Gameplay Guide
Automatic Repetitions & Combat
At supported boss, party quest, raid and activity entries, choose to repeat automatically with @at move. A successful clear starts the next run using the activity's original entry flow, requirements and rewards; stage objectives and unsupported endless modes are not automated.
Starting a repetition session
Talk to the boss's real entry NPC or portal and select “Repeat automatically with @at move” when that option is offered. You can enter a boss directly without using Quick Warp. Select the difficulty once in its normal entry flow; later entries reuse the chosen options without asking the repetition question again.
- The entry prompt reminds you to bind your attack skill to CONTROL and explains @stop. Closing the repetition prompt or the original entry confirmation cancels the prepared session.
- Some portals open an entry NPC directly. Use that NPC conversation rather than opening a second generic portal dialog.
- Repetition choices appear at supported activity entrances, not on unrelated travel, dialogue or shared-raid branches.
Supported bosses and activities
Automatic repetition is available for supported finite combat instances and boss entries. The original NPC or portal still controls the normal mode, difficulty, party and admission rules.
- Boss entrances include direct NPC/portal routes such as Pianus, Damien, Lotus, Harmony, Evil Hilla, Darknell, Riverson and Capo, plus other registered bosses.
- Party quests include the original Boss PQ (all five difficulties), BMPQ, TPQ, HPQ, APQ, Lucid PQ, LMPQ (including solo and hard modes) and Kaotic Boss PQ.
- Raids and challenges include BGC, BMT, Pal Raid, Kaotic Caves/Castle, Trials, Elite encounters, Dojo/Master Dojo and additional registered bosses.
- Monster Park repeats supported Normal, Kaotic, Mega, Soul and Master variants. Tristan's Spirit also offers Fel Monster Park Normal, Elite and Super; each completes its configured 99, 250 or 999 waves before repeating.
Requirements, costs and successful clears
The repetition registry wraps the original entry scripts rather than replacing them. Every re-entry runs the same selection and eligibility checks, so levels, achievements, stamina, party/raid rules, rebirths, cooldowns, tickets, keys and other materials remain in force.
- Entry costs are consumed only through the activity's normal successful-entry path. If a requirement fails, the session stops with the original explanation instead of retrying endlessly.
- A full activity victory is required. Clearing one wave, Dojo room or PQ stage does not start a new run; defeats and timeouts never trigger another attempt.
- Targa/Scarlion repeats summon both bosses automatically and use one Spirit of Fantasy Theme Park item (#4032246) for each boss. Big Boss repeats use one Lady Boss's Comb (#4000138); Zakum uses one Eye of Fire (#4001017) for each successful entry.
Autonomous Dojo and Monster Park stages
Finite Dojo and Monster Park runs have extra stage navigation so the automated character does not need to walk to every portal. Normal manual entry and portal behavior remain unchanged.
- Long Dojo moves the event owner directly through its 39 rooms; Master Dojo moves the owner through its 5 rooms. The current room must be fully cleared and its progress confirmed. Hidden rooms and final-boss gates still follow their original unlock rules, and the final boss must be defeated normally.
- Dojo stage travel moves only the automatic event owner; other group members are not forcibly transferred.
- Finite Monster Park transfers the event team directly to the next map 2 seconds after a cleared stage becomes eligible. New monsters, unfinished kill callbacks, map changes, cancellation and locked maps invalidate queued travel; the sixth stage keeps the normal victory and re-entry flow.
- Fel Monster Park keeps its random maps, boss-wave routing and team transfers through the original stage portals. Every wave must be cleared, including the final configured wave; no extra stage is added. The separate Fel Boss endless mode is not registered for repetition.
How automatic combat and movement work
During an automatic boss or activity repeat, the event owner uses @at move with the attack skill bound to CONTROL. The movement logic checks whether the skill is actually dealing damage before deciding to turn or approach, so it can keep attacking when a boss is already within the skill's reach.
- A target receives active attack tests before it is treated as unreachable. The system checks your own direct damage in the same map instance; another player's hit or damage over time does not confirm that your attack is working.
- When damage stops, the character checks the target's direction, actively tests the new facing, then approaches according to attack range if the test still fails. Successful damage keeps the target selected instead of interrupting an effective attack to chase another monster.
- Movement can follow reachable platforms using normal client inputs, jumps and map-defined ropes or ladders. Recovery jumps are bounded and followed by new attack checks; no position warp is used.
- Attacks pause while any living monster on the map has physical or magic damage reflection, then resume automatically when reflection is gone. Enabled automatic potions can continue during this pause.
Golden Apple during automation
While @at, @at move or automatic boss attacking is active, a Golden Apple (#2005107) in the USE inventory is automatically used no more than once every 10 seconds.
- The apple follows its ordinary item effect and restrictions. It is not used if expired, on cooldown, or when death, a map change, a blocked action, an NPC conversation or a potion restriction prevents use.
- The timer is shared across stop-and-restart cycles; restarting automation does not reset the 10-second interval.
- @stop stops automatic item use together with attack, movement and pending re-entry.
Stopping and limits
Use @stop to immediately cancel automatic attack, movement and pending boss re-entries. Any participating group member can stop the shared repetition session. Using @at also stops an active repetition session before starting standalone auto-attack.
- Death, disconnect, leaving the instance or lobby, or a change to the group or leader cancels the session. Repetition state is not saved across disconnects or server restarts.
- Other PQ puzzles, passwords, NPC objectives and scripted interactions still require their normal player input; repeats do not solve every activity automatically.
- Endless modes are not repeated. Selecting an endless mode from a mixed menu cancels repetition for that run. Alien invasion is a mission, not a repeatable event instance; Casino travel does not automate gambling.
- One-time victories outside repetition mode keep their normal event exit and timing. Automatic repetitions do not bypass level, party, item, cooldown, map, skill or monster rules.