Mythos/Gameplay

The following sections contain information about the elements of the world of Uld.

User Interface
The UI is comprised of the chat box, hotkeys, shortcuts to menus, and the minimap (which can be toggled on or off). There have been several major changes to the UI since the alpha stages of the game.

Attacking
To attack, press while holding the cursor over an enemy or breakable (like a crate or vase). Your character will automatically target and adjust its range to accommodate for the currently equipped weapon (applies to bare hands and feet as well) and then attack the target. If you hold Shift and together, you'll cause your character to attack in the direction of the cursor without moving - this is a useful technique for guaranteeing that you don't run into danger.

Skills
Skills are special techniques that your character can use to turn the tide of battle. These techniques are either active (in which you use them like you would a normal attack) or passive (in which they work automatically at all times). Passive skills can either give you new abilities or upgrade previously learned skills to give you an edge while fighting. For information on specific skill details, see the table of contents for class skill pages.

Respec-ing
If you don't like the way your skills have led you, for instance if you're too weak to kill enemies or you just allocated them poorly, then you still have a chance to change your choices. If you go to Skillmaster in Tulin's hope you can clear all of your skill points so you can re-allocate as you wish. If you're level 10 or above you'll have to pay an amount of money to do it (starting at 1 gold and increasing cumulatively), if you're under 10 you can respec as many times as you wish.

Leveling
Every time you get a kill you get experience. As experience increases, you'll eventually hit the maximum amount of experience for that level, and you'll increase to the next level. Every level up you get two things:
 * 1) 5 stat points and
 * 2) 2 skill points

The level cap for Mythos is 50, so the maximum number of skill points you can earn from leveling is 98 (currently the total points is 99, with the bonus one gained from a quest in Stonehill), while the maximum number of stat points is capped at 245.

NPCs
NPCs (Non-player characters) in Mythos never move and come two main types: useful, and non-useful. Useful NPCs are marked with a special icon that denotes what services they provide. Non-useful NPCs either are non-interact-able, or reply with text unrelated to anything important. Quest giving NPCs usually fall into the non-useful NPC category, simply because once you complete all of their quests, they no longer have any function in the game.

The following is a list of all NPC icons available in game.

Potions
Potions are consumable items that can help keep your character alive. Depending on the type, they can restore health, mana, or cure ailments such as poison or petrification.

Gems
Gems are small stones with magical properties that can be socketed into into socketable weapons. Know, however, that gems cannot be unsocketed after being fitted into a piece of equipment! Each gem has a specific modifier that can be viewed by placing the cursor over it. The strength of the modifier is determined by the quality of the gem - there are four type of gem quality: flawed, normal, superior, and perfect.

Stats
Stats are the basis for your character's strength. Like many games, stats determine your character's durability, attack power, and energy reserves. The following are the stats with a brief explanation of how they affect your character.
 * Primary Stats
 * Dexterity: Increases the damage dealt with ranged weaponry and attack rating.
 * Strength: Increases the damage dealt with a melee weapon (or bare hand).
 * Vitality: Increases maximum health.
 * Wisdom: Increases maximum mana.


 * Secondary Stats
 * Attack Rating: Increases the chance to strike an enemy, and also adds a small amount to your character's total armor.
 * Armor: Decreases the damage dealt to you by physical attacks.
 * Luck: Increases the quality of drops from monsters and containers.
 * Resistances: Increases the chance that an elemental attack or effect will be partially negated.

Death
Dying in Mythos can either have very small negative effects, or very large ones, depending on what mode of play you selected.

For normal and elite modes, the only thing you really lose is time, for a death will put you back in town and you'll have to make your way back to the dungeon - if it was a temporary dungeon watch out, because it will disappear when you die! Additionally, you'll receive a temporary negative effect for five minutes that will reduce your luck by a value between 5 (most common) and 100% (usually caused by repeated deaths during duration of the buff).

If you're playing a character with Hardcore mode enabled (normal or elite), upon death your character and all of its possessions will be deleted instantaneously.

Poison, Bleed, and Ignite
Poison, bleed, and ignite are all special effects that can be found on equipment that trigger when fighting an enemy. When one of these effects go into action, you're enemy's health will begin to drop by 1% every "tick" (an in-game measurement of time) for the duration of the effect. Most poison, bleed, and ignite effects only last for several seconds, so they aren't as devastating as they may seem. However, these are very powerful bonuses when facing off against larger enemies like champions and bosses.

Dual Wielding
In Mythos you can use two one handed pieces of equipment at the same time (however there are some limitations, such as only being able to use one shield). When doing so, the pieces of equipment currently act independent of one another, and so their stat modifiers do not combine like most people would hope. Instead, the weapons still roll their normal damage amounts. The number that you see on your status window, then, is actually the minimum and maximum damage of either of the guns. For instance, if you have one pistol with 3-10 damage, and another pistol with 5-12, the character screen will display 3-12 damage instead of 8-22 or some combination.

Maps
You need maps to be able to reach destinations. Some maps are permanant, while others are temporary. Temporary maps disappear after you've entered and exited them. You have a limited amount of spaces in your atlas for map entries, so if you are full, you'll have to visit some temporary maps and then exit them to free up spaces. Note that quests often require an open map slot for you to accept it.

Quests
Quests come in two forms: randomly generated and normal. Normal quests usually revolve around the plot of the game, however some will lead you down a different path (a side quest). When completed quests can give you one or more of the following: experience, money, or an item. Quests are primarily given by NPC's, however there is currently one telepathic object in the game (hiding out in Hermit's Crossroads).

Dungeons
Dungeons are the meat of Mythos. You can't get loot or fight enemies if you're not in a dungeon or its surrounding zones. They come in several forms: holes in the ground (caves, tombs, ruins, and mine shafts), canyons, forests, and just about any sort of surrounding.

Fountains
Sometimes in a dungeon you'll find a fountain that you can drink from. These are one time use objects (be sure that the person who needs it most in your party, or who can use it most effectively, drinks from it) that will give you a positive buff for a temporary amount of time (about a minute). The following fountains are available in the game:

Monsters
The forces of Discordia can be found anywhere outside of a town. When you kill a monster, you'll receive experience instantaneously and have a chance to receive loot. Loot quality varies, and is very much dependant on the amount of luck you have, but you'll always have a chance to get at least one drop from an enemy (so long as your ability to find items isn't reduced to 0 from dying). Enemies can drop more than piece of loot at a time.

Champions
Champions are stronger monsters - these are randomly selected ones that have been given increased abilities. You'll know a champion by the aura that surrounds them, sometimes their increased size, and when you put your cursor over them their name will be a different font color. Champions have a color coding system that is almost the same as equipment - the only difference is that orange champions are sometimes the bosses for quests (they are thus a preset monster and not random). Potentially this difference is an error that may change.
 * Green: Basic champion.
 * Blue: More powerful than a green champion.
 * Purple: More powerful than a blue or green champion.
 * Orange: Most powerful champion - sometimes known as a boss.
 * Yellow: Unique monsters, these are always bosses.