Strange little creatures of the mist — five archetypes, six rarities, and bloodlines you can actually see in the eggshell. Here's who you'll be raising.
An archetype is heritable, and it shapes both halves of a Mythling's life: how it fights in the lane, and where it's happiest working at home. Match a Mythling to its own station and it works 1.5× faster.
In battle: a melee bruiser that punches with a boxing glove — raw strength, up close. Its signature finisher is the Haymaker.
At home: the Tree Plot and the Gold Mine. In the mist it chops trees and splits stone — the only way (besides its fellow melee, the Scavenger) to bring wood home. It hits like it.
In battle: fires from long range, and its Piercing Shot signature rewards a clean line.
At home: the Guard Post, holding the wall. A posted Ranger clears fence-campers half again as fast — and out in the mist it picks off whatever follows you home.
In battle: a magic attacker that throws a skin-coloured orb, with the Arcane Nova as its signature art.
At home: the Cauldron and the Keep, brewing and mending faster. It reads the old marks — and in the mist it is the only archetype that can lift a Totem from the world. Deep in the fog there are mist-glyphs only a merged Mystic can read.
In battle: a tinkerer's soul with a magic attack and the Overclock signature — and it's famously hard to put down.
At home: the Nursery, the plots, and the Build Queue. Eggs, crops, and builds all finish faster with a Support on shift, and in the mist it can never be knocked out: it survives at 1 HP.
In battle: melee, flinging a slingshot pebble, with the Jackpot signature — and Pickpocket for a special.
At home: the Scout and Watchtower. Nothing stays hidden from it: in the mist it finds the eggs others walk past, and being melee it can chop trees and break rocks too.
There is a sixth archetype, held by exactly one creature, ever: the Guide. Tobin knows every path, answers any question, and carries a lantern through the dark — but is never sold, bred, worked, or fought. Every Hollow has its Tobin. No Hollow has two.
Six tiers, and each shapes how a Mythling plays — a Common and a Mythic never play the same game. Every egg is rarity-graded when it's found, and rarity drives its hatch time and its value.
One more twist the game never hides: every hatch carries a small swing. Sometimes the Cracking surprises you a full tier up — and, at equal risk, a tier down. The shell is a promise, not a guarantee.
The look IS the creature.
Every egg has a look — shell hue becomes body color, accent becomes the second color, and from Rare up, the pattern becomes body markings. Bred eggs are painted by their actual genetics, so you can literally see the parents in the shell before it ever cracks.
At the Breeding Pen, a ♂ and ♀ pair into a new egg — one clutch at a time, and the parents rest after. Better parents make better clutches: a child's rarity lands in the middle of its parents', so pairing equals is how you climb, and upgrading the Pen raises the odds of a rarity jump. Matching traits always pass on — that's the breeding law — and pure pairs breed true, which is how coats, horns, tails, arms, and even flight travel down a line. Wild eggs rarely roll special coats; breeding locks them into a dynasty you own.
A nest-hatched Mythling is born small: newborn, then baby, then adolescent, then adult, growing in about an hour as its traits visibly grow in. The young live in a straw-floored pen by the Nursery — berries and corn hurry them along — and only adults fight, work, breed, or move into habitats. A baby is not a bodyguard.
The old art — and the old warning.
Step past your fence with a healthy companion and you don't walk beside your Mythling — you walk as it. Keeper and creature merge into one body: harder hits, faster legs, wider senses in the mist. A merged Brawler splits boulders, a merged Scavenger digs up what's buried, a merged Mystic reads the glyphs, and a Soulbound partner merges far stronger. Step back inside your fence and you split, every time.
The glyphs scattered through the deep mist remember why that last part matters. The game's own lore tells it in twelve lines; here are three of them:
"The first Keepers did not tame the mist. They wore it."
"One walked in his Mythling's skin so long the villagers forgot his face. His name is gone. The glyphs call him only: the Crowned."
"Face it as one skin, Keeper — but promise your Mythling you will split when it is done."
The Mist Sovereign — the crowned thing at the top of the Trials — circles the Hollow because something in it remembers a doorstep. The Hollow's first walls were raised against its own founder. Always come back.
Every collection starts with a single Forest Egg and a guide who believes in you.
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