Five arenas for five moods — from a story road to a bottomless ladder.
From the Keeper’s Guide · kept current with the live game · updated August 2026
The Trials are the mountain road: a hundred battles, free to fight and with no satchel risk — falling on the road costs a five-minute rest and nothing else. Trial 10 is the first great gate: the Mist Sovereign, a two-phase fight with an enrage at half health and a guaranteed Fabled egg for whoever ends it. The road runs far past the crown, and named horrors hold the quarter-marks — the Warden of the Shade Wall at 25, Vorrak, the Deepwalker at 50, the Frost-Crowned Colossus at 75, and THE MISTBREAKER at 100, each fighting under stacked trial modifiers that flavor the climb without deciding it.

Past Trial 10, a door opens downward. The Endless Mist is a ladder of ever-deeper battles with no floor — every depth bites harder, and your record depth is forever on the leaderboard. There is no reward curve to optimize and no schedule to keep; the Endless Mist exists to answer exactly one question, which is how far you can go.
The Arena is 1v1 duels against other keepers’ champions. A win takes trophies, a loss gives them up — nothing else is ever lost, no creature, no coin. Your champion is your last-fielded or strongest Mythling, and it also flies as your banner for buddy battles: add a friend once by their handle, and after that one tap challenges them. Spars between buddies move no trophies — pride only, which is of course the highest possible stakes.
The 🏁 Racetrack runs your Mythling against real keepers’ recorded ghost runs — not bots. Speed sets the pace, tapping the boost gates rewards your timing, a favored-archetype bonus rotates the meta, and past ⚡150 Speed pays extra, which is why racing stables breed for the notch. The 🍄 Brawl Pit is the opposite mood: a rope-ringed free-for-all under a packed crowd — four enter, one leaves — where archetype fighting styles matter as much as raw stats. Both pay their own cups and coins on their own ladders.
The leaderboards run in monthly seasons, and the podium pays gems when the month turns — Trials depth, Arena trophies, and raw Keeper Power each keep their own board, so there are three different ways to be famous. Losing costs nothing anywhere on this page: a fall in the Trials or the Endless Mist is a five-minute rest, an Arena loss moves only trophies, and a bad race is just a bad race. The Hollow’s competitive design has one rule — the sting of losing is always about pride, never about your stuff.
Story, depth, trophies, speed, or chaos — the Hollow keeps score on all five.
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