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Aion The Tower of Eternity.


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Aion Wallpapers can be found here here

Aion Screenshots can be found here

 

Videos can be found here

 

The World

The Mau

The Mau are a breed of humanoid beasts found throughout the Asmodian territories. They possess acute agility and a carnal instinct for battle, providing a significant threat to the Asmodians in Pandaemonium.

 

The tribes of the Mau are well adapted to their surroundings and live in close harmony with nature. They are exceedingly belligerent and courageous. They do not hesitate to bare their grisly teeth when they feel threatened.

 

Typical weaponry used by the Mau is light, sharp, and thrown from a distance – ideal for their agile fighting style. In close combat, however, they are perhaps easier to handle than the brutish Krall.

Yet another characteristic of the Mau is that they are able to tame nearby beasts. These tamed minions are used against their enemies in battle with startling efficiency.

 

Despite their physical advantages, the Mau have not managed to dominate the Asmodian territories for one perceivable reason - their lack of unity. The Mau are very able creatures individually, both in strength and intelligence. However, as a whole, their culture revolves around small tribes allowing little organization in warfare. Despite this, they are often found jumping into the forefront of battle when they see their own kind in danger.

 

Fire Spirits

Note: the names used in this article are subject to change.

 

These are spirits that are composed of pure elemental fire, one of the 4 original elements that went into the creation of Atreia. They are often found in heated or volcanic areas. There are four classifications of Fire Spirits based on how powerful their elemental energies are.

 

Characters who became specialized in summoning magic can call upon these spirits through spells.  As the skill level of the summoner increases, so does the level of the spirit that may be summoned.  At its highest level, a Fire Spirits has an intimidating appearance and wields a flaming sword and shield.

 

Sanctum

Note: the names used in this article are subject to change.

 

Sanctum is the capital city of Elysea, a metropolis which hovers at the centre of the nation. Whilst the Elyos make up the majority of Sanctum’s population, it is also home to a number of other folk employed by the Elysean government and military; such as the Shugo, who occupy a large part of the financial districts. Sanctum is looked upon with envy and admiration by the humans and other non Daeva who cannot claim to be a part of its thriving population.

 

In the beginning, Sanctum was merely a castle from which the benevolent Azariel ruled. It was only as the war against the Balaur and the Asmodians deepened that it developed into the city that it is today, a social and vibrant hub and not just a military outpost.

 

After the great catastrophe that split the world apart, the lands of Elysea were left in ruins. Frequent attacks from the bestial races meant that the rebuilding process was under constant threat. This forced the five Seraphim, including the Arch Seraphim, Azariel himself, to gather their magic and use it to lift Sanctum into the air and out of enemy reach.

As commerce within the city grew active, Sanctum became the core for economic, military and administrative activities – but there was a problem. With the city floating in the air, and the population bursting at the seams, transportation in and out of Sanctum became overcrowded and difficult. This lead to the formation of suburbs forming on the ground beneath the floating metropolis. These days Sanctum is a prosperous complex - equally important as a social centre for the Elyos now, as it was to them in its earliest form as a military base.

 

Sanctum is marked by key structures that epitomise its strength and prosperity. These include the Airship Port, an important centre for trade and transportation, and the ‘Nobelium’ - the largest structure in all of Elysea. Also found within the city is an arena for training Daeva, as well as markets, banks and other facilities necessary for any thriving city to possess.

Whilst Sanctum is a social hub, not all areas of the city are open to wanderers. Although not much is known, it is said that there exists a holy district where only the most revered Daeva may enter. Such rumours can seldom be verified, but it is for certain that some of us will inevitably cross paths with Elysea’s secrets.

 

Air Spirits

These are the Air Spirits, created from one of the 4 main elements structuring Atreia. They are found mostly in strong windy areas and are separated in 4 different levels of power. The most powerful Air Spirits are the largest and have the brightest aura light on their heads. Some characters hold the ability to summon and control these spirits. The level of the Air Spirit which can be summoned depends on the skill level of the character. The strongest wizards can summon and control all 4 levels of it.

 

Shugo

The Shugo are friendly to both the Elyos and the Asmodians as they are considered a neutral merchant race within Atreia. Smaller in size to most other races of the world, they tend to use their clever negotiating skills to avoid most skirmishes – they also have the ability to “play dead” to quite a believable degree. Most races understand the importance of the Shugo to their society and commerce and would likely protect them from invaders when given the chance. And what’s not to like? The Shugo are extremely friendly and generally have a happy disposition.

 

During the Millennium Wars, the Shugo used their cunning to take control of trade and commerce within the cities. As time grew on, a division of Shugo traders began to smuggle items through the Abyss and between both worlds. These Shugo are known as The Dark Cloud. Be wary and do not expect The Dark Cloud to be as friendly as their cousins.

 

Within Shugo society exist many merchants, bankers and vendors. They also seem to congregate around workshops and other crafting areas.

 

The Abyss

Painful memories of the Millennium Wars materialised throughout Atreia in the form of scar-like spatial rifts. These rifts, collectively named The Abyss, constitute the central area of Aion, a stark reminder of the increasing vulnerability of the Tower of Eternity.

 

The Abyss, unlike the ethereal surrounding areas, is a realm torn between chaos and disorder, akin to a nightmare. It exists in the core of the Aion universe, and so appears and behaves very differently from anywhere else you might discover in Atreia. The anarchic and imposing nature of the Abyss lends itself to combat, a place where battles are fought and wars won.

 

Throughout the Abyss the Elyos, Asmodians and Balaur can be found locked in bitter PvPvE battles. It is a hazardous and unpredictable area, with new challenges and opportunities for victory lurking in every shadow. Whilst it holds many dangers, players that choose to brave the Abyss will be rewarded as the area is rife with valuable resources, legendary bosses to defeat and enemy encampments to raid and pillage.

 

The Abyss is not a place to be entered into light heartedly, yet it is certain many will be lured in by the promise of its rich rewards. Highly desirable items and rare resources can be found deep in the Abyss, the draw of which may be too strong for even the most inexperienced of adventurers.

 

Whilst the Abyss offers rich hunting grounds, it is also one of the most dynamic and exciting aspects of Aion.

 

The Krall

The Krall are one of many barbaric races found throughout the lands of Atreia.  They are characterised by their overwhelming physical strength for which humans can offer no significant match. This savage race is empowered by a belligerent recklessness, and many neighbouring tribes were brought under submission through their fierce conquests, with any survivors being forced to serve the Krall as slaves. The Krall now control a large portion of Atreian lands and continue to make their presence known wherever they go.

 

Allied with the Krall are the Kobolds, a servile race found in the lands of the Elyos.  In their typically beggarly manner they have grown comfortable in their subservient position, eagerly coming to the Krall’s aid when prompted.  It is not in battle where they are most needed however, but in the Krall mining pits, where hundreds of Kobolds can be found hollowing out the Elysian landscape.

 

image

 

Fuelled by a constant desire for Aetherium, a crystallised form of ancient energy found deep underground, the Krall invest as much man power as they can into excavating the land.  This Aetherium is then used to further the Krall Conquest.

 

Although Krall culture - if one could call it that - is pitifully primitive in comparison to that of the Daeva, it is not entirely without structure. Within their military ranks there exists an impressive level of organisation, with soldiers ranking from Slave Wardens, to Scouts, Warriors and Shamans.

 

 

 

 

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Yeh this game will bring the revolution of MMO rpgs and will strike down both L2 and WoW IMO.

 

@Anni [gr] Sto sig sou leei free lag, dld perneis lag xwreis na plhrwneis xD Kane to lag free, an auto ennoeis xD

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I have a question that might seem rhetorical will the game be card type (buy 60 day card for just 25 euro etc) or buy and play for life like GW T_T if it's buy and play for life im gonna play it on offi 100% :) but giving 53leva (Bulgarian money xD) for a game every 2 months is just too much for me....

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I 've read that it will be release in Europe in April this year and it may be with game card !

T_T sucks if its game card....better make it CD-Key....that way at least ppl wont make private servers....(like GW)
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Atk. when using a dualsword.  [New from lv. 40+] Revenge Strike: Attacks the enemy with 738 Power added to P. Atk. Requires a sword, dual-sword or blunt weapon. Does not work in olympiad matches.  [New 44/58] Blood Awakening (Self-buff): Increases Atk. Spd. by 15%/33% and bestows the ability to recover as HP 9% of the standard melee damage inflicted on the enemy.  [New lv. 40] Rush: Charges toward the enemy.  [New from lv. 40+] Sword Crush: Attacks the enemy with 487 Power added to P. Atk. and inflicts Shock for 7 seconds. Requires a sword or dual-sword weapon. Does not work in olympiad matches.  Dances: Increased time duration of dances to 20 minutes (+Time enchant extends time duration to be 47 minutes).  [New lv. 40] Rush: Charges toward the enemy.  [New from lv. 40+] Sword Crush: Attacks the enemy with 487 Power added to P. Atk. and inflicts Shock for 7 seconds. Requires a sword or dual-sword weapon. Does not work in olympiad matches.  Songs: Increased time duration of songs to 20 minutes (+Time enchant extends time duration up to 47 minutes)  [New from lv. 40+] Mechanical Smash: Swings a spear to attack nearby enemies with 421 Power added to P. Atk. and causes Stun for 9 seconds. Requires a polearm to be equipped.  [New from lv. 40+] Provoke (ONLY WARSMITH): Provokes enemies within a wide range and decreases Resistance to spear weapons by 10 for 10 seconds.  Chain Heal: Adjusted the learning level to level 80.  [Shilien Saint NEW lv. 80] Lord of Vampires: For 30 seconds, gives all party members the ability to recover as HP 80% of the damage inflicted on the enemy.  Healers' Skills Transfer: Increased the Holy Pomander amount for Eva's Saint & Cardinals to 2.  Dagger Mastery [Trigger]: Increased the Dagger Mastery trigger duration to 15 seconds and increases Speed by +4.  [NEW] Bow Mastery [Trigger]: Bow Mastery will now trigger an active buff for 15 seconds that will increase Bow/Crossbow range by 20, Accuracy by 3 and Speed by 4.  Premium Buffs (Agathions Buffs): Increased time duration to be 4 hours.  Chant of Victory & Proof of Fire/Wind/Water: Increased time duration to be 20 minutes (+Time enchant extends time duration up to 40 minutes).  [NEW] Frintezza Welcome Skill(all classes): Increased weight limit by 4 and opens 24 inventory slots.  Warcry: Increased time duration to be 20 minutes.  Battle Roar: Increased time duration to be 20 minutes.  Thrill Fight: Increased time duration to be 20 minutes.  Fell Swoop: Increased time duration to be 20 minutes.  Majesty: Increased time duration to be 20 minutes.  Hawkeye: Eliminated the -10% P.def penalty and increased time duration to be 20 minutes.  Focus chance: Increased time duration to be 20 minutes.  Focus power: Increased time duration to be 20 minutes.  Focus Death: Increased time duration to be 20 minutes.  Mortal Strike: Increased time duration to be 20 minutes.  Seed of Fire/Water/Wind: Increased time duration to be 20 minutes.  Warrior Servitor: Increased time duration to be 20 minutes.  Wizard Servitor: Increased time duration to be 20 minutes.  Assassin Servitor: Increased time duration to be 20 minutes.  Final Servitor: Increased time duration to be 20 minutes.  Rage: Increased time duration to be 20 minutes.  Dark Form: Increased time duration to be 20 minutes.  Totem of Bear: Increased time duration to be 20 minutes.  Totem of Wolf: Increased time duration to be 20 minutes.  Totem of Ogre: Increased time duration to be 20 minutes.  Totem of Puma: Increased time duration to be 20 minutes.  Totem of Bison: Increased time duration to be 20 minutes.  Totem of Rabbit: Increased time duration to be 20 minutes.  Totem of Hawk: Increased time duration to be 20 minutes.  Battle Cry: Increased time duration to be 20 minutes.  Blood Pact: Increased time duration to be 20 minutes.  Furious Soul: Increased time duration to be 20 minutes.  Feline Queen Buffs: Increased time duration to be 20 minutes.  Seraphim the Unicorn Buffs: Increased time duration to be 20 minutes. 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