Players in Aion are able to use many types of weapons to defeat enemy opponents. There are currently nine different weapon types, and within each type there are several hundred different weapons to choose from of varying level and quality. Players start the game with a very basic weapon, however more powerful weapons can easily be obtained through quest rewards or mob drops. Weapons can also be purchased through NPC vendors or from other players.
Weapon types[]
Each weapon type is only usable by certain classes. A mage for example is able to use a spellbook but not a polearm. Each weapon type also has a dominant stat - daggers for example may not hit for as much damage normally, but have a higher crit rate. Weapon speed is also somewhat dependent on the weapon type. Polearms for example require a long time between swings due to their size, but hit much harder than a faster weapon. The following table summarizes the nine weapon types and the classes that can use them:
Weapon type summary | ||||
---|---|---|---|---|
Weapon type | Used by | Dominant stat | Speed | Example |
Sword | Warrior, Scout, Templar, Gladiator, Ranger, Assassin | Balanced | Normal | [Kromede's Sword] |
Dagger | Scout, Ranger, Assassin, Gladiator | High crit | Fast | [Kromede's Silver-decorated Knife] |
Mace | Warrior, Priest, Templar, Gladiator, Cleric, Chanter | Balanced | Normal | [Kromede's War Hammer] |
Staff | Cleric, Chanter | High damage | Slow | [Kromede's Staff] |
Spellbook | Mage, Sorcerer, Spiritmaster | Magic bonus | Slow | [Magic Book of the Grim Reaper] |
Orb | Sorcerer, Spiritmaster | Magic bonus | Slow | [Jewel of Judgement] |
Polearm | Gladiator | High damage | Very slow | [Kromede's Spear] |
Greatsword | Templar, Gladiator | High damage | Very slow | [Zapiel's Greatsword] |
Bow | Ranger, Assassin | Ranged | Very slow | [Kromede's Long Bow] |
Prerequisites[]
Technically, each class is only able to use each type of weapon because they have the passive skill associated with that weapon type. The basic version of the skill is learned automatically at level 1, and the advanced version of the skill is learned at level 10. Theoretically it should be possible for other classes to use a particular type of weapon if they are able to learn the prerequisite skill, perhaps through a stigma stone. There is no basic skill for a staff, orb, polearm, bow, or greatsword, so these weapons are not usable by any of the primary classes.
In addition to having the prerequisite skill, weapons also have a minimum level associated with them. Players must be at least this minimum level in order to be able to equip the weapon.
Weapon skills | ||
---|---|---|
Weapon type | Basic skill | Advanced skill |
Sword | Basic Sword Training | Advanced Sword Training |
Dagger | Basic Dagger Training | Advanced Dagger Training |
Mace | Basic Mace Training | Advanced Mace Training |
Staff | n/a | Advanced Staff Training |
Spellbook | Basic Spellbook Training | Advanced Spellbook Training |
Orb | n/a | Advanced Orb Training |
Polearm | n/a | Advanced Polearm Training |
Greatsword | n/a | Advanced Greatsword Training |
Bow | n/a | Advanced Archery Training |
All weapon types except for the polearm, greatsword, spellbook, and bow require just a single hand to use. For characters with the Dual Wield ability, this means they can equip two weapons - one in each hand. It also allows shield using classes to equip a weapon in one hand and a shield in the other. A shield cannot be used while wielding a two-handed weapon.
Weapon attributes[]
Each weapon has a number of additional attributes that define how it behaves.
Attack Speed[]
Attack speed (Att.Speed) represents the attack speed of the weapon, in seconds. This is how often the weapon is able to be used to attack. For example an attack speed of 0.5 allows the character to attack once every half second. In addition to the numeric attack speed, there is also a text description in the weapon tooltip, ranging from fast to very slow.
Attack Number[]
Some weapons are able to hit more than one time in a single swing. Attack Number (Att.num) represents the maximum number of hits. For example a dagger (Att.Num = 1) can only cause a single hit per swing, but a greatsword (Att.Num = 3) can cause up to 3 hits per swing. The actual number of hits will vary based on luck and the character's skill compared with that of the opponent.
Enchant Number[]
Enchant Number (Enc.num) represents the increase in damage when the weapon is enchanted.
Critical Rate[]
Critical Rate is a number from 10 to 100 which is the percent chance of an attack being a critical strike against an opponent, dealing significantly more damage than a normal attack.
Weapon enchants[]
Weapons can be enchanted by using an Enchantment Stone. Using an enchantment stone on a weapon will increase its attack power by a fixed amount depending on the level of the enchantment. For example, a mace receives a bonus of +3 attack power and +10 magic power for each enchant point, so for a +3 enchant, attack power is increased by 9 and magic power is increased by 30.
Weapon enchants | ||
---|---|---|
Weapon type | Attack per enchant point | Magic per enchant point |
Sword | +2 | 0 |
Dagger | +2 | 0 |
Mace | +3 | +10 |
Staff | +3 | +10 |
Spellbook | +3 | +10 |
Orb | +4 | +10 |
Polearm | +5 | 0 |
Greatsword | +4 | 0 |
Bow | +4 | 0 |
Other enhancements[]
Weapons can be enhanced further through the use of Mana stones and Godstones. Each weapon's tooltip indicates the number of mana stone sockets available, and also whether it is capable of receiving a godstone.