Part 4 · Game modes · Chapter 16

Crossing of Myths

A 10-floor journey with your own kit, Blessings, Curses and a corrupted Guardian at the end.

The overview

The Crossing of Myths is MYTHENOR's journey mode: each attempt (a "crossing") travels 10 floors of a map you see in full from the start. Three realms, drawn from the six mythologies, make up the path: realm A covers floors 1 to 3, B floors 4 to 6 and C floors 7 to 10.

The stop types allowed on each floor.

The types of stop

  • Duel: a regular duel; floor 1 only has duels.
  • Elite: a harder duel, with a better reward.
  • Event: a choice with consequences (there is a catalog of events in Appendix E).
  • Market: where you spend Obols.
  • Shrine: you pick one of three Blessings, or purify a Curse.
  • Fount: heal, Forge or Awaken; floor 5 is a Fount, and floor 9 has a Fount and a Market.
  • Guardian: the corrupted boss of floor 10.
The Crossing map with its floors

Characters and kits

You pick one of the 8 characters. Each brings a kit of 20 common and uncommon cards (from their own myth; the two unlockable characters mix myths) and a starting Blessing. Your collection does not come in: everyone starts equal, and what changes is how you play. Six characters are free from the start; two are unlocked when you win your first crossing.

The character selection screen in the Crossing

The journey's Life and the Phoenix Flame

Your Life starts at 8,000 and carries across every duel. Winning a duel heals 1,000 (and 500 from Grade 4 onward). Losing a duel ends the crossing, except for the Phoenix Flame: just once, it revives you with 4,000 Life and you redo the duel (only in Grades 0 and 1).

Enemies start with the Life of the realm they are in: 3,000 in realm A, 4,000 in B and 5,000 in C; elites have 5,500 and Guardians 8,000.

The journey deck and the Obols

The journey deck has 20 to 30 cards. Obols are the currency of the journey only: a duel gives 20 to 30, an elite 45 to 60, and skipping the reward card gives 15.

Rewards inside the journey

After a duel you pick one of three cards for your deck. After an elite, you pick one of three cards and one of two rare Blessings.

The reward choice after a duel

The Market

At the MarketPrice
Card Common40 Obols
Card Uncommon60 Obols
Card Rare90 Obols
Card Epic160 Obols
Card Legendary300 Obols
Common Blessing120 Obols
Rare Blessing180 Obols
Remove a card from the deck60 Obols (+25 per later removal)
Awaken a monster90 Obols
Recipe Scroll70 Obols
Purify a Curse100 Obols

The Fount, the Forge and Awakening

At the Fount you choose one thing: heal 30% of your max Life; Forge (fuse two deck cards, permanently; it requires more than the minimum number of cards in the deck); or Awaken a monster. Awakening gives +300 ATK and DEF, or swaps one of the two constellations, or swaps the element; it applies to every copy of that card in the journey.

The Crossing Forge: the altar with two materials and the result, and the cards of the journey deck
The Forge: pick two cards of the journey deck (screenshot with the interface in Portuguese).

The Shrine

At the Shrine you pick one of three Blessings or purify a Curse.

Blessings, Curses, Events and Guardians

The Crossing has 38 Blessings (Common, Rare and Legendary), 6 Curses, 15 Events and 6 corrupted Guardians, each with a rule of its own. Blessings improve you; Curses hold you back during the journey until they are purified; Guardians change the rule of the final duel. The full list is in Appendix E.

Nothing hidden

The enemy's Blessings and the Guardian's rule appear before you enter the stop: you decide knowing what is coming.

The corrupted Guardian preview before the duel

Trial Grades

There are Grades from 0 to 5, and they are cumulative. Winning a crossing at a Grade unlocks the next one.

GradeRule (adds to the previous ones)
0Standard Travessia (with the Phoenix Flame).
1Enemies have 500 more life.
2No Phoenix Flame.
3Elites have 2 enemy blessings.
4Post-duel heal 1000 → 500.
5The boss has a second rule.

Journey rules

  • You have one active journey at a time; it expires in 14 days.
  • You can abandon the journey; a duel in progress counts as a surrender.
  • The journey uses the clock of duels against the computer (End of the duel, grade and clock).

What the Crossing pays in the main game

  • Gold per duel won: 10 gold (duel), 20 gold (elite), 40 gold (Guardian), with a cap of 60 gold per day, inside the general cap against the computer.
  • Pass XP at 50% of normal; career XP normal.
  • Packs: 1 Traveler's Pack for the first Guardian beaten every 4 weeks; 1 themed pack on the first win with each of the six mythology kits; 1 Traveler's Pack on the first win at Grade 5.

Premium characters

A premium character (Shop) plays the kit of their mythology; the difference is purely cosmetic.

Open the Crossing →