#4008
Getting lifesaved (for the first time, probably not subsequent times) gives you some experience points, because now you have experienced what death is like.
Getting lifesaved (for the first time, probably not subsequent times) gives you some experience points, because now you have experienced what death is like.
The hero gains levels twice as fast, for instance by putting a new level cutoff between each existing set of cutoffs (10 for level 1’s 0 to 20, 30 for level 2’s 20 to 40, etc). However, the player must choose with each level gained whether to take most of the effects of gaining an experience level - HP and Pw increases, etc, but NOT a skill slot - or a new skill slot.
Award some experience points when the hero discovers a trap door in a “Vlad was here” closet by searching for it (not by triggering it), because this demonstrates that they are learning that such closets contain trap doors.
Wraith corpses should function as a potion of gain level does, of the same beatitude as the corpse. I.e. a blessed wraith corpse will gain a level and then some fraction of experience points towards the next level.
Exploding a bag of holding gives you a respectable amount of experience points (because you certainly learned something from that experience, and it would be hilarious to accidentally level up by doing this.)
Role based on the idea of “trophy hunting”, which gains more experience than normal on killing an enemy species for the first time, and less afterwards.
Inhaling vapors from a potion of gain level produces a message like “You smell hard work” or “You smell elbow grease” (perhaps if hallucinating), granting you 10% of the experience points needed to advance to the next level. Monsters may be similarly affected.
Note that the 10% is calculated just based on the level thresholds and your own experience points don’t matter (only your current level). If you are level 5, with level 5 reached at 120 points and level 6 reached at 200 points, you will always get 10% of (200-120) = 8 points.
Archeologists and Tourists get experience for photographing monsters they haven’t yet photographed.
Rebalance early-game monster base XP; a lichen should not be worth 4 times as much as a jackal.
Monsters only give experience points when they are at least a few levels below your own level (i.e. you can’t level up from level 12 to 14 by killing only newts and grid bugs with any amount of grinding). To compensate, the cutoffs for experience level are brought closer together.
Armor of training: has no AC, but gives you a small multiplier to your experience point gains (and possibly skill point gains) whenever you are wearing it.
FIQhack has added this, but as an object property rather than a new object.
Potion of training: gives you a temporary multiplier to your experience point gains (lasts for the next N monsters, not the next N turns). Might also give you a temporary multiplier to skill training point gains.
Ring of fast living: gives an experience multiplier and increases hunger rate drastically, multiplies your damage but also multiplies damage you take.
Add a “summoned” bitfield to struct monst, which is used to identify monsters that have been created through magical means. Should be a bitfield rather than a flag so that it can track different details of how it was summoned (from trap/wand/etc, by player or by something else; it probably doesn’t warrant a mextra struct). Summoned monsters can have various anti-farming nerfs applied to them: no training skills, no corpses, no deathdrops, no starting inventory, no experience, etc. Possibly, summoned monsters also disappear after a few hundred turns.
New type of book “encyclopedia”:
Getting lifesaved gives you experience points (because it’s a near-death experience). So should having a out-of-body experience from getting hit with death magic while hallucinating.
Give monsters their own XP counters, because the system of “all kills by a monster count as equal experience” is weird.