ATLYSS Game Mechanics

ATLYSS features several core gameplay mechanics that shape the player experience. This guide covers the key systems including multiplayer, combat, and more.

Multiplayer

Lobby Hosting

Players can host or join lobbies with up to 16 participants. Hosts have access to:

  • Streamer mode to disable chat
  • Host Console (') commands:
    • /shutdown <countdown>: Shuts down server with optional countdown
    • /cancelsd: Cancels pending shutdown
    • /starthost: Starts server instance
    • /kick <connection ID>: Kicks player by connection ID
    • /ban <connection ID>: Bans player and their IP address
    • /clearbanlist: Clears saved ban list

Players can mute others via the chat window. Muted and banned players are saved locally between sessions.

Party System

  • Form parties of up to 4 players using the Who Menu (O)
  • The party leader can invite players and initiate dungeons
  • Required for multiplayer dungeon instances
  • Only party members can enter the same dungeon instance

Combat

Damage Scaling

Weapons scale damage based on character stats:

  • Strength weapons (Melee/Heavy/Polearm) scale with Attack Power
  • Dexterity weapons (Katar/Ranged) scale with Dex Power
  • Mind weapons (Scepter/Bell) scale with Magic Power

Damage formulas:

Weapon Type Damage Floor Damage Ceiling
Strength Icon Strength Base Damage Floor + ( Attack Power * 0.128) Base Damage Ceiling + (Attack Power * 0.32)
Dexterity Icon Dexterity Base Damage Floor + ( Dex Power * 0.128) Base Damage Ceiling + (Dex Power * 0.32)
Mind Icon Mind Base Damage Floor + ( Magic Power * 0.128) Base Damage Ceiling + (Magic Power * 0.32)

Maximum weapon damage calculation:

  • Floor = Base × (1.15 + Level × 0.048)
  • Ceiling = Base × (1.15 + Level × 0.062)
  • All values rounded down

Weapon Masteries

  • Unlocked via Guardian quests at level 10
  • Skill points unlock unique charge attacks
  • Additional benefits like attack speed boosts
  • Each weapon type has distinct mastery abilities

Elements

  • Available elements: Normal, Shadow, Water, Fire, Earth, Air
  • Currently affects Scepter animations only
  • Elemental weaknesses planned for a future update

Threat System

  • Determines which player enemies target
  • Higher threat increases targeting likelihood
  • Generated through various actions [WIP]
  • Some skills specifically increase threat:
    • Rock Toss Rock Toss