Seven elements, four classes, and one great eye waiting at the end of Layer 1.
The portal — no one agrees where it goes
The portal is openLayer 1
In development
Elusion is still being built. Everything on this page — the world, the monsters, the gear
and every number — is subject to change.
It starts in town, where the streets are safe and the coin is honest. Then there's the
portal. No one agrees on what it is or where it goes — only that it's open, and
that it pulls. Step through, and the world past it does not welcome you: the farther you go, the
harder it gets — stranger ground, meaner things, less room for a single mistake.
Chapter I
Seven Elements
Everything that lives past the portal belongs to one of seven elements, and the Field is laid
out by them, a patch for each. Light and wind are the gentlest, the first anyone learns to
fight — light waits right beside the arrival. Water and ice come next, then earth, then fire.
Deepest of all is dark, where even the slimes are dangerous. Every element pays
back what it costs you — iron gear from the first two, then jade, cobalt and amethyst, and
from the dark, rarely, ember.
GentlestDeepest
☀LightIron
🜁WindIron
🜄WaterJade
❄IceJade
🜃EarthCobalt
🔥FireAmethyst
☾DarkRarely ember
Chapter II
The Crowned
The first great thing past the portal is the Crowned Beholder: one
great eye crowned like a king, ringed with lesser eyes on restless stalks. It does not chase. It
does not need to. It hangs in the air and turns the ground itself against you — rings of spikes
that erupt where you're about to stand, walls of them that close the room to a single gap.
Every eye watches a different death. Read the telegraphs and live; miss one and don't. And it
is only Layer 1.
It wears seven crowns, one for every element. Six are light, wind, water, ice, earth and fire
— each colors the Beholder's patterns and its patience: the same eye seen through six
different lights. The seventh is bound to the dark, and that one is the strongest
of them.
The Crowned Beholder
♛♛♛♛♛♛♛Six elements · and the seventh, the dark
Chapter III
The Things Between
The way down is not empty. Slimes that split when struck, sprites that spit fire and
lightning, mages that raise thorns from the dirt, snipers that punish a careless step and
skeletons that hold the crypt with the sword — seven families of them, most in every element. Clear them, and the world gives back: loot, coin, pets
that fight at your side, and quiet things to do between fights — a fishing line, a cook-fire and
its recipes, a smith's anvil, a fair trade with another player.
No two pieces of gear are quite alike. Every piece that drops — and every piece the shop sells —
is rolled when it's made: a little stronger here, a little weaker there. Once in a hundred, a piece
comes out Perfect, every number at its best, and it glows gold to prove it.
Armour carries an element of its own. Every piece is attuned to one of the seven
elements and turns aside a share of that element's harm — and pieces that share an element add up,
until a full set of fire-touched plate takes half the sting out of a fire sprite's spit. Weapons
never carry an element. What you hit for is your own strength and your own steel.
And somewhere out there are the mythic weapons: a falling
Meteorite for the mage, a Double Axe for the warrior, a stick of
Dynamite for the tank. The general store hands every newcomer a plain one of each, theirs
to keep but never to sell. The ones the monsters carry are rolled like any other drop, and most
monsters never carry one. When one turns up, the whole realm hears about it.
MythicMeteoriteMage
MythicDouble AxeWarrior
MythicDynamiteTank
Chapter V
Coin and the Kingdom
Every coin in Elusion is real — earned, spent, and tracked on a server no client can lie to.
Wealth can't be conjured; it comes from somewhere, and it can leave you just as fast. Fall in a
fight and accept it, and you lose what you carried — the gold, the bag, the gear on your back. Only
what you bank is safe, unless you pay to be brought back. Money you can lose is money that means
something.
And the kingdom takes its cut. Every trade between players is taxed — but the tax isn't pocketed
by anyone, it's burned. The gold leaves the world entirely, and that is the whole
point: it's the only thing that keeps coin scarce and worth carrying, where a fee that simply
changed hands would leave the realm exactly as rich as before. The shops work the
same way — buy a potion or a blade and the coin doesn't line a merchant's purse, it's gone from the
world for good, the everyday sink that keeps gold flowing out as fast as you earn it. Sell back
what you've outgrown and the shop pays a twentieth of its worth — enough to clear a bag, never
enough to beat the hunt. The smith takes coin the same way: tempering a piece makes every
number on it a little stronger, and a Royal Certification lets a smith work the higher tiers —
Journeyman, Artisan, Master, Royal — and that gold is burned too. So spending isn't loss —
it's a contribution. Give to the crown outright and you earn a patron's title. The
Kingdom Board keeps the tally: not what you hoard, but what you've given the realm, ranked
for all to see. Whoever has fed the kingdom most sits at the top of it.
A trade's taxBurned
A shop purchaseBurned
Selling backA twentieth
The smith's workBurned
The Kingdom BoardRanks the giving
Chapter VI
You Are Not Alone Out There
Other adventurers walk the same fields you do. You see them as they move, fight beside them
against the same monsters, and each walk away with your own loot — what you earn is yours, and
what they earn is theirs. Band together as a party, form a guild, keep your friends close, trade
what you don't need. And
the realm keeps count: every monster felled is written down, by name, along with who has felled
the most of them.
Shared monstersYour own lootPartiesGuildsFriendsTradingThe kill record
Chapter VII · Past Layer 1
Into the Deep
Beating the Crowned Beholder is not the end — it's the way down. Past it the world keeps going,
and stops being a solo climb. The deep doesn't play fair: its monsters hit harder, move smarter,
and never come one at a time. These are raids — fights no single player walks out
of, that demand a party who read the room, spend cooldowns like currency, and keep each other
alive. Every layer cleared feeds the kingdom's score. Go deeper, stay efficient,
come back richer — or don't come back.
Chapter VIII
Your Part in It
You arrive as one of four:
⚔
Warrior
who closes the distance
✧
Mage
who never wants it closed
✚
Healer
whose light comes ten times a second, and mends
🛡
Tank
who simply refuses to fall
However you're built, the portal asks the same question four ways: how far
down can you get, and can you get back?
The world is still being written. Everything here is in development and
subject to change — this is where it stands today.
The portal is open
Free, in your browser — on a PC with a keyboard and mouse, or on a phone held sideways.