Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My two best books are more students and houses at the start to jumpstart the early game, and half cost increase for buildings. It basically becomes half cost buildings into the mid/late game.
Runes would be nice but don't have it sadly. Necronimicon should be much higher like 5-10% just with only affecting mishap rooms and making you try to cause mishaps which are a penalty.
Wearables have huge bonises for later ones like 125% mana or 75% less sleep so having them accessable to some who may not focus enough on a given specialization or just like a year earlier could ramp up but idk the numbers. Slightly better students or teachers are mostly worthless with blueprints and other decorations that can fix them during a run.
Also I typically reroll the future that makes the kids well behaved - it just comes up too often and does not really pay off, better to aim for something that is offering a nicer permanent buff.
(You also can change the school rules to be a little laxer when students misbehave, if you really want to exploit the necronomicron.)
Well all in all it is not a favourite to pick, but if nothing better is offered I usually take it.
The one that grants a Runic Scriptorium and bonuses may be better - but only because it lets you kickstart the school more easily, much like the extra houses/students one. The 30% efficiency boost is fantastic when you only have a few rooms, and you have a guaranteed alchemy classroom right out the starting gate, but trying to build them en masse for efficiency bonuses brings more opportunity cost than benefit.