FAQ
Where do you unlock perks in Monk Took Book?
What does carpentry do?
Is there a repair skill?
What skills exist in the game?
How does progression work in Monk Took Book?
Downstairs, mostly. The library is the workplace, but the crypt beneath it is where progression lives — early gameplay shows the player descending to unlock perks between days. The shape is recognizable from other job sims: repeat the loop, accumulate resources, then invest them in making the loop easier. What makes this one charming is the flavor — your skill tree is a monastery curriculum, and the syllabus runs from shelf carpentry to alchemy.
The observable progression loop:
- Serve the day — shelve, ring, fetch, defend (the standard loop).
- Earn — blessings from good deeds, money from the shop economy.
- Descend — take your earnings to the crypt.
- Invest — unlock perks and skills that widen what tomorrow can handle.
Which skills are confirmed so far?
The official description gives this page its one hard anchor: “The Abbot shall reward thy toils with Blessings. Spend them on Perkes to Level Up thy Strength, Speed and Carpentry skill.” So three skills are named in official material — Strength, Speed and Carpentry — even though their exact in-game effects are not documented yet. Everything else below comes from footage and stays flagged as observed.
| Skill | What it appears to do | Observed in |
|---|---|---|
| Strength | Officially named as a level-up skill; exact effects unobserved | Official store description |
| Speed | Officially named as a level-up skill; exact effects unobserved | Official store description |
| Carpentry | Officially named; footage ties it to shelving — “unlock carpentry to expand”, shelf height improvements | Official description + multiple streams |
| Repair | Fix damaged books better or cheaper (“you can get repair higher”) | Night-focused streams |
| Dagger | Improve your close-quarters night defense | Early streams |
The achievement list (verified September 13, 2026) then confirmed thirteen perk names — the “Attain perk” achievements are a de-facto perk tree catalog: shelf height, book carry, torch embers, dash duration, dash recovery, dash speed, tool slots, dagger, crossbow, book resilience, double jump, max health and bucket. Adoption rates double as a popularity ranking: shelf height leads at 65.0% of players, book carry follows at 58.5%, while double jump (10.2%) and max health (10.0%) sit at the deep-build end. The dash trio also confirms a dash movement ability with three separate upgrade lines — none of which appeared in any official material before.
The perks monks actually pick (adoption data)
Adoption rate is the closest thing this game has to a visible meta: it mixes perk cost, unlock timing and genuine usefulness, so treat it as evidence — not gospel.
| Tier | Perk | Players who attained it | Why the rate makes sense |
|---|---|---|---|
| S | Shelf height | 65.0% | Capacity is the daily bottleneck everyone hits first |
| S | Book carry | 58.5% | Bigger stacks speed up every single trip |
| A | Torch embers | 35.7% | Night utility that scales with the spooky half |
| A | Dash duration / recovery / speed | 34.3% / 34.2% / 34.1% | The movement trio — bought as a set by the same players |
| B | Tool slots | 29.2% | Matters once the toolkit outgrows two hands |
| B | Dagger / Crossbow perks | 20.6% / 19.2% | Weapon investments for combat-heavy nights |
| C | Book resilience | 14.9% | Late-game protection for a polished collection |
| C | Double jump | 10.2% | Fun mobility, rarely a bottleneck-fixer |
| C | Max health | 10.0% | Survivability for the meanest nights (Perish is 25.8%) |
| C | Bucket | 9.9% | Fire-fighting specialty — niche but real (fire is 63.2% confirmed) |
Two honest readings of this table. First, the rates say popularity and unlock order, not raw power — a niche perk can be strong for one playstyle and still sit at 10%. Second, the S-tier tells a consistent story with everything else on this wiki: the players who invest in capacity and carrying are the ones whose evenings run calm. Perks are bought with Blessings — the spending-order logic and the blessings guide cover the wallet side.
Beyond those, the game clearly has broader skill lines — a streamer remarks that some pertain to practical matters and others to intellectual ones, with alchemy placed on the intellectual side (and, delightfully, lion taming cited as practical). A full verified skill tree is a when-it’s-in-the-game project, not a leak-chasing one; this table grows as footage and patches confirm entries.
What should you unlock first?
Follow the bottleneck the day keeps hitting. If shelving is the choke point — deliveries piling up while the bell waits — carpentry pays for itself daily. If repair bills from the night are eating the budget, repair skill stops the bleed. If rats keep reaching the shelves before you do, the dagger line is the fix (the night defense guide covers the toolkit). The luxury skills (the intellectual curriculum) can wait until the library runs smoothly; the game rewards a monk whose house is in order.
This is the same advice our beginner guide gives at smaller scale — solve yesterday’s recurring problem, not tomorrow’s imagined one — and the blessings guide explains the currency side of the purchases.
How do skills interact with co-op and difficulty?
Unverified, with reasonable expectations. In co-op, a natural read is that perks live per-player, but whether the crypt’s unlocks are shared, duplicated or contested has not been shown in anything we have verified — our co-op guide keeps the multiplayer facts that are confirmed. On difficulty, nothing suggests the enemy settings touch skill progression, but that too is an expectation rather than a documented fact. Both questions are on the verify list as the game’s first patches settle.
The safe summary: the crypt is your build, the shelves are your capacity, and the loop funds both — everything else on this page awaits hands-on confirmation before it hardens into guide truth.
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