You can view your abilities by hitting C or by clicking the Self button.

See also Powers and Skills.

Wearing the helm of knowledge significantly increases the chance that Identification, Telepathy, and Swimming will be selected by the scroll of knowledge.

Ability Source Description
Acute senses You can see invisible monsters.
Identification read a scroll of knowledge
  • Allows you to automatically identify, and identify the quality of, all items.
  • Gives immunity to the memory-loss attack of the pale moss.
  • Allows you to see rings of delusion.
  • read a scroll of knowledge
  • polymorph into a flying creature
You hover just slightly above the terrain, thus avoiding most traps and obstacles.
Music drink an alchemist potion
  • Allows you to choose your destination when using a glass ocarina.
  • Improves the benefit of wooden flutes.
Sixth sense eat a dead anssk Causes a secondary bundle of nerves to grow parallel to the optic nerve. If you're blinded somehow, this alternate link-up will allow for limited "sight".
Swimming reading a scroll of knowledge Allows you to:
  • Navigate water without a boat.
  • Retrieve underwater items.
  • Enter Mimer's Well to obtain Gjall.
Telepathy read a scroll of knowledge The ability to sense other minds, thus knowing the positions of hostile creatures before they are inadvertently discovered.
Throwing skills successfully using the related weapon (increases per successful usage) Practicing with each type of throwing/shooting weapon increases accuracy and power. See the Weapons page for exact values.
  • Grants a chance for a second attack per round.
  • Grants +5 damage to all weapon attacks.
  • Grants additional +10 damage to the sai and katana.
  • Grants a chance to "wound" attacked enemies for 21-35 bonus damage.

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