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. Dying reduces the cell pool amount.

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 armour 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).  Although not very powerful, a ninja can often use their jump attack to finish off an opponent. The ninja jump attack is the fastest out of all the classes, and invloves the sword spinning all the way around the ninja, so it can hit in all directions.


 * 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 a few 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.

Equipment
Rakion offers two in-game currency systems which can be used to buy armor, weapons, jewelry, and creatures. These two currencies are gold and cash. Gold can be obtained through all battles and most events, while cash can only be bought by using a cash-charge option or by being obtained through an event. The following types of equipment can be bought for one's character.
 * 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 (Cells): Each character can buy and summon monsters with their cell points. Up to three creatures can be summoned at a time. Creatures gain EXP of their own, and can level up.
 * Nak: A weak and slow-moving spider that fires a ranged missile. Their cell summon cost is lower than that of any other creature. In mass quantities, Naks can easily overwhelm foes with their stunning strike.
 * Blood Nak: A Nak that does a lot more damage but has less life. (This cell was attainable through an Easter event only, although this monster is present in several Stage levels. It can now be bought with cash.) Blood Naks also have a significantly faster attack rate.
 * Panzer: An armored knight wielding a halberd. Panzers have much more resistance than Naks, and deal heavy damage at high levels.
 * Assault Panzer: A Panzer that does a lot more damage but has less life. (This cell was attainable through an Easter event only, although this monster is present in several Stage levels. It can now be bought with cash.) Assault Panzers are much more agile than their weaker form, thus attack and move faster.
 * Crossbow: A dwarf wielding a crossbow.These creatures fire bolts at enemies at close range, but are slow and inaccurate. They also kick characters if one approaches them. They are slightly better than Naks because of their higher resistance and faster attack speed. In addition, crossbow can be damaged by any attack when they are knocked down. They can be easily killed, so most players prefer panzers and blazers rather than crossbows.
 * Blazer: A formidable-looking mage that hovers above the ground. The Blazers fire massive bolts of energy at their foes, dealing titanic damage at maximum range. However, they are very slow and immobile, and thus vulnerable to attack.
 *  Sky Blazer: A Blazer that hovers high above the ground, making it hard to hit with melee attacks. They also have slightly more life and damage than regular blazers. (This monster is present in several Stage levels. It can now be bought with cash.)
 * Soul Cannon: A half-size golem-like creature with a cannon attached to its right arm, while it uses its left arm to support and fire the cannon. The cannonball deals great splash damage but the Soul Cannon cant attack air units. When a Soul Cannon is defeated, it automatically self-destructs(it will self destruct immediately before, but after a patch in July, the soul cannons will self-destruct after a few seconds' counting), killing people with low health instantly, therefore making it one of the most feared creatures in Rakion.
 * Long Bow: An elf-like creature that wields a deadly and accurate bow. Similar to the Crossbow, it has more life, more attack, and faster attack speed. It is a formidable foe and its arrows can knock a character to the ground. However, they have no close range attack. Players can purchase longbows using cash. The player-bought longbows fire homing arrows that are extremely accurate and can do high amounts of damage. Same as crossbows, they can be damaged even they are knocked down, thus they can be easily killed.
 * Golem: A giant brute that attacks with fist and earth. The golem hits multiple enemies with a sweep of his hand, or throws boulders at his enemies. He has the best resistance, but has a very slow movement speed.
 * Iron Golem: A darker colored Golem with considerably higher endurance and slightly higher damage than the original. (This monster is present in several Stage levels before,but now it can now be bought with cash.)
 * Taurus A powerful minotaur that charges his enemies. The minotaur has a rapid charging attack, and gores enemies with his powerful horns, sending them flying. He is one of the most feared creatures in Rakion. Despite his low attack damage, he has a double strike that can prove fatal for the unwary.
 * Dragon The ultimate juggernaut of destruction. The dragon soars above his enemies, raining down a torrent of fire upon all foolish enough to stand in his way. No creature is a match for the dragon as its firepower is too great. Multiple dragons used in a golem war will often lead the team to victory. The dragon is hard to hit, but has lower hit points than the taurus and golem. However, it can be slain by the Long Bow at long range. The dragon has two main attacks, one: a long range fireball spewed from the dragon's mouth and is capable of dealing large amounts of damage. The second is a flame-thrower type weapon, where the dragon spews out flame in a short-distance attack, stripping away enemy armor and health. If you are close to them,and have low health, they will come down with their claws raised and attack you. (addition: dragons are perfect creatures to ruin a game with LAG. It makes your computer lag if your Video Card is not powerful.)

Game modes
Aside from the Stage gameplay mode, all of the modes use the same collection of arenas. The various modes are:
 * Stage/Quests: Single-player or cooperative missions, all of which involve running from one end of a dungeon to the other, killing all monsters encountered along the way. The amount gold and experience awarded at the end is determined by how quickly the mission is completed.
 * Team Deathmatch: Battle between two equal teams, over a set number of rounds. Each round ends when the time runs out, or when one team reaches a set number of kills. Players are only given 65% of their normal health and armour in order to increase the amount of kills. Slain players respawn after 7 seconds. Between rounds, the game will automatically balance the number of players between each team.
 * Solo Deathmatch: A battle royale between all of the players, over a set number of rounds. Each round ends when the time runs out. As in the Team Deathmatch, the players have less health and armour and slain players respawn after 7 seconds.
 * Golem War: Similar to Team Deathmatch, but each team is assigned a "Master Golem". A "Gold Golem" with separate hit point bars for each team exists at a point between the two teams' golems, and the first player to kill the Gold Golem receives the "Golden Sword". The player with the Golden Sword is able to deal normal damage to the opposing team's golem (which is the object of this mode). Other players who do not hold the Golden Sword are able to damage the opposing Master Golem, but deal very little damage, up to a point that it is negligible. Unlike the Death Match modes, players do not respawn until the next round, and the round is ended when all players on one team are defeated, a team's Master Golem is defeated or when the round time is up. In the scenario when the time runs out and both team's golems are still alive, the team whose golem with the least health would be the losers for the round. As in Team Deathmatch, the game will automatically balance the team between rounds by balancing out the number of players. The player(s) that is/are switched between teams are chosen at random.
 * Boss Mode: A mix between Golem War and Team Deathmatch. Each team has a designated boss (the highest level player on their team) that they most protect while attempting to defeat the enemy team's boss at the same time. This isn't as easy as it seems as there are no heals on the map, thereby having a mage to heal the boss will be an invaluable asset. All players have 65% of their normal health and can respawn without penalty. The game ends when one team's boss is eliminated. However, the boss mode does not provide as much experience points as Golem war and purely depends on the amount of kills each player makes.
 * Basic Mode: Basic mode isn't really a game mode as much as it is a game preference. This mode eliminates the benefits of adding attribute points, thereby making all players equal despite level differences. The player's armour and any additional equipment would be of no use whatsoever in a basic mode game as every attribute is set back to default. It also prevents the use of any creatures besides the most basic creature that can be used by players of any level.

Maps
Rakion provides players with many various maps with unique properties to suit their preferences and likings.
 * Gravity: A map where players use the strategic locations of gravity lifts to their advantage. A player, while standing on a gravity lift, can jump and he/she would automatically float up onto the platform above. There are a total of four gravity lifts in this map that connect the basement, the first floor, and the second floor. The second floor of this map towers above the lower floor, resulting in a good position for archers and mages to easily target opponents below. Players also are able to "stand" on the top platform of the gravity lifts, thereby blocking opponents from floating up. Summoned creatures can also be used in the same way. This map can be used for Golem Wars and Solo or Team Deathmatches.
 * Twin Castle: This map is a long map where there are two main passages to the center from each team's base. The center is a huge arena where players usually battle each other. On each side of the map, there are two cages that one could teleport into from the team's base. These cages could prove useful for ranged attacks, bombarding their opponents fighting in the arena below. This map can be used for Golem Wars and Solo or Team Deathmatches.
 * Covolt Peak: This map is a very high map that consists of three floors - namely the basement, the main floor and the upper floor - and is created in a circular manner. Players are able to jump down from higher floors to lower ones. However, if the player has no skill in avoiding damage from the jump, players would receive a damage and a recoil when they jump down. However, to go up to a floor above, one must use the teleporters that teleport the character to the upper floors. This map can be used for Golem Wars and Solo or Team Deathmatches.
 * 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. This map can be used for Golem Wars and Solo or Team Deathmatches.
 * Mammoth: This map is an underground ice cave. It is probably named Mammoth due to the huge frozen mammoth head lying on the side of the map. The floor of this map is slippery on some parts, therefore undermining the player's skill that usually plays on normal ground. This slippery terrain could prove to be an advantage for the archers and mages, where the other classes may miss their attacks due to the slippery floor. There is a huge 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). Characters that have long range such as the warrior and blacksmith would normally excel in the pool. Archers can also use the pool to there advantage where all the opposing players move more slowly, but the attacks don't. This map can be used for Solo or Team Deathmatches.
 * Cage: This map is formed in a more complicated way than other maps, as there are long, narrow passages and huge combative areas. This map looks like a maze, and therefore beginners may be confused with the passages and huge combative areas. This map can be used for Solo or Team Deathmatches.
 * 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. This map can be used for Golem Wars and Solo or Team Deathmatches.
 * 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. Most beginners in this map, once entered the main chamber find it difficult to get out not knowing which door they entered because one door looks exactly the same as the other. This map can be used for any game mode.

Events
Similar to Softnyx's previous game, Gunbound, Rakion also has seasonal events that bring rewards for players or discounts for Cash. Being a relatively new game, few events have been released so far. The following events 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 logs in to the website and plays a "find the difference" game with five different sets of pictures, if they beat all five in under 200 seconds, they get prizes. The prizes were - First Picture: a Nak; Second Picture: a Panzer; Third Picture: a Blood Nak; Fourth Picture: a Assault Panzer; Fifth Picture: a Blood Nak and a Assault Panzer. The prizes are accumulative so you can get: 1 nak, 1 panzer, 2 blood naks, 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 is separated into two rounds, Round One and Round Two.
 * In Round One, if a power user charges 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 has been introduced. Pumpkins randomly appear when you kill a creature or person. Every pumpkin gives 10EXP and 20 gold. A special pumpkin gives you full chaos meter. As well as a pumpkin, amulets were also dropped from dead people. They gave 1.5* EXP or if power user, 1.5* gold. Cash charges also get 10% more cash. This event was prematurely stopped, due to large-scale hacking.

Profanity filter
The in-game chat system automatically replaces most profanity with the word "LOVE", as in "You mother LOVEing LOVEer!" Unfortunately, the filter isn't limited to whole words, so typing the word "class" (which is used fairly often in Rakion) will appear as "clLOVE". The filter was previously able to be bypassed by typing a ' in the middle of the word as an escape sequence. However, this bypass was patched, but players have found many other ways to bypass this filter.