The world of Elusion

Beyond the Portal

A brief telling of where Elusion begins — and how much deeper it goes.

Seven elements, four classes, and one great eye waiting at the end of Layer 1.

The portal The portal — no one agrees where it goes
The portal is open Layer 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.

  1. ☀LightIron
  2. 🜁WindIron
  3. 🜄WaterJade
  4. ❄IceJade
  5. 🜃EarthCobalt
  6. 🔥FireAmethyst
  7. ☾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
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.

Poison Slime
Poison Slime
Fire Sprite
Fire Sprite
Electric Sprite
Electric Sprite
Bush Mage
Bush Mage
Bush Sniper
Bush Sniper
Skeleton Soldier
Skeleton Soldier

Chapter IV

What You Carry Out

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 monsters Your own loot Parties Guilds Friends Trading The 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.

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