 10%, Physical Defby 13%, and PMAttackby 85% of your spiritwithin a 25m radius for10 min by consumingyour DP, and recoversits HP by 110 every 6sec. --- 30 Seconds

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Spirit Armor of Light

Increases Magical SkillBoost by 650, AtkSpeed by 10%, Speedby 10%, Physical Defby 13%, and PMAttackby 85% of your spiritwithin a 25m radius for10 min by consumingyour DP, and recoversits HP by 110 every 6sec. --- 30 seconds

Stone Skin

Forms a protectiveshield that can absorbdamage with theprobability of 100%whenever you receiveAll Attacks. If you areattacked by a PC, yousuffer less extradamage. 5 Minutes 2 Minutes

Summoning AlacrityRemoves the timerequired to cast. 10 Seconds ---

Wing Root

Instantly decreases theflight time of a targetwithin a 40m radius by20%, and additionallydecreases it by 6%every 3 sec for 30 sec. --- ---

Templar

The Templar is one of the available subclasses to the Warrior archetype. This class can

wear Plate Armor, and so they can take a heavy beating, and they also have several

anti-snare abilities and damage mitigation skills. A battle with a Templar is all about

timing, to make sure you don't use up your good skills and attacks before they trigger their

damage mitigation spells. A battle between a Cleric and a Templar has the potential to last

a long time, between the Cleric's self heals and the Templar's heavy armor and various

abilities. When battling a Templar one on one, you should be constantly moving, keeping

yourself at a distance and then clipping in for a couple of seconds to set off a quick chain

for damage. You can use your snare spell (Root) if you like, but be sparing in its use

because it's hard to crowd control a Templar. When it is on cool-down, use the Smite

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-->Thunderbold-->Discharge chain for optimum damage, otherwise just dash in for the

occasional Hallowed Strike (to slow down their attacks) and even another chain skill after

that if your health is doing alright. Casting Chastisement or Festering Wound on the

Templar as you dance around him will also slowly tick down his health without you

needing to move into his range too often. When the Templar gets too close, casting Thorny

Skin or Blessed Shield to help you deal with the damage is a great help. Then if you throw

a Heal over Time onto yourself to regain a little bit of health, you can put distance between

you and the Templar again until you are ready to move back into their range. If your snare

is available and you took a decent amount of damage despite the use of a damage

mitigation spell like Blessed Shield, you can also use Root or another spell to snare them in

place while you restore your HP from a distance.

Templars have an ability called Aether Armor, which will increase their magical

resistance by 800 for 30 seconds and make it difficult to damage them at all, since most of

a Cleric's damage is done with magic. Just run around while this ability is in use, and then

once it has faded from the Templar cast Root, Festering Wound, and any other chain that

you can get off while the Root still holds. If your enemy has used a Greater Healing Potion

or another type of Potion, go ahead and unleash Voice of Destruction on him, which

should hopefully be the end of the fight. If the battle continues to wear on, just keep your

mana pool up so you can continue to heal yourself and occasionally do damage, and

remember that you have the Splendor of Flight support spell, and so with that and various

potions you can stay in the air longer than your opponent can hope to.

The following Templar abilities are the ones you need to know about in PvP combat with

them.

Ability Effect Duration Cool-Time

Aether Armor

Increases your MagicalRes by 800.Gains Stigma. 30 sec. 300

Ancestral HolyPunishment (Elyos)

The skill inflictsphysical damage on thetarget and stuns it for 2sec.Gains Stigma. --- 120

Charge

Increases yourMovement Speed,Flight Speed by 60 10 sec. 240

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Dazing Severe Blow

Inflicts physical damageon the target. Thetarget's attack speeddecreases for 12 sec. --- 12

Divine FuryIncreases your PhysicalAttack by 30% 30 sec. 180

Divine Grasp

Pulls the target within a15m radius of you andthe enemies within a20m radius of the targetto right in front of you. --- 3600

Empyrean Armor

Recovers your HP by25% and increases yourMaximum HP by 50%and Natural Healing by50. In addition, youreceive less damagewhen you are attackedby a PC. 3 min. 360

Holy Punishment(Elyos)

Inflicts physical damageon the target and stunsit for 2 sec. --- 120

Holy Shield

You reflect damageback to the enemy.Gains Stigma. 10 sec. 60

Inescapable Judgement

Pulls the enemy withina 15 m radius to right infront of you, increasesits Enmity, anddecreases its movementspeed 10 sec. 30

Iron Skin

Removes all debuffsfrom you and reducesthe damage inflicted onyou by 50% 30 sec. 600

Nezekan'sShield/Zikel's Shield

Removes yourabnormal conditionsand prevents you fromgetting affected by anyabnormal conditions. Inthe meantime, you don'treceive any physicaldamage, and yourPhysical Attackdecreases.

30 sec. 3600

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Prayer of Freedom

Removes all spellsbanning movement andflight from you andmakes you immune tocrash magic 2 min. 600

Shield of FaithBlocks up to 10 attackswith shield 30 sec. 180

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PvP Group Role

A Cleric's role in group PvP is simple

in concept, although it becomes much

more complicated when actually doing it.

Many people won't like to hear this, but

as a Cleric in a group, you need to heal.

Clerics are the only class that can heal

the way that Clerics do (Chanters can

heal but are generally secondary healers),

and they're needed for that. Couple that

with the fact that you have no burst

damage and fairly low damage overall,

and most groups won't be interested in

you at all if you can't keep them alive.

Now, this doesn't mean that you can't

throw out a damaging spell here and

there just for a change of pace, but your

role is to keep others ressurected, healed,

and free of debuffs. Most of the PvP

(other than World PvP as you're

gathering items or completing quests)

will be done in large groups, so it is

essential to know how to handle it well.

Stay with your group at all times --

don't be the person who runs off to take

down a single enemy player and then

gets attacked by a large group while

you're away. Clerics can hold their own

in one versus one, but add any more

enemy player characters to that and

things can get rough. Always keep your

eyes on other players so you can dispel

negative buffs immediately and heal them

when they need it. You'll accomplish more

and earn more Abyss Points if you keep

your DPS alive. Move around when you

can to keep distance between yourself and

any player attacking you, and make sure

you have plenty of health potions, mana

potions, and flight strengthening potions.

Clerics also receive a passive bonus to

their healing when in flight, so even if a

fight is occuring on the ground, rising a

couple of feet in the air can be helpful.

Stay coordinated with everyone else, and

learn the cast times of your spells so you

can heal efficently and quickly.

PvP Specific Macros

Having macros set up can save time,

hassle and keep you from clicking wildly

all over the place, all of which can easily

make the difference between life and death

when you're fighting another player rather

than a game mob. Here are several macros

that are extremely helpful during PvP

combat.

To target the nearest hostile target and

cast Restraint:

/Automatic Selection/Skill Restraint

I/Select [%PreviousTarget]

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Healing an enemy's target and re-select

the enemy:

/Select [%Target'sTarget]/Skill "Heal

Name" "Rank"/Delay 2/Select

[%PreviousTarget]

To land quickly during PvP flight:/Skill

Toggle Flight/Landing/Delay 0.01/Skill

Toggle Combat

"Focus" Root MacroMacro 1:/Variable

1 [%Target]

Macro 2:/Select [%Variable0]/Skill

Root I/Delay 1/Select [%PreviousTarget]

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Other Information

- Useful Titles

- Macros

- Cleric Add-ons

Useful Titles

Aion has a title system that can be used

to improve various stats and skills. Titles

can be gained in several different ways

(list the ways). Here are various titles

available in the game that are of great use

to Clerics. This will tell you what stats

they affect and how to obtain them. To

equip a title once it has been earned,

press 'P' to access your profile menu, and

select the Title's tab. This will list all of

the titles you have available (as well as

their stats) and once you select one it will

apply the title and the stats to your

character.

Asmodian Titles

Title Description PrerequisiteBonusAttribute

AlchemyExpert

Youreachedthehighestlevel inAlchemy.

AlchemyExpert(Asmodians)

MaximumMP 36MagicalAccuracy2MagicalResistance3

Battle-Hardened

YoudefeatedanexperiencedElyoswarrior intheAbyss.

MatchwithRank 1ElyseanArmySoldier

MaximumHP 50FlightTime 5

BornMerchant

Youexchangeda lemonfor avaluable.

Usefulnessof Barter(Asmodians)

FlightSpeed 2%Evasion 4FlightTime 3

Championof theElderly

Youhelped anold ladyto fulfillher lastwish.Youhelped anold ladyto fulfillher lastwish.

DyingDaughter'sWish

MaximumMP 42MagicBoost 12

CookingExpert

Youreachedthehighestlevel inCooking.

CookingExpert(Asmodians)

MaximumHP 36MaximumMP 36Speed 5%

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EnergizedAfterEatingMilleniumGinseng

You dugup a hugeMillennium-oldFreshGinseng,theMiraculousPlant ofMunmuns.

Millennium-oldFreshGinseng

MaximumHP 40Speed 3%

ExpertArmorsmith

Youreachedthehighestlevel inArmorsmithing.

ExpertArmorsmith(Asmodians)

MaximumHP 36PhysicalDefense 4Block 8

ExpertVengefulSpiritConsoler

You sentall thevengefulspirits inthe AdmaStrongholdto theflow ofAether.

Secret ofContamination

MaximumHP 50MagicalResistance10

Fluent inBalaur

You canspeak theBalaurlanguagefluently.

LearningBalaurLanguage

MagicalAccuracy3MaximumMP 46MagicalResistance3

Heroic

YoudefeatedElyos inthe Abyssandenhancedthereputationof theAsmodians.

MatchwithElyseanArmyGeneral

MaximumHP 60FlightTime 5FlightSpeed 2%AtkSpeed 2%

Invincible

Youdefeated aveteranElyoswarrior intheAbyss.

MatchwithElyseanArmyOfficer

MaximumHP 50FlightTime 5FlightSpeed 3%

Kind

YouhelpedGerger tofulfill hislifetimedream.

EscapingAsmodae

MaximumMP 20FlightTime 1

MarkedOne

You aremarkedforobservationby theShadowCourt. Summons

MaximumHP 27PhysicalDefense20MaximumMP 28

PokingIntoEverything

Youwound upallDaskair'saffairs.

Power ofLove

MaximumMP 57MagicalResistance7MagicBoost 15

ProtectorofMorheim

YousavedMorheimfrom thethreat oftheBalaur.

HoldTheFrontLine

PhysicalDefense15MagicalResistance8MaximumHP 40

RaiderHero

Youraised thereputationof theUlgornRaiders.

AbyssGate

MaximumHP 20PhysicalDefense 5

Tough

Youdefeated anoviceElyoswarrior intheAbyss.

MatchwithRank 9ElyseanArmySoldier

MaximumHP 40

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WheelerDealer

Youcompletedtradedeals withallfortressesinReshantafor theBlackCloudTraders.

Contractof BlackCloudTraders Speed 5%

Elyos Titles

Title Description PrerequisiteBonusAttribute

Aerialist

Youpassed thehigh-levelflight skilltest

PracticalAerobatics

FlightSpeed 2%FlightTime 4

AlchemyExpert

Youreachedthehighestlevel inAlchemy.

AlchemyExpert(Elyos)

MaximumHP 44AtkSpeed 2%WindDefense 4

AnimalLover

YouavengedTutty onbehalf ofPernos.

AvengingTutty

MaximumMP 20

Battle-Hardened

YoudefeatedanexperiencedAsmodianwarrior intheAbyss.

Match withRank 1AsmodianArmySoldier

MaximumHP 50FlightTime 5

Belbua'sBenefactor

YourescuedBelbuafromLepharistRevolutionaries.

HappyNews

Block 15MaximumHP 35

BottledLightning

YoudefeatedLightningfootTuka, thebane ofTolbasVillage.

LightningfootTuka(Quest) Speed 3%

Eltnen'sHero

Youcompletedall thecampaignquests inEltnen.

BalaurConspiracy

PhysicalDefense15MagicalResistance8MaximumHP 40

ExcellentSpy

YousuccessfullyinfiltratedAsmodae.

QuestComplete

MaximumHP 57PhysicalAttack 3MagicalResistance10

Fluent inBalaur

You canspeak theBalaurlanguagefluently.

LearningBalaurLanguage

MagicalAccuracy3MaximumMP 46MagicalResistance3

Gullible

Youexchangeda valuablefor alemon.

Usefulnessof Barter(Elyos)

FlightSpeed 2%Evasion 4FlightTime 3

HandicraftingExpert

Youreachedthehighestlevel inHandicrafting.

HandicraftingExpert(Elyos)

FlightTime 2

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Heroic

YoudefeatedAsmodiansin theAbyssandenhancedthereputationof theElyos. ---

MaximumHP 60FlightTime 5FlightSpeed 2%AtkSpeed 2%

HomuronKnights

Youjoined theHomuronKnightsformed byZirius.

CursedZirius

MaximumHP 40Evasion 8MagicalResistance-6

HonoraryBlack Cloud

Youconsolidatedthe placeof theBlackCloudTraders inReshanta.

Jakurerk'sOpportunityto Make itBig Speed 5%

Invincible

Youdefeated aveteranAsmodianwarrior intheAbyss.

Match withAsmodianArmyOfficer

MaximumHP 50FlightTime 5FlightSpeed 3%

KlawHunter

Youremovedthe KlawSpawner.

Klaw'sSecret

MagicalAccuracy6MagicBoost 9

KoboldChef

You cancookKobold-stylefood.

SecretRecipe

MaximumHP 57MaximumMP 57

Poeta'sProtector

Youcompletedall thecampaignquests inPoeta. No Entry

MaximumHP 20PhysicalDefense 5

PoorCamouflageMaster

Youfailed topersuadeBollvigbecauseof yourpoordisguise. White Lie

MaximumMP 45MagicalResistance8

SewingExpert

Youreachedthehighestlevel inSewing.

SewingExpert(Elyos)

MaximumHP 52FlightTime 3FlightSpeed 3%Speed 6%

Tough

Youdefeated anoviceAsmodianwarrior intheAbyss.

Match withRank 9AsmodianArmySoldier

MaximumHP 40

Tree-Hugger

Youhelped anElim whowas introuble.

Request OfTheElimRequestOf The Elim

Accuracy4

Verteron'sWarrior

Youcompletedall thecampaignquests inVerteron.

SealedSecrets

MaximumHP 30MagicBoost 6

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Macros

Here are some useful macros to make

buffing, casting, and fighting a little

easier. Aion is set to launch with a

detailed and powerful macro system.

Some of the features of this system are

that players are allowed to put unlimited

lines and variables into a macro, with a

255 character command limit. The Macro

system can be opened by pressing the U

key (default keybindings), and then

you'll create a macro by entering a name

and choosing an icon, then adding the

actions you want included in the macro

in the provided box. After saving the

Macro, it can now be used. Only about

10 macros can be created and saved per

character. The Macros in this section are

common macros found on boards and

Cleric websites, and so they can be

copied and pasted into your macro

system. "Skill Name" needs to be

replaced by the specific skill or spell you

would like to be cast, and "Rank" needs

to be replaced with the appropriate spell

rank. Be careful with capitalization and

spacing, as they are important and your

macro won't work properly if it's not

exactly right. Sometimes just copying

and pasting a macro won't work properly.

If it doesn't, drag the skill into the editor

replace the appropriate text. It will be the

exact same text as it was before, but

sometimes this is all that you need to do to

make the Macro work. The following

Macros (the text in Italics) are popular

amongst both Clerics and other classes.

To buff numerous groups with your

Blessings:

/Variable 1 Blessing of Health "Rank"

/Select [%Group1]

/Skill [%Variable1]

/Delay 2

/Select [%Group2]

/Skill [%Variable1]

/Delay 2

/Select [%Group3]

/Skill [%Variable1]

For more groups, just repeat this pattern

and replace the group number.

To Heal a Group Member then Retarget

your Previous Target:

/Select [%Group"Number"]

/Skill "Name"

/Delay 2

/Select [%PreviousTarget]

To Heal An Enemy's Target than

Retarget Enemy:

/Select [%Target'sTarget]

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/Skill "Heal Name" "Rank"

/Delay 2

/Select [%PreviousTarget]

Assist and Announce Target:

/Select [%Group"Number"]

/Yell DPS [%Target'sTarget] selected

by [%Group"number]!

/Select [%Target'sTarget]

/Delay 2

/Attack

Summon Holy Servant and Cast Heal

over Time:

/Skill Summon: Holy Servant "Rank"

/Delay 2

/Select Divine Energy

/Skill Light of Rejuvenation "Rank"

/Delay 2

/Select [%PreviousTarget]

A macro to assist in Group Healing:

/Select [%Group1]

/Skill Healing Light III

/Delay 2

/Select [% previous target]

This macro will cancel your flying and

land your character; it's useful for PvP as

well:

/Skill Toggle Flight

/Landing

/Delay 0.01

/Skill Toggle Combat

A grinding/attack sequence macro:

/quickbar (chastisement)

/delay 1.25

/quickbar (holy servant)

/delay 1

/quickbar (hallowed strike)

/delay 1

/quickbar (divine touch)

/delay 1

/quickbar (hallowed strike)

/delay .5

/quickbar (light of rejuv)

/delay 1

/quickbar (smite)

/delay 3

/quickbar (smite)

/delay .25

/quickbar (mana potion)

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Cleric Add-ons

Many players are always looking for

ways to tweak their user interfaces,

increase their healing efficiency, track

their damage or their rotations, or any

number of other features that aren't part

of the base game. It is unclear from the

prerelease and Beta information how

friendly Aion wil be for add-ons. There

has been some talk of the desire for a

healing add-on that allows players to use

mouse clicks (similar to the Clique and

Grid combination from World of

Warcraft) but no one has created

anything yet. If the game is receptive to

add-ons or programs that alter the base

game options, an add-on like that will

probably surface before long. This guide

will certainly be updated if any useful,

transforming Cleric add-ons appear on

the Aion scene. But right now, most

Add-ons are considered a bannable

offense, so be careful when using any

(especially any Add-on that can be

misconstrued as a Bot.) There was,

however, recently an announcement by

Yongchan Jee saying that they would

allow interface changing add-ons to Aion

at some point, but that he couldn't

confirm a time frame for the changes.

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Clerics andCrafting

Just like many other online roleplaying

games, Aion has a crafting system for

creating useful items and gear. It does

have some differences from some of the

other online games, however, in that each

character has a "gathering" type skill that

allows them to collect any of the items in

the world (such as Ore, Wood or Plants)

as long as the skill is high enough for

that particular item. This removes some

of the traditional professions like Mining,

Forestry or Herbalism from the available

profession list. Also, in Aion, each

character is allowed to learn any and all

of the available Crafting Professions, so

you technically don't have to choose

between certain crafting paths. In reality,

however, the cost of doing this (at least

while leveling or at first) makes it

impractical to level them all. Not all

professions make sense to skill up as you

level, either, because often the world

drops and quest rewards are equal or

greater to the items you could make. This

is the case when making armor and

weapons. But there are some useful

professions to skill up as you make your

way to Level 50, and some of the crafted

items are more useful to Clerics than to

other classes.

The three best crafts for Clerics are

Armorsmithing, Alchemy, and Cooking.

There are several schools of thought on

this, however -- taking Armorsmithing as

your main profession with an Alchemy

minor or Cooking minor, or taking

Cooking as your main with an Alchemy

minor. The Master Armorsmith title grants

very useful stat bonuses for Clerics. You

can also smith gear for all your slots and

make yourself very nice gear at end-game

to hold you over until you earn Abyss

Points. But this is also the downside to

Armorsmithing, because you'll eventually

be sitting around with a mastered crafting

skill that you can't do much with. But it is

a popular and viable suggestion all the

same, so it was included here. Alchemy is

great as a money maker, but it also allows

you to make your own mana potions while

you are leveling up, which will save you a

lot of Kinah and keep you completely

stocked with mana potions for soloing

elite mobs later on. At higher levels, you

can also craft scrolls and high level health

and buff potions, which are all needed for

battles in the abyss. Cooking is another

profitable profession that will serve you

well. Only characters with a mastery in

Cooking can craft foods that offer a player

two buffs as well as improved flight times,

and many of these food items are

considered a necessity for Abyss play. If

you have to purchase them, they will be

expensive -- but if you are making them

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yourself, not only will you have a

personal stock but you can be the person

selling them to other players. Also, if you

level Cooking as you are questing and

leveling up to 50, you will have a

personal supply of buff food to improve

your stats, which can make things move

a little faster.

Here are some of the notable items that

you can make in these three professions.

Alchemy

Alchemy is a great money saver and

money maker for a Cleric. You can craft

all your own potions and scrolls and then

sell the ones you don't need. However,

out of the three suggested crafting

professions for Clerics, Alchemy is the

one that it doesn't make much sense to

master. The Mastery title is useful (it

gives an MP/Magical Accuracy/Magical

Resistance boost to Asmodians and a

HP/Attack Speed/Wind Defense buff to

Elyos) but there are much better

professions to master since you can train

any number of them but only master one.

Having Alchemy as a minor will allow

you to make your own mana potions, but

after about skill level 399 there aren't a

lot of items that are of a huge use to

Clerics. So why not just level it up to

where you can make what you need (and

some stuff to sell) and master a more

useful profession? Here are just a few of

the useful items that you can craft for

yourself and for others:

Potion/Scroll Effect Race

Raging WindScroll

Flight Speedbecomesquicker by20% for 5min. Both

Greater WindRaging Scroll

Flight Speedbecomesquicker by30% for 5min. Both

RunningScroll

Speedbecomesquicker by20% for 5min. Asmodian

GreaterRunningScroll

Speedbecomesquicker by30% for 5min. Both

GreaterSecretRemedy ofMana

Recovers MPby 1360. Both

Greater WindSerum

If used duringthe flight, itincreasesyour flighttime by 36seconds. Both

Major LifeSerum

Recovers HPby 1410. Both

Greater LifeSerum

Recovers HPby 1160. Both

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Armorsmithing

Armorsmithing is one of two suggested

master professions for Clerics. It allows

them to craft armor for themselves and

others. Being able to make armor for

yourself is useful, but it is a vocation that

overlaps with other classes. Also, as it

was mentioned before, once you start to

gain Abyss gear you'll have little reason

to use this profession at a mastery level

except to provide armor for other people.

This can be profitable, and the gear can

be very useful while you're leveling as

well. Here is some of the high level gear

you can craft as a Master Armorsmith.

Gear

Balaur Lord's Shield

Drazma Mail

Necsium Chain Gaiters

Necsium Chain Hood

Necsium Gauntlets

Surkana Plate Pauldrons

Cooking

Cooking is a great choice for Clerics. It

has a mastery title that is a bonus to both

HP and MP, and as it was mentioned

before this gives you access to +HP + Res

+Flight time foods. Cooks are the only

source of +Flight Time food other than

vendors, and having even just a couple

seconds more of flight time can mean the

difference between victory and defeat in

the Abyss. There are also foods that can

grant a player 4,000 Daeva Points when

eaten, which allows much more frequent

use of your powerful Daeva skills. So this

means that Cooking would actually be

quite useful to you personally and would

also have the potential to be very

profitable. Many players consider this the

mastery crafting profession that you

should take because it has many benefits

and few downsides. Some of the useful

and powerful foods that you can cook once

you master this craft are:

Food Bonuses Race

Cippo AetherJelly

Recovers DPby 4000Points Asmodian

Perer AetherJelly

Recovers DPby 4000Points Elyos

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Wise DragonKing BroiledMeat

Maximum HPand AllElementalDefensesincrease by200 and 50pointsrespectively,and FlightTime alsoincreases by10 secondsfor 30 min. Elyos

Dark DragonKing BroiledMeat

Maximum HPand AllElementalDefensesincrease by200 and 50pointsrespectively,and FlightTime alsoincreases by10 secondsfor 30 min. Asmodian

Dark DragonKing Omelet

MaximumMP and AllElementalDefensesincrease by200 and 50pointsrespectively,and FlightTime alsoincreases by10 secondsfor 30 min. Asmodian

Wise DragonKing Omelet

MaximumMP and AllElementalDefensesincrease by200 and 50pointsrespectively,and FlightTime alsoincreases by10 secondsfor 30 min. Elyos

Heart ofMagic

A magic heartcreated byinfusing aBalaur Heartwith bloodstain andmagic. Onlyexperts withthe greatestexpertise cancraft it, andoncecompleted itis engravedon the soul ofits creator. Elyos

UnstableHeart ofMagic

A magic heartcreated byinfusing aBalaur Heartwith bloodstain andmagic. Onlyexperts withthe greatestexpertise cancraft it, andoncecompleted itis engravedon the soul ofits creator. Asmodian

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Kinah Basics forClerics

Players can begin to build up their

character wealth early on in the game.

While at first it might seem like one is

earning a lot of Kinah, remember that 1

Kinah is not equal to something like 1

Gold in World of Warcraft or other

online games. Most items, even at the

early levels, cost several hundred Kinah.

So although it might seem like you're

building up a reasonable amount of

wealth, you don't really have as much

Kinah as you think you do. This section

will cover some basic tips and tricks for

earning Kinah, both as a Cleric and in

general. Making sure you don't sink your

money into something that has low

returns or making mistakes is very

important, because once your Kinah is

gone you'll have to work to get it back.

General Tips

Flight Points and Portals are great for

saving time, but they also cost a fair

amount of Kinah (in early zones, the cost

can be ~1000 Kinah for a one-way flight).

Make sure you've finished everything you

need at an area. Take them when you need

them, try not to end up using them over

and over again because you forgot one

little item because the price tag will add

up.

Set up a personal store whenever you

can. In fact, setting up a store and going

AFK at the end of a night of playing and

getting auto-logged out is a viable

strategy. Just make sure you set up the

store in an appropriate area (more

information on this in it's own section).

List anything above white quality on

the Auction House. Drops are pretty

random and not super common in this

game, and so anything that looks like it

can be useful for another player should be

listed.

Get multiple characters to Level 10 so

you can use them to list Auctions and/or

run personal stores.

Consider not leveling a profession

until a higher level. The various

professions in Aion can be very profitable,

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but they can also be very expensive to

level up. Waiting until you have more

Kinah and more resources available can

end up saving you money in the long run.

Sell junk items to vendors whenever

you can in cities or towns. You can

build up an impressive amount of Kinah

just from vendor dumping, especially

once you begin grinding large numbers

of monsters for experience.

Unless you want to twink out your

character, purchasing gear as you level

is probably a waste. Drops from

monsters and quest rewards should be

adequate through most of the early

levels.

Buy cheap or deeply underpriced

items. Then you can relist them at a

higher price for a profit, or if they are a

raw material, craft them into something

with a high list price and a high demand.

Buy and sell vendor items and do

your listings during low tax times.

Aion has an uncommon tax system based

on which faction controls the Abyss and

the fortresses there. Controlling the area

can result in low or even non-existant

taxes for your character. However, if the

opposite faction controls the abyss

fortresses, you will pay a 10% tax and

items sold to the vendor will make you

less Kinah than they otherwise might.

Sometimes it's not practical to wait until

your faction controls the Abyss again

before buying or selling vendor items, but

it's an important game mechanic to keep in

mind.

Personal Store Tips

Each character in Aion has the option of

opening their own personal store anywhere

in the world to sell off excess or valuable

items. This is a great feature, especially

since the number of items that can be

listed on the Trade Broker system are quite

limited. It also has the benefit of being

portable, so you can position yourself in

an optimum area based on the items you're

selling, or so that if you need to go AFK to

take a phone call you can just toss up your

shop for a couple of minutes so your

character isn't just standing around doing

nothing. Your character cannot move or do

anything else until you shut the store

down. You can set the prices of all your

items, and give your store a name or

phrase that appears above it in a speech

bubble. Making your description short and

to the point while accurately advertising

the items you're actually carrying will

have more people looking at your store.

Most of your customers will probably just

be generally browsing your wares, since it

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is much easier to find a specific item on

the Auction house. So anything you can

do to catch people's interest will help

increase your earnings.

Location is the most important factor

in making Kinah from your private store.

You want to set up your store where

there is a lot of traffic, and even more

important, a place that is relevant to your

wares. Are you carrying crafting

materials? Setting up near the artisans is

a good step. Mostly selling gear or

manastones of a certain levels? Camp out

at a quest hub of the appropriate level, or

if you have mostly scrolls and potions,

try setting up in front of a dungeon.

Another tip is to sell stacks of quest

items that are part of "fetch" quests -- for

example, in Verteron, there is a quest

that requires Verteron Pepper in Tolbas

Village, but the Pepper can only be

bought in Verteron. If you purchase

several Verteron Peppers and then sit out

near the quest giver, you can sell the

pepper at a premium to players who don't

want to make the run back. The

combinations are endless, so if you use

your brain and proper advertising, your

personal store can be quite profitable.

The Trade Brokers

Trade Brokers are basically Aion's

version of the Auction Hall or Auction

House systems in other games. They can

be found in each faction's capital cities,

Sanctum for the Elyos and Pandaemonium

for the Asmodians. Using the Trade

Broker is key to maximizing your Kinah

earnings, especially in the first couple of

months after the launch of the game when

there aren't many level 50 players, and

everyone else is leveling up together at

roughly the same level. Raw materials will

be needed for crafting, and many people

will want to purchase gear and

enhancements.

The interface is thankfully pretty straight

forward and not ridiculously complicated.

The "Register" tab is the sell tab, the

"List" tab shows Auctions, the "Settle

Account" tab shows expired or sold

auctions. The interface allows players to

list auctions and sort the Auctions listed by

other people. Items are just dragged into

the Register tab to begin the listing

process. The default price that is listed is

what the item generally vendors for. This

number changes depending both on taxes

and on who is controlling the Abyss at the

time you are listing the item. As in other

games, there is a listing fee based on the

asking price you choose and the item type,

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and if you cancel the auction this deposit

is lost. There are no options for changing

the amount of time an item is listed on

the Broker -- all Auctions last eight days

unless they are canceled. There is also an

Auction Limit of 10 for each character,

which means that you can only list 10

auctions at a time. This can make

emptying out a massive inventory of

Kinah earning items obnoxious, but can

be mitigated somewhat by leveling

alternate characters up to level 10 so they

can be used as mules and to list

additional items on the Broker network.

The auction limit and the auction length

limit the amount of Kinah that can be

made in a certain amount of time, and

make listing lots of items a bit of a pain,

as you have to spend the time leveling up

other characters, getting them to the

capital city, and then logging in and out

between characters. Keep this in mind

when dealing with the Trade Brokers.

Unlike other online games, the Broker

doesn't have anything to do with the

Aion mail system; any sold or unsold

items will be shifted to the Settle

Account tab, and you'll have to return to

a Broker to collect these items.

Occasionally you'll get a message in the

mail telling your character to visit a

broker to collect their items, but to

actually get the items you'll have to

return to the capital city.

What to list on the Trade Broker varies

from server to server, but it's best to list

the items that you know will sell for high

amounts (rare or powerful gear or

weapons, etc) and save other items that

might not be quite as profitable but are

still too nice to vendor dump for your

personal store. High level gear or powerful

gear of Rare, Legendary or Unique quality

is always a good bet, as are raw crafting

materials that are in high demand, high

level consumables, and godstones,

manastones and stigmas. Selling dyes and

armor that you've skinned to look like

better armor is also another good idea.

Aether tends to always be in high demand,

but what you really need to do is take the

time to look at what prices other players

are listing their items at, and do a little

research to see what items sell well on

your server, and make sure that you're not

waisting time and Auction slots on a low

profit item.

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Gathering/Farming

Gathering or Farming items is one of

the simplest and most profitiable ways to

make money in any game, and this is no

different in Aion. This pairs especially

well with Aion because it is often a

grind-heavy game due to the lack of

quests, so while you are leveling up

you'll be collecting lots of items that can

either be vendor dumped or sold to other

players. Any monster can be farmed for

Kinah or experience, but some are better

than others when it comes to making a

profit off of the items that they drop.

The Balaur are the third, computer run

faction in Aion, and they can be killed

from Level 25 and up. They often drop

valuable items that players can make a

large profit from, like Draconic Gear

materials. They also give Abyss Points

when they are slain. The only downside

is that the areas where the Balaur are

found are prime PvP areas, so players

should be prepared for PvP combat and

to have their farming interrupted

sometimes. High level Balaur in the

Kraltumagna Dungeons and the

Braubniru Dungeons drop even more

valuable items.

Killing named monsters, especially

those that can be a pain for players at the

same level, is another good tactic. These

named monsters have the chance to drop

Green, Legendary and Unique items,

depending on their level. These can either

be brokered or be used in extraction to

earn Kinah.

Unlike in other games, you don't have to

train certain professions to be able to

gather items. They can just be collected

around the world, so gathering what items

you run up on and then listing them on the

Broker if they have a high sell price or

crafting them into more profitable items is

a great way to make Kinah. Aether items

are often in very high demand. Herbs,

jewels, cooking ingredients, and raw

enchanting materials are all good bets,

depending on your server layout.

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Term Glossary

Here is a short section explaining some

terms and acronyms that players might

not be familiar with. If you see a term in

the guide that you're not sure about and

it's not on this list, send a short feedback

email to get it added.

Aggro: This means to catch the

attention of a hostile enemy so that it

attacks you.

Chain Pull: This is just a phrase for

the process of pulling (or attacking or

aggroing) many enemies with little or no

break between each enemy.

Chain Spell: This is a special game

mechanic for Aion, where casting one

spell allows you to cast the next spell in

the spell order, or chain.

DPS: Stands for "Damage per

Second". It is generally used to mean a

class whose main role is to damage

hostile targets.

Grind: Slang term meaning to repeat

an action over and over again, like killing

a certain monster for a long time.

Kinah: Money in Aion. The equivalent

of gil, gold, silver, etc

Manastone: A type of enhancement

generally picked up from monsters that

can be put into special slots on gear to

improve specific stats.

Pull: The action of attacking an enemy

to "pull" them to you

Ranged Spell: Any spell or ability that

can be initiated at a distance from the

target.

Skill Book: An item bought from a

trainer to teach characters new skills and

abilities.

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Links andResources

These are all extremely useful and

informative websites pertaining to Aion.

There are also a number of high traffic

forums that include informative posts

and interesting theorycrafting discussions

that are very up to date. In this section

you'll find the link and a little bit about

each website.

Official Aion Website:This is pretty

self explainatory. This is the official

Aion website, where the game can be

downloaded and you can find

information on confirmed, upcoming

patches and other changes to the game.

Aion Source:This is one of the best

websites for Aion on the web. It covers

all the current information, as well as

hosting the Armory and constantly

updating with informative articles and

tips.

Aion Armory:This website is an

extension of Aion Source, and lists

almost all of the skills, NPCs, quests, and

items available in the game. It's an

incredible resource when it comes to

trying to find gear, stats on items, or

anything else that is found somewhere in

the game.

The Aion Wiki:An online wiki

encyclopedia of various Aion facts.

Ten Ton Hammer's Aion Coverage:Ten

Ton Hammer is a gaming site that has had

accurate and detailed information on Aion

since before it was released. It is a good

idea to take a look at some of their more

recent articles as a good primer for the

game.

Aion: PowerWiki:The Aion section of

PowerWiki. This wiki has a lot of systems

and lore information.

Aion Source Cleric Forums: The Aion

Source Cleric Forums are a great resource

for Cleric Players. Other players

constantly debate the best skills, stigmas

and strategies for Clerics, while also

pointing out common mistakes and

cataloguing Cleric specific information.

Just a couple of hours browsing the boards

here and you'll have a lot of new

information under your belt.

Terhix Stigma Calculator: This is a good

tool for players of any class. This

calculator allows you to look at and play

around with stigmas and their effects, so

you can experiment with your stigmas

without wasting stones or kinah. This will

also help you figure out the requirements

for Advanced stigmas.

Aion Map Project: You can find images

and information on the various zones in

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Atreia at this great website.

Nephandi's Guide to Macro Assisting:

A very informative tutorial on the Aion

Source boards for using Aion's macro

system.