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

Unlike Powers and Skills, abilities are passive (active all the time) without needing an initiation by the player. They are generally known to 'fill the gaps' or 'fulfill a player's needs' throughout the game.

Wearing the helm of knowledge and/or blessing the scroll significantly increases the chance that Identification, Telepathy, and Swimming will be learned next.

Ability Best Acquisition Alternative Acquisitions(and Restrictions) Description
Acute senses eat orange powder urn (10% chance) wear a ring of third sight You can see invisible monsters.
Identification read a knowledge scroll n/a Passively identifies any item you see(delusion rings included) with its quality, even if hit by pale mosses.
Levitation 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 indefinite use of wooden flutes and choice of destination when using a glass ocarina in chaos.
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 read 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. Use the look command(l) on the exact location of a monster to have its full name regardless of distance.
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.
Weaponmaster read a scroll of knowledge reach viking level 9 or polymorph into a swordsman
  • 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.