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The Project

AION Project is a private server built on a fork of Beyond Aion. Every piece of game data has been redone from the ground up — re-parsed, reworked, and modded. The goal was simple to state and enormous to actually do: bring back everything. Every version's content, nothing deleted and nothing nerfed.

The server starts on 1.0 and advances over time. That starting point is the current direction rather than a settled decision — feedback will shape it, and how far the versions eventually go hasn't been decided either. What is settled is how it advances: whatever version is live, it arrives whole, not a stripped-down or nerfed edition. Nothing from any prior version is ever removed to make room for the next.

Whole does not mean identical, though. Whatever version is live, it was never meant to be a faithful replica of that patch — this is my vision of how the game is meant to be played, drawing on every era where doing so makes it better. The authenticity is real, but so are the changes, and every one of them is listed further down this page.

The difficulty is rooted in the original AION, back when the game asked something of you and rewarded you for rising to it. There are no hand-outs here, no quietly inflated XP, no softened damage or padded health pools to make encounters forgiving. In places it pushes past it, with smarter AI that makes fights more demanding than they ever were, and other changes that raise the challenge without ever tipping into tedium, all paired with modern quality-of-life improvements.

Most dungeons were recreated from scratch to keep the strategies, pacing, and rewards players actually remember. Where a fight genuinely benefited from it, new strategies were added — but only where they earned their place.

You can lock your character's level at any point. If you want to sit in a specific PvP bracket or run particular content without pushing your main past it, you can — without sacrificing your progression. You can also switch between UI layouts from different eras: Tower of Eternity, Ascension, or Echoes of Eternity.

The ecosystem

The custom client binary, engine fixes, DXVK, hooks, 64-bit.
The server with every piece of game data re-parsed, reworked.
This site, database, engine viewer, player info.
Downloads, verifies, and launches the client.
Depacks, decrypts, and repacks the game's archives.
Reverse-engineers CGF/LST files into .iz for the engine viewer.

Why

I played for more than a decade. It was, and still is, my favorite game. I ranked among the top PvE players as a sorcerer on the European Urtem server. This project is my answer to what happened to that game.

Over the years, the original publisher slowly took it apart — nerfing what made it hard, deleting content that made it rich, and piling on unfair pay-to-win features that had nothing to do with the game.

Not a snapshot of one patch. Not a watered-down “classic” edition. The full game, restored and rebuilt to my own vision of it.

This took years to build, in whatever spare time I had. Every part of this project — from the reverse-engineering of the engine, the re-parsed data, to the dungeon redesigns — comes from the same place: a refusal to let a great game be remembered only as the worse thing it was turned into.

If any of that resonates with you, you already understand why this exists.

The full record

Features & Changes

Every system reworked, restored, or removed — what's live now, and how it got here.

Server

Systems

The foundations the live game relied on, rebuilt and tuned — movement, crafting, progression, and the gearing systems that define endgame.

World

Geodata

Full terrain collision data so the world is walked, blocked, and line-of-sight checked correctly.

Navmesh

Navigation meshes that let NPCs path intelligently around the real geometry.

Pathfinding

Mobs and NPCs find their way to you instead of stalling on walls and ledges.

Progression

Skills

The skill system is an edited version of 5.X, tuned for this server.

Skillbooks

The full skillbook learning system, working as it did on the live game.

Stigmas

Stigma slots and builds fully functional for every class.

Master crafting skills unlocked

Push any professions all the way to master rank and craft top-tier gear.

Enchantment stone levels

The complete enchant progression curve, properly tiered.

Ancient manastones, 60+

Ancient-grade manastones available for gear above level 60.

Highdaeva manastones, 65+

Highdaeva-grade manastones available for gear above level 65.

Server

Combat AI

Enemies tuned toward higher difficulty — they chase harder, react faster, and don't let you stroll away from a fight you started.

Behavior

Faster aggro & target switching

Enemies notice you sooner and react to threats without hesitation.

Faster chasing, attacks on reach

Mobs close the gap quickly and strike the moment they're in range.

Faster movement per bracket

Base enemy speed scales up by level bracket, keeping every tier dangerous.

Leashing tuned by zone

Enemies give up after 100m in the open world and 1000m inside instances.

Damage timeout

A fight resets if no damage lands for 30s in the world or 360s in instances.

Server

NPCs & Vendors

Vendor changes that push value back toward earning gear in the world, and remove the shortcut merchants that hollowed out progression.

Buffed

Battle medal trades buffed

Buffed battle medal exchanges for stronger reward paths.

Ceranium medal trades buffed

Buffed ceranium medal exchanges for stronger reward paths.

Removed

Manastone traders

No buying socket stats — manastones matter again.

Coin gear traders

Power can't be bought outright with vendor coin gear.

Organization armor traders

Shortcut org-armor merchants removed so gear comes from play.

Temporary gear traders

No throwaway loaner gear papering over real progression.

Stigma traders

Stigmas are earned through the world rather than bought off a vendor.

Server

Bloat Removed

The systems layered onto AION over the years that punished players, gated power behind RNG, or sold advantage — gone for good.

Removed

Identification

No random reveal gate standing between you and the gear you already earned.

Tempering

Removing P2W enchanting and eliminates inflated stats.

Amplification

Removing P2W enchanting and skills and eliminates inflated stats.

Purification

Removing easy upgrades.

Idian system

Removing unnecessary luck stats.

Random enchant limits

Enchant ceilings are no longer rolled at random per item.

Random manastone slots

Socket counts are fixed and fair, not left to chance.

Special manastone slots

The special-slot lottery layered onto sockets is removed.

Stigma enchanting

Stigmas no longer carry a separate enchant grind.

Wrapping

Removing P2W trades that unlocks non tradable items.

Plumes & bracelets

Removed P2W accessory slots that inflated health and power.

Energy of repose

No rested-XP system quietly tuning your progression speed.

AP extraction

Abyss points can't be pulled back out of gear.

Custom Engine

The Client

The original client depacked, decrypted, and rebuilt — years of engine bugs fixed, the graphics and media pipelines hooked, and the restrictions that never belonged stripped out.

Engine

DirectX 9 renderer hooked

Direct access to the graphics pipeline, enabling DXVK and the visual fixes layered on top.

Window message handling hooked

Control over the client's WndProc for input, focus, and custom window behavior.

Texture loading hooked

Intercepts how textures are loaded so assets can be corrected and replaced.

Camera position & free movement hooked

Full control of the camera, including free-flight movement for screenshots and exploration.

Console logs & commands hooked

The in-game console and command execution are exposed for debugging and live control.

CEF in-game browser hooked

The embedded browser runs at an improved frame rate and powers in-client web content.

Bink video playback hooked

Cutscenes and even local video files play back inside the client.

Fixes

Camera movement corrected

Years-old camera behavior bugs ironed out for smooth, predictable control.

2D texture coordinates fixed

Misaligned interface and 2D textures finally render where they should.

Game intro restored

The original startup intro plays again instead of being skipped or broken.

IP lock removed

Connect and play from anywhere, with no region or address restrictions.

Aegisty removed

The intrusive third-party protection layer is stripped out entirely.

Master server & region tables removed

Leftover routing and region-specific data tables cleared from the client.

Interface

UI & Themes

Switchable interface eras with a clean, modern layout — and the clutter, ads, and monetization hooks taken out of the menus.

Themes

Switch between interface eras at will.

Tower of Eternity

Classic era theme from Tower of Eternity (1.5).

Ascension

Mid-era theme from Ascension (3.9).

Echoes of Eternity

Later theme from Echoes of Eternity (5.8).

Improved

GM window

A cleaner, more capable game-master interface.

Boost modify window

Reworked boost controls that are easier to read and use.

Custom world map

A reworked world map built to display all major maps.

System menu background removed

The heavy menu backdrop is gone for a lighter look.

Luna icon removed

The Luna shop entry point is stripped from the UI.

VIP / account panel removed

No VIP status or account-tier prompts cluttering the screen.

Item skills tab removed

An unused interface tab cleared away.

Quest instant-reward button removed

No one-click reward shortcut bypassing the quest flow.

Inventory cube unlock & sell removed

Monetized bag-slot prompts pulled from the inventory.

Character-creation hotspot removed

A leftover interactive region in creation cleaned up.

Bad creation presets removed

Low-quality default appearance presets taken out.

Unused menu options removed

Dead and dangling menu entries trimmed.

This is where the project stands today — and it keeps growing.

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