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About

The Project

What AION Project is, why it exists, and every change it makes to the game.

At a glance

  • Retail at the core

    Monsters, dungeons, quests and loot behave the way the original game did.

  • Nothing nerfed

    Content comes from the oldest version that has it, before later patches softened it.

  • Harder by design

    1x rates, monsters with twice the health, and no distance leash to hide behind.

  • No pay-to-win

    The shop sells cosmetics only, bought with coins you earn in dungeons.

What it is

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.

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 restored, changed, added or removed, grouped by area and tagged so you can tell what is retail and what isn't.

What the tags mean

Retail
Works as the original game did
Changed
Deliberately different from retail
Added
New, not in the original game
Removed
Taken out on purpose
Fixed
A long-standing bug, fixed

Server

World & AI

The systems underneath, rebuilt to behave the way the original game did, from monster behavior to respawn timers.

  • Original monster AI

    Retail

    Every monster and NPC follows its original behavior: skills, phases, shouts, summons, and when nearby allies join in.

  • Oldest version first

    Retail

    Content comes from the earliest version that has it, mostly 3.9, 4.6 and 5.8 with a few things from 1.5, so later rebalancing never reaches it.

  • Removed content restored

    Retail

    Tiamat's Fortress, the Sarpan dungeons, the Steel Rose and the other dungeons later patches deleted are back, and Reshanta keeps its 3.9 form.

  • Version by version

    Added

    The server opens maps, dungeons, the level cap and the campaign one game version at a time.

  • Quests

    Retail

    Every quest runs the way retail ran it, and each one is played through automatically from start to finish to catch broken steps.

  • Drops and loot

    Retail

    Drop rolls, loot rights and corpse timers follow the 4.6 rules, without the cuts 5.8 made.

  • Respawn timers

    Retail

    Monsters return on their original timers, counted from the moment the corpse disappears.

  • Spawn groups

    Retail

    Spawns that pick one of several packs at random work as they did on retail.

  • Gathering

    Retail

    Most gathering nodes give several harvests again, as they did before 5.8 cut them to one.

  • Geodata

    Retail

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

  • Navmesh

    Retail

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

  • Pathfinding

    Retail

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

Server

Difficulty

Rooted in the original game and pushed further where it counts. No softened damage, no padded health, no handouts.

  • Tougher monsters

    Changed

    Normal monsters have twice their retail health, and from level 50 they also hit 50% harder.

  • Stronger elites

    Changed

    Elites hit as hard and last as long as they did back in 1.5, from the starting zones to places like Eracus Temple, the Sky Temple and Alquimia Research Center.

  • Faster movement per bracket

    Changed

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

  • No distance leash

    Changed

    Monsters chase as far as you run. A fight only resets after 30 seconds without an attack from either side, or 6 minutes in dungeons.

  • Campaign shortcuts removed

    Removed

    Several campaign steps no longer teleport you to the next objective. You make the journey yourself.

Server

Dungeons

Rebuilt on the original encounter scripting, with later nerfs reverted and a few fights pushed past anything retail asked.

  • Original scripting

    Retail

    Boss phases, spawn waves, doors, timers and run grades work as they did on retail.

  • Narakkalli & Museum of Knowledge

    Retail

    Both dungeons' bosses keep their 5.6 skill values, from before 5.8 weakened them.

  • Dark Poeta

    Changed

    The Main Power Generator calls in three times as many Wave Generator Cores.

  • Steel Rake

    Changed

    Brass-Eye Grogget's waves are twice the size, and he carpets the deck with bombs at two points in the fight.

  • Aturam Sky Fortress

    Changed

    The Master Workshop door only opens once all five Dredgion Generators are destroyed.

  • Sauro War Depot

    Added

    All five rune rooms can be picked at the Hidden Passage, each for its own number of keys.

  • Event dungeons scale

    Changed

    Shugo Imperial Tomb, Trillonerk's Gold Vault and the other event dungeons match their monsters to your level.

Server

PvP & Sieges

One map per mode, seven level brackets from 30 to 75, and the main arenas always open.

  • Level brackets

    Changed

    PvP instances queue in seven brackets from 30–40 to 66–75, with monsters and rewards scaled to each one.

  • One map per mode

    Changed

    Duplicate instances are merged into the first of their kind, like the Chantra and Terath Dredgions into the Dredgion, which keeps their rewards in its brackets.

  • Open at all hours

    Changed

    Arenas, battlefields, the Dredgion and the Golden Crucible queue at any time of day.

  • Rifts

    Changed

    Rifts open on the retail timetable and let in anyone above their minimum level.

  • Dredgion carriers

    Retail

    Balaur Dredgions fly over the Abyss and Balaurea again and drop troops on fortresses under siege.

  • Siege rewards

    Changed

    The top 100 players earn medals in three ranks, the losing side earns Glory Points, and the holding legion receives medals.

  • Glory Points by generation

    Changed

    Only the sieges of the newest open game version pay Glory Points.

  • Kaldor's Anoha

    Changed

    Kaldor keeps the 4.7 Anoha fight rather than the raid that replaced it.

  • Kaldor mercenaries

    Retail

    Mercenary chiefs hire out their squads for Battle Medals again during the Kaldor siege.

  • Golden Crucible

    Retail

    The solo and party tournaments, with their lobby, brackets and rewards.

  • Island of Enrichment

    Retail

    The 3-versus-3 mount race from 5.8, scored stage by stage.

Server

Progression & Gear

Earned the long way: original rates, skills from books, and gear that doesn't depend on luck.

  • Original rates

    Retail

    Experience, drops, AP and kinah all run at 1x.

  • Skill books

    Changed

    Class skills are learned from skill books sold by trainers, instead of arriving on their own as you level.

  • Level lock

    Added

    Type .noexp to stop gaining experience and stay at your level, while still earning everything else.

  • Master crafting skills unlocked

    Changed

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

  • Enchanting to +15

    Changed

    Every piece of enchantable gear can go up to +15.

  • Standard stigmas

    Changed

    Stigma boxes give the standard stigmas of your class, never the old or limited versions.

  • Ancient manastones, 60+

    Retail

    Ancient-grade manastones available for gear above level 60.

  • Highdaeva manastones, 65+

    Retail

    Highdaeva-grade manastones available for gear above level 65.

  • Ranger arrows

    Added

    Rangers hold arrows in the off-hand. Every bow shot spends one, and merchants sell them next to power shards.

  • Medal prices

    Changed

    Gear bought with Battle Medals or Ceranium Coins costs twice as many as on retail.

  • Character-bound currencies

    Changed

    Ancient Coins, Crucible Insignia and Ceranium Coins can't be traded, mailed, sold on the broker or put in the account or legion warehouse: each character earns its own gear.

  • Both factions

    Added

    Create Elyos and Asmodian characters on the same account.

  • Transformation candies

    Changed

    Candies keep their buffs but no longer change how you look.

Server

Shop & Rewards

Cosmetics only, paid for with coins earned in dungeons, and achievements shared across your account.

  • Cosmetic shop

    Added

    Costumes, weapon skins, wings without stats, emotes, hairstyles and housing items found nowhere else in the game. Nothing sold affects combat.

  • AION Coins

    Added

    The shop's currency drops from dungeon bosses. Older dungeons only pay out when the whole group is within their original level cap.

  • Coin merchants

    Added

    A merchant in Sanctum and Pandaemonium trades Iron to Mithril coins for potions, scrolls and food.

  • Achievements

    Added

    Account-wide achievements for quests, dungeon and world bosses, sieges and PvP, viewable in game and on this site.

Server

Removed

Systems that gated power behind luck or sold an advantage, vendors that bypassed progression, and shortcuts that skipped the world, gone for good.

  • Identification

    Removed

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

  • Tempering

    Removed

    No tempering grind on accessories, and none of the inflated stats it added.

  • Amplification

    Removed

    No enchanting past the cap, and no skills granted by amplified gear.

  • Purification

    Removed

    Gear can't be upgraded into a stronger item through purification.

  • Idian system

    Removed

    No Idian polishes with their random bonus stats, and no Idian bundles in loot.

  • Random enchant limits

    Removed

    Enchant ceilings are no longer rolled at random per item.

  • Random manastone slots

    Removed

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

  • Special manastone slots

    Removed

    The special-slot lottery layered onto sockets is removed.

  • Stigma enchanting

    Removed

    Stigmas no longer carry a separate enchant grind.

  • Wrapping

    Removed

    No wrapping scrolls that make bound items tradable.

  • Plumes & bracelets

    Removed

    Removed P2W accessory slots that inflated health and power.

  • Energy of repose

    Removed

    No rested-XP system quietly tuning your progression speed.

  • AP extraction

    Removed

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

  • Minions

    Removed

    No minion system: contracts, Minionite and the minion quests are gone.

  • Manastone removers

    Removed

    The NPCs that strip socketed manastones back out of gear are gone.

  • Coin gear traders

    Removed

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

  • Organization armor traders

    Removed

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

  • Shortcut corridors

    Removed

    The 5.x corridors in Signia, Vengar and Akaron that led straight to older dungeons and landing sites are gone.

Client

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.

  • DXVK

    Added

    Direct3D 9 runs through Vulkan for smoother frame pacing and fewer stalls.

  • Performance settings

    Added

    A performance page with engine optimizations, a better frame limiter and a VSync fix.

  • Heavy scenes

    Fixed

    A larger vertex buffer budget ends the stray triangles and frame drops in busy places like Narakkalli.

  • 64-bit client

    Fixed

    The 64-bit client runs as it should, free of the old 32-bit memory ceiling.

  • Camera movement corrected

    Fixed

    Rebuilt on raw mouse input: no jitter, no cursor warping, and right-clicking a window no longer turns the view.

  • 2D texture coordinates fixed

    Fixed

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

  • Game intro restored

    Fixed

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

  • Ambient sound

    Fixed

    Room ambience stops when you leave, and zone music keeps playing during flight paths.

  • Screenshots

    Fixed

    Taking a screenshot no longer freezes the game for a moment.

  • Aegisty removed

    Removed

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

  • IP lock removed

    Removed

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

  • Master server & region tables removed

    Removed

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

Client

Client Features

Built into the client: voice chat, a combat meter, every language, and the web inside the game.

  • Voice chat

    Added

    Group and alliance voice chat with push-to-talk, toggle or voice activation, and optional proximity audio.

  • Combat meter

    Added

    Live damage, healing, damage taken and hate, with boss fights saved as logs.

  • Languages

    Added

    11 languages in one client. Text, voices and cutscenes can each use a different one, set in the launcher or in game.

  • In-game browser

    Changed

    Runs at a smooth frame rate and opens the shop, your achievements and this website inside the game.

  • Video playback

    Added

    Cutscenes and local .bik files play in the client. Groups and alliances can also watch YouTube together: the leader types //video with a link or video id, and the video plays in sync on an in-game screen for everyone.

  • Developer console

    Added

    The console and the engine's settings are unlocked.

  • Crash reports

    Added

    After a crash, you can choose to send a report that helps track the bug down.

Client

UI & Themes

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

  • Three interface eras

    Added

    Switch between the Tower of Eternity (1.5), Ascension (3.9) and Echoes of Eternity (5.8) interfaces, live in game.

  • Fog of war

    Retail

    The world map's fog of war and zone discovery are back, saved per character.

  • Item tooltips

    Changed

    Gear tooltips use the single-page 4.7 layout, without the Alt pages or the combat strength score.

  • Dialog hotkeys

    Added

    Pick NPC dialog options from the keyboard.

  • Quest helpers

    Changed

    The quest journal's guide button is back, and every quest you can take is marked over its NPC and on the map, low-level ones included.

  • Custom world map

    Changed

    A reworked world map built to display all major maps.

  • GM window

    Changed

    A cleaner, more capable game-master interface.

  • Boost modify window

    Changed

    Reworked boost controls that are easier to read and use.

  • System menu background removed

    Removed

    The heavy menu backdrop is gone for a lighter look.

  • Luna icon removed

    Removed

    The Luna shop entry point is stripped from the UI.

  • VIP / account panel removed

    Removed

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

  • Item skills tab removed

    Removed

    An unused interface tab cleared away.

  • Quest instant-reward button removed

    Removed

    No one-click reward shortcut bypassing the quest flow.

  • Inventory cube unlock & sell removed

    Removed

    Monetized bag-slot prompts pulled from the inventory.

  • Character-creation hotspot removed

    Removed

    A leftover interactive region in creation cleaned up.

  • Bad creation presets removed

    Removed

    Low-quality default appearance presets taken out.

  • Unused menu options removed

    Removed

    Dead and dangling menu entries trimmed.

The ecosystem

AION-Encdec is public today. The rest opens with the open-source release.

  • AION

    The custom client binary, engine fixes, DXVK, hooks, 64-bit.

  • AION-Project

    The server with every piece of game data re-parsed, reworked.

  • AION-Project.eu

    This site, database, engine viewer, player info.

  • AION-Launcher

    Downloads, verifies, and launches the client.

  • AION-Encdec

    Depacks, decrypts, and repacks the game's archives.

  • IzFF

    A cross-platform game asset tool. For AION it mounts the .pak archives and rebuilds whole levels as one engine-agnostic scene: saved as .iz files, exported to FBX, opened in Unreal Engine or Unity, or streamed to this site's engine viewer.

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

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