All ideas tagged "new skill"

#4223

 · 
vanilla

Enhance Minetown with a bunch of new NPC denizens:

  • Dwarven trainer: found in a largish room.
    • Chatting to him makes him ask if you want to train, for a fee. If you say yes and pay it, he shouts “Defend yourself!” and begins to fight with you. This lasts until you chat with him again. While you are in this training fight, neither of you deal damage to the other one, though you can still deal damage normally to other things.
    • If you don’t want to train, he offers to teach you how to disarm for a large sum of money. Disarming is a technique you can use with the #disarm command after you have learned it from him. Possibly, it unlocks a “disarming” skill that you can’t get elsewhere. When you use the disarm command, you are prompted for a direction to pick an adjacent monster. The monster must be wielding a weapon, and you must have some minimum amount of skill in your weapon (which can be martial arts). The chance of success is 20% base, +1% per point of Luck (or -1% per negative Luck), +5% for every skill level above Unskilled you are in either your weapon skill, or the disarm skill, +2% per level you have over the monster, and -2% per level the monster has over you.
  • Elven enchantress: Mutually exclusive with the trainer. Chatting with her prompts you for an item to enchant.
    • Items that are not naturally enchantable with enchant scrolls get refused.
    • Artifacts or items at their maximum enchantment get refused; she gives a line about how it is already surrounded by powerful magic and she dares not attempt it.
    • If the item is damaged, it gets repaired, for a modest amount of money per level of damage.
    • If the item is undamaged but not blessed, it gets blessed, charging a slightly higher amount of money.
    • If the item is blessed and undamaged, its enchantment is increased by 1, charging a larger amount of money that scales in direct proportion to the preexisting enchantment on that item.
    • She possibly fooproofs the item if it’s at maximum enchantment.
  • Dwarven innkeeper: also found in a large room.
    • Chatting to him has him offer you an ale, for either 5 zorkmids or the appropriate buy cost of a potion of booze, and accepting produces the effects of an uncursed potion of booze, as well as identifying the potion of booze. 50% of the time, he also gives you a random rumor as if from an uncursed fortune cookie. (Criticism of this is that on-demand confusion makes several early-game challenges involving confused effects of scrolls trivial.)
    • He will also offer you a room to stay the night if the Watch is not angry at you, for either $50 or the cost of a potion of full healing. Accepting fully heals you (or produces the effects of an uncursed potion of full healing, without identifying the potion since one wasn’t involved). Not specified how it should deal with the time you are sleeping, whether that means literally putting you to sleep or something else.
  • Old gladiator: found 1/3 of the time, possibly in the inn; chatting to him produces some old battle stories and a request for an ale (same price as if you were buying it yourself). The first time you buy him an ale, he will teach you a random weapon skill. Subsequent times he only thanks you drunkenly for the drink.
  • Aged traveler: found 1/3 of the time, possibly in the inn, mutually exclusive with the gladiator; chatting to him has him offer to tell you the depth of the Oracle level for 50 zorkmids, or offer to “teach you some things he’s learned in his travels” for 1000 zorkmids, which acts like a blessed potion of gain level, but is not available after you get it once. Alternatively, he could teach you several random item identities.
  • Dirty drunk: found 1/3 of the time, possibly in the inn, mutually exclusive with the gladiator and traveler.
  • Bar brawler: found in the inn, interacting with him in any way will make him angry and start a fight. You’re allowed to fight but not kill him (which would anger the Watch), and you can pacify him by putting him to sleep, paying him off, beating him close enough to death to make him give up, or whatever. If the fight breaks out in the inn you owe the innkeeper money for broken furniture.
  • Criminal or mugger: chatting to them makes them aware of you and they will try to steal from you later.
  • Merchant: Wanders around Minetown, slightly weaker than a shopkeeper. Will sell you food rations at the standard price. Criticism of this is that an unlimited source of food rations is unbalancing and makes a delicatessen obsolete. To add balance, he might have a limited quantity of them to sell, but then he is still kind of pointless.
  • Beggar: Has one randomly generated item, which he will sell at either its standard price or a discount. Most of the time this won’t be useful, but occasionally it could be something good.
  • Bureaucrat: sits alone in a small room. Chatting with him makes him sneer at you, “I’m busy”. However, if the Watch is angry, he will offer to take a large amount of gold from you to pacify them.

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.

#3948

 · 
vanilla

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.

#3869

 · 
vanilla

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.

#3694

 · 
vanilla

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.

#3659

 · 
vanilla

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.

#2543

 · 
vanilla

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.

#1493

 · 
vanilla

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.

#1086

 · 
vanilla

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.

#995

 · 
vanilla

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.

#816

 · 
vanilla

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.

#724

 · 
vanilla

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.

#265

 · 
vanilla

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.