Fewer Island Trips and Dead Ends: AION 2 Routes for Feathers, Hidden Bags and Dungeons

The October 6–7 update gives map objectives clearer stopping rules and story dungeons a better place in the quest order.

An AION 2 map can show more objectives than a character should deliberately visit. The practical question is which targets deserve a trip and which are worth taking only on the way. Yonghengzhita’s October 6–7 updates answer that for feathers and hidden bags, while also changing what happens before a main-story dungeon.

Feathers are a progression target, not a map-clearing contest

The earlier feather route could sweep every feather on a map. It now has a clear cap: regardless of settings, when feathers collected on the current map are enough to finish that map’s feather-related progression at level 30, or when that progression has already reached level 30, the character stops seeking more feathers there. Level 30 refers to feather progression, not character level. The calculation is separate for each map.

The route also excludes some feathers on isolated islands. Spending a long journey on just a few pickups works against the purpose of an efficient gathering run. Once a map’s feather target is satisfied, the character can put travel time toward other activities.

Hidden bags follow the same principle. The routine no longer searches for them proactively or leads the character into remote corners just to find one. A bag encountered while gathering another item is still collected. It is an incidental pickup rather than a destination.

A bad location should not keep the route stuck

Even a careful route can go wrong in difficult terrain. If a character falls into a planar area while flying during gathering, the routine leaves the fortress faster. An Asmodian character falling into a cliff canyon is moved directly to a distant location. Return-to-town handling for other getting stuck while gathering has also been improved to avoid positions where a return scroll cannot be used. These recovery changes aim to get the character back to a route that can continue.

Before a story dungeon, finish what is already unlocked

At each main-story dungeon, Auto Quest now lowers the dungeon’s priority and first handles side quests and Cave Exploration already unlocked at that point. It is a stage-based order, not a requirement to finish every future side quest before entering. Several quest-stall fixes also help the routine move between objectives.

If that stage’s side quests feel too slow, the player can clear the current dungeon manually. Auto Quest then skips that stage’s side quests and Cave Exploration and continues the story. For automatic entry, the system creates a party room beforehand and waits up to one minute; a full party starts immediately. Real players can join and help, although the actual party and the clear are not guaranteed.

Preparation continues along the way

At skill level 8, an available specialization slot is filled automatically. Stigma skills can now receive points and be placed on the quickbar, while Auto Quest can socket Manastones into equipment. For Global-server character creation, names are selected randomly from meaningful words in Chinese, Korean and English. These changes reduce the small manual preparation tasks that can interrupt a new-character route.

The update puts efficiency into concrete rules: stop seeking feathers when a map’s level-30 target is met, take hidden bags only along another gathering route, and choose whether to complete available growth tasks or manually clear the current dungeon to move on. See the guide for setup and the download page for the current release.

中文版

Share: X (Twitter) Facebook LinkedIn