
ATLYSS is a Single/Multi-player Online Action RPG developed by Kiseff, with aesthetics akin to that of the 6th Console Generation.
Choosing one of five races to house your lost soul (Poon, Kubold, Chang, Byrdle, or Imp), you awaken in Sanctum. You are tasked by Mystic Guardian Angela Flux to go out into the world and reconnect sigils with Sanctum, and to hopefully find what is causing the destruction of this world.
The game started development in 2021, and has undergone multiple changes since then, having entered Early Access
on Steam on November 22, 2024. You can find its demo here
.
ATLYSS contains the following examples:
- 20 Bear Asses: Sally's quests revolve mostly on gathering monster drops to make into equipment, and these quests are repeatable. Angela's Mass Monster Slaughter Sidequests in the early levels for the most part ask you to also retrieve an item drop from said monster.
- Acrofatic: The character customization doesn't affect one's agility, so even the heftiest player can still dodge attacks with grace. Doubly so if they're a Bandit.
- Adjustable Censorship: One of the settings allows you to enable "clear clothing". In effect, this changes how a character with no armour equipped (or with armour set to hidden) looks. With the setting disabled, they'll be shown with underwear on, while enabling the setting causes them to fully showcase their Barbie Doll Anatomy. You can also turn the Jiggle Physics on and off, but this only affects the body (i.e. capes, hair, and such will still move).
- An Adventurer Is You: Players all start as the Novice class, which only has access to Recover and Rock Toss along with their race's Initial Skill to level up. At level 10, players can talk to one of the three Guardians (Angela, Sally, or Enok) and pick up a "quest" that gives a book that unlocks one class for that character when used. The Classes are:
- Fighter: Blademaster or The Scrapper depending on the choice of weapon, with the durability of The Tank. Is the only class that can reflect projectiles when parrying with a shield equipped. Their attack skills include but are not limited to: Stomp, Cyclone, and Shield Bash.
- Mystic: Nuker with AoE ability, along with being The Healer. They both help their allies and can destroy groups of enemies with the right set up. Their spells include, but are not limited to: Cross, Fluxbolt, and Blink.
- Bandit: Mixture of both The Archer and The Scrapper. Bandits are the most movement heavy of the three classes, having a skill dedicated to improving their movement ability with long jumps, bounces, and an extra jump. Their attacking skills are more varied, with Venom Shot and Killer Jab doing both a damage over time and weakening physical defense, and Pay Day causing the hit enemy to be stunned and also drop money.
- Anti-Armor: Various skills across all classes can be learned to reduce enemy armor and increase damage dealt to them:
- Fighters have access to the Stomp skill, which for a short time will shred 15 physical armor from all hit enemies.
- Bandits have Killer Jab and Poison Arrow (the former needs a melee weapon, the latter a bow, so one can use both by equipping these types of weapons into quick-switch slots of their respective skill bars), which shred a smaller amount of physical armor in addition to envenoming the target.
- Mystics can reduce magical resistance of enemies with Cross.
- Anti-Frustration Features: While the game does take after Phantasy Star Online in some ways, it does try to improve upon them:
- The Novice always has access to the Recovery and Rock Toss skills, ensuring they always have a way to heal alongside a ranged attack (though dependent on Rocks) before they get enough experience to specialize in a class.
- Outleveling enemies by a significant enough margin will cause them to stop actively attacking you if you're nearby. They will only fight back in retaliation from them being hit, or others being hit. Very useful for players who just need to pass through an area on the way to a new location.
- If you die to the boss of a dungeon in certain layouts, the game will have a teleport point spawn near the resurrection shrine to teleport you to the room closest to the boss teleport so you can get back to the fight faster.
- In one layout of Crescent Grove, there's a teleport point situated in the middle of the first combat room that becomes unlocked once you reach the teleport point halfway through the dungeon that gets you to the other half of the dungeon without needing to run through the entire area again. It closes when you get the key and return to the main area from the side room, as there's no need to go back to that area.
- When doing the main quests to attune a dungeon, the sigil will always be on the main path and never on any side rooms. For example, this means getting the Catacomb layout that starts you on the right side of the map can be a boon; it can be done quickly as you don't have to do the whole dungeon.
- Angela Tears have a pop-up to use them when you die, so you don't waste a rare item on a random death. You can also hold multiple of them in your trade item inventory, but they do not stack to compensate.
- As of the July 2025 update, dungeon bosses will drop an item that can be used as a currency to exchange for most of the boss' drops, with exceptions to certain unique gear like rings or capes. Thus it means less runs in total to get gear for your character's class from that boss.
- Assassin Claws: The game has katars and claws as an equippable weapon type. While they can be used by anybody, they are best suited for the fast and sneaky Bandit class due to their damage scaling off of Dexterity.
- Barbie Doll Anatomy: Though the
Author Appeal involves very curvy people with Jiggle Physics, hiding all clothing reveals that the player character at least lacks genitals or nipples. - BFS:
- There are currently two heavy melee swords. Upon reaching the Crescent Keep, a chest can drop the Stone Greatblade. Reaching Level 15 and up will have Sally's shop start selling Tier 3 equipment, such as Mithril weapons with the Mithril Greatsword replacing the Iron Axehammer.
- The Hard version of the Crescent Grove features Death Knights who wield huge two-handed runeblades, that they rarely drop it upon defeat. The quest description for Hell In The Grove, mentions that it comes at a great cost to themselves. The weapon's flavor text further corroborates this.
Do not listen to what this blade tells you. - Big Weapon, Little Wielder: Both the heavy melee and bell-type weapons are ludicrously big and by default, the player characters are quite small even when set to the tallest height. Naturally leading to Fighters and Mysticsnote will be lugging around weapons that are as big or even bigger than they are.
- Blade Below the Shoulder: Katars as a weapon type usually appear as bracers with blades attached to them.
- Blow You Away: The Nature element acts as the game's wind element mixed with a bit of Green Thumb. The only things the player can access that has this element is the Menace Bow, a weapon obtainable through gambling with Skrit, the Gale spell, which can be bought from Frankie in the Wall of Stars or dropped from chests in Crescent Grove, and any poison applying skills from the Bandit class (Venom Shot and Poison Jab).
- Cap: Weapons used to have a scaling cap, to prevent players from just sticking with one weapon. You could tell when you hit the weapon's hard cap for damage range when the damage numbers on the weapon's tooltip turned gold. Since reworked into Diminishing Returns for Balance.
- Cast from Hit Points: Some skills have a health cost rather than stamina or mana. For example, Life Tap is a learnable skill that uses forty percent of your max health to restore all of your mana.
- Chainmail Bikini: Some chest pieces leave areas exposed, though the primary example would be the Chainscale Chest, which for chests with breasts have the armor split into two smaller plates that cover each boob.
- Character Customization: Character creation allows you to choose your race, and from there you can choose the color of their fur/skin/scales/feathers, hair, tails, and an possibly extra bit (antlers for Poons, horns for Kubolds and Imps, whiskers for Changs, and Beaks for Byrdles), then going on to customize various parts of the body (length and width of the head, the body pattern, what type of race specific ears and tail, choice of hair types, and the height, overall width, chest (with or without breasts), arms, belly, and butt). Suffice to say that the character creation alone is one of the main draws of the game.
- Charged Attack: All weapon types have a charged attack that becomes available once the player gets the mastery skill for that weapon type. To wit:
- One-handed melee weapons get a Spin Attack, along with turning their air attack into it.
- Heavy weapons get a charged slam.
- Polearms has them charge at the enemy to stab them with the spearhead.
- Ranged Bows get a quick barrage of arrows.
- Katars unleash a quick combo.
- Wands and Bells are unique in the fact that their charged attack is different depending on the wand or the bell's element.
- Color-Coded for Your Convenience: Each class is related to a color, which for the main classes also corresponds to their main stat. Novice is white, Fighter is red, Mystic is Blue, and Bandit is green. This is also true for the Guardians that allow you to become these classes.
- Contractual Boss Immunity: Downplayed, as status effects on bosses have a reduced duration. The Instant Kill effect from Execute, however, can work on bosses if the player is lucky enough.
- Critical Hit Class: In theory, Bandit due to the main stat for their weapons being dexterity, which also improves critical hits. However any class can pump up the critical chance by receiving the Devious Signet buff, enchanting equipment with Precise (for physical crits) or Magical (for magic damage crits) and leveling dexterity, which requires a significant point investment for a noticeable increase in odds. Byrdle characters start with the skill Inner Focus that guarantees the next attack or skill to be a critical hit, but this can also be learned by other races through a rare skill scroll that can drop from chests.
- Damage-Increasing Debuff: Each class has a skill (Cross, Stomp, Killer Jab and Venom Shot) that can reduce the respective defense modifier (Magic Defense for Cross, Physical Defense for Stomp, Killer Jab and Venom Shot) of an enemy for a time while also doing damage. Venom Shot is the most unique one of the four as it also has a damage over time effect attached to its debuff. A chance to proc an anti-armor debuff is also present on select few weapons, such as the Quake Pummeler hammer.
- Damn You, Muscle Memory!: In earlier versions, every interactable required a keypress to open its menu, with the sole exception of the Sanctum's World Portal that activated when the player walked into the magic circle. This inconsistency resulted in many unwanted trips to the Catacombs, followed by frustrated Recalls.
- David Versus Goliath: Every single fight is this, as players are much smaller than basically every enemy, with actual dungeon bosses being even larger.
- Deadly Ringer: The Mystic class can use bell staffs, which are typically slower than wands but also produce more powerful attacks. Their element completely changes the range and actual attack that's dished out.
- Death Is a Slap on the Wrist: Players lose nothing upon death, the enemies just rapidly heal back to full. In fact, if you're fast enough in certain dungeon layouts, you can return to the fight before they finish healing.
- Dishing Out Dirt:
- Spires is a spell that can be learned from a skill scroll that can be randomly dropped. It has the player fire out a line of stone spears in front that can damage multiple times and has a chance to inflict bleed.
- Talus is a spell that can be learned from a skill scroll that creates and then launches a massive rock towards enemies, with a chance for it to reduce physical defense.
- The Colossus Tone is a high-level bell that with a swing that releases a massive torrent of stones and dirt at the enemy that also have a chance to cause the Gash status effectnote . The charge attack has it summon a boulder.
- Easter Egg: There are a few areas that are somewhat hard to reach or seemingly out of reach will most of the time have a Chang Imposter in the form of a plain camera-facing sprite that clashes with 3D surroundingsnote or two placed there, along with a chest that possibly drops unique items (such as one of the Bunhost cosmetic set pieces).
- Early-Installment Weirdness: The original alphas for the game were... a lot different from how the game is now.
- Originally the game was going to be a multiplayer Roguelike, with players going through randomly generated dungeons.
- Angela went through a lot of reiterations, starting with a sort of voluptuous Poon-esque body whose outfit could be changed by the player, to a dark scaled, scantily clad draconic Kubold, to the more sensibly dressed white-scaled Oathkin we know today.
- Sally's design was originally a cat before becoming a possum. And originally her outfit was primarily red before it was recolored green in the later versions.
- Dodging used to cost stamina, though this has since changed to just require stamina to merely use, but delaying stamina recharge each time you dodge.
- There was actual head armor that looked like proper headgear, as opposed to the halos and floating crowns that would be used later on as equipment. Helmets and headwear have been since delegated into vanity items.
- Weapon Mastery, and weapons past level 10 in general, were class locked, meaning one was restricted to the weapons the class used.
- Blink and Bounce were active abilities, before being changed to being a passive and replacing wall jumps in Agile Technique respectively.
- On the topic of Agile Technique, it originally gave the ability to Wall Jump at rank two, being replaced with Bounce due to the ability to wall jump allowing players to get out of bounds and into areas they weren't supposed to.
- Tuul Passage was originally two parts, with Tuul Valley being just the starting part, and the rest of the area being an area called Tuul Peak.
- The original classes were Thief, Viking, Maid, Mystic, and Warlock. The former two being reworked as Bandit and Fighter respectively, while Maid and Mystic fused together using the latter's name.
- One demo had Arrows that could be used with bows that were either dropped by monsters and chests or sold by Sally. They only added a little damage and were found to be too much clutter to be usable.
- Angela Tears originally revived you instantly when you died much like how Scape Dolls did in Phantasy Star Online.
- Equipment-Hiding Fashion: With the exception of weapons, any piece of the player's outfit can be hidden in two clicks by clicking the eye icon in the corner of the item's icon in the equipment menu. By spending an Illusion Stone, appearance of armor parts can be overridden by any items (even those with class restrictions) that fit into the slots through the Vanity menu.
- Exclusive Enemy Equipment: There's certain equipment that can exclusively be dropped by Creepsnote . Many of these being equipment that are on the creeps like weapons and armor.
- The Geist-type enemies have a rare chance to drop their scythes as Heavy Melee weapons.
- Deadwoods will drop the huge axe embedded on their bodies as weapons, although this is downplayed as the axe can also be acquired from chests in the dungeon.
- Some of the most unique however are the different slimes, while the starting green slimes will drop slimecrusted weapons and armor, stated in the description to be degraded iron weapons and armor. Slimeks*, Deathgels, and Hellsludges, meanwhile, will have katar-like shivs fashioned out of their sharp ears.
- Certain bosses also drop pieces of them as equipment. Such as the Slime Diva's crown and baton being usable as headger and weapon respectively. The catacomb bosses will have chests that drop their claws as katar weapons.
- Floating Continent: The world of Atlyss is made out of multiple floating landmasses amidst an endless ocean, even before the Shattering happened.
- Green Thumb: The element of Nature is comprised of plant and air magic. Armor enchanted to protect against Nature damage receives the "druidic" prefix.
- Hartman Hips: Player characters of both genders can be customized to have this.
- Hates Being Called Cute: Vivian doesn't respond nicely if you select "You're cute!" when talking to her. It ranges from dismissing it to threatening to "kick your face in" to change your mind.
- Helmets Are Hardly Heroic: For the most part, all headwear attainable are actually just halos or crowns that float above the player's head. There are a couple cosmetic helms that do properly cover the head, but are nothing more than just cosmetic items.
- Humongous-Headed Hammer: Most of the Heavy Weapons are these, including the starting wood hammer, the Crypt Pounder, and the Quake Pummeler.
- Humongous Mecha: The Colossus and Valdur are gigantic golems that make every other boss look as small as you look to them.
- An Ice Person: The "Water" element consists of mostly this:
- Crya (formerly Cryo Needle) is a general spell in the General Skills Tab that can be used by any class via a skill scroll given by Angela. It fires a three-shot burst of ice needles forward.
- On the weapons side there are currently 7 weapons that use the "Water" element which are connected to ice. Most notable of these are the Cryo Cane scepter and Coldgeist Frostcaller bell for the Mystics, while Fighters have access to the Coldgeist Blade and Coldgeist Punisher, a one-handed melee sword and a large heavy melee axe respectively and Bandits have access to the Coldgeist Bow. Although any class can use these weapons if transmuted to use their respective main stat for scaling.
- Instant Kill: One of the Fighter's skills is Execute, a melee skill that instantly kills any non-Elite enemy, should their health be below 25%.
- Interchangeable Anti Matter Keys: Keys in dungeons are single use and cannot be smuggled outside for future use, and some layouts make use of them to make the player either look around or go through every room to find said keys. There is one layout in the Catacombs that makes use of the fact that any key can go into any lock, giving the player the choice of either taking the long way to get more rewards, or the short way to get to the boss faster.
- Invisibility: One of the repeatable quests for Sally has you make Spectral Powder, an item that temporarily makes your character invisible for a few seconds. The Bandit skill Mist Veil cloaks the user for much longer while also healing as long as they stay invisible, and both have a lengthy cooldown period before using again.
- "Just Frame" Bonus: If the player blocks just as the incoming attack lands, it turns into a Parry — only a miniscule amount of stamina is spent to negate damage while the attacker is stunned. However, parrying also demands being close enough to the opponent in character level, otherwise only blocking is possible regardless of timing.
- Similarly, being in the brief dash state makes all attacks that connect Miss anyway, presumably by greatly increasing the Evasion stat of the player.
- King Mook: The various bosses are flavors of these.
- Slime Diva is an anthro version of a slime that spawns in with a trio of tar slimes to assist her, and her main spells involve slime in some manner, including firing mini-slimes at you. Fittingly she only appears after you've killed a bunch of Slimeks.
- Lord Zuulneruda and Kaluuz are the bosses for Catacombs Normal and Hard respectively, and are just large ghosts that can call upon lesser Geists/Poltergeists and Toxins/Miasmas when their health reaches half. They can however fire off magic blasts, of which Kaluuz can do with cold element applied to them.
- Colossus and Valdur are an interesting case as they are enormous golems, though unlike the bosses of the Catacombs, they do not call upon others of its kind to assist them in a fight, but instead at half health its creators (a pair of carbuncle brothers) join in to stop you from destroying their creation.
- Knightly Sword and Shield: While shields can be used by all classes, they only actively come into play when wielding one-handed weapons (Blades and Scepters). The Shield Bash skill can only be learned by Fighters, and Blades are primarily associated with the Fighter class.
- Knockback: Most heavy hitting attacks do some of this, though expect many hits, even those that don't do as much damage, to send you flying as well.
- Large and in Charge: The three guardians (Angela, Sally, and Enok) are all twice as tall as the tallest possible player character models.
- Le Parkour: All three classes are capable of dashing and double jumping. While there are plenty of platforming sections, the Bandit class has a passive skill they can level that improves their mobility by adding a third jump, the ability to bounce off the ground after a dash to add more distance (by holding the dash key), and finally a long jump done after a dash (by tapping the dash key twice). The Mystic's Blink lets them cross a greater distance with their dash by performing a second input. And the Fighter's Lethal Strike gives them a means of crossing great distances while also being able to do damage.
- Luck-Based Mission: While getting armor and weapons you want can be difficult, the true major annoyance is getting the rare drop from the Bosses of Catacombs and Crescent Grove, as the accessories they drop are the lowest rate in their respective drop tables.
- Ludicrous Gibs: Expect most enemies that are not either spirits or pure stone to explode into gibs when killed with an exceptionally powerful attack.
- Magic Knight:
- There's nothing stopping a Fighter from taking the Novice mind-scaled spells and taking a mastery on Mystic-specialized weapons. In turn there's nothing stopping a Mystic from having a mastery with melee weapons and putting some points into Strength and Vitality. This is further pushed by the fact that any weapons can be transmuted to scale into a different stat from their native one through Vivian, although this does not completely affect their native stat boosts unless enchanted.
- Death Knight carbuncles of the Hard Crescent Grove use both huge swords and death magic to bring ruin to their opponents.
- Magic Mirror: The Mirror of Illusion at the back of Angela's library gives the player the ability to change their character's customizations, though it cannot change their race.
- Making a Splash: Water is one of the major elements, even though most of the uses of said element have been ice related, there is still a few uses of actual water:
- Aquos is a spell that can be learned by anyone via a skill scroll, though this one is dropped in Hard Crescent Grove chests. It fires three water droplets that create small geysers that damage enemies.
- Water Mulchrooms show up in Hard Crescent Grove, and also cast the above spell as their main attack.
- Mass Monster-Slaughter Sidequest: Enok's quests are mostly this, asking you to do basically multiple runs of a dungeon to do so. Early on, Angela gives out quests that are a mix of these and 20 Bear Asses, but after level 11 she mostly gives out quests that entail you full clearing dungeons.
- Minmaxer's Delight: Vivian's Enchantment system allows players to both enchant equipment, and to reroll said enchantments to get one that's more suited for the player's playstyle, while also offering the ability to change which stat the weapons scale off of with certain stones.
- Mix-and-Match Critter: Most of the races (excepting Byrdles, who exclusively draw from birds) have more than just one type of animal to pull from:
- Poons are mostly rabbit-based, but have fox and cat customization options (ears for both, tail for the latter), along with having the option to have antlers to make them more akin to jackalopes.
- Imps are an aquatic race of demons, with various customization options to give them different sorts of ear fins and shark or dolphin tails, but also have enough customization to make them either look like goblins or even just short humans with the right colors.
- Chang are more based on rodents, so have squirrel, rat, and mouse options, and with some color changes could pass off as a red panda.
- Kubolds are for the most part lizards with draconic elements, though they also get some rabbit traits and it's hard to see their scales at times. Accordingly, some builds can come across as different creatures.
- Oathkin, which are comprised of Angela, Enok, and the Carbuncles. Are a mix of both Kubolds and Poons.
- Money Sink: The above mentioned Vivian asks a lot for enchanting equipment, along with needing some trade items to do so. Thankfully she doesn't charge you when changing a weapon's scaling to your class's (i.e. a Fighter can change a weapon scaling to Strength for free), as she says in one of her optional dialogues that the stones to do so are already expensive enough as is.
- Mr. Fanservice: Enok takes up the role for those who like beefy men, what with his muscular figure covered up by a single, thin loincloth and nothing else (not even on his backside, you can stare at those bare iron glutes to your heart's content). Ammagon, a pupil of Enok's follows suit having loincloth with exposed buttocks but having slightly more twunk-ish proportions.
- Ms. Exposition: Angela will explain the state of the world in optional dialogue and the descriptions of some of her quests.
- Ms. Fanservice: Angela takes up the role with her imposing, voluptuous figure, complete with a highly revealing top and a prominent rear made only more evident by her strut. The game even lets you smack said rear if she bends over to pick up a fallen book; granted, she'll slap you across the library for it, but the game lets you do it. Sally also qualifies, while her outfit covers far more, it's also quite tight and makes her very curvaceous figure stand out even further when contrasted with Angela.
- No "Arc" in "Archery": Arrows fired by bow weapons go in a straight line, and dissipate before reaching a point where the arrows would likely drop.
- Non-Lethal Bottomless Pits: There is no danger in leaping off the floating islands that the Sanctum consists of, one is simply teleported to the point they've entered into the zone before (usually the log-in point). The void beneath the rest of maps also teleports the players back to the start, but it's only accessible by deliberate out-of-bounds attempts.
- Not the Intended Use: Lethal Strike is a Fighter skill that has the player dashing a fair bit of distance. Instead of using it for attacking, some players use it to add extra distance to jumps.
- One-Word Title: A Phantasy Spelling of the real life word "atlas" that changes the pronunciation slightly.
- Parrying Bullets: Guarding at the right time will stop all damage, including ranged attacks, while spending very little stamina. Fighters can take this a step further with the Reflect passive and can Return to Shooter so long as they have a shield equipped.
- Playing with Fire:
- Enemies with the fire element (i.e., Hellslimes, Red Minchshrooms and Firemouths) can inflict burning status when their attacks connect.
- On the player's side, Fira is a spell that can be learned through a randomly dropped skill scroll, that not only has a projectile but also adds a protective fireball that floats around the player.
- The Pyre Cane and Flamepetal Staff are two scepters for the fire element, both have similar charged attacks but the Flamepetal staff has a basic attack that's short ranged but can hit multiple times.
- Power Equals Rarity: Exotic rarity equipment will always be better than other equipment of the same level. Usually Exotics are just rare equipment with a prefix, but there are a few items that are Exotic naturally, and cannot be enchanted to have a prefix (at least, for now).
- Pint-Sized Powerhouse: All five selectable races are roughly half the size of the Guardians and most enemy encounters, and only a fraction the size of bosses, but can also wield huge great swords, mallets, and other weaponry nearly as large as they are even before training in a specialty. Even setting height to max still makes you far shorter than almost everyone else. Changs in particular are noted to be small but sturdy, tending to be even shorter than the other four races even with their height maxed out.
- Random Loot Exchanger: Enchantment allows you to reroll what prefix a piece of equipment has at the cost of a lot of money and most of the time a trade material related to the equipment.
- Red Is Violent: The Fighter class and the Strength stat are associated with red.
- Running on All Fours: Chang characters, to reflect their rodent/squirrel nature, will run on all fours when sprinting (if their weapon is sheathed). The other four races don't do this, further highlighting the difference.
- Short-Range Shotgun: The Amberite Boomstick fires a cone of shrapnel for a limited distance, the charged attack increases it's range but only by a small amount.
- Shout-Out: The dev admits that they have taken inspiration from a lot of games in their youth, and it shows.
- The game's title screen is a reference to Unreal, from the castle flyby, logo of the game dev on the corner, and the game's name placed on the bottom middle with a flame-like effect behind it.
- The loading screens in game are a mixture of the animation you see at the beginning of Majora's Mask, and the interactive nature of Phantasy Star Online loading screens.
- The default female template for Imps is just a hair color change away from looking a lot like Midna.
- The Mystic's Cross spell has a similar casting nature to Ness' PK Flash move in Super Smash Bros.
- The Fighter's Cyclone ability is very similar to the "Round Trip" move from Devil May Cry.
- Valdur (the boss of Hard Crescent Grove), will have a pair of Death Knights aid it when the king golem reaches half health. Their red and blue coloration references the Dual Boss of Agni and Rudra from Devil May Cry 3: Dante's Awakening. Sirius the red Death Knight is attuned to the element of fire like Agni, however Nagrath the blue Death Knight is unlike Rudra, as the former is attuned to water instead of wind.
- The Amberite Boomstick is a gun that can be traded from Ruka. It's flavor text is a fitting reference to an iconic line from Army of Darkness.
This... is... my... BOOMSTICK!- The Necromancer Hood's flavor text references the Acolyte (the Worker Unit of the Undead faction) from Warcraft III.
Thy bidding, master?- One of the background NPCs in the Sanctum wonders aloud what's for dinner.
- There is a hill in Outer Sanctum with a resting area with a lit bonfire and a sword planted into it, referencing the famous bonfires of the Dark Souls trilogy.
- The One Ring is a super rare trinket that can be fished from the pond in Arcwood Pass. Hilariously, it increases all stats by exactly one point.
It's that one ring, the one that... well, could rule them all. Probably. - Shield Bash: One of the Fighter's skills, it deals a small amount of damage and stuns the enemy as if they were parried.
- Sinister Scythe: Geist-type enemies carry scythes that get larger and more intimidating down the line. They also drop these scythes for the player to use and are naturally categorised as heavy melee weapons.
- Spectacular Spinning: Many of the alternate attacks unlocked via leveling Weapon Mastery skills have increased lethality in the form of spinning. The mastered air attack for Blades, Heavy Melee, Polearms, and Katars has the player rapidly twirl about in midair, dealing massive damage along their path. The charged attack for normal bells creates a large vortex of sound around the caster. The Warboars from the Bularr Fortress attack by laying on their backs and spinning incredibly fast like a top, using the double-sided battle axe on their foreheads to attack, which deals a great amount of damage and knockback to players even if they are blocking.
- Speed, Smarts and Strength: The three main classes are these. Bandit is Speed, with their movement-focused passives and the Dexterity scaling on their weapons. Mystic is Smarts, with their main stat being Mind and being the primary spell caster. Fighter is Strength, both due to their main stat and the fact they normally wield the heaviest weapons and are the most likely to be in melee.
- Starting Point Class: A freshly created character begins as a Novice with a barebones list of abilities: innate (no need to even invest skill points) "Recall" that returns them to the safety of the Sanctum, "Recover" that is relatively potent heal but with long cooldown, "Rock Toss" that expands rocks as ammo by throwing them at enemies, and a race-specific initial skill. At level 10, players can talk to one of the three Guardians and pick up a "quest" that gives a book that unlocks a new class. Angela gives the Tome of the Mystic, Sally gives the Tome of the Bandit, and Enok gives the Tome of the Fighter.
- Status Buff: Each class has access to one, based around their main stat and buffs both themselves and nearby party members.
- Imbue for Mystics, which raises magic power, max mana, and magic defense.
- Rage for Fighters, which increases all power stats, though primarily is used for attack power.
- And Devious Signet for Bandits, which raises evasion, stamina, and crit chance.
- Strength, Sorcery, Finesse: As of Early Access, the three class specializations the player can select from are the strength-focused Fighter, the sorcery-focused Mystic, and the finesse-focused Bandit.
- Super Not-Drowning Skills: Justified. An NPC by the Sanctum's lake says the player's underwater breathing is a blessing from Angela.
- Teleportation: Mystic's blink is a short-ranged variant, though it can not go through walls. It however serves as Mystic's secondary dash in the event they run out of stamina. Recall is the long-ranged version, meant to teleport you back to Sanctum at any time, with the World Portal in Sanctum serving as a sort of hub to teleport from other smaller portals on the map.
- The Place: "Atlyss" is the name of the realm the game takes place in.
- Underground Monkey: All creeps in the game have stronger versions that come in different colors, but otherwise are very similar in appearance and behavior to their original selves.
- Unusual Halo: Angela has a halo that is an expression of her power as a Mystic and the protection she projects over the Sanctuary, with a greater version appearing at the top of her tower. It's normally electric blue, but turns a pinkish red when she becomes upset. Most headwear in the game also tends to come as various halos or crowns above the player characters head.
- Video Game Dashing: All races and classes can dash forward a sizable distance, which is used for both platforming and repositioning in combat. The Mystic and Bandit classes having passive skills that can be added onto the dash.
- Video Game Perversity Potential: It's possible to give Angela's backside a good smack when she's bent over, though not without being (physically) reprimanded for your deviancy.
- Voice Grunting: Everyone, from NPCs to even the players, speaks in a different sort of soundbite, akin to Animal Crossing. The pitch of the player's voice can be customized, though the soundbite itself is race dependent.
- Warp Zone: The World Portal in the middle of Angela's library has a function to teleport the player to smaller points that are strewn across the world, which makes travel easier as one finds them.
- Was Once a Man:
- Alshar and Stezza, two of Enok's former allies, who became Carbuncles and built the Colossus.
- The Mekboar were formerly a race of porcine people known as the Boarus. During the event known as the Shattering, a witch appeared in front of their kingdom in Tuul Valley. The Witch unleashed foul spells that transformed it's subjects into Mekboars, with only Ammagon being able to escape his people's fate. He might be the only remaining Boarus left.
- Weaponized Offspring: The Slime Diva has an attack that fires a twin salvo of mini-slimes towards the player, with the spell circles hovering in front of her breasts.
- What the Hell, Player?: If you attack Angela's behind while she's bent over, she quickly turns around to angrily hit the player back. You get the "Rude!" achievement for doing this, which has an icon of her staring disapprovingly.
- Wolverine Claws: Katars dropped by the bosses of the catacombs are arm-mounted artificial claws.
- World of Funny Animals: The majority of player characters and humanoid NPCs look like anthropomorphic animals of some variation.
