Mechanics

User Interface
(Click link to view the User Interface page).

Controls
(Click link to view the Controls page).

Status Effects

 * Slow: Status Effect that makes your character move slower and makes it unable to use any sort of dash skill.
 * Chill: Status Effect that makes your character move slower and makes it unable to use any sort of dash skill. Stack up to three stacks. Upon third stack, your character suffers from Freeze and cannot move or turn around.
 * Freeze: Status Effects that make your character unable to move or turn around.
 * Root: Status Effects that make your character unable to move or turn around.
 * Chain: Status Effects that make your character unable to move or turn around.
 * Poison: Status Effect that deals damage overtime on your character up to five stack. The higher the stack, the more damage it deals over time.
 * Bleed: Status Effect that deals damage overtime on your character up to five stack, and decrease the potents of your character's natural HP regen. Five stacks completely negate HP regen.
 * Deep Wound: Status Effects that make your character's healing skills recover less effective by 50%.
 * Stun: Status Effect that stuns your character making it unable to move and enabling to do an escape skill. Suffering from this status effects make you vulnerable to Grapple and Knockup.
 * Daze: Status Effect that dazes your character making it unable to move and enabling to do an escape skill. Suffering from this status effects make you vulnerable to Grapple and Knockup.
 * Knockdown: Status Effect that knocks your character on the ground enabling it some ground escape/counter skills. Suffering from this status effects make you vulnerable to Grapple.
 * Knockback: Status Effect that knocks your character back. Your character cannot do anything during the flying animation.
 * Knockup: Status Effect that knocks your character up to mid-air, enabling air combo attacks, and disable all escape skills until your characters land on the ground. For a brief time when your character hit the ground, it's counted as Knockdown, enabling ground escape/counter skills and being vulnerable to Grapple.

Clan System
System where you can join/create a clan.

In order to join a specific clan, you must be in the same faction of that clan, and that clan must still have an open slot.
 * Create - You can create a clan by talking to any Faction Clan Overseer.
 * Join - You can join any clan by receiving an invite from a clanmember with the permissions to do so. To quickly apply to join a clan you can also go to The Clan recruitment by pressing F7.
 * Recruit - If you have the permissions, you can recruit more people into the clan on your own.
 * Leave - You can leave a clan via the Clan Interface (at the bottom of the last tab to the left).
 * Clan Deposit - Clan members can contribute resources (Gold, Soulstones, Faction Insignias, etc.) to the clan deposit. These resources are required for upgrading Clan Rank and are also needed to open contracts for Clan Crafting.
 * Clan Upgrade - The Clan can advance its rank through the resource in Clan Deposit, allowing the clan and its member to access clan-wide benefits, such as an extra uniform when crafting Clan Uniforms and discounts on the upgrade cost for upgrading equipment. As a clan ranks up, the number of members than can be part of the increases. Additionally, it gains access to more crafting workshops.
 * Clan Crafting - The Clan can uses its deposit of resources to begin a contract for clan items. The required materials for each item must come from clan members; additionally, the contract must be approved by the clan members with the prerequisite guild/profession ranks in order for crafting to begin.
 * Clan Outfit Creation - A clan member with the permissions to do so, may create a design for clan outfit/face adornment/head adornment. A contract must then be made to produce the design which, once funded, approved, and created, may be applied clan-wide. the design itself is simply a design; in order to use the design, the leader must first apply the design. Clan members must then equip the clan uniform/face adornment/head adornment, separately crafted by the Clan Crafting system, in order to actually wear the design.

Training System
Starting from level 15, you will gain 1 Training Point for every level. At level 50, you will receive 5 points for reaching your first Hongmoon (HM) Level. After that, every even HM levels gives you 1 point, while every odd HM levels give you 2 points. Once you reach Act 8 of the main Quest, you will start evolving your level from 50 to 55. Once level 55, you will be able to progress once again in your HM levels up till you reach HM 25 (2018-08-01).

In order to use the Training System, you have to first complete the story quest Act 1, Chapter 17 - The Test of the Eight

By pressing to open your Training Book, you can put training points in specific skills to make them hit harder, or have their effects modified to your playstyles or for specific situations. You can also reset your point input for free, as long as you're out of combat.

Builds can be saved to specific tabs, provided you have the Training Expansion Ticket to expand the build slots.

Currencies

 * Money: Separated into Gold, Silver, and Copper from left to right. This is the basic currency used in the marketplace, most stores, and for wind-striding. 1 Gold is equivalent to 100 Silver while 1 Silver is equivalent to 100 Copper.
 * Prestige Points: Points gathered by defeating certain enemies of the opposite faction while wearing a faction uniform. The amount of prestige an enemy holds is shown next to the enemy's name. Prestige is distributed to players based on damage done upon its defeat.
 * Zen Beans: Currency acquired from Arena PvP matches and quests. Can be used to exchange for rewards at the Zen Bean Trader in certain areas or in the match preparation area.
 * Battle Points: Currency acquired from Battleground PvP matches and quests. Can be used to exchange for rewards at the Battle Point Trader in certain areas or in the match preparation area.

Professions
(Click the link to view the Professions page.)

Travel

 * Wind Walking: Increased movement using stamina. Stamina recharges overtime when not Wind Walking.
 * Dragon Pulse: After learning the skill to use Dragon Pulses, one can ride them by pressing the interaction key on them. Green Dragon Pulses will generally go short distances with a short cutscene showing the character traversing terrain. Red Dragon Pulses will generally go a long distance with a cutscene showing the character moving through some sort of portal.
 * Wind-Striding: Can be used after learning how to do so from a main story quest. Simply click the Wind-Stride point one wishes to go to on the map and pay a fee of a few copper to silver based on distance to teleport to the area. The farther the point from the current position, the more money it will cost.

PvP

 * Factions provide in world PvP.


 * The arena, accessed via the Duel Lobby (F8), is 1 vs. 1 or 3 vs. 3. These are equalized battles.


 * Whirlwind Valley, Nova Core and Beluga Lagoon are 6 vs. 6, un-equalized battle where teams attempt to capture and hold three separate areas in the field.