Difference between revisions of "Manual"

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''For the instruction manual for Crawl itself, see [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/crawl_manual.rst this file].
 
''For the instruction manual for Crawl itself, see [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/crawl_manual.rst this file].
  
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==Strategy==
 
==Strategy==
Manuals are essentially 'free' experience, not even taking an inventory slot. Unless you have hit the skill cap (level 27), you cannot 'waste' them - you always get the full amount.
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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.
  
As manuals don't have a time limit, you can take as long as you want before actually training the skill. Don't ignore immediately useful skills just to use up a manual. However, manuals can make skills useful fairly quickly - for example, an [[Earth Magic]] specialist with [[Borgnjor's Vile Clutch]] gaining a [[Necromancy]] manual.
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Don't be compelled to train a skill ''just'' because you have the 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 [[Spellcasting]] useful, for instance.
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*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 will often want to get their spells usable before training [[Dodging]].
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Still, manuals can be very nice to have, and can encourage you to train skills you otherwise wouldn't have trained.
  
 
===Settings===
 
===Settings===

Revision as of 03:11, 20 August 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

For the instruction manual for Crawl itself, see this file.

Type Book
Name Manual of [Skill]
Manual 1.png Manual 2.png

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 Spellcasting 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 will often want to get their spells usable before training Dodging.

Still, manuals can be very nice to have, and can encourage you to train skills you otherwise wouldn't have trained.

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.