plaync Aion :: The Tower of Eternity


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Players have a variety of weapons available to them. In all there are 9 different types of weapons: Daggers, Swords, Maces, Staves, Spellbooks, Orbs, Greatswords, Polearms, and Bows.

 

The limitation of what types of weapons can be used is based on the class a player has chosen. However, there are some Stigma Stones that may allow one class to use weapons not normally available to them.


 

Types of Weapons

Types of Weapons edit

Icon

Weapon Type

Description

Crafted With

Daggers

One-handed weapons with fast attack speed, poor damage per hit, but they have a much higher chance to critically hit than other weapons.

 

Used mainly by the Assassin and the Ranger.

Weaponsmithing

Swords

One-handed weapons with a normal attack speed, moderate damage and a chance for a physical critical strike.

 

Used mainly by the Templar, Assassin, and Ranger.

Weaponsmithing

Maces

One-handed weapons with a normal attack speed, moderate damage, and buffs for magic boost.

 

Used by Clerics and Chanters

Weaponsmithing

Staves

Two-handed weapons with slow attack speed, moderate damage, and buffs for magic boost and magic accuracy.

 

Used exclusively by the Chanter and Cleric.

Handicrafting

Spellbooks

Two-handed ranged weapons with slow attack speed, moderate damage, buffs for magic boost and magic accuracy, and can have various elemental damage types associated with them (Water, Fire, Earth, and Wind).

 

Used mainly by the Sorcerer and Spirimaster.

Alchemy

Orbs

Two-handed short ranged weapons with slow attack speed, moderate damage, buffs for magic boost and magic accuracy, and can have various elemental damage types associated with them (Water, Fire, Earth, and Wind).

 

Used mainly by the Sorcerer and Spirimaster.

Alchemy

Greatswords

Two-handed weapons with very slow attack speed and high damage capable of striking multiple foes.

 

Used mainly by the Gladiator and Templar.

Weaponsmithing

Polearms

Large two-handed weapons with very slow attack speed and high damage capable of striking multiple foes.

 

Used exclusively by the Gladiator.

Weaponsmithing

Bows

Ranged two-handed weapons with very slow attack speed and moderate damage.

In order to use this weapon arrows must be equipped in the off hand.

 

Used mainly by the Ranger

Handicrafting

 

 

Weapon Tool-Tip Information

Weapon Tool-Tip Information edit

1) Name

Name of the weapon; The color of the weapon indicates its Rarity.

2) Weapon TypeThis indicates the type of weapon the item is; ie - Dagger, Sword, Orb, etc.
3) Soul BindingThis indicates if the weapon can be soul bound or not. Soul Bound or not. Once a weapon is soulbound it cannot be used by any other character.
4) LevelThis indicates the minimum level a character must be in order to use this weapon.

5) Weapon

    Speed/Strikes

This indicates the basic speed of the weapon as well as the number of strikes it is possible to make with one swing when auto-attacking.
6) DamageThis lists the minimum and maximum that the weapon is able to accomplish when striking an opponent.

7) Attack Speed

This is the exact speed of the weapon. The time indicated is the delay between attacks when auto-attacking.
8) Physical CritThis is the weapon’s chance to make a critical strike. This number is added to your base critical strike in your attributes. The higher the number the more likely a critical strike will be made.
9) Magic BoostThis adds to your Magic Boost attribute. This attribute is not available on all weapons. However can normally be found on Maces, Staves, Spellbooks, and Orbs

10) Accuracy

This attribute increases your accuracy to hit an opponent. The higher this number the less likely you will miss.
11) ParryThis is your weapons ability to parry attacks. The higher this is the more likely you will be able to use your weapon to keep from being hit.

12) Magic 

       Accuracy

This attribute adds to the accuracy of your spell casting.

13) Secondary

        Attributes

This area is where secondary bonuses will be given to your weapon. The availability of these bonuses is based on the Rarity of a weapon.
14) ManastonesThis is the area where manastones can be placed. Each square located here is one slot that a manastone can be placed in.

15) Godstone

       Availability

This indicates whether or not a Godstone can be used on the weapon thus enhancing it’s properties further.

16) Other

       Bonuses

 

This is where other bonuses available to weapons will be placed. Normally these bonuses are attributed to Player vs. Player combat. These bonuses can be found are extremely rare items as well as items purchased from the Contribution vendors. (not shown in this example)

Weapon Characteristics

Weapon Characteristics edit

Each weapon has basic characteristics based on its type:

 

Weapon Type

Attack Speed

Speed/# of Possible Strikes

Wield Type

Daggers

1.2 sec

Normal - 1 Strike Weapon

One-Handed

Swords

1.4 sec

Normal - 2 Strike Weapon

One-Handed

Maces

1.5 sec

Normal - 3 Strike Weapon

One-Handed

Staves

2.0 sec

Slow - 3 Strike Weapon

Two-Handed

Spellbooks

2.2 sec

Slow - 1 Strike Weapon

Two-Handed

Orbs

2.2 sec

Slow - 1 Strike Weapon

Two-Handed

Greatswords

2.4 sec

Very Slow - 3 Strike Weapon

Two-Handed

Polearms

2.8 sec

Very Slow - 4 Strike Weapon

Two-Handed

Bows

2.4 sec

Very Slow - 1 Strike Weapon

Two-Handed

Weapon Enchantments

Weapon Enchantments edit

Each type of weapon can be enchanted. When an enchantment is applied its damage is increased. However, when enchanted, each weapon’s amount of damage is increased based on its type. Also, some weapons will receive increases to their magic boost stat as well.

 

Daggers

Swords

Maces

Staves

Spellbooks

Orbs

Greatsword

Polearms

Bows

Damage Increase Per Level

+2

+2

+3

+3

+3

+4

+4

+4

+4

Magic Assist Increase Per Level

--

--

+10

+10

+10

+10

--

--

--

 

In order to add an enchantment, an Enchantment Stone must be used on the weapon. If successful the enchantment level will increase by 1. However, if failed, the enchantment level will drop by one.

 

 Note: A failure on an item that does not already have an enchantment level will not cause it to have a have negative enchantment.

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