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The Korranberg Chronicle: Adventurer's Almanac

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Get ready for adventure with

The Korranberg Chronicle - Adventurer's Almanac!

Fully compatible with the Wayfinder's Guide to Eberron, this massive tome is dedicated to all the Eberron players out there! Find a wealth of options within these pages, including:

  • Subraces, Variant Traits, and Brand new statistics for playing over 26 PC races!
  • 20 New and Variant subclasses for existing classes, including 5 exclusive Druidic circles for each Eldeen Druidic Sect!
  • An alternate class option to play a purely martial Ranger!
  • The Korranberg Chroncile's Artificer - support your allies with this full-spellcasting arcane support class, and choose which from six fields of artifice magic to gain mastery in!
  • Anthony Turco's Swordmage is reprinted here, to play in Eberron campaigns! Includes all four Arcane Axiom subclasses!
  • 3 New Eberron-specific backgrounds: the Citizen, the House Guild Member, and the Sovereign Host Vassal!
  • 17 New Spells!
  • 25 New Feats, including racial feats for the Changeling, Kalashtar, Shifter, and Warforged!
  • Advice on incorporating a plethora of official backgrounds and subclasses into the world of Eberron!
  • 12 New Weapons! (Including alternate rules for the Valenar double scimitar, plus multiple other kinds of double-ended weapons!)
  • 6 New Weapon Special Materials!
  • 3 New Tools!
  • Over 20 new kinds of adventuring gear, including 8 alchemical items, and 6 clockwork devices!
  • 50 new Eberron Trinkets!
  • 50 new magic items, including 24 Dragonshard Focus Items for dragonmarked PCs, and 15 warforged components!

Want to see more from the Korranberg Chronicle?

Check out Threat Dispatch and Xen'drik Advisory, for over 100 combined pages of Eberron monsters, creatures, and NPCs!

Or, pit your adventurers against their worst nightmares on the lightning rail in The Korranberg Chronicle presents: Nightmare on the Mournland Express, a one-shot adventure for 6th level characters!

 
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Reviews (6)
Discussions (18)
Customer avatar
Anthony T May 06, 2019 1:04 am UTC
CREATOR
Version 1.4 is live!

Below is the changelog for what changed between this version and 1.3

Adventurer's Almanac Change Log

v1.4
- pg 9: Reworded Khoravar Cant ability so that the Racial Emulation changeling feat option for Half-Elves can make use of it without needing to know Elvish.
- pg 22: Removed redundant speed trait from Znir Pact Gnoll racial traits
- pg 42: Updated Subclass table
- pg 43-50: Renamed the Almanac version of the Artificer class to the Arcanist. Removed the Alchemical, Automation, and Renegade subclasses from the book. (Preserved as separate PDF, Almanac Addendum: Additional Masteries)
- pg 51: Revised the Arcanist spell-list to include all spells previously exclusive to the now-defunct Automation Mastery subclass.
- pg 52-55: Introduced support for the Unearthed Arcana version of the Artificer class, including Artificer Specialization versions of the Automation and Renegade subclasses, additional...See more
Customer avatar
Anthony T May 10, 2019 7:04 am UTC
CREATOR
Hey all,

A v1.4.1 update is coming, with some tweaks and corrections based on customer feedback. Also, the missing Whirling Blade spell below will be added to the book:

Whirling Blade
1st-level evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You fling a weapon used in the casting of this spell, hurling it away from you to be carried on the wind. You make a melee weapon attack against every creature in a 60-foot long 5-foot wide line extending from you in any direction you choose, making a single attack roll and comparing it to each creature's AC individually. If the attack hits a creature, it deals normal damage for the attack plus an additional d8 force damage.
When the hurled weapon reaches the end of the line, or strikes a solid surface such as a wall, it vanishes and reappears in your hand.
Customer avatar
Ed P May 15, 2019 7:54 pm UTC
PURCHASER
After the new Artificer update I'm interested to see where you take the Battle smith and the Archivist
Customer avatar
Anthony T May 16, 2019 5:16 pm UTC
CREATOR
Looks like I'll have to expand 1.4.1 just a bit!

The Battle Smith iron defender is pretty neat, but I want to keep the Automatist mostly as is. Perhaps change some things to make the Automatist's signature homunculus operate more like the other homunculi (Bonus Action to command, etc.), but I still like Automatist's versatility in picking any of the classic Eberron homunculus types and customizing it.

It will be interesting to come up with a pet-less Battle Smith that feels distinct from the Renegade, which seems to fit a similar niche (subclass with a focus on melee combat). I'm not sure if I'll offer a pet-less version of the Archivist, though, because it's core tenet is to create intelligent magic items, so it makes sense that it has a sentient magic item "pet".
Customer avatar
Anthony T March 20, 2019 8:11 pm UTC
CREATOR
Hello everyone!

I would like to announce my intention for the next major update to Adventurer's Almanac.
After playing with the official Unearthed Arcana artificer, I feel that WotC has finally hit the nail on the head for a 5e artificer class that fits within the world and lore of the Eberron campaign setting. I am waiting to see what further support WotC has hinted will be in the next Unearthed Arcana for it, but I intend to design and include a couple of subclass for the UA artificer in the next update of the Almanac.

But what does this mean for the artificer as I already wrote it? It's not going away! I will be renaming my artificer the Arcanist - an arcane-scientist, and will be removing a few of its subclasses to remake them as UA Artificer subclasses (namely the Automation Mastery and Renegade Mastery).

I realize some among you would still like to have the old AA-Artificer subclasses, so I will be separating them off into a supplemental pdf that will be available...See more
Customer avatar
Anthony T May 01, 2019 2:21 pm UTC
CREATOR
Hello all!

Just wanted to inform everyone waiting for v1.4 that it design on it has been completed! Once editing is finished, I'll be uploading it soon.
Customer avatar
Jake A March 17, 2019 6:34 am UTC
PURCHASER
This is a a excellent resource, I'm really enjoying the series.
Can we get Aarakocra in the races section in the next update?
Customer avatar
Anthony T March 20, 2019 8:18 pm UTC
CREATOR
Thanks, Jake!

A lot of this is my own personal take on where to include races (like the goliaths and killoren), because I thought they would be applicable to a wide range of games for how to include them.

My personal take on Aarakocra, however, I think is too..... weird. In my Eberron games, Aarakocra and Avariel Elves are the same species, but with extreme sexual diamorphism. The males are Avariels, and the females are Aarakocra. They are descendants of one of the Gyrderi, the elven druids that were cursed to remain in wild shapes forever. Most of the Gyrderi were stuck in horse form, and are the ancestors of the exceptional mounts of the Valenar elves. The Aarakocra/Avariel ancestor was a female druid that was struck with the curse in the middle of transforming between her elf form and that of a hawk. She became the first Aarakocra, and her female descendants bear the full brunt of her curse, while the males are only partially touched by it.

I thought this would be too...See more
Customer avatar
Malcolm C February 17, 2019 4:42 am UTC
PURCHASER
Sending the eternal love for this document, but please consider posting changelogs. Also, why is it still red salad instead of red slaad for a planar wild shape?
Customer avatar
Anthony T February 17, 2019 6:33 am UTC
CREATOR
I knew I was forgetting something...
Customer avatar
Anthony T March 20, 2019 8:21 pm UTC
CREATOR
Hi Malcolm,

I thought you should know that I have been keeping a changelog since you suggested it. It won't be retroactive from V1.0 to v1.3, but it will keep track of changes from v1.3 forward.
Customer avatar
Antonio C February 08, 2019 11:04 pm UTC
POD anytime soon?
Customer avatar
Anthony T February 15, 2019 4:16 am UTC
CREATOR
I'm not certain how I would even go about setting that up?
Customer avatar
March 11, 2019 10:13 pm UTC
PURCHASER
DrivethruRPG allows you to create a POD of any PDF! I'd totally buy a physical copy of this!
Customer avatar
Anthony T March 20, 2019 8:22 pm UTC
CREATOR
I'll need to look into that. However, I do consider the Almanac as something of a living document. I keep wanting to add to it. That'll make it hard to pin down for a PoD option.
Customer avatar
Alex B February 01, 2019 4:26 pm UTC
PURCHASER
Is there a changelog for the each update? I have been using the artificer from v1.1 and would like to use the rebalanced 1.2.1 version but I am having trouble finding what has changed.
Customer avatar
Anthony T February 03, 2019 7:28 am UTC
CREATOR
Hi Alex!

Apologies, I don't have a changelog. The fixes to the artificer were mostly in tinkering with the Renegade bionic arm, and with the Spell Storing Item spell.

The Bionic arm now counts as a weapon, so you can use and target it with spells and effects that interact with weapons.

Spell Storing Item was rebalanced so that it can only store a spell of a lower level than the spell slot used to cast it. This has the side effect of now being able to store cantrips if Spell Storing Item is cast at 1st level. The main reason for this was feedback I received saying this spell was too good and could fix every problem.
Customer avatar
Anthony T January 24, 2019 5:53 am UTC
CREATOR
Hello all!

Version 1.2.1 is now live! Incorporating feedback from players like you, revision 1.2 brings balance adjustments to the Artificer and Swordmage classes, as well as new character options like:

A fighting style option for throwing weapon specialists!
A new racial feat for changelings!
Variant Mark of Finding stats for playing a dragonmarked human of House Tharashk!

And if you haven't yet picked up the Adventurer's Almanac, check out the new preview that showcases the entire Artificer class!
Customer avatar
David V January 06, 2019 3:03 am UTC
PURCHASER
I love the added material to run a 5e game in Ebberon that is presented in this pdf. That said, I'm going to be brutally honest: the Swordmage is over the top in terms of power. Note that this is based purely off of reading the material and my own general DM and player experiences with other classes.

First, did the class really needed to have a better version of the Paladin's smite? Force damage hits a lot of creatures without issue, and the ability to switch the damage each time [assuming you have a spell prepared that matches] to an elemental type to exploit weakness is too good. Also, this ability is one of the best parts of the Paladin given to another class, which feels more than steeping on their toes and is outright crushing the foot. From reading, I don't think such a ability is really needed for a class that blends magic and melee [see War Magic and the rest of the class]. But, if you think it is needed, I would say dropping the dice size from d8's to d6's for the normal version and...See more
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Derrick R January 10, 2019 3:02 pm UTC
PURCHASER
My group also does not feel the SM is balanced enough to allow.
Customer avatar
Ryan O January 10, 2019 7:27 pm UTC
PURCHASER
Do you have any specific reasons for that out of curiosity, or do they mirror what David said? I am in agreement with the smiting power, and a few of the axioms seem a little too "always on" (basically will always have their maxim available or on for a typical fighting day).
My devil's advocate points:
- Limited spell list; can't learn many spells since they don't share the wizard and are restricted to "swordmage" spells. Many of the spells on the list are arguably useless (smite spells are famously bad)
- Limited spell slots; nearly everything involved with this build burns spell slots. While maxims are short rest and you can use the second variation that tends to be a 1 minute buff that's free, you're still limited to how many slots you have per day which are only long rest.
- Spell Strike: I think this should be limited to only using elements instead of force damage, but in regards to changing the element, I can count on one hand how many times I've fought an enemy...See more
Customer avatar
Anthony T January 16, 2019 10:24 pm UTC
CREATOR
Hi David!

I appreciate the time and effort it took for you to leave this valuable feedback. I think in the end, the Swordmage will see revision, but allow me to respond to some of your points.

Spell Strike is very useful, but I don't agree it is far and away vastly superior to Divine Smite. Divine Smite deals an extra d8 damage against fiends and undead (two very large categories of monsters) and improves at level 11 to deal an additional d8 on all attacks even if not expending spell lots. Spell Strike never gets any additional dice for creature type, and does not improve to always deal additional damage. On the subject of vulnerability, it is true that the Swordmage might be able to deal more damage with a Spell Strike (if they have prepared the right spells to take advantage of a creature's vulnerability) than a Paladin's extra dice for undead or fiends, but in all official sources there are only 28 monsters that have vulnerability to energy damage, and of those 28, the Swordmage can't...See more
Customer avatar
Derrick R January 03, 2019 9:05 pm UTC
PURCHASER
So I am about to start Mad Mage, and play an Gnome Artificer (automation, with a iron defender- so I'm going to ride it and be like a biker gnome BAMF)- So I looked at the rules you wrote about how Material Components can't be used by Artificers, and how they must make an item to act as a focus- However, this means an artificer that wanted to go sword and board can't cast Booming Blade. So I have to keep a hand free to cast it- since I can't use a weapon as the focus as normal due to your rules. We looked it over many times, and agreed 5/5 that you could not cast booming blade with a shield and a weapon in your hand despite it being on our list. I think that is how the rules are written- and maybe something to keep in mind as a design flaw to how they are trying to be thematic about casting- by crafting small items.

2nd- Is that as this is homebrew- you have boxed their spell list in. All the casters from the main books will continue to get new spells as they are created in new books, but...See more
Customer avatar
Anthony T January 03, 2019 9:50 pm UTC
CREATOR
I'm ok with the extra hassle required for artificers to cast Booming Blade. In my head, they'd be crafting some temporary gizmo into the hilt of the weapon (requiring both hands) before making the melee attack with it. As per the custom focus rule, you can re-use foci you've created as long as the spell doesn't specify it consumes it's components, and that reusing a focus only requires one hand, not both. So any time after the first time you've casted it using the same weapon, you only need one hand to cast it.

For expanded spell lists, I honestly haven't thought about it, and you raise a good point. However, I don't think I would give them an expanded knowledge feature like the bard's. I'd be more inclined to just add new spells to their class list in this product and post updates.

Thanks for the food for thought!
Customer avatar
Dan C December 04, 2018 5:30 pm UTC
PURCHASER
The Artificer isn't proficient in Heavy Armour, but has Chainmail as a starting armour option.
Customer avatar
Anthony T December 13, 2018 5:12 am UTC
CREATOR
hi Dan!

Some Fields of Mastery, like Automation, provide heavy armor as a bonus proficiency, so there is an option to get heavy armor if you've picked a subclass that grants it.

This is similar to Cleric, where some domains like War grant heavy armor proficiency.
Customer avatar
Derrick R October 30, 2018 2:26 pm UTC
PURCHASER
Alchemist- At 8th level, your experiments or reverse engineering have unlocked the secrets of dangerous alchemical formulas not typically available on the market. You learn how to create two alchemical items from the following list: absentia, alchemical wrath, dragon's blood (black), dragon's blood (blue). All of these items are nonmagical.

Where are the rules for these items- I found alchemical Wrath but not any of the others?
Customer avatar
Anthony T November 02, 2018 7:42 am UTC
CREATOR
Hi Derrick! They were added in v1.1. Make sure you download the update!
Customer avatar
Michaël B October 21, 2018 5:51 pm UTC
PURCHASER
Hi guys ! Love the content so far, a lot of new flavors for my 5e Eberron game that fits way more than the vanilla content.
Side note, I've noticed that under the "Thunder Guide" feat, the last sentence of the "Lionized in the Press" section ends up in the art and you can't tell if it's related to performance or persuasion as it is hidden in darkness ! (I know it's performance but I thought that was worth mentioning as it's just a little editing error)
Customer avatar
Anthony T October 24, 2018 7:21 pm UTC
CREATOR
Thanks for the heads up! There will be a new version posted soon that will include a few editing fixes like this.
Customer avatar
Malcolm C September 09, 2018 10:04 pm UTC
PURCHASER
Hey guys, absolutely love the document, but I'm curious on your thoughts involving a particular combination.
If you are a Child of Khyber Sorcerer, does this also mean you could take the Aberrant Dragonmark Feat from Wayfinders Guide? While I realize that the feat specifies having "no existing dragonmark" as a prerequisite to get it, having both manifest from the same Aberrant Dragonmark seems like a possible argument to allow both on the same character, and certainly so if you were a variant human, taking this as your level 1 feat.
If so, does this mean that the upcasting of spells would be cross compatible as well, and would the additional first level spell gained be added to spells known and thus normally castable more than once a day?
Thanks again for the great work, and keep it up!
Customer avatar
Anthony T September 10, 2018 6:14 am UTC
CREATOR
Thanks Malcolm!
I would allow a character to have both the Aberrant Marked feat and the Child of Khyber subclass, although personally I think there are more advantageous feats to take, including Magic Initiate for Sorcerer spells. From my understanding on Sage Advice for the Magic Initiate feat, and applying it to Aberrant Marked, you would indeed add Sorcerer spells gained from either feat to your general list of Sorcerer spells. If you take Aberrant Mark, you could cast the cantrip with either Constitution (from the feat) or Charisma (because it's a Sorcerer cantrip you know), and you can cast the 1st level spell from spell slots with Charisma, or once per long rest without expending a spell slot, but you must cast it with Constitution that way.

As for the Aberrant Marked feat's third bullet, I think that would depend on your DM. Me, personally, I would only allow you to increase the spell level of the 1st level spell gained through the feat. However if your DM is cool with it, "aberrant...See more
Customer avatar
Malcolm C September 19, 2018 10:25 pm UTC
PURCHASER
Excellent points, and again much appreciated. I hope I'm not getting annoying, just trying to find answers for possible interaction issues. So now I have another one.

The Dhampir who takes the Blood Domain cleric needs a rule clarification. The Dhampir heals when they take necrotic damage, and are injured by non-necrotic healing magic. But the Blood Domain Cleric has Sanguine Sacrifice, which allows you to injure yourself by taking necrotic damage in order to enhance the amount you can heal others. On top of this, Thief of Life lets you deal necrotic damage to others and heal yourself or others for half that amount of damage.

Rules as written would suggest that this means the sanguine sacrifice would heal you instead of damage you to heal others, and injure you instead of heal you when you use Thief of Life. Obviously this is not the intent, so to fix I would suggest noting that the amount healed by Thief of Life is considered Necromancy magic (Dhampire says you can still heal normally...See more
Customer avatar
Anthony T September 20, 2018 6:42 am UTC
CREATOR
Good points. For one, the Dhampyr can be healed by any non-spell normally. Lay on Hands from a paladin still works on them, because it isn't a spell. So Thief of Life is fine as is. However, Sanguine Sacrifice will be changed to say that you can't mitigate the damage in any way, and remove the damage type. Thanks for the feedback!
Customer avatar
Malcolm C September 21, 2018 5:22 am UTC
PURCHASER
You should probably make the note somewhere more general to the race as well, because Life Transference also breaks when a Dhampir casts it.
Customer avatar
Anthony T September 21, 2018 5:25 am UTC
CREATOR
Hm. Necrotic damage you deal to yourself should probably be the exception, then. Although technically, Life Transference breaks, but not the way I think you interpret. Life Transference says a target creature heals HP equal to double the damage you take. But a Dhampyr did not take damage, so Life Transference doesn't heal the target creature for anything. (It would not heal you and the target creature)
Customer avatar
Derrick R January 03, 2019 9:07 pm UTC
PURCHASER
I would remove the healing from necrotic in general and think of another way to do it. I can think of a dozen ways it can become abusive.
Customer avatar
Shane Y September 04, 2018 4:41 am UTC
PURCHASER
You guys have done amazing work with this series, there's just so much content and all of it is great quality.
I did have some questions regarding the Drow though, it seems odd to me that Eberron Drow suffer from sunlight sensitivity given they live in temperate and tropical climates. Also, I noticed that the Vulkoori tribes get +2 wisdom and the slew of features similar to Wood Elves while the Umbragen only get +1 Charisma and a penalty to being raised. I also couldn't find the deeper darkness spell in the PhB or XgtE. Perhaps Shadow of Moil would be a cool alternative.
Customer avatar
Anthony T September 04, 2018 5:17 am UTC
CREATOR
Hi Shane! Thanks for your kind words.

So the drow in Eberron have always maintained their sunlight sensitivity, even back in Eberron's original 3e version. The Vulkoori drow live on the surface, but the dense jungle canopy typically keeps things shadowy enough that direct sunlight is typically not a factor. A drow walking out of the jungle into Stormreach would find it very difficult to look around in the daylight without their eyes stinging. To get around this, look at the Smoked Lenses item on page 149. As for their similarity to wood elves, that is largely because I suggest to NOT use wood elves in Eberron. (In the Elves section earlier in the chapter, I suggest replacing the PHB elven subraces of high elf, wood elf, and drow, with Aerenal Elf, Valenar Elf, and Khorvaire Elf, and make drow their own species).

For the Umbragen, they're the closest to the "standard drow" from the PHB, but with some minor tweaks. One big tweak is that they can see through their own magical darkness,...See more
Customer avatar
Ryan O September 01, 2018 6:52 pm UTC
PURCHASER
For swordmage can you clarify the free-hand +2AC for me? RAW it makes sense that someone with a greatsword or longsword could attack with 2 hands, then simply take their hand off after the attacks and benefit from the 2AC, therefore being able to 2hand and mechanically have a shield. Is this intended or should it be only relevant to Swordmages with 1 handed weapons or while wielding a longsword with 1 hand. Love the books, thanks!
Customer avatar
Anthony T September 04, 2018 3:18 am UTC
CREATOR
Hello Ryan!

The intent is that this should just work like a shield, and not be applicable to two-handed weapon usage. I will have to think about how to close this loophole. Perhaps requiring an action to generate the extra +2 AC and have it last indefinitely so long as the off hand remains unoccupied
Customer avatar
Nicholas M September 13, 2018 5:53 pm UTC
PURCHASER
its a carry over from the 4e class. the point was swordmages were developed akin to Bladesingers in that the +2 ac came from how they're fighting style was. a more single weapon dueling form, which does not have the same movements as wielding a cumbersome 2hander. it also takes into account mobility. its easier to "jump" around with a 5-8lb longsword than a 20-30 pound greatsword (not going for actual weights, but an abstract comparison here)

its similar to the dueling fighting style of the Fighter where if you are using only 1 weapon and no other weapon in your offhand, you get +2 Damage.


Customer avatar
Anthony T September 14, 2018 12:46 am UTC
CREATOR
Actually, the Swordmage is proficient with greatswords. They also do get actual Fighting Styles separately. The +2 when you have a hand free is basically just a reflavored shield. Not the shield spell, a literal mundane shield. The Swordmage is supposed to be able to tank, so I didn't want to make them any worse than a Sword-and-Board fighter, but I thought an actual shield didn't fit the flavor of the class.

Basically, Arcane Aegis is the equivalent of a Barbarian's Unarmored Defense, in that you can use a shield with it. It just comes with its own built-in shield.
Customer avatar
Nicholas M August 30, 2018 1:30 pm UTC
PURCHASER
I'm so glad to see the overwhelming support for Eberron. Forgotten Realms basically pushed it aside at the end of 3.5 into 4th edition which was sad as this setting has always been simply amazing.

All of your products for Eberron thus far have been great and WoTC/Keith Baker should be reaching out to you guys for work on WGtE.

I have two negative criticisms. The first is the wording in the Swordmage's abilities. That was pretty much the only thing I took from 4th edition that I really liked, but the terms "axiom" and "maxim" I think could have been just kept as Aegis (I always liked that term). But of the iterations of Swordmage I've come across, yours is tied for best.

The second, Goodberry Wine is a little over priced and over powerful. in 3.5 it was only 8 points of healing at a cost of 250gp. I'd see it going to 10 points of healing (since good berry no longer caps at 8 points per day) at a price of uncommon which puts it 100-600 gp. Yes it...See more
Customer avatar
Anthony T August 30, 2018 2:27 pm UTC
CREATOR
Thanks for your encouragement and critiques, Nicholas!

For the Swordmage, to each their own, I suppose! I wanted to focus on the idea of each swordmage being a Sun Tzu-type philosopher of war. I wanted each subclass to focus on a specific warfare philosophy, so I patterned the name and the abilities based around that concept. I did keep the term Aegis around for their personal armor field, though! But I understand if you like the old terms more.

For the Goodberry Wine, it's important to note that the price is for a *whole bottle*, not just a single usage. I framed it that way so that a single bottle would be sufficient for an entire adventuring party to have one day of normal healing after a long rest in the Mournland. Therefore, the DM can plan for 1 bottle = 1 day, and make as many bottles available as they want for the Mournland expedition they're planning. The exhorbitant price is also justified in-world as large organizations like the Wayfinders, House Cannith, House Phiarlan, and...See more
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Pages
164
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File Last Updated:
May 05, 2019
This title was added to our catalog on August 26, 2018.