Mythical Lair

From Official Temtem Wiki
Jump to navigation Jump to search
A group of players before entering a Lair.

A Mythical Lair is a group activity in Temtem where three to five players enter a dungeon. The more players that participate the easier the lair will be. Each player will have to fight their way through a randomly generated path on their own. However, important resources are shared between players. It is key to manage those resources accordingly in order to have a chance to battle a mythical Temtem at the end and receive rare rewards.

Anak Sanctum

This map shows all locations for the stone tablets and which Temtem type is required.

Anak Sanctum can be found by following the path inside Anak Volcano and using the Gravitonic piolets to climb the wall most left and to continue the following path. You have to posses the Crystal Skates and the Gravitonic piolets at the same time in order to reach the Anak Sanctum.

Unlock

In order to unlock the Lair in Anak Sanctum a player needs to activate twelve stone tablets. Each tablet displays a specific type icon. By interacting with a tablet you must show a Temtem which matches the Type shown by the tablet. Your Temtem will not disappear in the process. Eight out of twelve tablets are located in the area of Anak Sanctum. The other four tablets are located by climbing the other two northern walls in Anak Volcano. You need to clear the Altar of the Inner Flame as well in order to activate two tablets which are located inside the fire shrine. Once all twelve tablets are activated you will be able to interact with the four vessels where the entrance to the Lair is located.

Highbelow Sanctum

This map shows all locations for the stone tablets and which Temtem type is required. Also the connections of the gates located in Sacred Lake are shown on the map.

Highbelow Sanctum can be found by accepting the quest Through a Gate, Darkly from the Devout Priest in the Sacred Lake. After receiving the quest the player will be able to interact with the gates located in Sacred Lake. The player will then be teleported to The Highbelow?.

Unlock

In order to unlock the Lair in Sacred Lake a player needs to activate twelve stone tablets. Each tablet displays a specific type icon. By interacting with a tablet you must show a Temtem which matches the Type shown by the tablet. Your Temtem will not disappear in the process. Once all twelve tablets are activated you will be able to interact with the four vessels in the center of the lake where the entrance to the Lair is located.

Lair Mechanics

Lairs contain a number of different mechanics. They will be explained further in the following subsections.

Preparations

By interacting with the four vessels inside the entrance room you can create own groups and share the room ID number to random players or you can join an existing room by entering the 5 digit ID. There is also an option to invite friends directly. Once all players press the ready button the Lair will start. You will not use any Temtem or items in your own possession during a lair. The players will use exclusive lair Temtem and items inside the lair. All collected items and Temtem inside the Lair will disappear aside from the rewards after successfully defeating the mythical Temtem. In order to start a lair each player will have to pay a 2500 Pansuns entry fee.

Currencies

Currencies are shared between all players. They do not carry over to new Lair instances. There are two types of currencies which have different purposes.

Jewels

JewelsJewel.png are required to unlock the Mythical battle of the Lair. All players must collect a certain amount of JewelsJewel.png together as a group. The required amount depends on the location of the Lair. If all present players finish their path and do not have the required amount of JewelsJewel.png to participate in the Mythical Battle they cannot acquire any rewards and are forced to leave the Lair and try again. JewelsJewel.png can be acquired through Karakuri, chests and offerings.

The following table shows how many JewelsJewel.png are required for each Lair.

Lair Name Required JewelsJewel.png
Anak Sanctum 18Jewel.png
Highbelow Sanctum 17Jewel.png

Synstars

SynstarsSynstars.png are required to buy items and other gear. They can be acquired by defeating Karakuri.

Nodes

Each player will receive a random generated path which contains different types of nodes. If there are multiple nodes next to each other in the same area only the first one chosen will be invoked. All other nodes will disappear. The whole path can be viewed by opening the Map. This allows the players to plan their path accordingly.

This table shows what each map icon stands for:

Name Map Icon
Temtem Box 1
UI-Map Icon Lair GetTemtem.png
Temtem Box 2
UI-Map Icon Lair GetTemtem2.png
Karakuri Level 1
UI-Map Icon Lair TrainerLevel1.png
Karakuri Level 2
UI-Map Icon Lair TrainerLevel2.png
Karakuri Level 3
UI-Map Icon Lair TrainerLevel3.png
Rest
UI-Map Icon Lair Rest.png
Shop
UI-Map Icon Lair Shop.png
Chest Level 1
UI-Map Icon Lair Chest.png
Chest Level 2
UI-Map Icon Lair ChestLvL2.png
Offering
UI-Map Icon Lair Event.png

Temtem Box

Temtem Boxes are black, floating objects which give a player one or two random Temtem depending on the type of the box. The pool of available Temtem is different for each Lair.

Karakuri

Karakuri are NPC which battle a player upon interacting with them. Depending on their level they will have a higher amount of Temtem with them. If a player loses a battle with a Karakuri they are able to revive for a certain amount of JewelsJewel.png depending on the progress of the Lair. If a player does not choose to revive they must leave the current Lair. The following differences for each level of the Karakuri battles apply:

  • Level 1 Karakuri use 1-2 Temtem.
  • Level 2 Karakuri use 3-4 Temtem.
  • Level 3 Karakuri use 5-6 Temtem.

When defeating a Karakuri a player will receive SynstarsSynstars.png depending on the level of the Karakuri and is able to choose one out of three additional rewards:

  • A random Temtem the Karakuri used during the battle.
  • A JewelJewel.png.
  • A random bonusBonus.png.

Rest

The Rest node revives and fully heals all Temtem.

Shop

By activating the Shop node a player is able to spend Synstars Synstars.png to receive various items and other gear.

Chest

Chests are available in two different levels. Possible Chest contents are JewelsJewel.png, BonusesBonus.png, Temtem, gear and items.

Offering

Offerings are nodes which give a large amount of rewards. However, a cost is usually required to do this. There is a possible BonusBonus.png which is able to negate the offering cost. Following offering costs are possible:

  • Halving the HP value of your entire squad.
  • A random Temtem from your squad.
  • One or two JewelsJewel.png.
  • A random gear.

Possible rewards are JewelsJewel.png, BonusesBonus.png, gears, items and Temtem.

Bonuses

BonusesBonus.png give players advantages depending on the type of the BonusBonus.png. They can affect battles, offerings, chests and the mythical battle. It is possible to receive the same BonusBonus.png multiple times. The currently available BonusesBonus.png are as follows:

Kinds of Bonuses
Bonus Type Description
Rivals Damage done by Water Temtem is reduced by 20%.
Rivals Damage done by Wind Temtem is reduced by 20%.
Rivals Damage done by Fire Temtem is reduced by 20%.
Rivals Damage done by Nature Temtem is reduced by 20%.
Rivals Damage done by Toxic Temtem is reduced by 20%.
Rivals Damage done by Crystal Temtem is reduced by 20%.
Rivals Damage done by Earth Temtem is reduced by 20%.
Rivals Damage done by Neutral Temtem is reduced by 20%.
Rivals Damage done by Electric Temtem is reduced by 20%.
Rivals Damage done by Digital Temtem is reduced by 20%.
Rivals Damage done by Melee Temtem is reduced by 20%.
Rivals Damage done by Mental Temtem is reduced by 20%.
Rivals At the start of the battle, gets Poisoned ConditionPoisoned for 3 turns.
Rivals At the start of the battle, gets Burned ConditionBurned for 2 turns.
Rivals At the start of the turn, if the Temtem is affected by a Status Condition, loses 10% of max HP.
Rivals At the start of the turn, loses 4% of max HP.
Allies Damage done by a Water Temtem is increased by 15%.
Allies Damage done by a Wind Temtem is increased by 15%.
Allies Damage done by a Fire Temtem is increased by 15%.
Allies Damage done by a Nature Temtem is increased by 15%.
Allies Damage done by a Toxic Temtem is increased by 15%.
Allies Damage done by a Crystal Temtem is increased by 15%.
Allies Damage done by a Earth Temtem is increased by 15%.
Allies Damage done by a Neutral Temtem is increased by 15%.
Allies Damage done by a Electric Temtem is increased by 15%.
Allies Damage done by a Digital Temtem is increased by 15%.
Allies Damage done by a Mental Temtem is increased by 15%.
Allies Damage done by a Melee Temtem is increased by 15%.
Allies Damage done with Water Techniques is increased by 25%.
Allies Damage done with Wind Techniques is increased by 25%.
Allies Damage done with Fire Techniques is increased by 25%.
Allies Damage done with Nature Techniques is increased by 25%.
Allies Damage done with Toxic Techniques is increased by 25%.
Allies Damage done with Crystal Techniques is increased by 25%.
Allies Damage done with Earth Techniques is increased by 25%.
Allies Damage done with Neutral Techniques is increased by 25%.
Allies Damage done with Electric Techniques is increased by 25%.
Allies Damage done with Digital Techniques is increased by 25%.
Allies Damage done with Melee Techniques is increased by 25%.
Allies Damage done with Mental Techniques is increased by 25%.
Allies Damage done with Techniques is increased by 20%.
Allies Damage done with Techniques is increased by 20%.
Allies When using a Technique, gets SPD+1.
Allies At the start of the turn, while HP is below 15%, restores 15% of max HP.
Allies At the start of the turn, removes all negative Status Conditions.
Allies At the start of the battle, restores 10% of max HP.
Allies At the start of the turn, restores 10% of max STA.
Allies At the start of the battle, gets SPD+1.
Allies Once per battle, when entering the battlefield, gets Evading Conditionevading for 1 turn.
Allies When attacking with an offensive Technique, restores 2% of max HP.
Allies When overexerted, prevents the turn penalization.
Allies When attacking with an effective or super-effective technique, gets ATK+1 and SPATK+1.
Allies When attacking a Temtem affected by a status condition, damage done is increased by 35%.
Allies Regeneration for 2 turns at the start of the battle.
Allies Shop prices reduced by 30%.
Lair The Lair boss will have one less additional life.
Lair The Lair boss will have one less additional Trait.
Lair Offerings will not require a payment to receive the rewards.
Lair Chests will always have an additional Jewel.
All Changes the Temtem's Nature-type Techniques toToxic. (Anak only)

Mythical Battle

If the group meets all requirements they will be able to battle the mythical Temtem. It possess a certain number of lives and three traits unless they are affected by bonusesBonus.png. If a player depletes one live of the mythical Temtem the current turn ends automatically. The traits and techniques of the mythical Temtem are selected randomly each week. The goal of the player is to deplete all lives of the mythical Temtem. If the player's squad is wiped out, the individual player will lose the battle and be forced to leave the lair.

Mythical Temtem

Name Location Amount of lives Possible Techniques
Tyranak
Tyranak.png
Anak Sanctum 5 Bark Shield
Embers
Extinction
Flaming Meteorite
Outgrowth
Plague
Stampede
Volgon
Volgon.png
Highbelow Sanctum 6 Ampere Outburst
Blizzard
Defibrillate
Electric Storm
Rend
Thunder Strike
Undermine

Mythical Temtem Traits

Each week, the mythical Temtem will have one signature trait and two non-signature traits. The signature traits are the two traits which the mythical Temtem have within non-Lair gameplay. The signature trait cannot be removed by the "The Lair boss will have one less additional trait" bonus. All traits the mythical Temtem has active are shown prior to battling it.

The following table shows all Traits which mythical Temtem may have during a week.

Trait Name Description Used by
Intimidator Traits from the rivals and the ally don't have any effect during the first 2 turns the Temtem is on the battlefield. Tyranak (Signature)
Frightening Gears from the rival and the ally don't have any effect during the first 2 turns the Temtem is on the battlefield. Tyranak (Signature)
Antibodies When attacked with an Toxic technique, gets DEF+1 and SPDEF+1. Tyranak
Confident When using an effective or super-effective technique, gets SPD+2. Tyranak
Determined Prevents negative stat stage changes. Tyranak
Final Stand At the start of the turn, while HP is below 30%, gets DEF+1 and SPDEF+1. Tyranak
Toxin Crusher Damage done to Toxic Temtem is increased by 50%. Tyranak
Short Circuit Prevents all stat stage changes on all Temtem. Volgon (Signature)
Superconductivity When an ally uses a technique, the Temtem counts as all types for its synergy. Volgon (Signature)
Effective Denial Damage taken from effective techniques is reduced by 30%. Volgon
Mineral Crusher Damage done to Earth or Crystal Temtem is increased by 25%. Volgon
Resistant When getting a negative status condition, decreases its turns by 1. Volgon
Energized At the start of the turn, restores 6% of max HP. Both
Enraged While HP is below 30%, damage done is increased by 30%. Both
Neutrality Prevent all negative status conditions. Both
Predatory Restores HP by 30% upon knocking out a Temtem. Both

Rewards

By completing a Lair for the first time each week the player will receive a mythical Temtem egg which has SVs of 29 or higher. The species of the egg is the same as the mythical Temtem fought at the end of the Lair. The trait of the hatched mythical is randomised and not dependant on the boss' trait. The following rewards can be acquired every time completing a Lair:

Name Amount
WishYouWell Coin (Anak Sanctum only) 0-3
Minimonolith (Highbelow Sanctum only) 0-2
Learning Aid (Potential Highbelow Sanctum only ) 0-1?
DNA Strands 0-2
Telomere Hacks 0-8
Telomere Hotfixes 0-6
Egg technique courses 0-1