Great gifts for geeks, hand-picked by Download Squad
Holidash Blog

Hands-on: Aion: Tower of Eternity


NCSoft has been credited with creating some of the most addictive MMOs available, but on Wednesday, August 12, 2008, they earned quite a different accolade: they became the first developer to ever explain their game, Aion: Tower of Eternity, with an analogy that made me ravenously hungry for fruit.

Think of the world of Atreia, the setting for Aion: Tower of Eternity, as the interior of a plump, shiny apple. Rather than live on its surface, three factions dwell within Atreia: the Balaur, the Elyos and the Asmodians. The general relations between the Elyos and Asmodians can be likened to an apple's moist, juicy insides: sweet to the taste, maybe a little bitter, but all in all pleasing.

Now think of the Balaur as a worm: disgusting, mean, and keen to upset what was otherwise a peaceful existence. Upon worming their way through Atreia, the Balaur planted seeds of doubt and mistrust into the minds of the Asmodians and the Elyos. This mistrust resulted in a great war that rent the apple... er, the world of Atreia, in two. The Elyos now occupy the lower half of the world, a sunlit place filled with lush forests and mountainous regions -- a region quite similar to Earth.

The Asmodians, much to their chagrin, were left in the top half, a dank, dark place that receives a minimal amount of sunlight reflected from Atreia's lower half. The scant degree of sunlight has resulted in a realm filled with phosphorous plants and hard, icy ground. Claws, necessary for navigating the tumultuous terrain of the upper half of Atreia, have replaced the hands and feet of many Asmodians.

Players will choose either the Elyos or Asmodians, followed by one of four base classes, all of which should be familiar to MMO gamers: Warrior, Mage, Priest, or Scout. Upon reaching level 10, players will undergo the Ascension, a ritual that evolves a base class into one focused on particular combat mechanics.

Each base class can become one of two sub-classes. Warriors can become Guardians, hulking brutes who effectively wield larger weapons such as battle-axes; or Templars, fighters focused on both defense and offense. Mages can become Spiritmasters, magicians who master the four core elements; whereas Sorcerers emphasize long-range spells. Priests evolve into Chanters, who rely on staffs for fortification magic; or Clerics, renowned healers pivotal to the success of any party's campaign. Scouts with an affinity for blades and bows should enjoy playing as a Ranger, whereas Assassins strike swiftly and silently.






Advertisement