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Arenas, Portals, Rewards

Bosses & Dungeons

Bosses, Tyrpa, Mythos Arena, portal quizzes, and dungeon rewards are the public shape of Floor 2 progression.

Barrier Arenas

Boss spawners can bind fights to arena barriers and reward eligible players inside.

Telegraphs

Heavy, unblockable, projectile, vanish, lunge, and smash patterns are built to be readable.

Tyrpa Systems

Floor 2 adds Mythos cards, arena NPCs, MythQuiz rewards, and the Floor 3 portal gate.

Guide

What Players Need To Know

Short, practical explanations written for players who want to understand the system before they commit a build.

Floor 2: Tyrpa

Tyrpa is the Floor 2 castle town: a darker medieval hub where the player is no longer just surviving ruins, but stepping into public trials, myth systems, and portal progression. It should feel like a guarded town built around old knowledge, arena wagers, scholar tests, and rumors about the next floor.

Reading a boss

Watch distance first. Boss AI chooses attacks based on range, cooldown, and recent choices. If you stand too close, expect backswing pressure. If you stand too far, expect chase, projectile, or repositioning.

Smart target pressure

Boss encounters are designed to create team strategy. Priority pressure can shift toward Bards, Clerics, and low-health players, so support roles need positioning discipline and protection.

Thur'Kun and named threats

Named bosses should feel like myths made physical. Thur'Kun belongs on this page as a headline encounter once the live arena, drops, and lore text are finalized.

Moonlight Crystal and portals

The Moonlight Crystal can anchor world memory, dungeon access, and portal travel. Portals should clearly tell players whether they are entering a quiz, dungeon, boss arena, or future world.

Mythos cards in Tyrpa

Mythos Arena is the card battle system connected to this chapter. Players open Universal Myth Packs, collect cards from Greek, Norse, Chinese, Egyptian, Mesoamerican, Religion, and The Rumored Ones sets, then build exactly five owned cards into a legal team.

How card battles resolve

Cards use Attack, Defense, Speed, element, and ability. Defense is the card's battle health, Speed decides planning and resolution order, and abilities run on cooldowns. A round gives players 120 seconds to choose actions before any missing choices become basic attacks and the round resolves by Speed.

MythQuiz in Tyrpa

The Myth Gatekeeper runs the portal quiz: 20 Gate questions, 20 seconds each, and 12 correct answers required to earn the Castle Key. The Myth Scholar runs Easy, Medium, and Hard reward quizzes with separate cooldowns and Mollin or pack rewards.

Dungeon checklist

Before entering, repair your build, check potions, confirm Bard songs, and decide who will hold aggro. Boss rewards are strongest when the party survives together.

Cards

How Mythos Cards Work

Mythos Arena is the card battle system attached to Floor 2 progression: collect myth cards, build a legal five-card team, and clear tougher NPC ladders.

Universal Myth Packs

Players receive 5 starter packs. Extra Universal Myth Packs cost 15,000 Mollin. Each pack opens into one card and adds to the player's Packs Opened count.

Five-Card Teams

A legal arena team must contain exactly 5 owned cards. Players cannot place more copies of a card than they have actually pulled.

Card Stats

Attack becomes basic attack damage, Defense is the card's battle health, and Speed decides planning order and turn resolution order. Buffs and debuffs can change Attack or Speed during battle.

Abilities and Cooldowns

Every card has an ability with a target type and cooldown. Abilities can deal single-target damage, hit all enemies, heal Defense, revive allies, protect allies, dodge, blind, stun, poison, reduce speed, or alter Attack.

Turn Planning

Arena rounds use a 120-second planning timer. If a player leaves actions unset, the game uses basic attacks before resolving the round by Speed.

Rewards

NPC wins grant a pack, while first clears also grant larger one-time rewards such as Mollin, potion items, spins, dash trails, parry effects, and the final Astraios reward set.

Element Matchups

Fire deals 2x into Nature.

Nature deals 2x into Water.

Water deals 2x into Fire.

Earth deals 2x into Chaos and Light.

Chaos deals 3x into Light.

Light deals 3x into Chaos.

All other element matchups currently use 1x damage.

Arena Progression

Mythos Arena Ladder

NPC opponents unlock in order. Every successful NPC win grants one pack, and the table lists the extra one-time first-clear bonus.

Opponent
Eleni the Initiate1Moses, Eve, Demeter, Ixchel, Sobek2 packs, 5,000 Mollin, 2 XP potions (15 min), 2 Mollin potions (15 min), Reset Key
Nerion Tidekeeper2Poseidon, Ao Guang, Sobek, Chaac, Demeter2 packs, 7,500 Mollin, 1 XP potion (30 min), 1 Mollin potion (30 min), 1 Cosmetic Spin
Hakon Stormlord3Thor, Surtr, Zeus, Horus, Freyr3 packs, 11,000 Mollin, 2 Luck potions (15 min), 2 Combat Style Spins, Gold Dash Trail
Sethra the Voidseer4Loki, Set, Ah Puch, Lucifer, Nuwa4 packs, 15,000 Mollin, 1 Luck potion (30 min), 2 Cosmetic Spins, Hex Shield Parry FX, Shadowstep Dash Trail
Astraios Grand Myth5Avistorion, Sword of Hope, Morgath, The Black Maw, Molly, Fairest Beneath the Heavens, Giurder, The Friendly Giant, Sun Wukong6 packs, 20,000 Mollin, 1 Luck potion (60 min), 4 Cosmetic Spins, 3 Combat Style Spins, Astral Comet Dash Trail, Abyss Ripple Parry FX, Astral Surge FX

Tyrpa Quizzes

MythQuiz Rules

Floor 2 uses two quiz NPC identities: the Myth Gatekeeper for portal progress and the Myth Scholar for repeatable reward quizzes.

Mode
Myth Gate Quiz20 Gate questions20 seconds each12 correct to passNo reward cooldownAwards Castle Key after passing
Easy Reward Quiz20 Easy questions20 seconds each10 correct minimum for rewards4 hours10-14: 2,000 Mollin; 15-19: 3,000 Mollin; 20: 5,000 Mollin and 1 pack
Medium Reward Quiz20 Medium questions20 seconds each10 correct minimum for rewards12 hours10-14: 5,000 Mollin; 15-19: 2 packs; 20: 10,000 Mollin and 3 packs
Hard Reward Quiz20 Hard questions20 seconds each10 correct minimum for rewards24 hours10-14: 3 packs; 15-19: 15,000 Mollin and 4 packs; 20: 20,000 Mollin and 5 packs