Drehmal - TV Tropes
- ️Thu Jul 04 2024
Drehmal is a survival/adventure Minecraft map that primarily focuses on exploration. You (and anyone else playing the map) take the role of one of a group of people who awakened from stasis after an unknown amount of time. Leaving the facility you awakened in, you travel across the fictional region of Drehmal, discovering the land's many secrets all while trying to uncover the answer to the map's driving question: what happened to the Avsohm Empire?
The map was originally released in 2020, though it has had a series of updates over the years, with the current update as of this writing being version 2.2.1, releasing on July 16, 2024.
Drehmal provides examples of:
- Above the Gods: The Mythoclast, who is described as more powerful than Drehmal and can control the fate of everything, whether it be through their own will or beings that work under them. Notably, they're the one to inform the player of how the Aspects and Three Deities died while they were away from Drehmal in the post-game.
- Achievement System: The map has its own set of advancements for discovering certain locations, finding legendary and mythical items and progressing through the map's storyline, though there are also several advancements that are carried over from Minecraft. There is also a set of secret achievements that are basically treated as challenges due to requiring the player to have a good understanding of the map.
- Adaptation Name Change: The map's resource pack changes the names of some items and mobs.
- This is more noticeable with some mobs, as the resource pack doesn't change their model or textures.
- The Illagers are referred to as Mihkmari in both lore notes and in related advancements. Strangely, there is a note (in Gozak) that refer to Pillagers with their normal name instead of Mihkmari.
- Piglins are renamed to Maelmari, and they also have a different model. Despite this, zombie piglins are renamed as "necrotic Maelmari" while still retaining their original model.
- Minor cases include iron golems being referred to as runic golems, cave spiders as arahk, guardians as dahrkin, and ghasts as charbelchers for just a few examples.
- Anything with "ender" in their names have been renamed to "primal", like enderman being primal walkers that drop primal pearls and ender chests being called primal chests. However, some things don't follow this, like endermites being called null pests, shulker boxes as runic vessels and the ender dragon as Tethlaen, Lost to Nothing.
- Netherite items are called "celestial" items here. This is likely because you'll only be able to obtain them once you've travelled to Lo'Dahr, a moon.
- This is more noticeable with some mobs, as the resource pack doesn't change their model or textures.
- Alien Sky: If you look at the sky in Drehmal at night, you'll see that there are three moons in the sky, each with their own abstract shapes and colorations. Fittingly, when you get to Lo'Dahr, you can see the mass of land Drehmal is located on in the sky, and the coloration of Lo'Dahr's sky changes depending on which Aspect domain you're located in.
- All the Worlds Are a Stage: The Maddened Path has a few floating islands that take cues from some of the areas you've visited in Drehmal, like one having the Towering Flowers of Akhlo'Rohma or having the top part of the building on Av'Sal's main island.
- Alternative Calendar: "Avihm" (Av for short) is the word used to describe each era within the map's lore, with the map itself taking place during the fourth Avihm. There is no set length for each Avihm, other than all of them starting and ending with an important event that marks the start of the next Avihm and each starting on a "Year 1" and continuing until the start of the next Avihm, at which point the Year 1 of the next Avihm begins.
- Always Check Behind the Chair: If you find any structure or search a building, check everywhere, otherwise you might miss out on a chest or, in some cases, miss getting your hands on special items.
- Ambition Is Evil: Most of the information you get about Uffhiel Anyr, the third Emporer of the Avsohm Empire, makes it very apparent that he would've stopped at nothing for unlimited power. Not only did he portray himself as some kind of god, but he was willing to become a Universal Conqueror when he discovered the existence of realms outside of Drehmal and commissioned a machine that was designed to turn him into a god. Unfortunately for him, the Mythoclast realized he was a threat and stepped in.
- Anti-Frustration Features: When picking up a Legendary or Mythical item for the first time, you and anyone else present will unlock a (costly) crafting recipe for it. Because there exists only one of each Legendary and Mythical item on the map, this is likely so that multiple people can use the same items and to make sure you don't permanently lose those items should they be destroyed somehow.
- Apocalyptic Log: Considering you find them in abandoned areas, most notes you find are this. This is especially the case with any of the notes found in the Primary Collection Facility.
- Astral Finale: The Maddened Path, the penultimate area of the post-game, takes place in space and serves as the backdrop for the final boss of the map.
- Attack Reflector: The Eyebiter is a shield that has the ability to reflect any magic projectiles back at enemies. The ability must also briefly recharge once the ability has been activated.
- Bad with the Bone: The Mihkmari vindicators that guard the tower in Grand Pike Canyon use bones to attack you.
- Ballistic Bone: One of the enemies you can encounter on Lo'Dahr is a zombie variant called Boneless that can throw bones at you. These bones work like Battle Boomerangs that will always home in on you, but aren't impossible to avoid.
- Body Horror: In the notes that do talk about it, some people in the Primary Collection Facility will have perfectly-shaped holes appear across their body that grow to the point where they outright vanish from existence.
- Book Ends: The map starts and ends with the player emerging from the Stasis Chamber Facility into Drehmal and, if you did enter it immediately after, entering the Primal Caverns. The difference being that, at the start of the map, the region is lush and the Primal Caverns are said to be where the deity Drehmal is resting, while at the end, the region of Drehmal had become a barren wasteland and the player discovers Drehmal's skeleton behind the Primal Caverns.
- Boss Tease: Also doubles as a Final Boss Preview. In the Stasis Chamber Facility, there's a secret passage you can access that leads to a room that displays a still image of someone carrying a scythe in the room you initially woke up in. You fight against this same person, who is revealed to be Drehn Mal'Sohm, as the Final Boss of the post-game.
- Carry a Big Stick:
- In an area in Mt. Ebonfire, you can find the Flammer, which acted as a sign of respect towards certain slaves from Ebonrun under the rule of Maelihs' generals. Despite its name, it doesn't have Fire Aspect applied to it by default. And despite being as strong as a normal diamond sword, the Flammer is better suited as a mining tool due to its special ability: Excavation. This allows you to mine 8 surrounding blocks but only if they're mineable with a pickaxenote .
- On the other side of the region you can find Hovadchear's Greathammer at his grave in Spearhead Forest. Being one of the strongest Legendary weapons in the map, dealing 20 base damage and granting 100% knockback immunity and increasing the wielder's max health by 16, but is offset by the movement speed penalty and a very slow attack speed.
- Chain Lethality Enabler: The ability of the mythical Frenzy is 'Fatal Rampage', which gives the player a damage buff when they kill an enemy with the weapon. The buff can be stacked up to three times and lasts for ten seconds.
- Color-Coded Item Tiers:
- Artisan items are always purchased from merchants in towns or other populated areas.
- Artifact items are usually found as loot in certain structures or in out of the way areas.
- Legendary items can be found as loot at the end of most large dungeons. Though there are some cases where they can also be found in out of the way areas.
- Mythical items require you to either find them in very dangerous and/or hard to find areas or complete a multi-step sidequest.
- Creepy Cemetery: One Aspect Domain of Lo'Dahr is entirely a cemetery with giant tombstones and blood red water.
- Critical Status Buff: Emporer Anyr's Scepter gives the wielder a permanent Strength II buff so long as they are below 20% of their max health and are holding the weapon in their main hand.
- Crow's Nest Cartography: Activating the towers across the map not only grants fast travel locations, but they are also necessary for story progression.
- Curiosity Is a Crapshoot: The player's quest to uncover what happened to the Avsohm Empire leads to them opening the sealed door to Mt. Yavhlix, which in turn leads to them killing Tethlaen, opening the rift to the Nothing and causing The End of the World as We Know It to come to Drehmal much quicker.
- Desperation Attack: Rehntite Plate Mail has the "Catalyic Savior" ability, which causes an explosion that damages and knocks back enemies if your health is low. This ability is present on a chestplate that turns the player into a Mighty Glacier, meaning they'll have to take a lot of damage before the ability can activate.
- Developer's Foresight: You're unable to use any Khivian Scrolls of Sanctuary during the Mythbreaker Run. This is understandable considering Mystic Elder Khive, the deity the item is named after, is doing everything they can to stop the player from getting the Mythbreaker to Mt. Yavhlix and would want to prevent them from being able to teleport there directly and finish the run much quicker.
- Door of Doom: There is a giant door at Mt. Yavhlix that leads into its interior. When the player opens it with a supercharged Mythbreaker, something that happens as a god is actively trying to stop them from doing so, it leads to them fighting through the Primary Collection Facility and killing Tethlaen.
- Downer Ending: When the player returns from the Court, they find themselves in the distant future where the region of Drehmal has been reduced to a desolate wasteland, with the entire universe nearing its end. When they discover the skeleton of Drehmal, they're told by the Mythoclast that Virtuo succumbed to their decay, Maelihs never left Lo'Dahr to fix his mistakes and remained in Ytaj as it crumbled around him, and the Aspects never mended the rift between them, with some dying selfishly clinging onto their pride and egos. It then ends with the player, the last living thing left in existence, making their final dues at the final resting place of Drehmal and moving on to their next life.
- Draconic Humanoid: The Terhmari resemble humanoid dragons and are mainly located on Lo'Dahr, though there are a few settlements populated by them in Drehmal, typically found in the Purity Peaks region (which was nicknamed "Tehrmia" at one point because of the number of Tehrmari that lived there). They are created through a yearly ceremony that ascends a single Drehmari into a Terhmari.
- Dragons Are Divine:
- Of the three deities, Drehmal is the only non-humanoid, being depicted as a giant wyrm with antlers.
- All of the Aspects are ancient dragon gods, with the only one you get to see being Tethlaen.
- While the Mythoclast's true form cannot be perceived by lesser beings, they do provide the player with a mural of what they'd look like, with the mural in question depicting a golden serpentine dragon.
- Dramatic Unmask: Upon defeating the Emissary of the Void, they kneel on the ground for a moment to remove their hood, revealing themself to be Drehn Mal'Sohm, the first emperor of the Avsohm empire, before entering the second phase of the fight. This is an odd example because you never encounter Drehn or even see what he looks like before this point and you'll only know it's him because the boss' name changes to his after the unmasking.
- Drone of Dread: This is what you'll hear when you travel to Mt. Yavhlix. The Primary Collection Facility and the Resonant Halls, both underneath the mountain, also play this, albeit with occasional static noises.
- Dual Boss: Hovadchear and Ultva, fought in the post-game, are fought at the same time. You're forced to direct all of your attacks onto Ultva first as anything that hits Hovadchear won't damage him. Once Ultva is dead, Hovadchear becomes vulnerable and can be dealt with.
- Easter Egg: There are a lot of these hidden throughout the map, ranging from signs written by the map maker to chests containing joke items, even in parts of the map that you have no way of reaching. The most recurring one are the pictures of Priscilla, co-creator Keeko100's real-life cat. To give you an idea of how recurring they are, there is at least one picture in every town and important area in the map. This includes the starting room before you've even begun playing the map.
- Enough to Go Around: There only exists one of each Legendary and Mythical item on the map, but picking them up for the first time unlocks a crafting recipe for them for every player so that they can build those items when they have the necessary resources. Averted with Artifact items, which are simply normal items with enchantments already applied, but they do not unlock a crafting recipe when picked up.
- Everybody's Dead, Dave: When the player returns from their trip to the Court of Nothing and the Maddened Path, they end up in the future because time flowed differently there. Not only is the land a barren wasteland with nary a living thing in sight, but they discover the skeleton of Drehmal and are told by the Mythoclast that every other god in existence died long before him.
- Evil Overlord: As to be expected with a name like his, Maelihs, God of Chaos, Conflict and Corruption. His territory consists of the Carmine and Hellcrags and his people, the Maelmari, are a sworn enemy to the Drehmari and make up most of Maelihs' army. He's also the reason why the southern half of the Heartwood is a wasteland and referred to as Mael's Desolation. However, he's come to regret a lot of those actions by the time you encounter him in the present.
- Experience Booster: Orchidaceae's "Exhumation" ability gives the player extra experience whenever they kill a mob with the weapon.
- Fantasy Kitchen Sink: While magic and gods exist in Drehmal's setting, things like firearms and airships are mentioned in books and the player interacts with a lot of hi-tech technology over the course of the story.
- Fantasy World Map: The region of Drehmal is HUGE. If you don't have any minimap mods installed, you can purchase a map of the world (and regional maps) from the travelling merchant in any town, though navigating may still be difficult because, while it shows the world's layout and pinpoints towns on the map, it doesn't show where you are. You can also view another version of the map from the Terminus, but it only shows tower locations instead of towns. Then you have the entirety of Lo'Dahr.
- Flaming Sword: One of the mythical weapons you can obtain is Malevolentia, which is obtained by reaching the top of the Burnt Palace in the Hellcrags. Besides being naturally enchanted with Fire Aspect IV, the weapon's ability creates a flaming shield that can deflect projectiles.
- Final Dungeon Preview:
- In the room with the network terminal in Av'Sal, you can find a map depicting the door that leads into Mt. Yavhlix, which is where the Primary Collection Facility is located.
- While on the Aphelion, you can find a distorted video feed of the Primary Collection Facility.
- Flat World: Drehmal is this when viewed from the Aphelion and Lo'Dahr. Drehmal is just an entire continent in the middle of an ocean on a giant rock in space. Water can even be seen falling off into the void.
- Forest of Perpetual Autumn: The region of Merijool became this through the Frostfang Catastrophe event, causing a climate change so drastic in the region that it shifted from a lush jungle into a cold autumn forest.
- Ghibli Hills: A hefty chunk of Drehmal is basically this, with areas like the roofed Heartwood Forest and the spruce-covered Spearhead Forest being some of the better examples of this trope.
- Ghost City: Av'Sal. What was once the great capital city of the Avsohm Empire now remains in ruins with the only inhabitants of the city that are still living being the Mihkmari.
- Ghost Town: There are many abandoned towns across Drehmal, most of which being ruins where parts of the buildings have collapsed and some usually having at least one Apocalyptic Log. In some cases, you'll find people living in those ruins.
- Global Currency Exception: Scales are the player's main currency for buying items in every town and city in Drehmal... except for the southwestern city of Rhaveloth, which is entirely populated by Maelmari that use gold as their currency. The entirety of Lo'Dahr uses amethyst shards as their currency.
- God Of Human Origin: Uffhiel Anyr would've become this through the God Machine, which, as its name implies, would've turned him into a god. Would've.
- Healing Checkpoint: Whenever you enter the Terminus, you'll be given the Saturation and Regeneration status effects, which replenish your hunger bar and your health, and these effects persist as long as you're in the Terminus. The Terminus also removes other effects you had active before you entered, like Bad Omen.
- Horned Humanoid: The Drehmari, the primary race of Drehmal, resemble humans that have small antlers. While the player lacks the antlers and is subject to Minecraft's Virtual Paper Doll system (unless their skin has horns or antlers in some form), they're still treated as a Drehmari.
- How the Mighty Have Fallen: This is the case with the Order of Insohm. They were a large alliance that served to fill in for the Avsohm Empire following its disappearance and was the organization that came closest to replicating the Avsohm's technology and territorial extent. But by the time the player was awakened from stasis, the only active remaining traces of the Order are the southern part of Spearhead Forest and the I.C.S. Arbiter airship. The advancement obtained for discovering the latter even lampshades this.
- Human Popsicle: You start off in a stasis chamber, awakening after an untold number of years after civilization has all but collapsed.
- Invisibility Cloak: Because of how it is utilized, the Voidtear Dagger acts like this as it applies permanent invisibility to you as long as you are holding it in your main hand. The dagger becomes your friend if you want to get by hostile mobs without having to deal with them. The dagger becomes your best friend when you go to the Hellcrags or most places on Lo'Dahr.
- Whispersong works the same way, although it decreases your max health and movement speed and is much harder to find than the Voidtear Dagger.
- Irony: Uffhiel Anyr sought to be better than Drehn Mal'Sohm, but by the end of the story, it's made apparent that Drehn had managed to completely outdo him postmortem. Anyr wanted to become a god to become better than Drehn, and so used a machine that would've turned him into one, but this only led to his death and the disappearance of many of the Avsohm Empire's officials. Drehn, after his death, became an emissary for the Mythoclast, a being Above the Gods, and begged them to let him see the end of his empire. This culminates in him serving as the Final Boss of the post-game and being killed by the player, who is revealed by the Mythoclast as the ultimate legacy of his empire.
- Jumpscare: This was intentionally done with the encounter with the First Burned General. You find this abandoned castle in eastern Spearhead Forest and you descend into its very dark basement, at which point, the Burned General suddenly lights the room up and attacks you.
- Last of Their Kind: The player(s) are the last living remnants of the Avsohm Empire, thanks to awakening from stasis long after the empire's collapse. This is even acknowledged by a few of the deities.
- Late to the Tragedy: The player's goal is to discover what happened to the Avsohm Empire, due to awakening from stasis long after its collapse.
- Lethal Lava Land: The aptly named Hellcrags is this, and boy, lethal it is. Not only does lava make up a majority of the terrain, but the actual walkable area is very rough, meaning any slip-up could potentially spell your death. Besides that, navigating can also be very difficult since the place is absolutely teeming with Ghasts that could potentially fireball you into the lava instead.
- Magikarp Power: The Mythbreaker. When you obtain the weapon in its Inert state after recovering the two blade parts from Sal'Mevir and the Exodus Citadel, the weapon has a whopping 18 attack damage... but it's made very apparent that the weapon has some issues. Namely, the fact that you not only walk slower, but you have decreased health from carrying it and it has an attack speed slower than an axe. When obtained during the post-game, the Mythbreaker now deals 27 attack damage, no longer gives you a speed debuff, has a slightly faster attack speed and has its own unique ability like every other mythic weapon.
- Mighty Glacier: Rehntite Plate Mail gives the player 20 health/another row of hearts, grants 10 armor points, has 5 armor toughness and gives the player 100% knockback resistance, making the player a walking brick wall. But the downside of the chestplate is that the wearer's attack speed, movement speed, and attack damage are all halved.
- Mix-and-Match Weapon:
- The mythical weapon Zenith is a blade that can be turned into a laser gun by Shift-Right clicking. By damaging enemies with the weapon in its blade form, you build up charges, which can be fired by its gun form in the same vein as a shotgun. Up to 5 charges can be stored in the weapon and each shot fired by its gun form can deal between 15-30 damage, followed by a short moment where the weapon has to reload.
- Ultva's Bowblade, as its name implies, is a bow that can also be used as a sword, due to having base damage and attack speed stats like a melee weapon. Despite this, the only sword enchantment it can have is Sharpness, which is applied to the weapon by default.
- Multi-Mook Melee: The Foundry has you fight six waves of enemies in an arena before you can obtain Zenith. In-universe, this was designed as a combat exercise for testing weapons and experimenting with an alchemical fusion known as Khivesbrew.
- Multiplayer Difficulty Spike: One of the map settings changes how difficult enemies can be depending on how many people are playing the map. This can either be manually set or set to allow the map to adjust the difficulty based on the number of people playing.
- Mythology Gag: The Hunting Party Crypt location is a replica of the spawnpoint in older versions of the map, even referencing the class system that used to exist within those versions.
- No Antagonist: The map doesn't have any kind of overarching antagonist. Sure, there are characters who both have played an antagonistic role in the map's lore, but for the most part, it's just you trying to uncover the mysteries behind Drehmal.
- No-Damage Run: One secret advancement involves this. Specifically, it requires you to defeat Drehn while having the NoHit setting enabled.
- No Death Run: Another secret advancement requires the main story of the map to be completed without any player dying.
- North Is Cold, South Is Hot: The Carmine and Hellcrags, an almost entirely volcanic region and a Lethal Lava Land respectively, are located in the southwestern part of Drehmal. Meanwhile, the Frozen Bite and Faehrcyle, two regions that are always snowy, are located in the northeastern part of Drehmal. Some lesser examples of this trope also include Highfall Tundra and Merijool being located in the northern parts of Drehmal and Mael's Desolation and the Black Jungle being located in the southern parts of Drehmal. This gets inverted with Lo'Dahr, as its snowy region is located in its southwestern corner while its volcanic region is located in its northeastern corner.
- Notice This: In most structures, you can find a chest hidden in them by mining an out of place block. The most common example of this is when there is a lone carved stone brick block in a structure that consists entirely of normal stone brick blocks.
- Not Quite Flight: The Avsohm'Kohl is this to an even lesser extent than the elytra. You're still able to glide while wearing it and you descend slower than the elytra, but this comes at the cost of a loss of momentum. The Avsohm'Kohl is also prone to combustion and has an aversion to water-based magics, which result in the player spontaneously catching on fire if they try to use a firework rocket while gliding and Tridents with the Riptide enchantment not working.
- One-Hit-Point Wonder: One of the difficulty options you can select before starting the map makes everything stronger than a gust of wind instantly kill you. Fittingly, it's called "NoHit".
- Optional Boss: Skull Disciple Ossein and the Vehrniis are bosses not encountered during the story, but defeating them is necessary for obtaining certain equipment.
- Playlist Soundtrack: Drehmal has its own custom soundtrack, owing to its datapack. Besides the music that can randomly play in Drehmal like the Overworld music in Minecraft, every major town/city in the map, specific locations important to the map's storyline, storyline events and bosses have their own unique music.
- It's also possible to acquire the AvPod, an item that allows you to replay any music that you heard in Drehmal and even gives you the ability to create your own playlist from the game's soundtrack.
- Point of No Return: A subversion. Before the player enters the portal leading to the Court in the post-game, the Mythoclast tells the player that once they go through, they're unable to return. Once they enter, they enter a fight against Hovad and Ultva before they're teleported to the Maddened Path. The end of this section ends with a fight against Drehn Mal'Sohm... but before that is a room with a portal that lets the player go back to Drehmal in case they need to prepare for the fight.
- Portal Network: Every tower you activate gets added to the Terminus, which serves as the player's only way to fast-travel around Drehmal. Later on, you're able to travel to Lo'Dahr from the Terminus.
- Protagonist Without a Past: Played with. You play as one of the Drehmari that were released from stasis after who knows how long, setting out to find out what happened to the Avsohm Empire, and some of the Drehmari you play as have written some of the holotexts and lore notes in the world and are sometimes mentioned in some of them. But it's not enough to give them a defined past beyond what role they served in the Avsohm Empire and the relationships they had with other characters and ultimately their backstories do not matter to the map's overall storyline.
- Purple Is Powerful: Oblivion resembles a purple scythe, and because it's a mythical weapon, it's one of the strongest weapons on the map. Much later, you fight against Drehn, who not only uses this same weapon against you, but is also dressed in a purple cloak, which is fitting considering he's the Final Boss.
- Riches to Rags: A city-wide example of this is Highfall. It was once powerful trading city, but after the events of the Frostfang Catastrophe, trade halted and reduced the once noble inhabitants to poverty.
- Rule of Three:
- The setting has three deities: Drehmal, Maelis and Virtuo. All three were birthed from the fall of the Primal Tree in Av1, which is why they're more powerful than the Aspects that existed before them.
- There have been three emperors of the Avsohm Empire in its existence. You'll get the most information on Drehn Mal'Sohm and Uffhiel Anyr, the first and third emperors, as there isn't much information on Zorhis Ifeihl, the second emperor.
- There are three Burnt Generals, all of whom served as the commanders of Maelihs' army. All three can be encountered in the map in separate locations as Mini Bosses.
- Run or Die: Otherwise known as the "Mythbreaker Run", finishing the Mythbreaker protocol and restoring the Mythbreaker to full power will have Mystic Elder Khive take note of this and start doing everything they can to kill the player. This is all while the player has to make a break to Mt. Yavhlix before the Mythbreaker loses its power.
- Schrödinger's Player Character: When you start up the map, you'll spawn in one of eight stasis pods, with a note found shortly after showing who were (canonically) in those pods. If you aren't playing the map with eight people, one or more of those pods will be empty. Whether those people are still alive traversing Drehmal on their own or not remains a mystery.
- Sea Serpent: The Vehrniis is a large serpent that resides in Lo'Dahr's lake. It will also try to attack you if you encounter it there and it also doubles as a boss when encountered at the Challenger's Grotto, but once you've defeated it there, it will become passive whenever you encounter it in the lake.
- Shout-Out:
- In the same room where you reactivate the network terminal in Av'Sal, you'll fight two Mihkmari named Ornstehn and Smau, named after Ornstein and Smough from Dark Souls. Even the weapons the two drop reference them, with Ornstehn dropping a Dragonslayer Sword and Smau's axe (named as their hammer) mentioning it belonged to a former executioner.
- On a mountain in the northeastern part of the map, you can find a giant tombstone in the shape of "#1". If you dig up the grave in front of it, you'll find a raw fish, two potions, and a diamond helmet named "Drinking Cap". If the reference didn't set in already, the lore of the helmet reads:
- On the eastern outskirts of Grand Pike Canyon, you can find a giant anvil with a chest on it. Inside the chest, is a ring, but not just any ring, Ther Eldern Rirng*.
- Significant Name Overlap: Drehmal is both the name of one of the gods in the setting and the region the map takes place on. This is likely because Drehmal (the god) is the creator of Drehmal (the region).
- Single-Species Nations: While other species like the Maelmari and Mihkmari inhabit certain parts of Drehmal, the region is mostly populated by the Drehmari who make up the various cities, towns and encampments across the region.
- Sinister Scythe: Oblivion, one of the mythical weapons, is a purple scythe that has a Life Steal ability (in the form of a Psychic Strangle) and is located at the end of a pitch-black maze near Mt. Yavhlix. Drehn Mal'Sohm uses this very weapon to fight you during his boss battle at the end of the map.
- Slippy-Slidey Ice World: The region of Faehrcyle is completely frozen over, save for the volcanic patch of the region, having giant ice spikes and large patches of powder snow and a glacier that is extremely difficult to walk through. According to some lore books, the region was initially a snowy plains with a few trade cities and was mostly populated by a group of people known as the Frostfang Tribe. But when tensions rose between them and the Avsohm Empire when the latter moved into the region to further their mining operations in Mt. Yahvlix, it eventually culminated in a member of the Frostfangs freezing the entire northern part of Drehmal in an incident known as the Frostfang Catastrophe, which affected Faehrcyle by turning it into the barren, snowy wasteland it is in the present.
- Space Station: The Aphelion, and the Terminus by extension.
- Spoiler Character: It can be hard to discuss anything related to the Mythoclast because you get the most information about them in the post-game, which is also where they play a large role in the map's story.
- Summon a Ride: The player can find WarpHorse gear in the Exodus Citadel. The player must first equip a horse with the WarpHorse armor and ride it for a few seconds to register it as one of their horses. Then they need to use a WarpHorse receiver in an open space on the ground to summon them*.
- Superior Successor: Uffhiel Anyr wanted to be this to the Avsohm Empire's first emperor, Drehn Mal'Sohm. So much so that he wanted a machine that turned him into a god to be built so he could be better than him. This is best described in one of the holotexts in the Red Dawn Facility:
He wishes to be more like Drehn. He wishes to be better than Drehn.
- Sword of Plot Advancement: The Mythbreaker is an odd case. When you construct the Mythbreaker after retrieving its blade pieces and attaching them to its handle, you receive a strong weapon that is offset by its many weaknesses. But the Mythbreaker becomes important near the end of the map's storyline as you need to charge the weapon, making the weapon vastly stronger, and bring it to Mt. Yavhlix in order to access The Very Definitely Final Dungeon, something that ends with the weapon breaking. When the Mythoclast gives you their own version of the Mythbreaker, it's received near the end of the post-game and isn't required to be brought to the proceeding areas. With that being said, it's possible to finish the entire map without using the Mythbreaker as a weapon even once.
- Time Stands Still: The ruins of Sal'Mevir are completely frozen in time, as various parts of the structure can be seen floating in the air and one building even has a caged pig frozen in time as well. The mechanical sentries that remain in the ruins are completely unaffected.
- Towering Flower: These are one of the notable features of the Akhlo'Rohma region, as they nearly cover the whole region.
- Trailers Always Spoil: The trailer
showcases the various locations you can visit in the map, which includes the various Aspect Domains (and some of the enemies in said Domains) of Lo'Dahr, which isn't accessible until you've activated 75% of the towers across Drehmal. It also openly shows parts of the fights against Skull Disciple Ossein and the Vehrniis and has some Freeze Frame Bonuses that show things from the end- and post-game such as the Primary Collection Facility, the Maddened Path and Drehn's boss appearance, and the hallway that leads to the Court is shown for a few seconds.
- Underground Level: Many areas in the map are either entirely underground or have sections that take place underground, some of which being caves that the player can use to gather materials or the location for powerful items. There are some specific examples:
- Two of the areas you visit during the story take place underground, that being the Exodus Capital and the Primary Collection Facility, the latter of which also being located above the Resonant Halls, an area you visit in the post-game.
- The Rehntite Cave, which is located in the northern part of the Akhlo’Rohma region, is the location of an ancient Avsohmic research facility built inside a large cavern with the purpose of harnessing rehntite's power. Visiting it is necessary for obtaining a chestplate built out of the material.
- The Moonlight Sanctum is a dungeon that takes place in a cave on the coast of the Lorahn'Kahl region. Functionally, it's Drehmal's version of an ocean monument as you have to deal with a constant Mining Fatigue effect whenever you're there. Your reward for completing the dungeon is the mythical Ascendance.
- Underwater Boss Battle: The fight against the Vehrniis in the Challenger's Grotto takes place in a submerged cavern and it will fire tridents and summon mobs like drowned and guardians after depleting their health to certain amounts. There are a few areas above the water you can climb up onto, but nothing is stopping the Vehrniis from flying out of the water in a beeline straight towards you.
- Upgraded Boss: This is technically the case with Tethlaen, Lost to Nothing, as they are an upgraded version of the Ender Dragon. Besides being a retexture of the Ender Dragon, Tethlaen shares the former's behavior and attacks and the first phase of the fight revolves around destroying ender crystals in an arena similar to the End island to prevent Tethlaen from healing. But three of those crystals are located in structures being guarded by reskinned Illusioners and destroying all of the crystals allows Tethlaen to use their unique special attacks, which are very powerful and could quickly kill unprepared players, and lets them summon enemies on occasion.
- The Very Definitely Final Dungeon: The Primary Collection Facility that rests underneath Mt. Yavhlix.
- Warp Whistle: Khivian Scrolls of Sanctuary teleport you back to your spawnpoint when used. These should be used carefully as they are very rare... at least until you get to Lo'Dahr, where you can buy them.
- Wham Shot: Returning to Drehmal at the end of the post-game and seeing it had become a barren wasteland in your absence. An even bigger one happens moments later when you discover the skeleton of the deity Drehmal.
- Where It All Began: To access the final area of the post-game, you need to return to the Stasis Chamber Facility that you initially woke up in.
- Wolverine Claws:
- As the name would imply, the Crystal Digging Claws are better suited as a mining tool because they're naturally enchanted with Efficiency VII and Unbreaking IV and its special ability attracts nearby items to the user. It can be used as a weapon, except its very fast attack speed is offset by its low damage and health penalty.
- Calamity, a mythical weapon obtained from killing Skull Disciple Ossein in Mael's Desolation, resembles a bladed gauntlet.
- Wretched Hive: If the advancement for discovering the location is anything to go by, the player sees Rhaveloth as this, being a city that is entirely populated by Maelmari, the sworn enemy of the Drehmari.
- Year Inside, Hour Outside: When the player returns from their trip to both the Court of Nothing and the Maddened Path in the post-game, something that shouldn't have taken a long time, they end up in Drehmal in the distant future... which had been reduced to an ashen wasteland.
- You Cannot Grasp the True Form: The Mythoclast's true form cannot be perceived by lesser beings. This even extends to portraits of them, as the player seeing it and being told their name gives the player the dizziness effect, which is represented by them having their mind going numb, body going weak, and making them feel submerged.
- Zip Mode:
- The Terminus. Every tower you find in the world gets added to the Terminus as an area you can teleport to, allowing you to travel to them from the Terminus at any time. Linking the towers to the Terminus is also how the player progresses through the main story.
- There are portals in Lo'Dahr that can be activated by tossing an amethyst shard into them. This lets you travel to an adjacent portal in Drehmal and vice versa.