All ideas tagged "training"

#4397

 · 
vanilla

Skills automatically enhance themselves when you have trained them sufficiently. Also, the skill slot system is removed so that you don’t have to worry about training a skill you won’t want later and wasting its slot.

#2850

 · 
vanilla

Your skill practice points gradually decrease with time on their own. They will decrease slowly enough that if you are using a weapon infrequently but regularly, you won’t notice anything, but if you go many thousands of turns without using a skill, you may need to retrain and bring it back up to speed. There should either be a message when your skill falls a level due to this decrease, or when you try to start using the skill again only to discover that your skill has decreased.

#2449

 · 
vanilla

Minimize the impact of enhancing a skill. Effects that changed with the threshold should be migrated to scale directly with practice as much as possible. If you have maxed a skill to its next enhancement threshold but haven’t or can’t enhance further, further practice is not counted.

#2414

 · 
vanilla

Amnesia makes you forget spells and lose skill points instead of forgetting discoveries and maps. Normally, spell recall is drained; if a spell is at 0%, it is completely forgotten.

#1838

 · 
vanilla

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.

#1837

 · 
vanilla

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.

#1600

 · 
vanilla

Add some mechanic that allows you to pay for training to unrestrict a skill and bring it to Basic. Players of any role are also able to get riding training.

Rather than making weapons train 1-to-1 on all successful hits, make them train differently:

  • Weapons train only when their natural damage die rolls a 1 / rolls a max (ignoring other weapon damage bonuses), so that weaker weapons train faster than stronger ones, and weapon skill for stronger weapons comes in later in the game rather than having all players reach Expert relatively early in the game. This has the oddity of incentivizing orcish weapons over regular, elven or dwarvish though.
  • Make the enchantment of your weapon irrelevant to training or even make training slower with a positively enchanted weapon; if the weapon has magical homing assist technology, you’re not really building skill in how to use it that much.

#652

 · 
vanilla

You have access to the full total allotment of skill points from the beginning of the game (effectively making it so that gaining more levels isn’t required to unlock skill slots). To compensate, you can only train skills by fighting at-difficulty monsters or higher, so you can’t train everything by farming weak monsters.

#328

 · 
vanilla

Unicorn horn skill is also trained by curing things with it, and its chance of fixing something increases with skill level.

Skills should be trained even when damage output is 1 (but cutoffs would probably need an increase). Skill level cutoffs should probably be rebalanced anyway; for example, it should take longer to train long swords than it does for broadswords, and this could add an extra dimension to weapon choice.

#63

 · 
vanilla

Most artifacts should have a negative to-hit bonus, so you’re encouraged to train the weapon’s skill with some weapon that isn’t the artifact.