Rakion: Chaos Force/Gameplay

Rakion is a free, three-dimensional, fantasy action online game developed by the South Korean company Softnyx. It was in "closed" beta testing from August 11 - 25 2005, meaning that it was in free beta testing in a limited group of countries (which included the United States, the UAE and at a later date, Europe).

It switched from development to open beta testing on October 13, 2005, and the beta testing ended on December 1, 2005. At that point, the game began to follow a similar model to Softnyx's other main game, GunBound. Users may purchase "Softnyx Cash" with real-world currency. Users can then spend Softnyx Cash in order to purchase "Power User" status (which offers various benefits and unlocks further ingame purchases) and items that are often very powerful and not available to the non-fee-paying public.

Story
Very little story has been released for Rakion, however what has been released indicates that the battles in the game are part of a wider series of conflicts over "cell" - a substance that can summon new life, focus energy and several other things. Rakion takes place after a large war - many of the ingame texts reference how things used to be in that war, or that an item is a remnant from that war. There is also Alcyon (at times a place, person, or substance), evil which is mentioned as poisoning one map and distorting the normal properties of another creature.

Gameplay
There are two main types of gameplay in Rakion - Stage and PvP. In Stage games, players race against the clock (often as part of a team) to move through a map and complete given objectives whilst fighting against enemy creatures - more gold and EXP is given to faster times. PvP games revolve around slaying other player characters, along with certain sub-type rules and objectives (see below). During gameplay, each character can either be wielding their melee weapon, their long-range weapon, or be in "Chaos Mode" (a highly powerful mode only accessible for a brief time by building up the segmented in-game Chaos Bar). Attacks may also have special properties, depending on the character class - knocking down the enemy, being unblockable, spinning them around, making the player briefly invincible etc. When in melee mode, characters may also 'grip' the opponent when close enough. When this happens, both characters will become invulnerable to outside damage for the duration of the attack, and the character who initiated the grab will do an attack sequence that does heavy damage to the enemy. (The one exception to this is the Mage. Its frontal grab simply encases the enemy in a block of crystallised magic, allowing attacks against the defenceless victim for several seconds.)  Characters may also block attacks, though this renders all classes but the blacksmith unable to move. Ranged weapons allow a character to attack from a distance with projectiles. All classes except the Ninja must "charge" their weapon before the projectile can be launched (eg pulling the arm back to throw, drawing the bow for an Archer). Letting go before charging is finished results in the projectile not launching. A player's Chaos meter is filled by one of several actions, be it killing an opponent (one bar), your summon killing an opponent (half a bar), losing a round (half a bar), killing the leading player on the other team (two bars), or killing the opponent's golem in Golem Wars (one bar). Once the Chaos bar is filled, the player will glow blue (this glow is visible to all players as a warning), and the player can access Chaos Mode by pressing the appropriate key. Entering into Chaos Mode brings on a physical transformation for the player, and an powerful new moveset. The player cannot be knocked down or spun in Chaos Mode. Chaos Mode only lasts for a limited time though, but every kill adds one second more to the Chaos Bar. Being killed ends Chaos Mode, but if a round ends whilst the player is in Chaos Mode, the timer carries over to the next round. A player may also summon creatures to fight for them. This consumes cell, which can be replenished by causing damage to an opponent, killing creatures or collecting books in certain levels. Dying reduces the cell pool amount. Up to three creatures may be summoned at a time.

Classes
In Rakion, a player character is a member of one of five classes. Gender, base appearance, race and the character's moveset are all wholly determined by the class choice. There are two male classes, two female classes and one indeterminate. Rakion's five classes are as follows:


 * Swordsman: Swordsmen are male human warriors who wear light plate armor and wield blades. Softnyx recommends this as a beginner class.  The Swordsman's moveset focuses on strong-hitting combos, and as such perform one performs best in melee mode.


 * Melee weapon:
 * Longsword: The longsword enables the Swordsman to do medium-speed, heavy-hitting combos.


 * Ranged weapon:
 * Throwing knife: This is a heavy dagger that does relatively high damage (less than Blacksmith's axe, but greater than Archer's arrow), but has an short and awkward throwing trajectory that makes it difficult to aim accurately for all but the most experienced ranged combatants.


 * Chaos mode:
 * The Chaos-mode Swordsman is a tall, blue humanoid creature with multiple eyes, and it wields a large swordlike lance. The creature's moves are quick, powerful and linear dashes, of which most are unblockable.  The charge-up one in particular can kill several enemies in one shot, assuming a well-aimed grazing strike.


 * Archer: Archers are female characters who wear light armor, and wield a longbow and a short gladius-like sword. Their profile states that Archers never used to use swords, but need them in the current time (storywise).


 * Melee weapon:
 * Shortsword: The shortsword is a small, guardless sword used primarily for close-quarters defense. Even though the Archer is based around long-range combat, this weapon is still selected by default at the start of rounds.  Their grips are notable in that they hardly do more damage than an ordinary double swipe.


 * Ranged weapon:
 * Bow: The bow is capable of firing arrows over very long distances. Arrows travel very quickly and deal considerable damage even at lower levels.  The "Archer Bug" is a common glitch in the game in which an Archer repeatedly shoots an enemy, but when the opponent attempts to retaliate, the Archer slides away from the attack (due to lag) or does not get hurt at all and fires back again.  Archers can fire arrows very quickly, making them difficult to escape at close range without good guarding technique.


 * Chaos Mode:
 * The Archer turns into an angelic-looking being with a white glow, who wields a new horizontal bow to "ruthlessly aim the opponent with serial arrows". The Chaos Archer only has three attacks, two of which are long-range.  The primary attack is a very fast version of normal shooting, with a theoretical limit of two arrows shot every second.  The other long-range attack is Judge, where the archer draws five arrows on the one string, and fires them in a spread pattern.  These arrows are unblockable, and if a person is hit with all five they may die instantly from full health and armor.  The main drawback to Judge is the long "charge" time, during which the Archer can be attacked, disrupting Judge before the arrows are fired.  All of the Chaos Archer's attacks have a heavy knockback effect on victims.


 * Blacksmith: Blacksmiths are large, heavyset male characters who wear full plate armor with a helmet, and wield a large warhammer and throwing axes. They can sustain high amounts of damage whilst dealing out considerable amounts of damage themselves.  Blacksmiths have white faces with blue paint, and it is unknown whether they are human or not.  In the story, Blacksmiths now "tune cell", translating in game to their high damage output against summoned creatures and their large cell pool for summoning.


 * Melee weapon:
 * Warhammer: Blacksmiths carry around a large warhammer, which they swing in wide horizontal arcs. A blacksmith may charge and smash the ground with his hammer in melee mode, sending out firey shockwaves from the point of impact and knocking down all in range.  This special attack can be charged relatively quickly compared to similar attacks by other classes, and with little subsequent delay.  The Blacksmith's jump attack is also one of the most damaging attacks in the game, unusual for an attack of its type.


 * Ranged weapon:
 * Throwing axe: The throwing axe is similar to the knives of the Swordsman, though they travel slower, have very short range, a flatter trajectory, and deal far more damage. Ignoring any stat bonuses, the axes cause more damage than any other ranged weapon in the game.


 * Chaos Mode:
 * The Blacksmith turns into a giant, heavily armored golem-like creature with a purple face and huge flail. The flail can cover large distances, and needs acrobatic skill to avoid damage from it rather than running away.  The ground shockwaves created by this weapon cover over twice the diameter of the normal ones.  All moves of the Chaos Blacksmith except the single-hit Jump Attack are unblockable.


 * Ninja: A minimally-armored female human character who wield a split blade, shurikens and explosives. In the Korean original, ninjas were so lightly armored that there were rips in their leather tops, exposing much of their breasts.  Ninjas are the fastest characters in the game, and particularly excel at "grip" (grabbing) attacks and special attacks.  They have very weak basic attacks, and the lowest health of any class initially.


 * Melee weapon:
 * Blade: The ninja's blade is a thin sword with a bladebreaker prong extending from one side (similar to a sai cut in half).  The blade is held at the ninja's back, and brought forward for every strike.  (A ninja does not fight from the draw though - there is no scabbard.)  The Ninja strikes very quickly, but does minimal damage using the standard four-attack sequence.  The Ninja's grip attacks are by far the most powerful in the game, and can wipe off an entire health bar.  The Ninja's back grip is especially powerful (the ninja even 'bops' the blade whilst it is in the opponent's kidney for extra damage).  One tactic is for a ninja to slash their target one time to stun them, and then follow up with a grip (dubbed "stun-grip" by several fans).


 * Ranged weapon:
 * Shurikens: The Ninja throws out shurikens, either in groups of three or nine. These are particularly useful for slaying slow-moving enemies, like golems or soul cannons, and enemies fleeing because of low health.  Shurikens thrown in groups of three are weak, but have no charge time.  The shurikens thrown in threes spread out in a cone - it is possible to trap multiple enemies by hitting them with the shurikens repeatedly.  Groups of nine shurikens require charge time and are accompanied by a backflip from the ninja.  They fire in a short-range shotgun pattern towards the ground.


 * Chaos Mode:
 * The Ninja turns into a demonic woman with red skin, eyes and outfit. The Chaos Ninja also has a tattooed forehead.  The blade is replaced by a long, curved and jagged sword, and is now wielded underhanded and free of the back.  The Chaos Ninja now dashes towards someone when she performs her basic attack, executing two slashes followed by the largest explosion/area effect in the game (the explosion is also unblockable).  The most powerful anti-player melee move in the game is the Ninja's Phoenix move, in which she charges, leaps forward and levitates while spinning around with her blade very quickly.  This move is unblockable and smashes enemies into the ground.  Executed sufficiently close to a character, especially one with low armor, this can result in a one-move kill.  The Chaos Ninja is also able to launch two sets of nine shurikens with the one move, which can destroy golems in seconds.  The multiple shuriken attack bypasses the opponent's armor, making it very dangerous to be hit by.


 * Mage: a small humanoid with an undefined gender. Mages are primarily designed to be "support" characters, with both healing magic and a range of long-distance magical attacks. Mages wear a variety of masks over their true face, which is never shown in the game.  Mage attacks often have a short tell-tale animation and very high delay times, which leave the Mage open to counter-attack if the spell is dodged or blocked.  The mage can also heal, but only four times each round/match.


 * Melee Weapon:
 * Magic Staff: The Mage's Magic Staff can be used for weak melee attacks, but is also used for casting some of the strongest spells in the game. The mage can cast 'projection', which creates a row of crystalised magic spikes following the lay of the land.  These spikes are unblockable, but the spell has a high recovery time.  The Mage has a unique front grip that consists of encasing the victim in a block of ice for a few seconds, thereby paralyzing them and leaving them defenseless to attacks for the duration of the grip.  Other than offensive use, the Mage can use the staff to temporarily generate a tornado-like wind barrier which push all enemies in the proximity away from the Mage.  This can be used to trap players in stages with gravity lifts, as the mage can use the tornado spell at the top of the lift to push enemies pursuing them back to the bottom of the lift.  Finally, this weapon allows the Mage to be a support healer by producing blessings, flaming orbs that heal an ally or the Mage itself.  These disappear if attacked by an enemy.


 * Ranged weapon:
 * Mace: The Mage holds a glowing mace in its hands and uses it to cast fireball-based attacks. The mage can make a bomb that can be thrown and bounced off walls like a grenade and which detonates after 1.5 seconds, dealing damage in a large area of effect (with knockdown).  The fireball attack shoots two homing fireballs that deal heavy damage, but these can be blocked or avoided by an target at the last second due to the turning curve.  The homing fireballs must be locked on for several seconds before the mage can fire.


 * Chaos Mode:
 * The Mage summons another taller, more powerful Mage and controls it by sitting behind its head in a special pouch. (The player points whenever the bigger mage moves or performs an action.)  It has three main attacks: Three-way Projection, Fireball, and Prayer.  The Projection spell creates over ten magic crystal spike lines in three different directions, bypassing armor and damaging health directly.  The meteor is a faster (both in movement and lock-on time) and stronger version of the original Mage's fireball.  It is is much harder to jump and is unblockable.  The Prayer spell heals all allies (renewing about 30% of their health bar, but never increasing armor) in the prayer seal area, but not actually healing the Mage itself.

Advancement
Although Rakion is primarily an action game, it still allows character customisation and has an EXP points system like an RPG. No new techniques or moves are ever unlocked for a character. EXP is awarded at the end of rounds depending on performance in that round, and at the end of Stage games (which award far more EXP). After every level up, the player may go into the inventory screen and may assign three stat points to various categories (more with Power User status). Stat points can be stored and not spent, and will stay 'free' until spent. Character levels also serve as a basic ranking system, and characters with too disparate levels cannot face each other in most circumstances. Equipment and creatures can also be bought using ingame gold or Cash. Equipment brings further stat bonuses and special effects, though in a few cases some equipment actually lowers some stats. Equipment and creatures are also level-limited, meaning that only characters of at least certain level may purchase a particular item. The inventory is account-wide, meaning that any item not equipped by a character on that account is available for use by all characters on that account.

Equipment falls into a few basic categories:
 * Helmets: It is necessary to protect a character's head area. Not only does this equipment grant bonus armor, but also may provide bonus cell points (for summoning) or bonus hit points. Helmets generally cost the most Gold out of all pieces of armor, but this is because they upgrade several favorable attributes; the higher-leveled helmets upgrade Attack Speed and the number of Cell points you can carry.
 * Shoulders: Shoulder pads generally upgrade a mediocre amount of armor and life, but cell destruction will receive a higher bonus.
 * Arms/Legs: Arm and leg armor have a very large Armor boost, but they don't boost any attack attributes.
 * Body Armor: The most crucial armor, the body armor provides unmatched protection for your character, and has a chance of granting other benefits as well.
 * Primary Weapon: Every warrior needs weapons, and many types of class-specific weapons are available to them. Weapons are very diverse and have a variety of effects, most granting damage to normal, special, and grip attack modes. Some weapons even deal bonus damage to creatures, while others have the disadvantage of being slow.
 * Ranged Weapon: Each character in Rakion is armed with two weapons, the second being a ranged weapon. These weapons grant bonus damage to ranged attack and sometimes normal attack, which stacks with the bonuses received from your primary weapon, thus boosting your damage significantly.
 * Rings: Characters can wear up to three rings, each providing a special bonus. The bonuses provided range from simple speed increases to damage increase. Some(pain of cell) even decreases the cell points needed to summon a cell. (~4% of cell)
 * Amulets: An amulet or locket can be worn around the character's neck. Similar to rings, amulets also provide nice bonuses, except amulets generally have a greater range of effects since only one can be worn at a time. Some even increases chaos time. (two moons)

Creatures
There are several creature types in Rakion, with most available for purchase in the shop. Creatures gain EXP of their own when used, and can level up. If a creature levels up, it costs more Cell to summon, but has better stats. It will also sell for more gold at the shop. Creatures are the enemies in Stage games. Some creatures can only be bought with Cash, and others can only be bought with Power User status. In the following list, [P] indicates a creature that can only be bought when Power User status is active, and [C] indicates a creature that can only be bought with Softnyx Cash.
 * Nak: A weak and slow-moving spider that spits short-range acid at a target. Their cell summon cost is lower than that of any other creature.  A single Blacksmith hammer slam is enough to take out multiple Naks.  Naks tend to come in large swarms when in Stage games.
 * Blood Nak: [P] A Nak that has been twisted by the power of Alcyon, the Blood Nak does more damage but has less life. Blood Naks also have a significantly faster attack rate.
 * Panzer: An armored knight wielding a halberd. Panzers have much more damage resistance than Naks.
 * Assault Panzer: [C] A Panzer that does a lot more damage but has less life. Assault Panzers are much more agile than their standard counterparts, thus they attack and move faster.  They are also programmed to attack opponents from behind.
 * Crossbow: A dwarf wielding a crossbow. These creatures fire crossbow bolts at enemies at close range, but are slow and inaccurate.  They also kick characters if one approaches them.  Crossbows can be damaged by any attack when they are knocked down, unlike many other creatures.
 * Blazer: A red-garbed mage that hovers above the ground.  The Blazers fire large bolts of energy at their target, dealing high damage with a knockdown effect.  However, they are very slow and do not move from their initial position unless knocked to somewhere else. During a stage, they have also been called "mages" for some particullar reason.
 *  Sky Blazer: [C] A Blazer that hovers high above the ground, making it hard to hit with melee attacks.  They also have slightly more life and damage output than regular Blazers.
 * Soul Cannon: [C] A half-size golem-like creature with a cannon forming the end of its right arm. It uses its left arm to support and fire the cannon. The cannonball deals heavy splash damage but the Soul Cannon can't attack air units.  When a Soul Cannon is defeated, it automatically self-destructs after a few seconds' counting.
 * Long Bow: [C] An thin elf-like creature that wields a deadly and accurate bow.  Similar to the Crossbow, it has more life, more attack power, knockdown effect and faster attack speed.  However, they have no close range attack.  Player-bought longbows fire homing arrows that are extremely accurate and can do high amounts of damage.  Similarly to crossbows, they can be damaged even if they are knocked down.
 * Golem: [P] A giant clay humanoid that attacks by punching and throwing rocks. It has the best damage resistance, but it has a very slow movement speed.  Golems form the key component of one PvP game mode.
 * Iron Golem: [C] A darker colored Golem with considerably higher endurance and slightly higher damage output than the original Golem.
 * Taurus [P] A powerful red minotaur. The minotaur has a rapid charging attack, and gores enemies with his powerful horns, sending them flying.  A single double-gore from a Taurus can wipe off a full armor or health bar.
 * Dragon [P] A huge red dragon that soars above the field. The dragon has two main attacks, one: a long range fireball from the dragon's mouth that knocks down and is capable of dealing large amounts of damage.  The second is a shorter-range flame breath attack which quickly strips away enemy armor and health.  If a character is close to the dragon, and has low health, the dragon will come down with its claws raised and attack them.  The dragon has lower hit points than the taurus or golem.

PvP Game modes
In all team-based PvP modes, the game automatically balances team numbers between rounds. If teams have a one player difference, a player is shuffled back and forth each round. In team-based games, players cannot hurt their own side. All PvP game modes have an option to select the level range of players who can join the game. Some higher ranges provide bonus EXP. A special choice for this setting is Basic Mode. In Basic Mode, all statistics are set back to basic Level 1 statistics. The player's equipment statistics are not used in this mode, although appearance is still affected. Basic Mode also prevents the use of any creatures besides the most basic creature that can be used by players of any level.
 * Solo Deathmatch: A battle royale between all of the players, over a set number of rounds. Each round ends when the time runs out or a certain kill limit is reached.  The players have less health and armour than normal, and slain players respawn after 7 seconds with a short invinciblility effect following their respawn.
 * Team Deathmatch: This mode is the same as Solo Deathmatch, except each player is on one of two teams, and must kill players of the opposing team.
 * Golem War: In this mode, players are assigned to a team. Each team has a "Master Golem" (a Golem with the color of the team it belongs to).  Players must kill the opposing team's Master Golem whilst protecting their own.  However, attacking the opponent's Golem does negligible damage in this mode.  A player may do normal damage to a Master Golem by obtaining the Golden Sword.  The Golden Sword is awarded to the player that kills the "Gold Golem" in the middle of the map.  (The Gold Golem is a Golem with separate hit point bars for each team's attacks.  Attacks inflicted upon the Gold Golem deal normal damage.)  When a player recieves the Golden Sword, they glow gold (the Golden Sword is not a new weapon but an effect) and appear on the map radar of every person in the game.  If the person bearing the Golden Sword is killed, the Gold Golem revives.  Unlike the other PvP modes, players do not respawn until the next round, and the round ends in defeat for a team when all players on the team are killed.  If the round time ends and both team's golems are still alive, the team whose golem has the most health are the winners of the round.  Golem War has several unique awards for high performance in a match, providing extra gold and EXP to leading players.
 * Boss Mode: A team-based headhunter mode. Each team has a designated Boss that they must protect while attempting to defeat the enemy team's Boss at the same time. In this mode, there are no healing capules on any of the maps, however Mage healing moves still work.  All non-Boss players have 65% of their normal health and can respawn without penalty.  The game ends when one team's boss is killed.

PvP Maps
Rakion provides players with several maps with unique properties to suit their preferences. The following are some of the PvP maps in Rakion:
 * Gravity: A symmetrical, elongated map with three tiers (including a central narrow bridge and an underground cavern) and several 'gravity lifts'.  A player, whilst standing on a gravity lift, can jump and he/she will automatically float up onto the clear energy platform above.  There are a total of four gravity lifts in this map.  If a player is blocked from floating up the lift (by another player's body or attack, Mage wind, or a creature), they slowly float back down to the bottom, unable to move laterally.
 * Twin Castle: This map is a long map with two passages to the centre from each team's base.  The center is a huge arena broken up only by two small walls (which can be jumped over).  Above the arena lie four cage areas, two on each side of the map.  These are accessible via teleports off the central passage to the main arena.  Only ranged attacs may hit other players through the cage walls.
 * Covolt Peak: This map is a very high, round map resembling a stylised medieval town suspended in the sky (though players cannot fall off).  It consists of three floors - namely the basement (which is divided into two compartments inaccessible from each other), the main floor (composed of only a thin walkway upon the outer edge of the map) and the upper floor (a central floating platform).  Travelling up levels is achieved by warps, but the only way down levels is jumping or falling off edges.
 * Draco Valley: This map is the biggest map in the game, where the bases of each team are huge. Players must use the teleporters in their base to enter the small room which connects to the vast arena where the Gold Golem is located in a Golem War.
 * Mammoth: This map is an underground ice cave with a huge frozen mammoth head that lies on the side of the map.  The floor of this map is slippery on some parts, making movement based on inertia rather than direct input (however the Ninja's block-dash still works at normal speed).  There is a water pool in the middle of the map where players move at a lesser speed.  However, there are no other disadvantages when fighting in the pool (characters will not drown).
 * Cage: This map is an asymmetrical map that is formed in a more complicated way than other maps.  It consists of long, narrow passages and huge combat areas.  Boxes of various sizes are also scattered around the map - these can be used as platforms, and they are invincible to attack.
 * Underground Altar: This is a linear, two-story map with three annexes for each team's Golem and for the Gold Golem in a Golem War.  The room where the Gold Golem resides is located in the middle of the map and can only be accessed when one is on the bridge connecting the rooms where the teams spawn.
 * Snake Temple: This map contains narrow passages and sliding doors (similar to the ones in Tomb of the King).  In the middle of the map, there are many suspended platforms, which require good jumping skill to maneuver on.
 * Icefield: This map is a large iced and grassy 5-chamber area having one chamber for each master golem, one for the golden golem and the other two as player starting points. Inside the chamber for the golden golem there are 4 entrances, and each door looks exactly the same as the others.

Events
Similar to Softnyx's previous game, Gunbound, Rakion also has seasonal events that bring rewards for players or discounts for Cash. The following is a list of some of the events that have been released so far (note: not all are technically considered events)
 * Beta Testing (Power-User Benefit) - Players who cash charged during the testing period received an extra month for free.
 * End Beta Testing: Users who played Rakion in its two test versions received a ring that granted movement and attack speed bonuses.
 * February 14, 2006: Stage 1 of the Valentines' Day event has been released. It resembles the stage "Holy Springs". Players who complete this stage with ranking A or higher will receive 1000 cash, which can be used to buy several items. This event will last until March 21st, with one stage being released every week. A raffle for 30,000 gold and a few thousand cash is also taking place. Players can receive 1000 additional cash for every event stage they accomplish. Also, an additional 1000 cash will be awarded for finishing all 5 stages. A player can receive 6000 cash in total.
 * April 2006: Easter event in which a player logged in to the website and played a "find the difference" game with five different sets of pictures, with a total timelimit of 200 seconds. The player recieved prizes the first time they beat each particular set.  The prizes were - First Set: a Nak; Second Set: a Panzer; Third Set: a Blood Nak; Fourth Set: a Assault Panzer; Fifth Set: a Blood Nak and a Assault Panzer.  The prizes were cumulative, so a player could get as a maximum: 1 nak, 1 panzer, 2 blood naks, and 2 assault panzers.
 * June 2006: An event called "Viva WorldCup" was held by the Rakion team. The event commemorates the real world event, the Fifa WorldCup. Viva was separated into two rounds, Round One and Round Two.
 * In Round One, if a power user charged for an amount of Cash then he or she would get that same amount in gold. For example, if a player charges 10,000 cash, then that player would also get 10,000 gold. If the player charges higher than 50,000 cash, that person would have their creature upgraded. For example, a panzar would evolve to become an assault panzar and a nak would become a blood nak.
 * In Round Two, the player can purchase two tickets.
 * One ticket can be purchased for 10,000 gold. This ticket allows the player to select which Fifa WorldCup soccer teams will move to Round 16, the Quarter Finals, and the Semi Finals. If 12 countries are right out of Round 16, the player gets a level 20 blazer. If 6 countries are chosen correctly out of the Quarter Finals, the player gets a level 30 golem. If 3 countries are right out of the Semi Finals, the player gets a level 45 taurus. If all the countries are correctly chosen, the player gets a level 80 dragon.
 * Another Round Two ticket can be purchased for 1,000 cash or 10,000 gold. This ticket allows the player to select the winning country and by how much they win by. The earlier the ticket is submitted, the greater the rewards.
 * October 2006: The Halloween event was introduced. Pumpkins randomly appeared when a player killed a creature or person.  Every pumpkin collected gave 10EXP and 20 gold.  A special pumpkin gave a player a full chaos meter.  As well as a pumpkin, amulets were also dropped from dead people.  They gave 1.5 times the EXP during that game, or if the player was a power user (and thus already receiving that bonus) the player would recieve 1.5 times the gold instead.  Cash charges also got 10% more cash.  This event was prematurely stopped within a day of launch, due to large scale abusing and hacking.

Profanity filter
The in-game chat system automatically replaces most profanity with the word "LOVE", as in "You mother LOVEing LOVEer!" The filter isn't limited to whole words, so typing the word "class" will appear as "clLOVE". In the past, the filter could be bypassed by typing a ' in the middle of the word as an escape sequence. However, this bypass was patched.