Nonstandard Skill Learning
In video games, skills are usually learned through a standard mean. Be it by leveling up, or by collecting job points, or even by buying scrolls and books that teach the skills. No matter which method the game used, the majority of the skills are obtained by this method. Enter this trope. There are certain skills that cannot be learned through the usual method. They need to be obtained through other means, like advancing the storyline, building up friendship with your party members, completing that old granny's request to buy her groceries, or defeating the super-duper strong hidden monster whose existence may or may not be hinted at. The point is, don't expect to learn this skill just by the standard procedure. For a completionist, this might be the Last Lousy Point. May be related to Everyone Has A Special Move, if these moves must be unlocked by the story. Related to Skill Scores and Perks. For the leveling-up version, see Easy EXP.
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- The Kingdom Hearts series spreads learning abilities across various methods (level up, progress the plot, defeat a boss, or complete some other challenge), but that comes across as not having one "standard" method in the first place. Though stat boosts come primarily through level-ups, so that might create an expectation that most character growth is from experience points.
- Final Fantasy, very often used together with Guide Dang It.
- The Blue Mage job is basically this as a whole job. While the rest of the jobs usually learn their skills by by gaining levels, Blue Mages don't. There are certain monster skills that the Blue Mages can learn. To learn these skills, the Blue Mage needs to be hit by the skill and survive (some games do it differently, like eating the monster). The problem is, the game won't bother telling which skills can be learned and which one can't or which monsters carry which skill.
- Summon Magic in general is this trope. They are often learned through defeating the summoned monsters in battle, but there are many other means.
- Also Limit Break. Each character usually have their own methods of obtaining their ultimate attacks.
- Final Fantasy IV
- Because of a trauma, Rydia cannot use the spell Fire, until Rosa convinces her later in a storyline event. Hilariously enough, she can still learn Firaga given you do enough Level Grinding.
- Several of Rydia's summons can only be obtained from getting an item that Randomly Drops from certain types of enemies. Pray that the Random Number God is in a good mood.
- Final Fantasy VI only had a couple of characters who would learn magic by leveling up, and a fairly limited set at that. In order to learn magic otherwise, Espers had to be equipped to the characters to teach them new spells by earning Ability Points (AP) in battle. Similar concepts were used in later games as well.
- Some of the character-specific abilities also had special conditions, including the resident Blue Magic user.
- Final Fantasy VII averts this at the start, granting characters new Limit Breaks through repeated combat, but to teach a given character their level 4 Limit Break, you'll need a special item. There's also the Enemy Skill materia; see Blue Mages.
- The Limit Breaks in Final Fantasy VIII are like this. Squall's Limit Breaks are learned by upgrading his weapon, with the final upgrade teaching him all 4 finishers. Zell reads magazines to learn some of the stronger attacks and finishing moves. Quistis uses certain items to learn skills. Rinoa takes her dog for a walk, and learns a new skill during the plot. Irvine can use different bullets based on what's in inventory. Selphie (technically) has all of her best Limit Break Magic available from the word go, but once you use the special ones once they show up more frequently in future.
- Technically speaking, you can also use all of Zell's moves right from the start, but you not only need to know the exact input to use them, but also what preceeding moves you need to use for some of the finishers to be available, some of which also having the exact same requirements. In other words, unless you memorize a single specific path of moves to each finisher, you're better off just finding and reading the magazines for convinience's sake.
- The Overdrives in Final Fantasy X have this feel, due to the diverse nature of the party. Tidus and Lulu gain new Overdrives by using previous ones repeatedly and levelling up, respectively. Yuna only has one skill that she starts with, but gets new Aeons to summon with it during the plot. Rikku's overdrives are based on the party's inventory. Auron levels up by collecting movie spheres, Kimahri learns Overdrives from enemies, and Wakka gets additional Reels as prizes from winning Blitzball tournaments. One of the most Egregious example of Guide Dang It would be Valefor's Energy Ray attack. How do you obtain it? By talking to a friggin' dog in the very first village.
- In Final Fantasy XIII, most skills (including basic Attack) are represented by nodes on the Crystarium. The exception is the characters' Eidolons, which are obtained during the storyline and stored in the inventory.
- Ramza's skillset gets larger over the course of Final Fantasy Tactics. There's also the Ultima spell (learnable only by Ramza and Alma, and only during two storyline fights) and the Zodiac summon (learnable only by summoners, during one optional fight), which are taught by being hit with (and surviving) the skill in combat, as opposed to most skill which are purchased with JP.
- Most other high-end spells that you can normally learn by spending JP can also be learned the same way, but due to the difficulty in actually finding enemies able to cast them and the need to use the same class that naturally learns the said spell, few people find about it on their own. That, plus since the chance to learn the spell this way is the same as getting it from the crystal the enemy might turn into after dying and doing it that way doesn't require you to be the same class as the enemy, it's much more convinient to just kill them and attempt to get the skill from their crystal: the only real advantage of learning the spell by getting hit by it is the ability to possibly teach it to multiple characters, but chances are you won't have multiple mages of the right class available when you manage to find an enemy that can cast a spell that none of them have learned yet.
- Mostly downplayed in Final Fantasy Tactics Advance and Final Fantasy Tactics A2, which require you to equip an item that teaches a skill before you're able to learn it by good ol' Level Grinding. Played straight by the Thief class skill Steal: Ability in Advance, which allows you to steal the knowledge of how to use a skill directly from an enemy's brainnote . Advance thieves can also steal equipment that teaches new skills from enemies, for you to equip and grind. Thieves were nerfed in A2, losing the ability to steal abilities and equipment. Blue Mages also show up in Advance and A2, and learn skills the usual way; some enemies are only in certain missions, though, and missing them there will leave their teachable skills Lost Forever. Morphers can also use monster souls to transform into monsters, gaining the monster's stats and abilities; to do so, a Hunter has to capture at least one monster of the species to get a soul for the Morpher to equip; the aforementioned Guide Dang It monsters are morphable, too, so you need to capture them as well as let the BM be hit by them.
- Bravely Default also has Blue Mages, called Vampires. The bestiary clearly indicates which monster skills they can learn. ...Except for ones from DLC monsters that don't show up in the bestiary.
- Atelier series.
- Several examples in the first Atelier Iris game.
- At one point in the story, Klein will get the option to either learn the skill Living Item or the ability to create Ether Bulb. You can get the other one later, though.
- Norn's Illusion skill is gotten through solving the puzzle in Ka Luda's playground the second time, using the black pieces instead of white.
- Delsus' Spirit Shot skill, gotten from completing an optional sidequest from the old man at Lake Forwell near the end of the game.
- Lita's Pale Wing skill, gotten after a certain storyline event near the end of the game.
- In Atelier Iris 2, Gray and Fee learn Dragon Slayer and Ein Zecksclaw respectively during the main story.
- In Mana-Khemia 2: Fall of Alchemy, Lily is the only one whose upgraded skills, instead of learned through the Grow Book, are obtained through certain cutscenes after creating certain items.
- All of Gino's skills in Atelier Totori are obtained through doing his character events.
- Several examples in the first Atelier Iris game.
- In Persona 4, several of Rise's skills are obtained through Social Link instead of leveling up.
- In Persona 4 Golden, every party member gets a unique skill that is obtained through talking to them on a certain date after maxing their Social Links.
- All the party members have social link skills. Golden also adds "Bike Ride" skills, which allow the party members to learn new skills late in the game by going on a trip to a spa with the protagonist.
- In Digital Devil Saga, if you answer certain dialogue choices throughout the two games, Argilla and Seraph will automatically obtain the skills Seraph Lore and Reincarnate respectively when you reach the final dungeon. Notably, you have to import a Digital Devil Saga 1 save into Digital Devil Saga 2 for those skills to be actually learned by those two, and should you merely import a Digital Devil Saga 1 save into Digital Devil Saga 2, then Gale will always learn Pyriphlegethon, regardless of dialogue choices.
- Some of Ryuudo's most advanced special moves in Grandia II can only be learned after defeating his brother Melfis. Millenia, meanwhile, gains new special attacks from every piece of Valmar the party defeats.
- In Chrono Cross very many of the ultimate or signature attacks are only obtained through doing a sidequest, some of which can be impossible to get if you don't make the right decisions during gameplay. In fact, getting the special ability for one character, Razzly the fairy, requires that you choose the worst option out of a quest in the previous disc and results in many innocent deaths (it's the tragedy that ends up empowering her).
- In EarthBound, spells are acquired by leveling up, except for the two tiers of Teleport for Ness. The first Teleport must be learned from a talking monkey, and the second one is automatically acquired after completing the Magicant level.
- In Mother 3, Lucas learns PK Flash by getting struck by lightning. Kumatora also learns PK Starstorm in the same fashion, though it's voluntary in her case.
- Smeargle, from Pokémon, who is the only Pokemon who can permanently learn attacks via Sketch. Everyone else has to level up to learn new moves or use a TM, HM or move tutor.
- The Tales Series does this frequently, making some skills obtained through story events, sidequests, or by using certain other skills enough times.
- In the SaGa series, you can generally spark learning new skills (randomly, of course) by spamming abilities lower on the skill tree.
- In SaGa Frontier 2, you can also enter one-on-one battle mode and enter your commands manually (i.e. "Slash + Backslash = Cross Slash", rather than selecting the "Cross Slash" skill from your menu), triggering new skills that way.
- In Clive Barker's Undying, all spells are acquired by taking a magic scroll, except for the Lightning spell. For that one, you must take a lightning rod and put it in a orifice on a roof. A lightning will strike the rod and you will receive the electricity, which will give you the spell.
- The Otakon LARP characters can only learn new skills, and can only earn one rank in that skill.
- Ancient Domains of Mystery is unique in regards to this trope. You only improve your existing skills by levelling up and the usual way to learn new ones is from NPCs and wishes. However, mindcrafters and elementalists learn new Mindcrafting powers and new spells, respectively, upon level up.
Turn Based Strategy
- In Disgaea, starting from the second game there is always one party member whose ultimate skill is obtained through story instead of leveling up.
- In XCOM: Enemy Unknown, the basic psychic ability Mind Flay is not part of the normal class-based Skill Tree but is unlocked randomly for soldiers with particularly high Will score after a prolonged stay in the psychic labs. More advanced psychic powers are tied not to the Character Level but to how often you use Mind Flay and other powers you already unlocked, while the most powerful psychic ability, the Rift, can only be learned by the Volunteer, a single soldier who enters the Gollop Chamber in the endgame.
- Squad members' unique Loyalty Powers in Mass Effect 2 and Mass Effect 3 can be learned by Shepard, too, but only after completing their personal missions (and only one at a time). In the second game, the Loyalty Power would only be unlocked for the Squad Member themselves after completing said personal mission.
- In Dragon Age: Origins, each party member has a hidden perk tree of "Inspired" abilities, which are automatically unlocked at 25, 50, 75, and 100 Disposition and gave increasing bonuses to their primary character stats. If their Disposition to the Warden dropped, however, the perks were revoked. Wynne additionally had an active power Vessel of the Spirit, which was unlocked by certain story events.
- In Dragon Age II, reaching either end of the Friendship/Rivalry scale of a party member made it lock there permanently and unlocked that character's unique permanent bonus.
- In Knights of the Old Republic II, you normally learn skills by investing skill/feat points into them. However, you can only learn advanced lightsaber combat forms by receiving instruction from or fighting the Jedi Masters you find throughout the game.
- Obsidian did something similar to the Dragon Age: Origins example two years earlier in Neverwinter Nights 2: Mask of the Betrayer, where increasing your Relationship Values with party members unlocked bonus feats (mainly skill and ability boosts applied to both you and the party member). Meanwhile the Storm of Zehir expansion has a list of Teamwork Feats which require two steps to unlock: meet requirements outlined in the game manual, then accept and complete a corresponding sidequest from the Adventurers' Guild at Crossroad Keep. All three games also give history feats for completing story requirements, and in SoZ some of them grant bonuses.
- Kingdom of Loathing has a number of skills that can only be acquired from consumable quest rewards, and a few from special encounters.
- In The Witcher, some perks/upgrades can only be learned by crafting and consuming unique mutagenic potions, e.g. Golem's Pith potion unlocks the Moonrise ability. Also, the Signs have to be unlocked at specific Circles of Elements before you can invest more skill points into them.
- Most Skill Scores in Divinity: Original Sin can be learned by investing skill points into them at character creation or at any point in the game. The hidden Tenebrium skill, however, which allows a character to safely handle Tenebrium items and raw ore, can only be unlocked by completing a specific side quest in Silverglen or stealing a unique skill book in Sacred Heart. Another, downplayed example would be the Death Knight Bane active power, which is nonstandard in that its skill book does not disappear upon being used, like all other powers, but can be read by everyone in the party.
- While most skill scores in Wasteland 2 can be learned by anyone from the start, two are conspicuously grey out: the South-Western Folklore and the Combat Shooting. The former is a Kickstarter backer-exlusive reward, unlocked by giving a secret password to a specific character, while the latter can only be learned from a unique hidden book.
- The Blaster skill in both Might and Magic VI and VII is unlocked by story events towards the end of the games, unlike the standard method of finding a related store and paying for basic training.