Elysia
Elysia
How to unlock
Defeat a Leviathan and extract from Yawm with Leviathan parts.
That means finishing a boss in Yawm and leaving through the extract sigil, in the same run.
The game keeps this on your save, not in the region's own data: the map select screen carries a lock switch per region and all four ship switched off, so what actually opens a region is your run history.
Monsters you meet here
| Monster | Role | Tier | Health | Speed | Experience | Loot chance | When it arrives |
|---|---|---|---|---|---|---|---|
| Common monster | Common | 20 | 0.8 | 10 | 0% | All the time on its own: 90 a minute at the start of a run. Sometimes on the clock: Every 75 s; Every 30 s (only part of the time, or only later in a run). | |
| Interloper | Common | 50 | 0.6 | 10 | 0% | On the clock: Every 104 s. | |
| Sprinter | Common | 15 | 2.25 | 25 | 0% | Sometimes on the clock: Every 75 s; Every 60 s; Every 49 s; Every 30 s (only part of the time, or only later in a run). | |
| Elite | Elite | 350 | 0.8 | 150 | 100% | Sometimes on the clock: Every 150 s; Every 75 s; Every 60 s (only part of the time, or only later in a run). | |
| Bomb | Bomb | 30 | 1.5 | 25 | 0.5% | Sometimes on the clock: Every 120 s; Every 75 s; Every 49 s (only part of the time, or only later in a run). | |
| Elite bomb | BombElite | 125 | 1.5 | 75 | 0.5% | Sometimes on the clock: Every 120 s; Every 75 s; Every 60 s; Every 49 s (only part of the time, or only later in a run). | |
| Miniboss | MinibossElite | 1000 | 1 | 500 | 100% | On the clock: Every 300 s. |
This is the roster a run starts with, stage 1 of the region's spawn setting. Each miniboss you kill moves it on a stage, so others take these roles later in the same run (see how the roster changes, below).
Boss
| Boss | |
| Health | 250 |
| Speed | 2.75 |
| Experience | 2500 |
| Seconds between attacks | 10 |
| Region reward | |
| Corrupted-region reward |
It fights faster once it drops under half its health, and beating it is what opens the next region. Its own page has the full pattern.
Who appears when
The common monster of the current stage arrives on its own all the time: 90 a minute at the start of a run (180 in the final battle and on hard mode), spread over one spawn tick every 0.25 seconds, each tick up to 33% above or below the average.
At the start of a run that is
Nudibud.
While a boss fight is on, it is 180 a minute instead.
A run opens with 5 of them at once.
No more than 300 monsters are on the field at once: a spawn that comes while the field is full is skipped.
The wave number starts at 0 and goes up by one every 60 seconds; many counts below grow with it. A change to common monsters a minute is worked out from the normal starting rate, so a stage that scales the rate scales those changes too.
| When | What arrives | What else changes |
|---|---|---|
| Every 1000 s | nothing | |
| At 2:00, then 600 s later for every boss you have killed while no boss is on the field | nothing new | your magus says "Something's coming…" the screen shakes |
| At 7:30, then 600 s later for every boss you have killed while no boss is on the field | nothing new | your magus says "It's getting closer…" a boss distance readout counts down from 10000000 metres to 0 over 150 seconds |
| Every 600 s | 52.2 fewer common monsters a minute (-58% of the starting rate) the music turns tense | |
| Every 300 s | 54 more common monsters a minute (+60% of the starting rate) a cage is drawn around you: it pens you in, and brings no monster with it monster strength +0.5 | |
| Every 150 s only when the 300 s step does not fire on the same second | monster strength +0.25 18 more common monsters a minute (+20% of the starting rate) | |
| Every 120 s only when none of the 300 s, 150 s steps fires on the same second | 29.7 fewer common monsters a minute (-33% of the starting rate) monster strength +0.1 | |
| Every 120 s | nothing new | the nearest unopened chest is marked on your map |
| Every 104 s | nothing | |
| Every 75 s while no boss is on the field, with Hazard Pay | nothing new | 3 to 8 Hazard Pay traps drop around you, 20 to 40 units out, scaling up over 20 minutes |
| Every 75 s while no boss is on the field | a full ring closes in around you, each with +3 on top of the strength multiplier at the start of a run, rising to +20 by 60 minutes: a full ring closes in around you, each with +3 on top of the strength multiplier at the start of a run, rising to +20 by 60 minutes: | nothing |
| Every 60 s only when none of the 300 s, 150 s, 120 s steps fires on the same second | 90 more common monsters a minute (+100% of the starting rate) monster strength +0.1 | |
| Every 49 s while no boss is on the field | 10 drop in as one clump, each with +1 on top of the strength multiplier at the start of a run, rising to +1.5 by 10 minutes; how many clumps: a random number from 1 to 0.4 per minute of run time, rounded down: | nothing |
| Every 30 s only when none of the 300 s, 150 s, 120 s, 60 s steps fires on the same second | nothing |
Monsters in this table are the ones of stage 1, the roster a run starts with; each role is filled by the current stage's monster, see how the roster changes below.
While you extract
While you extract (never in the final battle), every spawn tick also rolls this table once for every 30% of the common monsters it brought. Each roll is out of 100 and picks one line.
| Monster | Chance | How many | Where |
|---|---|---|---|
| 30% | 1 | 2 screens out | |
| 20% | 3 | 1.6 screens out | |
| 25% | 1 | 2 screens out | |
| 20% | 3 | 1.6 screens out | |
| 2% | 1 | 3 screens out |
The other 3% of rolls bring nothing extra.
How the roster changes
The roster moves on one stage every time you kill a miniboss.
Nothing on the clock moves it, so a run that leaves the miniboss alive keeps its starting monsters for as long as it lasts.
After stage 4 the next move goes back to stage 2, and the loop carries on from there.
Every move past the last stage also makes every monster except bosses faster: +0.25 to their speed multiplier each time, up to 2 times their speed.
Stage 1 is where every run starts; its entry changes never apply to that first stage.
| Role | Roster stage 1 | Roster stage 2 | Roster stage 3 | Roster stage 4 |
|---|---|---|---|---|
| Common monster | ||||
| Interloper | ||||
| Sprinter | ||||
| Elite | ||||
| Bomb | ||||
| Elite bomb | ||||
| Miniboss | ||||
| Common monsters a minute, on entering | - | - | - | x0.93 |
| Monster strength, on entering | - | - | - | x5 |
| Surge on entering | - | - |
The first 10 minutes
The same rules run second by second and grouped by the minute they land in, with no miniboss killed, no run modifier active and every step that waits for no boss on the field treated as clear. The common monster's own steady arrival is left out.
Difficulty ramp
Monster strength multiplies every monster's health and the experience it gives, once it is above 1. Monsters a minute is how many of the common monster arrive on their own between the steps.
| When | Monster strength | Common monsters a minute |
|---|---|---|
| When a run begins | set to 1 | 90 normally, 180 in the final battle and on hard mode |
| Every 600 s | 52.2 fewer common monsters a minute (-58% of the starting rate) | |
| Every 300 s | monster strength +0.5 | 54 more common monsters a minute (+60% of the starting rate) |
| Every 150 s only when the 300 s step does not fire on the same second | monster strength +0.25 | 18 more common monsters a minute (+20% of the starting rate) |
| Every 120 s only when none of the 300 s, 150 s steps fires on the same second | monster strength +0.1 | 29.7 fewer common monsters a minute (-33% of the starting rate) |
| Every 60 s only when none of the 300 s, 150 s, 120 s steps fires on the same second | monster strength +0.1 | 90 more common monsters a minute (+100% of the starting rate) |
| On reaching stage 4 of the roster | x5 | x0.93 |
| While a boss fight is on | 180, in place of the rate above |
What that adds up to
| Time into the run | Monster strength | Nudibud health | Common monsters a minute |
|---|---|---|---|
| 5 minutes | x2.15 | 43 | 282.6 |
| 10 minutes | x3.3 | 66 | 423 |
| 20 minutes | x5.6 | 112 | 756 |
| 30 minutes | x7.9 | 157 | 1089 |
| 60 minutes | x14.8 | 295 | 2088 |
The same steps worked out on the clock, with no miniboss killed and no boss fight. Every miniboss kill moves the roster on a stage and can change both numbers, so a real run usually climbs faster than this.
Music
Has its own combat theme.
Every map plays the same combat track and switches its mood instead of its song. The game keeps one setting for that and moves it to a different value on each of the 7 maps it knows.
How the ground is built
| Space between ground tiles | 20 |
| Most scenery on one tile | 3 |
| Chance of scenery per spot | 10% |
| Size of one piece of ground | 20 |
| Pieces of ground kept loaded around you | 1 |
| Distance before a piece of ground unloads | 1 |
| How strongly a new ground tile is picked to keep paths opening outward | 1 |
| Ground pieces it can pick from | 21 |
The ground is built in pieces as you walk, and these are the settings it is scattered with. They change what the map looks like and how much cover you get, not how strong the monsters are.
What map objects give
The map picks each prop at random from a list, every entry equally likely. These are the ones that give you something, and exactly how much. Each works once.
Sussor bloom. 1 of the 2 medium props the map picks from. Burn it with Fireball, Ink or Meteor Swarm. You get 1
Perdition Petal.
Poofcap mushroom. 1 of the 2 medium props the map picks from. Walk into it. It explodes, then drops its loot. You get 1 to 2
Fungal Fragments.
Fruit in a tree. 20 of them are built into 10 of the 21 ground pieces the map lays down. Draw a line through it to knock it down. You get 1 heart (draw a circle around it for 1
Life Gem, or walk into it to heal instead) and 1
Golden Apple.
Chest. 4 of them are built into 4 of the 21 ground pieces the map lays down. Walk into it to open it. It gives a card, not an item: a choice of spells when you have a free spell slot, otherwise a choice of spell upgrades (see Cards).
Corrupted Elysia
The game also carries a corrupted Elysia. It is built from the same layout settings as Elysia, so it is the same ground under a different sky.
History
- 0.9.85
- Description. Before: A world covered in thick forests and jungles. The life in this land is steeped in mana but Chicha understands just how different it is from her home. After: A world covered in thick forests and jungles. The life in this land is steeped in mana but Chicha understands just how different it is from her home. +50% Anima Gain
- Unlock Requirement. Before: Beat a boss and extract from Yawm After: Defeat a Leviathan and extract from Yawm with Leviathan parts