#4631
Rogues should have exclusive access to an “assassin” combat skill: putting points in this skill makes poisoned weapons deal more damage and poison their targets more frequently.
Rogues should have exclusive access to an “assassin” combat skill: putting points in this skill makes poisoned weapons deal more damage and poison their targets more frequently.
Enhance Minetown with a bunch of new NPC denizens:
A secondary proposal is to make some of the denizens who teach you things actually useless a random amount of the time. For instance, the gladiator is a liar who’s good at spinning stories and not much else, or the aged traveler is a charlatan who gives misinformation, abusing Wisdom or sapping your experience points.
Non-weapon skill that has various effects on alchemy: make alchemical blasts less common (or zero at high skill), and increase the probability that mixing certain potions yields the right result.
Remove most specific skills for ranged weapons, reducing them to a set of bow, crossbow, sling, and “thrown” (including darts, boomerangs, thrown rocks, etc). When wielded, missiles are always treated as unskilled.
A reduced version of the Wands Balance Patch in which there is still a new wand-use skill, but not varying wand effects at different levels of skill (because the skill of the wielder shouldn’t affect the magic in the wand). Instead, increased wand skill gives you higher accuracy (no more/much less missing Rodney with a death ray, for instance) and perhaps other perks such as being able to zap a wand once per turn as a bonus action, as with a stethoscope.
You can apply an equipped small shield (or possibly other types of shields) to attack a monster with a shield bash. This could be treated either like a blunt weapon attack, or more likely as a special effect which has a chance of stunning the target. Stunning odds could be higher for either more martial-based roles, or could use a shield skill and scale with that.
Add “magical writing” as a nonweapon skill, which is trained at a fast rate by writing scrolls and spellbooks, and increases your odds of writing unknown scrolls and spellbooks successfully.
A levelable haggling skill that gets you better prices in shops.
Non-weapon stethoscope skill, which gives less information than it currently does at Unskilled (perhaps just HP), the same amount of information as currently at Basic, more information like pet tameness and apport at Skilled, and a full probe at Expert. Possibly it also takes a full turn to use until Basic or Skilled.
Add nets, on the basis that NetHack needs to have nets in it. You can throw them in pools to fish with, and throw them at small monsters to trap them in place. There could also be a trap that catches you in a net. You can also mess up throwing them and tangle yourself instead. Possibly, nets would be their own skill too.
For simplicity of implementation, they should create a temporary web on the player’s space (with a flag set so that it uses “net” in its messages instead of “web” and is probably harder/impossible to tear through at high Strength). Either nets would generate in stacks of 11-20 and get destroyed when the monster escaped the net, or they would drop themselves (most of the time) when the monster escaped the net and destroyed the trap. Either way, they should be fairly light.
Swimming skill: how well you can swim on top of water and carry weight at the same time. At Unskilled you can carry very little, but it quickly increases beyond that.
Rangers can chat to certain animalistic monsters to calm them and make them peaceful (but not tame). Possibly generalize this into a skill that can be achieved by Cavemen, Monks and Tourists too.
Potion throwing is a skill, and enhancing it will let you get stronger effects out of thrown potions. Later game monsters may throw potions with this skill enhanced. If traps throw potions, they always do so at Unskilled.
Add a defence/evasion skill, which is trained by having monsters miss the player (while not wearing torso armor?) and grants an AC bonus when enhanced.
Add herblore (possibly as a non-combat skill). This allows you to brew various potions using herbs and potions of water. Healers are quite good at it, and their quest contains many herbs. Requires actually implementing herbs, which cannot be planted or grown like in ADOM.