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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!
Want to get even more use out of this supplement? Grab Adaptable NPCs today!


  • 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." -

Check out the Greasemonkey's review over on the D&D Character Lab! -

You can also find an in-depth content review from the Crit Academy Podcast! -

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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Reviews (17)
Discussions (47)
Customer avatar
Kaleb J July 09, 2020 11:18 pm UTC
Quick question is the is one of the possible buffs of the Rush spell the ability to doge as a bound action? It seems a little strong and makes the +1 ac buff that you can get instead a little redundant.
Customer avatar
Vall S July 16, 2020 10:26 am UTC
It is, yes. It initially comes off a little strong but it's dependant on who the spell is cast on. A paladin, for example, has smite spells they can cast as a bonus action, so might opt for the +1 bonus to ac to keep the bonus action free. Likewise the rogue, while being a dodge-tank, also uses its bonus action to disengage and hide, so it makes it very situational and adds more competition to the slot use. I believe the only classes that would benefit wholly from the dodge action as a bonus are the barbarian and fighter, unless they're two-weapon fighting.

If you try it with your party and feel like it's too much though, the spell works just as well if you remove that particular feature, so feel free to experiment with it to find the best balance for your campaign. :)

Customer avatar
Matthew L June 23, 2020 9:17 pm UTC
I purchased the package with Hardcover book and PDF. it's been over a month, when should I expect the Book to show up?
Customer avatar
Vall S June 23, 2020 10:22 pm UTC
Hi Matthew,

It depends where you're based I believe. I have no control at all over the POD timeframes unfortunately. That's something you'll have to bring up with the DMsGuild support team and OneBookShelf (as they provided the POD service). They're usually rather fast to respond to queries though!
Customer avatar
Vall S July 16, 2020 10:27 am UTC
Just an update for you regarding this - I ordered a paperback POD proof for Legendary Hunts (coming soon!) and was told it would take between 20-24 days to ship due to Covid. So I'm not sure where you're based but it's likely something similar.
I hope this helps!
Customer avatar
John M June 16, 2020 11:26 pm UTC
I can't seem to find where it says how many Hit Dice a ATUM starts with. Can anyone tell me?
Customer avatar
Vall S June 17, 2020 9:08 am UTC
Hi John,

The ATUM's hit dice are noted under Chapter 5: Constructing Your ATUM, and are determined by chassis type.
Customer avatar
Vall S April 21, 2020 12:33 pm UTC
Hello everyone!

We are currently hard at work on pre-production of The Greasemonkey's Handbook Volume II - This is planned to be focused on NPCs, ATUMs and new creatures that live alongside them, acting as the Greasemonkey's Monster Manual to our Player's Handbook (though it will also feature some tasty new ATUM chassis designs!).

What would you like to see in this volume? Anything in particular? Reply with your comments below!
Customer avatar
Brian L May 03, 2020 3:34 pm UTC
My biggest wish for Monster Manual type books is a big collection of "human" foes from level 1-20. Especially for this type of game, I personally would want a plethora of "human" opponents. Bandits with ATUMs, soldiers of various ranks, evil organizations forces, autonomous ATUMs and their masters, etc. With a variety of examples of all to allow dynamic diverse conflicts.

For example:
Bandits have bandit Cutters (fast ATUMs designed to swarm), Bruisers (to tank), Artillery (long range but weaker), Archanist (use magic to controlalter the battlefield), and more.

And I would like that concept applied to various styles of organizations with tons of choices between levels 1-20.

But that's just my wishlist...
Customer avatar
Vall S May 03, 2020 7:36 pm UTC
Thanks for commenting!
I'm definitely going to add this chunk of ideas to the production suggestion list... I already love the idea of bandit ATUMs ;)
Customer avatar
Sebastian V May 05, 2020 1:53 am UTC
I would love to see some more subclasses which interact with ATUMS and atum combat in interesting ways, such as a rogue saboteur which does hacking and explosive related things.

I also agree with Brian, more enemies for running organisations involving atums. I think it would also be sweet to see some more interaction with the dogfighter's handbook.
Customer avatar
Vall S July 16, 2020 10:28 am UTC
All great suggestions, thank you Sebastian! I'm adding this to the pipeline of ideas :)
Customer avatar
Mike M April 18, 2020 11:19 pm UTC
Artificer update When?
Customer avatar
Vall S April 21, 2020 12:12 pm UTC
The handbook should already contain a spell list for the Artificer. If you mean a Greasemonkey's compatible subclass, I'm currently working on that as we speak, though due to the Greasemonkey being in print (and thus unable to be updated further), it'll likely be a separate PDF. I'll update on this page once it's out. You can also follow me on social media for more updates:
Customer avatar
Kaleb J April 12, 2020 5:38 pm UTC
I really like your supplement, a couple questions I have are how does the Heavy property work for the manipulator weapons? All types of ATUMs are large or larger it seems that the property would have little effect.
When comparing the Heavy Assault rifle and the Sniper Rifle manipulator weapons the only advantage the Sniper rifle has over the Heavy Assault rifle is range, since they both have the same damage?
Also why does the Manipulator Sniper Rifle lack the armor piercing rule that the player equipment Sniper Rifle and Heavy Sniper Rifle have along with having damage equal to or lower than the player equipment Snipers?
Customer avatar
Vall S April 21, 2020 12:30 pm UTC
Thanks for the support!

The Heavy property in that regard was designed with light ATUMs in mind, mostly to simulate the kickback or weight the weapon would have in the manipulators of smaller chassis.
Feel free to ignore that or make tweaks to it to better suit your campaign though!
As for the ATUM Manipulator sniper rifle, that appears to be an editing mistake. It should have the Armor-Piercing rule in addition to it's other properties and deal 2d8 piercing damage. The player Heavy Sniper Rifle is essentially a miniaturised version of the ATUM sniper rifle, which is also why it's a specialist weapon and needs specific training to use.

Hopefully that helps!
Customer avatar
Drew D December 24, 2019 5:12 am UTC
Hi! Are there any available pregen ATUM character sheets available?
Customer avatar
Vall S December 24, 2019 11:21 am UTC
You should have an ATUM form fillable PDF character sheet, and a set of pregenerated ATUMs of varying level in an file in your library :)
Customer avatar
Christopher F December 07, 2019 12:39 pm UTC
Is there any difference between the two V3 Greasemonkey's Handbook files? One seems to be nearly twice the file size of the other.
Customer avatar
Vall S December 07, 2019 8:18 pm UTC
Hi Christopher.

If you mean the PDFs, I believe one is just more compressed that the other, hence the size difference. The file is fairly bigger than the PDF as it contains all the free maps, ATUM prebuilds and form filllable ATUM character sheet.
Customer avatar
Erin H September 30, 2019 5:38 pm UTC
Good Afternoon. First of all, I would like to say that me and my friends enjoy this book quite a lot. We are currently playing in an exciting fantasy steampunk/fallout sort of dnd landscape. I had one quick question. Would the feats Great Weapon master and Sharpshooter work on weapons/modules with ROF?
Customer avatar
Vall S December 07, 2019 8:16 pm UTC
Hi Erin!

Apologies for the delay in replying! I was sure I'd already replied to this but it seems that wasn't the case!
Sharpshooter and GWM both work with weapons and modules with ROF, provided the weapons/modules meet the feat requirements. Our playtesters had a ton of fun missing wildly while trying to get their perfect shots off! ;)
Customer avatar
Jed K December 10, 2019 3:39 pm UTC
Customer avatar
Joshua R August 24, 2019 1:37 pm UTC
is there any character sheet for the mechs?
Customer avatar
Vall S August 24, 2019 4:56 pm UTC
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
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
Alan K August 25, 2019 11:03 am UTC
It does, thanks :).

Another quick question about arc lightning. Do all targets get a save after an initial hit or just the secondary ones after the initial hit?
Customer avatar
Vall S August 25, 2019 11:16 am UTC
No problem. :)

Only the targets subjected to the arc lightning's secondary attack (when it jumps to other targets) make a Dexterity saving throw.
Customer avatar
Jonathan F January 24, 2020 10:57 am UTC
Hello there, thank you for the book. I'm having a lot of fun going over it and incorporating it into a new campaign setting I'm making.
I have a follow-up question however:

In regards to manipulator and manipulator weapon size, does that mean the base assumption is that a Heavy (Gargantuan) ATUM with manipulators and say a Titan Broadsword have arms and weapons sized appropriately for a Large-ish ATUM since that's the smallest class of ATUM that can wield it?

I would imagine at that point you would be better served having more than 2 manipulators on a Heavy ATUM and do a sort of ginsu of small blades thing than really have the classic giant warrior mecha, no? As the later doesn't seem quite viable.
Customer avatar
Vall S January 25, 2020 11:24 am UTC
Hi Jonathan, I'm glad you're enjoying the book!

As I stated previously, the size descriptor is more of a visual reference than a RAW 'Large, Huge, Gargantuan' thing, as the manipulators and weapons don't follow the same scaling as creatures. It's intended that a Heavy ATUM would have arms and weapons appropriate for it's size visually, but the damage dice on said weapons would still remain the same. Once you get to a certain size, machines tend to become walking artillery platforms more than close combat powerhouses (hence the ability to install larger, more powerful ranged weapons with larger module slot requirements on Heavy ATUMs). I suppose similar to Imperator Titans from warhammer 40k?

If you did want to go with a close combat Heavy ATUM however, there are melee hardpoints available that would likely better suit the using a manipulator/hand weapon combo, such as the Titan Flail (pg 28) combined with a Reflector Shield (pg 28) and Increased Servo Responders module (pg 31), or if...See more
Customer avatar
Paul D August 02, 2019 6:19 pm UTC
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
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
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
No problem, thanks for your support! :)
Customer avatar
Vall S June 28, 2019 11:55 am UTC
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
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
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
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
William 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
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
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
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
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
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
No problem, glad I could help ^_^
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