Aion.Onl October 6–7 Update: Better Quest Order Before Dungeons and Smarter Gathering Limits
An automated leveling route needs more than a way to start the next quest. It needs a sensible order before each dungeon, enough character preparation, and a way out when gathering goes wrong. Across October 6–7, Aion.Onl improved all three parts of that route. Here is how the changes work in the order a growing character is likely to encounter them.
Before each dungeon: available quests first, with a manual shortcut
When the main story approaches each dungeon, Auto Quest now lowers that dungeon’s priority and first works on side quests and Cave Exploration already unlocked at that stage. The October 6 release also fixed several quest stalls that could interrupt the handoff between objectives.
Before entering a dungeon, the system creates a party room and waits up to one minute. If the room fills sooner, it starts automatically as soon as it is full. This gives real players an opportunity to join and help, although their participation and a successful clear depend on the actual party.
Players who prefer to move the story along can clear that dungeon manually. After that clear, Auto Quest skips the side quests and Cave Exploration for that stage and proceeds with the later workflow. The choice is between letting the routine complete the available growth activities before the dungeon or manually completing the dungeon to bypass that stage’s extras.
Character setup now covers more of the in-between work
Once a skill reaches level 8, the system automatically applies its specialization when a specialization slot is available. It does not create a slot that the character has not unlocked. Stigma skills can now receive points automatically and be placed on the quickbar. An earlier update fixed the use of Stigma skills stacked on the quickbar; this update adds the setup steps before combat.
Auto Quest also gained automatic Manastone socketing on equipment. Alongside skill specialization and Stigma allocation, this reduces the number of times a player needs to interrupt leveling to open skill or equipment menus. These actions still depend on the character’s available slots, skills and materials.
Global-server character creation now selects meaningful names at random from Chinese, Korean and English words instead of producing meaningless strings.
Feathers stop when they are enough; hidden bags become opportunistic
The October 7 gathering change replaces the earlier plan to collect every feather on a map. Regardless of the player’s settings, feather gathering now stops when the feathers on a given map are enough to bring that map’s feather-related progression to level 30, or when that progression has already reached level 30. The level-30 limit refers to feather progression, not the character’s level. The check is made separately for each map. Once that map’s requirement is met, chasing more feathers would only add travel without serving the progression target.
The route also excludes some feathers on isolated islands where the journey would cost too much time for a few targets. Hidden bags are no longer actively sought out. They are collected only if the character encounters them while gathering other items, so the route does not deliberately lead into remote corners to find a bag.
Faster recovery from gathering detours and stuck positions
If a character falls into a planar area while flying during gathering, the routine can leave the fortress faster. An Asmodian character falling into a cliff canyon is moved directly to a distant location rather than remaining trapped nearby. The return-to-town handling for getting stuck while gathering has also been improved to avoid positions where even a return scroll cannot be used.
Taken together, the changes give the routine clearer stopping rules. Unlocked growth tasks come before a dungeon unless the player manually clears it; feathers stop when the level-30 need is satisfied; hidden bags are picked up on the way. See the guide for settings and the download page for the current release.
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