Difference between revisions of "Manual"
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*Even if you have a manual, your character might not benefit from certain skills. A character committed to melee & heavy armour is unlikely to find a manual of [[Stealth (skill)|Stealth]] useful, for instance. | *Even if you have a manual, your character might not benefit from certain skills. A character committed to melee & heavy armour is unlikely to find a manual of [[Stealth (skill)|Stealth]] useful, for instance. | ||
*You don't have to train the manual right away - other skills may be more ''immediately'' important than the manual's skill. E.g. a caster may want to get their spells to a reasonable failure rate before training [[Dodging]]. | *You don't have to train the manual right away - other skills may be more ''immediately'' important than the manual's skill. E.g. a caster may want to get their spells to a reasonable failure rate before training [[Dodging]]. | ||
− | Still, manuals can be very nice to have | + | |
+ | Still, manuals can be very nice to have. They can encourage you to train skills you otherwise wouldn't have trained, or boost the skills you were already training. | ||
===Settings=== | ===Settings=== |
Revision as of 17:18, 20 October 2023
For the instruction manual for Crawl itself, see this file.
Type | Book |
---|---|
Name | Manual of [Skill] |
Manuals of [Skill] are rare books that greatly boost their respective skill by applying a +4 bonus to the aptitude, equating to double XP gain. You can study multiple manuals of different skills, but multiples of the same skill are used one at a time. Each manual generates with 2000-3000 skill points of XP; once consumed, the manual is destroyed.
Strategy
Manuals are essentially "free", bonus experience, not even taking an inventory slot. Unless you've hit the skill cap (level 27), you cannot waste them - you always get the full amount. As manuals don't have a time limit, you can take as long as you want before actually training the skill.
Don't be compelled to train a skill just because you have the manual:
- Even if you have a manual, your character might not benefit from certain skills. A character committed to melee & heavy armour is unlikely to find a manual of Stealth useful, for instance.
- You don't have to train the manual right away - other skills may be more immediately important than the manual's skill. E.g. a caster may want to get their spells to a reasonable failure rate before training Dodging.
Still, manuals can be very nice to have. They can encourage you to train skills you otherwise wouldn't have trained, or boost the skills you were already training.
Settings
Users of manuals may want to add this to their Options file Init.txt (see options_guide.txt):
force_more_message = finished your manual
This will alert you when your manual's skill aptitude bonus has run out and allow you to readjust your training priorities should you desire.
History
- Prior to 0.27, manuals took up inventory slots.
- Prior to 0.13, you could only study one manual at a time, and you would activate or deactivate them by reading them.
- Prior to 0.9, manuals functioned very differently because the skill system was very different. They would allow you to assign stored up experience from your experience pool to a specific skill without actually using that skill, and would crumble to dust after sufficient uses.