Ragnarok / Valhalla Wiki
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| read a scroll of knowledge
 
| read a scroll of knowledge
 
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| Lets you navigate water without a boat, acquire drown items and enter Mimer's Well.
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| You won't drown in water, can acquire drown items and enter Mimer's Well.
   
   

Revision as of 17:21, 30 July 2021

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 Identifies items and qualities regardless of delusion or pale mosses.
Levitation read a scroll of knowledge polymorph into a flying creature Keeps you slightly aloft, avoiding most traps and obstacles.
Music drink an alchemist potion Endlessly use wooden flutes and controllably use a glass ocarina.
Sixth sense eat a dead anssk Grows a nerve group parallel to the optic one. Gives limited "sight" If blinded.
Swimming read a scroll of knowledge You won't drown in water, can acquire drown items and enter Mimer's Well.


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.