Player guide

Things to Know

Everything a new player asks in the first hour, in one place: what dying costs, what drops, what each land does to you, how the Endless works, and the shortcuts that save you clicks.

Start here

The basics

Elusion is free to play, and your progress lives on the server, not on your computer. Play in the browser at play.elusionrpg.com or in the desktop game; the same account works in both.

  • The server keeps what matters. Your level, XP, gold, bag, bank and every loot roll are the server's, so a lost save or a new computer loses nothing.
  • One game per account at a time. Signing in somewhere else signs the other game out.
  • Four character slots, one per class. Deleting a character asks you to type its name. Your bank, lusions, friends and guild belong to the account and stay.
  • Lusions are earned, never sold. A pet you already own turns into lusions when you pick it up again.
  • A new character starts with potions: five Tiny Health Potions on hotbar key 1 and five Tiny Mana Potions on key 2.

Your character

Classes, skills and levels

There are four classes, and each trains one skill half again as fast as the others do. Levels come from kills; about eight hours of play takes a character to level 22.

ClassFights withTrains faster
WarriorSword swings and waves; every third swing is a stronger finisherAttack
MageSpells; one cast in five is a critical spikeMagic
TankA burning aura ring, and dynamiteDefence
HealerOrbs, and an aura that heals everyone standing in itMagic

Six skills level up by doing them, up to 99:

  • Attack: killing monsters.
  • Magic: casting.
  • Defence: taking hits.
  • Agility: sprinting and covering ground.
  • Fishing: catching fish.
  • Cooking: cooking what you catch and gather.

Gear shows the level it needs. The shop sells a piece to anyone, but you can only wear it once you reach that level.

When you fall

Falling and dying

When your health reaches zero you choose: pay to revive and keep everything, or return to character select and lose what you carried and wore. Your bank is never touched either way.

ReviveReturn (a full death)
Cost80% of all the gold you hold, purse and bank together; at least 100Nothing in gold
Your bag and hotbarKeptLost
Gold in your purseKept, less the costLost
Gear you are wearingKeptLost, mythic weapons included
Your petKeptPut away, unless the bank holds one
Your bankSafeSafe
  • Bank what you cannot bear to lose. The bank is shared by all four of your characters, and no death reaches it.
  • The Endless is different: falling there is not a death. You wake by your chest on 1 health, keeping everything (see The Endless).

What drops

Loot

A kill drops a bag only you can open, and it lasts 45 seconds on the ground (5 minutes if it holds a mythic). The timer pauses while the bag is open. In a party, everyone who hit the monster gets a bag of their own.

  • Opening: walk over it and press the interact key; press it again to take everything, or double-click one cell.
  • Materials (ore, essences, produce, bones) drop beside the gear and go into cooking and smithing.
  • Every dropped piece of gear rolls its stats, each from 85% to 115% of normal. One drop in 100 is Perfect: every stat at 120%.
  • Armour rolls a resistance to one land's element. Pieces resisting the same element add up, to at most 50%.
  • Shop gear rolls at the till. Its stats show “?” until you buy it.

Gear comes in six tiers:

TierNameHow you get it
1IronDrops, or the shop
2JadeDrops, or the shop
3CobaltDrops, or the shop
4AmethystDrops, or the shop
5Ember (legendary)Drops only, and rare
6MythicVery rare drops; a plain copy is free in the shop

The mythic weapons are the Double Axe (warrior), the Meteorite (mage) and Dynamite (tank); the healer has none yet. Finding one off a monster puts a red banner on every player's screen.

The world

The lands and their elements

The world has seven lands, each with its own element, monsters and boss. Their attacks put effects on you, and armour that resists a land's element takes some of its hits away.

LandEffectYou feel it as
LightDazzleA flash; the screen's edges go dark for 2 s
WindShovePushed back across the ground
WaterSoakedYour defence halved
IceChill, then freeze20% slower, 40% at two; a third freezes you solid for 1 s: no moving, no attacking
EarthRootHeld where you stand for 0.6 s
FireBurnDamage over 3 s
DarkWitherHealing halved and damage taken doubled, for 2 s

Effects are always escapable: nothing slows you past 40%, nothing lasts over 3 seconds, and nothing holds you twice in a row.

A land stirs every few hours. The least-hunted land wakes for a while, and every player is told which. Its monsters glow in its colour, hit harder, have more health and move faster, but drop loot more often, and your resistance to that land counts for more while it stirs.

The minigame

The Endless

The Endless is a once-a-day horde run, alone or with up to three party members, and its elites and bosses fill a chest with loot. Open the Minigames button on the bar and press Go; your day starts the moment you press it.

  1. The corridor. You arrive in a corridor with a crypt door at its end. The door only opens one way: once through, you cannot walk back out.
  2. The run. Step through the door and the clock starts (a party gets a 5-second countdown, with the door held open). Every minute is a new stage in the next land, and the horde grows, up to 3,000 slimes, each faster and tougher than the last.
  3. Elites and bosses. From stage 2, elites come in waves that get faster and bigger; every fifth stage brings that land's boss.
  4. Each land is felt. The swarm's touch carries the land's effect. In wind stages, paths of spikes rise near you: step out on the faint warning, or take three hits. Standing still in a crowd is deadly: every slime pressed around you bites.
  5. A fall is not a death. You wake by your chest on 1 health, keeping everything. In a party the run goes on, and the door opens for 3 seconds at each new stage so you can walk back in. The corridor heals nobody; your health comes back as it always does.

The chest. Every elite and boss you kill rolls its own loot (gold, gear, materials, even its pet and mythic chances) into your chest in the corridor, beside the ladder. These kills give no experience. Walk up and press the interact key to open it; press it again to take everything.

  • It keeps until your next Go, which empties it. Take it before you leave.
  • Leaving: the Minigames card's Leave, or the ladder in the corridor. With loot still in the chest, both ask twice.

Money

Shop, bank and trading

The shop sells iron to amethyst gear and buys back almost anything at 5% of its value. The bank is shared by every character on the account. Trades between players carry a small tax.

The shop

  • Sells every iron, jade, cobalt and amethyst weapon and armour piece, plus fishing worms and rods. Ember is never sold; it only drops.
  • The mythic weapons are free: one plain copy of each per character, wearable from level 1. A free copy cannot be sold or traded; a dropped one can.
  • Selling: with the shop open, double-click an item in your bag to sell one. Legendary, mythic and Perfect pieces ask twice. Money, pets and quest items cannot be sold.

The bank

  • Every character on your account shares it, and no death reaches it.
  • With the bank open, double-click an item in your bag to deposit it. Deposit with no amount typed banks all the gold you carry.

Trading

  • You can only trade with someone who is online. They get a card saying you want to trade, with See offer and No thanks.
  • Add items by double-clicking them in your bag or dragging them onto your side. A change to the offer un-accepts both sides, so you never accept something different from what you saw.
  • The tax: each side pays 5% of the value it receives, in gold, rounded up.
  • The 48-hour hold: a mythic or Perfect piece you got from loot or the shop cannot be traded for 48 hours.

Together

Playing with others

Everyone in an area sees each other and fights the same monsters, and each player who lands a hit gets their own loot bag.

  • Parties hold up to four. Click a player to invite them; an invitation lasts 2 minutes. Logging off leaves the party, and a party of one ends. Party members get their own chat and appear on your map.
  • Party voice chat runs through a relay, so nobody in the call learns your address.
  • Clicking a player lets you add them as a friend, invite them to your guild or party, or report them.
  • Friends and guilds each have their own list and their own chat.
  • Your name's colour is yours to pick in Options. Staff wear a crown or a MOD or DEV badge, which no player can choose. A name in your own colour proves nothing; the badge does.

Staying safe in chat

  • Ignore someone and their lines, whispers, friend requests and trades stop reaching you. Staff cannot be ignored.
  • Report a chat line or a player; staff see every report, grouped by player.
  • Staff can mute, kick or ban, always with a reason, and every action is logged.

Keys

Handy shortcuts

The rule to remember: with a window open beside your bag, double-clicking an item in the bag sends it to that window. Keys can be changed in Controls.

Key or actionWhat it does
WASD or the arrow keysMove
SpaceAttack
ShiftSprint
EInteract: open a bag, a chest, a door; press again on an open bag or chest to take everything
1 to 0Use the item on that hotbar key
IYour bag
MThe map: the whole area, with a mouse wheel to zoom and a drag to look around
- and =, or the mouse wheelZoom the camera out and back in
HThe Controls card: every key, each one a button to change it
EscapeClose the open window
Right-click an itemUse it; on your gear doll, take it off
Double-click in your bag, shop openSell one
Double-click in your bag, bank openDeposit it
Double-click in your bag, trade openOffer it
Drag an item onto a hotbar keyKeep it on that key

On a touch screen, holding a finger on an item does what a right-click or a double-click would. Every item's tooltip says how it is used.

Help

When something goes wrong

The game tells you when it loses the server, and nothing the server has saved is lost by a dropped connection.

  • Lost connection: after 25 seconds without an answer, a banner says so and counts down. It clears by itself when the server answers. After 90 seconds the game signs you out rather than letting you play on unsaved.
  • Signed out without warning: usually your account signed in somewhere else. If that was not you, change your password.
  • Maintenance: a notice counts down before the server closes.
  • Bag full: a take from a loot bag or chest that will not fit stays where it was. Make room and take it again; coins and lusions always fit.
  • Bugs and help: email elusionrpg@gmail.com — a bug report is worth more than you think. The game also reports its own errors to the team.

Elusion is still being built, so a number here can change with an update — the updates page says what moved.

Ready to try it?

Free, in your browser — on a PC with a keyboard and mouse, or on a phone held sideways.

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