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The Unofficial Aion Cleric
Guide
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The Unofficial Aion Cleric Guide
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The Unofficial Aion Cleric Guide
Table of Contents
2 Important
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 The short version
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 The long version
8 Preface
9 Introduction
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 General Information
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Role as a Cleric
. . . . . . . . . . . . . . . . . . . . 10 Pros and Cons of the Cleric Subclass
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Character Creation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Elyos vs. Asmodian
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 The Priest Archetype
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Levels 1-10
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Ascension
23 Combat Strategy
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Solo Play
. . . . . . . . . . . . . . . . . . . . . . . . . . 24 DPS Stats and Suggestions
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 End-game Play
26 Leveling
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Elyos
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Levels 10-20
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Level 20-30
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Levels 30-40
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Levels 40-50
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Eltnen
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Heiron
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Theobomos
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Asmodian
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Levels 10-20
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Levels 20-30
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Levels 30-40
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Levels 40-50
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Morheim
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Beluslan
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Brusthonin
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Grinding Spots
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Asmodian
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Elyos
53 Spells and Abilities
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Healing Spells
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Healing Light
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Flash of Recovery
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Radiant Cure
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Light of Rejuvenation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Healing Wind
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Light of Recovery
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Splendor of Recovery
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Brilliant Protection
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Yustiel's Light
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Marchutan's Light
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Yustiel's Splendor
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Marchutan's Splendor
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Sympathetic Heal
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Offensive Spells
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Smite
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Thunderbolt
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Root
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Hallowed Strike
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Blinding Light
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Heaven's Judgement
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Divine Touch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Divine Spark
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Earth's Wrath
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Festering Wound
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Chastisement
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. . . . . . . . . . . . . . . . . . . . . . . 69 Punishing Wind/Slashing Wind
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Chain of Suffering
. . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Summon Noble Energy
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Summon Holy Servant
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Support Spells
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Blessed Shield
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Blessing of Health
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Blessing of Rock
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Cure Mind
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Dispel
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Grace of Resurrection
. . . . . . . . . . . . . . . . . . . . . . . . . 75 Grace of the Empyrean Lord
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Hand of Reincarnation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Memory Pulverization
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Penance
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Prayer of Focus
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Promise of Wind
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Rebirth
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Resurrection Loci
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Reverse Condition
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Ripple of Purification
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Sage's Wisdom
. . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Splendor of Purification
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Splendor of Rebirth
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Stability
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Summer Circle
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Winter Circle
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Passive Abilities
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Daeva Abilities
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Acquittal
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Brilliant Protection
. . . . . . . . . . . . . . . . . . 86 Pandaemonium's Protection (Asmodian)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Salvation (Elyos)
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Word of Destruction
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Cleric Stigmas
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Normal Stigmas
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Advanced Stigmas
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Level 50 Stigmas
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Suggested Stigmas
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 Cleric Chains
97 Equipment
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Cloth vs. Mail
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Important Stats
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Enhancement Items
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Manastones
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Godstones
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Power Shards
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Enchantments
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Where to Find Gear
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Crafted Cleric Gear
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Helms
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Accessories
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Shields
. . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Rest of the Body
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Abyss Gear
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Accessories
. . . . . . . . . . . . . . . . . . . . . . . . . . 106 Main Body Armor
107 PvP Strategies
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 General PvP
. . . . . . . . . . . . . . . . . . . . 107 Aion Player versus Player Overview
. . . . . . . . . . . . . . . . . . . . . . . . 108 Recommended PvP Stigmas
. . . . . . . . . . . . . . . . . . . . . . . . 109 PvP Gearing Enhancements
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 Manastones
. . . . . . . . . . . . . . . . . . . . . . . 111 The Cleric vs. Specific Classes
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 Assassin
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 Chanter
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 Cleric
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 Gladiator
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 Ranger
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 Sorcerer
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Spiritmaster
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130 Templar
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 PvP Group Role
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 PvP Specific Macros
136 Other Information
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Useful Titles
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Asmodian Titles
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Elyos Titles
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Macros
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142 Cleric Add-ons
143 Clerics and Crafting
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144 Alchemy
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 Armorsmithing
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 Cooking
147 Kinah Basics for Clerics
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 General Tips
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148 Personal Store Tips
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 The Trade Brokers
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151 Gathering/Farming
152 Term Glossary
153 Links and Resources
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Preface
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suggestions or feedback, feel free to drop us an email at authorteam@killerguides.com
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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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Pros and Cons of the
Cleric 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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The Unofficial Aion Cleric Guide
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 your
maximum MP and HP by 50% of
your maximum HP by
consuming your DP.
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Pandaemonium's Protection I Asmodian
Recovers MP by 50% of your
maximum MP and HP by 50% of
your maximum HP by
consuming your DP.
Summon: Holy Servant Elyos
Summons a holy spirit near you.
This spirit does not move from
the summoned spot, and inflicts
long-range magical fire damage
on a selected target within a 25m
radius. This spirit vanishes after
a while and consumes its HP
with each attack.
Summon: Holy Servant Asmodian
Summons a holy spirit near you.
This spirit does not move from
the summoned spot, and inflicts
long-range magical fire damage
on a selected target within a 25m
radius. This spirit vanishes after
a while and consumes its HP
with each attack.
Summon Noble Energy Elyos
Summons a holy spirit near you.
This spirit does not move from
the spot where it was summoned,
and repeatedly attacks a target
within 30m for 1149 magical fire
damage, consuming part of the
spirit's HP with each attack. The
spirit vanishes after a time.
Summon Noble Energy Asmodian
Summons a holy spirit near you.
This spirit does not move from
the spot where it was summoned,
and repeatedly attacks a target
within 30m for 1149 magical fire
damage, consuming part of the
spirit's HP with each attack. The
spirit vanishes after a time.
Slashing Wind Elyos
Deals 612 magical wind damage
to a target within 25m of you.
Punishing Wind Asmodian
Deals 490 magical wind damage
to a target within 25m of you.
Yustiel's Light I Elyos
Instantly recovers the HP of a
target within a 25m radius of you
and up to 6 allies within a 25m
radius of the target by 1152, and
additionally recovers their HP by
230 every 2 sec for 10 sec.
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Marchutan's Light I Asmodian
Recovers the HP of a target
within a 25m radius of you and
up to 6 allies within a 25m radius
of the target by 1152, and forms
a shield for 10 sec that can block
1152 damage each time, up to
1152 damage, whenever you
receive EveryHit.
Ancestral Yustiel's Light I Elyos
Heals a target within 25m of you
and up to 6 allies within a 25m
radius of the target by 1152, and
also heals them by 230 every 2
sec for 10 sec.
Ancestral Marchutan's Light I Asmodian
Heals a target within 25m of you
and up to 6 allies within a 25m
radius of the target by 1152, and
forms a protective shield for 10
sec that can block 1152 damage
from each All Attacks, up to
1152 damage.
Yustiel's Splendor I Elyos
Heals a target within 25m of you
and up to 6 allies within a 25m
radius of the target by 1382, and
additionally heals them by 276
every 2 sec for 10 sec.
Marchutan's Splendor I Asmodian
Heals a target within 25m of you
and up to 6 allies within a 25m
radius of the target by 1382, and
forms a shield for 10 sec that can
block 1382 damage from each
All 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: Maximum
Flight Time +4 Asmodian
Increases Maximum
Flight Time by 4 points
when socketed on an
item. 30
Manastone: Accuracy
+25 Asmodian
Increases Accuracy by
25 points when
socketed on an item. 50
Manastone: Evasion
+15 Asmodian
Increases Evasion by 15
points when when
socketed on an item. 50
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Manastone: Magic
Boost +19 Elyos
Increases Magic Boost
by 19 points when
socketed on an item. 20
Manastone: Physical
Critical Hit Elyos
Increases Physical
Critical Hit by 9 points
when socketed on an
item. 20
Manastone: Accuracy
+21 Elyos
Increases Accuracy by
21 points when
socketed on an item. 30
Manastone: HP +65 Elyos
Increases HP by 65
points when socketed
on an item. 30
Manastone: MP +65 Elyos
Increases MP by 65
points when socketed
on an item. 30
Manastone: Physical
Critical Hit Elyos
Increases Physical
Critical Hit by 11 points
when socketed on an
item. 30
Manastone: Attack +5 Elyos
Increases Attack by 5
points when socketed
on an item. 50
Manastone: Magic
Boost +25 Elyos
Increases Magic Boost
by 25 points when
socketed on an item 50
Manastone: Maximum
Flight Time +6 Elyos
Increases Maximum
Flight Time by 6 points
when socketed on an
item. 50
Manastone: Physical
Critical Hit Elyos
Increases Physical
Critical Hit by 15 points
when socketed on an
item. 50
Godstone: Lumiel's
Magical Power Asmodian
Imbues a weapon item
with the effect that
inflicts 1880 points of
water damage on the
target at the trigger rate
of 2%. 40
Godstone: Marchutan's
Balance Asmodian
Imbues a weapon item
with the effect that
inflicts 376 points of
earth damage on the
target at the trigger rate
of 10% 40
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Godstone: Triniel's
Coolness Asmodian
Imbues a weapon item
with the effect that
inflicts 188 points of
wind damage on the
target at the trigger rate
of 20%. 40
Godstone: Zikel's Pride Asmodian
Imbues a weapon item
with the effect that
inflicts 3760 points of
fire damage on the
target at the trigger rate
of 1%. 40
Godstone: Aegir's Eye
Beam Asmodian
Imbues a weapon item
with the effect that
blinds the target for 8
seconds at the trigger
rate of 5%. 40
Godstone: Freyr's Rest Asmodian
Imbues a weapon item
with the effect that
reduces the target's
attack speed by 50% for
10 seconds at the trigger
rate of 5%. 40
Godstone: Nertia's
Suppression Asmodian
Imbues a weapon item
with the effect that
reduces the target's
movement speed by
50% for 10 seconds at
the trigger rate of 5%. 40
Godstone: Sif's Root Asmodian
Imbues a weapon item
with the effect that
binds the target for 10
seconds at the trigger
rate of 2%. 40
Godstone: Sigyn's
Calmness Asmodian
Imbues a weapon item
with the effect that
silences the target for 8
seconds at the trigger
rate of 5%. 40
Godstone: Suthran's
Threat Asmodian
Imbues a weapon item
with the effect that
paralyzes the target for
5 seconds at the trigger
rate of 2% 40
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Godstone: Traufnir's
Roar Asmodian
Imbues a weapon item
with the effect that
stuns the target for 1
second at the trigger
rate of 6%. 40
Godstone: Kaisinel's
Terror Elyos
Imbues a weapon item
with the effect that
inflicts 1880 points of
water damage on the
target at the trigger rate
of 2% 40
Godstone: Nezekan's
Valiance Elyos
Imbues a weapon item
with the effect that
inflicts 3760 points of
fire damage on the
target at the trigger rate
of 1% 40
Godstone: Vaizel's Will Elyos
Imbues a weapon item
with the effect that
inflicts 188 points of
wind damage on the
target at the trigger rate
of 20%. 40
Godstone: Yustiel's
Heart Elyos
Imbues a weapon item
with the effect that
inflicts 376 points of
earth damage on the
target at the trigger rate
of 10%. 40
Godstone: Boreas' Fury Elyos
Imbues a weapon item
with the effect that
stuns the target for 1
second at the trigger
rate of 6%. 40
Godstone: Jumentis'
Pacification Elyos
Imbues a weapon item
with the effect that
silences the target for 8
seconds at the trigger
rate of 5%. 40
Godstone: Perento's
Standpoint Elyos
Imbues a weapon item
with the effect that
reduces the target's
movement speed by
50% for 10 seconds at
the trigger rate of 5% 40
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Godstone: Spatalos'
Chastisement Elyos
Imbues a weapon item
with the effect that
paralyzes the target for
5 seconds at the trigger
rate of 2% 40
Godstone: Telemachus'
Luster Elyos
Imbues a weapon item
with the effect that
blinds the target for 8
seconds at the trigger
rate of 5% 40
Godstone:
Thrasymedes' Peace Elyos
Imbues a weapon item
with the effect that
reduces the target's
attack speed by 50% for
10 seconds at the trigger
rate of 5%. 40
Regular Power Shard Asmodian
Using this stone
increases the weapon
damage by 20 points. 20
Greater Power Shard Asmodian
Using this stone
increases the weapon
damage by 25 points. 30
Quality Power Shard Asmodian
Using this stone
increases the weapon
damage by 30 points.
40
Premium Power Shard Elyos
Using this stone
increases the weapon
damage 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 and
Suggestions
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 of
Altgard
Ice Lake
Poison
Arachna 16-18
Altgard
South of
Black
Claw
Village
Dune
Potcrab 16-19
Be
aware
of
other
nearby
mobs.
Altgard Impetusium
Cyclone/Bladestorm
Spirit 16-20
These
mobs
are
part
of a
repeatable
Coin
quest.
All
the
spirits
have
low
HP.
Brusthonin
All over
Southern
Brusthonin
Worgs,
Snakes 21-24
Morheim
South of
Patamor
Ridge Path
Tumbling
Fungie 21-25
Can
have
high
damage
attacks
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Morheim
South of
Kentari
Village
Laggard
Ksellid 23-26
Lower
Abyss
Second
Southern
Island
from the
right of the
map;
Reshanta
Life
Reaper 25-29
In a
heavy
PvP
area;
mob
for a
repeatable
quest
Lower
Abyss
Sulfur
Tree
Archipelago
Embers,
Trees,
Root
Scouts,
Bombs 27-29
Heavy
PvP
area;
some
of the
enemies
have
repeatable
quests.
Upper
Abyss
South
Western
Landmass,
North
West
Landmass
Ghosts,
Drakes,
Gargoyles 29-31
Heavy
PvP
Area
Morheim
West of
Red Lava
Cliff
Festering
Couldworms 29-34
Beluslan
Besfer
Ghost
Town Slimes 31-34
Beluslan
East of
Kumgalfberg
Pale
Worg 33-36
Beluslan
Lakeum
Mine
Elite
Mine
Mobs 33-38
These
are
elite
mobs.
Morheim
Southeast
of Alsig
Crossroad
Virago
Warriors
and
Executors 34-38
Morheim
Mistmane
Village
Entrance
Hunter
Arachna 36-40
Beluslan
The
Whispering
Forest
Lament
Obscura 38-42
Upper
Abyss
Between
Krotan
Refuge
and Kysis
Fortress
Black
Blaze
Spirit 38-42
Beluslan
Near
Hoarfrost
Fortress
Alquimia
Mobs 39-43
These
mobs
are
elite.
Beluslan
South of
Alquimia
Stronghold
Lepharist
Assassins,
Outriders 42-46
These
mobs
are
elite.
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
Verteron
Dukaki
Mine
Dukaki
Miners ~15-17
All
the
mobs
in
and
around
the
mines
are
good
for
grinding.
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Verteron
Holy
Ground
of Miraju
Tempest
Spirits 17-19
There
is a
repetable
[Coin]
quest
targeting
these
mobs.
Eltnen
Eltnen
Fortress
Hooked
Slyphen 18-21
Any
mob
around
the
fortress
is a
good
bet.
Eltnen
Manduri
Forest
Manduri
Gatherer 21-23
Manduri
and
Frillnecks
are
both
part
of
repeatable
quests.
All
the
jungle
mobs
are
good
for
grinding.
Theomobos
East of
Marla
Cave Harpies 21-25
Eltnen
Ruberein
Wasteland
Lepharist
Revolutionaries 23-25
Theomobos
Northeast
and East
of
Theomobos
Ruins Zombies 23-25
Eltnen
Grave of
Sataloca
Archeron
Drake 23-26
Needed
for a
campaign
quest,
can
sometimes
be
overfarmed.
Eltnen
Drake
Habitat
Wasteland
Drake 25-28
Lower
Abyss
Winged
Bandits
of Siel
Memory
Reaper 25-29
Target
for a
repeatable
quest,
can
be
overfarmed
at
times
Eltnen
Eastern
Eracus
Desert Scolopens 27-30
All
the
desert
enemies
except
the
Ksellid
are
excepmtional
for
grinding.
Lower
Abyss
Sulfur
Tree
Archipelago
Embers,
Trees,
Root
Scouts,
Bombs 27-30
Heavy
PvP
area;
some
of the
enemies
have
repeatable
quests.
Eltnen
Kuriullu
Mountain
Griffons,
Pretors 28-31
Griffons
are
out in
the
day,
Pretors
at
night
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Upper
Abyss
South
Western
Landmass,
North
West
Landmass
Ghosts,
Drakes,
Gargoyles 29-34
Heavy
PvP
area.
Eltnen
East of
Agairon
Village
Star
Sandstorm,
Tornado
Spirits 29-32
Be
careful
of
their
ranged
attacks.
Eltnen
Geroch
Caldera
Vaegir
Mobs 31-35
Eltnen
Lankusis
Plateau
Tigric
Mobs 32-35
Eltnen
Geroch
Caldera
Flame
Barghest 33-37
The
Magma
Spirits
can
be
farmed
as
well.
Upper
Abyss
Between
Krotan
Refuge
and Kysis
Fortress
Black
Blaze
Spirit 37-42
Eltnen
Lepharist
Citadel
Lepharist
Assassin 37-43
This
is an
elite
mob.
Theomobos
Empyrean
Lotus
Sanctuary Harpies 43-45
Heiron
Southern
Heiron
Indratu
Mobs 42-48
These
are
elite
mobs.
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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
Recovers
the HP
of a
target
within a
23m
radius of
you by
93.
13
MP ---
Target
or Self 1
Rank II:
Effect Cost Cool-Time Target Level
Recovers
the HP
of a
target
within a
23m
radius of
you by
248.
40
MP ---
Target
or Self 10
Rank III:
Effect Cost Cool-Time Target Level
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Recovers
the HP
of a
target
within a
23m
radius of
you by
506.
69
MP ---
Target
or Self 22
Rank IV:
Effect Cost Cool-Time Target Level
Recovers
the HP
of a
target
within a
23m
radius of
you by
778.
91
MP ---
Target
or Self 34
Rank V:
Effect Cost Cool-Time Target Level
Recovers
the HP
of a
target
within a
23m
radius of
you by
990.
91
MP ---
Target
or 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
Recovers
the HP
of a
target
within a
23m
radius of
you by
1194.
166
MP
30
Seconds
Target
or Self 25
Rank II:
Effect Cost Cool-Time Target Level
Recovers
the HP
of a
target
within a
23m
radius of
you by
1465.
191
MP
30
Seconds
Target
or Self 31
Rank III:
Effect Cost Cool-Time Target Level
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Recovers
the HP
of a
target
within a
23m
radius of
you by
1728.
215
MP
30
Seconds
Target
or Self 37
Rank IV:
Effect Cost Cool-Time Target Level
Recovers
the HP
of a
target
within a
23m
radius of
you by
1978.
236
MP
30
Seconds
Target
or Self 43
Rank V:
Effect Cost Cool-Time Target Level
Recovers
the HP
of a
target
within a
23m
radius of
you by
2210.
257
MP
30
Seconds
Target
or 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
Recovers
the HP
of a
target
within a
23m
radius of
you by
925.
121
MP 6 Seconds
Target
or Self 16
Rank II:
Effect Cost Cool-Time Target Level
Recovers
the HP
of a
target
within a
23m
radius of
you by
1668.
178
MP 6 Seconds
Target
or Self 28
Rank III:
Effect Cost Cool-Time Target Level
Recovers
the HP
of a
target
within a
23m
radius of
you by
2396.
226
MP 6 Seconds
Target
or 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
Recovers
the HP
of a
target
within a
23m
radius by
14 every
2 sec for
30 sec.
27
MP 5 Seconds
Target
or Self 10
Rank II:
Effect Cost Cool-Time Target Level
Recovers
the HP
of a
target
within a
23m
radius by
30 every
2 sec for
30 sec.
48
MP 5 Seconds
Target
or Self 22
Rank III:
Effect Cost Cool-Time Target Level
Recovers
the HP
of a
target
within a
23m
radius by
46 every
2 sec for
30 sec.
64
MP 5 Seconds
Target
or Self 34
Rank IV:
Effect Cost Cool-Time Target Level
Recovers
the HP
of a
target
within a
23m
radius by
60 every
2 sec for
30 sec.
77
MP 5 Seconds
Target
or 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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Restores
the HP
of you
and your
group
members
within a
20m
radius
by 759.
241
MP 6 Seconds Self 22
Rank II:
Effect Cost Cool-Time Target Level
Restores
the HP
of you
and your
group
members
within a
20m
radius
by 1167.
323
MP 6 Seconds Self 34
Rank III:
Effect Cost Cool-Time Target Level
Restores
the HP
of you
and your
group
members
within a
20m
radius
by 1515.
387
MP 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
Recovers
the HP
of a
target
within a
23m
radius of
you by
711.
121
MP 2 Seconds
Target
or Self 31
Rank II:
Effect Cost Cool-Time Target Level
Recovers
the HP
of a
target
within a
23m
radius of
you by
970.
150
MP 2 Seconds
Target
or 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
Restores
the HP
of you
and your
group
members
within a
25m
radius
by 2041.
360
MP 1 Minute Self 40
Rank II:
Effect Cost Cool-Time Target Level
Restores
the HP
of you
and your
group
members
within a
25m
radius
by 2306.
393
MP 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
Recovers
the HP of
you and
your
group
members
within a
25.00m
radius of
you by
30% of
the max.
HP, and
increases
Maximum
HP by
30% for 1
min. In
the
meantime,
the effect
of healing
skills you
receive
increases
by 30%.
4000
DP 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
Instantly
recovers
the HP of a
target
within a
25m radius
of you and
up to 6
allies
within a
25m radius
of the
target by
1152, and
additionally
recovers
their HP by
230 every 2
sec for 10
sec.
351
MP 3 Minutes
Target
or 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
Recovers
the HP of
a target
within a
25m
radius of
you and
up to 6
allies
within a
25m
radius of
the target
by 1152,
and
forms a
shield for
10 sec
that can
block
1152
damage
each
time, up
to 1152
damage,
whenever
you
receive
All
Attacks.
351
MP 3 Minutes
Target
or 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
Instantly
recovers
the HP of a
target
within a
25m radius
of you and
up to 6
allies
within a
25m radius
of the
target by
1382, and
additionally
recovers
their HP by
276 every 2
sec for 10
sec.
498
MP 3 Minutes
Target
or 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
Recovers
the HP of
a target
within a
25m
radius of
you and
up to 6
allies
within a
25m
radius of
the target
by 1382,
and
forms a
shield for
10 sec
that can
block
1382
damage
each
time, up
to 1382
damage,
whenever
you
receive
All
Attacks.
498
MP 3 Minutes
Target
or 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
Restores
the HPs
your group
members
within a
25m radius
by 1159 as
well as
your HP
by the
same
amount.
This skill
is
exclusively
used to
group
members.
107
MP
10
Seconds
Selected
Target 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
Inflicts
85
magical
earth
damage
on a
target
within
a 25m
radius
of you.
18
MP 2 Seconds
Selected
Target 1
Rank II:
Effect Cost Cool-Time Target Level
Inflicts
171
magical
earth
damage
on a
target
within
a 25m
radius
of you.
36
MP 2 Seconds
Selected
Target 10
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Rank III:
Effect Cost Cool-Time Target Level
Inflicts
255
magical
earth
damage
on a
target
within
a 25m
radius
of you.
48
MP 2 Seconds
Selected
Target 22
Rank IV:
Effect Cost Cool-Time Target Level
Inflicts
394
magical
earth
damage
on a
target
within
a 25m
radius
of you.
74
MP 2 Seconds
Selected
Target 34
Rank V:
Effect Cost Cool-Time Target Level
Inflicts
471
magical
earth
damage
on a
target
within
a 25m
radius
of you.
92
MP 2 Seconds
Selected
Target 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
Inflicts
224
magical
wind
damage
on a
target
within
a 25m
radius
of you.
39
MP
16
Seconds
Selected
Target 10
Rank II:
Effect Cost Cool-Time Target Level
Inflicts
333
magical
wind
damage
on a
target
within
a 25m
radius
of you.
48
MP
16
Seconds
Selected
Target 22
Rank III:
Effect Cost Cool-Time Target Level
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Inflicts
516
magical
wind
damage
on a
target
within
a 25m
radius
of you.
74
MP
16
Seconds
Selected
Target 34
Rank IV:
Effect Cost Cool-time Target Level
Inflicts
628
magical
wind
damage
on a
target
within
a 25m
radius
of you.
94
MP
16
Seconds
Selected
Target 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
Immobilizes
a target
within a
25m radius
for 6 sec.
38
MP
10
Seconds
Selected
Target 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
Inflicts
51~55
physical
damage
on the
target.
The
target's
attack
speed
decreases
for 10
sec.
11
MP 8 Seconds
Selected
Target 3
Rank II:
Effect Cost Cool-Time Target Level
Inflicts
105~109
physical
damage
on the
target.
The
target's
attack
speed
decreases
for 10
sec.
23
MP 8 Seconds
Selected
Target 19
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Rank III:
Effect Cost Cool-Time Target Level
Inflicts
153~157
physical
damage
on the
target.
The
target's
attack
speed
decreases
for 10
sec.
29
MP 8 Seconds
Selected
Target 31
Rank IV:
Effect Cost Cool-Time Target Level
Inflicts
201~205
physical
damage
on the
target.
The
target's
attack
speed
decreases
for 10
sec.
33
MP 8 Seconds
Selected
Target 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
Blinds
the
target
for 20
sec.
31
MP 5 Minutes
Selected
Target 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 122
magical
wind
damage on
a target
within a
25m
radius, and
stuns the
target
temporarily
at a certain
rate.
27
MP
24
Seconds
Selected
Target 7
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Effect Cost Cool-Time Target Level
Inflicts 254
magical
wind
damage on
a target
within a
25m
radius, and
stuns the
target
temporarily
at a certain
rate.
61
MP
24
Seconds
Selected
Target 22
Rank III:
Effect Cost Cool-Time Target Level
Inflicts 393
magical
wind
damage on
a target
within a
25m
radius, and
stuns the
target
temporarily
at a certain
rate.
99
MP
24
Seconds
Selected
Target 34
Rank IV:
Effect Cost Cool-Time Target Level
Inflicts 474
magical
wind
damage on
a target
within a
25m
radius, and
stuns the
target
temporarily
at a certain
rate.
123
MP
24
Seconds2
Selected
Target 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
Inflicts
425
magical
wind
damage
on a
target
within
a 25m
radius
of you.
50
MP
16
Seconds
Selected
Target 22
Rank II:
Effect Cost Cool-Time Target Level
Inflicts
656
magical
wind
damage
on a
target
within
a 25m
radius
of you.
82
MP
16
Seconds
Selected
Target 34
Rank III:
Effect Cost Cool-Time Target Level
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Inflicts
816
magical
wind
damage
on a
target
within
a 25m
radius
of you.
105
MP
16
Seconds
Selected
Target 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
Inflicts
994
magical
wind
damage
on a
target
within
a 15m
radius
of you.
68
MP
16
Seconds
Selected
Target 25
Rank II:
Effect Cost Cool-Time Target Level
Inflicts
1391
magical
wind
damage
on a
target
within
a 15m
radius
of you.
94
MP
16
Seconds
Selected
Target 37
Rank III:
Effect Cost Cool-Time Target Level
Inflicts
1645
magical
wind
damage
on a
target
within
a 15m
radius
of you.
121
MP
16
Seconds
Selected
Target 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
-67-
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Inflicts
204
magical
earth
damage
on a
target
within
a 25m
radius
of you,
and
deals
further
178
damage
every 3
sec for
9 sec.
120
MP
12
Seconds
Selected
Target 28
Rank II:
Effect Cost Cool-Time Level
Inflicts
237
magical
earth
damage
on a
target
within
a 25m
radius
of you,
and
deals
further
206
damage
every 3
sec for
9 sec.
149
MP
12
Seconds
Selected
Target 34
Rank III:
Effect Cost Cool-Time Target Level
Inflicts
260
magical
earth
damage
on a
target
within
a 25m
radius
of you,
and
deals
further
226
damage
every 3
sec for
9 sec.
170
MP
12
Seconds
Selected
Target 40
Rank IV:
Effect Cost Cool-Time Target Level
Inflicts
293
magical
earth
damage
on a
target
within
a 25m
radius
of you,
and
deals
further
255
damage
every 3
sec for
9 sec.
191
MP
12
Seconds
Selected
Target 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
Inflicts
45
magical
water
damage
on a
target
within a
15m
radius,
and
reduces
the
effect of
recovery
magic it
receives
by 50%
for 1
min.
21
MP 1 Miunte
Selected
Target 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
Inflicts
156
magical
fire
damage
instantly
on the
target
within a
25m
radius,
and
inflicts
additional
136
damage
every 3
sec for 15
sec.
82
MP
16
Seconds
Selected
Target 34
Rank II
Effect Cost Cool-Time Target Level
-69-
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Inflicts
204
magical
fire
damage
instantly
on the
target
within a
25m
radius,
and
inflicts
additional
178
damage
every 3
sec for 15
sec.
105
MP
16
Seconds
Selected
Target 46
Punishing
Wind/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
Inflicts
612
magical
wind
damage
on a
target
within
a 25m
radius
of you.
108
MP
16
Seconds
Selected
Target 42
Punishing Wind I (Asmodian):
Effect Cost Cool-Time Target Level
Inflicts
490
random
magical
wind
damage
on a
target
within
a 25m
radius
of you.
108
MP
16
Seconds
Selected
Target 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
-70-
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Inflicts
573
magical
earth
damage on
a target
within a
25m
radius, and
deals
further
499
damage
every 12
sec for 2
min. If the
target dies
while the
skill is in
effect, it is
resurrected
at its
registered
Kisk or
Obelisk.
317
MP 5 Minutes
Selected
Target 45
Summon Noble
Energy
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
Summons
a holy
spirit near
you. This
spirit does
not move
from the
summoned
spot, and
inflicts
1149
long-range
magical
fire
damage on
a selected
target
within a
30m
radius.
This spirit
vanishes
after a
while and
consumes
its HP
with each
attack.
202
MP
30
Seconds
Selected
Target 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
-71-
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Summons
a holy
spirit near
you. This
spirit does
not move
from the
summoned
spot, and
inflicts
204
long-range
magical
fire
damage on
a selected
target
within a
25m
radius.
This spirit
vanishes
after a
while and
consumes
its HP
with each
attack.
65
MP
30
Seconds
Selected
Target 16
Rank II:
Effect Cost Cool-Time Target Level
Summons
a holy
spirit near
you. This
spirit does
not move
from the
summoned
spot, and
inflicts
291
long-range
magical
fire
damage on
a selected
target
within a
25m
radius.
This spirit
vanishes
after a
while and
consumes
its HP
with each
attack.
93
MP
30
Seconds
Selected
Target 28
Rank III:
Effect Cost Cool-Time Target Level
-72-
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Summons
a holy
spirit near
you. This
spirit does
not move
from the
summoned
spot, and
inflicts
400
long-range
magical
fire
damage on
a selected
target
within a
25m
radius.
This spirit
vanishes
after a
while and
consumes
its HP
with each
attack.
132
MP
30
Seconds
Selected
Target 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
Absorbs
927
damage
for 20
seconds;
Boosts
effects
of
healing
skills by
256%.
Fades
after
927
damage
is taken.
309
MP 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
Increases
the
maximum
HP of a
target by
15% for
60
minutes
30
MP 1 Second
Target
or 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
Increases
the
Physical
Defense
of a
target by
10% for
60
minutes
41
MP 1 Second
Self or
Target 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
-74-
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Removes
abnormal
mental
conditions
of a target
within a
23m
radius of
you.
67
MP 0 Seconds
Self or
Target 19
Rank II:
Effect Cost Cool-Time Target Level
Removes
abnormal
mental
conditions
of a target
within a
23m
radius of
you.
108
MP 0 Seconds
Self or
Target 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
Removes
abnormal
physical
conditions
of a target
within a
23m
radius of
you.
34
MP
0.5
Seconds
Target
or Self 13
Rank II:
Effect Cost Cool-Time Target Level
Removes
abnormal
physical
conditions
of a target
within a
23m
radius of
you.
55
MP
0.5
Seconds
Target
or Self 25
Rank III:
Effect Cost Cool-Time Target Level
Removes
abnormal
physical
conditions
of a target
within a
23m
radius of
you.
70
MP
0.5
Seconds
Target
or 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
Resurrects
all dead
group
members
within a
20m
radius of
you.
953
MP
10
Seconds Self 40
-75-
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Grace of the
Empyrean 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 12
sec, you
can use a
skill
without
consuming
the MP
that is
needed to
use the
skill. --- 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 a
group
member
within a
25m
radius of
you, and
the
blessing
lasts for 5
min. If the
target dies
while the
blessing is
in effect, it
is
resurrected
with 50%
HP and
MP.
158
MP 5 Minutes
Selected
Target 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
Decreases
the
Enmity of
a target
within a
25m
radius.
211
MP 2 Minutes
Selected
Target 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
Recovers
your MP
by 82
every 3
sec for
30 sec.
But, your
HP
continues
to
decrease
at the
same
time. --- 3 Minutes Self 19
Rank II:
Effect Cost Cool-Time Target Level
Recovers
your MP
by 127
every 3
sec for
30 sec.
But, your
HP
continues
to
decrease
at the
same
time. --- 3 Minutes Self 31
Rank III:
Effect Cost Cool-Time Target Level
Recovers
your MP
by 169
every 3
sec for
30 sec.
But, your
HP
continues
to
decrease
at the
same
time. --- 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
Increases
your
Concentration
by 500 for 10
sec.
143
MP 1 Minute Self 37
Rank II:
Effect Cost Cool-Time Target Level
Increases
your
Concentration
by 700 for 10
sec.
292
MP 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 30
min,
inflicts
additional
damage on
the target
with the
probability
of 5%
whenever
you do
Attacks.
51
MP
10
Seconds 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
-78-
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For 30
min,
you
resurrect
with the
HP and
MP at
30%
after
each
death.
552
MP 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
Summons
a dead
group
member
within a
30m
radius of
you and
all dead
group
members
within a
30m
radius of
him to
right
before
you, and
then
resurrects
them.
686
MP ---
Selected
Target
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
-79-
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Exchanges
your
current
HP with
your MP.
Gains
Stigma. --- 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
Removes
up to 3
abnormal
conditions
cast on
you and
your
allies
within a
10m
radius of
you, and
also
recovers
HP by
3650.
748
MP 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
Reduces
the
casting
time of
all your
magic
skills by
50% for
10 sec.
Gains
Stigma.
187
MP 5 Minutes Self 34
Splendor of
Purification
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
-80-
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Removes
all
abnormal
conditions
from you
and your
group
members
within a
25m
radius.
Gains
Stigma.
37
MP
10
Seconds 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
Instantly
recovers
the HP of a
target
within a
25m radius
by 315, and
additionally
recovers its
HP by 315
every 3 sec
for 21 sec.
Physical
Def is also
increased
by 200.
290
MP1 1 Minute
Target
or 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
Reduces
the
Enmity
toward
you of a
target
within a
25m
radius
of you
and that
of up to
6
enemies
within a
20m
radius
of the
target.
123
MP 10 Minutes
Selected
Target 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
Increases
Fire
Resistance
by 30 and
Earth
Resistance
by 30 of
you and
your
group
members
within a
20 m
radius for
10 min. In
the
meantime
both
Water
Resistance
and Wind
Resistance
decrease
by 30.
177
MP
1.5
Seconds Self 25
Rank II:
Effect Cost Cool-Time Target Level
Increases
Fire
Resistance
by 60 and
Earth
Resistance
by 60 of
you and
your
group
members
within a
20 m
radius for
10 min. In
the
meantime
both
Water
Resistance
and Wind
Resistance
decrease
by 60. 242
MP
1.5
Seconds Self 37
Rank III:
Effect Cost Cool-Time Target Level
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Increases
Fire
Resistance
by 90 and
Earth
Resistance
by 90 of
you and
your
group
members
within a
20 m
radius for
10 min. In
the
meantime
both
Water
Resistance
and Wind
Resistance
decrease
by 90. 242
MP
1.5
Seconds 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 30
sec,
reflects
48 of
the
damage
received
back to
the
enemy
that All
Attackss
you
from
close
range.
193
HP 10 Minutes Self 28
Rank II:
Effect Cost Cool-Time Target Level
For 30
sec,
reflects
78 of
the
damage
received
back to
the
enemy
that All
Attacks
you
from
close
range.
217
HP 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
Increases
Water
Resistance
by 30 and
Wind
Resistance
by 30 of
you and
your
group
members
within a
20 m
radius for
10 min. In
the
meantime
both Fire
Resistance
and Earth
Resistance
decrease
by 30.
167
MP
1.5
Seconds Self 25
Rank II:
Effect Cost Cool-Time Target Level
Increases
Water
Resistance
by 60 and
Wind
Resistance
by 60 of
you and
your
group
members
within a
20 m
radius for
10 min. In
the
meantime
both Fire
Resistance
and Earth
Resistance
decrease
by 60.
208
MP
1.5
Seconds Self 37
Rank III:
Effect Cost Cool-Time Target Level
Increases
Water
Resistance
by 90 and
Wind
Resistance
by 90 of
you and
your
group
members
within a
20 m
radius for
10 min. In
the
meantime
both Fire
and Earth
Resistance
decrease
by 90. 208
MP
1.5
Seconds 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
Advanced
Staff
Training I 9
Allows you
to use staves
skillfully.
Advanced
Cloth Armor
Proficiency I 9
Allows you
to wear
quality cloth
armor.
Winged
Recovery 10
Boosts the
healing skill
effect by
10% while
flying.
Boost Attack
Resistance I 16
Increases
resistances to
Knock Back,
Stumble, and
Rotation.
Winged
Blessing 25
While flying,
Health, WIL,
and Flight
Speed are
increased by
10, 10, and
33%
respectively.
Advanced
Staff
Training II 25
Allows you
to use staves
skillfully.
Reduce
Enmity
Increase Rate
I 25
Reduces the
increase rate
of the target's
Enmity
caused by
your attack.
Advanced
Staff
Training III 40
Allows you
to use staves
skillfully.
Boost Attack
Resistance II 41
Increases
resistances to
Knock Back,
Stumble, and
Rotation.
Reduce
Enmity
Increase Rate
II 45
Reduces the
increase rate
of the target's
Enmity
caused by
your attack.
Boost
Healing IV 49
Increases the
effects of
recovery
skills by
20%.
Advanced
Staff
Training IV 50
Allows you
to use staves
skillfully.
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
Removes
abnormal
conditions
cast on
you and
your
group
members
within a
25m
radius of
you and
recovers
HP by
20% of
the max.
HP every
2 sec for
10 sec.
3000
DP 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
Recovers
the HP of
you and
your
group
members
within a
25.00m
radius of
you by
30% of
the max.
HP, and
increases
Maximum
HP by
30% for 1
min. In
the
meantime,
the effect
of healing
skills you
receive
increases
by 30%. 4000 DP 60 Minutes 50
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Pandaemonium's
Protection
(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
Recovers
MP by
50% of
your
maximum
MP and
HP by
50% of
your
maximum
HP by
consuming
your DP.
2000
DP 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
Recovers
MP by
50% of
your
maximum
MP and
HP by
50% of
your
maximum
HP by
consuming
your DP.
2000
DP 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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Instantly
inflicts
655
magical
fire
damage
on a
target
within a
25m
radius of
you and
up to 12
enemies
within a
20m
radius of
the target,
inflicts
additional
655
damage
on them
every 3
sec for 57
sec, and
decreases
the
recovery
effect the
targets
receive
by 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 Time
Power
Requirement
Reward from the
Stigma 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 Time
Power
Requirement
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 Time
Power
Requirement
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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 Time
Power
Requirement
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 Time
Power
Requirement
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 Time
Power
Requirement
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 Time
Power
Requirement
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 Time
Power
Requirement
Mob Drop
40 (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 Time
Power
Requirement
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 Time
Power
Requirement
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 Time
Power
Requirement
??? 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.
Acquired
Required
Level Casting Time
Cool-down
Time
Power
Requirement
Required
Stigmas
13,750 Abyss
Points Level 45 2 Seconds 1 Minute 287
Flash of
Recovery I
Splendor of
Recovery I
Memory Pulverization I
Decreases enmity of your target within 25m.
Acquired
Required
Level Casting Time
Cool-down
Time
Power
Requirement
Required
Stigmas
13,750 Abyss
Points Level 45 Instant 2 Minutes 207
Splendor of
Purification 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.
Acquired
Required
Level Casting Time
Cool-down
Time
Power
Requirement
Required
Stigmas
13,750 Abyss
Points Level 45 2 Seconds 5 Minutes 311
Earth's Wrath I
Grace of
Empyrean
Lord 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.
Acquired
Required
Level Casting Time
Cool-down
Time
Power
Requirement
Required
Stigmas
13,750 Abyss
Points Level 45 1 Second 5 Minutes 158
Sage's
Wisdom 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 Time
Power
Requirement
38,700 Abyss
Points 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 Time
Power
Requirement
38,700 Abyss
Points 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:Defeat
2nd Rank
Asmodian
Soldiers
Quest:[Spy
Removing
the Reaper
Squad]
Quest:Defeat
2nd Rank
Elyos
Soldiers 50
Manastone:
HP +75
Quest:[Group
Operation
Windmill]
Quest:Sylphen
Wing Soup
Quest:When
I Seafood, I
Eat It 40
Manastone:
HP +65
Drop:Spectral
Soldier
Drop:Kerubian
Bandit
Drop:Guardian
Outrider 30
Manastone:
HP +60
Alchemy:Manastone
Craft: HP
+60
Alchemy:Manastone
Craft: HP
+60
50
Manastone:
HP +55
Quest:Village
Seal Found
Quest:Strange
Mushrooms
Alchemy:Manastone
Craft: HP
+30 20
Manastone:
MP +85
Quest:Defeat
2nd Rank
Asmodian
Soldiers
Quest:[Spy]
Removing
the Reaper
Squad
Quest:Defeat
2nd Rank
Elyos
Soldiers 50
Manastone:
MP +75
Quest:[Group]
Operation
Windmill
Quest:When
I Seafood, I
Eat It 40
Manastone:
MP +65
Drop:Sap
Laupede
Drop:Wailing
Banshee
Drop:Guardian
Outrider 30
Manastone:
MP +60
Alchemy:Manastone
Craft: MP
+60
Alchemy:Manastone
Craft: MP
+60 50
Manastone:
MP +55
Drop:Veteran
Tursin
Loudmouth
Drop:Veteran
Tursin
Smackstopper
Drop:Thief 20
Manastone:
Magic Boost
+25
Quest:Shameless
Peperinrinerk
Quest:Deliver
the Taming
Manual 50
Manastone:
Magic Boost
+23
Quest:Shameless
Peperinrinerk
Quest:Deliver
the Taming
Manual 40
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Manastone:
Magic Boost
+21
Drop:Redthroat
Crestlich
Quest:Mabangtah's
Second Test
Quest:[Group]
Operation
Windmill 30
Manastone:
Magic Boost
+20
Alchemy:Manastone
Craft: Magic
Boos t +20
Alchemy:Manastone
Craft: Magic
Boos t +20 50
Manastone:
Magic Boost
+19
Drop:Kerubar
Loot Grabber
Drop:Poison
Wing
Vespine
Drop:Guardian
Outrider 20
Manastone:
Magical
Accuracy
+12 ?? 50
Manastone:
Magical
Accuracy
+10 ?? 40
Manastone:
Magical
Accuracy +9 ?? 50
Manastone:
Magical
Accuracy +8 ?? 30
Manastone:
Magical
Accuracy +7 ?? 40
Manastone:
Magical
Accuracy +6 ?? 20
Manastone:
Magical
Accuracy +5 ?? 30
Manastone:
Magical
Accuracy +4 ?? 20
Manastone:
Magical
Accuracy +3 ?? 10
Manastone:
Resist Magic
+12 ?? 50
Manastone:
Resist Magic
+10
Quest:Shameless
Peperinrinerk
Quest:Deliver
the Taming
Manual 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 Power
Shard
Seals the
power of
Aether and
increases
damage by 10
points. 1
Lesser Power
Shard
Seals the
power of
Aether and
increases
damage by 15
points. 10
Power Shard
Seals the
power of
Aether and
increases
damage by 20
points. 20
Greater
Power Shard
Seals the
power of
Aether and
increases
damage by 25
points. 30
Fine Power
Shard
Seals the
power of
Aether and
increases
damage by 30
points. 40
Premium
Power Shard
Seals the
power of
Aether and
increases
damage by 35
points. 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 Item
Item's Level +1-10
Levels
Green Item
Item's Level +5-15
Levels
Blue Item
Item's Level +15-30
Levels
Orange Item
Item's Level +25-40
Levels
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 Defense
per level
Legs
+4 Physical Defense
per level
Pauldrons
+3 Physical Defense
per level
Gloves
+3 Physical Defense
per level
Boots
+3 Physical Defense
per 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 versus
Player 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 PvP
Stigmas
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 Source
Detailed
Source Level
Manastone:
HP +85 Quest
To Hope
Once
More
Removing
the
Reaper
Squad 50
Manastone:
Magic
Boost +25
Quest,
Alchemy
To Hope
Once
More
Defeat
2nd
Rank
Elyos
Soldiers 50
Manastone:
Resist
Magic +12 --- --- 50
Manastone:
HP +60 Alchemy --- 50
Manastone:
Magic
Boost +20 Alchemy
Manastone
Craft:
Magic
Boost
+20 50
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Manastone:
HP +75
Quest,
Alchemy
Shameless
Peperinrinerk
Deliver
the
Taming
Manual
[Group]
Operation
Windmill
When I
Seafood,
I Eat It 40
Manastone:
Magic
Boost +23
Quest,
Alchemy
Deliver
the
Taming
Manual
Shameless
Peperinrinerk40
Manastone:
HP +65
Drop,
Quest,
Alchemy
Guardian
Outrider,
Kerubian
Bandit
Gellar
Undead
Trinkets 30
Manastone:
Resist
Magic +10 Quest
Deliver
the
Taming
Manual
Shameless
Peperinrinerk40
Manastone:
Resist
Magic +9 --- --- 50
Manastone:
Parry +25 Alchemy
Manastone
Craft:
Parry
+25 50
Manastone:
Shield
Defense
+25 Quest
Defeat
2nd
Rank
Elyos
Soldiers
Defeat
2nd
Rank
Asmodian
Soldiers 50
Manastone:
Parry +20 Alchemy
Manastone
Craft:
Parry
+20 50
Manastone:
Parry +23 Drop
Spriggan
Fighter 40
Manastone:
Shield
Defense
+23
Drop,
Alchemy
Ancient
Golem,
Wandering
Mudthorn,
Chaotic
Temptress 40
Manastone:
Resist
Magic +7 --- --- 40
Manastone:
Parry +21 Drop
Guardian
Outrider,
Guardian
Fighter 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 magical
attack 2 times.
Gains Stigma. 8 Seconds 30 Seconds
Ambush
Moves to the back of a
target within a 20m
radius to inflict physical
damage, and stuns it at
a certain rate. Gains
Stigma. --- 40 Seconds
Ancestral Darkness
Rune
A Stigma skill of
Ancient Daeva. The
skill erases the Pattern
engraved on a target
within a 20m radius up
to the level of 1 and sets
it to burst, inflicting
damage on the target
and converting some of
the damage into your
HP. --- 3 Minutes
Ancestral Radiant Rune
A Stigma skill of
ancient Daevas. Erases
the pattern engraved on
a target within a 20m
radius to the level of 1
and causes it to explode
to inflict damage, and
also temporarily
silences the target and
reduces its attack speed. --- 3 Minutes
Blinding Burst
Blinds the nearby
enemies within a 15m
radius of you. Gains
Stigma. 10~25 Seconds 10 Minutes
Clear Focus
Increases your Physical
Critical Hit by 100. 1 Minute 2 Minutes
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Crashing Wind Strike
Inflicts physical damage
on a target immobilized
in mid-air, and then
knocks it out from the
sky. --- ---
Divine Rune
Erases the pattern
engraved on a target
within a 20m radius to
the level of 1 and
causes it to explode to
inflict damage, and also
temporarily silences the
target and reduces its
attack speed. Gains
Stigma. --- 3 Minutes
Killer's Eye
Boosts the effect of
Physical used right after
the skill by 50%, and
increases your
Accuracy by 500. 10 Seconds 30 Seconds
Lightning Slash
Inflicts physical damage
on the target. The
target's Magical
Accuracy decreases by
200. 30 Seconds 24 Seconds
Spelldodging
You can resist magical
attack 2 times.
However, your Physical
Attack decreases by
50%. 10 Seconds 10 Minutes
Sprinting
Boosts Speed by 20%.
When the skill is active,
your MP continues to
decrease. --- 30 Seconds
Triniel's Dirk
Inflicts physical damage
on the target, and
causes additional
physical damage if you
attack the target from
behind or the target is
an Elyos or a Balaur. --- 60 Minutes
Vaizel's Dirk
Inflicts physical damage
on the target, and
causes additional
physical damage if you
attack the target from
behind or the target is
an Asmodian or a
Balaur. --- 60 Minutes
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Wind Walk
Puts you in the
advanced hide mode,
during which your
movement speed
increases. Available
during 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 can
block damage with
100% probability each
time you and your allies
within a 20m radius
receive All Attacks. The
shield blocks 50% of
the damage you receive
each time until it blocks
a total of 5000 damage. 15 Seconds 10 Minutes
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Ancestral Aetheric
Field
The skill creates a
protective shield that
can block damage with
100% probability each
time you and your allies
within a 20m radius
receive All Attacks.
(The shield blocks 50%
of the damage you
receive each time and
remains effective until
it absorbs a total of
5000 damage.) 15 Seconds 10 Minutes
Ancestral Word of
Spellstopping
The skill creates a
protective shield for 15
sec that can block
damage with 100%
probability each time
you and your allies
within a 20m radius
receive All Attacks, and
recovers HP by 327
every 3 sec. (The shield
blocks 40% of the
damage you receive
each time and remains
effective until it absorbs
a total of 5000 damage.) 3 Seconds 10 Minutes
Binding Word
Binds and reduces the
movement speed of a
target within a 25m
radius 5 Seconds 45 Seconds
Booming Smash
Inflicts physical damage
on the target and
decreases its movement
speed 8 Seconds 24 Seconds
Celerity Mantra
Increases Speed of you
and your group
members within a m
radius of you by 10. Active Skll ---
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Curtain of Aether
Creates a shield that has
a 100% chance of
blocking damage each
time you and up to 6
allies within a 20m
radius receive All
Attacks (The shield
blocks 60% of the
damage you receive per
attack until it blocks a
total of 5000 damage). 15 Seconds 10 Minutes
Divine Curtain
Creates a shield that has
a 100% chance of
blocking damage each
time you and up to 6
allies within a 20m
radius receive All
Attacks, and also
recovers 442 HP every
3 sec (The shield blocks
50% of the damage you
receive per attack until
it blocks a total of 5000
damage). 15 Seconds 10 Minutes
Focused Parry
Increases your Parry by
300. 30 Seconds 30 Seconds
Inescapable Judgment
Inflicts physical damage
on a target within a 25m
radius and stuns it at a
certain rate. 4 Seconds 12 Seconds
Invincibility Mantra
Recovers the MP of you
and your group
members within a m
radius of you by , and
also increases Physical
Attack, Physical Def,
and Magical Skill
Boost. Active Skill ---
Meteor Strike
Inflicts physical damage
on the target. Decreases
the target's Physical Def
by 140 and Flight Speed
by 50% 4 Seconds 8 Seconds
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Protective Ward
A protective shield is
formed that has a 100%
chance of blocking
damage whenever you
are hit by All Attacks.
The protective shield
blocks 42% of the
damage you receive per
attack. You receive only
50% of any healing
while the skill is in
effect. 10 Seconds 2 Minutes
Soul Strike
Inflicts random physical
damage on a target
within a 25m radius and
stuns it at a certain rate. 4 Seconds 12 Seconds
Stilling Word
Binds up to 18 enemies
within a 25m radius of
you 15 Seconds 60 Minutes
Swiftwing
Increases Flight Speed
of you and your group
members within a 20m
radius of you by 80. 30 Seconds 5 Minutes
Tremor
Inflicts physical damage
on up to 12 enemies
within a 20m radius and
puts them in the Stagger
state, and forms a shield
that can block damage
every time you receive
All 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 damage
on the target and
immobilizes it in
mid-air. Only for
ground target. --- 3 Minutes
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Aion's Strength
Boosts your Physical
Attack by 15%, and
inflicts additional
damage when attacking
a PC. Active Skill ---
Ancestral Force Blast
The skill inflicts
physical damage on a
target within a 15m
radius of you and up to
5 enemies within a 10m
radius of the target, and
decreases their Physical
Def by 500. 30 Seconds ---
Ancestral Piercing
Wave
Inflicts physical damage
on up to 12 enemies
within a 10m radius,
and decreases their
Physical Def by 500. 30 Seconds ---
Ankle Snare
Immobilizes a target
within a 25m radius and
decreases its Evasion by
1000. 10 Seconds 2 Minutes
Assault Posture
Increases your Physical
Attack by 80% and
decreases your
Accuracy and Physical
Def by 200 and 50%
respectively. 30 Seconds 3 Minutes
Blessing of Nezekan
Increases your Physical
Attack by 80%,
Physical Def by 30%,
Speed by 20%, and Atk
Speed by 20%. 30 Seconds 60 Minutes
Charge
Increases your
Movement Speed,
Flight Speed by 60. 10 Seconds 4 Minutes
Crashing Blow
Inflicts physical damage
on a target immobilized
in mid-air, and then
knocks it out from the
sky. --- ---
Dauntless Spirit
A protective shield is
formed that has a 100%
chance of blocking
damage whenever you
are hit by All Attacks. 10 Seconds ---
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Draining Blow
Inflicts physical damage
on a stumbled enemy
and absorbs 100% of
the damage as HP. --- 30 Seconds
Earthquake Wave
Inflicts physical damage
on the enemies within a
10m radius of you and
decreases their
movement speed. 2~10 Seconds 2 Minutes
Force Cleave
Inflicts physical damage
on a target within a 15m
radius, and decreases its
movement speed at a
certain rate. 2~10 Seconds 30 Seconds
Howl
Lowers Physical Attack
of the enemies within a
7m radius of you by
300. 15 Seconds 5 Minutes
Slaughter
Inflicts additional 25%
damage when attacking
a PC, and Magical
Accuracy is increased
by 300. --- 1 Second
Strengthen Wings
Increases your Flight
Speed by 10% and
enables you to fly
without consuming the
flight 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 damage
on the target within a
0m radius and decreases
its maximum MP by
75%. --- 60 Minutes
Ancestral Brightwing
Arrow
The skill fires an arrow
at a target within a 0m
radius to inflict physical
damage that has low
accuracy. --- ---
Ancestral Darkwing
Arrow
Fires an arrow at a
target within a 0m
radius of you at low
accuracy to inflict
physical damage.
--- ---
Bestial Fury
The Atk Range of bow
decreases by 15m while
Physical Attack and Atk
Speed increase by 50%
and 20% respectively. 1 Minute 10 Seconds
Bow of Blessing
Increases Physical
Attack of bow by 20% 1 Minute 3 Minutes
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Brightwing Arrow
Fires an arrow at a
target within a 0m
radius to inflict physical
damage that has low
accuracy. --- ---
Darkwing Arrow
Fires an arrow at a
target within a 0m
radius to inflict physical
damage that has low
accuracy. --- ---
Destruction Trap
Sets up a ranged trap
around you. The trap
remains active for 60
sec and inflicts damage
by exploding when an
enemy approaches
within a 10m radius. 60 Seconds 30 Minutes
Dodging
Your Evasion increases
by 200. 1 Minute 10 Seconds
Entangling Shot
Attacks the legs of a
target within a 0m
radius to inflict physical
damage on it. The
target's movement
speed is reduced. 4~16 Seconds 16 Seconds
Fleshcutter Arrow
Inflicts physical damage
on a target within a 0m
radius, decreases
Physical Def by 10%,
and also decreases the
effect of recovery
magic the target
receives by 50%. 4~8 Seconds 24 Seconds
Heal Wings
Recovers your flight
time by 33%. --- 10 Minutes
Mau Form (Asmodian)
Transforms you into a
Mau Templar by using
your DP. Increase
Physical Attack by
26%, Atk Speed by
26%, and Speed by
39% while transformed. 2 Minutes 10 Seconds
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Mau Form (Elyos)
Transforms you into a
Mau Templar for by
using your DP. Increase
Physical Attack by
13%, Atk Speed by
39%, and Speed by
39% while transformed. 2 Minutes 10 Seconds
Retreating Slash
Inflicts physical damage
on the target, and you
are pushed back 25m.
The target becomes
stunned at a certain rate. 3 Seconds ---
Sandstorm Trap
Uses 3 Tripeed fruits to
set up a ranged trap
around you. The trap
remains effective for 60
sec. It blinds a target
within a 10m radius and
lengthens the casting
time of its magical skill.
While the trap is active,
the target gradually
loses HP. 60 Seconds --
Shackle Arrow
Inflicts physical damage
on a target within a 0m
radius, immobilizes it
and decreases Evasion
by 1000. 10 Seconds 30 Seconds
Silence Arrow
Fires an arrow at a
target within a 0m
radius to inflict physical
damage, and silence it. 2~8 Seconds 18 Seconds
Sleep Arrow
Forces a target within a
15m radius to fall
asleep. However, the
target's All Elemental
Defenses increases by
500. 12 Seconds 3 Minutes
Snare Trap
Uses 5 Tripeed seeds to
set up a single trap
around you. The trap
remains effective for 60
sec. When an enemy
approaches within a 5m
radius, it explodes to
immobilize the enemy
in mid-air. 60 Seconds 30 Seconds
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Spike Trap
Uses 7 Tripeed seeds to
set up a single trap
around you. The trap
remains effective for 60
sec, and when an enemy
approaches within a 5m
radius, it explodes to
immobilize the enemy
as well as to reduce its
evasion rate. 60 Seconds 30 Seconds
Tactical Retreat
Your movement speed
increases at the
probability of 100%
whenever you receive
All Attacks. 30 Seconds 2 Minutes
Trap of Slowing
Uses 7 Tripeed seeds to
set up a trap. Remaining
effective for 60 sec, the
trap immobilizes the
enemy that approaches
within 10m and also
reduces 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 can
block all strikes.
Instead, you get
stunned. 8 Seconds 5 Minutes
Blind Leap
Moves back instantly
by 15m while removing
the immobilization and
movement speed
reduction conditions. --- 30 Seconds
Boon of Iron-Clad
Creates a protective
shield that blocks all
physical attacks and
increases Stun, Knock
Back, Stumble,
Rotation, and Aether's
Hold Resistance Values
by 1000. 5 Seconds 10 Minutes
Boon of Quickness
Reduces the casting
time of all your magic
skills by 50%. 15 Seconds 5 Minutes
Boon of Strength
Increases your Magical
Skill Boost by 500. 15 Seconds 5 Minutes
Curse of Roots
Transforms the target
into a tree. The
transformed target
cannot move or act, and
its All Elemental
Defenses increases.
Once the target is
attacked, the effect
disappears immediately. 20 Seconds 30 Seconds
Curse of Weakness
Each time the target
within a 25m radius
uses magical skills, the
magical damage
corresponding to 10%
of the target's MAX HP
is inflicted on the target. 1 Minute 5 Minutes
Flaming Meteor
Inflicts magical fire
damage on enemies
around 5m from a
selected spot within a
25m radius of you, and
also stuns them at a
certain rate. 3 Seconds 5 Minutes
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Frost (Elyos)
Inflicts magical water
damage on a target
within a 25m radius and
decreases its movement
speed. 12 Seconds ---
Frostbite (Asmodian)
Inflicts magical water
damage on a target
within a 25m radius and
decreases its movement
speed. 12 Seconds ---
Ice Chain
Inflicts magical water
damage on a target
within a 25m radius of
you, and reduces its
movement speed. 12 Seconds 10 Seconds
Ice Sheet
Inflicts magical water
damage on up to 6
enemies within a radius
of the selected spot and
reduces their movement
speeds. 15 Seconds 3 Minutes
Robe of Cold
For 30 min, each time
an enemy within a 30m
radius attacks you, you
reflect the damage of 40
to the enemy and slow
down its movement
speed for 4 sec. --- 10 Seconds
Sleep
Forces a target within a
25m radius to fall
asleep and increases All
Elemental Defenses. 20 Seconds 15 Seconds
Sleeping Storm
Forces a target within a
25m radius of you and
up to 6 enemies within
a 12m radius of the
target to fall asleep and
increases All Elemental
Defenses 20 Seconds 2 Minutes
Soul Absorption
Inflicts magical water
damage on a target
within a 25m radius of
you, and absorbs the
MP corresponding to
50% of the inflicted
damage. --- 5 Minutes
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Soul Freeze
Inflicts magical damage
on a target within a 25m
radius of you as well as
silencing it. 8 Seconds 30 Seconds
Stone Skin
Forms a protective
shield that can absorb
damage with the
probability of 100%
whenever you receive
All Attacks. If you are
attacked by a PC, you
suffer less extra
damage. 5 Minutes 2 Minutes
Tranquilizing Cloud
Forces a target within a
25m radius of you and
enemies within a 5m
radius of the target to
fall asleep. 10~20 Seconds 30 Minutes
Winter Binding
Inflicts water damage
on the enemies within a
15m radius of you, and
immobilizes 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 fire
damage on a target
within a 25m radius of
you, and absorbs 70%
of the damage as HP. --- 12 Seconds
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Blade of Earth
Decreases the
movement speed of the
target within a 25m
radius of you and the
enemies within a 15m
radius of the target. 2~12 Seconds 15 Seconds
Blessing of Fire
There is a 100% chance
of you and the group
members within a 20m
radius of you inflicting
additional damage on
enemies with every
Attack.
1 Minute 2.5 Minutes
Body Root
Binds the target within
a 25m radius. 2~8 Seconds 20 Seconds
Chain of Earth
Inflicts earth damage on
a target within a 25m
radius, decreases its
movement speed for
5~15 sec, and deals
additional 55 damage
every 3 sec. --- 15 Seconds
Cursecloud
Instantly inflicts
magical earth damage
on a target within a 25m
radius and other
enemies within a 25m
radius of the target, and
inflicts additional
damage every 6 sec for
54 sec. In addition,
whenever the target
uses magical attack on
you, it suffers damage
corresponding to 5% of
its maximum HP. 54 Seconds 60 Minutes
Fear
Forces a target within a
25m radius of you to
turn into a fire spirit for
7~15 sec and strikes it
with Fear. 7~15 Seconds 30 seconds
Fear Shriek
Transforms enemies
within a 15m radius of
you into Fire Spirits for
5~18 sec, and puts them
in the fear and
movement speed
reduction states. 5~18 Seconds ---
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Ignite Aether
Removes up to 3 buffs
from the target, and
inflicts damage per buff
removed. --- 30 Seconds
Magic Implosion
Removes up to 3 buffs
from the target, and
inflicts damage per buff
removed. The target
also receives 100
damage every 6 sec for
30 sec. It can be
removed with Dispel
Magical Buff or Dispel
Magical Debuff skills. 30 Seconds 30 Seconds
Root of Enervation
Decreases the
movement speed of the
target within a 25m
radius. 10~35 Seconds 10 Seconds
Shackle of Vunerability
Reduces the attack
speed of a target within
a 25m radius and
decreases its All
Elemental Defenses by
200. It can be removed
with Dispel Magical
Buff or Dispel Magical
Debuff skills. 30 Seconds 30 Seconds
Sigil of Silence
Silences the target
within a 25m radius. 2~8 Seconds 20 Seconds
Spirit Armor of
Darkness
Increases Magical Skill
Boost by 650, Atk
Speed by 10%, Speed
by 10%, Physical Def
by 13%, and PMAttack
by 85% of your spirit
within a 25m radius for
10 min by consuming
your DP, and recovers
its HP by 110 every 6
sec. --- 30 Seconds
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Spirit Armor of Light
Increases Magical Skill
Boost by 650, Atk
Speed by 10%, Speed
by 10%, Physical Def
by 13%, and PMAttack
by 85% of your spirit
within a 25m radius for
10 min by consuming
your DP, and recovers
its HP by 110 every 6
sec. --- 30 seconds
Stone Skin
Forms a protective
shield that can absorb
damage with the
probability of 100%
whenever you receive
All Attacks. If you are
attacked by a PC, you
suffer less extra
damage. 5 Minutes 2 Minutes
Summoning Alacrity
Removes the time
required to cast. 10 Seconds ---
Wing Root
Instantly decreases the
flight time of a target
within a 40m radius by
20%, and additionally
decreases 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 Magical
Res by 800.
Gains Stigma. 30 sec. 300
Ancestral Holy
Punishment (Elyos)
The skill inflicts
physical damage on the
target and stuns it for 2
sec.
Gains Stigma. --- 120
Charge
Increases your
Movement Speed,
Flight Speed by 60 10 sec. 240
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Dazing Severe Blow
Inflicts physical damage
on the target. The
target's attack speed
decreases for 12 sec. --- 12
Divine Fury
Increases your Physical
Attack by 30% 30 sec. 180
Divine Grasp
Pulls the target within a
15m radius of you and
the enemies within a
20m radius of the target
to right in front of you. --- 3600
Empyrean Armor
Recovers your HP by
25% and increases your
Maximum HP by 50%
and Natural Healing by
50. In addition, you
receive less damage
when you are attacked
by a PC. 3 min. 360
Holy Punishment
(Elyos)
Inflicts physical damage
on the target and stuns
it for 2 sec. --- 120
Holy Shield
You reflect damage
back to the enemy.
Gains Stigma. 10 sec. 60
Inescapable Judgement
Pulls the enemy within
a 15 m radius to right in
front of you, increases
its Enmity, and
decreases its movement
speed 10 sec. 30
Iron Skin
Removes all debuffs
from you and reduces
the damage inflicted on
you by 50% 30 sec. 600
Nezekan's
Shield/Zikel's Shield
Removes your
abnormal conditions
and prevents you from
getting affected by any
abnormal conditions. In
the meantime, you don't
receive any physical
damage, and your
Physical Attack
decreases.
30 sec. 3600
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Prayer of Freedom
Removes all spells
banning movement and
flight from you and
makes you immune to
crash magic 2 min. 600
Shield of Faith
Blocks up to 10 attacks
with 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 Prerequisite
Bonus
Attribute
Alchemy
Expert
You
reached
the
highest
level in
Alchemy.
Alchemy
Expert
(Asmodians)
Maximum
MP 36
Magical
Accuracy
2
Magical
Resistance
3
Battle-Hardened
You
defeated
an
experienced
Elyos
warrior in
the
Abyss.
Match
with
Rank 1
Elysean
Army
Soldier
Maximum
HP 50
Flight
Time 5
Born
Merchant
You
exchanged
a lemon
for a
valuable.
Usefulness
of Barter
(Asmodians)
Flight
Speed 2%
Evasion 4
Flight
Time 3
Champion
of the
Elderly
You
helped an
old lady
to fulfill
her last
wish.You
helped an
old lady
to fulfill
her last
wish.
Dying
Daughter's
Wish
Maximum
MP 42
Magic
Boost 12
Cooking
Expert
You
reached
the
highest
level in
Cooking.
Cooking
Expert
(Asmodians)
Maximum
HP 36
Maximum
MP 36
Speed 5%
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Energized
After
Eating
Millenium
Ginseng
You dug
up a huge
Millennium-old
Fresh
Ginseng,
the
Miraculous
Plant of
Munmuns.
Millennium-old
Fresh
Ginseng
Maximum
HP 40
Speed 3%
Expert
Armorsmith
You
reached
the
highest
level in
Armorsmithing.
Expert
Armorsmith
(Asmodians)
Maximum
HP 36
Physical
Defense 4
Block 8
Expert
Vengeful
Spirit
Consoler
You sent
all the
vengeful
spirits in
the Adma
Stronghold
to the
flow of
Aether.
Secret of
Contamination
Maximum
HP 50
Magical
Resistance
10
Fluent in
Balaur
You can
speak the
Balaur
language
fluently.
Learning
Balaur
Language
Magical
Accuracy
3
Maximum
MP 46
Magical
Resistance
3
Heroic
You
defeated
Elyos in
the Abyss
and
enhanced
the
reputation
of the
Asmodians.
Match
with
Elysean
Army
General
Maximum
HP 60
Flight
Time 5
Flight
Speed 2%
Atk
Speed 2%
Invincible
You
defeated a
veteran
Elyos
warrior in
the
Abyss.
Match
with
Elysean
Army
Officer
Maximum
HP 50
Flight
Time 5
Flight
Speed 3%
Kind
You
helped
Gerger to
fulfill his
lifetime
dream.
Escaping
Asmodae
Maximum
MP 20
Flight
Time 1
Marked
One
You are
marked
for
observation
by the
Shadow
Court. Summons
Maximum
HP 27
Physical
Defense
20
Maximum
MP 28
Poking
Into
Everything
You
wound up
all
Daskair's
affairs.
Power of
Love
Maximum
MP 57
Magical
Resistance
7
Magic
Boost 15
Protector
of
Morheim
You
saved
Morheim
from the
threat of
the
Balaur.
Hold
The
Front
Line
Physical
Defense
15
Magical
Resistance
8
Maximum
HP 40
Raider
Hero
You
raised the
reputation
of the
Ulgorn
Raiders.
Abyss
Gate
Maximum
HP 20
Physical
Defense 5
Tough
You
defeated a
novice
Elyos
warrior in
the
Abyss.
Match
with
Rank 9
Elysean
Army
Soldier
Maximum
HP 40
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Wheeler
Dealer
You
completed
trade
deals with
all
fortresses
in
Reshanta
for the
Black
Cloud
Traders.
Contract
of Black
Cloud
Traders Speed 5%
Elyos Titles
Title Description Prerequisite
Bonus
Attribute
Aerialist
You
passed the
high-level
flight skill
test
Practical
Aerobatics
Flight
Speed 2%
Flight
Time 4
Alchemy
Expert
You
reached
the
highest
level in
Alchemy.
Alchemy
Expert
(Elyos)
Maximum
HP 44
Atk
Speed 2%
Wind
Defense 4
Animal
Lover
You
avenged
Tutty on
behalf of
Pernos.
Avenging
Tutty
Maximum
MP 20
Battle-Hardened
You
defeated
an
experienced
Asmodian
warrior in
the
Abyss.
Match with
Rank 1
Asmodian
Army
Soldier
Maximum
HP 50
Flight
Time 5
Belbua's
Benefactor
You
rescued
Belbua
from
Lepharist
Revolutionaries.
Happy
News
Block 15
Maximum
HP 35
Bottled
Lightning
You
defeated
Lightningfoot
Tuka, the
bane of
Tolbas
Village.
Lightningfoot
Tuka
(Quest) Speed 3%
Eltnen's
Hero
You
completed
all the
campaign
quests in
Eltnen.
Balaur
Conspiracy
Physical
Defense
15
Magical
Resistance
8
Maximum
HP 40
Excellent
Spy
You
successfully
infiltrated
Asmodae.
Quest
Complete
Maximum
HP 57
Physical
Attack 3
Magical
Resistance
10
Fluent in
Balaur
You can
speak the
Balaur
language
fluently.
Learning
Balaur
Language
Magical
Accuracy
3
Maximum
MP 46
Magical
Resistance
3
Gullible
You
exchanged
a valuable
for a
lemon.
Usefulness
of Barter
(Elyos)
Flight
Speed 2%
Evasion 4
Flight
Time 3
Handicrafting
Expert
You
reached
the
highest
level in
Handicrafting.
Handicrafting
Expert
(Elyos)
Flight
Time 2
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Heroic
You
defeated
Asmodians
in the
Abyss
and
enhanced
the
reputation
of the
Elyos. ---
Maximum
HP 60
Flight
Time 5
Flight
Speed 2%
Atk
Speed 2%
Homuron
Knights
You
joined the
Homuron
Knights
formed by
Zirius.
Cursed
Zirius
Maximum
HP 40
Evasion 8
Magical
Resistance
-6
Honorary
Black Cloud
You
consolidated
the place
of the
Black
Cloud
Traders in
Reshanta.
Jakurerk's
Opportunity
to Make it
Big Speed 5%
Invincible
You
defeated a
veteran
Asmodian
warrior in
the
Abyss.
Match with
Asmodian
Army
Officer
Maximum
HP 50
Flight
Time 5
Flight
Speed 3%
Klaw
Hunter
You
removed
the Klaw
Spawner.
Klaw's
Secret
Magical
Accuracy
6
Magic
Boost 9
Kobold
Chef
You can
cook
Kobold-style
food.
Secret
Recipe
Maximum
HP 57
Maximum
MP 57
Poeta's
Protector
You
completed
all the
campaign
quests in
Poeta. No Entry
Maximum
HP 20
Physical
Defense 5
Poor
Camouflage
Master
You
failed to
persuade
Bollvig
because
of your
poor
disguise. White Lie
Maximum
MP 45
Magical
Resistance
8
Sewing
Expert
You
reached
the
highest
level in
Sewing.
Sewing
Expert
(Elyos)
Maximum
HP 52
Flight
Time 3
Flight
Speed 3%
Speed 6%
Tough
You
defeated a
novice
Asmodian
warrior in
the
Abyss.
Match with
Rank 9
Asmodian
Army
Soldier
Maximum
HP 40
Tree-Hugger
You
helped an
Elim who
was in
trouble.
Request Of
The
ElimRequest
Of The Elim
Accuracy
4
Verteron's
Warrior
You
completed
all the
campaign
quests in
Verteron.
Sealed
Secrets
Maximum
HP 30
Magic
Boost 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 and
Crafting
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 Wind
Scroll
Flight Speed
becomes
quicker by
20% for 5
min. Both
Greater Wind
Raging Scroll
Flight Speed
becomes
quicker by
30% for 5
min. Both
Running
Scroll
Speed
becomes
quicker by
20% for 5
min. Asmodian
Greater
Running
Scroll
Speed
becomes
quicker by
30% for 5
min. Both
Greater
Secret
Remedy of
Mana
Recovers MP
by 1360. Both
Greater Wind
Serum
If used during
the flight, it
increases
your flight
time by 36
seconds. Both
Major Life
Serum
Recovers HP
by 1410. Both
Greater Life
Serum
Recovers HP
by 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 Aether
Jelly
Recovers DP
by 4000
Points Asmodian
Perer Aether
Jelly
Recovers DP
by 4000
Points Elyos
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Wise Dragon
King Broiled
Meat
Maximum HP
and All
Elemental
Defenses
increase by
200 and 50
points
respectively,
and Flight
Time also
increases by
10 seconds
for 30 min. Elyos
Dark Dragon
King Broiled
Meat
Maximum HP
and All
Elemental
Defenses
increase by
200 and 50
points
respectively,
and Flight
Time also
increases by
10 seconds
for 30 min. Asmodian
Dark Dragon
King Omelet
Maximum
MP and All
Elemental
Defenses
increase by
200 and 50
points
respectively,
and Flight
Time also
increases by
10 seconds
for 30 min. Asmodian
Wise Dragon
King Omelet
Maximum
MP and All
Elemental
Defenses
increase by
200 and 50
points
respectively,
and Flight
Time also
increases by
10 seconds
for 30 min. Elyos
Heart of
Magic
A magic heart
created by
infusing a
Balaur Heart
with blood
stain and
magic. Only
experts with
the greatest
expertise can
craft it, and
once
completed it
is engraved
on the soul of
its creator. Elyos
Unstable
Heart of
Magic
A magic heart
created by
infusing a
Balaur Heart
with blood
stain and
magic. Only
experts with
the greatest
expertise can
craft it, and
once
completed it
is engraved
on the soul of
its creator. Asmodian
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Kinah Basics for
Clerics
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 and
Resources
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.

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