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The Greasemonkey's Handbook: Rules for piloting Magitech, Steampunk and Sci Fi mechs in D&D 5th Edition
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The Greasemonkey's Handbook: Rules for piloting Magitech, Steampunk and Sci Fi mechs in D&D 5th Edition

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What lies within this book?

The Greasemonkey's Handbook is a comprehensive guide to building, piloting and fighting alongside your very own mechanical constructs in the fantastic world of Dungeons and Dragons 5th edition.
Designed from the ground up to be completely compatible with almost any campaign setting, this handbook brings the world of mechs, tanks, cars, carts, and any other mechanical, magitech or sci-fi vehicle or construct you can think of into your games. With step-by-step guides to building your own custom creations, the possibilities are limited only by your imagination.
Want to introduce your world to walking dieselpunk tanks? The Greasemonkey's has rules for that. 
You might have decided your spelljammer sci fi homebrew campaign now needs demon-possessed robots with laser eyes, or perhaps you've decided your Eberron or Ravnica games would benefit from magictech or steampunk mobile suits; complete with mech-sized greatswords, shields and ranged weapons? Well, the Greasemonkey's Handbook has rules for that too. 

However, with the sudden influx in gigantic killer constructs, your players might be growing a little concerned their spellcasters might not be as useful as they were before. Fear not! The Greasemonkey's Handbook also introduces a brand new school of Automation magic, alongside 51 construct-themed spells, 40+ magical items, 12 new class archetypes, including the tech-hunting ranger, spell-weaving wizard, college of metal bard, and a mech pilot prestige class!
Tear apart enemy mechs with the Deconstruct spell, or manifest a wall of rotating gears to shield your allies from harm. Or draw upon the divine power of Mechanus to summon a squadron of modrons to do your bidding, while quickly transforming the scrap of long-dead constructs into a fearsome mechanical dragon, taking the fight to your enemy's door. 

So what are you waiting for? Grab your spanners and roll up those sleeves - it's mech building time!



The Greasemonkey's Handbook is now available for Print on Demand! 

Want a Fantasy Grounds Version? - Click here to grab it!

Contents:

  • Rules for piloting your own All Terrain Utility Machine (ATUM), both in and out of combat
  • An easy to use, step - by - step guide to constructing your ATUM, from chassis to weapon upgrades
  • New firearm equipment for players
  • A simple fuel and ammo management system, for those hardcore players wanting to track fuel or ammo consumption during travel and encounters
  • 3 Background mech clans you can integrate into Ravnica or your own homebrew settings
  • A mech pilot prestige class with 3 differing paths into the different clans - the Junker, Nomad or Grey Wolf
  • 47 new magical items, from uncommon all the way up to legendary
  • 12 construct themed class archetypes, including the Bard College of Metal, Druid Circle of Steel, Tech Hunter Ranger, and Paladin Oath of the Primus
  • A complete spell list for the Artificer class
  • A brand new type of construct magic, the School of Automation
  • 51 construct themed spells, from 1st - 9th level
  • 3 new feats - the Tinkerer, Hardware Savant and Mechanically Enhanced
  • A guide to introducing ATUMs to your current campaign, with plot hooks for sci fi, steampunk and magical settings
  • Variant rules for climbing large ATUMs and creatures, and mechanics for hacking constructs and objects
  • A step by step guide to balancing encounters with one or more ATUMs involved
  • Variant rules and examples for using 3 specialist engine and fuel types - magical lodestone crystals, sci fi plasma engines, and ritualistic soul cages
  • 4 NPC pilots, each with their own backstory, personality and ATUM you can use to help flesh out your world
  • Rules for salvaging destroyed ATUMs, turning construct hunting into a profitable and worthwhile venture for your players
  • Rules for building and earning gold from your own ATUM workshops during downtime or between adventures
  • 3 different ATUM chassis types, 4 different mobility types, and 3 different classes - civilian, industrial and military
  • 81 different ATUM weapons, each with their own special rules and uses; from light, pintle mounted machine guns to missile launchers and industrial wrecking balls
  • 36 different ATUM upgrades, including pressurized cockpits for space travel, storage trailers for wheeled vehicles and mobile workshop installations
  • 22 different player weapons, including revolvers, laser rifles, energy blades and tesla gloves
  • Rules for modifying ranged weapons with different scopes, frames, grips and barrels
  • 11 different firearm ammunition types, from high explosive to tranquilizer rounds
  • 100+ pages, filled with art from artists such as Dean Spencer, Patrick E. Pullen, Dean Spencer, Forge Studios, Aaron Lee and more
  • A form fillable ATUM character sheet PDF for tracking the development of both ATUM and player!

Still not sure if the Greasemonkey's is for you? Check out what our reviewers have to say!

"One of the best magitech guides i've ever seen." - Eu C.

"What an impressive feat of world building and writing this book is. The authors outlined every detail required to build, maintain and fully immerse yourself in the "giant robot" genre for 5e. Player options (subclasses) are very well balanced and provide intriguing options for any game regardless of if you plan to include the ATUM." - Garin J. 

"If you want a magitech, steampunk, or sci-fi campaign, this is the supplement you need. You don't even need to include the mechs (but you should), this book has so many mechanics for how technology would work and could serve as a template for you to create your own mechanics and rules." - Fred T

"I highly recommend if you're interested in [the] concepts presented, you pick the supplement up. It's really well written and from the credits it's obviously thoroughly playtested and vetted." - Bryan H

"Fantastic supplement. If you are a fan of the Eberron setting, you will find a tonne of content in this product that will enhance your game. All of the player and dm options contained within are at the quality that you have come to expect from Vall does DnD." - Trevor A.

"Not only is this new supplement great for adding a new wrinkle to Eberron campaigns, it can also be utilized for campaigns set in the Magic: The Gathering world of Ravnica. Since D&D recently released The Guildmaster's Guide to Ravnica, this new guide even has some hooks and backgrounds that are made just for the Ravnica campaign setting." -  Comicbook.com

Check out the Greasemonkey's review over on the D&D Character Lab! - https://soundcloud.com/dndcharacterlab/couple-of-greasemonkeys

You can also find an in-depth content review from the Crit Academy Podcast! - http://critacademy.libsyn.com/episode-110-greasemonkeys-handbook

Here are a few page samples from the PDFs:

Monster1 magic items 1 classes 1 sample 4

sample 7 map 4

map 2 map 3 map 7

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 Customers Who Bought this Title also Purchased
Reviews (16)
Discussions (38)
Customer avatar
Joshua R August 24, 2019 1:37 pm UTC
PURCHASER
is there any character sheet for the mechs?
Customer avatar
Vall S August 24, 2019 4:56 pm UTC
CREATOR
There should be a form fillable PDF in the assets zip file. If you pick up a POD copy, it is found in the back of the book, and you can photocopy that page if you need to :)
Customer avatar
Alan K August 23, 2019 2:53 am UTC
What does it mean for manipulators wielding weapons for creatures of their size category or one size larger mean? Does that mean a manipulator Meele weapon (say a Titan greatsword) used by a huge mech (gargantuan) does more damage than one for a light mech (large creator)? If so do we use the DMG weapon scaling rules (double dice for large, triple for huge, quad for gargantuan)? Having to use a bunch of module points for two arms on a heavy mech just to use a two handed sword that is a single die stepbetter than one wielded by a medium sized creature seems a bit underwhelming so I wasn’t sure how to read the rules
Customer avatar
Alan K August 24, 2019 12:24 pm UTC
And are manipulators themselves supposed to do more damage than putting a weapon in the manipulator?
Customer avatar
Vall S August 24, 2019 5:20 pm UTC
CREATOR
Hi Alan, apologies for the delay, it appears my answer didn't post. (darn internet!)

Manipulators wielding weapons of their size category or larger was meant more as a descriptor for the manipulators being too large to use conventional adventurer weapons, more than " a mech can wield a colossal sized weapon if they're large" sort of thing. As standard, ATUMs don't follow the scaling dice mechanic shown in the DMG, mainly due to the pilot having access to more attacks and feats, or other such boons. I still wanted there to be a complimenting system between classes and the ATUMs so players don't feel their talents are wasted, and power creep isn't too much of a thing.
That said, this is a guide, and is written as such. So if you feel in your game that ATUMs should follow that rule - go for it, and let me know how it works! :)

As for the manipulators having the potential to deal more damage in unarmed strikes than when wielding weapons - yes technically that's true, and...See more
Customer avatar
Paul D August 02, 2019 6:19 pm UTC
PURCHASER
I have a question RE: Modules with charges.

The rules for "recharging" a module with charges seem ambiguous to me. The rule states: "Once expended, these modules must be reloaded, or have new charges installed by visiting a workshop"

Does this mean we should use the rules for "Reloading Ammo Boxes"? It feels like a bit of a leap because you'd think the book would say "See the rules for 'reloading ammo boxes'" if that were the case, but there are no other references in the book to the term "reloading" that refer to hardpoints as opposed to traditional weaponry, and there are no rules in chapter 3 to cover "installing new charges in a hardpoint". The more I look at this the more I'm convinced we're supposed to use the Ammo Box rules, but that could be more clear. What rules should we use?
Customer avatar
Vall S August 03, 2019 9:25 pm UTC
CREATOR
Having looked over the Charge rule I can see how it can come across as ambiguous. A module with a set of charges can be used X amount of times (Where X is the charge value). Once you've used them, you need to visit a workshop to 'recharge' or 'reload' them, as it were. It's mainly there to limit ability spamming, similar to how a magical item has a set of charges that you can expend, and recharge daily.
So once you expend the charges, visit a workshop to get the expended charges back. The cost of recharging them is considered to be covered by the cost of renting the workshop.
Obviously if you have your own workshop, it's basically free.

Hopefully that clears things up a little more for you!

Customer avatar
Paul D August 07, 2019 4:13 pm UTC
PURCHASER
Thank you, it did clear things up perfectly and I really appreciate the response. I'm loving this book, by the way. Really a fun resource.
Customer avatar
Vall S August 07, 2019 7:08 pm UTC
CREATOR
No problem, thanks for your support! :)
Customer avatar
Vall S June 28, 2019 11:55 am UTC
CREATOR
Hi all! The Greasemonkey's Handbook is now available as a print on demand title!

Be sure to check your emails if you've already grabbed a PDF copy, as you should have a discounted option available for the hardback. Thank you for all your support - we couldn't have achieved this amazing milestone without you!
Customer avatar
Joshua S July 17, 2019 1:09 pm UTC
PURCHASER
I picked this PDF up awhile ago but can't seem to find any email about a discounted version.
Customer avatar
Vall S July 17, 2019 5:08 pm UTC
CREATOR
Hi Joshua,

You should have had an email fired over to your DMsGuild-linked email address with a discount code or link to a discounted version of the hardback.
I'll drop Lysa an email and see if she's sent out the codes yet.
Customer avatar
Vall S July 29, 2019 6:11 pm UTC
CREATOR
Hi Joshua - just to let you know, all the discount codes for the hardback should now be available, with a whopping 20% off! Enjoy!
Customer avatar
Billy N June 28, 2019 12:38 am UTC
Interesting read. Are the player/npc options presented here balanced vs. those who would not be using this material?
Customer avatar
Vall S June 28, 2019 11:53 am UTC
CREATOR
The class archetypes have been balanced against both Xanathar's Guide options and PHB options, and work perfectly fine whether you're using the ATUM system or not. :)
The ATUMs themselves have also been balanced for use against the standard PHB classes, should you decide to have a more fantasy-esque construct (such as a golem powered by a soul cage, for example) encounter your players. The spells are also balanced for standard play, with most of them balanced around the core PHB spells, and a few similar to Xan's guide.

In the DM's Toolbox, there is also a rough guide to creating a challenge rating and balancing encounters when using ATUMs in combat, should you need it.

I hope this helps! :)
Customer avatar
Vall S May 23, 2019 1:19 pm UTC
CREATOR
The Greasemonkey's Handbook has now been updated. It should load much better on tablet devices now, and is searchable.
Keep your eyes on the product page - Print on Demand is due at the end of May/early June!
Customer avatar
Alex R May 18, 2019 8:19 pm UTC
PURCHASER
Hi! I just got this and I'm in love with it! I'm currently figuring out how I want to integrate this into my current campaign. I actually rewrote some 5e stuff for this campaign, and it was getting over complicated and convoluted, and this may have just solved all of my problems!

What I wanted to ask you about would one balance Titanfall or Mobile Suit styled mechs? As in the mechs themselves are huge or gargantuan sized, yet only have one pilot? I'm going to discuss with the players but I have a feeling they would rather be in a team of giant mechs rather than one massive one. Thank you so much!

P.S. How would damage scale for like a Gundam-sized machine gun? I feel like someone wouldn't be able to survive one shot from it outside of a mech. Or like a Titan Dagger doing similar damage to a hand weapon that a normal character would use?
Customer avatar
Vall S May 19, 2019 1:06 am UTC
CREATOR
Hi Alex, thanks for the kind words! I'm very glad to know the supplement has helped you out - it's been a long road of playtesting, balancing and generally writing something to try and remain as simple but as deep as possible.

The easiest way to balance things like titanfall mechs and other massive gundams and the like is to build a mech using a heavy chassis, but simply limit it to a single pilot. That gives you all the size requirements and tons of space for extra hardpoints without over complicating it - and you get to use the bigger weapons that require more slots.

Normally the way damage scales in the handbook is the larger weapons deal more damage - but said weapons can only be used by heavy ATUMs. You'll find the more slots a weapon hardpoint requires, the more damage it deals or the more power it has behind it. Heavy plasma artillery, for example, hits like a train, but you'll be hard-pressed to find it on anything other than a heavy chassis. If you want larger - more titanic...See more
Customer avatar
Alex R May 26, 2019 9:12 pm UTC
PURCHASER
Wow! Thank you so much for the immensely helpful and thorough reply so quickly!
I think you pretty much nailed all of my questions!

I might be doing a session this weekend or possibly the next, so I might have a few more questions after that!

I'm having so much fun just reading over everything. I hope you have an amazing day!
Customer avatar
Vall S May 26, 2019 11:24 pm UTC
CREATOR
No problem, glad I could help ^_^
Customer avatar
Vall S May 18, 2019 1:46 pm UTC
CREATOR
For those having issues with the download, I'll be updating the PDF either tomorrow or Monday, so I'll take it to obedience training and see if I can get it to behave properly.
Thank you for all your support! <3
Customer avatar
Rodrigo M May 06, 2019 8:01 pm UTC
PURCHASER
Hi! As others mentioned, I think there is an issue with the V3 pdf. It is really slow to load, both on pc and android. Is it possible that the uploaded file is corrupted or something? Tried opening on windows, linux and android.

Other than that, love this.

Thanks!
Customer avatar
Vall S May 06, 2019 8:56 pm UTC
CREATOR
Hi Rodrigo, I'm really glad you're enjoying the book!
It could be the way V3 was exported. I'm working on a minor update (V3.1) which should be due out soon, so I'll see if I can get the PDF to behave a little more accordingly.
Customer avatar
Joshua L April 30, 2019 8:01 pm UTC
PURCHASER
I purchased this but can't seem to download it. I'm fairly inept technologically speaking but it's only giving me links to the ATUM character sheets. They both seem to download the same things, a character sheet, a few example ATUMs, and maps. What am I missing?
Customer avatar
Vall S May 01, 2019 12:49 am UTC
CREATOR
Hi Joshua, there should be 2 different files in your library: a zip file containing the character sheets, ATUM examples and maps, and a PDF download of the Greasemonkey's Handbook v3. Can you confirm you have two files in your library that you're able to download?
Customer avatar
Joshua L May 01, 2019 1:23 pm UTC
PURCHASER
The Greasemonkey's Handbook: Rules for piloting Magitech, Steampunk and Sci Fi mechs in D&D 5th Edition
1298552-ATUM_Character_Sheet_by_Vall_Syrene.zip
6Download
7Dropbox
ATUM_Character_Sheet_by_Vall_Syrene.zip
6Download
7Dropbox
Dungeon Masters Guild 2019-03-23 12:00:39

My apologies for the wacky format but that is copied directly from my library thank you for the swift response.
Customer avatar
Vall S May 01, 2019 2:57 pm UTC
CREATOR
That's very strange indeed.
Have you tried downloading both the zip files just in case the Dmsguild hasn't labelled them correctly?
I've updated the names of the files my end for clarification, so hopefully that might make it turn up in your library.
Customer avatar
Joshua L May 01, 2019 10:46 pm UTC
PURCHASER
I had as I didn't want to have to trouble anyone and it downloaded the same file twice, but whatever you've done seems to have worked as I got the pdf from the first link. Thank you for your assistance and time!
Customer avatar
Vall S May 02, 2019 9:27 am UTC
CREATOR
No problem, enjoy the book!
Customer avatar
Jeffry W April 28, 2019 3:53 pm UTC
This is the book to get for doing 5e Mobile Suit Gundam. Correct?
Customer avatar
Vall S April 28, 2019 11:22 pm UTC
CREATOR
Correct. The only thing you'll need to do is give your mech a flight speed and you're away. The book is designed to essentially be able to give rules to any mech or land based vehicle you can think of, including Gundams. Our characters currently have a titanfall mech and a steampunk mechwarrior direwolf, and I've even created 5e rules for a warhammer baneblade using this supplement. It's very flexible.
Customer avatar
Rowan A April 26, 2019 5:42 pm UTC
PURCHASER
When you are firing a missile launcher in target-lock mode, do you add your proficiency bonus to the attack roll? Or just the modifier from it being new or masterwork? I would think that you would add the proficiency but, it's kind of unclear. For that matter, if you can't add your Dexterity modifier to the damage, can you even add that to the attack roll?
Customer avatar
Vall S April 26, 2019 11:18 pm UTC
CREATOR
When firing a weapon with which you are proficient (if you're proficient with ATUMs your proficient with the modules as well), then you add your proficiency bonus to the attack roll. If it's a ranged weapon attack, you also add your Dex modifier to the attack and damage roll, just like any other ranged weapon. Masterwork or the New quality just gives you an additional little bonus on top, similar to the to hit bonus granted by certain magic items or fighting styles.

A good thing to remember is just because you can't always add a modifier to damage doesn't mean you don't add it to the attack roll. Firebolt, for example, doesn't add your Intelligence modifier to the damage, but you still add the modifier when making the initial attack roll. :)


I hope this helps! :)
Customer avatar
Sebastian V April 17, 2019 12:35 am UTC
PURCHASER
Hi, I am loving this book so far and will definitely be using it in one of my campaigns upcoming.

I had one question so far however, is it intentional that ammo boxes are the same between all the different weapons which use them?

As far as i could tell there was only one price and its the same for both the missile battery and the civilian machine gun.

Customer avatar
Vall S April 17, 2019 6:35 pm UTC
CREATOR
Hi Baz, thanks for the question!
Yes, to make things simple it's intended that the ammo box costs be dictated by the Ammo Box Availability and Costs table, instead of having to list various prices for every single module in the book. Just mainly to make things easier to track.
Customer avatar
Sebastian V April 23, 2019 5:39 am UTC
PURCHASER
Ah thanks, I thought that might be the case. Follow up question: in a similar vein how are weapons with a greater than one rof intended to be used? Does the player make one attack roll and multiply the damage ala magic missile or do they make an attack roll for each shot as part of the attack?

E.g. a rifle with rof 2 1d6 damage. When I attack with the weapon do I make 2 rolls for 1d6 each or 1 roll and 2d6 to a single target.
Customer avatar
Vall S April 23, 2019 7:58 am UTC
CREATOR
No problem. :)
As for the ROF rule, it's intended for the user to spend their entire action to attack with the module, and if that module has a ROF of 2, they'd make 2 separate attacks with the module, similar to the Extra Attack feature.

So a module with a ROF of 2 that deals 1d6 damage would let you make 2 attacks against separate targets, rolling to hit and dealing 1d6 + modifiers in damage.
I hope this helps!
Customer avatar
Sebastian V April 23, 2019 10:49 pm UTC
PURCHASER
Ah that makes sense. How would this interact with the fighter's extra attack(s), specifically with handheld weapons ? Do they make multiple attack actions with the module/weapon or just one, my understanding is that they would only get as many attacks as the weapon has ROF
Customer avatar
Vall S April 24, 2019 10:28 am UTC
CREATOR
If the fighter uses a module without a manipulator (for example, an autocannon), that module has a ROF value, but always requires a character's full action to use, akin to the 'use an object' action. So the fighter in that case doesn't get their extra attack feature as they're using/activating an object. To offset this, certain weapons have an ROF value (normally 2), which simulates the fighter's extra attack feature, so those with multiple attacks don't feel their time is wasted in the cockpit.

However, if the ATUM is question has a manipulator arm equipped, it allows the fighter to interact with the world as if they had a free hand/arm. A manipulator is basically a giant robotic hand. There are manipulator weapons you can use which don't have an ROF value (for the most part), which do function with the fighter's features as if they themselves are wielding the weapon.

As for smaller handheld weapons such as assault rifles (which are wielded by the characters themselves and have an...See more
Customer avatar
Sebastian V April 25, 2019 5:23 am UTC
PURCHASER
Awesome! thanks for clearing that up
Customer avatar
Vall S April 25, 2019 9:28 am UTC
CREATOR
No problem, enjoy!
Customer avatar
Evan E April 16, 2019 3:29 pm UTC
PURCHASER
Hi, I was wondering why the Titant Powerfist Flux Arc only deals lightning damage, I feel as though it would deal Bludgeoning as well since it has the Powerful Blow property.
Customer avatar
Vall S April 17, 2019 6:21 pm UTC
CREATOR
Hi Evan, thanks for the question! The Flux Arc was envisioned as a vibrating force of energy that surrounds the Powerfist, so the actual fist itself doesn't hit the target-the bubble of electrical energy does instead. Like a controlled close range burst of force. The Powerful Blow's bludgeoning property doesn't really apply to the Powerfist, but the knockback feature does, which is why it has the rule; though this might be subject to change in a later update if long term playtesting warrants it. :)
Customer avatar
Evan E April 17, 2019 7:33 pm UTC
PURCHASER
Ok, Thanks for the clarification. :)
Customer avatar
Vall S April 17, 2019 7:34 pm UTC
CREATOR
No problem, enjoy the book!
Customer avatar
Marcel S April 08, 2019 7:35 pm UTC
PURCHASER
Hey there I got this one some time ago and I fell in love with it, now it also served a friend in my campaign with an perfectly fitted school for his wizzard. Now I only have one question: is it possible to spellweave your own spells with the the spellweave feature?
Customer avatar
Vall S April 08, 2019 8:30 pm UTC
CREATOR
Hi Marcel, Thanks for your support! You can happily inform your friend that yes, the Automation Wizard can indeed spellweave their own spells. It's not cheap, but the effects can be extremely...explosive. ;)
Customer avatar
Marcel S April 09, 2019 2:05 pm UTC
PURCHASER
Sweet, thank you very much for the quick responding. He was quite excited to hear that to say the least :)
Customer avatar
Vall S April 10, 2019 7:57 pm UTC
CREATOR
No problem, have fun!
Customer avatar
Kaleb D April 05, 2019 1:49 am UTC
PURCHASER
Hey Val. Ever since the update I havent been able to get the pdf to download and it might be on my end, but idk what to try anymore.
Customer avatar
Vall S April 06, 2019 10:42 am UTC
CREATOR
Really? Hmm. Have you tried clearing your cookies and re - downloading it from your library?
Is it cancelling the download mid-way through, corrupting on download or just not downloading at all?
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