FAQ
What should I buy first in Monk Took Book?
What do Blessings buy versus money?
Which perk should I level first — Strength, Speed or Carpentry?
Are tools worth buying early?
Two currencies, two rulebooks
Every spending decision in Monk Took Book starts with knowing which wallet you’re holding. The official description separates them cleanly: the Abbot rewards thy toils with Blessings, spent on Perkes to level Strength, Speed and Carpentry — or reinvested in the Collection itself through new and lofty shelves and whole new chambers. Money is the courtyard economy: shop tools, upkeep, and the quill-and-repair bills that come in after rough nights. Nothing converts between them, so a pile of Blessings cannot solve a tool problem and coin cannot buy shelf space (the blessings guide covers the Blessings economy in depth).
The bottleneck rule beats any fixed order
Upgrade-tier lists are popular, but this game’s spending has a feature most don’t: yesterday tells you what to buy. The loop surfaces one recurring failure at a time — deliveries piling up, fetches coming back slow, night damage outpacing repairs — and each failure maps to exactly one spend category. The decision procedure:
- Name yesterday’s bottleneck — what actually went wrong, once, concretely.
- Match it to a spend category using the table below.
- Buy that, nothing else. Stockpiling for an imagined future problem is how both currencies end up wasted.
| Yesterday’s problem | What to buy | Wallet |
|---|---|---|
| Books waiting in the staging pile longer each day | New / loftier shelves | Blessings |
| Whole abbey full — zones can’t take another delivery | New chambers | Blessings |
| Shelving itself feels slow or limited | Carpentry perk | Blessings |
| Fetches missing the pre-sunrise window | Speed perk | Blessings |
| Stacks too heavy to carry efficiently | Strength perk | Blessings |
| Rats/ghosts reaching shelves before you | Night tools (dagger → crossbow → holy cross) | Money |
| Repair bills piling up | Quill budget + repair investment | Money |
Where early players actually start
The convergence pattern in early play, consistent with the official spend list: capacity before perks. Shelf space is the one purchase that pays back every single day — faster shelving, cleaner zones, smaller staging piles — while perks scale with progression and buy less time in the first week. Early footage put a shelf purchase around the 30-blessing mark (an observation with a date, not a price list). Tools are bought reactively: the first night that shows you a problem is the night you shop for its answer, as the night defense guide describes the toolkit.
One early-game exception worth naming: if repair bills are visibly eating the budget, a repair investment is the bottleneck fix — recurring costs beat one-time costs when they compound.
What not to buy (yet)
The officially named luxury tier — new chambers — is exactly what it sounds like: expansion for a collection that has outgrown its walls. Chambers compound the rest of the game’s demands (more space, more books, bigger nights), so the standard advice is to let them wait until shelf zones and perks have made the current abbey boring. The skills and perks guide covers the crypt side of the system, and the night orders page explains why every coin above is really buying one thing: faster, calmer evenings.
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