NCsoft
Europe presents details of what Asmodians must do in order
to be able to fly in the epic and beautiful Massively
Multiplayer Online RPG, Aion: The Tower of Eternity. The
chance to earn your wings and become a Daeva comes relatively
early in the life of every true Asmodian, though the path
itself can be hard and somewhat mystifying. As you reach
level 9 you discover that you must find the Asmodian known
as Munin, who has been detained deep within the Ishalgen
Prison Camp.
Trapped within a crystallized prison cell, Munin is your
key to Ascension. This Daeva can discern the future, even
trapped in his cell. This expert fortuneteller will be
able to tell your future and how you will ascend to be
a mighty Asmodian, but first he needs items that can help
piece together your past. He will need these items, the
cards of fate, from three different disciples in order
to proceed.
The first appears as an old tailor by the name of Urd,
who resides in Aldelle Village, which you should already
be familiar with as it was one of the first places you
would have passed through as a young Asmodian. Urd give
you a card that represents your past—“I
see two twisted creepers”—and sends you
to the next disciple, the Old Lady Fortuneteller.
She lives out in the Munihele Forest, located roughly
halfway between Aldelle Basin and the Prison Camp. You
can find her near a small log cabin, well off the beaten
path, where she goes by the name of Verdandi. The hermit
will read your palm and gives you a card of fate detailing
your present state, though you are warned you will not
understand what it means (though Munin will).
Verdandi then directs you to your next and last stop,
this time to have your future read by a young woman
named Skuld. She resides on the cliffs above the sea
just south of Anturoon Crossing. Be careful, this will
be one of the most perilous journeys—the cliffs
are swarming with Eyvindir pirates, who don’t
take to people invading their private space lightly.
Also beware of the Fang Karnifs, aggressive cat-like
beasts that like to pick off stragglers or unsuspecting
Asmodians.
Skuld will read your future and imprint it on yet another
card. Now you must deliver all three cards back to Munin,
which should be an easy run on the path all way north,
back to the Ishalgen Prison Camp. Munin is pleased you’ve
gathered the cards from his disciples, and his motives
in helping you aren’t entirely clear, but evidently
he intends to change the future he sees, and the only
way to do so is through you—but first he must
reveal your own future.
As he reads the cards, he begins to weave patterns
in the Aether, and suddenly you are transported to an
outer-worldly realm, wearing a full set of Asmodian
armor; the sky is a mix of dark, blood-like colors,
and scattered about are several giant, swirling vortices--Portals.
This is the Abyss, the nether region nestled between
the two shattered halves of Atreia, and you’re
standing on one of the many small, floating rocky islands
that dot the Abyss. You see a line of wounded Asmodian
soldiers before you, but the apparent leader—Archon
Legionary Hagen—beckons you forward.
The Asmodians are in a desperate struggle to attain
the floating island of Narsass, but the Elyos Legatus
known as Hellion is successfully standing in their way.
You must fly to Narsass and defeat Hellion personally—that
is your destiny. Immediately you spread your wings and
spring off the island, passing groups of Asmodians and
Elyos engaged in aerial combat, before you reach the
foreboding Narsass.
After defeating several Elyos soldiers, you come up
against Hellion himself, and the battle does not go
well. You are soundly defeated after a blinding assault.
Suddenly, you seem to recover, but you’re back
in your old armor again, and the form of Munin appears
nearby. “The future is not fixed,” he says,
and he reveals that trying to change the future is why
he was imprisoned in the first place. You agree to mutually
help each other—Munin claims he will need help
in the future, and in return he will help save your
life down the line—but first you must become a
Daeva and pick a class.
Once your specialized class has been chosen, you then
teleport to Pandaemonium, the Asmodian capital, where
you will need to talk to friendly Heimdall of the City
Guard (he’s not hard to find). The formal Ascension
ceremony takes place in the Great Temple of Pandaemonium
and is overseen by the high priest, Balder. There is
a great ceremony—some of the Asmodians will mock
you, others will be more encouraging—where the
elders recognize you as a Daeva, newly Ascended, ready
to prove that the Asmodians hold the true power in Atreia.
The ceremony ends with the granting of your new wings,
which you can now use to fly and customize as you wish.
Now this is truly the time to take a hold of your destiny.