Rakion: Chaos Force/Gameplay

Rakion is a free, three-dimensional, fantasy action online game developed by the South Korean company Softnyx. It was in a free "closed" beta testing from August 11 - 25 2005, 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, which ended on December 1, 2005. At this point, the game began to follow a similar model to Softnyx's other MMOG, GunBound. Users may purchase "Softnyx Cash" with real-world currency and spend it on "Power User" status (which offers various benefits and unlocks further ingame purchases) or items that are often very powerful and not available to the non-paying public.

Gameplay
The gameplay of Rakion is similar to that of most third or first-person shooter games. Players use the WASD keys to move their character around the map, and the camera controls are also FPS style, though the player's character can be seen. A secondary console control camera is also available. Characters utilize a variety of combos and attacks, and all characters have both a ranged weapon and a melee weapon that can be switched between by pressing "Q". The camera is rotated by the mouse, zoomed in and out by the mousewheel and the attack buttons are on the left mouse button and the right mouse button. There are five different game types in Rakion (Stage, Team Deathmatch, Solo Deathmatch, Boss War, and Golem War). A level limit may be selected when making a game. There is also a "Basic Mode" option in games, which ignores added stats, making everyone essentially a Level 1 Character. However, it should be noted that armor and weapon stats are not taken into account since the latest updates. The only cells that can be summoned in a Basic Mode game are the Nak and Blood Nak.

Classes
In Rakion, a player is one of any of the five classes. The classes are Warriors (also known as Swordsmen), Archers, Mages, Blacksmiths, and Ninjas. Each class has a melee and a ranged attack. All classes can transform into "Chaos Mode", an ability gained by achieving a certain number of kills. Six kills are required to obtain chaos ability, 5 for power users. There is a necklace that reduces the number of kills by .5 kills. There is a Chaos potion available to cash users, one point per potion per round. You also gain .5 chaos points by losing a game. Players who have the ability to transform into chaos mode have a blue glow surrounding their body as a warning to others. While in chaos mode, players have more vitality, cannot be knocked down, and deal increased damage via new attacks.

Warrior
Also known as "Swordsman," this male class uses his sword to deal combo attacks. His armor is second only to the Blacksmith. This gives him increased movement speed over the Blacksmith. Normally upfront and direct, he's recommended as the class for beginners.


 * Melee: A longsword with a decent speed, range, and average attack damage. It can be used in a wide variety of attacks to slash and stab opponents. The three-hit basic combo does considerable damage, but can be blocked. If an enemy is hit by the first swing, they're stunned for the whole combo and cannot block (except in certain degrees). The Warrior's special-attack is a three slash attack that takes about 1.5 seconds to charge up, has a wide range, deals increased damage and disregards blocks, but the delay on the special attack leaves him wide open to enemy attacks.


 * Grip: Since the swordsman is average in most skill aspects, it applies to his grip as well. His front grip knocks down his enemy by spinning around and slashing their knees. His back grip pushes the enemy to the ground before stabbing him.


 * Range: A small but heavy dagger or throwing knife with medium range and above average damage. Its base damage is second only to the Blacksmith's axe among physical projectiles and has an arc lower than the archer but higher than the Blacksmith.


 * Chaos Mode: The Swordsman transforms into a blue, humanoid being with three eyes wearing heavy armor wielding a double-sided sword-spear hybrid. It can be used for a three slash combo, but is more commonly and more well adapted for a lightning-fast attack that does three consecutive unblockable stabs that spins and hurls the victim into the air (except for other chaos beings, but knocks them back). It can also be charged for a crippling running slash (about 2.0 second charge) that rips apart large targets and even other chaos beings.

Archers
A female class that uses a bow as a main weapon. She takes part in long ranged attacks and she's also adequate for close quarter battles, although she should refrain from having to participate in melee combat at all. She is the most adept class at long range, anti-air attack and backing up the team. However, she is relatively weak at melee attacks. It depends, of course. In terms of sheer stats, however, the Archer has arguably the weakest basic melee attacks.


 * Melee: The Archer has a small gladius-like sword and uses this for a limited amount of attacks, most of which are slow and not quite as effective compared to the others. Like all classes, this is the default weapon for Archers, but is usually switched immediately upon entering a game, or starting a new round. Experienced archers will often do a jump attack rather their two hit basic. Archers often use their special attack, much like the warrior, or their spinning attack to cause heavy amounts of damage up close, but leaving them open for attack.


 * Grip: Both the front and back grip of the archer causes a fair amount of damage. Her front grip makes her leap into the air and crushes her enemy with a flame tipped sword. Her back grip allows her to stab repeatedly at her opponent's back.


 * Ranged: As can be expected, the Archer uses a bow as her ranged weapon, and often her main weapon. Arrows have the most range of all physical ranged attacks in the game. Arrows travel fast, and can be very dangerous even at lower levels. The arc of arrows is even with the Ninjas stars, their ranged weapons have the least arcs.


 * Chaos Mode: The Archer transforms into an angelic-looking being with a white aura. Their primary weapon is now their bow, and can theoretically shoot up to two arrows per second at maximum speed. The arrows travel considerably faster than the normal arrows of an Archer and also do more damage though they can still be guarded. The arrows, if unblocked, will throw an enemy a few feet backwards and knock them down as well(does not knock down other chaos beings).

The Chaos Archer's special attack unleashes, after a two-second charge time, five powerful, un-blockable arrows. Once hit, the enemy will spring back up automatically if no movement is made. The five arrows are fired all at once, and are spread in approximately a 45 degree angle. They have the same arc as a regular chaos-arrow though they are much more visible due to the team-colored trail that they make.

The Chaos Archer also has an invincible attack where she spins around. Any enemy within melee-range takes damage, is knocked back a couple feet and becomes stunned for a decent amount of time, often just enough for the Archer to fire a regular shot, further throwing back the enemy. At this point, the chaos-Archer will often charge her special attack.

It also should be mentioned that the Chaos Archer has no melee weapon. Her invincible attack is often her only defense against opponents who get up close, although the archer may still use a jump attack using the bow as a melee weapon.

Blacksmith
Blacksmiths are large, heavy male characters who wear full plate armor, complete with a helmet. Though they are humanoid, their true race is unknown but they are thought to be related to golems. They can deal out a lot of damage with range, and sustain incredible amounts themselves. But their great power and endurance does pay a price, as their attack speed is low and they don't move as fast as the average Warrior.


 * Melee: A large warhammer is swung in horizontal, vertical and diagonal arcs against enemies. It can also charge for a powerful special attack that slams the hammer onto the ground sending out a strong shockwave, knocking enemies onto the ground along with tremendous damage. The special attack is also unique, as it's the only one that does its' damage in one blow. The Blacksmith has the strongest jumping attack of all the classes in the game. This is in part due to the fact that Blacksmiths often score two hits per jump attack(Swordsman may also score two hits, however does less damage per hit). However, even though his attacks are very powerful they come with an equally large amount of delay, leaving him open to attacks.


 * Grip: The blacksmith's grips are quite powerful compared to those of the archer and swordsman. His front grip stuns his enemy before knocking the flying with a strong swing from the hammer. His back grip lets him slam his body into his opponent on the floor.


 * Ranged: The throwing axes of the Blacksmith are similar to the throwing knives of the swordsman, but deal far more damage but don't fly quite as far. The axe is the most powerful physical ranged attack in the game, although the mages homing fireballs can easily achieve the same deal, but it is more difficult to hit an enemy due to its short range and slow flight through the air. Some Blacksmiths dedicate themselves solely to the axe, however; and Seldom, if ever, pull out their hammer. They are often referred to as "axesmiths".


 * Chaos Mode: The Blacksmith now looks more like a golem, and is heavily armored, with blue skin and flaming shoulders. He carries a massive flail, and his face is painted. The ground shockwaves created by the flail are about twice the size of the normal ones. During the Blacksmith's chaos mode, the Blacksmith goes faster than that of the regular Blacksmith. The Chaos Blacksmith's special attack is arguably the weakest of all chaos-specials for classes. It takes almost two seconds to charge up, has no splash damage and a mere 45 degree range. The Chaos Blacksmith is one of the easiest chaos characters to dodge. Summing this up, the blacksmith's chaos is most probably the least effective and least feared of all the chaos' since it has relatively ineffective attacks and has a fairly low movement speed for a chaos.

The most common chaos-Blacksmith attack is the invincible attack, where the chaos-Blacksmith charges forward swinging his flail around 360 degrees. The chaos-Blacksmith cannot change directions during this attack, nor can he stop it prematurely. Experienced Blacksmiths will often use their first basic swing which is about 180 degrees against non-chaos beings.

Ninja
A minimally-armored female human character who wields a jitte and shurikens. 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. However they are at the top when it comes to running and attack speed. Due to their low cell destruction and maximum cell points, and the fact that grips cannot be performed on cells, they are the least effective on cell destroying stages. However their charged shuriken attack makes them the highest damage dealing characters in golem matches.


 * Melee: A sword with an appearance similar to a jitte. Their attacks are weak but extraordinarily fast. They are the only class that has a 4-strike combo, though this is weak. "Gliding" is a technique only available to Ninjas. This allows the user to slide in a straight line for a couple of feet while also becoming invulnerable to all attacks.


 * Grip: The ninja's grip is generally considered the most deadly of all the characters in the game. Her front grip allows her to flip her opponent in the air while causing flamed strikes. Her back grip is the most devastating of the two, she kicks her opponent to the ground while impaling them from behind with her sword. The grips are usually performed after stunning her opponent with her first basic attack several times, but if she misses a grip the attack she performs is the least effective of all the characters and will leave her open to attacks.


 * Ranged: The Ninja takes out shurikens ("Ninja stars") and throws them in groups of either three or nine. Although weak, shurikens in groups of three can be thrown without a charging period. However, these do not stun the enemy, other than cells. Shurikens in groups of nine require the Ninja to charge, but do far more damage and stun like all other attacks. It has a much shorter range, however. Groups of three fan out in a cone-like formation, while groups of nine fall in a short-range shotgun pattern.


 * Chaos Mode: The Ninja transforms into a demonic-looking woman with a red glow. The half-sai turns into a short, thin, curved blade and is now wielded underhand. She can now dash forwards while slashing, and the combo attack finishes with an explosion that has the largest area of effect in the game. She can also spin around in a "phoenix;" this attack bypasses armor and attacks health directly. Also, the Ninja can now throw stars in groups of 18, and, like the Phoenix, these bypass armor and directly damage health.

In large groups, a ninja's explosion attack deals an extraordinary amount of damage. A Ninja's 18-star throw also deals a great amount of damage to golems due to their large stature; all of the 18 shurikens hit when used at a very close range.

Mage
This character is a short humanoid character with an undefined gender. They are designed to be support and long-range bombardment characters, and they are the only class that can heal. They have two powerful ranged attacks. However, Mages tend to suffer from low health values, limited abilities in close combat without proper skill, high delay attacks, and slow movement speed.


 * Melee: A staff or cane that can be used for a weak melee attack, which briefly stuns the enemy. This attack cannot knock down any opponent. The Mage's jump attack can only hit an enemy behind or in front of it, at a specific angle. It can also be used for casting a row of magical ice pillars at an enemy, called "protrusion" which cannot be blocked, but come with a high delay. Protrusion, when used on an edge, creates a "stack" at said edge, instead of continuing in a straight pattern. This can be exploited to hit an enemy up to 7 times, rather than the normal 1 or 2 times with the straight pattern. Another spell Mage can also utilize is a whirlwind with a 4m radius, that pushes all enemies away from it, and leaves him just about invincible to almost all forms of attack, except range attacks. This whirlwind lasts just long enough for an enemy to switch to a range weapon, and attack the Mage, or run up to them with a quick thrust. A Mage can cast orbs that either heal themselves, or an allied player when they walk through it. This is a very useful move for the Boss Wars game, because the boss can be healed up to 50% total life points (50% health and 50% armor). In team and solo death match, enemies (other Mages) can also use heals; whereas, in Golem Wars, the heals can only be used by your teammates, or be destroyed by enemies with any attack. The Mage's healing power depends on the Mage's special attack level. Creating the healing orbs takes considerable amount of time, more so than any other "attack" in the game. Although only your team mates may take the heal enemy Mages can take it instead of destroying it.


 * Grip: Their front grip is unique in that it can freeze victims in a block of ice, leaving them open to any attack while they're frozen, whether it be from the Mage that froze them or from its' allies, and does not knock them down. A recent change to the Mage's front grip is that it now has a DOT effect, which means damage over time. The ice does as much damage over time per second as standing in lava. The Mage's back grip simply impales the victim in the back with a large, sharply pointed shard of ice that protrudes from the ground. It, unlike the front grip, does immediate damage but does not leave the victim open to more attacks.


 * Ranged: The Mage takes out a mace and uses it to cast a bomb attack or homing fireballs. The magic bombs are thrown at a target, but must be charged first and travel farther depending on the time charged. They explode after 1.5 seconds and are comparable to grenades. The fireballs are more powerful than the magic bombs, but require the Mage to maintain a "lock on" for a few seconds. When locked on and fired, two baseball-sized fireballs are directed towards the enemy. Their speed increases as they get closer to the target. These fireballs will swerve to hit the foe, but will not make sharp turns. Once these fireballs explode by hitting the target or a nearby floor or wall, they explode causing damage around the area. The fireballs have infinite range, but take longer to reach a target than any other ranged attack in the game.


 * Chaos: A large magician's puppet is summoned and the Mage controls it by sitting on its back. This larger Mage can cast a wider, far more powerful version of the ice attack, sending out three lines of un-blockable ice (10 degree intervals), which deal direct damage to health by bypassing armor values. It can also cast a faster (both in lock-on time and speed) version of the Mage's fireballs (their speed increases exponentially as they close in on their target). This also almost unblockable (it can be blocked by shielding near parallel to the fireball). The 'invincible' attack of the Chaos Mage can heal 30% of the health of all allied players that are in the area of effect, though it does not heal the Chaos Mage itself. The Chaos Mage is usually the only chaos that enemy players do not run from, as all its attacks have a long cooldown, making it easy to take down. The Chaos Mage has the weakest chaos jump attack in the game, but, 1.5 seconds after jumping, casting the four-way protrusion (ice spell) will occur in air, instead of the jumping attack. This allows for a stack of 27 ice attacks on large enemies, generally a golem. While the Chaos Mage is not very good in close combat fights, when it stacks its 27 hits of ice attack on any other player, the player dies immediately.

Unlike most other chaoses, the Mage often transforms into chaos when at a distance. At this distance, the Mage unleashes a barrage of fireballs upon the unsuspecting enemies in the distance. The enemies, being preoccupied, often have no idea of their impending danger. Even many experienced players have trouble dodging a Chaos Mage's fireball attack, as its speed grows with the distance it travels.

Cash Items
This is the system that Softnyx, in most of its games, uses to generate revenue. You exchange, through payment, real money, for Rakion or Gunbound Cash at a rate of 1000 = $1. Rakion has a variety of cash items that are overpowered and have been heavily criticized for it. There are no refunds except for special cases. Here are just a few popular items, which does not include cells, but EX Items :
 * Power User: For 8,000 Cash, one Power User Card gives the user : 50% more Exp, Provide 5 Stat Points (Distributable through all characters), Lower chaos requirements to 5 kills, 15% less cell point usage, 5 second extension of chaos, ability to buy PU items (gold), and if wanted a 2000 ($2) discount on next purchase of Power User Card.
 * Initialize Stat Points: Level 1-15 : 7,000 Cash ; Level 16-40 : 12,000 Cash ; Level 41+ : 19,000 Cash : This allows the user to restore all stat points to unused status, Power User included, to be used again, Level Points are restricted to only the character, while Power User can be distributed to all, if wanted. Permanent.
 * Change Character's name: For 3,000 Cash you are able to change to a new, unused character name. Permanent.
 * Expansion of Inventory: Adds a maximum of 2 new boxes for more storage for 8,000 Cash each. Permanent.
 * Character Slots: Adds a maximum of 3 more character slots at a price of 12,000 Cash each. Permanent.
 * Stage Reset: For the following amounts you are able to set all stage records you have done to original form allowing you to do them over again without losing previous experience or gold gained. 1-20 : 6,400 Cash ; 21-40 : 9,200 Cash ; 41+ : 9,900 Cash
 * Stage for a Day: For 24 Hours all stage level limits are lifted allowing high levels to do low level stages, for the price of 16,500 Cash.

Potions
Potions come in various amounts. Varying from 10 - 100, and can be bought in the shop with gold or cash. A maximum of 3 potions can be used every round; however, a regular user can only use one potion per round. To use more potions one would have to purchase more potion slots through Cash.


 * Big Health Potion: Restores 40% of Health.
 * Small Health Potion: Restores 20% of Health.
 *  Big Armor Potion: Restores 40% of Armor.
 * Small Armor Potion: Restores 20% of Armor.
 * Fear Potion: Knocks back surrounding enemies.
 * Chaos Potion: Gives 1 Chaos Point.
 * Cell Potion: Gives approximately 1/3 total CP for that character. Once per round.
 * Scouter Potion: Allows user to see enemy health for one minute.
 * Steam Pack Potion: Gives additional damage percentage at sacrifice of a 20% of user's Health (not armor.)

Devil Wings were anonymously released between October and November 2007; this potion was only viewable by players who did not possess a Power Card but required cash to purchased one, making it unbuyable. It disappeared from the shop some time after.

Cell
There are several different creatures in Rakion. Most of them appear in Stage Mode, and they can all be bought in the shop. Like other items, creatures have level requirements. Creatures gain experience and level too, (1/3 of all exp earned in a round and a max of 100 exp for every stage goes to cells); a higher level creature costs more cell points to summon, but it has higher stats, and should one wish to re-sell it, it will fetch a higher price.


 * Nak: A spider-like creature, it is weak and slow-moving. Naks spit poison at their enemies at close range. Since it is rather weak, it tends to appear in enormous swarms in Stage mode. Even at higher levels Naks are easily destroyed by a few (or even one) attacks. Newcomers to Rakion get a single Nak for free if they complete the tutorial, but they must buy all of their other cells. Naks are seldom ever used by experienced players, as their use is somewhat limited (Exception: Ninjas like to use naks for their low CP cost and ability to stun). They cost 1000 gold.


 * Panzer: An armored knight. Panzers can take a lot more abuse than Naks, and their Halberds do more damage, often rivaling that of a swordsman's attacks. However, they are not nearly as stealthy and make a lot of noise when they move and attack. Also, they move very slowly and take a long time to get up after they have fallen. Their attack speed is pitiful as well. Nevertheless, they are commonly used among players.  Also relatively easy to get to a high level.


 * Black Panzer: A Panzer which wears black armor. Though they have slightly lower health than average Panzers, they bolster twice as much attack speed and more than twice as much movement speed, often rivaling players in their moving capabilities. They are available at the shop for Cash rather than Gold.


 * Crossbow: A small dwarf, wielding a crossbow; they move and attack quite slowly. They fire one bolt from their crossbow at farther ranges, while using a physical kick up close. Even though the bolts are mildly powerful they are slow and inaccurate. After being knocked down, crossbow take several seconds to get up and are able to be hit while on the ground unlike panzers or naks.


 * Black Crossbow: A Crossbow unit which wears black armor. Their arrows are guided (though not as accurately as a Longbow) and they have twice the vision range as a regular Crossbow. Their attack speed with the Bow is also enhanced, along with their movement speed once they spot an enemy. They can be bought at the shop for Cash rather than Gold.


 * Blazer: A mage, wearing red robes that hovers slightly above the ground. Although immobile, they have a decent amount of health (less than half that of a Long Bow at the same level). They shoot large purple blasts of energy at long range, dealing massive splashing damage, but the splash has a very small range. However, they have an immense cooldown (delay) time, are vulnerable to attack and their blasts of energy are often blocked by ally units who get in the way, although they will receive no damage, the blast will stop there rather than passing through as a Longbow shot would. They cost 10000 gold.


 * Black Blazer: A Blazer unit wearing Black robes. This Blazer deals less damage than normal one, however they shoot three blasts in a 45 degree cone fashion. They have enhanced attack speed and vision range. They can be bought at the shop for Cash rather than Gold.


 * Black Taurus: A black Taurus unit. The stats are slightly lower than a normal Taurus from level 1, however level 8+ it will have attributes above a normal Taurus. Black Taurus' are desirable for their 'ramp' attack which is basically a cry that will 'knock-down' surrounding cells and enemy players. Like all black cells, the Taurus has an impressive increase with movement speed, but sacrifices HP and generally costs more Cell Points to summon.


 * Soul Cannon: A smaller golem-like creature that has a cannon attached to its right arm. It shoots cannonballs at far to close range, and it can also hit air targets. The cannonballs explode violently and do extremely heavy splash damage. These cannonballs cannot be blocked and at high levels can kill in 1 to 2 hits(level 45+). It also has a melee attack where it swings its thick cannon right arm and whacks the player when he/she gets too close. It cannot be knocked down, thought it can be stunned. When a Soul Cannon is destroyed, after about five seconds it self-destructs, creating a huge blast that deals tremendous damage. A Soul Cannon, when it is summoned into a wall using the famous Cell Glitch, would allow the Soul Cannon to fire its cannonballs in safety as no attacks can reach it. In some occasions, the Soul Cannon would be too deep into the wall and its cannonballs cannot shoot out. This 2nd Cell Glitch is mostly used in Boss Wars, which allows the Bosses to hide at the corner, and when an attacker comes, the Soul Cannon fires it cannonballs, which hits the walls and explodes there. The attacker would be taken by surprise and would most likely be killed.


 * Longbow: Elvish creatures of unknown gender. As their name implies, they wield longbows and shoot powerful, homing arrows that decimate the enemy at long range. If you stand too close it's impossible to block. However they have slow movement speed and have no close range attack, shooting arrows at point-blank. Like the Crossbow, you can also hit them when they are lying on the ground. Their arrows also lock on like a Mage's homing fireball attack. At level 60 or higher, most ninjas, mages, and archers (with minimal armor/energy points) will die with just one shot. The Longbow also helps a mage usefully as when he fires a homing fireball attack, the player might want to dodge it, and the Longbow might stun him before he dodges it, most of the time, killing him.


 * Golem: A bipedal giant creature made out of stone and clay. It can punch powerfully at close range and hurls large boulders of earth at longer range, these boulders cannot be blocked. However, it is a very large target and easy prey for all attacks. It also moves and attacks very slowly, and is very expensive for players to summon. It cannot be knocked down, and attacks can only be stopped by another player touching it before the attack is finished. This creature is the main focus of Golem Wars. It can be bought for 12000 Gold. Only power users can purchase it, however.


 * Taurus: A minotaur-like creature resembling a bull. It has a double-gore attack with its horn that is very powerful to the unsuspecting. The Taurus can also do a running dash. They walk faster than most other creatures and cannot be knocked down, though they can be stunned. Their attack intervals are very long if left undisturbed, since they usually counter attack. Taurus have less health than the Golem, but have the potential to do much more damage. They cost 30000 gold, only power users can purchase it, however.


 * Dragon: The ultimate juggernauts of destruction, the dragons soar high above the playing field. They have an immense firepower, but relatively low endurance. They can spit a large fire blast at long range that deals titanic damage, and also have a flamethrower-like attack that usually comes in handy due to the lag it creates rather than the damage dealt. If a target has low health, the Dragon flies close and hooks it with its claws, but this move is never used in-game. Although expensive and require a high level to equip, dragons are considered by many players to be the best creature in the game. They cost 45000 gold and can Only be purchased by power users.


 * Ice Wind: An airborne winged creature that looks somewhat like a blue harpy. They shoot ice blasts at long range that freeze you for around half a second (cannot freeze team Golems, gold Golem or other large enemies). They were the main theme of the two Christmas event stages in 2006, and were available for free until the end of the Christmas event. This creature is now buyable with cash and will stay permanent. They cost 10800 Cash.

Cells which are no longer obtainable
These are creatures which at one point of the game were obtainable in the shop. They were removed in a following update and no longer appear in the shop. Players which had purchased them before their removal will still retain them in their inventory. Also, these cells will also continue to appear in stages despite the removal of these cells.


 * Blood Nak: A normal Nak that has been corrupted by Alcon. These Naks have less health but do a lot more damage. They also attack twice as fast as an ordinary Nak, but due to their low health are also killed faster. Blood naks appear in several stages.


 * Assault Panzer: Similar to the Cash-bought Knight armor set, their armor has a green tint rather than the average silver. They are comparable to a Blood Nak with less health and higher damage, they are devastating at higher levels.


 * Iron Golem: A Golem made of iron with darker color than a regular Golem, higher health, higher damage but with slower attack speed.


 *  Sky Blazer: A Blazer that hovers high above the ground, they have both less health and less damage than the normal Blazer. Because they attack faster and float much higher, most characters are limited to using range attacks on these creatures, making them slightly harder to kill.

Game Modes
Excluding Stage mode, which puts all players on the same team, all of the game modes are PvP-based. A game can consist of anywhere from 1 to 21 rounds, and a round can last between five and twenty minutes. There are four types of PvP games in Rakion. The game will automatically balance the teams after a round by swapping the players with most experience points acquired so far in that game to the other team. This switch will only occur if one team has less players than the other. In both deathmatches (Team and Solo) dead players respawn after a 5-second period and have four seconds of invincibility when they respawn. There is also invincibility when newly arrived into the game. The Deathmatch modes have healing capsules and books that provide cell points; the other modes do not.


 *  Deathmatch (Solo): Solo Deathmatch is a free-for-all variation of team deathmatch. All players are on their own (though unofficial alliances are occasionally initiated), and the first player to achieve a specified amount of kills is declared the winner. In the event of a tie when time runs out, the first player to achieve the highest amount of kills for the round wins.


 *  Deathmatch (Teamplay): Almost the same as Solo Deathmatches, except that players are separated into teams. By default, twenty kill points are needed to win a round. People who play this game generally modify it to have more rounds and require more kills to get the most gold and experience. Not an overall rewarding type of game in terms of experience, but it is easy for newcomers and a good source of Gold.


 * Golem War: Players are assigned to a team in this mode. Each team has a Master Golem (with a red or blue aura, depending on the team), and in the center of the map there is a Golden Golem. The objective is to destroy the opponent's Master Golem, but there is a catch: Only the person that kills the Gold Golem can do significant damage to the other team's Master Golem; all other players do 1% of the damage they would normally do. To prevent teams "stealing" the Gold Golem from each other, it has separate health for each team. Unlike the other PvP modes, slain players do not respawn, and a team can also lose when everyone is slaughtered. If the time runs out and both Master Golems are still alive, the team with the Golem with more health wins the round. Golem War is the best way to make Gold and Experience in Rakion. Players also have more health in this mode to offset the permanent-death.


 * Boss War: The most recently added mode, it is a team-based headhunter fight. Each team has a boss that they must protect at all costs; if the boss dies the team loses the game. A team's boss is the person with the highest level on the team. It is not notable for giving experience, but the gold outcome is good. This mode does not have healing pickups, but Mages can still heal other team members (generally the boss).


 * Stage: A co-operative game mode for 1 to 4 players (depending on the stage) that lets you play a mission in your fastest way. After completing a stage level you get a grade ranging from S (Superb) to D (Dreadful), depending on how fast you kill all creatures, or how many of them you kill in allotted time. This is arguably the fastest way to get exp in Rakion (approximately 25,000 exp for all 48 stages if you S them all), but stages cannot be repeated to gain the same exp over and over. Unlike other modes, if you "lose" a stage, you receive no gold and no exp. You can, however, retry the stage to get a higher rank. The amount of gold and exp you receive, however, is the normal amount minus the amount that's already been gained from an earlier run.


 * Basic Mode: A setting which can be assigned to any non-stage game. All players' stats are reset (back to Level 1) for the duration of the game, and as such play with just basic stats. No cells can be summoned in this mode aside from the level 1 Nak and Blood nak. The equipment of the player, however, provide an advantage, since the points are Active even in this mode.

Profanity filter
Saying profanities in-game causes the chat system to automatically replace them with the word "LOVE." Many players, though, are able to bypass this filter and continue their use of profanities.

Official Rakion Distributor

 * Rakion Australia and New Zealand - Official Rakion Distributor

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