A long-running route depends on two decisions: what deserves priority and when to leave a target behind. The October 9–10 updates address both. Daily quests enter the task queue; Control Center gains an activity planner; and ground-gold farming, caves and gathering terrain gain clearer switch or exit rules.
Daily quests outrank side quests; you set the wider order
New automatic daily quests have higher priority than side quests, keeping available daily objectives from waiting behind a long side-quest backlog. The Daily Activities planner then lets users arrange activity order, switching conditions and end actions. Daily quests, Abyss, open-world ground-gold farming and Auto Gather can all be part of a custom routine.
Switching can depend on task completion or an earnings cap. A met condition can start the next activity, switch characters, or log out. “Daily quests → Abyss → ground-gold cap → gathering → next character → repeat or log out” is one configurable example, not a default schedule for every account.
Ground-gold cap: gather after higher-priority goals
Once the open-world ground-gold cap is reached, the system can switch from combat to Auto Gather. This particular switch has the lowest priority. If Abyss and pet or mount farming are enabled, those activities are handled before the gathering switch is considered. Reaching one earnings limit therefore does not interrupt a more important enabled goal.
For an overnight route, that gives capped combat earnings a sensible next step. The actual behavior still depends on the modules and conditions you choose.
Leave a cave after ten minutes without a clear
If Cave Exploration remains unfinished after 10 minutes, that cave is blacklisted, exited and replaced by the next candidate. Several known stalls were improved. Caves that currently require dodging skills not yet supported are temporarily excluded until that behavior is ready. The route avoids spending the entire session on a few difficult targets, but the current version is not a promise to clear every cave.
Gathering and grinding have also returned to the earlier pathfinding logic to reduce backtracking and needless detours. The Asmodian canyon Urtongheim is now a gathering exclusion zone. When the character approaches it, a teleport scroll moves the character away rather than continuing into unsuitable terrain.
Account view and combat readiness complete the route
Control Center can pin an account, with clearer notes and class labels for multi-account management. The earlier addition of Templar and Cleric skill rotations completed rotation support for all classes. Activity planning chooses the route; pathfinding and timeouts prevent wasted travel; class rotations handle combat once the character reaches its next task.
Define the goal and exit condition for each activity, then review the guide and download page. Judge a long run by actual task progress, earnings and character state.