# Disclaimer

{% hint style="danger" %}
**This game paper describes the current status of the concept based on the current game prototype. All information is provisional and will be further revised with regard to balancing in future versions of the game. The values stated should by no means be regarded as final.**
{% endhint %}


# Introduction

{% hint style="info" %}
Dark Mythos is a crypto TCG that takes players, collectors and fantasy fans into a breathtaking universe full of adventure.
{% endhint %}

In our [game](/dark-mythos-gamepaper/game-basics/game-base), the player is immersed in a world full of strategy and tactics, in which they compete in exciting turn-based matches against turn-based replicas of previously played matches by other players ([auto-battle system](/dark-mythos-gamepaper/general/auto-battler)). By buying or trading Dark Mythos NFT's, decks of different strengths can be built and played with.

You can compete with other players in various [leagues](/dark-mythos-gamepaper/league-system/structure), level up and receive great rewards. Our algorithm ([Willpower](broken://pages/LnTLDwzzHPZ9m3SiEZTW)) ensures that you always play against equal opponents to guarantee a fair and balanced gaming experience.

At the heart of Dark Mythos are the unique cards, designed hand in hand by AI and real artists and specifically conceptualised for the [elements](/dark-mythos-gamepaper/elements/overview). There are two types of cards: [Gaming cards](/dark-mythos-gamepaper/cards/gaming-cards) represent the heroes and heroines that can be used to fight on the field. They have different star ratings, attributes and elements.

[Item cards](/dark-mythos-gamepaper/cards/item-cards) are special cards that offer additional bonuses to strengthen gaming cards and thus provide an advantage on the [playing field](/dark-mythos-gamepaper/play-the-game/the-battle).

In addition, there are various [elements](/dark-mythos-gamepaper/elements/overview), [races](/dark-mythos-gamepaper/cards/races) and [professions](/dark-mythos-gamepaper/cards/professions) that complement the rarity and strength of the cards and add further strategic depth and variety to the game.&#x20;


# Fundamentals

## Explorer

With the [Dark Mythos Explorer,](https://explorer.dark-mythos.com) we offer a central platform for all players, collectors and fantasy enthusiasts. You can use the Explorer to buy and manage cards, read stories about cards and configure decks for the game. In addition, exciting events take place regularly in the Explorer and you can level up your hero here.

{% hint style="info" %}
The Explorer can be seen as the centrepiece of the Dark Mythos ecosystem. All essential components are located here in one central location.
{% endhint %}

<figure><img src="/files/1PZDLp7YUmE762piPmnp" alt=""><figcaption><p>Explorer for all NFTs, usable both via browser and mobile</p></figcaption></figure>

<figure><img src="/files/8iuaA7DvrAyGzrTzO8T0" alt=""><figcaption><p>Marketplace to buy new NFTs on the secondary market</p></figcaption></figure>

<figure><img src="/files/jJhhyZ5xUDwQPKU2NhtF" alt=""><figcaption><p>Story events to unlock story cards and read unique stories behind the cards</p></figcaption></figure>

<figure><img src="/files/tEfBVeoZbLZDW18GRFyP" alt=""><figcaption><p>Compare cards with each other</p></figcaption></figure>

## Deckbuilder&#x20;

The deckbuilder is a central element in Dark Mythos and plays a crucial role in the success of every player. It is not just a tool for organising and compiling cards, but a strategic platform that lays the foundation for a successful game. The Deckbuilder allows you to create individual and customised packs of cards that form the basis of your game strategy. Each deck consists of 24-30 gaming cards and up to 8 item cards.

## Cards&#x20;

The gaming cards are the centrepiece of the game and can be strengthened by item cards. They are a central component of the Explorer and the game, are located on the blockchain and therefore offer advantages such as transparency, proof of ownership and secure trading.

<figure><img src="/files/dDbalqbceRinmJpceAU4" alt=""><figcaption></figcaption></figure>

## Playing Field&#x20;

The playing field consists of 6 rows, which are played from top to bottom. The player's formation is lined up on the left-hand side of the playing field, the opponent's formation on the right-hand side. A card extends over 2 rows, which allows for different formations and gives the game strategic depth.

<figure><img src="/files/Gq5lkWIF2lTnGEPpYbcj" alt=""><figcaption></figcaption></figure>


# Auto-Battler

## Why do we use the "Auto-Battle" concept?

{% hint style="info" %}
Auto-battle mode, also known as auto-play mode, is a function that allows players to run game content automatically without having to constantly intervene manually.
{% endhint %}

In our increasingly fast-paced gaming world, the consumption of content and games should be as easy as possible and without any waiting time. This is why we have opted for this concept. The game itself takes place automatically, the player only has to intervene in the round preparations and work out their strategy. There is no waiting time to find the right opponent.

Advantages at a glance:&#x20;

* No time-consuming consumption necessary&#x20;
* Matches can be started and ended at any time&#x20;
* Matches in progress can be interrupted at any time and resumed at another time&#x20;
* Device-independent game progress: ongoing games can be continued from anywhere without losing game progress


# Tech Details

## Why should game assets be outsourced to a blockchain?

Moving gaming assets to a blockchain has many advantages. It creates a system of transparency and immutability, ensuring that every transaction is verified and indelibly recorded on the network. This increases trust in the authenticity and ownership of assets.

## Why IOTA/ Shimmer? Speed, efficiency and environmental friendliness.

We decided in favour of IOTA because it offers several decisive advantages. IOTA is zero-feeless, which makes transactions cost-effective for users. It is also fast and enables high transaction throughput, resulting in a smooth and pleasant user experience. In addition, IOTA is environmentally sustainable as it consumes much less energy than traditional blockchains. This is in line with our efforts to utilise innovative technologies that are environmentally friendly and future-proof.

| <img src="/files/nuaAXiv882VvD2p9lPpt" alt="" data-size="original"> | <img src="/files/CVbatEMKKOrQpfOjvuLa" alt="" data-size="original"> |
| ------------------------------------------------------------------- | ------------------------------------------------------------------- |
| [Website](https://www.iota.org/)                                    | [Website](https://shimmer.network/)                                 |

## Multichain: A gateway to unlimited possibilities

Our Explorer and our game are built on a multichain architecture, which means they are flexible enough to integrate different blockchain technologies. We are looking to expand the Dark Myth ecosystem with more EVM-compatible chains in the future. This flexibility allows us to utilise the best aspects of each blockchain and create a robust, efficient and user-friendly experience that can keep pace with the ever-changing technology landscape.

<div align="center"><figure><img src="/files/YiLZBViONX0DAMK4xQA9" alt=""><figcaption><p>The EVM (Ethereum Virtual Machine) serves as the basis for the multichain</p></figcaption></figure></div>

## Objective

Dark Mythos is intended to be a bridge between traditional Trading Card Games (TCGs) and the world of Web3. Our goal is to create a universe where players, traders and fantasy fans can interact.

Our NFT in-game assets allow for true ownership, meaning players have full control and ownership of their cards and other digital items. This also opens up the opportunity to generate passive income from in-game assets by trading or renting them out.

With the introduction of Phygitals, a combination of physical and digital assets, we also want to appeal to those who do not yet own cryptocurrencies (no-coiner) and introduce them to the world of Web3.


# Quickstart Guide

Fastest way to your first battle in Dark Mythos - Veiling Darkness

{% stepper %}
{% step %}

### Create an account

1. Visit [https://explorer.dark-mythos.com/](https://explorer.dark-mythos.com/cards)
2. Click on "Sign in"
3. Choose a sign in method and follow the process

<figure><img src="/files/UstGFFn2ZSz8lPyeXvBP" alt=""><figcaption></figcaption></figure>
{% endstep %}

{% step %}

### Claim the Free Starter Set

1. Visit <https://explorer.dark-mythos.com/bazaar/specials/starter-set>
2. Press the "Claim set" button in the right checkout box after accepting out Privacy Policy & Terms and Conditions
3. Watch your Free Starter Set being forged
4. *Optional:* reveal your cards to get a first feeling of motives and card stats
   {% endstep %}

{% step %}

### Start a match

1. Visit <https://explorer.dark-mythos.com/veiling-darkness>
2. Find your "Starter Deck" and press the "Start match" button

<figure><img src="/files/Ehx4Kl9xccwde1wDYbea" alt=""><figcaption></figcaption></figure>

3. Enter the match by pressing the "Enter match" button

<figure><img src="/files/NP5NprJd7v3zJiZgzwjR" alt=""><figcaption></figcaption></figure>
{% endstep %}

{% step %}

### Enter preparation phase

Navigate to the battle preparation by pressing the "Prepare battle" button

<figure><img src="/files/AGvJw3PGg0Bkhrmj2nws" alt=""><figcaption></figcaption></figure>
{% endstep %}

{% step %}

### Prepare for battle

1. Select one of the formations and press the "Confirm" button

<figure><img src="/files/lSikVQhKxOVUVEbZEcMD" alt=""><figcaption></figcaption></figure>

2. Place cards onto the battlefield using drag & drop

{% hint style="info" %}
Rule of thumb: place tank units (shields, hammers) in front line, melee units (axes, daggers) and supporters in center line and ranged units (staffs, bows) in back line (see example below)
{% endhint %}

<figure><img src="/files/5wgpDxLG5PfVzmtUWQlC" alt=""><figcaption></figcaption></figure>

3. After placing 8 cards, hit the "Start battle" button
   {% endstep %}

{% step %}

### The Battle

Auto-play is activated by default, so lean back and watch the battle happen.

<figure><img src="/files/DqMiZNlZYRKzkhziQgiX" alt=""><figcaption></figcaption></figure>

After the battle, a final result screen will appear. If you already earned Resistance Points: congratulations for winning your first battle! Otherwise, your teams morale will be decreased - but don't despair, your first victory over the villains is within sight!

<figure><img src="/files/oZveR7eLa2WbXHFDxzTd" alt=""><figcaption></figcaption></figure>

Start the next battle by pressing the "Save & continue" button and repeat after [Step 4](#enter-preparation-phase). You'll be redirected to the map and the next area will be available to battle more villains!
{% endstep %}
{% endstepper %}

#### Next steps

Explore our Explorer, Ecosystem and Tutorials. Find more information about [Deck Building](/dark-mythos-gamepaper/game-basics/deck-builder) and game mechanics like [Professions](/dark-mythos-gamepaper/cards/professions), [Races](/dark-mythos-gamepaper/cards/races), the [Element Circles](/dark-mythos-gamepaper/elements/circles-and-effects), the [Flow of Elements](/dark-mythos-gamepaper/elements/flow-of-elements-and-battle-element), the [Battle Element](/dark-mythos-gamepaper/elements/flow-of-elements-and-battle-element) to master Veiling Darkness and compare yourself to other contenders on the [Wall of Resistance](/dark-mythos-gamepaper/play-the-game/wall-of-resistance) and take part in our Tournaments (coming soon).


# Gaming Cards

<figure><img src="https://lh7-us.googleusercontent.com/MlTwEMa5vcbHtC0U3uAqgb9hrNfmxO95dTkErIxoPnUq-5mrEWFFouhbxDPcZDJnJxqJ_tpsZg0urE-EvjkNWYEWU1bOm09-s66Mk2iRH318iAa4qdKrPqP9G2_lL8TWaRqs0p6KrCaQ-U4bIi0sYQ" alt=""><figcaption><p>Structure of a gaming card</p></figcaption></figure>

Gaming cards are the fighters of Veiling Darkness. Primary stats:

* **Attack** – damage dealt on a turn.
* **Defence** – armor that absorbs damage before health. When defence reaches zero, further damage spills into health.
* **Health** – life energy; if it hits zero, the card is destroyed (it returns after the battle).

Each card also has a **race** (team auras), a **profession** (defines passive/active effects), and an **element** (damage interactions). Each card can carry **up to three items** of **any** type.

The gaming cards have a constant structure. On the left-hand side is the item area with three item slots. The different item types are explained in more detail in the next chapter.


# Item Cards

There are four different types of item cards:

<table><thead><tr><th width="195">Offensive</th><th>Defensive</th><th>Healing</th><th>Combined </th></tr></thead><tbody><tr><td><p>High attack value</p><p></p><p>Low defence value</p></td><td><p>High defence value</p><p></p><p>Low attack value</p></td><td><p>Healing only</p><p></p><p>No attack value &#x26; Defence value</p></td><td><p>Boosts all attributes</p><p></p><p>Currently only for Holo cards</p></td></tr><tr><td><img src="/files/CpVmXSPzopjjZKxZ6Yde" alt="" data-size="original"></td><td><img src="/files/syk9J5P189rMKwdlYbTP" alt="" data-size="original"></td><td><img src="/files/YKwU3S0BsgHS5Kcp4r0y" alt="" data-size="original"></td><td><img src="/files/XLyakUX2ZOl3dgtAz32E" alt="" data-size="original"></td></tr></tbody></table>

Item cards serve as boosters for gaming cards. At the start of a game, each item card receives three charges. The charges can be attached to gaming cards to improve their values. As soon as the charge is attached to the gaming card, the item card loses one of the three charges.

When the last charge of an item card is used, it is destroyed. If a gaming card is destroyed, the charges attached to item cards also expire. If a gaming card survives a round, all item card charges are retained and can be used in subsequent rounds of the gaming card.


# Defense & Health Bar

Each gaming card has two life stats: defense (shield) and health (life). Defense is attacked first, so it protects health (unless Pierce Damage is used). As soon as the defense is used up due to damage, health is lost. Once health hits zero, the card is considered destroyed.

<figure><img src="/files/X3jpjaVDWvf8zcOlqNsE" alt=""><figcaption></figcaption></figure>

There is an additional factor for defense: armor penetration. It is used when the defence will reach zero on an incoming hit.

#### Armor penetration

By default, defense to health penetration is active; the defence can be penetrated.

Example: Defence 100, life 1000 The card is hit with 500 damage. The defence energy initially drops to 0. The active armour penetration reduces the life energy by the remaining damage of 400 (attack 500 = defence -100, life -400)

**Disabled Armor Penetration**

The armor cannot be penetrated. In case of cards with Guardian profession, the armor penetration is disabled.

Example: Defence 100, Life 1000 An attack with 500 hits the card, the defence is 0 after this attack, the life is still 1000 (attack 500=defence -100, life -0).


# Professions

Each card has a specific profession that comes with two different skills. Before the start of a game round, the player can choose one of these two skills.

{% hint style="info" %}
All of the cards' abilities are currently in the testing phase and have not yet been finalized. For this reason, it is currently only possible to reveal a limited amount of details about these abilities.
{% endhint %}

Each card has **exactly one profession**. Profession effects trigger automatically at specific hooks (Battle Start, Before/After Attack or Defense, After‑Cycle).

<table><thead><tr><th width="110">Profession</th><th width="162">Role &#x26; Type</th><th>Passive</th><th>Active / On‑Hit</th><th width="205">Positioning</th><th>Tips &#x26; Counters</th></tr></thead><tbody><tr><td><strong>Analyst</strong></td><td>Melee Damage Dealer · Offensive Drive</td><td><strong>Executioner:</strong> +<strong>20%</strong> final damage vs targets with <strong>0 Defense</strong></td><td><strong>Twin Strike:</strong> +<strong>60%</strong> ATK as a second hit to the same target</td><td>Front/Mid</td><td>Great finisher; pairs well with Pierce or armor‑break (e.g., Thraul synergies)</td></tr><tr><td><strong>Guardian</strong></td><td>Tank/Support · Defensive Drive</td><td><strong>Bulwark:</strong> Defense damage reduction <strong>+50%</strong>; <strong>Armor Penetration disabled</strong></td><td><strong>Cone:</strong> up to <strong>2</strong> adjacent enemies take <strong>25%</strong> ATK each</td><td>Front</td><td>Counter with Pierce or focused burst</td></tr><tr><td><strong>Herbalist</strong></td><td>Ranged Support · Defensive AOE</td><td><strong>After‑Cycle:</strong> adjacent allies restore <strong>20%</strong> of their max Health and Defense</td><td><strong>After own hit:</strong> <strong>30%</strong> of dealt final damage heals the lowest‑Health adjacent ally</td><td>Back (protected)</td><td>Snipe the backline (Informer) or apply AOE pressure</td></tr><tr><td><strong>Informer</strong></td><td>Ranged Damage Dealer · Offensive Drive</td><td><strong>Target Lock:</strong> +<strong>20%</strong> per consecutive hit on the <strong>same target</strong> (max <strong>+100%</strong>)</td><td><strong>Targeting:</strong> attacks the <strong>backmost alive</strong> enemy</td><td>Back</td><td>Break line‑of‑sight or force target swaps to reset stacks</td></tr><tr><td><strong>Linker</strong></td><td>Tank/Support · Offensive AOE</td><td><strong>Damage Reduction:</strong> <strong>40%</strong> on both Defense and Health; <strong>After‑Defense:</strong> ~<strong>1/3</strong> redirected to ally <strong>behind</strong> (same row) + <strong>1/3</strong> as <strong>Health‑only</strong> to the attacker</td><td><strong>Tether Strike:</strong> <strong>60%</strong> to target + <strong>40%</strong> to the enemy <strong>behind</strong> it (same row)</td><td>Mid, with an ally <strong>behind</strong></td><td>Split/Flank or burst before redirection stacks value</td></tr><tr><td><strong>Summoner</strong></td><td>Ranged Support · Mixed</td><td><strong>Souls:</strong> collects <strong>25%</strong> of damage taken by allies in the <strong>same row</strong>; first ally in that row <strong>revives once at 50%</strong> HP</td><td><strong>After own hit:</strong> releases stored souls as damage <strong>evenly</strong> across all enemies (empties pool)</td><td>Back/Mid (safe)</td><td>Punish with AOE or fast picks to prevent big soul dumps</td></tr><tr><td><strong>Supporter</strong></td><td>Melee Support · Mixed</td><td><strong>Battle Start:</strong> Health damage reduction <strong>+30%</strong>; <strong>After‑Defense:</strong> frontmost ally restores <strong>30%</strong> of damage received</td><td><strong>After own hit:</strong> heals <strong>self + adjacent allies</strong> for <strong>30%</strong> of dealt final damage</td><td>Front/Mid</td><td>Strong sustain for tanks; counter with anti‑heal or focus fire</td></tr><tr><td><strong>Warrior</strong></td><td>Melee Damage Dealer · Offensive Drive</td><td><strong>Every 2nd attack:</strong> extra <strong>+75%</strong> hit to the defender</td><td><strong>Sweeping Arc:</strong> adjacent enemies take <strong>30%</strong> ATK each</td><td>Front</td><td>Loves clustered enemies; time bursts around its extra‑hit windows</td></tr><tr><td><strong>Wizard</strong></td><td>Ranged Damage Dealer · Offensive AOE</td><td>—</td><td><strong>Arc Split:</strong> <strong>200%</strong> ATK to all enemies <strong>in the same row</strong>, split evenly; otherwise performs a normal attack</td><td>Back</td><td>Punishes row stacks; less value versus spread formations</td></tr></tbody></table>


# Races

Each gaming card is assigned to a specific race, which can be viewed in the Explorer under the card details.

{% hint style="info" %}
All races of the cards are currently in the testing phase and have not yet been finalized. For this reason, it is currently only possible to reveal a limited amount of details about these abilities.
{% endhint %}

**Races grant one‑time team auras** at **battle start**, based on how many cards of that race you field (**2 / 3 / 4+**). The aura applies **team‑wide**.

<table><thead><tr><th width="120">Race</th><th width="294">2 units</th><th width="303">3 units</th><th width="312">4 units</th></tr></thead><tbody><tr><td><strong>Askera</strong></td><td>Health <strong>+5%</strong>, Crit <strong>+7%</strong></td><td>Health <strong>+10%</strong>, Crit <strong>+14%</strong></td><td>Health <strong>+15%</strong>, Crit <strong>+21%</strong></td></tr><tr><td><strong>Dragoi</strong></td><td>Attack <strong>+5%</strong>, Health <strong>+5%</strong></td><td>Attack <strong>+10%</strong>, Health <strong>+10%</strong></td><td>Attack <strong>+15%</strong>, Health <strong>+15%</strong></td></tr><tr><td><strong>Durin</strong></td><td>Defense <strong>+10%</strong>, Defense DR <strong>+8%</strong></td><td>Defense <strong>+20%</strong>, Defense DR <strong>+16%</strong></td><td>Defense <strong>+30%</strong>, Defense DR <strong>+24%</strong></td></tr><tr><td><strong>Elvari</strong></td><td>Defense DR <strong>+12%</strong>, Pierce <strong>+15%</strong></td><td>Defense DR <strong>+24%</strong>, Pierce <strong>+30%</strong></td><td>Defense DR <strong>+36%</strong>, Pierce <strong>+45%</strong></td></tr><tr><td><strong>Mindary</strong></td><td>Health DR <strong>+10%</strong>, Pierce <strong>+8%</strong></td><td>Health DR <strong>+20%</strong>, Pierce <strong>+16%</strong></td><td>Health DR <strong>+30%</strong>, Pierce <strong>+24%</strong></td></tr><tr><td><strong>Necro</strong></td><td>Lifesteal <strong>+8%</strong>, Health <strong>+7%</strong></td><td>Lifesteal <strong>+16%</strong>, Health <strong>+14%</strong></td><td>Lifesteal <strong>+24%</strong>, Health <strong>+21%</strong></td></tr><tr><td><strong>Skrims</strong></td><td>Attack <strong>+5%</strong>, Crit <strong>+6%</strong></td><td>Attack <strong>+10%</strong>, Crit <strong>+12%</strong></td><td>Attack <strong>+15%</strong>, Crit <strong>+18%</strong></td></tr><tr><td><strong>Terraq</strong></td><td>Health <strong>+5%</strong>, Defense <strong>+6%</strong></td><td>Health <strong>+10%</strong>, Defense <strong>+12%</strong></td><td>Health <strong>+15%</strong>, Defense <strong>+18%</strong></td></tr><tr><td><strong>Thraul</strong></td><td>Attack <strong>+8%</strong>, Pierce <strong>+10%</strong></td><td>Attack <strong>+16%</strong>, Pierce <strong>+20%</strong></td><td>Attack <strong>+24%</strong>, Pierce <strong>+30%</strong></td></tr><tr><td><strong>Vitax</strong></td><td>Defense <strong>+14%</strong>, Lifesteal <strong>+8%</strong></td><td>Defense <strong>+28%</strong>, Lifesteal <strong>+16%</strong></td><td>Defense <strong>+42%</strong>, Lifesteal <strong>+24%</strong></td></tr><tr><td><strong>Voitra</strong></td><td>Health DR <strong>+5%</strong>, Lifesteal <strong>+7%</strong></td><td>Health DR <strong>+10%</strong>, Lifesteal <strong>+14%</strong></td><td>Health DR <strong>+15%</strong>, Lifesteal <strong>+21%</strong></td></tr></tbody></table>

> **DR** = Damage Reduction; **Pierce** = armor‑ignoring damage.

**Quick tips:** 2‑card auras are efficient early; 3–4 cards stack strongly but reduce flexibility. Examples: **Durin** (walls) with **Thraul** (armor‑break) or **Voitra** (sustain) with **Informer/Wizard** (pick/split).


# Overview

<figure><img src="/files/fQXXyEMHQ2nRQH2vYm9s" alt=""><figcaption></figcaption></figure>

An important strategic component is the unique system of interrelationships between the elements. Each element is both superior to another element and inferior to another element. We have developed two element cycles to create a balance here. There are 6 elements in Dark Mythos:

| Fire                                                                | Ice                                                                 | Nature                                                              | Dark                                                                | Holy                                                                | Spirit                                                              |
| ------------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------- |
| <img src="/files/0TgOm8aFpBaJIipi7yC7" alt="" data-size="original"> | <img src="/files/wVN69yTr3S5zRtglzULb" alt="" data-size="original"> | <img src="/files/59CLmAOzDPofvm8oSwW4" alt="" data-size="original"> | <img src="/files/ZOhKUF1Yn0NXPX2ONiPZ" alt="" data-size="original"> | <img src="/files/Te2eFwOfy43eBgtXheXh" alt="" data-size="original"> | <img src="/files/oy0F0dKHa9fLa2PTgcfw" alt="" data-size="original"> |


# Circles & effects

As already mentioned in [Overview](/dark-mythos-gamepaper/elements/overview), elemental circuits have been developed for a strategic aspect and elemental damage has been added to them. A circuit is divided into superior and inferior. Superior stands for an element that is superior to another element, and inferior for an element that is inferior to another element. Bonuses have now been added to bring the strategic aspect to life.

{% hint style="info" %}
Clockwise, the superior circulation is active. The inferior circulation is active in an anti-clockwise direction.
{% endhint %}

### Circle of the earth elements

<figure><img src="/files/qGscydnZPjTM2CuQGa8e" alt=""><figcaption></figcaption></figure>

### Circle of the ghost elements

<figure><img src="/files/pxfDmAyLdBna913szFDT" alt=""><figcaption></figcaption></figure>

### Element effects

| Type                                                                                                        | Bonus damage or reduction                                                                                                             |
| ----------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------- |
| <mark style="color:green;">Superior</mark> element attacks <mark style="color:red;">Inferior</mark> element | <mark style="color:green;">Superior</mark> receives an <mark style="background-color:green;">attack damage bonus</mark> of 30%        |
| <mark style="color:red;">Inferior</mark> element attacks <mark style="color:green;">Superior</mark> element | <mark style="color:red;">Inferior</mark> receives an <mark style="background-color:red;">reduction in attack damage</mark> **of 30%** |

This system makes it very important to choose the right elements to cause the most damage and increase your defence as much as possible. Visualisation of the relationships between the elements:

| Superior                    | Inferior                          |
| --------------------------- | --------------------------------- |
| Ice >>                      | << Fire                           |
| Fire >>                     | << Nature                         |
| Nature >>                   | << Ice                            |
| Dark >>                     | << Holy                           |
| Holy >>                     | << Spirit                         |
| Spirit >>                   | << Dark                           |
| Deals 30% more damage to >> | << Reduces the damage by 30% from |


# Flow of elements & Battle element

On the start of a match, Mythica's constellations determine the "flow of elements". It consists of element combinations which await you in battle. Each battle offers a new option in the form of a new battle element; you and your opponent face the same fate.

<figure><img src="/files/WbNU8YAncaSGhpyWMmSc" alt="" width="359"><figcaption></figcaption></figure>

With the flow of elements, two key concepts are involved:

* It defines your battle element and boosts all stats of matching element cards by 30%
* Both players are aware of the battle elements. Be prepared for huge stat boosts by using the battle element boost or counter element plays.

As of the image above, your battle element would be FIRE and your enemies would be NATURE, which is the inferior element of FIRE. Your enemy could play ICE, which is the superior element to FIRE, to counter play your element - but missing out on the battle element boost.

When it comes to the next battle, your element will be shifted to SPIRIT and you enemies element would be ICE. Tactics become apparent, whenever one player saves cards for the next element and smashes its enemy using smart plays like this.


# Game base

{% hint style="info" %}
Follow our dragon 🐉 to quickly start a first match
{% endhint %}

<figure><img src="/files/F0vwDiBUqaBlTaWkj01S" alt=""><figcaption><p>The player starts their game in the game base. The Game-Base also serves as a dashboard/overview.</p></figcaption></figure>

Before a first match can be started, a few preparations in the game base are required. Players will receive a summary of all the important information there.

1. **Player information:**\
   League, name, level, current XP progress to the next level, daily rewards
2. **Game mode and events:**\
   The various modes are displayed here; players start in casual mode, are introduced to the game and familiarised with the mechanics through playful learning. In addition to casual and ranked mode, the current tournaments and events can also be found here.
   * The casual mode can also be used later for casual games, e.g. to try out new decks.
3. **New Player Rewards / Daily Rewards:** \
   Daily rewards are displayed here. For new players, a New Player Rewards System is displayed, which every new player must go through. The basic game mechanics are explained here.
4. **Deck Overview:**\
   Decks can be saved and named for each mode. The deck shows which league it was created for and how many mythics it contains.
   * If the player sells NFTs from this deck on the marketplace, the deck is marked as "inactive" and must be revised.

***

🐉 Get started by creating a first deck using the [Deck Builder](/dark-mythos-gamepaper/game-basics/deck-builder). Navigate to "Decks" and click on the "Add" button in the top right corner. Enter a name for the deck and click on the "Create & Build" button.


# Deck Builder

<figure><img src="/files/xpoV9xFKgDub9p7x9dh9" alt=""><figcaption></figcaption></figure>

Decks can be created in a deck builder and saved individually with a name of your choice.

{% hint style="info" %}
Each deck consists of 24-30 playing cards and up to 8 item cards.
{% endhint %}

**The structure:** \
On top, a summary of the current deck is displayed: its validity, name, amout of gaming and item cards, mythic range, element distribution, cards as well as amount of professions and races covered by the deck cards.

Right below you'll find a quick switch between your inventory cards and the deck cards. This way you can either see all your cards and add them to your deck, or review your deck and remove unused cards.

On both pages, clicking on a card adds it to or removes it from the deck.

{% hint style="info" %}
It's worth keeping an eye on the Mythics costs when putting together a deck and pushing the costs as close as possible to the limit of the Mythics range.
{% endhint %}

***

🐉 Add as many gaming and item cards as possible in a first step, but watch the mythic range. As a beginner, you want to place your deck inside of the "Beginners Ground" mythic range (up to 360 MP)


# Mythics / Mythic Points

In most places of the game you'll see the term "Mythics" or "Mythic Points" (MP). It's a unit that defines a value of a card or deck. It is also used for battle calculation to ensure fair battles.

Whenever the term "Mythic Cost" or "Mythic Points" appears, it simply defines the value of something or the amount of Mythics that must be spent.

{% hint style="info" %}
The mythic cost of a card is displayed on the left of each card in the Deck Builder.

The mythic cost of a deck is displayed in the deck overview of the Deck Builder.
{% endhint %}

<figure><img src="/files/kNFJHheK7emNTO3V1PxR" alt="" width="251"><figcaption></figcaption></figure>

The mythic cost of a card is calculated by the cards stats and their related rarity stat range (more information: <https://dark-mythos.com/the-distribution-of-drop-chances-in-the-trading-card-game-dark-mythos-an-analysis-of-ranges-and-probabilities/>). If you're interested in the formulas, please read below.

When cards are added to a deck in the [Deck Builder](/dark-mythos-gamepaper/game-basics/deck-builder), the total mythic cost of the deck is increased by the mythic cost of the cards. Find more information about how mythic cost work in our league systems [mythic ranges](/dark-mythos-gamepaper/league-system/structure#overview-of-the-mythic-ranges).

#### Mythic cost calculation

{% hint style="info" %}
This section is intended for readers who are interested in detailed information on game calculation
{% endhint %}

For each stat, the following formula is used to determine a stat factor between 0 and 1:

*Stat factor formula*

```
statFactor = ([Card stat value] - [Upper range limit]) / ([Upper range limit] - [Lower range limit])
```

In the end, all stat factors are summed up and divided by the sum of stat factors to get the card stat factor which is used to determine the mythic cost of the card:

*Card stat factor formula*

```
cardStatFactor = Sum(statFactors) / Length(statFactors)
```

Using the card stat factor and the card mythic cost range (see above), the mythic costs of the card can be calculated:

*Card mythic costs formula*

```
mythicCost = [Lower range limit] + [Card factor] * ([Upper range limit] - [Lower range limit])
```

Examples for rarity 1 gaming cards with overall low and high stats:

<table><thead><tr><th width="188">Description</th><th width="268">Low stat card</th><th>High stat card</th></tr></thead><tbody><tr><td>attack stat factor</td><td>0.2</td><td>0.9</td></tr><tr><td>defense stat factor</td><td>0.2</td><td>0.8</td></tr><tr><td>health stat factor</td><td>0.1</td><td>0.8</td></tr><tr><td>card stat factor</td><td>(0.2 + 0.2 + 0.1) / 3 = 0.166..</td><td>(0.8 + 0.9 + 0.8) / 3 = 0.833..</td></tr><tr><td>mythic cost range</td><td>8 - 14</td><td>8 - 14</td></tr><tr><td>card mythic costs</td><td>8 + 0.166.. * (14 - 8)  = 8,999.. = 9</td><td>8 + 0.833.. * (14 - 8)  = 12.999.. = 13</td></tr></tbody></table>

***

🐉 Optional: replace common cards in the deck with rarer cards to get as close as possible to a [mythic range](/dark-mythos-gamepaper/league-system/structure#overview-of-the-mythic-ranges) limit


# Start a match

1. Start off at the [Game base](/dark-mythos-gamepaper/game-basics/game-base) and select a game mode (our Beta currently supports the casual game mode only)
2. Select the casual game mode
3. Pick the deck you want to start a match with

A match will open and you'll be redirected directly to the match in your browser.

{% hint style="info" %}
We will store information like deck cards, battle progress and card damages separately. You'll not lose any cards in an open match when reorganizing the deck. You'll also never lose any inventory cards due to battle loses.
{% endhint %}

***

🐉 Follow the steps above to start a match


# Mission map

You have been chosen to stop the villains, trying to start a peasant protest by looting and murdering, from Mythica's northern complex.

<figure><img src="/files/Ecb8ErgepOEPyh44yiuw" alt=""><figcaption></figcaption></figure>

Your mission begins at the Vargoth Outpost. Battle through 15 different areas and teach villains a lesson. But beware, some say that there are mystical forces that cause an unknown type of reflection and time bends.

***

Clear battle areas to earn as many Mythica's Resistant Points as possible while managing your income. Losing an area against villains is bad, but it only hurts the teams morale in the first place; some good fighters get a second chance. The further you get, the more Resistant Points await you, which may surpass all other competitors and propel you to the top!

You'll return to this screen after each battle to view your progress.

***

🐉 Start a battle by simply pressing the thumbnail of the battle area that awaits you next.


# Line-Up

To prepare for combat, a line-up screen is shown:

<figure><img src="/files/iIS0ahRXhsDs7jdhithX" alt=""><figcaption></figcaption></figure>

The line-up phase is all about analysing the information provided by the game and putting together the best tactical formation in conjunction with your deck cards and strategy.

Short guide: decide which cards to deploy, where to position them, and which items to attach.

* **Income & draws:** You're receiving mythics for each battle; spend it on rerolls, extra draws or item usage. Don’t overspend early.
* **Placement:** Tanks/melee up front; ranged/support in back. Consider adjacency (e.g., **Herbalist** heals adjacent allies) and row/column interactions (e.g., **Linker** tethers within a row).
* **Enemy preview:** Inspect the opponent’s formation, races, and professions. Exploit weaknesses with element advantages, **Informer** picks on backline threats, or **Wizard/Warrior** to punish clusters.

Get into detail with the following guides:

1. [Formations](/dark-mythos-gamepaper/play-the-game/line-up/formations)
2. [Flow of Elements](/dark-mythos-gamepaper/elements/flow-of-elements-and-battle-element)
3. [Income & Expenses](/dark-mythos-gamepaper/play-the-game/line-up/income-and-expenses)
4. **Gaming cards**\
   All available cards that you can use in this battle are displayed here. Initially, 8 random cards are drawn from your deck, which you can use as you wish. In further battles, you can choose how many cards to draw at your own. Draws come with a cost of 2 MP.\
   \
   If your cards do not suit the battle or your strategy, you can reroll individual cards. The selected card is returned to your deck and a new, random card appears in its place. But be careful: each reroll costs 1 MP.\
   \
   Drawn cards on the left side are getting locked for use in the next battle.<br>
5. **Item cards**\
   Item cards can only be drawn by the player. Each draw of an item card costs 1 MP. Please also note the charges that each item card has.<br>

   Each item slot can be charged exactly once per gaming card with an item charge of the corresponding item type (attack, defence or healing). Holo cards are an exception to this rule: the charges can be placed here regardless of the item type. When a charge is used, it attaches to the gaming card and can then no longer be deleted or replaced.<br>

   Unlike gaming cards, item cards cannot be redrawn. When selecting item cards for your deck, make sure that there is a good distribution of item types.<br>
6. [Resistant Points](/dark-mythos-gamepaper/play-the-game/the-battle/resistance-points)<br>
7. **Start the battle**\
   The preparation phase is completed by cancelling the cards used. The search for a suitable opponent image then begins.

***

🐉 Place gaming cards that match your active flow element at the top left without exceeding your budget. Use item charges if your budget is not exceeded yet. Press "Start battle". Continue with [The Battle](/dark-mythos-gamepaper/play-the-game/the-battle).


# Income & Expenses

### Income

For each area of the mission map you are provided with additional resources to fight more villains and defend Mythica. In some cases the income is increased, depending on the result of you previous battles.

It is guaranteed to provide sufficient resources to draw at least 8 gaming cards for the next battle.

### Expenses

Whenever an action in the Line-Up Phase is performed, it may cost mythics.

The main actions a player takes are

* Drawing gaming cards (2 MP)
* Rerolling gaming cards (1 MP)
* Drawing item cards (1 MP)

Choose your turns wisely, as every action counts.

### Unused MP

You are rewarded with additional Resistance Points in case of unused resources, but only if you're winning the battle. Test out your limits in MP invests vs. balance and gain a lot of extra Resistance Points!


# Formations

Formations are an essential part of the strategy. They determine the placement of the cards on the field and influence both attack and defence.

Use different formations to play offensive by using every turn to damage your opponent or cover more valuable cards with multiple tanks: let us introduce you to our planned formations.

### Bull Formation

<figure><img src="/files/Tpyfqkd6gZXkDG6zRggY" alt=""><figcaption></figcaption></figure>

Provides three slots in the back column - can be used for strong DPS cards. Center can be used to place a card which affects adjacent cards. Front cards provide both, aggressive DPS builds or defensive Tank builds. A perfect all-rounder.

### Tower Formation

<figure><img src="/files/RCVua8bNFEJPTc5IXljH" alt=""><figcaption></figcaption></figure>

Provides two strong three-slot lines on top and bottom, perfect for either balances rows using Tank, Support, Melee/Ranged or strong DPS builds using only Melees and Ranged. The center provides perfect spots for cards that affect adjacent cards, but if the center is hardly attacked and falls early, the other rows are in danger as well.

### Catapult Formation

<figure><img src="/files/h1TLMoRnQzalpkfXV2uy" alt=""><figcaption></figcaption></figure>

Provides two slots for DPS in the back that hit all rows, perfect fit for e.g. Wizards or Informers. Supporters can assist back line DPS, Summoners can collect Shards to deal distributed damage. Tanks in the front provide protection. If the enemy is using Informers to counter back DPS, strong top and bottom Melees can put some pressure on them.


# The Battle

As already mentioned in the general section, the game takes place in rows. The playing field has 6 rows. Each card occupies 2 rows, regardless of the formation.

<figure><img src="/files/fAHZG9ySZEKEGwfhBGnF" alt=""><figcaption></figcaption></figure>

The game takes place in a logical sequence, starting at row 1 and ending at row 6, with both sides/both gaming cards attacking simultaneously so that neither opponent is at a disadvantage.

### Game start

The game starts with the players formation setup on the left and the area enemy formation setup on the right side:

<figure><img src="/files/nFxkcgi2aY1VBEeIlmpJ" alt=""><figcaption><p>Game starts, no attack line is active</p></figcaption></figure>

As soon as the game starts in row 1, it is displayed as active. The active cards are highlighted and marked with an effect in the appropriate place. Each row is played by all cards that touch this row.

{% hint style="info" %}
Through our algorithm we ensure that all cards in a row attack "at the same time". There is no disadvantage for cards that attack as second in a row, as the order of attacks is kept and all card damages and effects are only applied whenever all similar slots in both formations took their turn.
{% endhint %}

If there are two cards on a row in the formation, both are played:

<figure><img src="/files/eSGziQcfGpuPfieS8UuN" alt=""><figcaption><p>There is an active attack by both players</p></figcaption></figure>

{% hint style="info" %}
If there is no opposite card in the active row, the next card in the formation sequence is attacked with 50% damage. We describe what the sequences look like in the respective formations.
{% endhint %}

Once all the cards on one side have been destroyed, the battle ends.

#### Player wins the battle

The player has any unwrecked card left and thus cleared the area, which results in earning [Resistance Points](/dark-mythos-gamepaper/play-the-game/the-battle/resistance-points) and unlocking the next area.

#### Enemy wins the battle

The player has been defeated, thus the villains regain control of the area. The player only earns Resistant Points for the actions, but as the area is not cleared those points are missed out. But stay positive: start your next attempt immediately and return to battle the area one more time.

All Resistance Points earned in battles are totalled over a match, resulting in a final Resistance Point Score.

***

🐉 Start the battle by pressing the left of the [battle control](/dark-mythos-gamepaper/play-the-game/the-battle/battle-controls) buttons. Enjoy the battle! Continue with [Wall of Resistance](/dark-mythos-gamepaper/play-the-game/wall-of-resistance).


# Battle controls

When entering the battle and fighters are ready, the combat is started automatically. The following options allow you to control the combat steps, auto play and speed.&#x20;

### Next step

<figure><img src="/files/jd1p27cRFHuKl8HjNNqk" alt=""><figcaption></figcaption></figure>

Whenever you want to step through the battle in your style, stop the auto-play and use this button to trigger each step individually. This enables full control for deep combat analysis.

### Auto-play

<figure><img src="/files/JJhmLc79sDFOk8THAU54" alt=""><figcaption></figcaption></figure>

Auto-play is enabled by default. Press the auto-play button to stop auto-play and click though every step played in the battle yourself using the next step button. Or just click it again, and auto-play will continue.

### Fast forward

<figure><img src="/files/SgeW4W8ybD5KEVKJemN7" alt=""><figcaption></figcaption></figure>

If you are one of the impatient ones and/or played a lot of battles already, feel free to press this button. Auto play speed is increased by x5. Don't complain about overlaying sound effects, thank you.


# Resistance points

A player receives Resistance Points for clearing mission areas within a match. The aim of the game is to earn as many resistant points as possible in a match.

In addition a player can earn Resistance Points by performing well. Next to base resistance points, unspend MP budget, streaks and remaining cards give a bonus on RP.

<figure><img src="/files/rz49XTNJ6xbjonifQVx1" alt=""><figcaption><p>Example for Earned Resistance Points after a battle win</p></figcaption></figure>

### Final Resistance Point Score

As soon as the match ends, the final Resistance Points score is shown. This score is added to all the [Wall of Resistance](/dark-mythos-gamepaper/play-the-game/wall-of-resistance) which contains all high score lists of Mythica's defenders. Compare yourself to other defenders and play to receive rewards!


# Wall of Resistance

The administration of Mythica honers the best defenders at the wall of resistance.&#x20;

Whenever a defender of Mythica has cleared areas of villians and returns, the earned Resistant Point Score is posted on the wall of resistance. It keeps track of all scores and motivates the people of Mythica through a visible instrument for them to feel save from villians and lootings.

In regular intervals, the strongest defenders have a chance to get a special reward for their efforts (not included in Beta).

***

🐉 You did it - thanks for defending Mythica! Congratulations to your first score. We hope you had fun playing a first match of Dark Mythos. Start one more battle to beat it or one of the other defenders and reach the top of the Wall of Resistance!


# Structure

In the world of Dark Mythos, players develop their potential through strategic finesse and skilful use of cards. The league system represents a varied journey in which players grow and advance through their successes and tactical decisions.

### Multidimensional league system&#x20;

At the heart of the Dark Mythos league system is a multi-tiered system divided into several Mythic Ranges. Each range consists of different leagues, ranging from the beginner league 'Devoted' to the top league 'Legends'. In each range, players earn league points (LP) that measure their progress. Each league represents a new level of competition, and each advancement shows the player's growing expertise.

### Overview of the Mythic Ranges

<table data-full-width="false"><thead><tr><th width="271">Mythic Range</th><th width="465">Deck strength (Mythic Costs)</th></tr></thead><tbody><tr><td>Path of devotion</td><td>0 - 162</td></tr><tr><td>Threshold of the challengers</td><td>163 - 314</td></tr><tr><td>Brave seas</td><td>315 - 499</td></tr><tr><td>Valley of the brave</td><td>500 - 714</td></tr><tr><td>Sphere of myths</td><td>715+</td></tr></tbody></table>

### Matchmaking and Ranking&#x20;

The ranking in Dark Mythos is based on a Matchmaking Rating (MMR), which ensures that players rise through their skills and not by buying stronger cards. Our system guarantees fair and equal battles, allowing players with easier cards to reach higher ranks.

### Reward System&#x20;

Players will be rewarded at the end of a season based on the highest rank achieved within their played Mythic Rank. Those who play in multiple ranks will receive corresponding rewards for each rank.

### Detailed overview of the leagues within the Mythic Ranges&#x20;

<table data-full-width="false"><thead><tr><th width="204">Skill-Level</th><th width="206">Liga</th><th width="190">LP-Bereich</th><th width="148">Icon</th></tr></thead><tbody><tr><td>Entry level</td><td>Devoted</td><td>0-600</td><td><img src="/files/CbfwoMKCNaj3ipU3CrHh" alt="" data-size="original"></td></tr><tr><td>Ascent level</td><td>Ascending</td><td>600-1.200</td><td><img src="/files/E7QPWRtaK0QsMbmW3XRL" alt="" data-size="original"></td></tr><tr><td>Middle level</td><td>Brave</td><td>1.200-1.800</td><td><img src="/files/hucx3gwRvyfxyOsPKp0D" alt=""></td></tr><tr><td>Middle level 2</td><td>Valiant</td><td>1.800-2.400</td><td><img src="/files/SzfFbSKiBm8Rb8wtWbAL" alt="" data-size="original"></td></tr><tr><td>Elite level</td><td>Mythic</td><td>2.400-3.000</td><td><img src="/files/NOl23N3SKSrOhKbL6JEK" alt="" data-size="original"></td></tr><tr><td>Elite level 2</td><td>Legenden</td><td>3.000+</td><td><img src="/files/PP1mGptYWTPqURzZXF0L" alt="" data-size="original"></td></tr></tbody></table>

### Mythic Ranges and their leagues at a glance&#x20;

**Path of Devotion: 0-162 Mythics**

<figure><img src="/files/qzBnNq7IMvNdVey60ZrL" alt=""><figcaption></figcaption></figure>

**Threshold of the challengers: 163-314 Mythics**

<figure><img src="/files/AWAzwDZ6aFgV0wl2TJAY" alt=""><figcaption></figcaption></figure>

**Brave seas: 314-499 Mythics**

<figure><img src="/files/PeRK4ba8WYFErELo6dBg" alt=""><figcaption></figcaption></figure>

**Valley of the brave: 500-714 Mythics**

<figure><img src="/files/uEyxJrWoUcBNZONwFlp9" alt=""><figcaption></figcaption></figure>

**Sphere of myths: 715+ Mythics**

<figure><img src="/files/1LskWbcSOQplO7ZyUhUi" alt=""><figcaption></figcaption></figure>


# League Points

Promotion in the leagues is based on league points, which are awarded after each duel. The number of league points a player receives depends on several factors: the outcome of the duel, the rank of the opponent and the league in which the duel takes place.

### League points: Promotion and championship

<mark style="background-color:green;">**Victory:**</mark> \
A victory leads to a direct gain in league points. The exact number depends on the difference in ranking points between the player and their opponent. A victory against a higher-ranked opponent can therefore result in more points than against a lower-ranked opponent.

<mark style="background-color:red;">**Defeat:**</mark> \
In the event of a defeat, players lose a certain number of league points. However, to encourage competitive spirit and minimise frustration, the loss is less than the potential gain from a win.

<mark style="background-color:yellow;">**Draw:**</mark> \
If a duel ends in a draw, the league points are not changed to ensure the stability of the rankings.

### The importance of league points

League points not only determine promotion to the next higher league, but also eligibility for seasonal tournaments and events. Players who manage to keep their league points consistently high can earn special rewards and recognition in the community.

### League points table

To give a clear idea of how league points are awarded in the game, the following table provides an overview:

<table data-full-width="false"><thead><tr><th width="152">League level</th><th width="98">Victory</th><th width="138">Draw</th><th width="152">Defeat</th><th>Bonus/penalty per difference in ranking points</th></tr></thead><tbody><tr><td>Devoted</td><td>+20 <img src="/files/swVDN9KZayxukFuZ1Ijw" alt="" data-size="line"></td><td>±0 <img src="/files/byAaZnhiXfOmbrA8hmvC" alt="" data-size="line"></td><td>-10 <img src="/files/CXCBT0CiZmgvWlYi1jyo" alt="" data-size="line"></td><td>±1 je 10 Difference in ranking points</td></tr><tr><td>Ascending</td><td>+30 <img src="/files/swVDN9KZayxukFuZ1Ijw" alt="" data-size="line"></td><td>±0 <img src="/files/byAaZnhiXfOmbrA8hmvC" alt="" data-size="line"></td><td>-15 <img src="/files/CXCBT0CiZmgvWlYi1jyo" alt="" data-size="line"></td><td>±2 je 10 Difference in ranking points</td></tr><tr><td>Brave</td><td>+40 <img src="/files/swVDN9KZayxukFuZ1Ijw" alt="" data-size="line"></td><td>±0 <img src="/files/byAaZnhiXfOmbrA8hmvC" alt="" data-size="line"></td><td>-20 <img src="/files/CXCBT0CiZmgvWlYi1jyo" alt="" data-size="line"></td><td>±2 je 10 Difference in ranking points</td></tr><tr><td>Valiant</td><td>+50 <img src="/files/swVDN9KZayxukFuZ1Ijw" alt="" data-size="line"></td><td>±0 <img src="/files/byAaZnhiXfOmbrA8hmvC" alt="" data-size="line"></td><td>-25 <img src="/files/CXCBT0CiZmgvWlYi1jyo" alt="" data-size="line"></td><td>±3 je 10 Difference in ranking points</td></tr><tr><td>Mythic</td><td>+60 <img src="/files/swVDN9KZayxukFuZ1Ijw" alt="" data-size="line"></td><td>±0 <img src="/files/byAaZnhiXfOmbrA8hmvC" alt="" data-size="line"></td><td>-30 <img src="/files/CXCBT0CiZmgvWlYi1jyo" alt="" data-size="line"></td><td>±3 je 10 Difference in ranking points</td></tr><tr><td>Legenden</td><td>+75 <img src="/files/swVDN9KZayxukFuZ1Ijw" alt="" data-size="line"></td><td>±0 <img src="/files/byAaZnhiXfOmbrA8hmvC" alt="" data-size="line"></td><td>-35 <img src="/files/CXCBT0CiZmgvWlYi1jyo" alt="" data-size="line"></td><td>±4 je 10 Difference in ranking points</td></tr></tbody></table>

These points are to be understood as a base value. For example, a player in the Devoted League receives 20 points for a win against an opponent of the same rank. However, if the opponent is 20 ranking points higher, the player receives an additional 2 points (±1 for every 10 points difference), i.e. a total of 22 points. A defeat against a higher-ranked opponent would result in a smaller loss, while a defeat against a lower-ranked opponent would be penalised more severely.

### Dynamic customisation&#x20;

However, the basic values for wins and losses can change depending on the league and seasonal adjustments in order to optimise the competitive climate and player traffic within the leagues.

### Rewards&#x20;

As players advance to higher leagues, they can expect not only more challenging opponents, but also exclusive, unique rewards.

Special card packs: With each new league promotion, players receive one-time card packs that may contain rare and powerful cards.

* Unique frames and emblems: Players who reach certain leagues will receive unique frames for their player profiles and emblems that they can present in the game.
* Seasonal tournaments: The highest leagues qualify for seasonal tournaments with special prizes and the battle for the title of "Dark Mythos Champion".


# Profile Level System

<figure><img src="/files/WC8UsLO78nghM6HTtVQW" alt=""><figcaption></figcaption></figure>

The profile leveling system in Dark Mythos offers continuous game development and recognition of player achievements through an in-depth leveling and reward concept. With an open structure that knows no end to the levels, the system allows players to make steady progress - regardless of their ranking in the leagues.

## Core mechanics of the profile level system&#x20;

The level system is based on experience points that can be earned through various activities in the game.

## Experience points and levels

Players earn experience points (XP) for almost every activity in the game:

* **Playing matches:**\
  XP is awarded for each match played, with additional XP awarded for wins.&#x20;
* **Daily Challenges:** \
  Each day, players will receive a series of challenges that offer additional XP to encourage daily interaction.&#x20;
* **Events**: \
  Timed events can offer special XP bonuses for participating and completing objectives.&#x20;
* **Lending**: \
  Lending cards also rewards players with XP.

## Levels and rewards

* **Levels without an upper limit:** \
  There is no maximum level. Players can constantly progress and receive rewards for each level they reach.
* **Rewards**: \
  As players level up, they receive rewards such as map packs, in-game currency, cosmetic items and access to special events.
* **Milestone rewards:** \
  At certain level milestones, players will receive exclusive rewards that represent their achievements in the game, such as unique card backs, deck environments, booster packs or avatars.


