Honor guilds. Each race's patriarch names its honor guilds, and the list changes over at the start of each day.
Chip war rules. A holy stone and the keeper ignore their own race, the war's mining ticket goes to the winning race, and the race buff takes hold when its phase begins.
Council seats. Council members carry their seat in the game, seat skills cast only from the right seat, and a council or guild leader's wave reaches nearby party and guild members.
Transport ship. The ship sails and anchors on the original schedule, hurry works, and boarding checks your level before your ticket.
Repeatable quests. A repeatable quest can be taken again once its waiting time has passed.
Guild treasury and emblem. Members deposit into the guild treasury, the master withdraws from it and buys the emblem, and guild grade is recalculated nightly.
Boss guards. A boss spawns its guards, tops them up over time, and its guards leave shortly after it dies.
Animus in PvP. An animus attacks players wherever PvP is allowed and joins in when its master fights a player.
Live map edits. Spawns, NPCs, portals and guard towers an operator changes take effect without restarting the server.
Skill and force effects. Healing, Purge, Focus, Aid Stretching and SP/FP drain work, and an aimed buff lands on its target instead of the caster.
Weapon procs. A weapon with an active effect casts its skill or force when it hits.
Monster skills. Monsters use their special skills, call for help and pincer as in the original.
Gear and buff effects. Hit rate, cooldown cuts, maximum pools, FP cost, absorb, recovery and harmful-force duration from buffs and gear all apply.
Splash and reach. Splash damage measures to each target's edge, and melee and PvP attacks are checked against the weapon's reach.
PvP order. Daily kills and deaths are tracked, temporary points convert at midnight, and talik recovery repays debt.
Stuns. Stuns lock players and monsters in place for their full duration.
Class skills. A class skill attacks with its own values and its effects run, including Rebirth, Taunt, Vampire Groan, Flash-Bang, Heal Wind, Blood Sucking, Escape and Provoke.
State effects. Attack, cast and move locks, Feign Death, Stone Curse, Force Shield and Slow all take effect.
Siege kits and MAU. Siege kits check level and range, and MAU shots check reach and attack delay.
Animus growth. An animus levels up to 66, takes no experience at its master's level, and returns when its FP runs out.
Launcher sign-in. Entering the world requires the one-time key your launcher received at login.
Game data editor. Names can be edited in every language, the most-edited tables say what each column means with its units and allowed values, and large tables page faster.
Item pages. An item's page in the control panel lists the stores that sell it.
Art packs. rfassets warns when the client it is pointed at is not a Golden Age client.