Monomyth

Monomyth

32 ratings
How skills and attributes work and some other bits:
By Craww
Just quick guide on what I have found out about skills and attribute points from messing around and a few other little tips that will be useful on starting the game and making a character.
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Stuff I have gleaned messing around with this game:

This was made in ver EA1.0.1a
Skills
Max skill value is 20

Athletics increases speed, jump, dodge and stamina regen speed but does not increase stamina. It also effects speed when crouched (in stealth).

10 anatomy grants damage numbers and health bar, also every Point in anatomy except the first grants 1 percent crit chance. It also makes your bandages heal super good.

Lockpicking skill is self explanatory, the game will tell you if you are far off the required
skill with the different text it displays, I was not sure how to test how dexterity effected
lockpicking skill but the game says it does. You can get by without this skill if you can resist not knowing whats in the mystery box.

You can hold v to enter search mode to see in the dark and highlight secrets and items, the
more points the further and more effective the radius.

I didn't use speech but dont know what it effects in early access, its says prices but I had
enough money for things I needed.

Stealth effects how you are detected, not sure if it increases sneak attack damage, it did not
seem to but not 100 percent on that. It does NOT effect crouched speed.

Weapon skills increase damage and are required to use weapons effectively.

Archery makes you your arrows have higher speed and flatter trajectory, but it does not effect
damage much. So far I could only find one bow in game with low requirements and the damaged
difference listed did not seem like much. May be more in actual game play but I could not see it.

10 in any magic skill grants mana regen, Worth 10 points for the regen in on of the schools, I would choose ten in cosmic. You can cast any spell as long as you have the intelligence and other schools were not changed in any meaningful way I noticed.

Cosmic was the only skill where I could see determinable differences in the power of the spells with points in that school. Fireball becomes stronger and follows where you aim at higher levels and magic arrow fires more projectiles that converge on your point of aim, mana and focus efficiency is also increased so you will be able to fire magic bolt for longer,
Attributes
No max amount of attribute points

Every point in strength gives 0.5 to encumbrance and effects weapon damage (melee
and bow), strength effects weapon damage more than dex.

Every point in dex gives 0.2 to crit hit and effects weapon damage verrrry slightly (melee and bow).

Every point in vitality gives 10 health

Every point in Intelligence gives 10 mana, it is also required to cast spells, so if
a spell needs 17 int you cannot cast that spell if your int is not high enough, regardless of your casting skill. You can have 0 casting skills and still cast the spell if you have enough intelligence.

Every point in endurance gives 10 stamina

Every point in cognition gives 10 focus, also, every 4 points you get another spell slot. so at
4, 8, 12, 16 etc.
Random Tips
Backpacks give you another whole inventory tab accessed by clicking the little number next to it, this only works once so don't buy two!

The echo stones for magic will disappear when you pick them up so if you already have that one you cant sell the duplicate. You can find most of the echo stones around so don't bother buying them from the magic shop. (except the two most expensive ones, you need those ones from the shop man.)

You will only be able to level to about level 14 at this point in early access.

You gain 1 attributes and 2 skills every level.

When you get to the town, you can quicksave and steal the different weapons to look at their stats and requirements for your build and then load afterwards to avoid being chastised.

Orbs are cooler than books.
Spoilers!

RED ORB PUZZLE

Left side levers middle lever 0X0
Right side oposite of left, pull of levers on edges XOX

DEATH TRAP PUZZLE IN SEWER

Remember in the puzzle with the flame throwers and the red death cubes you can just use a moth dust to get rid of the barrier and skip it. I could not solve this puzzle the normal way, maybe I missed a lever.

HARTLANDS QUEST STUFF

Here is a map of the heartlands with the bone locations and the buried
treasure from the thieves note.



Red shows the bones (some markers show the cave entrance not the bone itself)
White is the grave where you bury the bones.
Green points to the spots where to dig shown on the thieves note.
Blue shows the rune pillars where you enter the runes you discover around the game.


If you need more help with locations of objects and more help with quests, another guide
on here by Wizard Worm has all of that covered in detail with videos.
Have fun!
This game is really good so have fun!

If I am wrong or there is something you think I should change or add please leave a comment!
5 Comments
Cheddar 23 Aug @ 2:10pm 
Spoiler Update
For the Death Trap Puzzle In Sewer, the levers need to be in the correct positions to open the 3 gates on the other side of the magic barrier. The lever in there lowers the barrier.
Beepot 23 Feb @ 7:41am 
i love you thank you for the info <3 just what i was after
Greed Is Addiction 18 Nov, 2024 @ 5:05am 
Good info.
Craww  [author] 2 Nov, 2024 @ 9:17am 
No problem Mufloni, I was looking for something like this and was not there haha
Mufloni 31 Oct, 2024 @ 11:51pm 
Huge thanks for actual text format + pictures and not youtube videos.